The Barrowmaze Paladin for The Black Hack

When I decided to create my megaduneon, I first looked at which classes I wanted to allow (and the answer will be ALL of them- this will be a Flailsnail game, after all), but first I wanted to limit the choices to give some focus, etc.

One I knew I’d want (especially as I was pondering a Barrowmaze campaign in the interim) was Paladin.

I looked at S&W, Pathfinder, and 5e for inspiration for how I wanted to craft the Paladin for my Black Hack game.


Paladin Art

Starting HP: 1d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: Any and All
Attack Damage: 1d8 / 1d6 Unarmed or Improvising

Combatant: Paladins gain an additional attack at 3rd, 6th, and 9th level.

Divine Blessing: A Paladin can channel the might of their deity and have access to several powers.  At first level, a Paladin has 1 Ability slot.  This is increased to two slots at 5th level and three slots at 10th.  When a Paladin uses an ability, they must test their Charisma.  If they succeed the slot is not consumed and they can use another ability (and test again).  If they fail the slot is consumed and they cannot use any further abilities without resting for 8 hours.

  • Lay on Hands: Once per day, a Paladin can channel the power of their deity and heal a target with their touch. The touched target regains 1 HD of HP back.
  • Detect Good and Evil: Functions as Detect Evil spell (pg XX).
  • Smite Enemy: The Paladin’s weapon is bathed in holy light. They gain Advantage to an attack against their target and deals additional damage equal to Paladin level.\
  • Aura of Faith: Allies and Paladin in a Nearby radius are immune to fear effects for 1 turn per Paladin level.
  • Radiant Weapon: The Paladin summons a spectral version of the holy weapon of their deity.  The weapon flies at the target designated by the Paladin and strikes (no attack roll needed). The weapon deals Paladin class damage +1 and is treated as magical for purposes of overcoming any form of resistances, etc.

Prayer: After a Paladin has expended all their Divine Blessing slots, they are able to rest for an hour and pray.  At the end of the hour, they test their Charisma to see if their deity heard them.  If successful, the Paladin regains the use of 1 slot.  This can be done once per day.

Immune to Disease: Paladin’s are blessed with divine health.  They are immune to all natural, supernatural, or magical diseases.

Roll to see if attributes increase, roll twice for STR or CHR.
Paladin 1

Barrowmaze Session 1- So It Begins…

This session started running- the group had made their characters earlier (3d6 in order- swap any two scores).  They told me what race and class they were interested in playing, so I had sent those head as well, including starting equipment for each.

For more information on the premise and house-rules of my campaign, go here.

The Party

  • John- Half-demon Paladin (follower of Sylvanus)- Occupation Healer (started with extra healing potion)
  • Omar- Human Paladin (follower of Sylvanus)- Occupation Falconer (started with pet falcon)
  • Liam- Elf Wizard- Occupation Alchemist (started with Cure Disease Potion- rolled on Erik Jensen’s awesome Potion Chart)
  • Chad- Halfling Thief- Occupation Trapper (started with pre-made snare trap)
  • Stan- Human Torch Boy (15 year old Hireling)
  • Fritzblart- Human thief, 1st level (Hireling)

Made Characters (but not present)

  • Nate- Human Warlock
  • Gene- Dwarf Warrior
  • Fletch- Gnome Druid

The Start

Barrowmaze Art

This is ironically exactly what happend…

I gave the group the option of starting topside and looting the burial mounds or going into the maze itself.  They opted to dive right in and explore.

The group stood at the entrance to Barrowmaze, staring at the wrought iron doors with intricate carvings of skulls and strange runes.  Liam was able to read the ancient language, “Tread carefully for the sleep of the dead is tenuous.”

Someone slapped the following words on the door, “Make no sound.  They will seek you out.”

The group made it through the front door and traveled down a hall to the door.  Fritzblart did not detect any traps, so John went inside and was instantly cut off from the rest of the party by a portcullis.  A door on the other side opened and three skeletons ushered through.

Aside: John got lucky here, because the dungeon states there are actually 7 skeletons, but I misread.  Oh well.

The fight took a few rounds.  The group fired arrows (suffering Disadvantage) through the portcullis.  Stan the Torch Boy critically failed and his dagger dug into the back of Fritzblart, who nearly died from the unexpected wound.

John took a beating, but wasn’t down for the count.  He summoned the powers of Sylvanus and flung a radiant axe at one of the skeletons, slaying it.  After a few more rounds all the skeletons were slain and Fritzblart was able to trip the mechanism allowing John to escape.  John then summoned the power of Sylvanus again and healed Fritzblart, but sadly he felt the ability to cast miracles leave him after this kind act.

The group looked throughout the room and, finding nothing of interest, decided to head past a few doors and down a left corridor.  They came across a locked door and Fritzblart tired his luck again.  The room was a quiet crypt that had clearly been emptied previously.  Painted on the walls were the words, “Pullo was here,” and a single gold coin from a foreign land in the center of the floor.  Liam took the coin.

The group looked down the hall and saw a bricked up wall.  Man that got their attention.  John took to smashing the bricks with his two-handed mace.  I rolled three random encounter checks, but no luck.

Eventually the group knocked the wall down and were able to step into a small alcove with a mosaic of a skull (it had fallen apart with age).  John and Omar succeeded their Intelligence checks and were able to recognize the skull as the symbol of the god of death, Negrul.  They then decided it would be a good idea to open the door.

In the room was a fresco of shining knights being slain by demons and a wizard with a skull mask.

Liam critically failed his perception roll and decided that he wanted to step in the room to look for more gold coins.

