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Where i share my experiences with DCC (as a noob)
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<blockquote data-quote="not-so-newguy" data-source="post: 8961179" data-attributes="member: 6786140"><p>I realize that most of my posts focus on my campaign and don't really talk much about DCC, but these two subjects are intertwined and I don't want start a separate thread for each.</p><p></p><p>Blood Plains Campaign </p><p>This campaign started out with the idea of "start small and grow from there." We've had 3-4 sessions now and here are my thoughts on the campaign so far...</p><p></p><p><strong>1st Adventure: Portal under the stars</strong></p><p>[Spoiler]</p><p>In Game: </p><p>On his death bed, Old Man Roberts talked about a portal to a tomb that would appear every 50 years or so. It was filled with riches and danger.</p><p></p><p>The players, at the expense of 6 or so character deaths, cleared the dungeon. They discovered the secret treasure room, which includes half of a magical sceptre (Rod of Rulership). While in there, they contacted alien-goat-people who requested that they find the other half of the Rod. The aliens gave them the location of this item as a mile northeast of The God's Tear Oasis.</p><p></p><p>Meta: </p><p>All we knew is that the players were 0 level villagers and they knew someone named 'Old Man' Roberts. At this point I had no idea what this campaign was about. The inclusion of the Half Sceptre's location was made after I picked up Crypt of the Science Wizard.</p><p>[/spoiler]</p><p></p><p><strong>2nd Adventure: Crypt of the Science Wizard</strong></p><p>[spoiler]</p><p>In Game: </p><p>The party joins a caravan traveling west past the Sumara mountains. At the the God's Tear Oasis, the party splits with the caravan in order to find the Crypt where the other half of the Rod of Rulership is located. After deciphering some hieroglyphs, the players discover that the history of the Blood Plains is far different than what is popularly believed. Common Belief: Blood Plains has always existed. Discovery: The Blood Plains was a fertile river valley and home of a technologically advanced civilization of humans who are guided by a great Serpent spirit.</p><p></p><p>The party explores the heavily trapped crypt. We've had 2 character deaths and are about to introduce 2 new characters to the party. A copper dragon named Cyprius pays them a visit and interrupts their exploration. He seems curious as to what they're up to, but still demands tribute. Namely, a Magical Jar that contains a water spirit which produces endless water. The water elemental can be manipulated into producing different spell effect (e.g. Water Shield), but there's risk of corruption or misfire.</p><p></p><p>The new characters are former indentured servants who's lord has died while traveling with the caravan. The characters have chosen to sneak away from caravan because their fate seems worse with the caravan than with exploring a deadly dungeon. </p><p></p><p>The party returns to exploring and finally gets a large bronze door opened (Knock Scroll) that was impeding their progress. This is currently where we're at.</p><p></p><p>Meta: </p><p>We now have regional map which was provided by the Crypt of the Science Wizard adventure. It's fairly simple and no scale is provided. The paragraph below describes it from east to west: </p><p></p><p>Jungle on the eastern edge of the map / west of that is a strip of grasslands bisected by the River Tean which runs north to south / a huge desert to the west of that / a mountain range on the western edge of the map. The map features mostly desert which is called "The Blood Plains of Esh." The pc's hometown is Iruk which is the largest city in the region and located on the the River Tean.</p><p></p><p>The module also includes some major NPCs and a faction. These are described below</p><p>[/spoiler]</p><p></p><p><strong>NPCs and Factions</strong></p><p>[spoiler]</p><p>Cyprius: A copper dragon that wants the jewels contained in the Crypt, specifically the jewels buried with the Consort (now a Techno-Mummy). In the future, he'll demand a cut of the other treasures that the party finds. The dragon will return the magical Jar as an "act of rare generosity." He figures that the jar will improve the party's chances of survival and thus improve his chances at more treasure.</p><p></p><p>Sphinx: Not introduced yet. These are servants of the Serpent spirit that have been cut off from their master. Their interest in the party stems from the fact that the Crypt contains a passage to the underworld (aka UnderDark) where the Serpent is trapped by the Lich Kersete.</p><p></p><p>Pharo's faction: Not introduced yet. The leader of the city of Iruk doesn't want adventurers trifling with the structures found in the desert. The reason: The civilization of Esh was nearly destroyed once by a wizard named Kersete. The 'Sun Lords' of Esh ended up defeating the wizard and burying him in a tomb. Some adventurers rediscovered the tomb and accidentally released the Wizard's spirit who then returned and finished the job of destroying the civilization once and for all. The people of Iruk are all that remains. The Pharo's faction knows this and doesn't want to repeat this mistake of the past, fearing they will waken Kersete yet again.</p><p>[/spoiler]</p><p></p><p><strong>Planned expansion of the campaign:</strong></p><p>[Spoiler]</p><p>To be clear, the final room in the Crypt of the Science Wizard is extremely deadly and will require higher level characters. The players will have a tough time finding the room, even if they know of its existence. In other words, the characters are going to need to gain a bunch of XP before taking on the two Techno-Mummies and finding the entrance to Kersete's dungeon.</p><p></p><p>I picked up "Off the Beaten Path: Desert Excursions" which features twenty 1-2 page adventures that start in a desert, including more than a few tombs. I plan to plop these adventures down in various spots in the desert for some Sandbox style play. I also plan to pick up "Off the Beaten Path: City Excursions." Hopefully I can find some good mini-adventures plop down in Iruk.