Monday, October 13, 2014

Sandboxing is harrowing...and rewarding!

In the spirit of full disclosure, since I alluded to it in the last episode:

I did it! I stepped outside of my comfort zone and happy self-contained module boundaries and friggin' sandboxed a game. First. Time. Ever.

I've been enjoying creating little tidbits here and there to tie things together. I mean, let's face it; for campaign play, even when strictly running modules, you still have to connect them somehow. Whether it's taking the party straight from Sailors to an ocean-faring adventure, or stringing together a bunch of land-locked escapades, the storyline needs to contain a cohesive part or three that give the players a sense of continuity -- and a desire to build upon it.

But it almost becomes a new game – with new rules for the Judge – when you take away the tried-and-tested module and replace the meat of the session with something that comes from your own brain. Even drawing inspiration from other sources, you’re not using a script or plot that’s been penned by noteworthy authors and fully playtested. There is no telling where the story will go, because you’re also giving the players a chance to fully participate in the “cooperative storytelling” I so love to tout at my table.

I’m not saying any of these things are bad. I’m just illustrating that, as far as my self-confidence went? All bets were off.

It’s no secret that the weeks leading up to this was full of nail-biting and nerves. (C’mon, you can’t tell me none of you got nervous the first time you started your own game, whether you were 12 or 40!) +DougKovacs kindly nudged me toward using an idea I’d come across that really strikes a chord with me: “You can draw from anything, but it should mainly be of interest to you.” Well, of course. I need it to be something I’m passionate about, rather than a blasé, “Sure, you can explore that. Why not?” I’d much rather smile and respond, “I’d love it if you’d check that out.” Not only will it ring true, it’ll unnerve the table – and if you’re not trying to elicit a response from players, why bother Judging? While I won’t reveal the root of my inspiration here or on Spellburn (I don’t want to spoil anything for my current or potential players), I’ve already touched on in the past. Why not make it the official underlying plotline?

I started by making a list of the recurring characters and recalling the histories and goals that they’ve been playing up, then the events they’ve already set into motion and current party issues (e.g., a petrified pseudodragon familiar). I then sat down to come up with some intertwined quests that will solve some of the PC’s current and projected problems, fleshed out some NPCs who will be recurring, cobbled together a combination of critters for encounters, and devised a couple potential adventure directions. The prep time for this game session was comparable with the last, and to be perfectly honest, I’m still working on the path(s) they’ll take. But the Muse is thriving on it.

A wise bit of Kovacs advice: “When your imagination embraces a concept your players will follow and eat up anything you present to them.” Boy, did they – especially the ones who’ve been with me since the early days. The morsels of campaign history that were disseminated (“You find [this item], and it looks oddly familiar”) were pounced upon (“I make sure my gloves are on and wrap up [the item]”). The only constructive criticism I would give my table is this: When given the chance to choose a direction, you gotta tell me which way you want to go. They’ve gotten very used to me having a set game plan, and the offer of something that didn’t involve a railroaded plot stymied them at first.

For the encounters, I pulled a monster out of the core book that I’ve wanted to use for over a year. Based on the sheer number of PCs, I doubled the recommended HD – and then a handful of the PCs declared they were going to try to circumvent the combat altogether, which earned the players dirty looks from the ones involved in the fighting. {Phew, dodged that one.} The combat took over an hour, but the players were still enthusiastic and involved. There were a couple of other one-on-one encounters that others could jump in on, and I’d been on the fence about the third big group of monsters. At the very last minute, I turned them into captives that needed rescued, and it was amazing to watch the expressions around the table – I surprised everyone with that decision, including myself, and it made for some great role-play and solidified the group’s mission for the next game. Interestingly, their new focus takes them completely away from one of the adventures I’d prepped. So be it.