The group watched in horror as three Shadows emerged from the fresco (their tails still attached to piece of art).

Stan failed his morale check and fled down the hallway (I rolled a random encounter and he ran into zombies- so sad, by Stan).


The fight was brutal.  Shadows can only be harmed by magic and magic weapons of +1 or better.  They deal 1d4 damage and a successful Constitution save must be made or the target suffers 1d4 Constitution damage (heals 1 per day).

Liam got smacked by two of the three Shadows (one missed), taking 6 damage and losing 5 Constitution).  The group experimented the first round on what would hurt the Shadows, and none of their mundane weapons had any effect.  Oh and if you die, you rise up as a Shadow in 1d4 rounds.

Omar decided to summon forth the power of his deity and throw a radiant weapon at the fresco.  It chipped away at the painting and the Shadows stuttered and flickered like a bad television connection.

Liam opened up on the fresco with magic missile, destroying it.  One of the Shadows writhed for a moment and then faded into nothing.

Liam tried to back away then, but sadly the remaining Shadows ganged  up on him and Liam fell. John then said, “Liam died the way he lived; getting his ass kicked.”

Omar got lucky with two more radiant weapons and John used his half-demon ability to cast Flaming Hands.  Thankfully the remaining Shadows went down.

Aside: I had decided that the Shadows would be connected to the fresco when I read the room description.  The fresco had 10 HP and half of the damage dealt to the art would be done to the Shadows.   This allowed the group to kill one Shadow right off the bat and deal significant damage to the other two.

The group pulled themselves together and decided they would spend time looting the burial alcoves.  They can search 10 alcoves a minute and there are three people searching while Omar stands guard, facing the hallway.

Before First Minute Starts– Liam rises up as a Shadow.  Omar blasts him with a radiant weapon for max damage and sends Liam’s Shadow to Hell.

First Minute– No encounter- recover a shiny shield and nice leather armor and 300 gold pieces.

Second Minute– Stan returns as a zombie with six others- they Thriller danced at the group and a fight broke out over which version of Michael Jackson is the best.  The fight hurt- John got his face chewed on by a zombie.

Found 300 more gold.

Third Minute– the fighting and smell of blood attracts 5 skeletons.  Another fight breaks out.  Chad slides beneath the legs of the skeletons, attached to a rope- uses the rope the hit the legs of the skeletons, knocking two prone.   John gets REALLY hurt.  Chad gets knocked to 0 HP and is dropped.

After the fight John takes a potion to get some HP back and Chad succeeds his Luck roll to survive and rolls a 2 on the Out of Action Table (only knocked unconscious).

The group decides to do the last three minutes to clean out the whole room getting a whopping 1,800 gp.

We decided this was a good stopping point, so the group made it back to Helix.

They divided up the loot (and that taken from Stan’s and Liam’s corpses), identified the shield and leather armor found (100 gp each), and got 2,340 experience (base XP for monsters) and 1 per 1 for gold.  John, Chad, and Omar leveled up to 2nd level.  Liam will make a new character.

Leather Armor- Armor of the Thief +2 armor (2 ticks- more expensive to repair)

Shield- Righteous Shield of the Warrior- reduces number rolled on dice by one for defensive rolls.  Once per day gain a second attack.

Next session will start with the group getting a chance to carouse and go shopping before hopping into the dungeon.

The Graveyard


Liam- Elf Wizard (1st level)

Stan Human Torch Boy (Hireling)



Barrowmound Campaign- The Set Up, House-rules, etc.

Dungeon Art

The other day I posted that I was switching my Barbarians of the Ruined Earth and Hubris games to a megadungeon.  I have started to develop my own megadungeon that I will want to run them through (and possibly publish), but it’s still a bit off and NOT switching was not going to alleviate the issues that were arising from attendance, etc.

I also have a rule for myself when I’m writing something (for running or publishing).  I don’t run it until it gets to a certain point (and after a certain point).

I decided to run my two groups through Barrowmaze!  It’s a great book, easy to read/run.  The price is a bit high, but I definitely think the PDF is worth it.

I’m using my house-ruled Black Hack rules (married with some Swords and Wizardry).

The House-Rules

  • Taken from my Barbarians of the Ruined Earth game- Armor absorbs a certain amount of damage (i.e., leather= 1 armor, chainmail 2, and plate 3).  Armor has a number of “ticks” equal to the absorption score.  This is reduced by one each time the character is knocked unconscious or subject to a critical hit.  Once dropped to zero ticks the armor is broken and provides no protection.  The player makes a Luck roll (rolling 1-3 on a d6) to see if the “tick” is repairable (roughly 10% of the cost of new armor).
    • Shields provide an extra “tick” that the player can determine take the brunt of the damage and sacrifice that tick instead of their armor.  Shields cannot be repaired.
  • All classes start with max HP for class +4.
  • All classes deal 1d6/1d4 damage, including mages.
    • Only Warriors and Paladins deal 1d8/1d6 damage.
  • Characters can rest once per day for an hour to regain 1 HD of HP.  8 hours gives another 1 HD.
  • Usage Die has been reduced greatly.  Torches, waterskins, rations, ammo is all back to actual numbers for resource management.
  • Characters gain experience similar to standard ratio in Pathfinder/Fighter in S&W.
  • Monsters can make Saving Throws against spells, abilities, and effects.
    • Enemy HD Damage Savings Throw
      1-2 1d6 6
      3-4 2d6 8
      5-6 3d6 10
      7-8 4d6 12
      9-10 5d6 14
      11+ 6d6 15
  • There are races and classes
    • Races: Human, Elf, Dwarf, Gnome, Halfling, Half-orc, Half-elf, and Half-demon.
    • Classes: Warrior, Thief, Cleric, Wizard, Ranger, Paladin, Druid, and Warlock.
    • There are occupations- I’m using DCC until I write my own.
  • Death- When a target falls to 0 HP, they are “unknown.”  A healing potion or spell during combat will revive them.  At the end of combat, the player rolls a Luck roll.  If it favors them, they are still alive and roll Out of Action.  If it doesn’t favor them, they are dead.
    • Out of Action
      1-2 KO’d: Just knocked out.
      3-4 Fat Head: Disadvantage on all tests for the next hour.
      5 Cracked Bones: STR, DEX and CON are temp -2 for the next day.
      6 Cracked Skull: INT and WIS are temp -2 for the next day.
      7 Crippled – STR or DEX is

