Saturday, August 18, 2018

2000th Post

Did you folks know this is my 2000th post? Seriously though I didn't think I'd keep this thing going this long or become as invested as I am. Here's a list of things coming up:

  1. October Horror Movie Challenge - I've already started my list. This is a tradition I will continue as long as this blog is a thing.
  2. From The Pages Of Punvaraxus - The DCC zine is coming along, I've got most of the content for the first issue. It will go into layout very soon.
  3. Portsmaw - I know I only bring it up periodically but it's still happening. I've decided the best way to flesh it out and make it come alive is to run it. I'm trying to get folks together to play in my hometown-based sandbox. I even have an idea for a funnel adventure for the setting.

Friday, August 17, 2018

Portsmaw Occupations

Wanting to start a DCC game in Portsmaw? Here is a list of occupations for rolling up zero-level characters.

A few notes, non-humans are more rare than they are in the standard game (which is why they show up less on the list). I'm working on a goblin class. Note even at zero-level, Goblins have infravision 60' and small size (as Halfling).

Portsmaw Occupation Chart
(Format: roll - occupation - trained weapon - trade good)

1 - Alchemist - Staff - Oil, 1 flask
2-4 - Bandit - Short sword - Leather armor
5-7 - Barge Worker - Oar (as staff) - Rope, 100'
8 - Blacksmith - Hammer (as club) - Steel tongs
9 - Butcher - Cleaver (as handaxe) - Side of beef
10-11 - Bootlegger - Handaxe - Large jug of shine
12 - Boss Tide's Crew Member - Dagger - Hide Armor
13 - Braidberry Heir - Spear - Jar of Fruit Preserves
14-16 - Caravan Guard - Short sword - Linen, 1 yard
17-18 - Carpenter - Hammer (as club) - Wood, 10 lbs.
19 - Cobbler - Awl (as dagger) - Shoehorn
20 - Cooper - Crowbar (as club) - Barrel
21 - Deputy - Longsword - Steel helmet
22 - Dwarven Blacksmith - Hammer (as club) - Iron, 10 lbs.
23 - Dwarven Miner - Pick (as club) - Lantern
24 - Dwarven Prospector - Shovel (as staff) - Sifting basket
25 - Dwarven Stonemason - Hammer - Fine stone, 10 lbs.
26 - Elven Musician - Dagger - Fiddle
27- Elven Sage - Dagger - Parchment, ink, and quill
28-35 - Farmer - Pitchfork (as spear) - Hen*
36 - Ferryman - Oar (as staff) - Lantern
37-38 - Fisherman - Spear - Net, fishing
39 - Glassblower - Hammer (as club) - Glass jar
40 - Glocknier Heir - Shortbow** - Wagon and mule
41 - Goblin Bootlegger - Dagger - Large jug of shine
42 - Goblin Chicken Butcher - Cleaver (as Handaxe) - Chicken meat, 5 lbs.
43 - Goblin Cock Fighter - Dagger - Fighting Cock***
44 - Goblin Cock Wrangler - Dagger - Riding Rooster (medium size mount)
45 - Gong Famer - Trowel (as dagger) - Sack of night soil
46 - Grave Digger - Shovel (as staff) - Trowel
47 - Halfling Bottler - Dagger - Glass bottle
48 - Halfling Brewer - Reinforced stein (as club) - Ale, small keg
49 - Halfling Cheesemaker - Dagger - Stinky cheese, 5 lbs.
50 - Hafling Cook - Butcher knife (as dagger) - Iron pot
51 - Halfling Miner - Pick (as club) - Lantern
52 - Healer - Club - Holy water, 1 vial
53 - Hedgewitch - Dagger - Anti-itch Cream, 1 jar
54-55 - Herbalist - Club - Herbs, 1 lb.
56-57 - Herder - Staff - Herding dog*
58-59 - Hermit - Club - Goat*
60-61 - Iron Kettle Mercenary Recruit - Longsword -  Hide Armor
62 - Mama Rose's Child**** - Staff - Tarot cards
63-64- Merchant - Dagger - 4 gp, 14 sp, 27 cp
65-66 - Miller/Baker - Club - Flour, 1 lb.
67-69 - Miner - Pick (as club) - Lantern
70 - Mushroom Hunter - Dagger - Pig, mushroom sniffing
71-72 - Orphan - Club - Rag doll
73 - Preacher - Staff - Holy water, 1 vial
74 - 76 - Prospector - Shovel (as staff) - Sifting basket
77 - River Diver - Spear - Waterproof sack
78 - Rope Maker - Knife (as dagger) - Rope, 100'
79 - Scribe - Dart** - Parchment, 10 sheets
80-81 - Shiner's Apprentice - Club - Small jug of shine, secret recipe
82-83 - Smuggler - Sling** - Waterproof sack
84 -  Storyteller - Dagger - Banjo
85-86 - Tanner - Staff - Cow hide
87-88 - Teamster - Staff - Pushcart*****
89-90 - Trapper - Short bow - Deer pelt
91 - Stakeholder Heir - Longsword - Hammer and stake
92 - Vigilsong Heir - Staff - Holywater, 1 vial
93 - Urchin - Stick (as club) - Begging bowl
94 - Wainwright - Club - Push cart*****
95 - Weaver - Dagger - Fine suit of clothes
96 - Witch's Apprentice - Dagger - Book of Shadows
97-99 - Woodcutter - Axe (as handaxe - Wood, 10 lbs.
100 - Woodworker - Hammer (as club) - Wood, 10 lbs.

