Showing posts with label lists. Show all posts
Showing posts with label lists. Show all posts

Friday, January 9, 2026

Megadungeon Lingering Table Final Form! When you stay too long, what happens?

I started posting ideas about what happens if you stay too long in a megadungeon long ago, 2021 maybe. And I am still trying to thread the needle and square the circle. I think I got it this one on the player’s side, one or two the GM’s. And we keep it simple. 

Roll your luck score or less on a d20 (if you lack that stat, roll it!) when you end the session in the dungeon. 

If you fail, the Judge rolls a d20. 

If multiple players fail the roll, only one PC, the lowest of the lowly low rollers, suffers a fate from the table (we are rolling this last thing in the session and don’t got time for a million Chinese hells to be adjudicated here).
  1. Bad roll. In the stomach of a dragon. Your foodie brother has to eat his way through the dungeon before your remain reach an unresurrectable state .
  2. You catch the dungeon crud, which halves your HP for one outing. If you fumbled, you are diseased with something from the 1e AD&D DMG or that old Gorgonmilk table... anyone still got it?
  3. Got wet and gear is all rusty.
  4. Got lost. Other PCs have to find you where you are living like Lawrence Fishburn ( (roll your PC one up in the meantime).
  5. Imprisoned somewhere in the dungeon. Roll up a PC to help rescue you.
  6. Held for ransom. Roll up a PC to help pay for, rescue, or avenge you.
  7. Someone stole something from you. You gonna let them just keep it? Well, it might already be on the goblin market (aka eBay). 
  8. Appeared naked and in a fugue state in somebody’s barn.
  9. It’s cold in those caves. Lot’s of sharp things too. Lost a toe. Will be a month till you walk at normal speed.
  10. Charmed by a harpy, lamia, or sphinx. Roll up a new PC to join the group that has to find you and tell her that you cannot, in fact, fix her.
  11. Took some bangs and bumps on the way out. Can you survive d30 damage?
  12. Angered a faction. Negotiations, alliances, and deals will not work out with them if you are spotted amongst the party. Time for a disguise.
  13. There is a price on your head. An AD&D assassin is rolled up by the GM and they start to stalk you.
  14. Geased! You are compelled to perform a certain task (retrieval? message relay? be dinner?) somewhere in the dungeon and lost 1 HP for each day you don’t work towards that task.
  15. Somehow you got stuck in charge of a monstrous child or a dangerous beast. It thinks you are momma or something. Don’t believe Gygax; it is not morally right to kill a child.
  16. Saw something so horrid your hair went white and you lost d4 Wisdom/Sanity/Personality. If you go to 0 in your score this way, you are basically a drooling vegetable. Cure disease type spells might work, but you will be broken.
  17. Had to join a faction or cult or cultish faction to survive. You live in the dungeon now. Roll up a new PC to go deprogram your old one.
  18. Driven cray cray by your escape. Gain a dungeon madness.
  19. A witch caught you. You are now a mundane-seeming animal the party has to find and kiss. Prolly a frog. Roll up a new PC while your party gets gross with every beast.
  20. Little elf guys stole your treasure. No XP for gold till you go kick their asses.
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Share good posts with good goblins. Claytonian at the gmails.

Thursday, October 30, 2025

My DM Bugbears


This is a list of comments and consternations that constantly come up in my campaigns, sometimes cantankerously or contentiously so. I don't always get into them, cause RPG settings often win out due to being a bit of a buzz kill to shoot down.
  1. Darkvision prevents you from being properly afraid, and kills mystery.
    Underworlders see in the dark cuz evil is metal AF.
    Permanent light sources should be rare. No rods of light without a catch. What light you do get is dim.

  2. Torches suckCandles suck.
    Torches blind you IRL. Candles flicker out and are dim. Lamp-master-race supremacy.
    Torches are not so easy to just put together. You need stick, wick, and fuel, plus time and swearing to light it.
    Advanced darkness is awesome tho. Now everything sucks like a candle.