      permanently reduced by 2.

      8 Brain Damage: INT or WIS permanently reduced by 2.
      9 Disfigured: CHA reduced by 1d6.
      10 Limb Lost: Need a prosthetic.

The Premise

First session- start on the Barrowmoor.  The players know the location of the immediate entrance to Barrowmaze and can either go right for it or hunt through the burial mounds.

Each session after starts in Helix (local town in Barrowmaze) and can carouse (per Jeff and Zak).  The group then deals with ramifications from this.

Buy supplies and sell goods from previous session, go to tavern for hooks and rumors (if so desired) and find hirelings (again- if so desired).

Go to dungeon and dive.

In the dungeon, it’s a slow crawl of encounters, fear, and death.  If they crash in the dungeon- there’s a chance for an encounter.  If they decided to head back to town to resupply, heal, more hirelings, etc. there is a chance for a random encounter, traps, etc.

At the end of the session the group gets back to Helix without any encounters or hassle.  Loot is divvied up, magical items are identified (for a cost), scrolls are copied, spells are learned (possibly), experience is given.  Then leveling up if applicable.

Next session takes place a week (or more) later in game time than the previous.  All characters start with full HP, spells, etc.

All sessions will be numbered according to sequential order and not group (although that will be indicated in notes).

Sessions and format inspired by the awesome Jeff Rients and his Vaults of Vyzor.

As far as restocking the dungeon goes, each week after a room is cleared, I roll 1d100 to see if something moves in.  The base chance is 25% and it increases by 10% until something has moved in and begun taken over.  This could be a new horde of treasure, a monster, a new trap, etc.

Wash, rinse, repeat.

The World

Barrowmaze takes place on a soggy, rainy moor.  Nearby is the small town of Helix, the castle Ironguard, and Bogtown.

Far far to the North is Vornheim with its decadence, rusty spires, and sprawl.  Nearby is the Maze of the Blue Medusa.  This will be open for my players should they want to try that megadungeon out as well.  Further north is Death Frost Doom.  Further South is Scenic Dunnsmouth in the Bogwood Swamp (of Hubris).  This gives me everything my group will need (especially if they need to stretch their legs) for an expansive world (without becoming too convoluted).  I still will run all these areas in a similar megadungeon fashion as I mentioned above.

The Plan

Both groups will be running through Barrowmaze- their decisions and actions affecting the other.  After I take each group through a few spins (and my life slows down a little with RL work, writing, etc.), I plan on doing some flailsnails runs with it!







Death is the New Pink Update- Character Sheet- and Quick Reviews!

So the Death is the New Pink POD is still coming.  I got the proof, but for some reason two of the pictures backgrounds were screwy and the color on two other pictures came out red instead of pink… sooooo those need to be fixed.  Angie needs to fiddle with her pieces, but she’s out visiting family back in MT.

Hopefully by the end of July, I’ll have a new POD proof in my hands that’ll be gorgeous and right- then I’ll put it up for sale.

Character Sheet

Death is the New Pink Character SheetsHere is a picture of the character sheet- here’s the PDF- Death is the New Pink Character Sheets.

Feel free to use em for some DitNP action.

Lastly here are two reviews of DitNP!

Based on the Into the Odd rules system, Death is the New Pink is a rules-light RPG that focuses on playing the game and creating the atmosphere rather than complex mechanics and convoluted background fluff. I’m always looking for a game that is good for getting a one-shot to the table that is immediately fun for the players – Death is the New Pink fulfills that desire with fully flavored character creation in minutes and rules that are grokked by everyone just as quickly. The book sites a number of pop culture post-apocalypse influences, but I think the most apt reference is Tank Girl. It paints a wasteland background, but throws out the oppressive/depressing feel and instead opts for a campy fun environment of violent abandon. The artwork and the tone is excellent throughout the book as well. Highly recommended!




A fun and colorful post-apocalyptic game, based on the elegant Into The Odd rules. Character generation is fast and throws you a few curveballs, getting you ready to play within minutes.

I hope to have a printed version some day, as the art really deserves it.


A Megadungeon Storm is Brewing and Hubris is up for an ENnie!

So first off, very excited to say that Hubris has been nominated for a Best Electronic Book ENnie!  Thanks to everyone for the support and love towards Hubris!  It is greatly appreciated!

Anyways on to the megadungeon…

Challenges on the Game Front

For nearly a year I’ve been running a Hubris game for my RL group here in Rochester, NY and Barbarians of the Ruined Earth for my online group (many of them I’ve been playing with for about 15 years).

