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More Morale

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 A PDF for download can be found here .

The Darkest Hour in the Brass Cave

  Unsure how to carry on the team heads forth through the tunnels until they reach a fork heading either north or south, recalling northward has always historically been the way back to the surface they head north until they reach a brass door. Fearfully they pause not sure what to do until finally bobos the fool sorceress touches the doors, it hisses as it slides open with prismatic mist flowing from the bottom of the door. Suddenly they are in a luxurious room with 8 large sarcophaguses in a style incongruent to the one, beautiful weaved banners. Not wishing to possibly anger more undead, they take a door to the east, finding themselves entering into the room containing all the dwarves from the room they had been guarding. Bobos, who is used to changes in the multidimensional stream from her learned way of flaming hands, determines that something is messing with time and space but cannot be sure what exactly is going on. Retracing their steps to the brass cave they de...

Legend of Zelda Classes DCC

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 I made this a while back. Untested. Have Fun.  A PDF for download can be found here.

Bronze Age DCC Occupations

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This is mostly based on southeastern europe, northern africa, and asia minor but with small aspects of bronze age china mixed in. I play with a house rule where You roll an additional d10 to determine what you are, with 1-7 being human, 8 being dwarf, 9 being elf, 10 being halfling.   A link to a pdf download can be found here.

Prison of the Forsaken Bear God: Warhammer Fantasy Battles 3rd Edition

 There is a lot of fun to be had in the melding of old school roleplaying games and war games. I decided to convert my module to warhammer in hopes someone explores that area. Blogger is not capable of containing what I wrote for some reason so here is a link to a google doc .

Falcon

Falcon: An animal companion for BX From the steppefolk of the east to the noblefolk of the far western isles the art of falconry has spread across the entire continent.  Falcon AC: 2 [17], HD: 1+1, THAC0: 18[+1], Att 1 x Claw (1d4), MV: 70’ flying, SV: Poison/Deathray 12 Wands/Beams 13 Petrification/Paralysis 14 Breath/Explosives 13 Magic 16, ML: 8 ,AL: Neutrality ,XP: 15. Special: Falcons count as HD 4 for the determination of Breath Weapons/Explosives saves. While traveling with a falcon, random encounters of overland monsters are altered as follows.  Encounter Distance: 4d6 x 20 yards. Or 1d4 x 20 yards if either side is surprised. Surprise: The adventures roll 1d6. On a result of a 1 the party is surprised, on the result of a 2 the party is not surprised but does not know what they are encountering. While traveling with a falcon, the chance of finding a suitable hunt is increased to 2-in-6. Inspired by The Sweet and Lovely Mark

Dinosaur Stampede

  Level: 3 Range: 100’ Duration: Varies Casting time: 1 round Save: Reflex General: The caster summons forth the spirits of long dead dinosaurs to trample their enemies. Successful saves merely half the damage suffered while being trampled by the spirits. The spirits charge forth in a straight line, unaffected by gravity. The caster may only cast this spell if they are in possession of a dinosaur fossil. Manifestation: Roll 1d7: (1) triceratops; (2) brontosaurus; (3) spinosaurus; (4) pachycephalosaurus; (5) tyrannosaurus rex; (6) ankylosaurus; (7) stegosaurus. Corruption: Roll 1d8: (1) The caster becomes a nexus point between the prime material plane and the afterlife of beasts, they suffer a -2 penalty to sounds related stealth skill checks as ghostly animals noises follow wherever they go; (2) The caster’s skin hardens and fills with osteoderms, granting a +1 AC bonus and a -1 check penalty to non spellcasting actions; (3) the caster reverts to a more ...