</p><p></p><p>The final room in the Crypt of Science Wizard features an entrance into the underworld, but doesn't provide anything beyond that. There are promises made by author to expand, but I have no idea when that'll happen. I assume that the Crypt's expansion by the author won't happen in time for my campaign; so I'd like to place a large dungeon down there that can be the resting place of the Lich Kersete and the prison of the Serpent. </p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="not-so-newguy, post: 8961179, member: 6786140"] I realize that most of my posts focus on my campaign and don't really talk much about DCC, but these two subjects are intertwined and I don't want start a separate thread for each. Blood Plains Campaign This campaign started out with the idea of "start small and grow from there." We've had 3-4 sessions now and here are my thoughts on the campaign so far... [b]1st Adventure: Portal under the stars[/b] [Spoiler] In Game: On his death bed, Old Man Roberts talked about a portal to a tomb that would appear every 50 years or so. It was filled with riches and danger. The players, at the expense of 6 or so character deaths, cleared the dungeon. They discovered the secret treasure room, which includes half of a magical sceptre (Rod of Rulership). While in there, they contacted alien-goat-people who requested that they find the other half of the Rod. The aliens gave them the location of this item as a mile northeast of The God's Tear Oasis. Meta: All we knew is that the players were 0 level villagers and they knew someone named 'Old Man' Roberts. At this point I had no idea what this campaign was about. The inclusion of the Half Sceptre's location was made after I picked up Crypt of the Science Wizard. [/spoiler] [B]2nd Adventure: Crypt of the Science Wizard[/b] [spoiler] In Game: The party joins a caravan traveling west past the Sumara mountains. At the the God's Tear Oasis, the party splits with the caravan in order to find the Crypt where the other half of the Rod of Rulership is located. After deciphering some hieroglyphs, the players discover that the history of the Blood Plains is far different than what is popularly believed. Common Belief: Blood Plains has always existed. Discovery: The Blood Plains was a fertile river valley and home of a technologically advanced civilization of humans who are guided by a great Serpent spirit. The party explores the heavily trapped crypt. We've had 2 character deaths and are about to introduce 2 new characters to the party. A copper dragon named Cyprius pays them a visit and interrupts their exploration. He seems curious as to what they're up to, but still demands tribute. Namely, a Magical Jar that contains a water spirit which produces endless water. The water elemental can be manipulated into producing different spell effect (e.g. Water Shield), but there's risk of corruption or misfire. The new characters are former indentured servants who's lord has died while traveling with the caravan. The characters have chosen to sneak away from caravan because their fate seems worse with the caravan than with exploring a deadly dungeon. The party returns to exploring and finally gets a large bronze door opened (Knock Scroll) that was impeding their progress. This is currently where we're at. Meta: We now have regional map which was provided by the Crypt of the Science Wizard adventure. It's fairly simple and no scale is provided. The paragraph below describes it from east to west: Jungle on the eastern edge of the map / west of that is a strip of grasslands bisected by the River Tean which runs north to south / a huge desert to the west of that / a mountain range on the western edge of the map. The map features mostly desert which is called "The Blood Plains of Esh." The pc's hometown is Iruk which is the largest city in the region and located on the the River Tean. The module also includes some major NPCs and a faction. These are described below [/spoiler] [B]NPCs and Factions[/b] [spoiler] Cyprius: A copper dragon that wants the jewels contained in the Crypt, specifically the jewels buried with the Consort (now a Techno-Mummy). In the future, he'll demand a cut of the other treasures that the party finds. The dragon will return the magical Jar as an "act of rare generosity." He figures that the jar will improve the party's chances of survival and thus improve his chances at more treasure. Sphinx: Not introduced yet. These are servants of the Serpent spirit that have been cut off from their master. Their interest in the party stems from the fact that the Crypt contains a passage to the underworld (aka UnderDark) where the Serpent is trapped by the Lich Kersete. Pharo's faction: Not introduced yet. The leader of the city of Iruk doesn't want adventurers trifling with the structures found in the desert. The reason: The civilization of Esh was nearly destroyed once by a wizard named Kersete. The 'Sun Lords' of Esh ended up defeating the wizard and burying him in a tomb. Some adventurers rediscovered the tomb and accidentally released the Wizard's spirit who then returned and finished the job of destroying the civilization once and for all. The people of Iruk are all that remains. The Pharo's faction knows this and doesn't want to repeat this mistake of the past, fearing they will waken Kersete yet again. [/spoiler] [B]Planned expansion of the campaign:[/b] [Spoiler] To be clear, the final room in the Crypt of the Science Wizard is extremely deadly and will require higher level characters. The players will have a tough time finding the room, even if they know of its existence. In other words, the characters are going to need to gain a bunch of XP before taking on the two Techno-Mummies and finding the entrance to Kersete's dungeon. I picked up "Off the Beaten Path: Desert Excursions" which features twenty 1-2 page adventures that start in a desert, including more than a few tombs. I plan to plop these adventures down in various spots in the desert for some Sandbox style play. I also plan to pick up "Off the Beaten Path: City Excursions." Hopefully I can find some good mini-adventures plop down in Iruk. The final room in the Crypt of Science Wizard features an entrance into the underworld, but doesn't provide anything beyond that. There are promises made by author to expand, but I have no idea when that'll happen. I assume that the Crypt's expansion by the author won't happen in time for my campaign; so I'd like to place a large dungeon down there that can be the resting place of the Lich Kersete and the prison of the Serpent. [/spoiler] [/QUOTE]
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