However, challenges are coming up that are causing me to reevaluate the current campaigns and how I run the sessions.  My players in both groups, and myself, have busy lives.  Jobs, drinking, school, drinking, hiking, drinking, significant others that aren’t gamers, drinking, concerts, and drinking are all reasons that make it a challenge for us to get together.

So needless-to-say that people making the sessions is a challenge.  While I don’t hold anyone at fault for not being able to attend, having too few players can be problematic, making fights super hard, etc. but by and large not TOO HORRIBLE.

The issue that I’ve been noticing the most (in both games) with the attendance piece is in the sandbox-style play I’ve been running is the constant hand-waiving away the people who can’t make it, or when they are following a chosen plot hook (i.e., let’s rescue the winged-monkey people of the Shattered Sun from Megarobotron 3000) only to have one (or all) of the original people who decided for that mission to not be present.

I then have to explain the WHOLE plot over again to the new people so there is some understanding as to what is going on…  While it’s good to refresh even the regular players, this takes time away from the game.

The constant bouncing of players makes story lines, major plot hooks, etc. extremely difficult to keep consistent or to have any emotional depth.

The other challenge is time; my Rochester group meets once a month.  We are supposed to start at 6, but usually don’t start until 6:30pm (and if peeps are really late, 7ish).  We finish around 8 to 9 (maybe 9:30), depending on people’s schedules.  My online group meets (hopefully) every two weeks and starts at 4 (but we usually don’t get going until 5) and we play until between 8 to 9ish.

So time is really short on both games (again- problems of busy life styles).  This makes it difficult for a languid session or two- things need to happen as to maximize our time together.

I’ve noticed that with the length of time between sessions and the roaming rotation of players, it’s hard for them to remember the various NPCs, actions taken in previous sessions, etc. and where to move forward…  Then with floundering in trying to figure it out, mixed with short time to play, can equal feeling like not much gets done during a session, etc.

Anyways- this got me thinking about how to handle this for both groups and what can be done…  And it hit me… especially since Jeff Rients is running an awesome dungeon dive!

The megadungeon would be an ideal style of play for both my groups.  The goals are clear cut, player driven, and easily identifiable.  There is still exploration and player agency, and the rotating cast of characters is more easily mitigated in a dungeon with hirelings and etc.  Recapping is easier, “You’re still in a dungeon.  You remember that torch boy we hired last session…?  Yeah he done got eaten…  Now we’ve hired two more!”  Move on!

The other benefit is I could run Flailsnail games in it as well!

The Megadungeon


Not actually my megadugeon, but a cool map. 


I’ve never run a megadungeon (so I’m excited to learn how to run one and try it out).  Barrowmaze comes highly recommended, so I bought it to give it a read through and see what it’s about.  As I’ve gotten older my desire to run gonzo/weird fantasy style shit is ever present (hence Hubris, Barbarians of the Ruined Earth, and Death is the New Pink), so I also nabbed Anomalous Subsurface Environment (my copy should arrive in the mail today- very excited to read this one) to draw inspiration from.

I’ve also been scoping the Rusty Battle Axe’s posts (and helpful collection of links) about megadungeons- part 1 here and part 2 here.  One post I liked in particular was about building the dungeon as needed.  With my busy schedule and constant writing, etc. for DIY RPG Production and RL stuff, this greatly appeals to me.


The Premise and System

My idea is that the dungeon is a living creature (inspired by Guardians of the Galaxy and David Lewis Johnson’s Gathox Vertical Slum).  It stretches across multiverses, snatching creatures, people, objects, etc. that come across its every wiggling tendrils.  In the center of the maze is a huge city, akin to Vornheim, Gathox, or Sigil.  It will be a weird, eccentric place that I can put whatever the hell I want in there (including Dubstep Wizards).  Another boon of having a big city is that I can do an urban crawl if the players want a break from the dungeon- so the ability is there.

I plan to kick off the campaign in a similar vein as the Dungeons and Dragons Animated Series with the players taking on four level 0 humans from Earth that are transported to the dungeon.  I created a occupation list for it.

Each session will be a romp through the dungeon with roughly a week or so taking place since the last one.  All characters will be at full health and ready to go.  When we reach the end of our time together we end with the group “just getting back to the city with no trouble.”  They’ll get XP, level up if need be, divide treasure, carouse if they so desire, and wrap up.  This makes sessions manageable and avoid the aforementioned problems I listed above.

System-wise I’m thinking of mixing a blend of Death is the New Pink/Into the Odd with The Black Hack so that it’s rules-light, quick to roll up a character (oh there will be lots of death) and will allow me to easily roll some flailsnails games.

I’ll post more as I develop everything.

The Dubstep Wizard Class

This idea came to me while shopping…  I tried to keep it as system neutral as possible.  Feel free to have fun with this.

Oh and if you haven’t seen the Key and Peele Dubstep skit (above), I HIGHLY recommend it!

Dubstep Wizard


Dubstep Wizard art by Angie G.

The Dubstep Wizard channels the high energies, pounding bass, and piercing shrieks of Dubstep music to fuel their spells.  Each round the Dubstep Wizard calls upon the power of the bass, causing strange effects to occur and warp the very reality around them.


Dubstep Wizards do not dress in flowing robes like their wizard counterparts, but instead wear skinny jeans, a flannel with some decorative t-shirt underneath, high top shoes, large headphones, and a stylish hat of some sort.


Dubstep Wizards love showmanship, performance, and gathering a crowd.  They are usually very gregarious and love having a good time.  Not one to be stuck up in a dark tower, studying musty old tomes, a Dubstep Wizard is the life of the party!

