Tuesday, February 19, 2013

Updated 0th level character sheet

I have updated the 0th level sheet, the new sheet can be found here.

My next DCC projects:
  • Make a 1st/2nd level sheet. I am thinking it should probably be two characters per sheet.
  • Make some sort of marching order tracker, maybe something as simple as little character nametags that can be pushed around as characters die change march order.
  • Spells record sheet. Instead of printing out gobs of text about each spell I think a simplified cheat sheet for players to fill out would work well. One stop shop for all of the relevant information (mercurial magic, manifestation, brief summary of spell effects, etc.).

Monday, February 18, 2013

Religion on the Isle

Three religious groups account for most of the believers on the Isle: the Church of the One True God, The Holy Order of the Eternal Void, and the Righteous Path.

The Church of the One True God

Before the base world there was pure law, truth is law and all else is illusion and corruption.

The state religion of the Isle and by far the most popular. The Church is responsible for many good works around the Isle including insuring (comparative) safety on the roads and shipping lanes, charity to the poor, and the championing of righteous causes. The Church rejects the notion of other deities, denouncing other powers as devils and tricksters and stamping out other religious sects when able. Encountering the healers and holy warriors of the Church is a boon or bane depending on ones outlook as they are equally quick to help allies and destroy enemies.

The Holy Order of the Eternal Void

Before law and chaos was the void, pure, holy, and unattainable. Seeking the bliss of the void is the only true path.

In secret enclaves and remote temples one can find the Holy Order. Despite cultural, theological, and material encroachment from the Church, this ancient mystical order remains. They quietly and patiently seek out converts among the mystically oriented. The Order claims that they are a peaceful, intellectual sect, but the Church claims that they are in league with evil forces from beyond space and time.

The Righteous Path

Before the coming of the great powers there was only freedom. Freedom is power, slavery is death.

The Righteous Path has no organization or assembly but is rather a loose association of like-minded mystics. They believe that the purpose of the powers of law is to enslave and that the void is a mere shadow of law. Freedom is the true path of humanity. Some say though that the worshipers of the Righteous Path seek only their own freedom regardless of cost, consorting freely with terrible enemies from Outside. The Church hunts the Righteous Path with obsessive fervor.

Sunday, February 10, 2013

The Horror at Ilio

As I add things to flesh out the Isle of the Unknown I will post a summary here along with the hex it is in. Generally I will post the descriptions, plot hooks, etc. but leave off the game statistics (unless there is a desire for game statistics?).



Hex 0506

On the southern shore of the bay sits the town of Ilio. The town relies heavily on fishing (along with vineyards and some farming).

Over the past few weeks a strange red ooze has been filling the bay corroding the hulls of ships. Some fisherman have disappeared. The ooze can be traced to a small cave along the shore. The cave can only be entered at low tide.

Behind the ooze lies Yapesh, a wizard who, having been taunted by his peers as a scrawny boy in Ilio now seeks revenge against his persecutors. He has sworn allegiance to a terrible brine demon in exchange for his wizardly and alchemical powers. The brine demon takes the form of a giant bipedal shrimp with a blue crystalline rhombus instead of a head. The demon attacks with a powerful psychic attack that enslaves those it does not kill outright.

Yapesh's cave is full of alchemical and magical traps of his own devising, along with the carnivorous shrimp-spawn of the brine demon, psychically enslaved fisherman, a dangerous brine elemental that takes the form of an enormous, iridescent snake, and treacherous portals to a watery extra-planar domain. Beware high tide.

Wednesday, February 6, 2013

DCC RPG 0th Level Character Sheet

Update: I have made some minor changes to the character sheet based on player feedback. Here is the new 0th level record sheet.

So, my few readers, the blog has obviously been not doing much since I started my new job this fall. Projects begun and largely abandoned. I am okay with this I think. I've run a fairly good Swords & Wizardry campaign, which I am now throwing overboard to begin a long awaited Dungeon Crawl Classics game. I am going to be running the game on the Isle of the Unknown to get me past the world creation point I always get completely stuck at: the basic map.