However, there are still a number of choices they could make during the course of the next session, so I will be prepping at least two directions/paths, as I loathe the idea of being caught flat-footed. I’ll improv as multiple NPCs for as long as it takes, but I’m simply not comfortable with the idea of coming up with encounters & stats on the fly. I don’t know if I’ll ever be comfortable with scrawling “maps” either, but the group has been very patient and forgiving.

The Acolyte is taking baby-steps…be gentle.



{…2014 Worlds Tour/Road Crew session #14 report to follow.}

Sunday, October 12, 2014

The Debut of a Boon


The Carnifex was released a while back. After the party fought on her behalf, she handed out a couple of small favors. Wilber received a small doll. Using Prayers of the Forgotten as inspiration, I made it an official relic. The boon was used for the first time in today's adventure, and the "heartfelt declaration of devotion" was nothing less than I'd expected to come from the insane halfling who thinks he's married to her now.

Thursday, October 2, 2014

Back in session!

The opening of another FLGS in our area has spurred me into action. I've been all kinds of productive for my Road Crew game, which reconvened last Sunday:

  • tallied treasure & XP totals for the regular/returning PCs
  • assembled the campaign's modules & notes into one cohesive binder for reference at the table
  • created magic swords to reflect daggers that were commissioned for production...and a couple others to have on deck
  • crafted info cards/sheets for complex magic items in play
  • statted an artifact the Carnifex gave out at the end of the last game (see here for Muse info)
  • statted a dragon
  • started notes for the next game**

If you haven't already done so, I highly recommend you create a magic sword using the advanced magic rules in the Judge's section of The Tome. I found it to be both eductional and inspiring. (For more advanced magic tidbits, check out Episode #30 of Spellburn! ...Don't tell me you didn't see that coming.)

And no, I'm not burying the lead here. They haven't come across a dragon (yet), but the assembly is a bit time-consuming and it's not something I can just pull together while they wait. That, too, was educational...and a bit scary.

**Possibly the most frightening part of all: I'm considering stepping outside of a module for our next session. That's right:

I. MIGHT. SANDBOX. 


...It's terrifyingly exciting.


The 13th Skull ~ 09.28.14

Finally getting the band back together after a three-month hiatus... My 13th game on the 2014 Worlds Tour Road Crew, and I couldn’t tell you how many 13’s were rolled/scored today.

Cast: 
Woodrow: Barber/0
Rielle: Halfling Gypsy/0
Oak the Woodcutter: Warrior/1
Toad: Thief/3
Eridan: Wizard/3
Bop Dogwood: Cleric/1
James (“Captain Bloodbeard”): Warrior/4
Krum: Dwarf/1
Bjorn Berber: Dwarf/4

The group has been able to reconvene after being “accidentally” split into two different directions thanks to the drunken Magmar the Lucky. Magmar and Remus (cleric, previously seen in Jewels of the Carnifex) have both had time to heal from the resulting confrontation about being given the wrong map – possibly twice.

No large sums of loot were brought back from either expedition, but there is a bit of buying & selling to be had, and Eridan and Toad are able to pick up the daggers they’d commissioned from the local apothecary and his brother (made of Odontotyrannus teeth and an obscene amount of emerald shards). Terezi (thief) promptly takes the Avenger of Candara from Eridan - the alignment was all wrong for the chaotic wizard. Toad was pleased with the Seer of Coryx, as its driving goal of freeing prisoners hit close to home (himself being a former slave). Wilber (insane halfling) was happy to loan Bop a bit of gold to armor the first new cleric of the Carnifex. (Tied to Her as Wilber believes he is, She would be upset if something happened Her shiny new cleric and he’d not done anything to help prevent it).