HP: As Wizard

Saves: As Wizard

Armor and Weapon Proficiency: As Wizard

Attack Bonuses: As Wizard

Damage (Optional Rule): As Wizard

Skills (If applicable): As Wizard, but add performance


Spell Progression: As Wizard.  A Dubstep Wizard learns spells by studying a scroll while listening to their awesome Dubstep beats.  Resolve learning spells in same manner as Wizard studying scrolls/learning from mentor.


Wizard’s Converting to Dubstep Wizards: The awesome bass is addicting and who can blame a wizard for wanting to drop their must old tomes in exchange for some kicking beats.  A wizard can turn their character into a Dubstep Wizard, but are now two levels lower (i.e., a 3rd level Wizard would become a 1st level Dubstep Wizard, etc.).


Dupstep Casting

First round the Dubstep Wizard begins chanting and dancing, they mimic the sound effects of dubstep music with their mouths.  It is off-putting and sounds strange, but the effect is felt by those in the indicated area.  If the Dubstep Wizard continues their Dubstep Casting a second round, the sound of true dubstep begins to overlay with their chanting, filling the ears of those in a 120’ area.  If the Dubstep Wizard continues their Dubstep Casting for a third round, dubstep overpowers the area, its intense beats and synthetic sounds filling everyone’s ears.


To cast any spell the Dubstep Wizard must at least channel the power of dubstep for one round.  They can continue to channel each round, building on the debilitating effects of dubstep.  When a Dubstep Wizard begins Dubstep Casting, they roll a d8 and consult the chart below.  Each round the casting effect builds (up to three).  The Dubstep Wizard can switch to a different effect each round by rolling 1d8 should they desire.  If the Dubstep Wizard channels all three rounds on a single effect, but wishes to using Dubstep Casting, they roll 1d8 again.


When the Dubstep Wizard desires to finally release the energies of their Dubstep Casting and cast the spell, this is called The Drop. When the Dubstep Wizard brings on the Drop another effect happens (consult the chart below).



Dubstep Casting Effects
Roll 1d8 Name Effect
1 Time Jostled Reality shifts slightly, causing all in a 30’ radius to be effected.  Everyone rerolls initiative at the start of the round.  One the second round, the last action prior to the Dubstep Wizard’s reoccurs.  Movement resets to where it began at in the previous action (but only for those involved in that action).  If there was any rolling (i.e., to attack and damage, to see if a spell works, disable a trap, etc.) it is redone.  Damage sustained in the previous action (i.e., from an attack) does not disappear when the reoccurrence happens (that means a person could potentially be attacked twice, healed twice, gain two buffs from a spell, etc.).  On the third round, the last two actions prior to the Dubstep Wizard’s reoccur.


When the Dubstep Wizard does The Drop, time returns to normal.

2 Dizzy Those in a 10’ radius of the Dubstep Wizard must make a Wisdom based save or become loopy form the sonic beats blasting in their eardrums, suffering -2 to all rolls.  On the second round, the sonic vibrations reach targets up to 15’ away become too much.  Targets must succeed a Wisdom based save or suffers-4 (or Disadvantage) to all rolls and stumbles around (movement reduced by half).  On the third round, the epic pulsing beat reaches targets 20’ away.  The pounding bass is too much.  Target’s must make a Wisdom based save (-2 to the roll) or ears bleed and they suffer 1d4+1 damage and suffer -4 (or Disadvantage) to rolls and stumbles around (movement reduced by half).


This effect lasts for 1d4 rounds after the Dubstep Wizard performs The Drop.

3 Mimicry The undulations and hypnotic beats of the Dubstep Wizard are intoxicating.  Targets that are in a 15’ radius of the Dubstep Wizard must succeed a Wisdom based save or begin dancing and chanting identically to the Dubstep Wizard.  On the second round, the radius is increased to 20’ and all suffer -2 to their Wisdom based save.  On the third round, the radius is increased to 30’ and targets become fatigued after the Dubstep Wizard performs The Drop.


This effect ends when the Dubstep Wizard performs The Drop.

4 Gravity Reversal The Dubstep Wizard’s hypnotic dance, gyrating, and rhythmic beats cause the very gravitational forces around them to alter.  Gravitational forces in a 30’ sphere around the Dubstep Wizard becomes less strong, causing targets to half to hop around (like on the moon).  Movement is reduced by half.  On the second round, the sphere is increased to 40’ and things float roughly 10’ above the ground.  Spells function normally, but ranged attacks have a 75% chance of missing and melee attacks have a 50% chance of missing.  To move must have a surface to push off from.  On the third round, the sphere is increased to 60’ and things turn upside down and all targets float to the “top” of the sphere and land and can move and fight as normal (but suffer -2 for being disorientated).


There is no saving throw to avoid this effect.  The Dubstep Wizard is immune to the gravity changes.  This effect lasts until the Dubstep Wizard Drops the Base. If the third result has occurred when the Dubstep Wizard performs The Drop, targets fall from 60’ and suffer falling damage (5d6).

5 Shuffling Feet The Dubstep Wizard gets caught in the flow of the beat and they begin to dance around in circles, their feet moving as if they are being repulsed by magnets.  As the Dubstep Wizard moves, they start to pop and lock, making it harder to hit (granting +2 to AC).  On the second round, the movement becomes faster and even more fluid and unpredictable.  The Dubstep Wizard gains +2 to AC and even if an attack successfully lands, melee attacks have a 20% chance to miss and ranged attacks have a 35% chance to miss.  On the third round, percentage is increased to 35% for melee attacks and 50% for ranged attacks.


