Dead Horse

Dead Horse
poor dead horsey

Sunday, October 20, 2024

Met a gamer at the Dog park.

 Omaha Ne area has a Corgi group that had a meet this day at Aksarben dog park. 

Met a guy, he was wearing a DCC shirt. Struck up a conversation, cool guy plus he also owns Corgis!.



Corgis and gaming, what else is there.... (DM Daisy)


Also got the DCC Hellcat set, soooooo pretty. two tone red with gold glitter. I have 2 of the d20s in Hellcat and they roll mean in pairs. 

Last week got 3 sets of double nat 20's on them, my players were howling. 

We are knee deep in Dark tower, after all being captured and waking up with nothing in the dungeon. 



Group is offical Road Crew for DCC. with our group patch now proofed and approved. 


https://www.natasiaembroidery.com/

Did the conversion from art to patch for us at a reasonable price. 


Wear your gamer gear with pride,never know who you might meet!

Sunday, August 25, 2024

Back to the main Campaign

 Wrapped up or break game of Weird Frontiers. Next week back to the main DCC game. 

Anyone who has watched any Disney movies might remember this old Gem....


Based on a theme from that movie i present :

Substitutiary Locomotion

Level: 1 (Invocation)

Range: Varies (see results)

Duration: Varies (see results)

Casting Time: 1 action

Save: Will vs. control (only for contested objects)

 Manifestation: Objects spring to life, animated by an ethereal green or golden glow. Rustling fabric, the clatter of boots, and animated movement fill the air.

 General: With this spell, the caster can imbue inanimate objects with temporary life, allowing them to move and act as if they were alive. The scope of what can be animated depends entirely on the success of the spell check.

 Spell Check Results:

  • 1: Failure. The spell fails and is lost for the day. The caster is afflicted with Substitutiary Corruption (see below).
  • 2-11: Failure. The spell fails and is lost for the day.
  • 12-13: The caster animates a single small object, no larger than a broom, bucket, or small piece of furniture. The object moves with the approximate speed of a human (30 ft. per round). The object can perform simple tasks such as sweeping, carrying, or moving, but cannot fight. The duration is 1d6 rounds.
  • 14-17: The caster animates up to two small objects or a single medium object (like a chair, coat rack, or chest). The objects can carry out more complex tasks and may be used in combat to bludgeon or strike (attack +2, dealing 1d4 damage). The duration is 1d6+2 rounds.
  • 18-19: The caster animates up to three small objects or a single large object (like a table, wardrobe, or suit of armor). Animated objects gain a life of their own and can carry out commands with intelligence equivalent to a simple-minded servant. They can attack with +4 to hit and deal 1d6 damage. The duration is 1d8+4 rounds.
  • 20-23: The caster animates up to five small objects, two medium objects, or one large object. The animated objects are capable of acting as loyal bodyguards or assistants. They move with purpose and coordination. In combat, each can attack with +6 to hit, dealing 1d6+1 damage. Duration is 1 hour.
  • 24-27: The caster animates a small army of up to 10 small objects, 4 medium objects, or 2 large objects. The objects follow complex instructions like crafting, defending, or attacking coordinated targets. They can even perform in tandem like a makeshift machine. Their attacks deal 1d8 damage, and they can move up to 40 feet per round. Duration is 2 hours.
  • 28-35: The caster bestows lasting sentience and mobility to objects in a 30-foot radius (up to 15 small objects, 8 medium objects, or 3 large objects). These objects can act independently, taking initiative in defense or attack with attacks at +8 to hit and dealing 1d10 damage. The objects remain animated for 24 hours and may continue to exist beyond that if a permanent magic effect is desired (cost determined by the Judge).
  • 36+: The caster imbues one object of their choice with permanent life. The object becomes fully sentient, with a basic intelligence and personality (determined by the Judge). It can act independently or follow commands from the caster. It gains the ability to speak simple phrases, defend itself (attack +10, dealing 1d12 damage), and assist the caster as a loyal servant or companion. This effect is permanent, unless dispelled by powerful magic or destroyed.

 Substitutiary Corruption: When the caster rolls a natural 1 on the spell check, they suffer a peculiar corruption that mirrors the nature of the object they failed to animate. The Judge rolls 1d4 to determine the specific effect:

 Wooden Rigidity: The caster’s joints stiffen, mimicking the creaking movement of a wooden object. The caster’s Dexterity is reduced by 1d3 points until they complete a long rest. If this effect is suffered multiple times, the caster’s limbs might take on a wooden texture.

 Metallic Resonance: The caster’s voice becomes hollow and metallic, echoing like a struck anvil. This effect persists for 1d4 days, imposing a -2 penalty to Charisma checks when attempting to interact with others, as their voice grates and unnerves those who hear it.

 Stuffed Padding: The caster’s flesh feels soft and spongy, as if stuffed with straw or fabric. The caster takes an additional -1 penalty to Reflex saves for 1d3 days and might develop an unnatural, lifeless pallor.

 Rusting Decay: The caster’s skin takes on a corroded, tarnished hue as if rusting. This causes minor skin irritation and a permanent cosmetic effect. With repeated corruption, the caster’s skin may eventually become brittle, lowering their Constitution by 1 point permanently.

 

These corruption effects are cumulative and can stack with repeated failures.


Credit where credit is due, chatbot GBT helped me design the spell. I have a running thread of spell tweaks and creations. Great tool if you struggle to write and need a little help. 



Sunday, August 18, 2024

One more discovered. lots to still go

 

Sezrekan's Sanguivorous Solids , magic item weapon. very cool write up.. 



