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

Ring Side Report- RPG Review of The Served Brandolyn Red

Product-They Served Brandolyn Red

System– DCC

Producer– Goodman Games

Price– $7  here http://www.drivethrurpg.com/product/159410/Dungeon-Crawl-Classics-2015-Halloween-Module-They-Served-Brandolyn-Red&affiliate_id=658618

TL; DR– An awesome starter adventure! 95%


Basics-It’s a good day for a white wedding!  Until the groom’s head is chopped off and the bride is poisoned.  Then, players and the guests of the wedding have to find out all the twists and turns in this adventure and recover the groom’s head to properly bury the man.  Why did this happen?  Only you can find out!

Mechanics or Crunch-Ah, the DCC RPG funnel!  Hit the players hard and see what falls down.  It’s a time honored tradition.  This adventure has all the great pieces of one, and the mechanics match enough to challenge first and zero level players as well as bringing enough weird to the party.  5/5

Theme or Fluff-This adventure is one that you as a GM have to bring to life.  There is a lot going on here, and it kind of goes in two directions.  Only one direction gets the PC’s paid, so they won’t care about family struggles as longs gold happens.  If you can bring that part to life, it’s a fun side of the adventure.  But, most parties and games won’t even care about some below the surface details that the adventure has due to the second part being a bit off base.  It’s fun, but a bit too unwieldy with the second story not bringing as much to the party as the first. 4.25/5

Execution– This is a DCC RPG book put out by Goodman Games themselves, so it’s going to be good!  The art is great, the pictures are phenomenal, and the layout is simple enough to help every GM run a fun adventure.  The book even has detailed family trees that you can use to enhance  the substory that I complained about in the theme section.  Even the hex crawl simple map is a great addition to the game!  This simple adventure has the tools and talent needed to really help you make a great time for the players.  Also, it’s out in time for Halloween, so get this now! 5/5

Summary-I love this one so much it might become my new favorite funnel.  My players get a place to explore.  I get some story to build off with a subplot that is fun, if a bit of a strange addition.  The mechanics of the adventure are built well enough that it’s got enough challenge to keep things interesting, but not a killer curve to destroy a party.  From the art to the layout, this is a phenomenal adventure and an excellent introduction to DCCRPG, and if a group was looking for a  place to start, this is probably the best adventure to throw your friends and yourself as the GM into. 95%

Ring Side Report- RPG Review of Titansgrave: The Ashes of Valkana

Product– Titansgrave: The Ashes of Valkana

System– AGE System

Producer– Green Ronin

Price– $13.99 here http://www.drivethrurpg.com/product/153950/Titansgrave-The-Ashes-of-Valkana?src=hottest_filtered

TL; DR– I only wish this had more. 88%


Basics-Cyberpunk, fantasy, and Wheaton-oh my! Titansgrave: The Ashes of Valkana is the much hyped book using the AGE System and a setting designed by several RPG powerhouses and Wil Wheaton himself.  On the Tabletop YouTube page, Wheaton played several adventures of this game with his celebrity friends, and now you can play this game at home with your friends.  What will happen when you disturbed the ashes of a long dead war?

Mechanics or Crunch-Titansgrave demonstrates some amazing uses for the AGE system, but doesn’t quite hit the mark I was expected.  The book has some phenomenal new additions to the system like a completely new chart to spend stunt points for one creature type in combat.  Those kind of add-ons to a system show how robust and buildable the AGE system can be.  The book doesn’t quite keep up that new energy throughout however.  The basic Fantasy Age book introduces the system quite well, but Titansgrave doesn’t do enough to expand the system for this universe.  I wanted several new additions, spells, and mechanics, however, I really only got a new race, some new items, and a few character options in the first chapter.  They all work well, but it doesn’t do enough to really drastically enhance the system.  AGE is great itself, but I want more to really make the AGE system Titansgrave own thing. 4/5

Theme or Fluff- Titansgrave tells an interesting story, but sadly one you’ve kind of “heard” before.  The Titansgrave story is the fun romp from TableTop.  Which if you saw TableTop is awesome.  But, if you saw TableTop, then you have a general idea of what’s going to happen.  I was hoping for a bit more original stuff like added adventures, side quests, and a continuing adventure in the world, but there is some things here to keep your players guessing.  Also, the story is a bit linear.  You can’t go too far off rails on this as the story is written ahead of time.  4.75/5

Execution-If you like the layout from Fantasy AGE, you will do fine here.  This book is basically a giant version of the adventure at the back of the Fantasy AGE book with some serious additions.  I’d like a bit more here as the art is good, but I need a few more maps to throw to my players and some more breaks in the text to help me better read the story.  Overall, its well done and something that you can get through with general ease.  4.5/5

Summary-Titansgrave is the first big launch of the AGE system after it got its own push post-Dragon Age.  This book isn’t my favorite RPG book of all time, but I think it does a good job of introducing the system and setting in a big way.  The book provides a completely new world to play in.  I’d like a bit more mechanics specific to the world, but what’s here is well done.  The story is good, but depending on how much your players watch Titansgrave, they may have seen some of the high points.  The book is well executed, and overall a fun read.  After reading this book, I’m hungry for more in the Titansgrave setting.  88%

