Showing posts with label Dungeon Crawl Classics. Show all posts
Showing posts with label Dungeon Crawl Classics. Show all posts

Tuesday, October 14, 2014

Feathered Swine Mini-Supplement: What Happens When You Eat the Mushrooms?


I don't know about your players, but when mine find themselves in a cave filled with strange mushrooms they will not hesitate to shove one of them into their mouths. This was one of the first course of actions taken when they arrived in area XII of "The Sleeping Place of the Feathered Swine." Because I plan on running the module again and I am pretty sure that mushroom eating will occur again, I have made the following chart for the effects of each mushroom on the humanoid body.

  1. Drooping Moonshade: Save vs Poison or DC 15 Fortitude Save. Failure causes 1d4 damage. Success causes shroud of unnatural darkness to obscure the body of the eater for 1d10 minutes.
  2. Deliquescent Bluecap: Will cause violent vomiting within 1d6 minutes after being consumed. The vomit will be a vivid green color.
  3. Inner Sea Veincap: Save vs Poison or DC 12 Fortitude Save. Failure causes 1 point of damage. Success results in faint glowing of skin that lasts for 1d4 hours. Natural 20 on saving throw results in eyes of the eater glowing bright blue and gaining perfect darkvision for 1d4 hours.
  4. Purple Hypnagog: See original description.
  5. Ruby Tears of Mercy: Results in a temporary immunity to ingested poisons for 1d6 days.
  6. Screaming Puffball: No immediate effects, however the bowel movements and flatulence of the character will have a floral scent for 24 hours.

Monday, October 6, 2014

Playing Sleeping Place of the Feathered Swine


In a few weeks I will be running "The Sleeping Place of the Feathered Swine" in Dungeon Crawl Classics at Game Con South Bend, so I thought it would be a good idea to run the adventure a few times so that I am intimately familiar with this terrible cave. The first of two play-throughs happened last Saturday with three players.

Here are the highlights and observations. Spoilers, obviously.

  • The players selected the randomly generated Warrior, Dwarf and Thief characters. This may have increased their odds of survival since the Warrior and Dwarfs came out as killing machines, even though they were completely random. 
  • I think I will skip the encounter with Felix Longworm as he doesn't provide much incentive to go into the cave unless the PCs are really hard up for cash. In a one-shot context, the promise of gold that can't be used isn't very motivating. I will attempt an info dump for my next play-though and see if that works better.
  • The players immediately picked up the resemblance of one cave feature to a part of the female anatomy. This landmark became known as "the vagina pit." I might note that this was my first time DMing a game for an exclusively male group.
  • The players found the mushrooms and armor before getting a good look at the feathered swine. They spent an awful long time looking at the armor, thinking it had to be booby trapped. It was not until one of them ate the bio-luminescent mushrooms and gained perfect darkvision that they were convinced it was safe to put on.
  • The Warrior did not seem too pleased when the armor attached itself to his body. The Dwarf immediately asked "How will he poop?" which I actually had an answer for.
  • The players essentially ran the adventure backwards and made short work of the Worm Tumors, luckily avoiding any infection. However, they were terrified of the things and would not go near the group of four of them.
  • Aspeth gave them her quest item and then hobbled off to become a suicide bomber. The players assumed that she killed all of the remaining Worm Tumors this way. They were wrong.
  • The Thief performed the surgery on the feathered swine as he was the smartest character in the group. He did manage to get infected and had his left arm cut off at the elbow and cauterized immediately. He then removed one more cyst before calling it a day.
  • The players decided that going up the vagina pit would be the best way out of the cave. The Dwarf and Thief have no problem scaling the walls. The Warrior was not so lucky and repeatedly fell onto the cave floor. Although his new evil armor absorbed most of the damage from the fall, he made enough noise to attract the three remaining Worm Tumors, charred and angry from their encounter with Aspeth. Although the monsters were quickly killed by the three PCs, the Warrior was still infected as the worms crawled through the plates of his sabatons. 
  • Tired of failing to climb the cave wall, the Warrior decided to walk the long way through the cave. By the time he got back to the rest of the party, the infection had taken hold and he was now a super-powered Worm Tumor in evil armor. Luckily for everyone, he could not pass the pit and remained in the cave.
  • The Thief and Dwarf left him to die and got paid. The Dwarf had an awkward sexual encounter with Felix, who he had developed a crush on.

Tuesday, September 2, 2014

Slimes and Oozes of the Southern Claw

This was created as part of Displacerclaus in July.

