Crawl! no.13: Deathmatch! Available Now!

Showing posts with label Supplement. Show all posts
Showing posts with label Supplement. Show all posts

Wednesday, May 14, 2025

SOLD OUT...!

 ...of the current printing on my online store, sorry.

If you want a print copy of any issues of Crawl! The last few copies can be found at Official Goodman Games booths at your local convention or over at the official Goodman Games Online Store here: 

https://goodman-games.com/store/product-category/crawl-zine/

New reprints/editions coming soon! 

PDF editions will still be available at the usual sites.

If you noticed that the digital edition of no.1 had some minor updates last year, that should give you a taste of the updates for them all. There will be some new content in many issues (especially the early ones) but unfortunately it will be raising prices to cover overall increased costs. BUT each issue will still be only FIVE BUCKS ($5!!!) because it's important for this zine to be accessible/affordable. 

Let me know if you have any questions and don't forget to hit the like button and subscribe, or something. 

Rev. Dak







































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Thursday, April 4, 2024

Crawl! Deathmatch! Deck no. 1: Coming Soon!

A spread from the Deathmatch! deck.

The printed deck and Print & Play version coming soon. Stay tuned!

Saturday, March 30, 2024

New 2024 Update to Crawl! no.1! INCOMING!

Update: Updated Aether Editions now available for download over at Gumroad and DriveThruRPG.

A minor update to the FIRST ISSUE of the ORIGINAL ZINE compatible with DCC RPG is coming. The AETHER EDITION is available RIGHT NOW for FREE (PWYW) over at Itch.Io (link)! This update will eventually make its way to DriveThruRPG, Gumroad, and other sites. The only significant change is the cover: 


You may be wondering what this AETHER EDITION is, well it's just calling the "digital (PDF) editions" something less TECHNO than "digital" and using something more ARCANE and ANCIENT. The print edition won't be called this, it will be simply called the CLASSIC EDITION for it being a classic zine. There are otherwise no major updates or changes. Just a few things cleaned up, and some things updated to current DCC RPG standards. 

I'll be slowly updating every issue in the same way. Some issues will have some major updates or be expanded in some way, but nothing drastic. All online stores will get these updates FREE, new printings of the classic zines will also incorporate whatever changes. 


Monday, March 25, 2024

Crawl! Deathmatch! (Intro) by Loot the Body : (and other updates)

Crawl! no.13: Deathmatch! has an official soundtrack!

Loot the Body has created a track for the latest issue of Crawl! Eyeball emoji!

I asked for, "...a 10-minute ambient loop that starts with heavy doom industrial metal riffs, then bleeds into tense, creepy, and chilling ambient droning?" (Yes, just like the Quake Intro by Nine Inch Nails.) 

A few days later, I got this:


How to use: In the deathmatch realm this track is exactly 10-minutes long, actual local time may vary due to time dilation and space fluctuations. Use this track when on a run, or as a timer --- get hyped the first two minutes, and then focus and zone for the final eight. When used during a DEATHMATCH! put the track on loop, and when the metal riffs begin again, bump everyone's Mindless State UP ONE towards Hate! and let the carnage commence.

In other news:

I've been working on the Deathmatch! cards again. I have a 72-card deck designed. It contains a full load of weapon cards (enough for 6 PCs), various cards to represent minor power-ups and each of the major artifacts (pentagram, biosuit, etc.). In addition, the deck includes random traps and hazards (as described in no.13). This effectively makes a deck of random traps, hazards, and magic items to stock any dungeon map. I go into more details over here. They're very cool (i think). Here's a teaser of the new, updated, design: 


I have a lot of other news and updates, but I don't want to get ahead of myself.

Be seeing you,

dak


Thursday, January 12, 2023

Practicable Magic: Reliable Spell Casting for DCC RPG

Hey, a new post! I got inspired by the hub-bub that's happening in the tabletop role-playing game world, I decided to iron out a small set of rules for my favorite #openDND, Dungeon Crawl Classics RPG. Obviously no one should be surprised since Crawl! is a zine for DCC, but it's been almost a year since I've posted anything, and I needed to prove that I'm working on something. This is not going to appear in a new issue of Crawl!, instead it's going to replace a chapter in Crawl! no.3: The Magic Issue. Eventually it's going to replace the Patron spells for Van den Danderclanden, which are also found in the updated edition of Crawl! no.1. For some of you that don't know, the original edition of no.1 didn't include these spells, and there were probably some revisions along the way. It'll likely appear first as a mini-zine before Crawl! no.3 gets updated. We'll see. 

So, you're thinking "Reliable magic in DCC RPG?" That's anti-thesis-tith-ical (sp!?) to the CHAOS of muh DCC RPG magic. I guess. So, "Yes?" These rules are optional, I really shouldn't have to stress that. Since your game is your game, you can totally ignore these rules. That's magic. Or you can check them out, criticize it in thee comments, Like, Subscribe, you know the drill. But, no lie, one of the biggest complaints I hear about DCC magic is the randomness, which some of us love. Some, probably a scrawny coastal wizard, or (L)awful cleric, want some more stability, predictability, and balance. Well here's "some". It's still random, you can still turn your friend into a chicken... there is just a bit more control. Like art or food, magic done slow and cooked to perfection. But it's still magic, and DCC magic is supposed to be fun, and someone can still screw it up. All right nerds... don't forget to comment below. 