True to stereotypes, the dwarves are holding down the bar at the usual pub (creating supply and demand, and all that) while everyone took care of their errands. The noises from the street outside swell, gaining their attention for just a moment before Bjorn and Krum go back to drinking. Those outside see the makeshift scaffolding that’s been erected in the square, and Duke Magnussen watching from his balcony. The peasant awaiting execution has had a burlap sack tied over his head. The axe swings. Instead of dropping into the basket, the head rolls off the scaffold into the crowd, the burlap falling off to reveal the duke’s face! The crowd gasps as one, and the executioner rips off his hood to reveal a skull where his head should be – a brilliant silver skull! Before the duke’s men-at-arms can ready an arrow, the sun is blotted out by a giant flying creature that swoops down and clutches the duke’s daughter with one claw, and grabs the silver skull in the other. In a fit of fury and fear, Duke Magnussen cries that he will grant “a fortune” to whomever returns his daughter safely. The townsfolk erupt into chatter, tidbits of local legend reaching different ears.

The lure of money is all this group needs, and Woodrow skips them ahead of everyone else in line for a private audience with the duke with his position as the royal barber. Confirming very little, the duke does concede to have his men lead the group to the Magnussen family crypt, housed beneath his keep. Woodrow’s desire for job security confirms this will be the party’s immediate concern.

Reaching a very dark hallway, the guards leave them to their own devices. Adventuring gear is brought out and they proceed as if this is all “old hat” to them. Toad “unlocks” the door into the crypt, and doesn’t tell anyone else about the vision he is given (so nobody is aware of the penalty borne by all who enter without being in possession of the Magnussen family crest in some fashion). Woodrow saunters in first, unknowingly sealing his own fate.

The crypt stretches out before them, with 13 coffins along one side and uncovered skeletal remains jumbled into shelves on the opposite wall. Eridan and Bop immediately start out for the furthest coffin, while Toad wastes no time using a prybar on the stone lid of coffin #1. The remains of the body of Duke Magnussen I are held within a rotted royal robe and are intact save for a missing skull. Toad scoops out anything that glints in Oak’s torchlight, failing to hide his actions from the other four watching him. “Just in case this is the body the silver skull came from,” Bjorn leans in and pummels the skeleton into dust so he can’t rise again. About this time, Rielle and James notice some of the shadows within the crypt behaving oddly: It’s normal for there to be multiple shadows for each person, given multiple light sources, but shouldn’t the shadows follow the forms that cause them? The unnatural beings are immediately set upon but don’t seem to be affected by half of the party’s weaponry. Bop attempts to turn them, but fails (for the first of many times today). Meanwhile, Toad sets to the task of uncovering the second coffin (failing time and time again), and it takes him being sapped of a point of Strength to turn his attention to the shadows. Lanterns are trained on them and they flee, and James dispells 3 of the 4 with Mythender., but not before half the part takes stat damage. Eridan and Bop decide to rejoin the group, and they go about systematically searching (and sacking) each coffin. The skulls of the prior 12 dukes are missing, as well as different body parts: a leg here, a spine there, a pelvis missing from that one, and – most disturbing to Bjorn – the upper and lower halves of a rib cage have been removed, from separate coffins. Rielle predicts the results early on, and fairly bounces with glee when the 13th coffin proves not only to be empty, but to contain a hidden set of steps into a passage below. She and Oak lead the way…

Toad hangs back to investigate the large stone door at this far end of the crypt. He can’t discern a trap, so he pushes – and just barely makes his Reflex save to avoid being crushed by the granite slab that falls onto the threshold from overhead. He sees a pair of crossed halberds in front of another large stone door, with shields on either side. He’s unable to find evidence of another trap; perplexed by this, he moves to catch up with the rest of the party.

The narrow stairs wind down into an immense cavern, where an underground river rushes out of the cliff face to the north. There is a massive pillar in the middle of this river, leaning precariously, but their first concern is the circular arrangement of skulls with a full set of mismatched remains in the center. Of the 13 concave places for skulls, only 12 are filled, the silver skull nowhere to be seen. Bjorn warns the party away, enters the circle, and slams Thunderblade against the ground. All but 3 skulls are turned into piles of dust.

