Posts

The Titan Cliffs

  The Titan Cliffs - 4/2/22 5th Session of the campaign - from May 12 - 18, Imperial Year 455 In attendance: Quartz - Svirfneblin (Rachel) Kargor - Fighter (Jacob) Amos - Dwarf (Bill) Cornelius - Acrobat (Jill)  Neem - Thief (Retainer) Gordo - Magic User (Retainer) The Gist : Party responded to a post seeking help in finding a lost busker for one Talia L The party ignored a note from Enger, sorcerer Supreme of Zenith City (this is the 2nd request from him that the party has ignored) From there, they traveled up the shore a short distance, and witnessed a blue dragon destroying a sailing ship while traveling They came upon a lighthouse and a massive statue of a head on the shore.  The group proceeded into the statue, confronted a cult inside, rescued a number of prisoners, and gained control of the facility (including the massive spear of silver piercing the core of the facility) The cultists were trying to awaken the facility itself, which they described as a dead god by:...

DCC Dark Sun - Part 1: Benisons and Doom Packages

This is my quick and dirty attempt to use the Benison and Doom system from DCC Lankhmar for the purpose of DCC Dark Sun. Later, I'll adapt existing backgrounds to have a set of human origins as well, but in the swords and sorcery tradition, I want to keep non-humans at least somewhat similar. For my con game, I'll have Warriors, Thieves, Wizards, Priests and Psions(from Crawling Under a Broken Moon's "Mind Games,").   Each ancestry has at least 1 benison + doom as a package deal. If benisons outweigh dooms, pay 3 luck as a levee, or take an additional doom. I'm not super interested in balance, or total adherence to Dark Sun, but this feels pretty decent to me. Rules work to come: weapon breakage, Arena Crowd rolls, and defiling magic Ancestry Benisons Dooms Dwarf Non magical - Gain a bonus to saves against magic = to stamina bonus +1 Tough - +1 HP/Level Short - subtract 5’ per round from speed Gruff - subtract 1 from crowd rolls Elf Fast +5 ft per round, with...

Session 4 - Gem Mining Redux

 In Attendance Amos - Dwarf Cherry - Halfling Blaine - Cleric - RIP Glimrix - Gnome  Quartz - Svirfneblin Varg - Cleric  Time elapsed - 4 days (advances the clock to May 11, Imperial Year 455)  (1 Days travel, 10 hours mining, 1 night resting, half day's travel, 1 night resting, 1 day traveling) Gist - The party returned to the Incandescent Grottoes with Glimbiggles, a miner seeking novel glowing crystals. On the way, Blaine was slain by a giant ant, then the party took refuge in the dungeon. They explored the northern section of the first floor, had some conflict with Troglodytes (non-lethal, mostly negotiated), did some mining, and experience some odd things in grottoes after clearing a major vein of blue crystals. There, they rescued Varg, chaos cleric. They learned that the Troglodytes are going down in number due to the dangers of this place. Additionally, they ran into a ducal soldier from the previous delve, whose whole party had been slain. They provided rati...

Session 3 - Gem Mining Gone Wild

Image
  Gem Mining Gone Wild Days 3-6 of the campaign(May 3 - May 6, I.Y. 455) : In which the party acted as escort to Glimbiggles, a Gnome Gem prospector to a place heretofore known as The Incandescent Grottoes down a river to the south of Zenith City Participants  Cleon The Halfling/Tin Can - Gary Skree The Swarm Lord - Iain Cherry The Halfling - Megan Glimrix Hufflebuck, The Necrotic Gnome - Rick People Met Tormund The Werebear - received an expensive and later fenced piece of jewelry from him (taken from a cousin? of the Duke's) as a reward for the party bringing him the head of a lizard man Lennoc'm the Necromancer - a necromancer who visited the incandescent grottoes, with the goal of delivering something to a specific place, who bought a couple bodies off the PCs Unnamed Giant - fond of throwing rocks at boats on the river. Glimbiggles - Gnome Prospector. Tried to trick the party a bit with the contract, but ultimately mined a bunch Places Visited River Iacques - south of Z...

Session 1 - June 5, 2021

Image
  Session 1/date 6/5/21 People met  Tomas - Enger's adjutant. Tall, big stache, used clamshell artifact to summon Enger Enger’s bored-looking, lazily murderous elven guards Enger, sorcerer supreme of Zenith city - skullet, big ego, appears in a puff of green smoke, gold embroidered silk finery, gems,  disdain for nobility and persecution complex - specifically mentioned distrust of Duke Zlaw, and another wizard: Ekarebil. Insisted on a discretion charm before the party could venture forth. Offering 1000 for Franzibar, a snake sorcerer buried in the tomb and possibly still half-alive. Rules established If it is otherwise unclear, there's a 1-6 chance that there will be an elemental spirit inhabiting nearby stone or clay  I'll be reviewing the death's door rules I've been using, because it feels like I'm missing an element of danger (I couldn't find anything to indicate slow degradation and possible bleed-out) Places Visited Burgomeisters holdfast Tower Enger ...

Character Creation and House Rules

 Character Creation and  House Rules For the most part, follow the character creation procedure outlined here , with exceptions listed below All characters start at full HP at first level (IE maximum roll on their HD) Simple Encumberance - Armor + Treasure weight not exceeding 1600 coins Ascending Armor Class Former Occupations from the Knock zine Classes Allowed: - Character Builder here will work for any standard or advanced classes. Core OSE Classes  Dwarf Elf Halfling Magic User Cleric  Fighter Thief Advanced OSE Classes -  Acrobat - gymnastics, stealth, like Bey from Beastmaster 3 Assassin  - trained killer Barbarian - survivalist and warrior Bard - minstrels, warrior poets, Drow - underground elves aligned with chaos and spiders Druid Duergar  - dwarves who live deep underground and have strange mental powers Gnome  - little trickster magicians with a connection to nature Half-Elf - part elf, part human, will eventually get a bit of magic H...