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rs last night trying to figure out if i could buy a magic item with the 1000 i got from the first adventure and if so what it would do and if when i did it if it would cost me st or not heaven forfend we do much with hand to hand combat like grappling or illusions there are pages and pages of rules on each but once you manage to figure it out it s fun in play and the characters are simple once created here s the list of pregens bruce gave us for the first game built on 34 points with an option to move to 35 and an equipment budget of about 1000 average harbben tough warrior st 13 dx 12 10 iq 9 ma 10 8 talents toughness 2 sword 2 shield alertness 2 ax mace 2 equipment leather armor 2 hits 2 dx small shield 1 hit toughness 1 hit morningstar 2d 1 labyrinth kit 4 days rations lantern 2 bottles oil 3 healing potions leilika vecky quick fencer st 10 dx 13 12 iq 11 ma 10 talents fencer 3 sword 2 detect lies 2 detect traps 2 bow 2 equipment fine saber 2d cloth armor 1 hits 1 dx horse bow 1d fine dagger 1d 1 20 quarrels labyrinth kit 4 days rations 3 healing potions note 1 dx to attacks against her parrying allows an extra die 4 dx to do 1d damage agbor ironfoot dwarf axeman st 14 dx 11 8 9 iq 9 ma 10 6 talents ax mace 2 shield toughness 2 4 recognize value literacy equipment magic great hammer 2d 2 2 hand 1 dx chainmail 3 hits 3 dx toughness 2 hits labyrinth kit 4 days rations 1 healing potion delbin truemoon scholarly aristocrat st 12 dx 11 9 iq 13 ma 10 talents literacy pole weapons 2 knife physicker 2 courtly graces locksmith tactics scholar 3 crossbow equipment spear 1d 1d 1 with 2 hands leather armor 2 hits physicker s kit fine dagger 1d 1 1 dx light crossbow 2d 20 quarrels labyrinth kit 4 days rations lantern 2 bottles oil 3 healing potions mary nettles forest witch st 10 dx 11 10 iq 12 ma 10 talents naturalist 2 physicker 2 bow 2 silent movement 2 pickpocket priest sword 2 equipment saber 2d 2 cloth armor 1 hit physicker s kit horse bow 1d 20 arrows labyrinth kit 4 days rations 5 healing potions advance 1 dx leather armor 2 hits ma 8 karla dawn spark feisty mage st 9 dx 12 iq 13 ma 10 spells fireball staff iii freeze repair break weapon 3 hex fire shock shield blur speed movement trip summon scout talents literacy equipment striking staff 1d 2 hex range 3 dx 2 mana labyrinth kit 4 days rations 4 healing potions reverse missiles scroll charles mux creator mage st 12 dx 11 iq 11 ma 10 spells staff ii silent movement create wall rope illusion summon wolf blur aid reveal magic dark vision talents literacy equipment manastaff 1d 4 mana labyrinth kit 4 days rations 4 healing potions lock knock scroll like i said i was karla dawn spark so between me and chatgpt i made an annotated character sheet to make sense out of what was going on that s much longer karla dawn spark feisty mage st 9 hp spell fuel dx 12 15 w staff iq 13 ma 10 attack staff 3d6 15 1d occult damage which bypasses armor and natural defenses 2 hex reach stay at 2 hexes whenever possible spellcasting 3d6 12 pay st cost even on failure don t spam staff iii 3 dx included 2 hex reach 1d damage counts as staff focus you are a reliable melee threat not backline only turn flow threatened blur or reposition good control target trip or freeze safe staff attack clustered 3 hex fire positioning rules end where 1 enemy can hit you prefer 2 hex distance avoid adjacency to multiple enemies movement bad attack st management start 9 stay 4 unless finishing fight rotate spell staff staff spell items staff of striking 1d 2 hex range 3 dx 2 mana see p 148 immune to drop weapon break weapon critical failures 4 healing potions use at 4 st don t die holding them labyrinth kit 4 days rations reverse missiles 2 s 1 t iq 11 t p 23 scroll missiles or missile spells go back and hit their sender use vs archers ambush hard counter ranged spells roll 3d 12 to cast all costs in st attack fireball 1 3 st iq 12 m p 24 135 ranged attack spell 1d 1 per st will set things on fire use before melee engagement good opener 3 hex fire 2 st iq 12 c p 19 23 creates fire covering 3 adjacent hexes damages 4 hits and 2 dx anyone in area or 2 hits to anyone starting there passing through it though armor and protective spells work iq 8 won t go through it great vs clustered enemies only cast when you can hit multiple targets debuff trip 2 st iq 10 t p 21 target within range falls prone immediately dx roll to hit target as normal for spells prone targets are hit easily and lose actions getting up and must make a 4 die dx save to not fall into something adjacent best default control break weapon 3 st iq 12 t p 24 destroys or disables one weapon shield or staff halving damage extremely strong vs heavy hitters removes most of their damage output freeze 4 st iq 12 t p 24 target is completely unable to act for 2d6 turns no movement no attacks only spells 5 under iq use on strongest enemy to remove from fight defense blur 1 st 1 st turn iq 8 t p 18 cast on yourself attackers suffer 4 dx