Rielle and Oak explore closer to the exiting waterfall, trying to get a better view of the cavern wall on the other side of the river. A doorway of sorts on the other side sets them to finding a way across the river. Oak figures it’s about five feet deep, give or take, and he and Bjorn devise a method of tying an iron spike to the end of a rope and looping it around the giant pillar in the middle, then tying another rope to the first person to cross (only 5-6 feet of the pass would be unassisted). The current is strong, but Rielle hops up on top of the secured line, walking it like a tightrope, and leaps across to the other side with downright flair (nat 20). The dwarves have a bit of a rough time – with the water being over their heads – but their reflexes and James’s prowess got them all the way over.

Once on the other side, James starts investigating this point in the river before the pillar, where a five-foot-wide “hole” seems to defy the gravity of the water. A little yellow steam emits from it, and he looses an arrow into the hole, prompting the expulsion of three worm-slug-like things with hands for feet, heading right for them. Bjorn’s battle cry of, “I’ve never killed one of these before!” precedes one’s death. James deals with another swiftly. Oak and Woodrow do their best, but their weapons seem oddly ineffectual – then Eridan, of all people, rushes in with his wizard staff and cleans up the mess, earning a whole new respect from the dwarves.

The pile of corpses nearby is poked at, but the smell makes Eridan recoil and the group turns as one toward the entrance to a shiny room, walls being made from hammered brass. Inside stands a pedestal with a book made of metal plates, seemingly guarded by two statues of armored men. Eridan discerns that this is a Book of Planes. The image currently displayed shows the room they are standing in. Much deliberation and arguing ensues, and Bjorn finally reaches over and flips forward in the book by two heavy pages. Suddenly they find themselves standing on a sandy beach. The book, pedestal, and one guard remain with them – but the guard now seems to be made of solid water. The nightmarish creatures shown on the page do not have time to materialize, before Rielle decisively turns back one of the plates.

The hellish scene takes them by surprise, and none have time to react before the spindly coal-made demon shoots out a shower of barbs – killing the girl tied helpless inside the pentagram. Rielle, ever the lucky one, dodges…but Woodrow was not so lucky. Toad rushes for the bound girl, as she is clearly worth more money than his fallen comrade. Eridan uses the Wand of Force to create a shield for him. James activates the flaming blade on Mythender (burning 3pts of Luck) and wallops the demon. Bjorn jumps in to try for another creature he hasn’t killed yet, aiming to disarm the wicked-looking athame (burning 2pts of Luck). Everything happens so fast; before they can draw a breath of relief, everyone starts feeling the oppressive and sweltering atmosphere and takes damage from heat exhaustion.

James sweeps up the dropped dagger, Toad scoops up the duke’s daughter, and they waste no time in turning the Book of Planes back to the hammered bronze room’s page. Realizing this mission is worth nothing unless the girl is alive, Bop appeals to his goddess, the Carnifex, pleading that this is not the death she deserves, and rolls a Nat 20 for Divine Aid. (This brings his disapproval range to 13.) Allendre sputters and comes to, weakly, and James offers her one of his last healing potions. She is (blissfully) oblivious to anything that has transpired, and knows nothing of the silver skull or family curse. The group guides her protectively back across the river, using the previously-rigged rope, and up the secret stairway and through the crypt – “Oh no! My lady, someone must’ve robbed your family’s remains!” – and back to the guards standing by the connecting tunnel to the keep.

Once again in the duke’s audience, a brief account is given. Duke Magnussen is told of the hole [pit] in the river below, and even of the shiny room. He is also apprised, somewhat tangentally, of the Carnifex’s return to the people of Great Bell. As Bop’s luck would have it (Nat 1) the duke recalls the legends of yore, and he is willing to assist in reinstating Her name and position among the people. Excavation shall begin on the collapsed ruins immediately.