The Twisted Path Home

 With their friend firmly in hell the three remaining adventurers prepare to head back, ladened themselves with thousands upon thousands of gold pieces worth of coins and gems they make their way out of the chasm. Heading back through the tunnels to the mine proper they realize something. The frozen dead dwarves that once littered the hallway are entirely gone, and the construction of the hallways had changed slightly, concerned they made haste to the 6th level. The level is how they remember and as they make their way back to the elevator shaft but on their way they hear metallic clanking. Dungifer senses no danger so they approach the metal in good faith. They see two dwarves, one in head to toe in plate mail with tufts of a blond beard sticking through the cracks, and one in chainmail with cornrows and a goatee. As they are obviously injured Dungifer in his duty to heal the sick and wounded offers to heal the two. As this happens they share details of the past events...

Banished to the Frozen Layers of Hell

  The party, having licked their wounds; delves deeper, down to the lowest of levels. Passing by the same grisly display of dwarven corpses they had seen the day prior they find themselves in the crystalline chasm.  Following the stream they find themselves at a deeper gorge in the chasm, below is a giant dome of beautiful shining crystals with a hole at the bottom. Next to the waterfall is some rope secured into the stone with a spike, about 10 feet down the rope has been snapped, the rest of it lying next to the ground by the waterfall. Dungifer can tell something baleful is down there. Bobos attempts to use monster summoning but is unable to channel enough magical energy through her to summon any of the monsters she has collected the parts of. She eats two days worth of rations as the arcane hunger sets in. Her plans of using the monsters as scouts seems to have gone nowhere. In his infinite curiosity Kermit volunteers to go and explore the place himself, using ...

Upon the Northern Isthmus: The Afterlife and Undeath

The Afterlife In death there is the gravhela. After death the dead begin their trek to the bottom of the world. Deep underground in the cold and dark beyond the Death Goddesses’ lake sits the realm of gravhela. The winds are cold and biting, there is no light. The only solace is ale provided down there erases all memories of what you were before you died, so your soul can finally rest. Virtuous or Vile when you die gravhela waits. One cannot let the certainty of death hold you back, you will be born, you will do what The Weird demands, and you will die. Shirking this fate is cowardice. The Undead Ghosts and Revenants Those that have not fulfilled their obligations in the realm of the living are bound to return in one form or another. Death cannot and will not stop their Weirdbound duty. To counter the will of these rare heroes of Weird is vile, those that do may never taste the sweet ale in gravhela.  Monuments and runestones dot the landscape, telling ...

Dungeon Crawl Meshi

I am a large fan of the manga dungeon meshi. I have been able to read it through my local library. I decided to write up a few things I have seen in it for use with dungeon crawl classics. Never been play tested or anything these are straight out the oven. Food Ration Types Food is essential for proper adventuring, how is one to win gold and glory on an empty stomach. There are 6 types of rations, categorized into fresh and preserved. Dire and Delightful meals have special effects. A ration counts as enough food for a day. Rations are expressed as Type| Cost| How long it lasts| special effect Dire Fresh Rations| NA| 1 week| The consumer must make a DC 12 Fort save or become sickened, suffering a -2 penalty to all rolls for the following day.  Fresh Ration| 8cp| 1 week| No affect Delightful Fresh Rations| 15cp| 1 week| Luck rolls made while recovering the body are rolled with a d16, the consumer gains a +2 bonus to all physical rolls for the following day. Dire Preserved Rations| 1c...

Fear of the Dark

  The party heads towards the elevator, finding it on their level, they head down. As they round the many winding corridors Dungifer suddenly detects something baleful approaching them. Hearing this Grillbar readies his laser lance, soon they bend a corner and see it a 9 foot tall icy being of sharp corners and blank face. Grillbar panics and throws his lance, going right through the thing it lands on the other side, the being seems unphased. Dungifer tries to bind the icy thing but is not strong enough and Radcliff throws out a flask of oil hoping to light the icy being on fire with the help of Bobos, he then moves in close.  The party hears a voice coming from inside their own mind hissing out “turn that light off” and then they are plunged into total darkness. Bobos attempts to cast prismatic wall to counter the darkness with radiant light, but the spell is hard to cast and nothing happens, though it is not lost. In the dark suddenly two familiar creatures, ...