Practicable Magic

Reliable spell casting for DCC RPG by Rev. Dak J. Ultimak. 

Any wizard or elf can use any available time and resources, to safely prepare and store a spell that can be accurately cast, at-will, the following day (typically after regaining spells per the standard rules).
Sidebar: Regaining Spells: The rules for regaining spells can vary depending on the type of magic, and can be based on a time of day, the moon, rest, prayer, or after an actual day. It may also vary from campaign to campaign and wizard to wizard. Settling on a single trigger can make things easier, such as 8-hours rest, which is commonly known and used. Regardless of when the regaining of spells takes effect, it's important to remember that it takes extra time to store a spell, and this time must be spent before any rest. A wizard can't store spells while resting.

Spell Storing


  • Normal spell check plus an addition bonus +CL

  • May use spellburn or Luck

  • Must be able to still normally cast spell


For each spell the wizard desires to store, they must effectively cast the spell, but are afforded more time and focus and they must avoid the usual distractions, such as combat. They make a spell check as usual, and get an added bonus equal to their class level. Natural rolls, such as a 1 or a 20, still apply and so do any failure results, including ones that result in the spell being lost, and especially any corruption or misfire effects. Spellburn and Luck may be applied as usual. This spell check result will be the spell effect that is then stored. Each attempt requires to caster to still be able to cast the particular spell, so if the wizard lost the spell during the day, through usual means such as failing a spell check, or they lost it during a previous attempt at storing it, they will not be able to store another copy of that spell until they regain that spell. They may burn Luck to prevent this. Use discretion if incorporating Mercurial Magic, do they occur when storing the spell, or do they take effect when casting it the following day? Is it random? 

Spell Storage


  • May store up to their number of Known Spells

  • Must use twice the material resources.

  • Takes longer to cast (1 round = 1 turn, 1 turn = 1 hour)

  • Needs a magical vessel (wand, staff, magic sword, etc.)

  • May use their brain to store limited spells (equal to their Intelligence modifier)


A wizard can store as many of these spells they can cast up to their number of Known Spells (as per their character class and level, Intelligence modifiers may apply). Storing these spells takes significantly longer time than normal, and also uses twice as much gold, material components or sacrifices required by the spell. A spell that normally takes 1 action, 1 round, or 1 minute to cast, will take 1 turn or 10 minutes to store. A spell that takes 1 turn to cast, will take 1 hour to store. In lieu of their Known Spells limit, the amount of time before regaining spells is a hard time limit, they still need ample time before spell storing and regaining spells. If the wizard doesn't regain spells, for any reason, for example a wizard doesn't get their required rest, they won't recover any lost spells and the stored spells become lost.


The wizard will need a magic vessel to store these spells, this vessel can be any magic item that can be wielded, such as a magic wand, wizard staff, or magical sword. The wizard may also use their brain. The maximum number of spells they can store in their brain is equal to their Intelligence modifier. So a wizard with an Intelligence of 13 may store a single spell (+1 modifier) in their brain. Otherwise the spells must be stored in some magical device. Their number of Known Spells still remains the limit.

Stored Spell Casting


  • May cast stored spells any time after they normally regain spells.

  • May still cast spells normally, even spells that are stored.

  • Losing the spell through normal casting loses the spell for the day, even those that are stored.

  • Spells may be stored for only 1 day.


After regaining spells, per usual rules, the wizard can cast these stored spells at will, as if they were casting normally, but the spell effect is the effect that was previously stored. Once a stored spell is cast, it is expended and can't be cast again. Any verbal or somatic spell components are still required, but any material components are no longer required because they are magically infused with the stored spell.


A wizard may still cast spells normally, even if they have the same spell stored, BUT if a failed spell check results in the spell being lost, all the stored spells are also lost because the magical connection that binds them is broken. Burning Luck can not restore spells that have been broken (but the wizard may still burn Luck to re-cast lost spells).


Any stored spells that aren’t cast by the “end of their day” are lost, as the connections fade from memory. A wizard may choose to let stored spells expire at any time.


Look Mah! No OGL! Feel free to use this in your game. Normal copyrights apply, feel free to use its concepts in your game, but some attribution would be nice.

Monday, January 31, 2022

MÆTA: A Postmodern Patron for DCC RPG

MÆTA

Mæta is meta, Mæta is a force. 

Some know Mæta as OPERATOR, USER, a sometimes enumerated PLAYER, or as the old technicians and engineers used to say, the ERROR “between the seat and the keyboard”. For most, Mæta is fate, predestination, and the natural order. For some, Mæta is God. Regardless of what they believe, without Mæta they would not exist—for Mæta created them, whether through RANDOM generation, or selected by hand or whim. 

