Crawl 01 Digital
Crawl 01 Digital
Crawl 01 Digital
PDF Edition
Credits:
Written by Reverend Dak & Brett Miller
Designed and Published by Reverend Dak
Edited by Brad Littman
Cover Art by Brett Miller, brettmillervfx@gmail.com
Additional Art by Count Spatula, countspatulaTPK@gmail.com
Brett Miller
This product is based on the Dungeon Crawl Classics Role Playing Game,
published by Goodman Games. This product is published under license.
Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, visit
www.goodman-games.com or contact info@goodman-games.com
Divine
Aid!
I have been playing the Original game since, I
Why Crawl!?
believe, 1979. When I was a kid I used to write, compile and collect
house-rules, new material and art for my game. All I had was a pad
of graph paper and a friend with the original Blue Box, the
Holmes Edition. At first we totally played it wrong. By the time I
owned the original Red Box, then the Players Handbook, I was
playing it right, and had piles of hand written supplements and
house-rules. My life has never been the same. It was crazy how
much we played during those years, and even crazier how much
time we spent (re)interpreting the rules, imagining new characters,
creating new magic weapons and drafting out the domains of our
(cheating) high-leveled heroes. Those were the days. Since the
release of DCC RPG, this is the first time since those times that Ive
been inspired to create, collect and share stuff for any game. And
thats what Crawl! is, a fanzine made by fans for fans. I hope what
I do here will expand and inspire your own game and make your
adventures as enjoyable and exciting as mine have been since I
first started gaming decades ago. Let me know what you think. And
if you want to contribute, dont hesitate to submit. Sharing is part
of the hobby. And, I dont mind doing all the work making these
little booklets for everyone to enjoy.
This issue features a new patron created by a player in my weekly
home campaign, Brett Miller. His character was a wizard, and the
patron is himself from the future! There is also some amazing art
by Brett and from another player in the group, who only wants to
go by her character's name, Count Spatula. The rest of the articles
are some rules used in my home campaign written by yours truly.
One starts a series of converting OSR (Old-School Renaissance) and
Older Edition materials for use in DCC RPG! Several of the articles
also make use of a new Variable DCs rule found on page 16.
Enjoy and (Adventure) Party On!
Contents!
Save or Die! 15
Variable DCs! 16
Submissions!
Any and all submissions are totally welcome. Please send a nice
email with your submission as a minimally formatted .doc, .txt or
.rtf (not .docx) attachment, or linked at an open and free document
sharing service, to crawl@straycouches.com. If its good, itll be
included. All contributors and artists retain full ownership of their
submission, and are free to publish, re-use, re-write or even sell
their material as they see fit as long as it doesnt conflict with the
DCC RPG and Goodman Games license. Each issue will go through a
final approval stage with Goodman Games per compatibility license. Copyleft and Creative Commons are also allowed, but please
state or declare what attributions and licenses you permit. See
creativecommons.org for more information.
Subscriptions!
Crawl! fanzine is made available exclusively as an old-school printed, hand-folded and stapled zine. Individual issues and
subscriptions are available at http://www.crawlfanzine.com.
Humans Only
Thieving Skills
Its not that far fetched to assume that all PCs are skilled in the ways
of adventuring, looting and stealing. It can be argued that all
adventurers should be able to climb, open locks and hide in the
dark. If the PC attempts any Thief-like acts, just have them make a
simple skill check. Use their Level, and factor in any Armor Check
penalties and appropriate Ability modifiers. Use the following
Table: Thieving Skills, for the base DC. (Judges should increase the
difficulty when needed.) Recommended Ability is listed, and
Agility, DC 18 (Hard)
Agility, DC 18 (Hard)
Agility, DC 18 (Hard)
Agility or Strength, DC 7 (Easy, Stone Wall) to
DC 22 (Impossible, Glass surface)
Agility, DC 10 (Routine) to DC 22 (Impossible)
Intelligence, DC 15 (Moderate) to DC 22
(Impossible)
Agility, DC 18 (Hard) to DC 22 (Impossible)
Agility, DC 18 (Hard)
Personality, DC 18 (Difficult)
Intelligence, DC 22 (Impossible)
Luck, DC 18 (Difficult)
No Clerical Healing
There are those that dont think Clerics fit the Sword & Sorcery
genre. The easiest solution is to omit the Cleric class from the
campaign. The most missed effect would be healing. Blessing can
be replaced by a Warriors Mighty Deed ofArms, through a Rallying
Maneuver. Healing can be replaced by allowing more hit-points or
faster healing. The following optional rules allow for extra HP to be
healed between encounters.
One option would be Hit Dice pools. Here's how HD pools work. For
every point of Stamina, the character has an extra reserve of HD.
For example a Warrior with a Stamina of 14 has 14 d12 HD in
reserve, while a Wizard with a Stamina of 9 would have 9 d4 HD.
While resting between fights, with a minimum of one turn of
uninterrupted rest, a PC can restore up to their level in HD. For
example, the 3rd-level Warrior can restore up to 3d12 HP during a
rest (up to their natural maximum.) These HP are restored at the
end of the turn, and only if they are not interrupted. Stamina loss
(permanent or temporary) will affect the HD pool. The pool can be
completely refreshed with a good nights rest.
Burning Stamina
Combat Healing
10
Patron Taint
As the frequency with which the wizard solicits help from the Great
and Future Despot increases, he will begin to experience subtle
fluctuations in his identity and the reality of his circumstances. Van
den Danderclanden will focus his attentions on the supplicant, and
will tinker with the variables of his existence, often to the extent
that the wizard's existence becomes ill defined and tangled with
adjacent realities. When patron taint is indicated for Van den
Danderclanden, roll 1d6 on the table below. Taints rolled more than
once become more advanced conditions.