  3. "What class does the party need?"
    My sibling in Christ, the dice decide what your ability scores are, then you choose a class/species based on what you can make do with. If you want to cheat and re-roll, leave me out of it.

  4. Clerics should worship all the gods, patrons, and saints that they can. 
    It makes sense to appease a pantheon or a faction more than just one of the myriad gods.

  5. Molotov oil flasks should not be a thing.
    I'm kinda open to high-proof alcohol and alchemy tho. Gotta cost a little bit of gold.
    You throw your torch at a pool of flammable enough stuff (Greek fire?) and we'll talk.

  6. It's not easy to backstab in combat.
    It’s mostly about ambushes. If you check to creep or your fighter friend sets you up for the alley-oop, I'm down to clown.
    Backstabs should not be limited to the thievin classes; anyone should be able to try and sneak up.  

  7. Orcs shouldn't have babies. 
    BTW all dwarves are statues and elves are immortal in both directions.

  8. "I hit him with the flat of my sword." If you knock out someone, you have just endangered their life because that is very bad for their brain. 
    Maybe I'd make an exception if we were playing a pulp, Hollywood-logic game.

  9. Blacksmiths and merchants shouldn't hold much interest in purchasing used gear, except as scrap.
    This ain't Final Fantasy.

  10. PCs should be constantly freaking out and making knee-jerk actions. 
    I think fumble rules help here. 
    You ever see someone try to shoo a bat out of their house? Or even a spider? Now imagine it's them trying to deal with a spider the size of a doberman. 

  11. "I aim at the one that is most hurt." 
    I understand you want to, but your character is not always so cool. In the chaos of battle, you panic a bit and flail at the closest guy or, if you are really cool, one that not standing next your friend. 
    It's dark in here and everyone is dodging about. You are lucky you don't hit allies more often.
    When in doubt, I ask logic and the dice who you attack. 
    Choosing slightly stabbed targets reeks of playing the game as a boardgame and munchkinism.

  12. Locals should kinda hate you.
    You are grubby murder-hobos that are crazy enough to go into holes.
    You spend all your money carousing.
    You try to sell junk and are constantly trying to bargain up the price.
    You got those demi-human freaks with you. Demi-hyooms should be a rare spice, BTW.
    You never bathe.
    I'll make a bit of an exception in an isekai setting. 

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Share good posts with good goblins. Claytonian at the gmails.

Saturday, April 5, 2025

New DCC Dwarven Jobs & Backgrounds


In this post, we continue to flesh out the slightly samey-trending jobs of DCCRPG. Or just use this for whatever Dweorg characters you make in other games. 

 I tried to envision a society that is often underground and deals with fantastic flora and fauna. No doubt they kill and eat many underworlders too. Also, my thing about dweorgas being made out of treasure is seeded in here.

  1. Turnspit (rat-skewer rotator “one time I roasted a wumpus”)

    • Trained Weapon: Spit-rod (as club)

    • Trade Goods: Roasted meat skewer, apron stained with grease, underworld cookbook

  2. Pick-harness (battlefield scavenger and smith)

    • Trained Weapon: Crowbar (as club)

    • Trade Goods: Salvaged armor scraps, pouch of rivets, rags of various oil saturations

  3. Pinchpenny or Clutchfist ("Strict financial records must be kept." Note that Dwarven greed is primarily centered around building new dwarves of precious materials, lest abominations be made.)