An unrealistic and uncreepy representation of a Smile Slime.

The following list of slimes and oozes are native to the Southern Claw region, southwest of the great city of Vornheim. However, many enterprising and foolhardy scholars, game hunters and merchants have begun to export them to other lands. Most of these exportation attempts result in disaster and a subsequent infestation as the slimes have their way with indigenous creatures and populations.


The attributes of the slimes are minimalist with the intention of being easy to plug into your favorite D&D-type game. Only the aberrant characteristics are mentioned, so you will need to include any attributes that account for generally slimy and oozy behavior in your game of choice.  


  1. Face Sucker Ooze: Init: +5; Atk grasp +4 melee; AC 10; HD 1d8; MV 50’, climb 30’; Stealth +4; Resistant to slashing and piercing; Vulnerable to fire and cold; Align: Neutral. This small but deadly ooze will stalk its prey for hours for a chance to take it by surprise. A successful melee attack results in the ooze firmly attached to its target’s face, creating a powerful vacuum between it and the target. Target must make a successful DC 15 Strength check to wrest free of the ooze. Each turn the ooze remains affixed, the target must make a Constitution check or suffer 1d6 damage. After three accumilative failed Constitution checks, the vacuum will become powerful enough to pull the target’s innards through its mouth, instantly killing it.
  2. Gelatinous Polyhedral: Init: +X; Atk pseudopod +X melee (1dX); AC 10+X; HD 1dX; MV 5+1dX’, climb 5+1dX’; Resistant to slashing and piercing; Align: Neutral. Choose a polyhedral die at random. Ooze takes the rough shape of that die. All instances of X in the stat block are equal to the number of sides on chosen die.
  3. Mint Jelly: Init: +5; Atk pseudopod +4 melee (1d8); AC 12; HD 2d8; MV 15’, climb 15’; Stealth +5; Resistant to slashing and piercing; Vulnerable to cold; Align: Neutral. Native to jungles and temperate forests, this slime stretches its body along the moss and fern covered ground and emits a sweet, refreshing scent in order to attract its prey. The slime can cover an area approximately 20 feet in diameter, but it will wait to strike until at least one target is in the center of its reach. Any creature within 10 feet of the mint jelly must make a saving throw vs Poison or be surprised when the jelly attacks.
  4. Silver Slime: Init: +6; Atk pseudopod +6 melee (2d6); AC 16; HD 4d8; MV 50’, climb 30’; Resistant to slashing, piercing and cold; Vulnerable to fire and bashing; Align: Neutral. This slime resembles a living mass of mercury, having the ability to emulate slashing and piercing weapons with its pseudopod. When threatened by multiple attackers, the silver slime will take a shape not unlike a sea urchin, hitting any melee attackers who fail a Dexterity check with 1d10 of piercing damage.
  5. Night Slime: Init: +5; Atk bite +2 melee (1d4); AC 10; HD 1d4; MV 60’, climb 40’; Stealth +6; Resistant to slashing and piercing; Vulnerable to fire and light; Align: Neutral. These nocturnal slimes are a nuisance for farmers and herders as they tend to prey on livestock in the darkest hours of the night, feeding by sucking blood through a long pseudopod tipped with a primordial mouth. Night slimes are solitary hunters but large colonies can be found in caves. When attacked, the Night Slime will emit a pheromone that will provoke any other slimes within 100 feet to swarm. Most colonies house 3d20 night slimes.
  6. Mile Slime:  Init: +6; Atk pseudopod +6 melee (1d8); AC 14; HD 6d8; MV 30’, climb 30’; Resistant to slashing and piercing; Vulnerable to fire, cold and lightning; Align: Neutral. The mile slime is an efficient predator that covers the most amount of ground by stretching itself into many thin pseudopods radiating from a central location. It is most likely that an encounter with a mile slime will begin with an attack from only one of the whip-like arms, but another arm will appear in 1d6 rounds. Additional arms will continue to appear, often from many different directions, one after another until the hit points of the slime are depleted. At that point the arms will retreat, but it is unlikely that the slime itself is dead as only a small portion of its body has been present for the fight.
  7. Stuffing Slime: Init: +5; Atk grasp +4 melee; AC 10; HD 1d8; MV 50’, climb 30’; Stealth +4; Resistant to slashing and piercing; Vulnerable to fire and cold; Align: Neutral. A relative to the face-sucker ooze, the stuffing slime has evolved a similar hunting technique with a decidedly opposite means of killing its prey. With a successful hit, the stuffing slime will fix itself to the face of the victim. A successful DC 15 Strength check is required to remove the slime. On a failed Strength check, the slime will begin to stretch its body into the cavity of the victim’s lungs and stomach. A DC 15 Constitution check is required for every round that the stuffing slime remains on the victim. After the third accumilative failed Constitution check, the victim’s insides have been filled and death occurs.  
  8. Over Ooze: Init: +0; Atk pseudopod +4 melee (1d4); AC 10; HD 1d8; MV 15’, climb 15’; Stealth +5; Resistant to slashing and piercing; Vulnerable to fire and cold; Align: Neutral. Not much unlike your standard primordial ooze in composition, this slime has developed a specific hunting technique that sets itself apart. The over ooze will stretch its body into a net-like matrix upon the ceiling of a cave or dungeon. It then lowers hair-thin filaments to act as sensors. When two or more creatures are under the over ooze, it will drop from the ceiling, entangling all below it in an area up to 30’ in diameter. A DC 15 Strength check is required to break from the ooze. Bladed weapons provide a +2 to the escape attempt but the restriction of the net prevents the blades from harming the ooze enough to remove hit points. An attacker must be free from the ooze to deal damage.
  9. Smile Slime:  Init: +0; Atk pseudopod +1 melee (1d4); AC 10; HD 1d6; MV 30’, climb 30’; Resistant to slashing and piercing; Vulnerable to fire, cold and charm spells; Align: Neutral. These small blue slimes are friendly and helpful in nature. In fact, helping sentient beings appears to be their primary motivation and it is believed by some monster ecologists that the slime literally feeds from the approval of higher beings. The slime takes a vaguely oval shape with what appears to be the shape of a grinning humanoid face protruding from its back. Upon encountering a sentient being, the smile slime will become docile and subservient. The face will most closely resemble its last “master” and the slime will be able to learn to communicate using facial expressions used by its master after 1d4 weeks in his service. Smile slimes are slow to engage in violence and will often find creative ways to help their master should he be threatened or wish harm upon another.
  10. Blink Ooze: Init: +0; Atk digestive acid +8 melee (1d8); AC 12; HD 8d8; MV 5’; Resistant to slashing and piercing; Vulnerable to fire; Align: Neutral. Typically used as a security measure by paranoid wizards, a blink ooze will fill the entirety of a room but will remain invisible and intangible until triggered by any magic spell. Any subsequent spell casted will return the blink ooze to its pocket dimension. The intention in installing a blink ooze is that a spellcaster and any companions will be trapped in the middle of the ooze, slowly being digested by the creature, unable to perform the gestures needed to cast a spell to banish the ooze. Persistent effects from magical items do not count as spells in triggering the blink ooze.