This effect lasts for 1d4 rounds after the Dubstep Wizard performs The Drop.

6 Doing the Robot The Dubstep Wizard begins making strange almost computerized sounding noises and begins to pop and lock.  Their skin takes on a metallic sheen and they ignore 1 point of damage from physical attacks.  On the second round, the Dubstep Wizard’s skin becomes metal and they ignore 2 points of damage from all sources.  On the third round, the Dubstep Wizard gains Resistance (half damage) from all sources.


This lasts for a number of rounds equal to the Dubstep Wizard’s level after they perform The Drop.

7 Sonic Harm The intensity and fury of Dubstep permeates the beats of the Dubstep Wizard.  They channel that energy into one target.  The chosen target is blasted by the sonic energy, being thrown to the ground (prone) and suffering 1d6 damage (Constitution based save for half damage).  On the second round, the chosen target is lifted from the ground and torn up by sonic vibrations, suffering 1d6 damage per round for 1d4 rounds (Constitution based save for half damage).  On the third round, the Dubstep Wizard can choose a second target to be effected by Sonic Harm at the second round effect (Constitution based save for half damage).  If there are no other targets, the first target is blasted with an additional 1d6 damage (Constitution based save for half damage).


When the Dubstep Wizard performs The Drop, affected targets suffer an additional 1d6 damage.

8 Physical Warping The powers of Dubstep physically alter those who listen.  Targets in a 30’ radius must succeed a Constitution based save to avoid these effects (this is each round of chanting).  On the first round the fingers of the effected begin to stretch in time with the pulsing beat, making it difficult to hold items or perform delicate tasks.  Attacks suffer -2 and doing things like pick pocketing or picking a lock are impossible.  On the second round the eyes of the affected begin shifting up and down, side to side, and blinking alternatively with the beat.  This is very distracting, causing all targets to suffer -4 (or Disadvantage) to all notice or spot checks and -4 to attacks.  On the third round the skin covers the eyes and mouth of the affected targets.  Attacks are hindered (with -4 or Disadvantage) and they cannot shout warnings or cast spells.


This effect lasts 1d4 rounds after the Dubstep Wizard performs The Drop.


The Drop

The energies of Dubstep are not to be trifled with… their very intensity ensnares the senses, hiccups time, and warps the physical world.  When a Dubstep Wizard releases the energies of Dubstep to cast their spell, this is called The Drop.


When the Dubstep Wizard performs The Drop, a deep baseline fills the ears of all in the affected area, the spell goes off per normal rules and the Dubstep Wizard rolls on the chart below.



The Drop Table
Roll 1d6 Name Effect
1 Ground Break The ground underneath the Dubstep Wizard in a 30’ becomes superheated and cracks, breaks, and becomes rumble.  Dust flies all around, covering all in the area.  Movement in the area is reduced by half.
2 Sonic Scream The Dubstep Wizard lets out a reverberating, high pitched shriek, their eyes turn black and blood leaks from their nose.  Targets in a 30’ radius must make a Constitution based save or be deafened for 1d4 rounds.
3 Reality Splinter The Dubstep Wizard moves their hands around in time with the beat.  The moment The Drop occurs the Dubstep Wizard opens their hands in time with the base, as though they are dropping a microphone.  Reality shatters as though it is made of glass.  All in a 60’ area are absorbed in darkness and have visions of falling through nothingness.  The effect lasts for 1 round (these figures disappear from combat).  On the next round all return, but are in different locations than when they started.  All must roll a Wisdom based save or be disorientated, suffering -2 to all rolls until they make a successful save.
4 Epicness The Dubstep Wizard is not to be trifled with.  They impress all those around them, in spite of themselves.  The Dubstep Wizard gains +4 (or Advantage) to one roll in the next 24 hours.  The Dubstep Wizard can only have one level of epicness saved.  If they have not used the roll and this effect is rolled again, it does not stack.
5 Aweness The Dubstep Wizard glows with a bright electric halo, inspiring awe in all those around him.  The Dubstep Wizard gains +4 to Charisma and enemies must make a Wisdom based save to attack them (a GM can rule that powerful/epic enemies are immune to this effect).  This effect lasts for 1 hour.
6 Dance-o-matic Like Mimicry, the fevered intensity of Dubstep is too much for those in a 60’ area.  When the Dubstep Wizard performs the Drop, a flash mob is created.  All targets begin to dance (-2 Wisdom based save to resist) and move about in epic, crazed unison (including the Dubstep Wizard as the lead- they must participate).


This lasts for 1d4 minutes.  At the end targets in the area must succeed a Constitution based save or become fatigued.

7 Energize The Dubstep Wizard invigorates all allies in the affected Dubstep Casting radius with vigor.  Allies in the area regain 1d4/every odd Dubstep Wizard level in Hit Points.  Additionally, allies roll a 1d6.  If the result is even, they gain +4 (Advantage) on their next roll.
8 Mutation The crazy beats of Dubstep have taken a toll on the Dubstep Wizard.  They must succeed on a Constitution based save or gain a mutation (choose from favorite source).  If the save succeeds the Dubstep Wizard is fatigued.






Real World Occupations for DCC

I plan to start running a megadungeon in the near future that is inspired by Dungeons and Dragons the Animated Series.  I knew I wanted the first session to be a funnel and have the real world “characters” have to figure out the horror that they are encountering and attempt to survive…


big customer service team

Let’s go on a team building exercise!  We can camp in those creepy woods!  What’s the worst that can happen?


