I have created a new Class for the DCC RPG that is focused on bringing a higher weirdness version of teiflings and assimar from planescape and the like into DCC. This is entirely unplaytested and unedited. Have fun.
Hello, welcome to a strange thing I am attempting to start. The great magic mask relay. It begins with one person describing a magical mask, it can be for any length and for any setting they wish, it can even have mechanical implications if the writer desires. Once they have written this, they are going to tag (be polite, ask them if they are fine being tagged in) another person to write a magic mask and this chain continues until 100 masks have been described. They make sure to link to the blogpost you were tagged in and then once the person after you had made their post link to theirs. The blog posts should be formatted as Mask #: Mask Name. That’s pretty much all the rules, make sure the person you tag reads the rules. EDIT: 11/17/2025. You have probably been linked here by a blog that doesn't follow the rules above, bully them in the comments about it. Mask of the Iron Warrior Back when iron was first forged the warlords of old, conquers of valleys and mountai...
So I run an open table D&D game for a youth center. I got myself a notion that I had two months before I was gonna be running a game so I might as well try doing some daily dungeon keying and by the time I had to run a game then I’d have something sizable to run for the folks at the youth center, an d I could keep expanding it until I had a full megadungeon to one day release. I started brainstorming and decided on a general outline of the dungeon I came to this general premise The Burrow: heavily overgrown complex that while technically underground is only so by a foot or two of topsoil and has enough cave ins that natural light isn't unheard of ????: more standard dungeon, no strong theme but heavy aesthetic contrast with the barrows above with darkness and no greenery. The Grand Ossuary: massive catacomb complex teeming with undead. The caves of prehistory: like cavemen and shit can be found here, decidedly natural as opposed to the two prior levels, heavy focus on ...
Back when man ate the planet the nithhugry was made. On command they would hollow out entire mountainsides, now only a few are left, roaming the places few dare to tread. They appear in swarms of 3d100, combined into a singular worm. Each segment is 15’ long and 10’ wide Nithhugyr: HD 2+12 per Segment, Atk 1 Bite (1d12+6) per 5 Segments, AC as Chain + Shield, MV 60' or 40' Burrow, ML 11. Swallow: If a bite attack beats succeeds by 10 or more, the target must save vs Wands or be swallowed whole. If swallowed whole the victim travels down the body at a rate of 1 segment per round, suffering 1d6 damage per segment. If not swallowed whole the victim is hanging on for dear life in the mouth and must make Strength check each round to hold on. Succeeding by 2+ allows for escape, failing by 2+ means swallowing. Break Apart: If a segment is destroyed the swarm becomes two independent worms., Heat Vent: Has a 1-in-12 chance each round to release jets of searing hot air, scalding ...
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