penalty to hit you lasts till turned off cast when you expect to be attacked turns you from fragile to survivable shock shield 2 st 1 st turn iq 10 t p 21 does 1 die of damage to any other creature in the subject s hex at the end of each turn the spell is on armor and shields don t protect lasts multiple turns use if you re forced into hth with enemies punishes swarmers buff speed movement 2 st iq 10 t p 21 doubles ma for 4 turns lets you reposition escape or maintain 2 hex spacing use to avoid being pinned utility summon scout 1 st 1 st minute p 20 creates small weak creature like a rat or bat under your control can see through its eyes to scout trigger traps or occupy enemies use for utility distraction not damage repair 6 st iq 12 t p 25 restores damaged item non combat utility ignore during fights staff iii 5 st iq 8 s p 18 23 26 makes a cool staff spell notes missile spells are complicated p 135 thrown spells are 1 dx per hex away p 136 default play pattern turn 1 fireball at range or fire for battlefield control turn 2 trip or freeze key target control damage turn 3 hold 2 hex range staff attack use trip opportunistically blur if threatened so far the world feels a lot like dungeon crawl classics but wizards aren t quite as overwhelming dungeons have arbitrary super magic stuff going on in good old fashion i ll share our adventures next leave a comment posted in talk tagged gurps old school rpg rpgs steve jackson tft the fantasy trip dungeon crawl classics forty fourth session posted on february 28 2026 leave a comment forty fourth session we continue our cqb filled city fighting as we try to liberate fythorp from the undead we get to murder some live people too as a bonus lady skeam we continue to clear the cider house which still has poisoner monks in it that decided to serve lady skeam rather than skedaddle like the others we met on the road some of them are ambivalent about serving her but we just sweep and clear them poison monks are bad enough but bootlickers must go after we get through them it s into the salt mines where we try to bluff our way in using poison monk robes but that goes to shit fast and we kill kill kill many of our foes are salt tongued cultists which generates a lot of unfortunate speculation from the group we do capture an ex acolyte of alar who has been working for skeam but he seems penitent enough that we send him above to fight random undead in the streets to work it off we do stop to refill our lamprey milk dreaming drug from the snuggoo cultists in the mines that s a long story you need to read these summaries from the beginning they helpfully tell us a secret passage to get right to skeam s lair fighting lady skeam is one of those complex environmental boss battles with soul pylons and skeam bound skeletons emerging from pylons and such we manage to kill her and avoid the whole lich escaping to their phylactery thing because podrick s magic wolf spear he found long ago can pin even gaseous or incorporeal creatures which turns out to be a great benefit when we re always fighting vampires and liches and ghosts and stuff from dcc 66 5 doom of the savage kings podrick invokes the powers of chistu to turn lady skeam s soul and destroy her forever the effect is breathtaking or at least as breathtaking as a 1980 s effects house can manage and with that fythorp is liberated from the undead army leave a comment posted in session summaries tagged actual play dcc dungeon crawl classics osr rpg rpgs session summary story hour undead dungeon crawl classics forty third session posted on february 25 2026 leave a comment forty third session time to liberate fythorp from its undead masters fythorp is actually the village of hirot from dcc 66 5 doom of the savage kings paul our gm used chatgpt to convert it to what would happen after a bunch of undead take over ai is the lazy gm s new best friend and from here on out a lot of the stuff we do isn t from printed dcc adventures but is ai generated we do some wandering around to adventure locations but when we go somewhere that needs to be something specific it s easier to whole cloth make it as we are basically carrying the plot around with us in a mature campaign we juggle a bunch of allies we have a group of bounty hunters along the ironfall company of dwarven mercenaries morgan the goth amathies the lamia my three berserker retainers we create complex tactical plans with the nut of it being the party infiltrating the sanctuary of alar via underground tunnel to stop it from spewing out the supernatural clouds covering the area we figure the best first strike to weaken a whole city of undead is to get the sunlight shining again long story short this is successful though there are a lot of extreme undead shocker traps devices in the church we aren t too badly wounded and reason that with the sudden onset of daylight powerful undead are probably trapped in inconvenient places so a hurry up offense is called we go break into the local courthouse where undead weirdos have been