Photo 5


Really Real World Occupations
Roll 1d100 Occupation Trained Weapon Trade Good
1 Academic1 Heavy text book (as club) Item that makes sense for rolled academic
2 Accountant Expensive golden pen (as dagger/knife) Hand calculator and money clip
3 Actor Award trophy (as club) Current screenplay and a copy of Stanislavski’s “An Actor Prepares”
4 Animal Trainer Taser (as sling) Yipping poodle, dog food, carrying bag, and whistle
5 Antique Dealer Bust of Beethoven (as club) History of furniture book, jug of wood polish
6 Artist2 Item that makes sense for rolled artist Item that makes sense for rolled artist
7 Athlete3 Item that makes sense for rolled athlete Item that makes sense for rolled athlete
8 Baker Rolling pin (as club) Christmas cookie cutters and mixing bowl
9 Barista Thick metal carafe (as club) 5 lb bag of dark coffee, can of non-dairy creamer
10 Bartender Knife (as dagger) Flask full of whisky, two books of matches
11 Bee Keeper Walking stick (as staff) Three jars of honey
12 Brewer Heavy mug (as club) Three growlers of beer
13 Butcher Cleaver (as axe) Thick leather apron (+1 AC)
14 Butler Leather hardback limited edition of War and Peace (as club) Tanning mirror
15 Carpenter Hammer (as club) Level and dust mask
16 Casino Dealer Brass knuckles Deck of cards and 1d100 extra dollars
17 Chef Tenderizing mallet (as club) Rack of 50 spices and recipe book
18 Clockmaker Screwdriver (as knife) Baggie of sprockets, gears, and cogs
19 College Student4 Large text book (as club) Item that makes sense for rolled student
20 Con Artist Small pistol (1d6 damage) 10 bullets, “snake oil”- make up what the next big thing is
21 Conservationist5 Survival knife and walking stick (as club) Book on history of rolled environment and challenges it faces.  All weather bedroll.
22 Construction Worker Battery operated nail gun (as sling) 100 nails, hard hat and utility belt
23 Corrections Officer Standard pistol (1d6 damage) 25 bullets, handcuffs and flashlight
24 Criminal Element6 Pistol (1d6 damage) and brass knuckles Item that makes sense for rolled criminal
25 Cyclist Old bike chain (as flail) Bicycle and helmet
26 Deep Sea Diver Harpoon gun (as bow) Diving mask, snorkel, and flippers
27 Dietician Walking stick (as staff) 10 days’ worth of healthy snacks and water packets
28 Delivery Driver Baseball bat (as club) Trucker hat and traveling dog
29 Demolitions Expert Hammer  (as club) Blasting caps, spool of copper wire
30 Dentist Scalpel (as knife) Pliers and small tin filled with teeth
31 Distiller Three small cutting knives (as dart) Bottle of strong alcohol, lighter, pack of smokes
32 Dog Walker Thick leash (as whip) Medium-sized dog
33 Doorperson Doorstop (as knife) Ball of string, whistle
34 Drag Racer Switch blade (as knife) Racing helmet, Thick leather jacket (+1 AC)
35 Electrician Utility Knife (as knife) Tool belt with pliers, hammer, and wrench
36 Emergency Medical Technician Scalpel (as knife) First aid kit (two uses- restores 1d4 HP)
37 Exterminator Crowbar (as club) Canister of toxic gas and sprayer
38 Farmer Pitchfork Pack of seeds and a hen
39 Fireman Fire axe (two-handed) Fire hat and protective suit (ignore 1 point of fire damage)
40 Fisherman Butchering knife Fishing pole and three fish hooks
41 Florist Large scissors (as knife) Glass vase and bouquet of fake flowers
42 Fry Cook Frying pan (as club) Can of cooking oil, bottle of ketchup and mustard
43 Gem Cutter Chisel (as knife) Fine gem
44 Golf Caddy 1d4 Golf clubs (as club) Caddy cart and 10 golf balls
45 Grocery Store Checker Pocket knife Backpack, box of granola bars
46 Health Inspector Heavy briefcase (as two-handed club) Clip board with notes
47 Herbalist Trowel (as knife) Packet of chamomile and packet of sage
48 High School Student4 Large text book (as club) Item that makes sense for rolled student
49 Hiker Staff Backpack, 1d4 MREs, 1 canteen
50 Home Décor Designer Rubber mallet (as club) Book of wall paper and carpet samples and measuring tape
51 Housekeeper Thick scrubbing brush with wrist-tie handle (as flail) Cleaning uniform and bottle of disinfectant
52 Hunter Hunting rifle (1d8 damage) 50 bullets, bear spray
53 IT Specialist Limited Edition “Rambo” knife Laptop with loads of porn
54 Judge Gavel (as club) Book of history of the French Revolution, impressive black “JUDGE” robes
55 Lab Tech 2d4+1 samples of gross stuff (random effects) Large clump of dry ice, small cooler
56 Lawyer Cane (as club) Lighter, fancy watch, and designer suit
57 Leatherworker Large tongs (as club) Leather armor made for Ren Fair (+2 AC)
58 Loan Shark Brass knuckles 1d100 + 20 dollars and a flashy cell phone
59 Mason Pointing trowel (as knife) Bag of 1d6 artisan crafted bricks
60 Mechanic Large monkey wrench (as club) Spark plugs, liter of 40W motor oil
61 Medium Ceremonial blade Book of spiritual signs and book of current year’s horoscopes
62 Metal Worker Thick metal tongs (as club) Large chunk of metal
63 Meteorologist Rock collection (10 rocks- as sling) A collection of “moon” rocks and “Forecasting Weather for Dummies”
64 Military Personnel Assault rifle (1d10 damage) 50 bullets, army fatigues
65 Model Small pistol (1d4 damage) 8 bullets, super sexy outfit, fancy shoes
66 Mortician Hacksaw (as knife) Embalming fluid sample, measuring tape, blood-resistant apron
67 Motel Clerk Shotgun (1d8 damage) 6 shots, book of strange occurrences across USA, flask with vodka
68 Musician7 Knife Musical instrument of rolled musician
69 Optician Iron (as club) Great pair of designer glasses, traveling eye exam kit
70 Performer8 Item that makes sense for rolled performer Item that makes sense for rolled performer
71 Photographer Tripod (as club) Camera and camera bag
72 Physician Expensive stethoscope (as garrote- 1d4 damage) Pain killers and booze
73 Pilot Flare gun (4 shots, 1d4 damage) Aviator sunglasses, pilots cap
74 Plumber Large monkey wrench (as club) Galoshes and water-resistant pants
75 Police Officer Pistol (1d6 damage) Handcuffs and badge
76 Post Person (Mail) Taser (as sling) Binder of undelivered love letters
77 Private Investigator Revolver (1d6 damage) Cool trench coat, pack of smokes, lighter
78 Psychologist Briefcase (as club) Hawaiian shirt and swimming trunks
79 Radio DJ Book of cds (1d100 cds- as sling) Headphones and old discman
80 Registered Nurse Taser (as sling) First aid kit (two uses- restores 1d4 HP)
81 Religious Leader/Occultist Silver dagger Religious symbol and holy book
82 Restaurant Owner Pizza cutter (as knife) 1d100 dollars golden ring with tiny diamonds
83 Sailor Butcher hook (as knife) Compass and HAM
84 Salesperson Heavy, large sales catalog (as club) Large suitcase with fine jewelry
85 Salvager Shotgun (1d8 damage) Map to location of lost WWII plane, compass
86 Secretary Letter opener (as knife) Fun summer clothing, nice watch
87 Security Guard Collapsible baton Pepper spray
88 Singer9 Knife 3d20 dollars and a book of new songs based on rolled genre
89 Social Worker Keychain self-defense weapon (1d4 damage) Professional clothing, comfortable shoes
90 Store Stocker Canvas bag filled with canned goods (as club) 10+1d10 canned goods and a roll of quarters ($10- for laundry)
91 Tailor Scissors (as knife) Sewing kit, 3 sets of clothing
92 Teacher10 Collapsible baton Text book on rolled subject and a stress ball
93 Train Conductor Crudgel Pocket watch and whistle
94 Treasure Hunter Pistol (1d6 damage) 25 bullets and tent and map
95 Tree Trimmer Pruning sheers (as knife) Book on tree identification and cultivation
96 Vagrant Swiss Army knife Candy bar,
97 Valet Keychain self-defense weapon (1d4 damage) Nice cell phone, designer sneakers
98 Veterinarian Scalpel (as knife) Pain killers, medium sized dog
99 Waiter Taser (as sling) Nice clothing and fanny pack
100 Writer11 Bottle of booze (as club) Laptop and carrying case


