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The Twisted Path Home

 With their friend firmly in hell the three remaining adventurers prepare to head back, ladened themselves with thousands upon thousands of gold pieces worth of coins and gems they make their way out of the chasm. Heading back through the tunnels to the mine proper they realize something. The frozen dead dwarves that once littered the hallway are entirely gone, and the construction of the hallways had changed slightly, concerned they made haste to the 6th level. The level is how they remember and as they make their way back to the elevator shaft but on their way they hear metallic clanking. Dungifer senses no danger so they approach the metal in good faith. They see two dwarves, one in head to toe in plate mail with tufts of a blond beard sticking through the cracks, and one in chainmail with cornrows and a goatee. As they are obviously injured Dungifer in his duty to heal the sick and wounded offers to heal the two. As this happens they share details of the past events...

Banished to the Frozen Layers of Hell

  The party, having licked their wounds; delves deeper, down to the lowest of levels. Passing by the same grisly display of dwarven corpses they had seen the day prior they find themselves in the crystalline chasm.  Following the stream they find themselves at a deeper gorge in the chasm, below is a giant dome of beautiful shining crystals with a hole at the bottom. Next to the waterfall is some rope secured into the stone with a spike, about 10 feet down the rope has been snapped, the rest of it lying next to the ground by the waterfall. Dungifer can tell something baleful is down there. Bobos attempts to use monster summoning but is unable to channel enough magical energy through her to summon any of the monsters she has collected the parts of. She eats two days worth of rations as the arcane hunger sets in. Her plans of using the monsters as scouts seems to have gone nowhere. In his infinite curiosity Kermit volunteers to go and explore the place himself, using ...

Upon the Northern Isthmus: The Afterlife and Undeath

The Afterlife In death there is the gravhela. After death the dead begin their trek to the bottom of the world. Deep underground in the cold and dark beyond the Death Goddesses’ lake sits the realm of gravhela. The winds are cold and biting, there is no light. The only solace is ale provided down there erases all memories of what you were before you died, so your soul can finally rest. Virtuous or Vile when you die gravhela waits. One cannot let the certainty of death hold you back, you will be born, you will do what The Weird demands, and you will die. Shirking this fate is cowardice. The Undead Ghosts and Revenants Those that have not fulfilled their obligations in the realm of the living are bound to return in one form or another. Death cannot and will not stop their Weirdbound duty. To counter the will of these rare heroes of Weird is vile, those that do may never taste the sweet ale in gravhela.  Monuments and runestones dot the landscape, telling ...

Dungeon Crawl Meshi

I am a large fan of the manga dungeon meshi. I have been able to read it through my local library. I decided to write up a few things I have seen in it for use with dungeon crawl classics. Never been play tested or anything these are straight out the oven. Food Ration Types Food is essential for proper adventuring, how is one to win gold and glory on an empty stomach. There are 6 types of rations, categorized into fresh and preserved. Dire and Delightful meals have special effects. A ration counts as enough food for a day. Rations are expressed as Type| Cost| How long it lasts| special effect Dire Fresh Rations| NA| 1 week| The consumer must make a DC 12 Fort save or become sickened, suffering a -2 penalty to all rolls for the following day.  Fresh Ration| 8cp| 1 week| No affect Delightful Fresh Rations| 15cp| 1 week| Luck rolls made while recovering the body are rolled with a d16, the consumer gains a +2 bonus to all physical rolls for the following day. Dire Preserved Rations| 1c...

Fear of the Dark

  The party heads towards the elevator, finding it on their level, they head down. As they round the many winding corridors Dungifer suddenly detects something baleful approaching them. Hearing this Grillbar readies his laser lance, soon they bend a corner and see it a 9 foot tall icy being of sharp corners and blank face. Grillbar panics and throws his lance, going right through the thing it lands on the other side, the being seems unphased. Dungifer tries to bind the icy thing but is not strong enough and Radcliff throws out a flask of oil hoping to light the icy being on fire with the help of Bobos, he then moves in close.  The party hears a voice coming from inside their own mind hissing out “turn that light off” and then they are plunged into total darkness. Bobos attempts to cast prismatic wall to counter the darkness with radiant light, but the spell is hard to cast and nothing happens, though it is not lost. In the dark suddenly two familiar creatures, ...

My Son of a Bitch Husband

  Heading towards where the four cowardly dwarves said the monster is, the team hears metallic clanking. They decide to evaluate their situation as they plan an ambush. Dungifer casts blessing upon Grillbar and Bobos casts Armor of Grass on Radcliff. As these spells work their magic the metallic clanking stops. The group hears a hiccup and some footsteps, at first they panic and prepare for it to round the corner but soon they realize the footsteps are getting quieter.  The team realizes that if they want to slay this monster like they said they would they need to follow it. Following the sound they go to a more natural cave part of the mine and see the backside of a 14 foot tall being carrying a large sack. They hear a burp and then a voice with a thick french accent, saying you two are fools. Surprised by this statement the adventures make themselves known, and the being turns around revealing 3 heads, a central head with a large mustache, says in the same french voi...