    • Trained Weapon: Coin purse (as flail)

    • Trade Goods: Ledger of debts, pouch of copper coins

  4. Sawbones ("Bite down on this")

    • Trained Weapon: Bonesaw (as dagger)

    • Trade Goods: Healing salve, set of surgical tools, leather dentata

  5. Gulchcup (bartender/shroom-wine sommlier/mine quartermaster)

    • Trained Weapon: Tankard (as club)

    • Trade Goods: Firkin of moss-ale, drinking goat-horn

  6. Mix-metal (silversmith that works in pewter and copper too)

    • Trained Weapon: Ingot-hammer (as club)

    • Trade Goods: Ingot of silver, set of jeweler’s tools, planishing-hammer, damascene pauldrons, mithril wire

  7. Pick-lock (locksmith/trapsmith)

    • Trained Weapon: Crowbar (as club)

    • Trade Goods: Lockpicks, pouch of stolen trinkets, fine tools & screws

  8. Chiurge-dirt or Chiurgydirty (gem-miner/sapper)

    • Trained Weapon: Pickaxe (as ax)

    • Trade Goods: Pouch of gemstones, miner’s lantern, shovel, battle-scars

  9. Boxsqueeze ("I play. You sing. We split the tips.")

    • Trained Weapon: Knife

    • Trade Goods: Squeezebox, plaque of folk tunes

  10. Waxcrack (Cave apiarist and fissure sealer)

    • Trained Weapon: Candle-iron (as club)  

    • Trade Goods: Blocks of tallow, wick coils, sealed letters, bee-censer

  11. Shite-poke (“Aye, me if only goat-gong were as good as dwarf-dung...”)

    • Trained Weapon: Shovel (as ax)

    • Trade Goods: Bag of manure, gardening gloves

  12. Fetch-water

    • Trained Weapon: Yoke (as staff)

    • Trade Goods: Rope, cave-bear bladders, dowsing-rod

  13. Sweep-chimney (spelunkers and declunks the sooty tubes that lead out)

    • Trained Weapon: Broom (as staff and extendible rod)

    • Trade Goods: Bag of soot, cleaning rags

  14. Turnwheel (“I got an ax to grind...”)

    • Trained Weapon: Wrench (as club), awl (as dagger)

    • Trade Goods: Brass gears, leather belts, whetstone

  15. Blowcoal

    • Trained Weapon: Fire-poker (as club)

    • Trade Goods: Bag of coal, bellows, faggot-craddle

  16. Forge-ax ( “No nobler weapon than an ax. Hammers are for forging.”

    • Trained Weapon: Forge-hammer (as club), and an axe, of course

    • Trade Goods: Bundle of iron ingots, whetstone

  17. Blasstunnel

    • Trained Weapon: Dynamite plunger (as club)

    • Trade Goods: Satchel of blasting powder, miner’s goggles, bag of guano powder

  18. Guard-horde

    • Trained Weapon: Halberd, small shield

    • Trade Goods: Iron keyring, set of manacles

  19. Gempolish (lapidary)

    • Trained Weapon: Gem cutter (as dagger)

    • Trade Goods: Pouch of uncut gems, polishing cloth, jeweler's lathe

  20. Bitesheep (fiery preacher allowed to level as a cleric of a dweog-god)

    • Trained Weapon: Holy rune-graven censer (as flail)

    • Trade Goods: Tome of sermons, vial of holy water

  21. Fist-bread (pit-fighter)

    • Trained Weapon: Brass knuckles

    • Trade Goods: Bloodstained bandages, pouch of betting tokens

  22. BrightStatue (clan statue-breeder)

    • Trained Weapon: Chisel (as dagger)

    • Trade Goods: Small stone statue, block of marble, gold-leaf

  23. Spout-deep (deep lore sage)

    • Trained Weapon: Rune-etched staff (as quarterstaff)

    • Trade Goods: Ancient tome, vial of glowing ink, tattoos of lore

  24. WardShaft

    • Trained Weapon: Spear

    • Trade Goods: Map of tunnels, horn for signaling, lantern, mirror on a stick

  25. Gather-growth ( “vegi-pigmies are good eating”)

    • Trained Weapon: Sickle (as dagger)

    • Trade Goods: Basket of edible mushrooms, spore pouch, moss-nori sheets

  26. Brewdank (professional drunk)

    • Trained Weapon: Keg tap (as club)

    • Trade Goods: Barrel of fungal ale, drinking horn

  27. Rake-ore

    • Trained Weapon: Sorting rake (as staff)

