We began with a glorious victory defending our hometown from a vile cult. Funnelville is the working title of an upcoming adventure.
Next we trekked to a nearby port town from which we had not heard from recently. The Village of Death from 2 Old Guys Games.
We next attacked the castle of the castle of the Emerald Enchanterand killed him in the second encounter (or so we thought).
Moving North along the coast, we travelled to Black Reef Harbor. There had been a shipwreck and the Princess of Fu-Lamia was on board. We searched the island and had many a strange adventure (Shadow Under Devil’s Reef).
We find a strange cave filled with many wonders (The Wizardarium of Calabraxis) that the GM probably should have read up on before dishing out.
Leaving the Wizardarium, we explored the shipwreck and then found the tunnel to the Shadow Under Devil’s Reef. We did very well but in the end had little trouble with some truculent dice. The entire party was felled to a charm person. The curtain was drawn as the Elder Things began their vile experiments on our poor party.
Huzzah! A party of 0-levels have come to rescue the party from these evil scientists. The dice favored them. They were able to rescue the party but not before their bodies were mutilated with cybernetic implants (rolled from Cyber Crawl Classics).
No self respecting halfling is without their pipe and some good pipeweed. Any halfling may take half a day wistfully roaming unexplored territory to roll on the mundane pipeweed table. Other than standard pipeweed, these supplements must be picked wild.
Using pipeweed
Any halfling may take an action to light their pipe provided they have some pipeweed. One dose of pipeweed will last half the day. With their pipe lit, the halfling may take an action to add a dose of medicinal herbs and experience the effects listed below.
Halfling Pipeweed Table
Roll 3d14 +Luck +/-3 for location (Barren, well trod -3; Normal 0; Distant, magical +3)
One thing I love about DCC is that to be a barbarian you just “I am a barbarian” and have some barbaric mighty deeds. But this is for the player that just wants to smash stuff instead of think up mighty deeds.
Mostly a Warrior with no mighty deeds. Berserker mode adds a random element and removes some player control, as it should. There is a natural AC bonus that increases with level but is modified by the Armor Check penalty. The barbarian’s, action dice, and fort save is slightly better than the warrior while the will save and attack bonus are decreased.
Barbarian
Hit points: 1d12 hit points per level
Weapon training: A barbarian is trained in the use of these weapons: battleaxe, club, crossbow, dagger, handaxe, javelin, longsword, mace, polearm, shortbow, short sword, sling, spear, staff, two-handed sword, and warhammer. Barbarians may wear any armor but the armor’s check penalty offsets their natural, agility based, armor class bonus.
Notably absent from the weapons list is the longbow which would require additional training to master.
Armor class: The barbarian gains an armor class bonus based on their level. This bonus is reduced by any armor check penalty or any other agility modifier.
Attack: Berserker Die, same as Deed Die but no mighty deeds. Max roll on the berserker die and the barbarian goes berserk. The player may choose to roll any die lower on the dice chain (make the fight harder to make yourself angrier and more likely to go berserk). The player may burn a point of Intelligence to avoid entering Berserker Mode.
Berserker: When facing a threat and rolling the maximum value on the berserker die, the barbarian goes berserk until their are no reachable enemies or he/she burns 2 points of intelligence. A berserk barbarian adds their level to their armor class. The barbarian gains an additional action die -1d on the dice chain from their current lowest action die. This action may be used during the current round.
Going berserk imposes the following additional modifiers to saving throws; +2 Fort, +2 Reflex, -2 Will.
It is not possible to enter berserk mode at will. In other words, the roll that goes berserk must be against a real threat.
After a going berserk the barbarian freaks out.
Freak Out (d6):
Attack closest anything once at -d1 attack and damage.
Destroy furniture sized object. As above if no object available.
Strip clothes and bathe in the blood of your enemies.
Run around screaming in people’s faces.
Victory cry / dance
Flex
See Red: Burn personality to Increase attack, damage and crit rolls for 1 round/level. Your armor class is reduced by the same amount.