Tonight is the second session of my Sharp Swords & Sinister Spells game! I didn’t write anything on the first session because it was mostly character generation and getting the player’s used to the rules. And a little bit of getting the GM used to the rules too.
Overall, a good time was had. Still kicking the tires on few house rules and new classes. The game did play a lot quicker than I thought. The deadliness was right on track. The PC’s felt threatened by even the weakest of opponents. We did notice that spell casters with crappy stats are really crappy. But such it the price of arcane power. As I’ve mentioned, this is play test and there already have been a few tweaks to the new classes and races. The spells and monsters have been good so far.
So far the PC’s were hired as caravan guards and have fought off some bandits and degenerate Trogs (a new monster coming soon!) And one PC had a midnight fling with the merchant’s wife. Now they’ve “volunteered” to go into a dungeon during a suspicious stop on the caravan’s route. Things are going to interesting.
Yeah, I know this is short post and not much on substance. I got to get back to work and do a little more prep for tonight. Don’t worry, more details will follow.
Keep those dice rolling, folks!
So Episode 10 is up! I’ve decide to cross post it here or you can just go Anchor or subscribe with your favorite ap (if available. Still waiting on Itunes.
Yeah I rant about the Ennies. Congrats to all the OSR stuff that was nominated. And like some others, I’m scratching my head about that whole organized play category. Plus I do more comparisons to gaming and food. Just listen to it. And I announce some plans for future episodes. I’m going to take you on the journey as make my Swords & Wizardry White Box world and campaign.
This is my burden and the inspiration to redo the $20 Dungeon. Why because it’s gotten too damn big with too much stuff. This bag and those two plastic containers on top are just mini’s and miscellaneous terrain/map bits. That’s right no dice, no rule books, no notebooks. Juggling this stuff when it’s time to run a game is just too dang annoying and cumbersome.
It’s cool to have all sorts of stuff handy when you’re running a game at home but when you’re on the road, you travel lighter and if you’ve gaming for a while you start to accumulate lots of little bits and accessories.
This goal of this post is to get a starting point and start thinking about what to cut out. What’s duplicated, what I don’t need and things are multi-taskers. My main goal (to start) is pare this down so everything fits inside the bag.
Like I said before, I’m getting to switch from Dungeon Crawl Classics to Sharp Swords and Sinister Spells and then after that it’ll be a little Swords & Wizardry White Box. It’s going to be fun and a little bit crafting projects coming up.
So I did a little updating to the character sheet after some very nice and good feedback. It’s basically the same but looks prettier. I moved a couple of things around and tried to make the Attributes and such stand out a little more. After all, I’m not a graphic designer by any stretch of the imagination. I muddle thru the best I can. Enjoy and keep those dice a rollin’.
Here you go. My Character Sheet V2
Well, time to catch up on our weary band of travelers in DCC campaign. When we last left our heroes, they had just rescued a young girl with the Gift of Second Sight and were teleported to an unknown location (The Tower of the Mad Mage). Now this idea is sort of backwards adventure. Usually, the characters would break into a place like this but in this case they are breaking out. Each level/room of this dungeon is the same a 50 in diameter circle. Most of it was pretty common type monsters with nothing really super special about them so I won’t bore you with that. So here’s only the good parts.
This place warps magic.
Every time a character casts an arcane spell while inside the tower, roll a d8.
1. Make a Will Save with a DC of the Spell Check. On a fail (of the Save), the spell goes off normally but also roll as if the spell misfired.
2. Make a Fort Save with a DC of the Spell Check. On a fail (of the Save), the spell goes off normally but also roll on the Minor Corruption Table.
3. The character must take 1d3 Spell Burn in order to cast the spell.
4. Add a random (no Luck modification) Mercurial Magic Effect for this casting.
5 to 8. Nothing special. Just cast as normal.
Giant Lamprey Slugs These things gave the party a run for their money.
Init: +0; Atk: +1; Damage: 1d3+Attach; Action Die: d20; AC: 11; HP: 5; Move: 25; Saves; Fort +4, Reflex: -1; Will: +0; Special: Attach: When a Giant Lamprey Slug successfully attacks a target it attaches itself to the target and does 1 HP damage each round after that as it drains the blood from its victim. Yeah sort of stirge like but three-foot long slugs with nasty mouths.
While this may not seem like it would have been a memorable encounter, there is a character with a magic sword that has a chance of turning something he kills into a zombie. This happened multiple times with the slugs. Chop the head off. It stays attached but still sucks blood and the character turned into a blood fountain.
After all the other encounters, Stone Golems, the Wizard’s Ghost, and a trapped apprentice followed by a little looting. The party heads back to town and some down time. Sometimes you have to think of playing DCC is like being in a horror movie. Don’t ever go into the woods by yourself. Even if it’s just to hunt rabbits. ‘Cause like the rabbits could kill you. Yeah, a quick random off-the-top-of-my-head encounter just because.
The characters turn over the girl and spend some time in town. There was Patron Bonding and Carousing with lead to PC’s getting robbed, burning down an inn, getting jailed, and quickly leaving town and heading to their next quest at Demon Crown Hill….