    • Trade Goods: Pouch of rare ores, magnifying lens

  28. Splashwall

    • Trained Weapon: Paintbrush (as dart)

    • Trade Goods: Pots of pigment, sketchbook

  29. Graverune

    • Trained Weapon: Chisel (as dagger)

    • Trade Goods: Set of runestones, hammer

  30. Skewerfish

    • Trained Weapon: Fishing spear

    • Trade Goods: Net, fish-trap, bucket of blind cave fish

  31. Breathlamp

    • Trained Weapon: Lamp pole (as staff)

    • Trade Goods: Flask of oil, set of matches, pot of glowworms

  32. Scaresong (tongue for hire)

    • Trained Weapon: Tuning fork (as dagger)

    • Trade Goods: Hurdy-gurdy, sheet of ancient songs

  33. Keep-pig

    • Trained Weapon: Butcher's knife (as ax)

    • Trade Goods: Bag of offal, a potbellied cave-pig

  34. Chartdeep (depths plunger that goad pet giant worms to help clear passages)

    • Trained Weapon: Worm-prick (as spear)

    • Trade Goods: Map of the deep, ink and quill, scroll, soup-pellets, giant earthworm

  35. Crack-coal (fire-starters that use heat to aid mining)

    • Trained Weapon: Log-dog (as mace)

    • Trade Goods: Compound saw, chains, miner’s lantern

  36. Gather-blud

    • Trained Weapon: Oil can (as club)

    • Trade Goods: Flask of lamp oil, funnel, firkin of pitch

  37. Dig-root

    • Trained Weapon: Spade (as ax)

    • Trade Goods: Bundle of edible roots, trowel

  38. Husbandgoat ("They're not ready!")

    • Trained Weapon: Crook (as staff)

    • Trade Goods: d3 blind cave goats, milking pail

  39. Mill-bone

    • Trained Weapon: Grindstone (as club)

    • Trade Goods: Bag of flour, bag of bone-meal, mortar and pistil

  40. Catch-rat

    • Trained Weapon: Trap-cage (as flail)

    • Trade Goods: Cage of live rats, smoked rat jerky

  41. Breed-worm (breed both small and giant varieties)

    • Trained Weapon: Shovel (as staff)

    • Trade Goods: Jar of cave worms, compost bin, mull-moss, cave-silk, grunting-sticks

  42. Vent-gas

    • Trained Weapon: Venting rod (as spear)

    • Trade Goods: Gas mask, bladders

  43. Sunder-stone

    • Trained Weapon: Chisel (as dagger)

    • Trade Goods: Block of marble, hammer, pins and feathers (shims)

  44. Mend-tunnel

    • Trained Weapon: Hammer (as club)

    • Trade Goods: Bag of stone bricks, mortar, nails

  45. Guide-deep

    • Trained Weapon: Lantern pole (as staff)

    • Trade Goods: Map of the deep, flask of oil, homing-bat

  46. Bake-ash

    • Trained Weapon: Tongs (as club)

    • Trade Goods: Loaf of ash-baked bread, bag of flour

  47. Dry-mold

    • Trained Weapon: Drying rack crook (as staff)

    • Trade Goods: Bundle of dried mushrooms, spore pouch

  48. Scout-deep 

    • Trained Weapon: Dagger

    • Trade Goods: Map of uncharted tunnels, climbing gear, homing bat, rock-ghuillie suit, cave-eye salve

  49. Pebble-stone

    • Trained Weapon: Sledgehammer (as club)

    • Trade Goods: Bag of gravel, chisel

  50. Slay-chud

    • Trained Weapon: Sword

    • Trade Goods: Chud-leather armor, shield

Wednesday, April 2, 2025

d12 cool ass treasures drawn from real life.

