Ring Side Report: RPG Review of Dungeon Crawl Classics #101: The Veiled Vaults of the Onyx Queen

Product– Dungeon Crawl Classics #101: The Veiled Vaults of the Onyx Queen 

System– DCC RPG

Producer– Goodman Games

Price–  $9.99 here  https://www.drivethrurpg.com/en/product/390356/dungeon-crawl-classics-101-the-veiled-vaults-of-the-onyx-queen?affiliate_id=658618 

TL; DR– Old school in the best and wartiest ways!  93%

Basics- WAKE AND STAB!  You awake as sacrifices to a demon lord!  Will you gather enough power to end those who sought to end you?

Mechanics or Crunch: This adventure is a crawl and a funnel all in one.  You have lots of bad guys who can die from your fists.  You have a few puzzles to solve and some socializing.  Those are the things that make the crunch of an adventure.  The adventure’s crunch is solid! 5/5

Theme or Fluff– The pure awesome of DCC is on display with some of its warts.  DCC doesn’t really have a default setting.  The setting is built book by book, and that’s awesome.  This one adds in a whole demon lord and a cult based on it.  And that is awesome.  If the GM runs this well, you can build characters and really get involved in the world.  BUT, the world is missing a bit of a setting, so that lack can kind of spring stuff on players.  Are you a devotee of a particular god?  Awesome!  Do you even know that god exists?  Less awesome.  It’s a minor problem, but the adventure has a solid enough flow that this might be the adventure where you finally learn about the bits making this world work. 4.5/5

Execution:   DCC is its own beast.  I love it, but it’s like the beat-up dog you know and love.  It’s not the prettiest.  It works, but it’s your ugly dog!  DCC has some criticism for being a bit too old-school in its design and layout, with extra art, layout, and design work to make DCC adventures a bit more approachable.  And those are valid criticisms, but I like the old school feel of DCC.  But this commitment to old-school adventure is not the most beginner-friendly.  This one is pretty easy to run and understand, even if you are newer, so while some other adventures may have smaller mechanics that are not quite understandable, this one is a fun, straightforward funnel.   4.5/5
Summary: I love me some DCC.  This game is crazy fun with strange things happening around every corner.  That said, I also see some faults.  Those are on display here.  The lack of a world hurts the game just a tiny bit.  You don’t know who you are when you start.  That’s good, as funnels are fun, but it’s bad when you want to really hook a player and character into the world.  The book is fun, but it’s got minor issues that might dissuade the new.  But the issues are only small compared to the fun and craft of this adventure.  This is worth a look if you want a fun funnel to draw people into DCC RPG! 93%

Daily Punch 4-15-26 Weapon and armor bonus costs in DCC RPG

Ok, let’s start a fight. I want +1, +2, and +3 items in DCC RPG. Let’s make that happen. They don’t normally do it, but my players don’t want castles or anything else. THEY WANT THE POINTY SWORDS!

Armor bonus Cost
+1 200
+2 750
+3 2000
Weapon bonus cost
+1 400
+2 1625
+3 3000

What do you think?

Ring Side Report: RPG Review of DCC Day #3: Chanters in the Dark

Product– DCC Day #3: Chanters in the Dark

System– DCC RPG

Producer– Goodman Games

Price–  $6.00 here https://www.drivethrurpg.com/en/product/395901/dcc-day-3-chanters-in-the-dark?affiliate_id=658618 

TL; DR– Good DCC up till the end. 90%

Basics- Who calls from below?!  Chanters in the Dark is a one-shot adventure where the characters are drawn into a world of intrigue and subterranean threats.  Will they be able to save everyone, or will the things from below eat them all?

Mechanics or Crunch: This adventure covers a lot of places, but fumbles a bit at the end.  The bulk of the adventure is urban, as the players meet new people, possibly kill them, and then have to escape.  The escape is the least fun.  Basically, the characters have to run away.  It’s not as exciting as a final fight, but it does make thematic sense. 4.5/5

Theme or Fluff– This is a good mix of exploration, combat, and skills, but the end is less fun.  The town the players explore and the religion they may attack are both fleshed out.  It’s a very meaty adventure for a book this size.  The one issue is the end, as the players just run.  Nothing else, but climb quickly.  That diminishes the other parts.  Not enough to not make it fun, but I saw some players lose some interest.  4.5/5

Execution: DCC polarizes some with its layout, and here it’s a bit less troubling but still old-school.  There are multiple pages of two columns.  It reads more easily than the real old-school, but if you are annoyed by the basic layout, this will not win you over.  I would like more art, but what’s here is solid.  4.5/5

Summary– This is a good adventure that fumbles in the last minutes.  The bulk is lots of fun , but I’d like the end to be a bit more active than a few rolls.  It works as a story, but a bit more would be fun.  That said, I enjoyed it and suggest everyone check this one out.  90%

Ring Side Report- RPG review of Dungeon Crawl Classics Horror: Return of the Ripper

Product– Dungeon Crawl Classics Horror: Return of the Ripper

System- DCC RPG

Producer– Strange Quark

Price– $9.99 here https://www.drivethrurpg.com/en/product/497675/dungeon-crawl-classics-horror-return-of-the-ripper?affiliate_id=658618 

TL; DR-Want “From Hell” in DCC that becomes Dreamquest of the Unknown Kadath? 99%

Basics– Only the legend will survive. Return of the Ripper is a gothic adventure set in Punjar.  Women are being killed,and the players are on the case trying to stop more murders and figure out why women are being killed at night.  Who or what is causing these murders and what is their goal?