*If you have more than one farmer or herder after the first roll a d8 to determine subsequent animals:(1) sheep, (2) goat, (3) cow, (4) duck, (5) goose, (6) mule.
** For missile fire weapons (such as short bow and darts), roll 1d6 to determine the amount of ammunition.
*** The cock has an AC of 11, 1 HP, and deals 1 damage.
**** You might not actually be one of her biological children, but the mystic has adopted you as one of her own.
***** Roll 1d6 to determine what's in the care: (1) corn, (2) nothing, (3) straw, (4) fish, (5) dirt, (6) rocks.

Thursday, August 16, 2018

DCC Cover Craft

I was looking for DCC vids on Youtube and came across this. DM Scotty recreated the original cover and has three videos that show you how to do it. I thought it was too cool to not share.

#WEALLLIVEONPUNJAR (Hobonomicon Issue #0)

Behold the Hobonomicon...
I said behold!
Not long before Gen Con, I saw Doug Kovacs post about his upcoming project (with Wayne Snider, Stefan Poag and others), the Hobonomicon. I love Dungeon Crawl classics, I love Doug's work, and I knew this was going to be something special.

Most of the issue is devoted to Doug's GenCon 2018 after hours DCC game, Escape from Planet Punjar. What is Escape from Planet Punjar exactly? Well it's an adventure/campaign starter filled with gonzo ideas and made to be totally random. Set in the far off future Punjar is a doomed planet/city. You can run the whole thing as you go because each piece of content is a part of a random chart. Here's the breakdown.

  • Introductions - d4 different ways to kick off the game.   
  • Zero Level Occupations - D100 gender (male, female, pregnant female, pregnant male), d100 race (no mutations, secret mutant, obvious mutant), and d100 classes (100 different)
  • Map - d12 locations... okay not so sure this one is a random chart but it does have numbers
  • Planet Punjar Encounters - d16 gonzo encounters for the party, some of which are illustrations that you have to construct an encounter from
  • Gangs, Cops, and Cults - d6  different for each, average stats included for each
  • Chance Happenings and Random Shit - This one is really cool. You roll a d12 to figure out which illustration to use, then a d6 to tell you who gets to explain what's going on.
  • Escapes From Planet Punjar - d5 ways to get off the planet before it goes nuclear/toxic/kills your dumbass. 
Escape From Planet Punjar is fantastic! It's definitely repayable. Honestly you could roll the same things on some of the smaller charts and I know that each game would be unique. I picture these sessions playing out like segments from Heavy Metal. 

The issue also includes some DCC comics: Death of the Reaver Part I and Dreams of a Klartesh Fiend. Both feature great illustrations and I can't wait to read more of Death of the Reaver.

You can (and should) purchase your own copy of the Hobonomicon #0 here.

Also if you play you can use print one of these really cool character sheets he made for it.

Wednesday, August 15, 2018

Hey! You Got Your Elder Scrolls in My Untold Adventures....

Do you like James Spahn's Untold Adventures? Do you like any of the Elder Scrolls video games?

If you answered yes to either of these questions you should really check out Josh Becklehimer's Untold Scrolls project. Info on it (and the first pdf) cane be found here. Essentially he's taking the two class system, turning it into a one class system and then using the races of Elder Scrolls to to create class types, much like you do in Skyrim.

I'm really looking forward to seeing where this project goes. I'm also thinking that sometime in the future an unoficial Fallout hack needs to be made. Untold Wastelands sounds cool...

Tuesday, August 14, 2018

Pumpkinhead (DCC Stats)

Pumpkinhead by Ed Justin

“Keep away from Pumpkinhead,
Unless you’re tired of living,
His enemies are mostly dead,
He’s mean and unforgiving,
Laugh at him and you’re undone,
But in some dreadful fashion,
Vengeance, he considers fun,
And plans it with a passion,
Time will not erase or blot,
A plot that he has brewing,
It’s when you think that he’s forgot,
He’ll conjure your undoing,
Bolted doors and windows barred,
Guard dogs prowling in the yard,
Won’t protect you in your bed,
Nothing will, from Pumpkinhead!”

Pumpkinhead (Type III Demon)

Init +4, Atk claw +8 melee (1d6+1 damage); AC 19; HD 8d12+6; MV 35'; Act 2d20; SP infravision, darkness (+12 check), immune to weapons of less than +2 enchantment or natural attacks from creatures of 5 HD or less; half damage from fire, acid, cold, electricity, and gas, Crit Threat range 18-20);  SV Fort +10, Ref +6, Will +10; AL C

These twisted demons are only invoked by those who truly want revenge. The witch that summons it must have some blood from the summoner who will slowly take on Pumpkinhead-like qualities as the demon does its mission. During this time the summoner will also begin to feel the agony of the creature's victims. It is thought that only the willing death of the summoner will stop the creature. This causes the demon to die and the summoner to take the demon's place. If someone else kills the summoner the creature will seek to complete it's original task the next time it is summoned.


I'm going to use some take on this for Portsmaw.

Monday, August 13, 2018

Oozemen for White Star/Power Rangers

Another mook for your White Star/Power Rangers game, this time drawn from Mighty Morphin Power Rangers: The Movie.

Armor Class 7 [12]
Hit Dice 3
Total Hit Bonus +2
Attacks Martial Arts (1d6+1) 
Saving Throw 16
Special: Immune to damage from any non-blunt source
Movement 12
HDE/XP  4/100