Added this to my GM dice set. I think I have all the mismatched sets as GM dice. 






Saturday, July 20, 2024

DCC , weird dice and rules extras on dice tube inserts

 



As soon as I found out there were little extra rules bits on the dice tube inserts i started trying to hunt them all down. As far as my google-fu goes, I can find no trace of a comprehensive list.


Thanks to some crazy friends I have access to 15 tubes extras. As I work to complete the list I will update. If you have info on tubes I do not have, please contact me!


The list of tubes:

Elemental Water: Patron bond Elemental queen of Water

Elemental Earth: Spell, Read stones 

Elemental Fire: Magic Item, Conflagration gems

Elemental Void: Patron Bond, Bind Chaos

Greem: Monster, Fetch Demon

Black: Monster, Entropic Knight

Eldritch Ruin Fragments: Magic item ,Ruin fragments 

Ioun Stones: Magic item, White Ioun stone

Supernal Star Seeds: Spell, Cosmic Lotus Magic 

Motes of Mercurial Magic: Chart, Multiversal Mercurial Magic Effects

The Wizard Van's Stellar Stowaways: Chart, Cosmic Tilt

Infernal Skulls: Magic Item, Infernal Skulls

Mighty Dice of Arms: Deeds, New Warrior Deed and a Dwarf only deed

Chaotic Wizard: Spell, Hasten Doom

Dark Tower: Magic item, Desecrated Visage of Mitra




Unknown Sets: 

Lawful Wizard

Neutral Wizard

Beaked Unicorn

Three Lagged Gowl 

Maned Wyrm

Hellcat

Skeliton Saint

Vello's Crystalized Creations

Sezrekan's Sanguivorous Solids


There may be more that I am unaware of , please leave a comment or contact me if you have additional information.


Dice tubes with a tiny strip like below, DO NOT have any bonus Material. 





Wednesday, July 3, 2024

Weird Frontiers continues.

 Dm 10 pin at the helm. I am on break atm.

I personally love props and costumes in RP, i think they help convey the vibe to all. So I have some prop boxes of various gaming props. 


Socially anti social and her husband my Nephew, the Lich..


Doc good feels, the gun slinger.


Three of my funnels died in initial adventure. The TPK due to gambler bad card pull, led me to borrow one of my neices funnel chars... a nun with healing bonus birth sign. So now me as Revalator.


The adventure continues,.....


Thursday, June 6, 2024

Weird Frontiers (DCC wild west plus haunted and horror)

 Taking a DMing break my cohort DM 10pin is at bat running the latest. 


Its DCC crossed with steam punk and magic plus a bit of monsters and horror. Alternate history durring early civil war some cultists unleashed Cthulu and the elder gods on the world. All of humanity teamed up to fight off the monsters. (us vs them) 

The world is as such....

And plays a lot like this below. 



Any of you gentle readers should be asking, where is the rant?

Well its short and sweet: DCC funnels are THE WORST.  They play like an rpg version of Betrayal at the house on the hill.  Which is a fun game but in an rpg? No Bueno. 


The funnel breaks immersion, is gratuitous violence and player death only for the reason of a body count. I know the DCC designer believes the body reminds the deadliness of the game, but it doesn't. People know know dungeon crawling is dangerous! killing 1/2 to 3/4 of the starting characters is only fun in a gory macabre orgy of death sort of way. 

The role players don't attach to their characters, The power games try to safe guard the guys with good stats and some attempt to kill all of their funnel characters for fun. 

It took 2 sessions the run the funnel: 2 sessions where NO ONE played the character they wanted to play. (who enjoys playing a zero level nobody with 1 to 4 hps?) No class, no skills, no abilities, just a herd of meat for the grinder. 

The funnel adventures can be quite good, so i tweak them and run them as level 1 adventures. 

I have ran 1 funnel and played in 1, i will not be doing another in either capacity. If you want a good game opener look to Lankhmar: the "Meet" is a glorious concept. It starts the adventure with minimal back story and then drops you in "Medias res".
Much more fun, cut to the chase and start strong, work it out as you go.

The funnel, needs to die and stay dead. 



Sunday, May 19, 2024

Creative begging (plus neo dictionary entries)

 This new era of games companies and writers shilling for your cash even before the product is available gives me pains. The only thing worse are the Tubbies (Tubbies: Noun person or persons who make videos and post them online in an attempt to garner money, ad revenue or patreon supporters.)

People managed to publish gaming products before this wave of beganceering over took the net.  (Beganceering: noun, adverts comments and pleas for finacial backing of a product or Tubbie pleading for money via various methods and websites)

Alot of people will argue that the almighty Kickstarter and Patreon allow creatives the freedom to create. I 



Call it what it really is BEGGING. its wormed its way into every segment of creativity. 
Every tubbie has a patron, every designer a slew of kickstarters that needs your backing. They "need" your subscription, notifications, monthly backing etc... 

Its the new norm of game publishing, beganceering rules the smaller companies. My two favorite game companies have a stable of kickstarters going each. 

Worse still the false sense of comradery that arises from podcasts and subscriptions to tubbies channels. News flash, your a cash cow for them. Your not a friend, chum or otherwise. 


My unpopular opinion:



My personal advice, Dont subscribe dont back dont patreon just dont. 

There is more to watch on the internet than you could ever see, dont pay to create more. You dont need to subscribe to a tubbie, new videos from them will appear thanks to googles algorithm. Also game products will be published with out prebuying it.   

Or better yet take some time, put on some creative inducing music and write your own stuff. 

https://www.youtube.com/watch?v=Af8ltlcZNi0