  • Academic (roll 1d8): 1) Biologist; 2) Chemist; 3) Physicist; 4) Philosophy; 5) Mythology/theology; 6) Historian; 7) Political science; 8) Geology
  • Artist (roll 1d6): 1) Jeweler; 2) Potter; 3) Painter; 4) Sculpture; 5) Illustrator; 6) Architecture
  • Athlete (roll 1d8): 1) Mountain Climbing; 2) Boxing; 3) Wrestling; 4) Track and Field; 5) Hockey; 6) Football; 7) Baseball; 8) Basketball
  • College/High School StudentMain area of study/interest– (roll 1d10): 1) Drama; 2) History; 3) Mathematics; 4) Political Science; 5) Culinary Arts; 7) Being Popular; 8) Computers; Chemistry; 9) Astronomy; 10) Band/Choir
  • Conservationisttype of environment interested in– (roll 1d8): 1) Wetlands; 2) Farmlands; 3) Desert; 4) Arctic; 5) Forests; 6) Tundra; 7) Ocean; 8) Prairie
  • Criminal Element (roll 1d8): 1) Thug; 2) Gangbanger; 3) Debt Collector; 4) Body Guard; 5) Fence; 6) Counterfeiter; 7) Information Extractor; 8) Prostitute
  • Musician (roll 1d8): 1) Guitar; 2) Drums; 3) Tuba; 4) Trumpet; 5) Bass; 6) Flute; 7) Clarinet; 8) Cow Bell
  • Performer (roll 1d8): 1) Spoken Word; 2) Mime; 3) Puppetry; 4) Freak Show; 5) Dancer (i.e., jazz/tap, ballet, swing, break, interpretive, stripper, etc.); 6) Magician; 7) Juggler; 8) Hula Hooper
  • Singer (roll 1d8): 1) Country; 2) Jazz; 3) Rock; 4) Metal; 5) Rap; 6) Pop; 7) New Wave; 8) Lounge singer
  • Teacher (roll 1d8): 1) English; 2) History; 3) Social Studies; 4) Mathematics; 5) Earth Science; 6) Physical Education; 7) Band; 8) Cooking and Home Economics
  • Writer (roll 1d8): 1) Horror; 2) Poetry; 3) Plays; 4) Fantasy/Sci-Fi; 5) Reference Manuals; 6) Children’s Books; 7) Mysteries; 8) Magazine Editorials/Journalist
Photo 6

Only the most badass survive and make it to 1st level!