Ring Side Report- RPG Review of Steel and Fury: Combat Maneuvers of the Mighty

Product– Steel and Fury: Combat Maneuvers of the Mighty

System– Dungeon Crawl Classics RPG

Producer– Purple Duck games

Price– $7 here http://www.drivethrurpg.com/product/147952/Steel-and-Fury-DCC

TL; DR-A must have for the Dwarf or Fighter at the crawl! 97%


Basics-Cry havoc and let loose the dogs of war!  Steel and Fury is a Fighter and Dwarf supplement for the Dungeon Crawl Classics RPG.  This book focuses on the Mighty Deeds of Arms for both of those classes by adding several new deeds that are specific for the type of weapon you are using as well as expanding the deeds by adding mighty criticals and mighty fumbles.

Mechanics or Crunch-Hands down a home run.  Every mighty deed gets its own page with descriptions of what happening.  Also, the addition of mighty criticals and fumbles really adds to the dice rolling crunch of this system.  And, the book has an amazing resource- an end of the book table showing which weapons can do which deed (MORE BOOKS SHOULD DO THIS!).  As the cherry on the sundae, even the old deeds get a revisit by adding the critical and fumble rules to them as well.  This is well done and slick. 5/5

Theme or Fluff-  Again, another home run.  Every deed has a ton of story to it.  Not only does each deed have a description, but also the deed has a quote from an appendix N fantasy story.  That right there is awesome.  Also awesome is the art.  I honestly didn’t expect much art from a small publisher, but it’s here and well done.  You will feel every crunch from this one as Steel and Furry builds on to a solid foundation of carnage. 5/5

Execution-We’ve had two home runs, so it’s time for a foul.  I love the book.  It’s got great spacing, great writing, text, tables, and great art.  What I don’t like is the price tag.  This book is $7 bucks for about 60 pages.  That’s a bit much as much of this book is pages with tables.  $7 isn’t enough to keep me away, but I think this should be around $4 to $5 to keep up with other publishers’ prices. 4.5/5

Summary-This is a great book and addition to the DCC rpg.  Purple Duck Games really made a top notch product by supplying quite frankly a ton of new content to the system.  Every weapon get some love.  At the back is an amazing chart detailing what each weapon can do with the new and old mighty deeds.  Even old deeds get new additions with mighty criticals and mighty fumbles.  The story this book tells is great proving that a straight crunch book can bring some story and panache to the table.  I think the book is a bit over priced.  But, if you can stomach the price, this is a necessary book for any fighter and dwarf that hits the table. 97%

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



Ring Side Report- RPG Review of Liber Arcanum

Product– Liber Arcanum

System– Dungeon Crawl Classics RPG

Producer– Cognition Pressworks

Price– PDF ~$10  here http://rpg.drivethrustuff.com/product/139777/Liber-Arcanum

TL; DR– More wizard options than you can shake a wand at.  90%


Basics– Behold the Book of Secrets!  Liber Arcanum contains new wizard and elf player options for DCCRPG.  This book contains the expected new spells but also has patrons, new subclasses of wizard, magic items, and more.


Mechanics or Crunch– Here is where the book shines.  I love DCCRPG, and play it every other week.  But, Goodman Games doesn’t make many player options.  This book is an excellent addition to any player wizard.  It’s got an impressive amount of spells as well as new patrons that come fully fleshed out.  Every spell get’s several pages describing it in detail as well as giving all kinds of interesting flavor.  It’s an easy drop into any DCCPRG game. 5/5


Theme or Fluff- Theme is another home run for this product.  I’d expect, in book of spells and patrons, spells and patrons, but the book goes a little further by adding little story bits as well as art to draw you in. The arts not perfect, but it does a great job of telling a story.  Furthermore, the book even has a cosmology.  That is way more than I expected from a simple spell splat book. 5/5


Execution– Of the areas I review RPG products on, this is the one area where this product struggles.  Some white space would really help this product.  The first chapter adds lots of content, but it’s pretty text dense.  A few tables and some more art would have really helped break that up.  On the subject of art, this product’s are is ok.  It’s not bad, but it’s not as good as the core DCCRPG book.  That can take away a bit from the text, but overall, I’m just happy to see some art here. A little more space, some organization changes, and some art touchups would help this product make it over the top.  3.5/5


Summary– It’s always good to read some more DCCRPG.  Strange fantasy is always a crowd pleaser, as is this book.  It’s a massive 300 pages with lots of content ranging from the expected spells to the unexpected planer diagrams.  That’s pretty impressive from a third party publisher.  However, it’s not without its faults.  The art is a bit off in places and the font size and spacing could use a bit of work.  However, that doesn’t detract from the awesome content in this one.   A well done tome that should be found in any wizard’s library.  90%