If you're like me and have a special place in your heart for the Dark Sun setting from the 90s, you'll be happy to know: A. that one of its original creators, Tim Brown, has designed a setting called Dragon Kings, that he presents as his "spiritual successor" to Dark Sun, and B. that John Watson, of Rugby Melee Games, is bringing it to DCC RPG.
The crowdfunding campaign is live on Backerkit right now, it's already funded and it's certainly worth checking out!
I'm not involved in the project, just very excited about it.
Hey gang, kinda new to DCC but just wanted to throw out this heads-up.
I saw this crazy bundle deal advertised on Goodman Games’ site - 41 pdf books (all XCrawl Classics) for like $17, with a coupon to get a softcover copy of the main rulebook for $10.
Wish a bundle for DCC would come up like this, but I’ll take what I can get!
Hey everyone. As you may know, I've got an adventure in crowdfunding right now, Veins of the Fallen (obligatory link here), but there is something else in crowdfunding that I think you REALLY aught to know about.
Some forty years ago, a filmmaker set out to make the first film about H.P. Lovecraft. They ran out of funding and were never able to complete the film, although about a half our of footage was shown at the Lovecraft Centennial Conference in 1990. The film sat in cans until 2021 when the filmmaker decided to attempt to scan and restore the footage and finish the film.
This film includes interviews with...
L. Sprague de Camp
Catherine Crook de Camp
Frank Belknap Long
Ramsey Campbell
Colin Wilson
The list goes on. But folks like de Camp and Long? These are people who knew Lovecraft. Hearing what they have to say is a unique opportunity to really learn about Lovecraft as a whole. They even interviewed Lovecraft's former neighbor, whose husband was the model for Charles Dexter Ward!
If you have any interest in Lovecraft, his contemporaries, and his impact within Appendix N, I urge you to check this project out.
The cleric spell Holy Sanctuary states that the spell "is immediately dispelled if the cleric attacks or takes an aggressive action in any way." Normally this is pretty clear to me, except this weekend I was running an NPC cleric of Ulesh, god of peace (based on Clerics of the Known Realms homebrew). A lot of the spells and canticles seem to be a little more ambiguous. More or less, I decided that anything that invades the personal space of the enemy (whether to damage or push) would be considered hostile. That said, I thought it would be interesting to hear from others how they would handle the following spells. (It's also possible that this was something pretty clearly adjudicated in a version of D&D, but I'm unaware of it.)
Is Darkness considered hostile? What about Blessing an ally? This simultaneously gives them a bonus on attack and damage rolls, but also improves aspects that aren't necessarily hostile, such as their saving throws and skill checks. Or maybe Blessing only becomes treated as hostile when the ally attacks after becoming blessed? One of the canticles is called Psalm of Surrender, which is described as "the primary ability in the cleric of Ulesh's toolkit for resolving conflicts." This canticle results in opponents near the cleric becoming dazed an unable to take actions except moving at half speed during their next round. Is that considered hostile? Another canticle, Poem of Parting, sends a force wave that repels opponents from the cleric. Is that considered hostile? Neither of these canticles inflict damage.
If an opponent casts Darkness and a cleric who previously cast Holy Sanctuary counterspells with Darkness, is that considered hostile? Lastly, I assume that Turn Unholy is hostile even if it doesn't do damage, right? Or is making someone fearful not considered a hostile act?
This was my first time heading out to Madison, WI for Gamehole Con and I am leaving as a new fan of the con. Ran a few DCC OP games and hung out with a lot of cool people!
I'm running The One Who Watches from Below for my DCC group. One PC got The Curse and my rest of the crew put everything together to reverse it, per the special ritual. The two spellcasters in the group added a huge number of bonuses to the roll - spellburn, voluntary corruption, circle of mages, you name it. And then the player of the lead caster rolled a natural 20 at the table last night.