Mechanics or Crunch–  This has classic gothic horror DCC mechanics all over it.  It’s a festering city where crime means random encounters, corrupt cops mean fights you need to avoid, and an investigation where your abilities will be put to the test.  It’s got city exploration, social encounters, all kinds of fights, and even hexcrawl!  VERY IMPORTANT!  This is a campaign.  Characters will progress and grow as they explore Spittle-Fields.  And there is a lot to explore.  The book presents all kinds of encounters for the characters to have.  It’s balanced or as balanced as the OSR and DCC can be.  This book has solid crunch for the players to sink their teeth into. 5/5

Theme or Fluff– This is a long engaging story where it starts with Jack the Ripper and moves into crazy places, different dimensions, and navigating the politics of the undercity.  It’s not a mess, and that’s the most important thing. There is a lot here, and the authors present it in a way where you can follow it and present it to your players.  Players can do all kinds of crazy things, and those options are presented.  Some of those are bad ideas, but bad ideas never stopped players before!  Honestly, this is a sprawling city and eventual dimension hoping adventure where the GM and players get a bunch of fluff and story to dig into and enjoy. 5/5

Execution–  This is a solid adventure with a few minor issues.  This book has amazing maps, arts, and tables to make the reader able to get what they need semi-easily.  I have heard criticism of DCC books being a bit word heavy.  It’s got the standard DCC RPG two column layout with art along some of the pages’ sides.  I kind of wish there was more art to some of the pages.  The good thing is this book has an absolute TON of materials for the GM.  The bad thing is there is so much it’s hard to break it up, and a bit more art on some pages would help.  The art that is there is awesome, and the maps are amazing.  But, breaking up the text in all the DCC books would help.  The second minor criticism is the order.  It’s about 30 pages into the book before we get to the plot.  That’s the amount of background, random tables, and encounters that are presented.  I would like story first and extras second, because after the story there are more appendices.  So, moving all the awesome extra stuff to more appendices might help a bit.  But, what is here is fantastic.  Solid art, maps, and diagrams to help the players know where they are, and the GM be able to follow the action and where different things happened.  It’s a murder mystery, so it’s paramount that the GM knows how things are happening.  This book doesn’t confuse the GM so that the players won’t get confused either.  Solid stuff in this book!  4.8/5

Summary– I loved the movie “From Hell.”  This is the DCC RPG adaptation of an older module with massive additions that expand it from a one-night adventure to a multiple-month campaign.  There is a lot here, and the players have places to explore, plots to foil, and a major evil to end. The crunch is fair and what I expect for DCC RPG. The story and fluff are fun, and the execution is good with a few things I would possibly change.  If my problems with the book are not enough book, then this is a good adventure if you want to stop the ripper in Spittle-Fields.  99 %

Ring Side Report- RPG review of From Gongfarming to Grave Digging: A Manual of Skills for DCC RPG

Product- From Gongfarming to Grave Digging: A Manual of Skills for DCC RPG

System- DCC RPG

Producer- Miniature Giant Space Hamster Press

Price- $5.99  here https://www.drivethrurpg.com/en/product/544420/from-gongfarming-to-grave-digging-a-manual-of-skills-for-dcc-rpg?affiliate_id=658618  

TL; DR- A solid fit for adding more rules to DCC RPG. 98%

Basics-  What can you do?  Let’s bring skills to DCC RPG.  This book gives a simple skill system to DCC RPG.  You start with one and gain at first level and every odd level after.  When you use a skill you are trained in you roll a d20 and add your ability modifier.  If you use a skill you don’t know you roll a d10.  It’s a DC 10 to succeed.

Mechanics or Crunch-  How much do you like 3.5?  That’s how much you will like this system.  I think there are a bit too many skills compared to how many you get.  It’s VERY related to the number of skills for 3.5 DnD.  That’s not bad, but your character won’t have many compared to the total number.  That’s annoying, but VERY on brand for DCC RPG where min-maxing is for nerds.  5/5

Theme or Fluff- The rules to explain how to use skills are less than a page.  The explanation of what each skill  is several pages.  This is on brand for DCC.  Again, this system LOVES crazy/gonzo and dosn’t want people to min/max characters.  It fits.  5/5

Execution-  I like what’s here, but I might need an example or two.  The idea of rolling a d20 vs a d10 is explained decently, but show that.  There is some tell, but not much show in how to use the rules.  The explanation of the skills works.  I’d just like more examples. 4.5/5

Summary-  This is a fun product, but I want more examples.  Share with me how to use skills mechanically.  The absolute mechanics of them fit, but demonstrate the use a bit more to help me apply. Then again, DCC isn’t a game of rules.  It’s “vibes”.  If you like that and want skills, then this is awesome! 98%

Daily Punch 10-9-25 Hunger undead vulnerabilities

More undead penalties! You hungry?