Tuesday, August 19, 2014

Playing Sailors on the Starless Sea



After a month-long break between sessions, we were finally able to finish up playing through Harley Stroh's Sailors on the Starless Sea. It was my first character funnel and was much more fun and easier to run than I expected. I had nine players for my final session of the adventure with a total of 36 PCs at once. Not nearly as daunting as it sounds when you approach each group of PCs as a chunk of characters and let the player decide what happens to each character.

Here are some of the highlights:

  • First PC death occurred within minutes of the adventure starting as the immediate reaction to bodies covered in thorned vines is to poke them with a stick.
  • Players were obsessed with getting as many things out of the freezing tomb as possible. Apparently once of them tore the skull off the corpse while five other PCs died around them in one round.
  • There was an awful lot of planning on how to light a candle and then get it to touch the beastman that had been soaked in oil. The occurred in a room with three loose torches on the wall.
  • Several PCs were added when they were freed from the beastmen's clutches. They apparently had two dogs, a goose, a duck and a cow with them.
  • The goose found the band of fire. He immediately became the strongest creature in the game and his owner faded into the background.
  • The chaos leviathan attacked, pulling a handful of PCs over the side before someone tossed in the skull they stole from the dead Chaos Lord's tomb. I suppose that would be a pretty good sacrifice and immediately calmed the leviathan.  
  • The players left just under half of their characters on the shore of the starless sea, which is probably the dumbest thing they did the entire time. Nearly every player had one character wearing a cloak or furs and all but one left those characters on the shore.
  • As a result, only one character was able to move undetected among the two dozen beastmen at the temple. The others didn't understand why one was being ignored and just sauntered up to the temple. This began a slaughter that will not be soon forgotten.
  • The one disguised PC calmly walked up the ziggurat and immediately pushed the shaman into the pit. He then tossed skulls at whatever it was coming out of the pit. The resurrected Chaos Lord went down like a bitch.
  • The strongest fighter in the beastman melee was a cow with a pitchfork tied to it. Pitchforks are where it's at.
  • That cow will be the my wife's dwarf character's mount in the upcoming 5e campaign. Betsy the War Cow.