Now, the duke is ever so grateful for the return of his daughter, but he expresses concern about the silver skull. Learning that it has not been destroyed does not make for a happy duke, and he declares the mission as yet incomplete – for how can Allendre be safe with that thing still out there? He agrees to put them up for the night but orders that all exterior walls are off-limits to everyone, especially his little girl, in case that flying thing comes back. The evening is uneventful…a welcome change for everyone, since there was a bit of RL drama at the FLGS right about then.

…Once more into the breach – but this time with a level-1 halfling!

Everything looks pretty much undisturbed since yesterday’s visit, if a mess from their own deeds. They beeline for the chamber beyond the granite slab trap that Toad discovered, and stare indecisively at the crossed halberds guarding the next door. Finally, Oak reaches for the handle on the door, and as expected, the halberds jump to life. Unexpectedly, the shields leap from their mounts on either side and act to block the party’s attacks. Eridan casts flaming hands and damages one of the halberds – and immediately takes nearly the same damage from its retaliatory swing. Oak and Bjorn converge on that animated weapon. Rielle decides she’s squishy, and hides behind a stone chair behind the action, cheering everyone on. Bop, Krum, and James leap into the fray, dispatching one of the animated weapons. In response, the other halberd leaps at him with a blow hard enough to knock out five of his teeth. Oak roars and swings hard enough to turn the remaining halberd’s handle into sawdust (crit answered with crit).

As the silence settles, Bjorn sets to examining the huge stone door, and realizes it’s been mortared shut. He channels his dead brother, Borg (the blacksmith), and chips away at the edges until a good kick can nudge it open. Good thing he didn’t push, or put his back into it, for there is a fifteen-foot gap between the mourner’s chamber and the top of a round pillar…it seems to be listing a bit to one side, much like the one they ignored in the cavern yesterday…and yep, all the way down there is that river they just dealt with. Most importantly, there’s the silver skull. It sits motionless in the center of a white circle. A couple flickers of light emit from its sockets, but this is nothing like the lights that Wilber’s best skull, Vinnie, gives off. The idea of knocking the skull off the pillar and into the river (or the pit) doesn’t even occur to the party. Instead, James grabs the trusty rope and ties it to a crossbow bolt. He nails the shot, impaling the skull, and is lucky enough to not disturb the white circle surrounding it. As the strong menfolk pull to retrieve the skull, it flickers twice more, and Bop, Oak, and Bjorn are caught in a chain of lightning for a whole new sort of pain. (James manages to dodge, with the aid of Rielle’s good luck.) Bop is lucky enough to send a “hop” through the rope to the skull to get it over the white line without breaking the circle, and they haul it to their feet. In a mighty sundering action, James smashes the skull for far more damage than it can handle, and they gingerly pick up the few remaining identifiable pieces so they can bring the proof to Duke Magnussen.

Negotiations don’t go so well after the fact. They managed to cajole a proper burial for Woodrow, but a “fortune,” to the duke’s mind, was what a normal bearer of each profession can retire on. Luckily, the duke doesn’t do his own shopping, so he isn’t likely to notice his family’s heirloom gems recirculating on the market…




Credits:
The 13th Skull - Joseph Goodman / Goodman Games













Post-adventure math: Rielle: +15 XP, +1 Luck
Bjorn: +16XP
Eridan: +15 XP
Toad: +16 XP, +1 Luck
James: +15 XP, +1 Luck
Bop Dogwood: +20 XP
Oak: +15 XP
Krum: +15 XP

PARTY LOOT:  75 GP/ea from crypt jewels + coinage as per starting treasure

Tuesday, September 30, 2014

The Red Pen has been whetted...for now

I suffer from a condition called perfectionism. You may have heard of it, particularly if you are one of my kindred souls who cringe when you come across a typo while reading. It's even more infuriating if that error could've been easily addressed by someone merely reading the material before it's published, vs. scanning for errors -- or worse, relying on certain word processing software to find spelling errors when it's a case of to/too/two or the like.