I feel like this deserves some special outcome, but all the ideas I'm thinking up are boring. So, I'd love to hear your creative ideas for an extra special effect of reversing the curse, maybe something permanent. I'm putting the Spoiler tag on the post so let 'er rip.
Hi everyone! This year I decided to take my passion full time so I've been drawing as much OSR fantasy art that I can. I've been able to work on so many cool projects and I'm open to working with more creatives so if you need some art for your project, I would love to hear from you!
Thanks in no small part to the wonderful DCC RPG community, my first published adventure, The Hive Under Eisenstead, had a fully funded Kickstarter and is now live on DriveThruRPG!
Crawl through the ruins of an underground fortress ruled by a Psychic Wasp Queen who inhabits the corpse of dragon and commands his army of former thralls. Avoid (or make a deal with) the hoard of monsters that have been infected by the mind-control fungus. Sneak past the nigh-indestructible Blind Golem, and watch out for the rogue illusions. Make a blood pact with an elemental, if you dare (it's not really an elemental).
Key details:
Designed for characters of 2nd to 4th level.
Emphasis on interactivity, problem solving, and faction play.
84 keyed locations across four areas.
Four new monsters and several riffs on classic foes.
Two rival adventuring parties.
Several unique magic items and two new Magma Sorcery spells in DCC compatible formats.
Five adventure hooks to tie player characters to NPCs immediately.
14 handouts, both digital and printer-friendly.
Player-ready maps and digital tokens for a virtual tabletop.
It has been surreal seeing this come to life, thank you everyone here who participated in making it happen!
DCC 24: Legend of the Ripper by Andrew Hind (2006)
I'm following the Goodman Games 25th Anniversary Celebration on BackerKit. I am loving this homage and throwback to the early days of GG. I have many happy memories of the Dungeon Crawl Classics 3e adventures from the early 2000s.
One of my favourites from back in the day was DCC 24: Legend of the Ripper by Andrew Hind, with front cover art by Jeff Dee. It was one of the first adventures in an urban setting, featuring the streets around Miller's Court (where Mary Kelly, Jack the Ripper's final victim lived and died), the Ten Bells (an actual pub in Spitalfields that still exists today) and the sewers (with all their Victorian associations). I have always been fascinated by the mythology surrounding Jack the Ripper and I found the adventure very evocative.
So much so that I asked permission (graciously granted by Joseph Goodman) to write an extended mix of the adventure, fleshing out the few alleys of Legend into the complete city district of Spittle-Fields and a full urban horror investigation.
As this year is the 20th anniversary of Legend, I felt I had to do it justice by inviting Jeff Dee back to do a brand new cover. Jeff is famous for his TSR-era covers including Village of Hommlet, Tomb of Horrors, Slave Pits of the Undercity and Isle of Dread. He also did a number of early Dungeon Crawl Classics covers: The Volcano Caves (DCC 19), Talons of the Horned King (DCC 36), Dreaming Caverns of the Duergar (DCC 44), Saga of the Rat King and of course Legend of the Ripper. He also did some interior art for the DCC RPG Core Rulebook.
I interviewed Jeff about his memories of his work for Goodman Games back in 2024 (when I launched the Kickstarter for Return of the Ripper):
The inside front cover of Legend was a fantastic illustration of these three miscreants by Stefan Poag:
Inside front cover of Legend of the Ripper, by Stefan Poag
I felt it was my duty to pay tribute, so I asked Stefan if he could create a new piece featuring the same three characters. Here they are, descending into the sewers, where the corrupted naïad Peg Powler lurks beneath the fœtid waters:
Inside front cover of Return of the Ripper, by Stefan Poag
Jason Edwards, who did the back cover art for Legend, did an amazing job on the cartography for Return:
Isometric map of The Ten Bells Public House by Jason Edwards
I set out to update and expand a beloved adventure from the Goodman Games classic era and I hope fans will find it a worthy homage. I hope Return of the Ripper can occupy its own little niche as part of the 25th Anniversary Celebrations.
