Saturday 16 May 2020

DCC Homebrews - Loptir, Lord of Flames

Loptir is an aspect of flame - the fire which is bound to hearth and home. For those who live within the northern climate where his worship is most common, lighting and maintaining fires is an essential skill. Without heat, there is only death.

Loptir is in every way the opposite of such harsh extremes – he is forgiving, he is merciful and he is kind. Altruism, communal rites, and the ritual consumption of strong spirits are central tenets of his religion. Those who are destined to live in his service receive their missive through visions in the flickering of a solstice fire.

His favored weapons are the short bow and the spear, emblematic of hunter-gatherers.

Special Traits

Lay on Hands

Roll a 1d4 to determine how the ability manifests: (1) the cleric grips her fist tightly above the wound, ashes and embers spilling from her fingers onto it. As the cleric wipes them away, the injury is revealed to be mended; (2) the cleric places her glowing red palms against the wound, searing it closed; (3) skin blackens and peels away, revealing unmarred flesh beneath; (4) air around the target and the cleric shimmers and waves, as though distorted by immense heat.

Turn Unholy

In addition to entities traditionally considered unholy by Lawful deities, clerics of Loptir may turn entities that are diametrically opposed to flame and warmth (for example, a water elemental).

Divine Favors

Ignite: The cleric may coax a spark to life from her fingertips, enough to ignite a small natural fire. This will typically require suitable fuel, such as tinder, oil, or candlewick, as lighting a fire with a match. The cleric must be able to touch the source of fuel in order to light this flame.


Shelter: Once per day, the cleric can seal an erected dwelling (a standing structure, a common tent, a simple lean-to or other improvised shelter, etc) from the elements; wind, rain, and cold are driven from its roof, walls, and doors (if any) for a period of eight hours. Leaving the shelter causes this ability to expire.

Cleric of Loptir Titles

Level
Title
1
Acolyte
2
Disciple
3
Guide
4
Exemplar
5
Lodestar

Disapproval

Loptir demands his clerics provide comfort and protection to any in need, and those that fail in this duty are subject to severe censure, often being forced to brave and withstand the elements against which they ward others.

Roll
Disapproval
1
The cleric must appease Loptir by staring into the licking flames for an uninterrupted hour during the next rest period.
2
The cleric must teach someone to light a fire using rudimentary means. Until this is complete, cleric loses the ability to manifest her divine favours.
3
Within the next 12 hours, the cleric must dance nude around a bonfire for at least 1 hour. Failure to do so results in the cleric suffering a -2 penalty to all spell checks until the dance is completed.
4
Cleric is accompanied by spectral flames for 24 hours. Stealth is impossible, and sleep will not be restful.
5
Cleric must, at nearest opportunity, construct an effigy at least the size of an adult human, and burn it. Failure to do so results in loss of all spellcasting ability until the effigy is constructed and burnt.
6
The cleric must either donate 100 gp worth of items or eight hours of labour towards providing a community with combustible fuel (ie woodcutting, charcoal making, coal mining etc.). The cleric takes a -1 to penalty to all spell checks until the conditions are met.
7
The cleric must walk everywhere for the next month; she cannot utilize mounts, wagons, boats, or any other conveyance other than her own feet to travel.
8
The cleric immediately incurs a -1d penalty to spell checks on the specific spell that resulted in disapproval (including laying on hands and turning unholy, if those were the acts that produced disapproval). This lasts until the next day.
9
The cleric immediately incurs an additional -2 penalty to all spell checks that lasts until the following morning.
10
No magic is used without consequence! The cleric immediately loses the ability to cast one randomly determined spell until the following day.
11
The cleric is ordered to forego food obtained and prepared by others; The cleric must forage or hunt for meals. Every morning the cleric may attempt a DC 15 will save to overcome this prohibition, she receives a +1 if she did not eat the previous day.
12
Blisters and burns erupt on the cleric's palms. The cleric suffers a -2 penalty to any activity that requires the use of her hands (spellcasting, attack rolls, etc) for 24 hours.
13
The cleric is disowned by Loptir for 1d3 days. During this period the character cannot accumulate XP and may not gain class levels as a cleric. After the time period expires, the character begins to accumulate XP again as normal but does not accrue “back pay” (so to speak) for XP missed while he was disowned.
14
The next time the cleric rests, she must do so in the elemental plane of fire. A portal is generously provided by Loptir. She returns the following morning with 2d4 stamina damage. Her night is not restful.
15
Loptir questions the commitment of the cleric and demands the cleric offer 20% of her personal wealth to a shrine, guild or secret society dedicated to the worship of Loptir.
16
Loptir requires warmth and light be brought to a forsaken place. The cleric must make a pilgrimage to a ruin or other such abandoned site of former civilization and light a great bonfire within 1d3 days, or else lose all abilities until pilgrimage is complete.
17
Loptir demands an immediate demonstration of faith. The cleric must burn the sign of Loptir into her flesh using only a hot poker or other crude implement. If it is not possible to obtain such a device, Loptir will provide one. This act inflicts 3d6 damage and 1d3 stamina damage, and requires a DC 10 fortitude save to remain conscious.
18
The cleric must endure a test of faith. For the next 24 hours, whenever the cleric calls upon Loptir to Turn Unholy, Lay on Hands, or cast a spell the cleric suffers 1d7 points of fire damage as she is overcome by blistering heat.
19
The cleric must rest on a bed of hot coals for 1d3+1 days. Each rest inflicts a point of damage for each hour spent resting. Failure to do so results in the loss of all abilities until the punishment is resumed.
20
The cleric has their warmth stolen by Loptir. For a period of 2d8 days, the cleric generates little body heat, and cannot remain warm no matter what efforts are made to that effect. Her move speed is halved and she may not run or charge. In addition, for each day the effect persists, she suffers a cumulative -1 penalty to initiative rolls, attack rolls, reflex saves and damage rolls.