Once More into the Depths We Go Risking Life and Limb in Hopes of Gold and Power

  This play report is a collection of this week and last week's sessions. They were much shorter than usual due to scheduling constraints. The first order of business once they collected themselves was to get jackets to deal with the cold. Seeing the price tag for all the jackets totaling up to 135 gold they decided that thievery is the best course of action, as 135 gold was much more than they had in coins. Using Phandaal’s Mantle of Stealth Kermit the Curious goes fully invisible, puts on three heavy winter jackets at once and leaves the building entirely undetected. Dungifer, Grillbar, and Bobos go to make themselves a distraction while Radcliff makes out with the other two jackets and the group rejoices in their successful heist outside. Looking to get cash in order to get more cash they decided to pawn off a few items they found in the dungeon. Heading towards their go to seller of good Gregor the Orc, after a while of back and forth debate on how much the scabbard for the mag...

Dropping Anchor

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  With an understanding of why the group was attacked, the dwarf has gone in here to fight off an mining expeditionary force headed by a predominantly yoda mining company, the amazon leaves the group valuing her life above money and she heads back towards the surface.  The group begins to loot the corpse of the dwarf they killed, Radcliff takes his python emblazoned golden gauntlets, but they stop as they hear a voice coming from underneath the dwarf. As they lift up the dwarf they find a warhammer who introduced himself as Gobnomaer the Bane of the Gods. After a quick interrogation the hammer reveals himself to be a warrior of neutrality, hoping to end the cosmic divide of law and chaos, by force if necessary, to let nature reign. As arch druid of Illdavir Dungifer Dungifer decides to ally with Gobnomaer, wielding him with a great fervor. Not wanting to miss any more potential magical items, Dungifer casts detect magic, learning of the magical nature of the golden gauntlets, ...

Death at Agua Fria

  Combat begins in earnest, Grrunnarr slams forth into the skeleton in a fit of rage. Bobos with her quick thinking unleashes elemental wytchfire, shards of electric yellow energy in a blinding display, the skeleton lies motionless once more. As the party collects themselves they realize that this will keep coming back, Dungifer wracks his brain for possible rituals to decide how to best deal with it, he suggests burying the undead horror but they are in a stone room so they decide simply to never return. Heading out of the tomb complex they had been in they notice the mine that had been in has changed, the stone is more smoothly hewn and orbs connected by black rope illuminate the space for them. They begin heading to the floor directly below them. The air is noticeably colder as they enter into symmetric hallways. Dungifer is somewhat worried about how much deeper this place will go and if they would need to get more water. As this conversation happens Bobos hears the...

I'm not a "Yoba"

  As the ground crosses the threshold of the south door they feel a sensation cross over them. Radcliff crosses through the door a few times but feels nothing else, but he does notice something with the rest of the party. All of their weapons have changed, what were once pieces of metal affixed to wood are now metallic rods with a few buttons on them. Everyone is confused until Grillbar presses the button and a shimmering green energy forms into the shape of a blade. Bobos realizes that her bow is now gone and has been replaced by a pure black musket. Grillbar says it’s lucky they found these strange weapons. Confusion ensues when Kermit says that they have had these weapons the entire time. After careful interrogation the adventures begin to realize something has happened. They are suddenly confronted with technology unlike anything they had seen before, Kermit telling them of space ports, and planets, calling Grillbar a yoda and Grrunnarr a wookie. The party is certain th...

10 Feet

  Heading out from the stash of artifacts the party delves deeper into the complex. Passing through a few winding tunnels they are in another coffin filled room. Opening it up they find more skeletons, also timebrowned but less decayed as there are a few bits of old fabric still undecayed on the bones. Grillbar scavenges a few bits of the cloth, turning a small purple section into a headband. Suddenly Dungifer can detect something, not sure if it is second sight or detect evil he is deeply aware that there is something heading down the hallways towards the group. He communicates this to the party and they all get in position. A moment of silence passes. Dungifer casts a blessing on Bobos. A brown skeleton hand suddenly reaches out from the darkness and soon it steps out into the light, and straight from the bow of Bobos an arrow sets forth straight and true, going directly into the knee of the skeleton shattering the bone. The skeleton screams in pain, sounding like the echo of bra...

Eating Glue

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  Having just ran off the scaled fiends the party continues upon the path, they pass by an air shaft and down into the a dead end of collapsed cave.  Heading back they are interrupted by a sense Dungifer feels under his feet of danger, as the group starts discussing what it might be a giant red ant bursts out from the floor, attacking Dungifer! While in the grasp of this giant beast everyone tries to act quickly. Grillbar attempts to stab with his trusty polearm and Bobos with deft skill quick draws her bow, but the hard chitin armor of the ant is too strong. Dugifer calls upon Ildavir and paralyzes the attacker. Looking below he sees many more ants and calls once more upon his goddess and turns them all! The group makes great haste to flee and find themselves out of harm's way. After going southward the party takes a quick break to catch their breath and talk over their plan. They head into the mine proper out of the creekbed they have been exploring and into the excavated mi...