My resolutions:
  1. Actually work on fleshing out my game world. I have always enjoyed this but have gotten flummoxed since my return to gaming with the whole map thing. Having removed the map from the equation I should have no more excuses.
  2. Work on creating things that I wish I had access to. For example a 0th level character sheet for Dungeon Crawl Classics.
  3. Post the crap I create for my game.
  4. Post no more random ramblings.
I have wanted a good character sheet for funnel play in DCC. Full character sheets are a waste at this phase and you can go through a lot of index cards.

So I made one: 0th Level Record Sheet. Link updated 2/18/2013.

Feedback is welcome, this was my first time using Scribus (or any layout software for that matter).

Sunday, January 6, 2013

The Stag and the Glade

Huntsman and travelers tell of a giant stag that wanders the woods. A careful search of the woods will reveal signs of the stags passing. The stag is fearless and makes no effort to disguise its passage. A ranger or other skilled tracker can follow the stag to an ancient and hidden portion of the forest. The stag will often be found drinking from a clear pool at the foot of a massive deciduous tree. The stag is an ordinary animal but 9 feet tall at the withers with a rack 6 feet across. The stag is fearless but will flee from giants and speakers of giantish. The pool is pure clean water and the tree radiates a faint aura of holy magic. The pool, the tree, and the stag are all under the protection of the various powers of the forest. Desecrating any or all of them will invoke the wrath of the forest but consequences are not immediate, rather agents of the ancient forest will seek revenge from time to time, if they fail however, the wrath of the forest builds over time until making all out war against the violators. Atoning for such a crime is possible but exceedingly difficult. On the other hand protecting the sacred stag and glade from harm will earn the gratitude of the forest itself - a powerful ally indeed.

Sunday, December 30, 2012

DCC Critical hits for S&W

I want to use DCC critical hits and fumbles for my Swords & Wizardry game. Fumble table maps directly. The classes map as follows:

Fighter --> Warrior
Cleric --> Cleric
Thief, Assassin, Monk --> Thief
Magic-user --> Wizard
Paladin, Ranger --> Dwarf
Druid --> Elf

The only thing I haven't decided is whether to keep the levels the same. DCC is only a 10 level game, S&W is theoretically 20. I think it might work fine to just keep the levels the same though. This fits with the flattening of the power curve after level 10. That being said it would be something to strive for at high levels.

Saturday, December 1, 2012

More on paint

Since my last post I've been working more with the paints I have bought and changed my mind on a few things.

While I do love the stickiness of the Vallejo paints they are not well suited for blending. They lay down an excellent base coat (and I have read they are likewise great for layering - I don't have enough colors to try it). They look a bit "out of the tube" though, very bright and flat. The Reaper paints in contrast mix and blend beautifully. I mixed the red I have with the flesh tone and wound up with a wonderful leathery pink that I used to paint a grimoire (Malifaux Student of Battle if you care).

I have also continued to research (I am planning to buy a paint set) and apparently the Vallejo paints have a very bad separation problem. I haven't seen it yet but I don't do tons of painting so paint needs to last for me. The more I use the Reaper paints the more I like them, so I think I will probably buy a set of Reaper paint and only possibly buy Vallejo for colors that are tricky to basecoat - like yellow for example. Also, Reaper I can buy directly from them instead of going through unknown ebay dealers which to me is a plus. I have had great experiences with Reaper's customer service and they ship like lightning.

Lastly, the more I work with either of these paints the less I like my Citadel paints. Some people swear by them, and some people claim there is no difference but if I could go back I would never have bought them. They are more expensive and I find them much more difficult to work with than either of Reaper of Vallejo. My recommendation for a new painter would be: skip Citadel completely, buy a few of Vallejo and a few from Reaper and try them out, see what works for you. I have heard mixed things about P3, but I've never tried them.

Edit: One good thing for a beginner about Citadel paints for beginners is that they have pretty good coverage. I think it is hard to get a precise edge with them though due to the consistency of the paint. So a beginner might be able to lay down only a coat or two (which is satisfying) you will have a hard time not obscuring details and getting paint all over the model. I think a beginner might be more satisfied with Vallejo if coverage is an issue. Reaper is thin, which is nice for details.

These are both good paints with strengths and weaknesses. If I were rich I'd buy both. In reality I think I am going to buy heavily into Reaper and supplement here and there with Vallejo.