Canticles of Loptir


Level 1: Loptir's Fantastical Firewater


Once per day, the cleric may bless a container of normal water, imbuing it with the comforting warmth of Loptir. This alcohol may be divided into a number of servings equal to 1d6+CL. Those who drink of the firewater gain a bonus which lasts 1 turn/CL. Drinking additional servings extends the duration but does not increase the effect. If a devout cleric of Loptir partakes of the firewater, they may forsake the bonus to instead immediately breathe a gout of searing flame as a breath weapon. This attack automatically hits as long as the target is not obstructed.The effect of the firewater is detailed on the table below. If the firewater is not consumed before 24 hours have passed, it is rendered inert and non-magical.

Cleric Level
Effect of Consumption
Effect as Weapon
1-3
+1 Fortitude Save, +1d8 temporary hit points, +1 to saves against effects that inflict cold
Breathes fire at a single target to a range of 10' inflicting 1d6 damage, target must make a DC 10 save vs. Reflex to put out the flames or suffer additional 1d6 damage each round
4-6
+2 Fortitude Save, +2d8 temporary hit points, +2 to saves against effects that inflict cold

7+
+3 Fortitude Save, +3d8 temporary hit points, +3 to saves against effects that inflict cold


More to come!


Tuesday 5 May 2020

Dungeon Crawl Classics #66.5 - Doom of the Savage Kings - Final Thoughts and Review

Now that we've capped off this adventure, I figured this would be the time to put to paper my thoughts about it. Prospective players, be warned that spoilers will ensue. I probably shouldn't need to say it but eh.

Quick hits:

  • Short but sweet, there is exactly the right amount of material here for a little pocket sandbox adventure
  • Rewards intelligent play 
  • Threatening enemies and environments
  • Hirot is well realized and requires little to no expansion by the Judge 
  • Very readable format, excellent maps
Hirot is a fantastic little town with just the right amount of detail to support the Judge running it's little intrigues. There is a lot of latitude in how the Judge can run the Jarl. The thanes present a very credible threat to the party, hopefully discouraging them from just duking it out. I was very happy with the detailed NPCs and volume of locations to visit in Hirot. 

The serpent mound was a lot of fun. It's a very nice mini-dungeon with a sufficient number of entertaining rooms to finish within about a session's worth of playtime. It's also got the potential to be extremely lethal to a reckless or incautious party.

My only... I don't think I'd call it a gripe exactly, but Judges should recognize that if their players manage to penetrate the dungeon via the front entrance (as opposed to the very safe and convenient side breach) it seems pretty likely to initiate a TPK. First, there's the very awesome snake spirit and its associated pit trap that it washes characters into. I think this trap is fantastic and I was ambivalent about my party circumventing it. It seems like a super fun and scary encounter but yikes, that thing could easily kill multiple characters. Then there's the huntsmen on the way out who, if the gang leaves via the front entrance, will ambush the battered players at their most vulnerable. A great learning opportunity but I can imagine it cutting plenty of adventures short. Actually, the serpent mound is a great deal more dangerous than the hound, which is but a single moderately tough monster. The tomb ghouls (especially the one hiding in the secret room) are also pretty nasty, but a little more 'fair' to me than the double whammy if the party enters/exits via the main doors. I also love all the misdirection and hidden stuff in the tomb, as well as Harley's details regarding its construction. One thing a lot of old dungeons fail to do is really present any internal logic as to how and why they are the way they are, but here it's very well communicated to the Judge, who will then be able to pass it on through discovery to the inquisitive players. It's also clearly designed not to be looted, which I appreciate, especially the misdirections.

The fens: the random encounters for traversing the fens are fine. Nothing special. Not a huge fan of these but you never know how much blundering around a party will do so it's useful to have. The sinkhole was a fun encounter, good old fashioned environmental puzzle solving.

