Tuesday, June 14, 2011

Our First Game Using Dungeon Crawl Classics RPG...

On Monday night, we, the Starshield Gaming Society, tried our hands at the brand spankin' new Beta test rules for Goodman Games entry into the Old School Renaissance, Dungeon Crawl Classics Role Playing Game. 

We each were running 3 characters through the "Funnel."

My 0 Level fodders were a parsnip farmer, a soldier who has -3 to all attack rolls (that's why he's not up on the front), and a halfling vagrant (all three shown in the picture below).

As most of you know, DCC RPG uses the standard gaming dice from days of yore but also introduces other funky dice known as Zocchi dice, named for their creator. Our GM, Weezoh, bought a set , but I wasn't about to shell out 9 bucks for new dice I may never use again, so instead I bought the really useful DiceBook app for my iPad 2 ($1.99). That allowed me to roll all the funky dice I wanted right from my magical spell tablet while having the rulebook open at the same time, bookmarked with all the important rules and tables. I highly recommend that app for those of you iPad-using gamers out there.  

On to the game: The adventure had most adventurers and mercenaries of our area surrounding out fighting a war. Then the crops started dying and creatures withered. All is not well in Mireston. 

The mayor asks for volunteers to investigate the strange goings on. The best idea we can come up with is to explore the nearby swamp where it is said that deranged cultists of the god of decay Nimlurun are buried. Apparently, they plagued this region in decades past. 

We set off into the swamp all jazzed up to save the village from the blight cursing it. We encountered crocodiles, snakes, and general unpleasantness, but eventually made it to the burial hill of the cultists. What we found was that there appeared to have been some recent excavations of the site. That's when we stopped for the night.

Overall, my impression of the game is that it does what Joseph Goodman set out to do: capture a gritty sword and sorcery feel, take the game back to its old school roots, and vilify min/maxers.  

Here are some Likes and Dislikes based on character creation and one night's play:

Dislikes:

I don't like tables. I am a bit new school in that I like to know what I have done to my opponent simply by the roll of the dice and consulting my character sheet. I don't like having to go another step and roll on a table. Personal taste, I know.

Though I am a dice-crazed fiend, I don't like Zocchi dice. It just seems like they did it just to do it and not to advance the game design.

In fact, I think the rule set is just a bit too complicated for me. Not complex, necessarily, but complicated. In my dotage, I am looking to streamline and simplify while not sacrificing story or character option, not add levels of complexity needlessly.

I don't like having to run around the head of three different characters in the same session. The Funnel is a good idea in theory, but I think for those that will continue to make this game their game of choice will eventually forego the Funnel and just roll up 1st level characters. I think if we stay with this system for any length of time, that's what our players will end up asking for.

I am on the fence with the Luck mechanic. I may have to have more play before I decide on it.

No one cast any spells yet, but tables? Ughhh.

Likes:

Love the artwork and the feel of the game. 

I love their take on the Halflings: They have really captured the life outlook I like in my Halflings, and of course, dual-wielding, baby!

A definite old school feel.

You can or cannot use miniatures. I like having that option. My minis were used like hand puppets: I held whichever one who was speaking up when he was speaking since we weren't using them on a battlemat.

I hope I like more or grow to like more as we get our surviving characters to 1st level and class selection. I will post up again after our next session.

Until then, roll some dice and good gaming!




Thursday, June 9, 2011

A Wizard Saved, A Chieftain Rescued, and a New Mission Assigned...

 The Heroes of Larm made their way through the subterranean lair of the Hidden Dagger orcs only to find a horrific idol at its end. The idol and its next sacrifice, Orgn, chieftain of the goblins, were being guarded by four ogres. When the Heroes arrived, the idol began to command its ogres to leave the room for the new arrivals were not to be attacked. The ogres left and realized that the idol had become a prison for a spell-trapped wizard. The session recap can be found here: http://tinyurl.com/CCStarshield05




Into the idol room...


If not for the quick-thinking of a trapped wizard, this room would have run with blood...

Note: Next week, the Heroes of Larm will get a long overdue rest before embarking on a mission down the river to Dolmvay when the Starshield Gaming Society playtests the Dungeon Crawl Classics RPG. Stay tuned here for my report on our thoughts on this exciting new entry into the Old School Renaissance...

Wednesday, June 1, 2011

Hunting Orcs!

 Last Monday night, the Heroes of Larm found their way into the orc's lair in their pursuit to avenge the attack on Clem's sister, and -- if possible -- rescue the goblin chieftain. Clem's account can be found here: http://tinyurl.com/CCstarshield04


Who let the wolves out? 