I also suffer from pride...that is, as a member of this fine gaming community, I am inherently proud of every DCC RPG-related product that hits the shelf. This makes the first condition all the more pronounced. {Caveat: This is just the way my brain is wired.} When asked, I am more than happy to give something a once-over before it hits the printer. In these cases, the Red Pen of Doom is being used for good instead of evil! And, hey, what better time to jump into some proofreading/editing, than when my game is on hiatus?


The first project I was honored to be a part of in this "official" capacity was "Prayers of the Forgotten," the second release from Stormlord Publishing (Carl Bussler, helmsman). Many of you will recognize Mr. Bussler as the one who recently put out the zine/digest-sized funnel, "Well of Souls".

This puppy is available in digest-size print and PDF. No fancy edges on this one, but don't mistake the lack of frill for a lack of content. You'll find everything you need for creating Boons and Relics, as well as three ready-to-play encounters. I must say, the timing on this one could not have been more perfect. I'd been dreading fleshing out the aftermath of my players released the Carnifex and returning her to power, and this little sourcebook was exactly what my Muse needed to take off.


Just a week later, I took up the next project: "Stronghold of the Wood Giant Shaman," the third DCC RPG-compatible publication from Thick Skull Adventures (spearheaded by Stephen Newton). If you're expecting a follow-up to "Attack of the Frawgs!" or "The Haunting of Larvik Island," you have to sit tight: This ain't it. But it is a fantastic homage to a particular module of yore. It is obvious that a lot of thought and effort went into composing it in a manner that is both respectful to the original source of inspriration and evocative of the flavor that makes DCC so special. It clocks in at nearly 30 pages, and the maps were done by my podcast brother, +Jeffrey Tadlock. With all this in addition to appendices detailing new magic, new monsters, and even an entirely new Crit Table, what's not to like? I can't wait to run this...without warning, of course.

Side note: I think we should all bug Stephen to get more of these cool shirts made! I could probably get away with this logo 7 days a week. =)

I totally blame +Dak Ultimak for giving me the editing bug. I'm loving it. Can't wait to tackle the next projects from both of these fine gentlemen!

Saturday, August 30, 2014

Sezrekan says: Suck it up, princess.

This summer has been quite the funnel.

Harbingers of doom and elation:
-Interstate DCC RPG Road Crew. / +2 hirelings
-FLGS closed. / -4 turnip farmers / +14 sad faces
-OMG GEN CON!!!11!!! / +1 billionty faces put to names / +18 friends / -4 bards / -1 voice
-Commit to playtesting without having a group in play. / +2 Chutzpah
-New FLGS, roughly the same distance from home. / +1 Luck
-Next DCC game is officially scheduled...nearly 4 months after the last game. / -3 Confidence

Okay, so I haven't posted since the first two items. Which is silly, when I think about it, since it is still easier at this point to type than to talk! (Evidence: Spellburn episode 28.) It's been nearly 2 weeks since we left Indianapolis, where we were singing, talking, yelling, hawking, and gaming - in that order - for 5 days straight (and, on my end, forgetting to eat for two of those days). I still feel rough around the edges. Con lag?

Gen Con reviews have been done. I'll let them lie as is, particularly with the latest Spellburn episode already hitting the web {because +Jim Wampler is amazing}. The best blog recap I've seen is this piece from +Edgar Johnson.

That said, there are a few tidbits I didn't prattle on about with the Judges J earlier...

Rather than prowling for gaming and chance interactions, this year it seemed that I was on the periphery of everyone else's awesome experiences. I was fortunate enough to witness some of the happiest (and even most personal) moments of some people's con. I found myself content to stand back and watch other people having a great time - not because I was spent (although the lack of food may have had some effect, in retrospect) - but because I needed to witness the glory that was 30-40 DCC RPG fans crammed together and interconnected in play while spread across 5 tables, whether they realized it at the time or not. I was in the right place at the right time to assist with the 3PP sales, thus being thrown into the instant camaraderie within the Goodman Games booth.