If I ran this again I would probably think of ways to make the Hound more threatening and insidious. DCC characters are considerably more powerful than their OSR D&D counterparts, and the Hound is probably going to be flattened by most parties in a stand up fight. Our final battle started out tense and ended somewhat farcical as three giant-sized players pinned and bashed the Hound to ruins. Not that I'm unhappy about that, those sorts of moments are rewarding and usually well-earned. 

Compared to Sailors on the Starless Sea, I actually think I prefer Doom of the Savage Kings. It feels very polished, and I would certainly recommend it to anyone looking for a good 1st level starter adventure!

Dungeon Crawl Classics #66.5 - Doom of the Savage Kings - Final Session Recap

The Fens

The following morning after destroying the hound (and a late start thanks to the celebrations stretching deep into the night) the surviving members of the party along with a couple supplemental level 0 characters made their way north-east, to the fens where the lair of the Hound was located according to local legend.

A six hour march along the river brought them to the boggy mess. Navigation in the misty uniform landscape would be difficult, but they forged ahead. Their first sign they were on the right track was when they came across some skull totems pattered like wards. Once determining they posed no threat, they noticed they were being followed by some mangy jackals. A cruel beggar named Clyde stepped forward and made a remarkable sling shot that killed the leading jackal at considerable range through the mist, routing the pack.

The Lair

The group arrived at a huge twenty-foot sinkhole bellowing a column of oily fumes. After a considerable amount of cautious experimentation, they eventually lowered one of the new arrivals, an impressively stupid (and likely developmentally disabled) night watchman who went by "Eggs" down by rope to investigate. He got very dirty and covered in swamp water. The group learned the hole was a bit too deep for their 50 feet of rope, so back they went to town to fetch more.

On their way out of the fens they stumbled upon a spout that spewed forth a noxious cloud of toxic gas which most of the group managed to overcome save the frail wizard Sigismund - reduced to 0 stamina he fell comatose and had to be hauled back to town by the stout warrior Ingrid.

They marched back to Hirot, rested for the night, resupplied, and made their way once again to the fens (even Sigismund, having recovered back to a robust 1 stamina!). Knowing that the swamp drained into the sinkhole, they made their way back fairly easily.

Now they went about deploying about half the group down to the base while the others remained up top so as to prevent them from getting trapped. Below they discovered an oily pool of some accursed otherworldly substance emitting the noxious cloud, and into which swamp water drained. They also discovered a tremendous amount of ancient sacrifices, mostly rusted away to rubbish.

While the zero level characters went sifting through the debris, the cleric Myyrah and the wizard Asher decided to contemplate the pool in order to hopefully learn its secrets. Myyrah found the pool quite revolting, and meditating upon it caused in her a crisis of faith, which she barely overcame. Asher was less fortunate - the pool drove him temporarily mad and he attempted to throw himself into it. Myyrah, after some struggle, managed to haul him out although not before both were partially immersed in the strange burning substance.

Despite this incident, Sigismund decided he ought to give it a go as well, in properly irresponsible fashion for a practitioner of the dark arts. He too was driven to try and drown himself in the pool, but was somewhat more successful and managed to drop himself to 0 hp. He was narrowly saved by Myyrah's lay on hands, but suffered a point of permanent stamina damage, putting him back at 0 and unconscious. Not a great couple days for Sigismund.

The group gave up on the pool, but managed to discover some satisfactory loot amidst the old sacrifices, which they hauled back to the surface along with Sigismund's comatose body.

Before departing, Myyrah attempted to call on her god Ashakhan to collapse the sinkhole and seal the Hound's lair eternally. Ashakhan contemptuously declined, and so the group resigned to merely reporting on their findings to the new Jarl.

The Return Trip and Wrapping Up

The group nearly lost not one but two of their zero levels on the trip back when they became lost in the fens. First, they were attacked by a vine creature that tried to drag the barber Lagr into the filthy waters. Ironically, it wasn't the vine that nearly killed him, but Clyde the beggar, who recklessly fired a sling bullet directly into Lagr's skull via poorly timed critical hit. Lagr only survived due to being impressively durable for a 0 level. Clyde and Lagr were both being run by the same player, which made this extra hilarious.

A short while later Clyde fell in a quicksand-type sinkhole that almost swallowed him whole. Clyde had been a bit of a hindrance up to that point so there was talk of just letting him sink, but of course he was wisely still carrying some of the valuable loot from the Hound's lair. He was promptly hauled up by his fellowed.

The rest of the trip was uneventful. They returned to Hirot and reported the situation to the Jarl, who was disappointed at the possibility of the Hound's eventual return, but thankful for everything the band hand done. 

They split the loot, and enjoyed some much needed rest whilst planning their next move.