Orcs strewn everywhere...


The orc warlord, Ngarsh, and his lieutenants make their stand...


Battle formations!


Next week the Heroes delve deeper into this mysterious orcish enclave to find out exactly what happened to the goblin chieftain...






Monday, May 16, 2011

A Thorough Cleansing of the Fortress of the Mountain King and a New Friend...

 Tonight the Heroes of Larm cleared out the entire complex formerly known as the Fortress of the Mountain King. Go here for Clem the Ranger's complete chronicle of the session: http://tinyurl.com/CCStarshield03
In the process, they stumbled upon a halfling prisoner of the Mountain King by the name of Meriaboc, a rather irritating fellow, yet a bloke who has a certain charm about him. The Heroes agreed to travel with Meriaboc back to Larm where he immediately went and had a pint then asked Clem for a loan to buy a new short sword. 

Now he has joined with the Heroes who have been called upon to stop an orc raid on the nearby goblin encampment. There they find Clem's sister, Gesa wounded and many goblins--including pups and females--with no sign of the goblin chieftain. Now the Heroes are on a mission to eradicate the orc threat before they turn their sights on Larm and to find and either rescue or avenge the death of the goblin leader, ally of Larm...

Monday, May 9, 2011

Face-to-Snout with the Mountain King...

 Tonight the Heroes of Larm continued their exploration of the Fortress of the Mountain King. If you recall, the King's evil minions had been raiding nearby caravans and returning to the safety of an abandoned dwarven fortress. They stumbled upon a guard room and the Mountain King and his bodyguard retinue and furious combat ensued...

Clem the ranger's account of this exciting night of action can be found here: http://tinyurl.com/CCStarshield02


Beyond an ingenious pit trap, a room full of guards: kobolds and their ogre overmaster.



The Mountain King, the kobold dressed in plate mail and wielding a nasty serrated short sword, stands behind his bodyguards, an ogre, four gnolls, and four kobold elites. 

Until next time, good readers, adieu. 


Monday, May 2, 2011

The Heroes of Larm Enter the Fortress of the Mountain King...

 Caius Rusticus calls the Heroes of Larm plus, lifelong resident of Larm, Clem Garlef, to his study. There he asks for a briefing about the various threats to his borderland town. After much discussion they decide that the Mountain King is the most immediate threat and sends them with Clem who had just returned from scouting the mountain fortress. 

Clem's account of the adventures can be found here: http://tinyurl.com/CCStarshield01



















After a cold night outside, the Heroes of Larm finally make their way into the fortress through crafty subterfuge and are immediately met by the sentries...

Fard-hi cast an illusionary wall to confuse the lowly goblins and provide cover for his comrades...

Into the throne room they go. Notice the overzealous barbarian bleeding on the floor...





The battle is joined. Notice the barbarian still on the floor, bleeding. Also notice the illusory troll being controlled by the illusionist, providing a much needed distraction...



















The heroes have defeated their foes and have taken one prisoner thanks to Fard-hi's color spray spell...

What awaits the Heroes of Larm through the secret door? Will they find the Mountain King who appears to be a disappearing kobold? The bigger question is...will they be able to bring the Mountain King to justice for the slaughtering of all those poor farmers? Turn here next week for the answers to these questions and more...

Monday, April 25, 2011

Death Touches the Heroes of Larm...

Tonight the Heroes of Larm delved deeper into the Ruins of Ramat in search of a little girl's dog. What they found chilled them to their souls and brought them face to tentacled maw with some demonic creatures. The Heroes barely made it out, and one of their number fell. I will leave the details to the more proficient bard Blue (who will be giving his account once he has been raised by the priests being sent to Larm from Dolmvay). Here is Blue's account of the events of the day: http://www.wolfandmoose.com/starshield/pmwiki.php/CC/042511 Poor Blue was the one who was sent to see the gods. But thanks to the retrieval of an ancient holy book of Ramat, the church of Glenys has agreed to raise him if the Heroes donate the book to their church.

To top it all off, they found the dog healthy and hale, though a bit frightened and returned her to her owner. They also solved the mystery of who was stealing Dankmar's wares. Not bad for a night's session. 

 The Heroes of Larm recover after the poison gas cloud cleared from the smashed clay golem...


 The first set of skeleton guardians from the Ruins of Ramat.




 Are those demonic tentacled creatures?


The fall of Blue (and over half the party before the rest defeated the demonic sentinels).

Until then, good reader, keep the dice rolling...