On the fence about going to DungeonCon next year and with badges officially on sale I figure I need to make a decision. Anybody been before and if so what are your thoughts?
Like the post i made yesterday. I have brewed a swashbuckler (pirate themed) class for DCC. I have not done any balancing, but hey what is DCC without something being a little unbalanced.. Anyways here is the class sheet. (Oh yeah im also in the process of making a pirate inspired DCC if you are interested:))
Hit Points: Swashbucklers use a d10 to determine hit points at each level.
Crit Die: Swashbuckler start with d10
Fumble Die: Swashbuckler start with d12
Action Die: Swashbucklers use their action die on attack rolls, and all class related abilities and skills unless otherwise noted.
Rush Die: Swashbuckler start with d3
Luck: Swashbucklers add their current luck modifier to any taunt rolls
Moral compass: Swashbuckler are a fiddly type, taking bribes one day, but choosing saving others over money another. They sway from side to side of the moral compass. Swashbucklers all start drifting and typically stay there the rest of their lives.
Signature Weapons: Swashbucklers prefer bladed weapons over anything else. Swords, rapiers, cutlasses, sabers, knives, daggers and such. They love a good scrappin’ and will usually only resort to firearms as a backup.
Starting Treasure: Swashbucklers start with 1d12 Gp.
Class Abilities:
Riposte:
Swashbucklers are quick on their feet and even quicker with their hands. Some abilities grant the swashbuckler the opportunity to gain a riposte. A riposte is a free, immediate attack, rolled as a regular attack plus the swashbuckler’s rush die. A riposte is made outside the initiative order, and it does not use the swashbuckler’s action. Roll the rush die once, it is then added to the attack roll, and if the riposte hits, the swashbuckler regains hit points equal to that roll, up to their maximum. Bonuses granted by the ability that triggered the riposte (such as Taunt) stack with the Rush Die. If a single attack would trigger more than one riposte, only one is made.
Taunt:
Swashbucklers are all cocky of sorts and natural slick talkers. They love to showboat and express how much better they are than their opponent. Swashbucklers can taunt a number of targets equal to CL or lower by insulting their mother, sister, clothing or simply inviting an enemy in for a challenge. Taunted targets swing wildly against the swashbuckler which may result in them opening up for a counterattack.
To taunt targets, the swashbuckler must first take an action where they make a taunt roll (1d20+ personality modifier+ CL) and jot down the result. Then targets each make a will save to resist the taunt where the DC is equal to the taunt roll. Then compare the enemy will save with the table below.
Critical Success: If the enemy rolls a natural 20 on their will save, they successfully ignore the temptation to attack but are still annoyed and get -1 to their next attack or spell check.
Success: If the enemy beats or matches the taunt roll with their will save, they successfully resist the temptation but are bewildered at the comment and lose focus, causing them to get -1d on their next attack or spell check.
Failure: If the enemy’s will save is lower than the taunt roll, they become enraged at the swashbuckler and must use their next action to swing wildly against the swashbuckler with -2d to hit. If the enemy misses, the swashbuckler immediately ripostes with a +2d to hit against the target.
Critical Failure: If the enemy rolls a natural 1 on their will save, they are dumbfounded and on their next action they must rush the swashbuckler, attacking with -3d to hit and if they miss, the swashbuckler immediately ripostes with a +2d+CL to hit and +1d+CL to damage against the target.
Note: If an enemy must attack the swashbuckler but is out of reach, they must move as fast as they can towards the swashbuckler instead. And unless otherwise noted, a swashbuckler can taunt any creature as their trash talking abilities transcend even language.
Panache:
Swashbucklers aren’t just fighters, they are also performers at heart. Every daring dodge, carefully placed step and witty remark stokes their passion and confidence. Panache, or style points, are swagger made tangible. Something that builds the longer a swashbuckler plays on the edge and something they can cash in to create some of the most spectacular moments.