Giant Flying Lizard Men Laden with Malice and Maces

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art provided by Dungifer's player As the party redescends down to the 6th level of the dungeon they decide to head south in hopes of going deeper into the dungeon but find themselves at a dead end. All hope is not lost as the dead end they find themselves at is laden with gold ore. They make a note of these riches and head north only to find themselves at yet another dead end, but this time free of riches. Heading westward in hopes of finding a way south they find themselves in the natural creek bed they had been exploring earlier but this time head to the north. With the second sight of Dungifer they are altered to a danger up ahead. Grillbar goes forth alone. While that is happening bobos attempts to cast both magic shield and armor of grass but is unable to bring either to fruition and loses them both for the day. In the cave up ahead Grillbar is unable to see anything with his infravision but hears sounds of reptilian hissing back and forth, planning to spring an ambush Grillba...

Respecting Women so Hard

  The party descends the elevator to the lowest they can go, the 6th level of the mine. They head northward in the tunnels until they reach a bricked up wall. Dungifer feels through his second second there is a woeful force behind the wall so they decide to leave it be despite their curiosity. They begin wandering about until they come in contact with a natural formation of the cave intersecting with the tunnels. They follow it southward until they come into a large room that is damp, they realize that what they had been walking in was a dried out stream bed. There are two options: either go towards a passage that is above them tangent to the cave or continue on the dried streambed. They continue on the streambed until they begin to trek upwards, after a few twists and turns and the breaking down of a brick wall Dungifer felt safe around the adventurers find themselves in another elevator room.  The party is two torches deep. Radcliff sees a locked double door and opens it wit...

Fire in the Hole

  The adventurers panic and prepare for a fight, a big hairy beast with fangs bearing a sword wound appears from the darkness. Bobos attempts to cast prismatic wall but in her fear she is incapable of performing the correct arcane hand motions. Dungifer keeps steady and unleashes a bolt from the blue, 5 streams of white hot fire come forth and strike at the beast. It is driven stark raving mad by the divine. Grrunnarr sweeps in and with a mighty punch to the head knocks the beast to the ground. Radcliff comes over and slits its throat making sure the job is done. The party recoups as Grrunnarr identifies the beast as a cave troll. The party shudders recounting the horrible tales of torture surrounding cave trolls. The party is one torch down. As they make their way deeper into the dungeon they find a man trapped in a prison cell: Kermit the Curious, master illusionist. He has not had any food or water in three days and is desperate to get out. Radcliff easily picks the lock as seco...

Two Little Guys in the Glory Hole

Having befriended the bigfoot the adventurers delve deeper. After forging down the hallway they were in they arrive into an abandoned room filled with lots of mining supplies, there are carts overturned in just the same way there were in the room where they encountered the blue cretins. Dungier ushers in a blessing on Grillbar as everyone prepares to fight once more.  Flipping the cart prepared for a tussle they are met with two of the blue cretins giving big puppy dogs eyes. One of them says “please don’t hurt us, we are just little guys”. The other chimes in “we have no malice in our hearts we were just playing a game, come on”. Bobos the Fool Sorceress protests “You stabbed me in the back”, and then Grillbar decides the time for action is now. Using his pole arm he lunges for one of the blue things, it dodges and cackles with delight screaming “Oh so you have chosen death!”. Dungifer swings forth with his mace, taking the head clean off of one of the blue pests, it clashes into ...

A DCC conversion of the Bestiary in Glory Hole Dwarven Mine

I recomend for the undead monsters you add an aditional random trait to add to the DCC flavor. I have added my own but chose to not include them here. Bestiary Badger Initiative: +2 Attacks: Bite +6 Melee (1d4+1) HD: 2d8 AC: 13 Movement: 20’ Action: 1d20 Saves: Fort +3, Ref +3, Will -2 Crit: M / 1d12 Bigfoot Initiative: +3 Attacks: Fist +7 Melee (3d4) HD: 10d6 AC: 13 Movement: 40’ Actions: 1d24 + 1d20 Saves: Fort +10, Ref +6, Will +4 Crit: M / 1d16 Black Widow Spider Initative: +1 Attacks: Bite +0 Melee (poison) AC: 15 when attacked with a normal weapon, 10 if wide object. HD: 1/2d3 Movement: 15’ Action: 1d20 Special: Poison DC 14 Fort Save, 1 strength damage on success, 1d4 on fail (permanent) Saves: Fort -6, Ref +2, Will -6 Cave Bear 15 foot tall bear Initiative: +2 Attacks: Bite +8 Melee (4d6), Claw +8 Melee (3d4) HD: 8d10 AC: 15 Movement: 30’ Action: 1d20 + 1d20 Special: If two claw attacks hit the bear may hug and grapple the victim, dealing an additional 2d6. Lasts until 6 points...