You can show your players these pictures as you dole out the pelf!
  1.  Ring with Minerva Bust 
  2. Dark Ivory Articulated Doll (or the mummy that it came with) 
  3. Bronze head with gold ear-rings 
  4.  Tattle-tell slave collar
  5. An abacus-ring 
  6. Really old pants 
  7. A dragonfly helmet 
  8. Oil lamp in the shape of a foot cuz everyone thinks that'll smell good 
  9. Shut up I can have a second roman ring in my list 
  10. The Lycurgus Cup, drag me to hell
  11. Bubbly copper scorpion fossil 
  12. DMs who don't use safety tools are dicks 

 

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Share good posts with good goblins. Claytonian at the gmails.

Monday, December 16, 2024

Trauma Conquering System for dealing with sanity in an elf game

This is a refresh of a post I previously made. I’m trying to make it simple to adjudicate.

A ghost touches your soul. An elder evil's face is glimpsed. Your whole family dies. So you had a bad day, and now you are not in your right mind.

When you fail to save vs insanity, take a condition. While you have a condition, you cannot gain XP, though exorcising your inner demons may come with a cathartic XP bonus. The good news is you cannot gain more than one condition at a time.

All the conditions' mechanical effects and XP nullification will go away once their requirements have been satisfied, but these should prompt lingering role-playing issues. You were broken, and like a kintsugi bowl, you will beautiful, but never the same.

One rule: Give these in secret to your players. They should keep their insanity secrect (act, it's a freakin RPG) and their motives mysterious.

1d12 Broken PC Conditions:
  1. WHAT ARE YOU HIDING?!†: You're certain that a random ally or NPC has a secret, and you must find it out by any means necessary (the secret doesn't have to be true, but your character must be satisfied with the confession).
    • I hate the smell of honey, don't you? Anyways, best tell me where you hid the baby.
    • If you don't admit right now, by Mitra, what is in your pocket, I will drop this puppy.
    • This is potent wine, isn't it? You might slip and let me know anything and I would never tell a soul!

  2. HIDE YOUR SOUL!: You must change your current, true name (use ceremonial methods) and hide it in a Matryoshka doll in a box in a chest within the pits of ______ (the DM can decide how to get you the name of the place).

  3. I NEED TO TAKE HIM DOWN A PEG: You must secretly or suddenly set up a situation harmful to an NPC. This should expose them to significant loss of reputation. Tripping a guy in the street is not enough; you need this person to be shunned by their peers. If they get jailed or killed, well, they deserved it, right?!
    • Lady Chattery's brooch is missing? What is that dangling from Lord Tashertorn's boot?
    • Ha, little does the acolyte know that I gave him a scroll of explosive runes to take back to Sandelstin the Imperious.

  4. I NEED THE POWER AND CONTROL: You must gain an office or station with sway over no less than 10×level sapient beings.
    • Some of you may die, but that is a risk I am willing to take.
    • I have received a revelation, and have been directed to marry all three sisters, brother Hyrum. As the humble representative of Xenu, I must obey.
    • Too long have orcs lived in the shadows!

  5. PUZZLES ARE THE KEY TO REALITY: You have to solve one adventure puzzle or riddle on your own. If anyone tries to help you, not only is the chance to end this condition ruined, but you also have the Resentment condition (3) from above towards that character too!
    • Shut up, I know how knights move on the board!
    • All these squares make a circle...

  6. MONSTERPHILIA: you have to woo one monster. Consummate the relationship somehow before regaining your wits. Oh lord, I hope your game has safety tools.
    • I roll to seduce the dragon.

  7. GOLDFEVER: You need to collect at least 100 gold coins (no sharing!), then roll a (DC 15-1 for every 100 gold hoarded since you got unwell) Will save, or you still have this condition.
    • I need, like enough to swim in.

  8. CRAVENNESS: Hire a body guard and cower during fights as long as the body guard lives. After they die, you reluctantly start taking care of business again.
    • Brave, brave sir Robin! You tell them, my henchman.

