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 Post subject: The DCC #19 Thread
PostPosted: Mon Oct 17, 2005 7:27 am 
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Far-Sighted Wanderer

Joined: Tue Aug 23, 2005 5:43 pm
Posts: 47
Hey gents!

Luke Johnson here; I wrote DCC #19: The Volcano Caves. If anyone has any questions/comments/slander about the adventure, this is the place for them.

Thanks!

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Wicked Fantasy Factory editor-in-chief
DCC #19: The Volcano Caves; DCC #42: Secret of the Stonearm; and DCC 2006 Tournament Module: Palace in the Wastes designer
Etherscope developer
http://www.lukejohnson.com


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PostPosted: Mon Oct 17, 2005 8:14 am 
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Aye, Aye, Cap'n!! 8)


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PostPosted: Tue Oct 18, 2005 1:27 pm 
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Joined: Sat Sep 17, 2005 6:25 am
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Funny, was just about to post about DCC #19. My party's gonna be going into it a few levels higher than it's for (about 9-10ish) and I was wondering if you had any suggestions for buffinf things? One that occured to me, was, Immy grants Ziz 3 wishes a day. 3 wishes = +3 inherent to a stat. so assume Ziz and Immy had a week to give Ziz +3 inherent bonuses to all his stats, changing as followes:

Str: 19
Dex: 17
Con: 18
Int: 18
Wis: 21
Cha: 12

But asside from that, any tips on doing some buffing to compensate for a very resourceful party of higher lv?


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PostPosted: Wed Oct 19, 2005 7:25 pm 
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That sounds like a good plan, so far. I'd also recommend increasing all the classed NPCs by 3 levels or so. You might also add some HD or fighter/warrior levels to the klaklin, or doubling their numbers. Same with the salamanders and elementals. You might allow Ziz a wish or two to quicken spells like hold person, and perhaps also to grant him a permanent blur or displacement effect; 10th-level fighter types can probably take him out fairly quick. Spell resistance wouldn't be out of the realm of possibility, either.

Ah, wish. It allows us to make up so much stuff!

Have fun! I'd love to hear how it turns out.

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Wicked Fantasy Factory editor-in-chief
DCC #19: The Volcano Caves; DCC #42: Secret of the Stonearm; and DCC 2006 Tournament Module: Palace in the Wastes designer
Etherscope developer
http://www.lukejohnson.com


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PostPosted: Wed Oct 26, 2005 8:26 pm 
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Far-Sighted Wanderer

Joined: Sat Sep 17, 2005 6:25 am
Posts: 22
I don't suppose you could give me MORE background on Immolus and whatnot? One of my PCs is a fire-aholic so in preparation to run this module in a few months I gave him a prophetic dream of basixcally immolus asking him if he wanted power then him waking up...

Well, now he DOES want power, after fighting Devils and monsters etc, and is actively trying to seek out his dream visitor...its gonna make the module VERY interesting if nothing else.


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PostPosted: Fri Oct 28, 2005 8:35 pm 
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Sounds awesome.

Honestly, I didn't think much in detail aside from what's in the adventure. Immolius was a relatively important noble on the Plane of Fire, but ended up on the wrong side of a political rival, so he fled to the Material Plane to let the situation "cool off." (Ha!) He doesn't have any specific plans at the moment, aside from causing mayhem and, perhaps, striking at the old wizard with whom he fought back in the day, if she's still around.

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Wicked Fantasy Factory editor-in-chief
DCC #19: The Volcano Caves; DCC #42: Secret of the Stonearm; and DCC 2006 Tournament Module: Palace in the Wastes designer
Etherscope developer
http://www.lukejohnson.com


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 Post subject: Re: The DCC #19 Thread
PostPosted: Sat May 28, 2011 4:21 pm 
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Far-Sighted Wanderer
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Joined: Thu Jul 05, 2007 8:40 am
Posts: 20
Location: Zürich
Going to enter the caves tomorrow... Yay for the plane of fire!

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 Post subject: Re: The DCC #19 Thread
PostPosted: Wed Mar 30, 2016 11:00 am 
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Far-Sighted Wanderer

Joined: Wed Mar 30, 2016 8:28 am
Posts: 28
FLGS: Ted's Hobby Shop
I just used #19 in my campaign; well, the first floor really.