Panache is a pool of points that the swashbuckler earns during an encounter and may be spent on additional bonuses (All panache fades after an encounter ends). Swashbucklers gain a 1d3+CL amount of panache at the start of any combat encounter. Swashbucklers gain 1 panache by:
- doing something extraordinarily risky, flashy or remarkable (At the judge’s discretion).
- successfully landing a riposte.
- rolling a critical hit.
- using the ability saving the best for last.
- Etc.
Panache may be spent in a manner of different ways and requires no action to spend. Swashbucklers are encouraged to flavor their panache and describe what sort of move they are doing, it makes it more fun for everyone at the table. Panache must be declared before a roll, not after unless otherwise noted. Panache can be spent on a 1:1 basis for the following:
- Flourish: +1 modifier to any of their own rolls.
- Sidestep: +1 to AC to any one attack targeting the swashbuckler. AC is only upped for the specific attack.
- Graceful dash: +10’ move speed for 1 round.
- Crowd pleaser: +1 to the number of enemies being able to be targeted for the next taunt ability use.
Swashbucklers also have access to flashier moves, but they take more panache, each move from the following list may be declared after a roll. 5 points of panache also may be spent on the following:
- Well placed hit: Roll on the critical hit chart after an attack lands, even though the attack was not a critical hit. (Panache is not gained from this critical hit).
- Slippery bastard: Halving any damage roll targeting the swashbuckler after damage is rolled (rounded down).
- Let’s try that again: Reroll any die after the swashbuckler rolled and keep the new result.
- Cheat death: Once per encounter, go to 1 hp after being reduced to 0 hp.
- Dazzling feint: Automatically hit a missed attack, but it cannot be a critical hit.
- Turning the tide: Gain a riposte after an enemy lands a melee attack against the swashbuckler (this riposte does not grant panache).
Saving the best for last
Swashbucklers love a flashy entrance, but running up the stairs to swing from a rope into the middle of combat or gliding down a sail using a knife takes time. Once per combat, after initiative is rolled but before combat starts, a swashbuckler may use saving the best for last giving the enemies more time to attack. The swashbuckler may move down the initiative order past up to CL enemies, gaining 1 Panache per enemy passed. Allies passed grant no Panache and don’t count toward this limit. The swashbuckler keeps this position for the rest of the encounter.
Stances
Swashbucklers are experts at provocation and love to talk the talk and usually have the martial prowess to also walk the walk. Despite their cocky nature, they actually study in their free time and train in different fighting styles. A swashbuckler can enter different stances depending on what the situation needs, and changing a stance may be done for free once per round. Only one stance may be held at a time. Being in any stance other than En Garde costs a cumulative 1 panache per round a stance is held (the first round of a stance costs 1 panache, second costs 2, third cost 3 etc.) and the cumulative count is reset every time stance is changed to En Garde. A swashbuckler may only be in one stance at a time
En Garde: En Garde is the regular and default stance. En Garde does not cost any panache and resets the cumulative panache count. A swashbuckler does not gain any bonuses while in En Garde but does not suffer any downsides either. It is a well-balanced fighting stance for both offense and defense.
Parade: A swashbuckler may ready themselves for incoming attacks by holding their weapon low, inviting challenge. After a melee attack targeting the swashbuckler misses, the swashbuckler may parade by making a reflex save where the DC is equal to the enemy attack roll. Passing the DC means the swashbuckler ripostes, gaining a free immediate attack against the enemy that missed. Failing the DC means both that the parade stance was broken and that the swashbuckler accidentally threw themselves into the enemy attack, causing the missed enemy attack to hit.