  9. MY OATH WILL KEEP ME PURE: Chose a quest/mission/objective you have yet to fulfill (even if it is a really old one you kinda forgot), or throw yourself at the mercy of the DM and they will make up one for you. If possible, drop any other current objectives and single-mindedly pursue that one to completion.
    • I will not rest until the level one goblin chieftain is dead.

  10. FAY-PRIMITIVISM: You abhor worked metal of any kind, and seize up with imagined allergic reactions at the touch of such. This condition ends once a foe has pierced you with such an implement and you survive.
    • It burnses us!

  11. WATCH THE WORLD BURN: You must set some structures (occupants quite optional) ablaze. The amount of floors or burned structures must equal or exceed your current level.
    • Warms the soul.
    • Anyone know where I could get a fiddle?

  12. I NEED A TOME TO HELP ME MAKE MY CREEPY NOTEBOOK: You become obsessed with finding esoteric information (of your choice) that you are convinced is to be found in the tome of ____ and won't be sane until you have studied it for a number of weeks numbering (roll until you roll under your Int). You must do some research to find the name of the tome, as well as clues to where it might be.  

†: This one is almost directly ripped from a False Machine post that started this idea for me.
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here's one I rejected for not being questy enough and overlong:
Body issues: You must (1d3) 1: loose 1d20 pounds, 2: gain 1d20 pounds of fat, or 3: gain 1d10 pounds of muscle. It will take 1 day of fasting to lose any 1 pound (roll over Con to confirm), and 1 week to gain any (roll under Str or Con to confirm). If you lose or gain fat, also lose or gain a point of Con when you reach your goal weight. If you gain the muscle, gain a point of Str, but you must eat double rations to maintain your body image/gained score.
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Wednesday, January 10, 2024

Guidelines for RPG survival

  • Always bring lantern oil.
  • Make a plan. If you try to fight everything, eventually the dice will turn against you.
  • Keep track of gear and coin, thinking of alternative uses for all of it. MacGyver!
  • Be careful about climbing and swimming.
  • Be specific about positioning of your PC in the room; it may save your life.
  • Spend a few coins at the tavern to gather rumors and advice. Ask that guy with the missing hand what ate it once he's sauced enough.
  • Make allies and offerings whenever you can.

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Share good posts with good goblins. Claytonian at the gmails.

Tuesday, October 25, 2022

Don't Shop for Weapons, Roll for Them! Diagetic Rando Weapon Fun

Sometimes the shopping of session zero runs a bit long. This should speed things up. Everyone gets one weapon.This kinda stuff is good for RPGs where all weapons do the same damage or damage is based on class, &c.

 
Mage types (d10):
  1. Cultist dagger
  2. Staff
  3. Caduceus
  4. Imp (like a falcon)
  5. Psychokinesis
  6. Bad luck
  7. Heavy tome
  8. Pew pew wand
  9. Just a gun
  10. Sparkly fingers

Friday, December 13, 2019

Arduin Artifacts lost to the ages

There were plenty of monster cards given out by Uncle Dave too.