1 Identity Fluctuation. First taint: At the beginning of
each session, one random Ability score will change 1d41d4, permanently. His physique and face will be subtly
changed, but still recognizable. Second taint: In addition
to the previous taint, every time the wizard casts a spell,
there is a 10% chance that his memorized spells will
11
12
13
14
Save
or
Die!
These rules are a slight variation to the standard Bleeding Out rules
(see core rules.) These allow a dying character to possibly cry for
help or Crawl! to safety.
When a Player Character's Hit Points fall below 1, the character
makes a DC 15 (Moderate) Fortitude Save. If the PC fails, the
character is unconscious and dying as usual. If the PC succeeds, the
character remains conscious but is still dying. A conscious PC may
attempt one move, or equivalent action, but may not attack or cast
a spell. Every following round the PC must make DC 15 (Moderate)
Fort Save or fall unconscious and move one step closer to death. If
any time the PC rolls a natural 1, the PC immediately dies. If the PC
fails a total of three times, the PC also dies. If any roll is a natural
20, the PC is conscious and recovers 1 hp and is groggy for one
hour, per standard Recovering The Body rules.
Optionally, any time a PC takes damage that is equal to or more
than their Stamina score in a single attack. And that attack drops
the PC below 1 HP, they must make Fort Save or immediately die.
The DC is equal to the damage taken.
These rules can also be applied to important NPCs.
15
Variable
DCs
The Skill Check system in DCC RPG is simple and loose, just how I
like them. The following rules dont change the existing rules, but
add some depth while making full use of Ability scores for passive
checks and to add a bit of randomness.
This system focuses on comparing a variable Difficulty Class to a
characters actual Ability Score but also factors in Occupation and
Character Class for passive checks and replaces flat DCs with a
variable one.
Difficulty
The first thing to figure out is the base difficulty of the task. The
core rules have four degrees of difficulty, DC 5 if the task is of any
challenge to the unskilled (Easy). DC 10 if it has a measure of
difficulty to the skilled (Routine). DC 15 if it would be challenging
to the trained (Moderate). And DC 20 if only a highly skilled hero
can do it (Hard.) This system adds another layer of difficulty that
only a super hero could accomplish, Impossible with a base DC
22. Use the Difficulty Table for replacing the flat DC with an
equivalent DC based on variable d6s. This adds a bit of randomness
to the check, for example, what was originally DC 10 can be
anywhere between 3 and 18. This is particularly useful when comparing to an Ability Score as a passive check. Variable DCs can
increase possibilities or make the mundane surprisingly difficult,
e.g. A mundane lock can be rusted shut, or a normally impossible
to detect secret door can be accidentally left ajar.
DIFFICULTY TABLE
Flat DC
Difficulty
Variable DC
22+*
Impossible
6d6*
8 or less
9-12
13-16
17-21
Easy
Routine
Moderate
Hard
2d6
3d6
4d6
5d6
16
Occupation Skills
There are no formal skill lists in DCC RPG. It is assumed that any
character can attempt to do anything that their previous
occupation required. For example, a former Ostler can handle
horses, and likely do minor work with leather and iron. While a
Shaman might know a bit about nature, minor healing and
understand some primitive magic, such as fortune-telling. Its up to
the Judge and Player to determine what these specific skills are. In
this system, if the task is something everyone can do, the task
should be at least one step easier in difficulty for someone that has
the skill. For example, digging a hole would be Moderate difficulty
(DC 15 or 4d6) for an Ostler, might be Routine (DC 10 or 3d6) or
even Easy (DC 5 or 2d6) for a Grave Digger. Adjust the DC accordingly.
Class Skills
Class Level
1
2
3
4
5
Skill Die
d3
d4
d5
d6
d7
Class Level
6
7
8
9
10
Skill Die
d8
d10
d12
d14
d16
17
Ability Tests
Ability Tests are quick and easy checks that would test pure ability
and not skill (i.e. Class or Occupation.) Traditionally the player
rolled their most appropriate ability score or less with a d20. But
rolling variable d6s can make the outcome more random and unpredictable!
18
OSR
Conversions:
Spells
In DCC RPG, spells don't automatically work when cast, there is a
Spell Checks
When you cast a spell you have to make a spell check. Roll a d20,
add the Caster Level, modified by the Intelligence modifier if the
caster is a Wizard, or Personality if a Cleric. Wizards must also
subtract any armor check penalties. The base DC is 10 plus twice
the spell level [DC 10 + (2x spell level)]. The roll is compared to the
following Table: Spell Check Effects. A roll equal or greater than the
DC means the spell is successfully cast. A wizard does not lose the
spell from memory if cast successfully. A roll less than the DC
results in a spell failure. Wizard spells are lost for the day. Clerics
who fail a spell check don't lose the spell, but increase the natural
chance of a fumble by one (See Deity Disapproval in the core rules.)
19
Failure
Min.
Normal
Max.
Enhanced
11 or less
13 or less
15 or less
17 or less
19 or less
12-13
14-15
16-17
18-19
20-21
14-17
16-20
18-21
20-23
22-25
18-19
21-22
22-23
24-25
26-27
20+
23+
24+
25+
28+
Failure: Spell does not cast and is lost or disapproval range increases.
Minimum: The minimum possible spell effect is cast. May cast again later.
Normal: Spell is cast normally. May cast again later.
Maximum: Spell is cast with maximum possible effectiveness. May cast again
later.
Enhanced:
again later.
All spell effects are maximized (and doubled if applicable.) May cast
20