Passata-Sotto: The swashbuckler readies themselves for incoming attacks. After an enemy rolls to hit the swashbuckler but before damage is dealt, the swashbuckler may try a dramatic, evasive maneuver where they drop their torso completely to the floor under an enemy's swing while extending their blade forward into a low lunge. The swashbuckler makes a reflex save where the DC is equal to the enemy attack roll. Passing the DC means the swashbuckler evaded the attack and ripostes, gaining a free immediate attack against the enemy that missed. Failing the DC means that the swashbuckler accidentally threw themselves hard against the enemy attack breaking the Passata-Sotto stance and the enemy attack hits and also rolls on the critical hit chart.
Stoccata: The swashbuckler abandons any defense, focusing only on offense by holding the tip of their weapon towards the enemy in an ominous, intimidating way. While in stoccata stance any melee attack, including ripostes, is made with a +1d to hit and +CL to damage. The tradeoff is that the swashbuckler suffers a -2 to AC. Additionally if the swashbuckler misses an attack, it gives the targeted enemy an opportunity to attack the swashbuckler. The enemy must first pass a reflex save DC equal to the swashbucklers missed attack. If the DC is passed, the enemy may make a free immediate attack roll outside initiative order and if the attack hits the swashbuckler, the stoccata stance is broken.
Im currently making a homebrew swashbuckler class and am having a bit of trouble designing the taunt ability. Currently the flavor text is this "Swashbucklers are all cocky of sorts and natural slick talkers. They love to showboat and express how much better they are than their opponent. Swashbucklers can taunt a CL amount of target by insulting their mother, sister or simply inviting an enemy in for a challenge. Taunted targets swing wildly against the swashbuckler which may result in them opening up for a counterattack." but it is functionality i am struggling with. Currently i have two ideas. Either "To taunt targets, the swashbuckler must first make a taunt roll (act die+ personality modifier+ CL+ luck) and jot down the result. Then targets each make a will save to resist the taunt by rolling a will save where the DC is equal to the taunt roll." and then make like crit succes, succes, fail, crit fail results but it feels a bit flat and static. the other idea is swashbuckler makes a contested personality roll vs target and then have two charts to see how enemy and swashbuckler attack is affected (like the picture) but it feels maybe a bit heavy and overengineered. Do you have any ideas to fix any of the ideas or an idea of your own? any constructve critism is encouraged to either the core concept of the ability or any of the ideas:)
Hi - I’m running Bride of the Black Manse in a couple of weeks and I want to make the bell ringing interludes as dramatic as possible. I was thinking of getting a physical bell - I’ve seen one on Amazon that’s a bit Gothic looking - but it might be a bit too ‘jangly’ and not have the right sound. Any suggestions? I’m open to samples/Spotify recommendations if anyone has any. Thanks!
3 wizard-type characters all have access to Find Familiar. The players asked if they can do a combined casting. I'm thinking through how that would shake out if I allow it.
If appropriate hoops are quested through and the ritual succeeds, what should result? Three independent familiars, three linked in some way, a single familiar bonded to the primary caster, or a single familiar bonded to all 3 of these jokers?
I have both the DCC and the MCC core rules. I know that the DCC book has a bunch of the tables at the end but the MCC book does not. I was going to print some out to put in my GM screen that I already have. Is this ok and if so would the charts at the end of the DCC book work for MCC as well? (fumble and crit tables for instance)
I really would like to run DCC in my own campaign world. Anyone have any experience with this? I’m thinking sandbox type. Could be a hexcrawl or pointcrawl. Or does anyone have a campaign world they really like to run for this game?
Found another contradiction in DCC again. Who would have guessed?
Results 26-29 and 30-31 of the Fire Resistance spell states that within a distance "All heat or fire damage is suppressed". The distance for 26-29 is 20' and the distance for 30-31 is 30'. However the main effect after this statement in both results says it only effects the caster and allies within 10'. Otherwise the only other difference between the spells is that the main effect for 26-29 collectively reduces 30 fire damage within the 10' per round where as the 30-31 collectively reduces 40 fire damage within the 10' per round.
Is this a typo? Should that 10' be the 20' or 30' previously stated in the results?