Truth be told, losing our FLGS and a dear friend (whom we'd expected to see at Gen Con) within the same week ripped the rug out from under me so badly... I needed to get my breath back, find my legs again, regain some steam and rejuvenate my enthusiasm level. Immersing myself within the DCC community - and being so heartily embraced by it in return - really did my soul good. And it's YOU that I have to thank for that.

(Stop looking around. You know I mean you. Whether you took time out to ask how I was doing, offered me food or coffee, or it took you a minute to realize I was "that Jen", you were exactly what I needed, and I hope your con experience was just as great.)

Side note: Holy crap, that first autograph request was humbling. "You mean you've never signed a CD?" came the response. Of course. But there's still a level of anonymity there. The listener takes home a disc and hears me (and others) do the same thing over and over. They may be able to pick my voice out of the group, but they don't progressively get to know me by way of a semimonthly recorded conversation where I don't get a second take if I flub a line. There's a weird level of intimacy, somehow. It's both thrilling and terrifying.

Cover (Kovacs, of course) for an upcoming release.
My players may recognize parts from one of last year's playtests...

Now, on to current events...
A new friendly semi-local gaming store (still ~90 mi r/t) opened in Fort Myers, exactly 2 months to the day of 2D10's closing. Their major selling points are two private rooms, 400 and 500 sq ft each, and owners who are excited about us running open tables. We're going to start with the hubby's 1st Ed. D&D game for a couple of weekends so we can get used to the space, and I can try to catch up with everything [including real life crap] that's waiting on me. I pray to Sezrekan that I'm able to swing it with only minor corruption.

"The Chronicles of the Carnifex," as I've come to think of them, shall resume on September 28th.

Wednesday, August 6, 2014

Get your DCC RPG on at Gen Con!

Chances are, if you've been playing DCC for any amount of time, you have some (if not all) of the 3PP out there. But do your friends? Bring 'em over to Goodman Games, booth #525, and get them stocked up on all the crack! Party members can't make it to the con? There's still time to take their orders & money! If you're new to the game or to the community, it'll be your perfect chance to get your paws on these...


Crawl! - the staple for any judge, featuring the brand-spanking-new Issue #10

Metal Gods of Ur-Hadad - turning DCC up to 11, Issue #2 will be out just in time for the madness [of Doug Kon]

Crawljammer - part DCC + part Spelljammer = all awesome

Crawling Under a Broken Moon - entertaining Thundarr-inspired seeds for taking DCC off the beaten path

Well of Souls [not pictured] - newly-published level 0 adventure, already a must-have

and...
We also have a limited number of Tales from the Fallen Empire, if you're one of those people (like me) who hasn't gotten around to ordering it: full setting book {and screen} for post-apocalyptic play in ancient realms. Available in hard cover and trade paperback.

Don't forget the ongoing DCC RPG events: 

The Seven Pits of Sezrekan, the first DCC RPG funnel tournament. (I'm posting the image because I'm hopelessly smitten with this work...oh, and it may help you with your scheduling.) The only tickets required are generics, so it's perfect for those of us who weren't able to get into any of the on-book games. I know I'll be trying to jump in whenever I can sneak off-stage and out of the Goodman and/or Marooned booths...

Wednesday through Saturday evenings, join us in the Embassy Suites lobby for after-hours shenanigans, fondly referred to as Doug Kon. This year, bring your favorite PC from another game (especially the Sezrekan funnel) and try to Escape from Catastrophe Island.

Friday evening at 8:00PM, we'll all be gathering at the Crowne Plaza for the "What's New with Goodman Games" seminar. It promises to be just as entertaining as the Gary Con precursor. (Doug Kon will commence afterward that night.)


I look forward to seeing everyone! **








**Teeny-tiny personal caveat: Thurs/Fri/Sat, I will be in costume from open to close. Do not judge. I AM NOT COSPLAYING. This is my uniform. It's why I'm here in the first place, guys. Gen Con has asked us to be here because we're not plastic, off-the-rack pirates. =)