Daily Punch 7-10-17 Seelendieb sword for DCCRPG

My wife found a sword in DCC.  She loves it, but maybe she shouldn’t….


Seelendieb-this is a +1 longsword of impressive sharpness that also increases the wielders strength by +4.  It’s hilt is shaped like interconnected grasping hands of bone with the crossbar being a spine.  It was forged by a god of death and destruction and gifted to his chosen paladin to steal life in the multiverse.

INT: 18; PERS: 16; does not possess the wielder.  Wielder gains hit points equal to half damage dealt, and then the wielder then makes a Will saving throw, DC equal to hit points recovered.

Fail First Three-The sword now makes the hit point recovery feel amazing.  This process is almost addictive.

Fail Next Three-The wielders alignment shifts to chaotic.

Fail Final Three-The wielder becomes a soul wraith.  There is no physical change, but the character now eats souls instead of food.  This is done as an action over an intelligent creature that died less than 1 turn ago.  The character can also consume blood of intelligent creatures in place of souls.  The character heals damage as if they has used lay on hands on themselves using their own attributes if they drink blood.  The character can no longer heal hit points as normal, but may be healed by a cleric of a neutral or chaotic deity.  Healing from a Lawful cleric harms the character, but the character is allowed a Will save to prevent the healing, DC equal to amount that would the dealt as damage.  The character’s title shifts as follows depending on the level:







Daily Punch 12-28-15 DCC Funnel in Shadow of the DemonLord

We’re back from our extended break, and let’s start off with a big one!  I love the DCC RPG Funnel, and I love the Shadow of the Demon Lord system.  Let’s mix this peanut butter and chocolate together!


The Shadow of the Demon Lord Funnel

Players: Instead of creating and choosing one first level character, randomly roll a d6 (d8 with the Demon Lords Companion) four times to generate four characters.  Follow character generation rules as normal for each character.  Also, when a character drops to zero or fewer hit points, that character is dead!  No rolls for you!

GM: Instead of running a zero-level adventure, instead run a level one adventure.  Run the adventure as hard as normal, and players will drop like flies!  At the end, players will most likely be left with one character each.  That person gets all the experience points the would normally get putting them up to first level with a hell of a story!


Roll Race
1 Human
2 Changeling
3 Clockwork
4 Dwarf
5 Goblin
6 Orc
7 Faun
8 Hafling

Daily Punch 3-4-15 Mystic Arcanist Class for Dungeon Crawl Classics RPG

You know what I haven’t done for a long time?  Made a class for DCC RPG!  Let’s mix the wizard and the cleric and see what falls out?

Mystic Arcanist

Hit Points: A mystic arcanist gains 1d6 hit points per level.

Armor and Weapon training: A mystic arcanist is proficient with all armors and weapons a cleric is proficient with.

Alignment: Mystic arcanists are called from all alignments as the gods grant power to all who serve them as they serve them.  Depending how they see themselves, they may choose to name themselves based on the names for wizards or clerics of their same level.

Cleric and Wizard Powers:  A mystic arcanist gains all the powers of a cleric, but does not gain the turn ability using personality for all cleric spell  and lay on hands checks.  A mystic arcanis gains the magic abilities of a wizard using intelligence to cast all the wizard spells.  A mystic arcanis may never have a patron that is not a greater devil, greater fiend, or  a god as those are the creatures that grant the mystic arcanist his/her spell casting ability.

Disapproval and Corruption: When a mystic arcanis gains disapproval or corruption from a cleric or wizard spell, the mystis arcanis also gains the other effect.  If a wizard spell causes corruption, he or she also gains disapproval.  When a mystic arcanist gains disapproval, the mystic arcanis chooses an equal leveled known wizards spell and gains the corruption effect of that spell.  If unable to choose a spell of the same level, the next highest level spell is chosen instead.


Luck: A mystic arcanist’s luck score is added to all spell casting checks for both divine and arcane magic.


Level Attack Crit Die/ Table Action Die Wizard Spells Known Max Wizard Spell



Cleric Spells Known Level 1 Cleric Spells Known Level 2 Cleric Spells Known Level 3 Cleric Spells Known Level 4 Cleric Spells Known Level 5 Ref Fort Will
1 0 1d7/II 1d20 2 1 2 0 0 1
2 1 1d7/II 1d20 2 1 3 1 1 1
3 1 1d8/II 1d20 3 2 3 2 1 1 2
4 2 1d10/II 1d20 3 2 3 2 2 2 2
5 2 1d10/II 1d20 4 3 3 3 1 2 2 3
6 3 1d12/II 1d20+1d14 4 3 3 3 1 2 2 4
7 3 1d12/II 1d20+1d16 5 4 4 3 2 1 3 2 4
8 4 1d14/II 1d20+1d16 6 4 4 3 2 1 3 3 5
9 4 1d14/II 1d20+1d20 7 5 4 3 3 2 1 3 3 5
10 5 1d16/II 1d20+1d20 8 5 4 4 3 2 1 4 4 6



Daily Punch 12-26-14 Arcane Warrior for Dungeon Crawl Classics RPG

I love fighters who have just a bit of magic to them.  How about making for for DCCRPG?


