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Goodbye Gloryhole

  Once the mourning had ceased the party decided to investigate the room that geometric entity had been sitting in. Broderick the Profound, being familiar with dwarven history and technology along with spacecraft, unlike the rest of the party, was able to determine that this is the warp drive of a demonically fueled warp core. After messing about with the various controls, Broderick is able to open up a portal, a shimmering repeated trace of a labyrinth in blue light. Far away in the pits of hell Grillbar Lungskin sees a disc open in front of him, where he can see Bobos and Dungifer in a sorry state along with a dwarf he does not recognize. He can hear incredibly muffled speech so he placed his ear against the portal. The party sees a green ear pop into existence, Broderick declares it a demon and states he is ready to attack any foul thing that comes through. Grillbar pulls out his ear and then plunges his whole face through, Bobos and Dungifer see their friend’s v...

Bay of Birini

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I have recently started work on a bronze age lost world style setting called the Bay of Birini. It's a hex crawl over a 50 x 50 mile area. It uses a bunch of shit from other people because it's a home game thing so I am not gonna post the hexes because a chunk of them are written by other people. Instead here is the plain map and the hex fill procedures that used for the making of it!   Roll 1d24 1-2      Obvious feature 3           Hidden feature 4           Two features, one obvious one hidden 5+        No feature Feature 1d4 Settlement Monster Lair Weird Dungeon Settlement Roll 2d6 and multiply the results, they control that many surrounding hexes. 1     Hermit 2     Thorp 3     Village 4     Village 5     Fort 6     Fort 8     Town 9     Bandit Holding 10  ...

The Assassination of Radcliff Fourfingers by the Interdimensional Demon Fueled Space Ship Warp Core The Devil of Moonsil

 Licking their wounds the party heads back to where the dwarves were. Dungifier was able to convince them to join forces on their way out by mentioning them saving the dungeon from demonic invasion. The party wandered about in the mine aimlessly for some time until eventually they met up with two wandering humans. A bald man with a mustache and a blond young woman. They introduce themselves as Jolly and Sabra Naben, a father daughter blacksmithing and mining duo who the dwarves recognize from past business dealings. Dungifer’s second sight alerts him to something being amiss about the two but they don’t seem hostile. The party offers to have them join up with the group but they refuse, citing their limited time in the mines thus far. Before leaving a warning is issued about all the various monsters down here, Sabra responds by pulling out an up until that point hidden knife and assuring them all that they know how to protect themselves. The party is suspicious of them a...

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 ...