On the MeWe Arduin group, a certain CK posted a list of artifacts without stats. Uncle Hargrave made scads of unique item cards over the years and would dole them out as treasure. My challenge to you: Make these cards for your home campaign. Honor Dave's spirit!
Quoth the CK:
Tonight, I was looking through an old email account and found from 2009 a email listing of an old Arduin gamer( don’t remember who) who was selling  off his collection of Arduin material, including  48 one-of-kind artifact cards keyed by DAH himself!
Unfortunately, the seller didn’t have scans or even the keys on display, so I have no idea what these items did but  I do have the names,
1) Magik Weapon: " The Damned Axe."
2) Magik Weapon: "Shortsword of Grund."
3) Magik Artifact: "Kinadraxian Scale Armor."
4) Magik Weapon: "Runeweaver Crossbow of R'lin."
5) Magik Artifact: "Belt of Inescapable Locating."
6) Magik Weapon: "Vector: Monomolecular Filiment Sword of the Phraint- Argalanthi Wars."
7) Magik Weapon: "Dwarven Clawed Mace: 'Four'"
8) Magik Weapon: "The Wail Flail."
9) Magik Artifact: "The Eating Amulet."
10) Magik Artifact: "Statan's Obsedian Crown."
11) Magik Weapon: "Devil's Balls Scourge."
12) Magik Weapon: "Kothi Priest's Sword."
13) Magik Artifact: "The Boots of Liamand."
14) Magik Artifact: "The Black Tome of Alsophacus."
15) Magik Weapon: "Templar: Sword of the Wu Jen Wars."
16) Magik Artifact: "The Black Skull."
17) Magik Artifact: "The Outlaw's Adornment."
18) Magik Artifact: "Rhyton's Rod."
19) Magik Artifact: "Helm of War."
20) Magik Artifact: "Armor of the Elders."
21) Magik Artifact: "Last remaining deodanth shield from their invasion of Arduin: The Somber Shield."
22) Magik Weapon: "Trelvian Sword."      
23) Magik Artifact: "Madrix's Crystal Ball of Guessing."
24) Magik Weapon: "World Forger Halberd."
25) Magik Weapon: "Kiss of Judas Rapier."
26) Magik Weapon: "Hyperborian Mace: The Bane of Arraddan."
27) Magik Artifact: "The Staff of Black Wizadry."
28) Magik Weapon: "Bellandra's Breast - Succubi Sling"
29) Magik Artifact: "Gauntlets of Fire & Ice."
30) Magik Artifact: "Halfling's Friend Shortsword"
31) Magik Artifact: "Gowns of Aphrodite."
32) Magik Artifact: "Brazier of the Arch-Mage Kleeesaiiick."
33) Magik Weapon: "Winged Javelin: Trelven Reign."
34) Magik Artifact: "Bracers of the Goat."
35) Magik Weapon: "Flametounge Scimitar."
36) Magik Weapon: "Dwarven Battle Axe: Vindicator."
37) Magik Weapon: "Elven Composite Bow: Searcher."
38) Magik Artifact: "Chalice of the Damned."
39) Magik Weapon: "Dagger: Phallus Flayer."
40) Magik Artifact: "Hawk Helm."
41) Magik Weapon: "Poseidonis the Trident of the Sea."
42) Magik Artifact: "The Majextrix' Robes."
43) Magik Weapon: "Gaspard's Blade."
44) Magik Artifact: "The Ring of Ruthlessness."
45) Magik Artifact: "Dragon's Plume Necklace."
46) Magik Artifact: "Doom Fire Wand."
47) Magik Artifact: "The Mirror of All Demons."
48) Magik Weapon: "Ghost Roast Wand."
The seller also mentioned, he had a print of Caliban with additional notes written inside by Dave himself detailing even more about the dungeon that were never published!
Sadly, to add to the heartbreak we all feel as Arduin fans, he even mentioned having original maps, letters, and other original  material written by David that somehow ended up getting lost.

Wednesday, January 28, 2015

12 DCC rings to bind them


Hey, a ring engraved "DCC".
These rings all exploit something about the DCC system. They have some temperamentality to them though...
  1. Ring of Hale Ruddiness
    Your cheeks are positively shiny and red with vigor.
    Whenever you would roll an HP die (at leveling, lay-on-of-hands etc.), roll two dice, drop one.

    Whenever you would roll a hit die (when being healed), roll +1d step higher.

    You must greet all humanoids with a loud "HALE FRIEND, WELL MET!" Criticisms and remonstrations that hale and hail are different words does not dissuade your genial salutations.

  2. Ring of High Wizardry
    Your ring finger grows 1d3 joints longer. It occasionally twitches of its own accord.

    Whenever you spellburn, you may add +1 to your spellcheck provided you snip off the end of this finger. This makes any spell a full round spell if it wasn't one already. The rest of the spellburn is as normal, but this one action counts for it all unless you have a patron that requires some specific action. The finger grows back after 1 hour.

    The finger removal satisfies some mercurial magic needs too, mind.