Friday, July 11, 2014

East/West Bowl Random Name Generator


Use the following list to provide names for any player too lazy to come up with their own or aren't happy with any of the other perfectly reasonable random names you've given them. Roll a 1d100. Reroll on 96 - 100, or just call them Huka'lakanaka Hakanakaheekalucka'hukahakafaka.

A punctuation guides follow the list.


  1. Saggitariutt Jefferspin
  2. D'Glester Hardunkichud
  3. Swirvithan L'Goodling-Splatt
  4. Quatro Quatro
  5. Ozamataz Buckshank
  6. Beezer Twelve Washingbeard
  7. Shakiraquan T.G.I.F. Carter
  8. X-Wing @Aliciousness
  9. Sequester Grundelplith M.D.
  10. Scoish Velociraptor Maloish
  11. T.J. A.J. R.J. Backslashinfourth V
  12. Eeeee Eeeeeeeee
  13. Donkey Teeth
  14. Torque (Construction Noise) Lewith
  15. The Adventurer Formerly Known as Mousecop
  16. Dan Smith
  17. D'Marcus Williums
  18. T.J. Juckson
  19. T'varisuness King
  20. Tyroil Smoochie-Wallace
  21. D'Squarius Green, Jr.
  22. Ibrahim Moizoos
  23. Jackmerius Tacktheritrix
  24. D'Isiah T. Billings-Clyde
  25. D'Jasper Probincrux III
  26. Leoz Maxwell Jilliumz
  27. Javaris Jamar Javarison-Lamar
  28. Davoin Shower-Handel
  29. Hingle McCringleberry
  30. L'Carpetron Dookmarriot
  31. J'Dinkalage Morgoone
  32. Xmus Jaxon Flaxon-Waxon
  33. Coznesster Smiff
  34. Elipses Corter
  35. Nyquillus Dillwad
  36. Bismo Funyuns
  37. Decatholac Mango
  38. Mergatroid Skittle
  39. Quiznatodd Bidness
  40. D'Pez Poopsie
  41. Quackadilly Blip
  42. Goolius Boozler
  43. Bisquiteen Trisket
  44. Fartrell Cluggins
  45. Blyrone Blashinton
  46. Cartoons Plural
  47. Jammie Jammie-Jammie
  48. Fudge
  49. Equine Ducklings
  50. Dahistorius Lamystorius
  51. Ewokoniad Sigourneth JuniorStein
  52. Eqqsnuizitine Buble-Schwinslow
  53. Huka'lakanaka Hakanakaheekalucka'hukahakafaka
  54. King Prince Chambermaid
  55. Ladennifer Jadaniston
  56. Ladadadaladadadadada Dala-Dadaladaladalada
  57. Harvard University
  58. Morse Code
  59. Wingdings
  60. Firstname Lastname
  61. God
  62. Squeeeeeeeeeeps
  63. Benedict Cumberbatch
  64. A.A. Ron Balakaye
  65. Creme De La Creme
  66. Cosgrove Shumway
  67. Ha Ha Clinton-Dix
  68. Doink Ahanahue
  69. Legume Duprix
  70. Leger Douzable
  71. Quisperny G'Dunzoid Sr.
  72. Grunky Peep
  73. D'Brickashaw Ferguson
  74. Strunk Flugget
  75. Stumptavian Roboclick
  76. Cornelius 'Tank' Carradine
  77. Vagonius Thicket-Suede
  78. Marmadune Shazbot
  79. Swordless Mimetown
  80. Prince Amukamara
  81. J.R. Junior Juniors Jr.
  82. Faux Doadles
  83. Fozzy Whittaker
  84. Myriad Profiteroles
  85. Busters Brownce
  86. Turdine Cupcake
  87. Rerutweeds Myth
  88. Ishmaa'ily Kitchen
  89. Takittothu' Limit
  90. Snarf Mintz-Plasse
  91. Frostee Rucker
  92. Splendiferous Finch
  93. Triple Parakeet-Shoes
  94. Logjammer D'Baggagecling
  95. A.A. Ron Rodgers