Arcane Warrior

Level Attack (Magic Die) Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 +d3 1d10/III 1d20 3 1 1 1 1
2 +d4 1d12/III 1d20 3 1 1 1 1
3 +d5 1d14/III 1d20 4 1 1 2 2
4 +d6 1d16/IV 1d20 4 2 2 2 2
5 +d7 1d20/IV 1d20 5 2 2 2 2
6 +d8 1d24/V 1d20+1d14 5 3 2 3 3
7 +d10 1d30/V 1d20+1d16 6 3 3 3 3
8 +d10+1 1d30/V 1d20+1d20 6 4 3 4 4
9 +d10+2 2d20/V 1d20+1d20+1d14 7 4 4 4 4
10 +d10+3 2d20/V 1d20+1d20+1d14 7 5 4 5 5
Level Title (all alignments)
1  Spell Squire
2 Mage Errant
3 Mage Knight
4 Warlock
5 Eldritch Warrior


You have mastered the blade as well as the spell.  It is a hard road that not many can master as it is both mentally and physical demanding.  Many of called, but you however has risen to the challenge.  You are a wanted commodity for any side of a conflict, but your uniqueness also makes you a target foremost.


Hit points: An arcane warrior gains 1d8 hit points at each level.

Weapon and Armor Training:  An arcane warrior can use all weapons he or she wants, however, an arcane warrior needs one hand free to cast any spell.  Arcane warriors can wear any armor they can afford.  No worn armor interferes with spell casting of any kind.

Alignment: Arcane warriors have no natural drive toward law or chaos.   You my choose to study black magic as a chaotic wizard or follow control over the elements as a lawful wizard might.

Attack Modifier: Just like a warrior (DCCRPG p 42), you roll an extra die when you make an attack  called a magic die.  This die is added to the attack and to damage from his or her weapons or damage from any spell.

Caster Level: An arcane warriors caster level is equal to his or her current level.

Magic or Might: You are a unique breed of fighter and wizard.  You know spells like a wizard (DCCRPG p48) but also know the ways of the warrior’s mighty deeds of arms ( DCCRPG p43).  Spells are learned just as a wizard with the first three spells being selected at random at first level.  An arcane warrior may learn any spell that a wizard is able to.  Before you make an attack roll, you may select to cast a spell or to do a mighty deed.  If you select to make a spell, you’re attack must hit, the result on the magic die must be a 2 + the level of the spell you wish to cast, and then you cast a spell just like a wizard.  However, instead of adding the arcane warriors intelligence and level to the action die, an arcane warrior rolls his magic die and the action die and  adds the result to his or her intelligence score to determine the effect of a spell.  The second roll for the spell determines if the spell is lost or not.  An arcane warrior may elect to just use the magic die result from the initial attack roll or reroll with the second spell roll.  Casting a spell in this way is part of the same action die use.  Mighty deeds are resolved as normal per a Mighty Deed of Arms using the result of the magic die in place of the Deed Die (DCCRPG p 43).

Luck: An arcane warrior adds his or her luck modifier to all magic die rolls.

Action Die: A arcane warrior uses his action die for spells, attacks, or Magic or Might attacks.  At level 6, an arcane warrior gains a second action die for use in the same combat round’s action.

Daily Punch 7-7-14 Secret Slave Monster for DCC RPG

I’ve been playing lots of DCC RPG lately, here is a monster I want to drop on my low level players



Secret Slave

Init + 0  Atk claws/bite +3 melee (1d12, thirst for success Fort DC14); AC 15 HD 3d8+3; MV 30′; Act 1d20; SP Charm Person spell (Spell check +6), transform to and from monstrous self; SV Fort +2, Ref +2, Will +4; AL N

The secret slave is a monster that hates its own existence, but must survive by eating the most promising of a generation or else face it’s own destruction.  The secret slave sneaks into pits of captives or other slaves and hides among the rabble looking like the other slaves in the pit.  If discovered by the captors, the secret slave will used its eyes to cast Charm Person to prevent it’s own discovery.  The Secret Slave seeks either cruelty or kindness depending on its own preference.  When rescued the Secret Slave will hide amount the other freed men and women and attempt to make friends with one of the saviors, either the kindest, meanest, or the smartest of the group.  The Secret Slave will either lure the chosen victim away from the others via its Charm Person spell or wait till the victim is in a battle and pounce at an in opportune moment.  When it does, it changes from the slave visage to a human-like body with elongated bone claws for hands and a face that splits longer along the mouth and opening vertically along the face to form a four-sided, gaping mouth.  If the victim survives a bite, he or she may contact the thirst for success disease and become a Secret Slave, hungering for the flesh of other heroes in a month.  This disease can be removed by a cleric, but is a 3 dice condition for the lay on hands check.  The victim must be cured before the next new moon or become a Secret Slave.