Mæta is a metaphor. Mæta is you.

Well, not really you. But a fabricated, fill-in-the-blanks, representative of a gamified version of you. A character you control can call upon Mæta to provide aid in the form of a spiritual weapon, magical protection, or the power of an artifact. Any specific effects or details will vary, fill in the blanks to suit your personal taste or element of  your favorite game. 

The caster may spellburn 1 ability point to take an effect lower than the spell check result.

Invote Patron

12-13 Boomstick! Mæta bestows them with a short staff or rod made of meticulously carved wood and twisted metal. The metal ends with a round opening, and when pointed at a target, sends forth a blast of [_______]. 

Boomstick: +2 missile weapon, Damage 2d10 (special crit), Range 50/75/–, lasts for 2d5 uses or 1 turn. *Critical hits with this weapon do 2d10 per CL in damage, in addition to any applicable crit tables. 

14-17 Pellets of Pain Relief! A small cup appears, within the cup are 2 [________] pellets. Consuming each pellet heals 1 HD of damage. Take 2 and call Mæta in the morning. 

18-19 Helm of Hardiness. A helmet decorated with [________] appears from thin air. Donning the helmet grants them +2 AC. The helmet will also protect the wearer from 1 critical hit, but the helmet will be destroyed and rendered unusable.

20-23 Fire Thrower: Mæta gifts the caller an intricate staff that’s topped with a smoking alabastra that’s decorated with a flaming [________]. This staff can launch a ball of fire up to 60’, which explodes and affects everything within 10’ of it. 

Fire Thrower: +3 missile weapon, 3d6* fire damage to a single target, all within 10’ target takes 1d6 fire damage, lasts for 2d5 uses or 1 turn. 

24-27 A Drink of [________]: A bottle filled with your favorite liquid appears. Consuming it will heal HD equal to their character level. (A level 1 character will heal 1 HD, while a level 3 character will heal 3 HD). 

28-29 The Shield of [________]: A glowing magical shield appears. It can bond with an existing shield, or take on its own form. It provides a bonus +5 to AC. It can absorb all the damage of a single successful attack or damage source, but each attack that is absorbed reduces the AC bonus by 1. When the final AC bonus is used or after 1 turn, the shield disappears. 

30-31 Lightning [________]: Mæta grants the subject access to raw contained lighting. The PC may release this energy across an area 10’ wide and 60’ long. All within this area must take 6d6 lightning damage or make a DC 20 Reflex save for half. The weapon lasts for 2d5 uses or 1 turn.

32+ Artifact of Power: Mæta rewards their best with an artifact of power. This artifact can take one of 4 forms, roll 1d4: (1) The [________] of Vengeance (x4 damage bonus to all attacks); (2) The [________] of Vitality (current and max hit points temporarily increases to 2x normal); (3) The [________] of Resistance (gain resistance to fire, cold, drowning, lighting, and other elements); (4) The [________] of Shadows (gain +10 bonus to hiding and from being seen). These artifacts last for 2d5 rounds, then disappear. If the current possessor of an artifact dies, the object will remain. Another PC may continue using it until it disappears.  

Thursday, August 2, 2012

Sample Legendary Anti-Magic Talismans

[Crawl! #3 was packed! I had to omit a few things, including a few more samples of Anti-Magic Talismans. So I present here more sample Talismans by Jon Wilson. A printable PDF will be available once the art is done!-- Reverend Dak]


Art by Lauren Simpson,  lrsimpson_gmail
Web Supplement for Crawl! No.3

Sample Legendary Anti-Magic Talismans by Jon Wilson


The Periapt of Lurr (d20 maximum)
A mighty enchantress was Lurr. None within her illusory realm could challenge her and win in a test of sorcery, not the least owing to this large, precious stone. Last known wielder: A man of two minds but of a single, superior body, who walks between worlds.

The Bleached Sudarium of Hallak Sketh (d16 maximum)
Sometimes a powerful anti-magic Talisman can be fashioned from the personal item of a supremely powerful mage. Such is the case with this Sudarium. Wearing the Sudarium around the neck and throwing one end over the shoulder is sufficient to charge it for use, making it effective when subtlety is called for. Last known wielder: A notably wealthy man in a city noted for its wealth; his personal fortune trumps all others.


The Lens of Sa-Thim (d14 maximum)
This Talisman is the bane of Chaos. When wielded against a foe of Chaotic alignment the debt it demands is two die-types lower than the die directed at the foe. Last known wielder: A vampyr hunter swinging a mighty,
reforged hammer.


The Madstone of Van den Danderclanden (d12 maximum)
This keratinous concretion, the size of a child's fist, works as a standard Anti-Magic Talisman, but the wielder (and linked spellcaster, if they are separate people) must make a Fort Save vs. DC 15 or be launched 1d4 rounds into the future each time the Talisman is activated. Last known wielder: Van den Danderclanden.