  3. Ring of High Adventure
    Your ring and your weapons sometimes glow in tandem at random intervals.

    Whenever you roll a deed die, roll 2, drop 1. If they both roll a 1, a new foe appears!

    When in single combat, you always win initiative, barring injuries caused by crits, etc.

  4. Ring of Reason
    Wearers of this ring develop an unconscious tick where they constantly stroke their beard thoughtfully. Everyone who wears this ring instantly grows a beard if they didn't have one.

    When you attempt to parley with an outsider, alien intelligence, etc, they instinctively see you as an entity that deserves some consideration, and will listen to your argument's opening statements.

    When you attempt a patron bond or invoke patron spell, you may burn Int or Per points in addition to the usual kinds. If you do, add 1 more point to your spell check.

  5. Ring of Squamous Susurrations
    Whispers constantly accompany you. This can be annoying in enemy territory...

    When a monster would score a critical hit on you, they actually end up knocking off your skin. You have shiny new skin underneath. Your molting scampers away to do deeds only your game Judge may know, but it has something to do whispering. Your new skin is slightly more vulnerable to damage, and enemies roll +1d damage dice against you for the next turn. This ring's power is unavailable for that turn.

  6. Ring of Antipathy
    This ring's wearer seems to have a slight double image. It is subtle, but unsettling.

    When you roll on the turning table, you may take the results of the row below what you actually rolled.

    Whenever you or someone else tries to use Lay on Hands on yourself, take the worst result possible from the table (but adjusted for your spell check).

  7. Ring of Undisputed Regard
    Your manner is somehow dignified while bearing this band.
    If you have a bond with a patron, it is regarded as one step higher than the original spell result. All quests the patron might ask for when invoked will apply at this new level.

    When you employ hirelings, they have +1d to morale saves.

    Beggars and thieves constantly target you, thinking you to be a rich mark.

  8. Band of Light Fingers
    The wearer's hands seem to dart about with alacrity.

    You have +1d to pick pockets or do other actions surreptitiously to objects or clothing attached to another's person.

    Your Pers modifier is effectively -3 when an issue of trust (parlay, sweet-talking, feigning innocence, trying to get a hireling to stick around) is on the line.

    If you don't try to steal something from a stranger every day in town, or within a hour of visiting one, the ring absconds itself with your purse or, barring that, whatever you have that's valuable.

  9. Ring of Martial Escalation.
    Everyone feels on edge in your presence.

    You roll +1d on your critical hits table. However, enemies always make their morale saves against your party and get +1d to hit for each crit that has happened this battle (up to using percentile dice if a d30 would be exceeded).

  10. Ring of Hobbiting
    You always want a second or third breakfast.

    Whoever wears this may spend a Luck point to succeed at any hiding, sneaking, escaping-bonds, or a riddle-solving check (a check to spot a clue or keyword to a riddle).

    A halfling who wears this may not be a Luck battery for the party.

  11. Band of Dwarven Dourishness
    Your stature seems to be half of what it once was, and your features take on a gruff nature.

    Illusions do not work on you, and you are immune to fear-based effects. But metaphors go over your head.

    You may spend a Luck point to keep fighting when your hit points drop to 0 or less. After such a battle is over, you start to die. Roll the Body rules are not an option, but someone might be able to heal you as per Bleeding Out rules.

  12. Ring of Rings
    There is something protean about you today.

    This ring is a different ring from this list (if you roll a 12, it's just a ring for now). It changes to a different one each day, unless you spend a Luck point or make a DC15 spell check, in which case you may keep it in its current state. 

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Friday, October 10, 2014

1d12 Things for you to stat

1: Aunt men
2: Orgone Energy Guzzler
3: Flat dragon
4: Manhandlers
5: Slime-clops
6: Rammun's Melting Revanent
7: The First Heart
8: Space Spore Spirits
9: Electric Bugalootron 4000
10: Child Riders
11: Endagering Chillofax
12: Moose from Hell