judging and executing locals we get there just in time to interrupt the mayor s execution hemp destroys both skull clerks with the blazefire bow he finds himself short of legalistic one liners so he goes with the defense rests then he calls out for old man fish to cure his magical boils about this time the worthless priestess from weebrook arrives with some peasants in tow and declares herself the savior of fythorp we decide she s a danger to herself and others but luckily talk her into fortifying the courthouse instead of going and getting more peasants turned into undead we have to fight the hurry up offense continues and we hit the cider house that used to hold poison monks it s our last hardpoint to take in the town and we know it must have secret tunnels into the salt mine where lady skeam s hq is leave a comment posted in session summaries tagged actual play dcc dungeon crawl classics osr rpg rpgs session summary story hour undead dungeon crawl classics forty second session posted on february 21 2026 leave a comment forty second session we talk to every npc who will talk to us in weebrook and then head off to the undead army occupied fythorp to begin our guerilla resistance but first gallfred goes to meet the local witch ymae the mad widow seems like there s old witches everywhere and they re generally related he loves their poison and filth and she makes him an indecent proposal she ll make an undead catching net if he agrees to marry her sure he says after that we split our time between recruiting allies and planning gallfred s bachelor party we go and talk to the worthless local duke who checked out the undead army and turned tail as best as we can tell he and his thanes don t do anything except live off the townsfolk hemp mentally marks them all for death as part of his anarchy now political platform but decides not is not the time since the region is already very destabilized soon he muses and then we go skulk around the haunted town of fythorp the local church is spewing out supernatural cloud cover of the i bet vampires can scamper around freely during the day in this zip code variety we find some holdouts boarded up in the local inn and get a message to them then we pretend we re with a batch of bounty hunters we ve befriended that are roving magic artifact collectors lady skeam has people rounding up chaos artifacts to give to her we send word that have found the helm of chistu which can be used to summon whatever evil god they worship chauvinism iirc and would like 5 large for it please this story has the benefit of being true but rather than hand over the helm to the banshee that comes to get it we attack we re sad to find out that the banshee is the nice sea shanty singing lady from the town now undeaded she nearly gets away but gallfred uses his dowry on her the undead catching net the witch made for him our sorrow is assuaged by the fact that she did indeed have 5 000 gp on her grand theft auto for the win we cry leave a comment posted in session summaries tagged actual play dcc dungeon crawl classics osr rpg rpgs session summary story hour undead dungeon crawl classics forty first session posted on february 18 2026 leave a comment forty first session travel is easily as dangerous as dungeons in dcc we return from the mortal kombat dimension and travel first to wymoor and then to weebrook and there s quite some trouble along the way first we meet a weird cursed chimera doing a demon summoning ritual we ve actually run across this chimera like twice before out of sheer encounter table luck and he s become a recurring thing we kill him so he won t recur well it s probably not that simple but may as well try when we get to wymoor by luck it s the spring renewal festival so we drink ourselves into a frenzy and or unconsciousness like a medieval version of the hangover but no rest for the wicked we leave the next morning and come across ghouls trying to sacrifice some random peasant and then we come across some random monks that are actually a poisoner cabal that gallfred keeps wanting to join and we reunite some ghost lovers fythorp has been taken over by an undead army we get it we finally get to our home town of weebrook and they are quite distraught by the ill goings on right down the road we brought some refugees here knowing that army was coming and knowing the 5 of us weren t fight an army caliber but it s still sad i spend the rest of the time trying to wingman podrick into hitting on the crazy priestess lady in town but he denies her his precious bodily fluids for some reason leave a comment posted in session summaries tagged actual play dcc dungeon crawl classics osr rpg rpgs session summary story hour undead dungeon crawl classics fortieth session posted on february 16 2026 leave a comment fortieth session ned finally fights in the wizard kumite but that s not the height of drama this session because it turns out soylent green is people and the island we re on si...
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