Hunger
Level: 1Range SelfDuration: permanentCasting time: noneSave: none
GeneralYou’re just hungry!
Manifestationroll 1d4: (1) You eat flesh and your body grows. (2) You eat and chunks fall out of your rotting body (3)You must draw the soul out of the target. (4) Suck fluids out of the target
1Roll this mutation check again, plus roll one additional defect.
2-4If you don’t eat every hour, you lose 1d8 hit points
5-7If you don’t eat every 1d8 hours, you lose 1d8 hit points
8-11If you don’t eat every 2d8 hours, you lose 1d6 hit points
12-15If you don’t eat every 3d8 hours, you lose 1d6 hit points
16-17If you don’t eat every 4d8 hours, you lose 1d3 hit points
18-19You have to eat?
20+Every day you don’t eat, you gain 1d3 temporary hit points.

Daily Punch 9-30-25 Rest Requirements undead drawback for DCC RPG

Where do you sleep?

Rest Requirements
Level: 1Range SelfDuration: permanentCasting time: noneSave: none
GeneralYou need specific requirements to rest
Manifestationroll 1d4: (1) You must rest in your coffin. (2) You must rest in a graveyard (3)You must sleep on the soil of your homeland. (4) You must rest in a pool of blood
1Roll this mutation check again, plus roll one additional defect.
2-4If you do not rest as required, you die by morning
5-7If you do not rest as required, you do not regain hit points and you lose 2d8 hit points instead
8-11If you do not rest as required, you do not regain hit points and you lose 1d8 hit points instead
12-15If you do not rest as required, you do not regain hit points and you lose 1d4 hit points instead
16-17If you do not rest as required, you do not regain hit points.
18-19Who cares where you sleep?
20+If you do not rest as required, you actually gain 1d8 temp hit points!

Daily Punch 9-18-25 Physical Degradation undead drawback for DCC RPG!

Being dead isn’t all its cracked up to be. Undead drawbacks continue!

Physical Degradation
Level: 1Range SelfDuration: perminentCasting time: noneSave: none
GeneralYou have just wasted away in death
Manifestationroll 1d4: (1) Your body as wasted away. (2) As you died, your muscles rotted away (3)You’ve sunken into yourself. (4) You’ve shrunk and dehidrated
1Roll this mutation check again, plus roll one additional defect.
2-4Reduce your stamina by 1d4 and your Strength by 1d4
5-7Reduce your stamina by 1d3 and your Strength by 1d3
8-11Reduce your stamina by 1d2 and your Strength by 1d2
12-15Reduce your stamina by 1 and your Strength by 1
16-17Roll a 1d2. On a 1, reduce your stamina by 1. On a 2, reduce your Strength by 1
18-19You’ve survived death well
20+Increase your stamina by 1 and your Strength by 1.

Daily Punch 9-16-25 True Name undead drawback for DCC RPG

how about more drawbacks to being undead!

True Name
Level: 1Range SelfDuration: perminentCasting time: noneSave: none
GeneralNames have power!
Manifestationroll 1d4: (1) Uttering your true name renduces you a doll to the will of another. (2)Your real name causes you to lose consciousness until the power is done (3)You are awake, but must fight your bodies pull to do another bidding. (4) You feel happy to do what you are told upon hearing your name
1Roll this mutation check again, plus roll one additional defect.
2-4You must follow the command of those who say your true name if you fail a DC 20 WIll save for 1d6 hours
5-7You must follow the command of those who say your true name if you fail a DC 18 WIll save for 1d6 turns
8-11You must follow the command of those who say your true name if you fail a DC 16 WIll save for 1d6 round
12-15You must follow the command of those who say your true name if you fail a DC 14 WIll save for 1d3 round
16-17You must follow the command of those who say your true name if you fail a DC 12 WIll save for 1d2 round
18-19Your name makes your ears slightly blush
20+You must never say your true name, but upon its being said you gain 1d3 actions

Daily Punch 9-11-25 Rotting negative quality for DCC RPG

More negatives to be an undead!

Rotting
Level: 1Range SelfDuration: perminentCasting time: noneSave: none
GeneralYou are simpling falling apart
Manifestationroll 1d4: (1) Your body falls apart comically. (2)Your body rots and slofs off like rotting meat (3)You actively decompose in front of others. (4) You waste away with not trace
1Roll this mutation check again, plus roll one additional defect.
2-4You do not heal each night and you take 1d8 damage every day when you rest
5-7You do not heal each night and you take 1d6 damage every day when you rest
8-11You do not heal each night and you take 1d4 damage every day when you rest
12-15You do not heal each night and you take 1d3 damage every day when you rest
16-17You do not heal every night
18-19You look dead but no one cares.
20+You heal normally every night