Our story line is based upon the Egg of the Phoenix, which I think has many neat ideas, but do not like most of how it is designed. So, the counsel of Elders at Northending told the party they had to find the portal gate to retrieve the Egg from Sepulcher. Again, I do not like most of how EotP is designed. So, I used the first level as the entry way. The monsters gave a good fight. I had mused prior to the session on how it would actually be a great affect if one of the party members died at any/some point. My thinking was the pyrohydra would do it. I thought that encounter was really well designed, with the low ceiling and hanging stalactites. And, the doorway to the second level was in fact totally secret and would only open if the correct yoga moves were done at the alter. As it is, the party pulled out a Quail's Feather Token Boat in order to cross the lava (I had no idea the still had that bit of loot from two years previous).

That whole floor played out very well.

LG


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 Post subject: Re: The DCC #19 Thread
PostPosted: Wed Apr 06, 2016 11:56 am 
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Far-Sighted Wanderer

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Posts: 28
FLGS: Ted's Hobby Shop
Say Luke;

I am looking now at floors 2 & 3 for my own nefarious purposes and have pause to wonder. What was the thinking involved for the little hatch at the bottom of 2-6? It is a neat little feature that I think encourages DMs to think a little outside of the comfort zone into the realm of 'hmm, what could I do with this?'

Was this to go somewhere but what cut on the editorial board by the additional word count?

LG


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 Post subject: Re: The DCC #19 Thread
PostPosted: Wed Apr 06, 2016 1:30 pm 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 2826
Location: Left Coast, USA
FLGS: Bizarro World
Losloris8 wrote:
Say Luke;...

I think it's cool that you're making use of these older modules. I have many of them myself, some of which I've never gotten a chance to run (but I'd still like to sometime, in some form...).

But you do realize that you're posting in threads that haven't been active for 5 years or more sometimes? Luke Johnson (according to his profile) hasn't logged on here since 2009... Sorry to say it, but it seems unlikely he's going to see that the question has been posed... :|

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters.

—Here Be DCC Monsters—

VOORAK, L, Hunter, S10, A12, Sm10, P6, I13, L13, AC 10, HP 3, Spear +0 1d8, Init 0; R 0, F 0, W -1, Holy water, Pelt, 3 iron spikes, 1d ration, 4-leaf clover (Find secret doors) (+1), Com +1

SARKLA, C, Gatherer, S9, A14, Sm14, P15, I14, L8, AC 11, HP 4, Knife +0 1d4, Init 1, R 1, F 1, W 1, Chest, Basket of veggies, 2d ration, lg sack, waterskin, torch, Seventh son (Spell checks), Com +1

TARR, C, Hunter, S14, A11, Sm15, P13, I7, L7, AC 10, HP 3, Spear +1 1d8+1, Init 0, R 0, F 1, W 1, Holy water, Pelt, 4 torch, flint/steel, 1d ration, sm sack, Fox's cunning (traps), Com

TELVA, N, Herbalist, S13, A6, Sm9, P6, I12, L10, AC 9, HP 2, Club +1 1d4+1, Init -1, R -1, F 0, W -1, Chain 10', Herbs- 1 lb., 50' rope, 2d ration, torch, Speed of cobra (Init), Com


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 Post subject: Re: The DCC #19 Thread
PostPosted: Wed Apr 06, 2016 5:21 pm 
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Far-Sighted Wanderer

Joined: Wed Mar 30, 2016 8:28 am
Posts: 28
FLGS: Ted's Hobby Shop
You are totally right GB and, yah, noticed that mos of these posting have dust on them.

Two things; first, it amazed me to see how one module could produce totally different results. The best example was the sinister secret of saltmarsh where the outcomes and resulting affects on the campaign could not have been more radical. DCC are really well constructed and offer plenty of options and opportunity, at least to my way of thinking. I do not need the latest and greatest, just a good idea and some thought out mechanics. The hope is to find similar experiences.

Second, my campaign is now mostly done playing with DCC so i figured this must be the best place to find info on wherever we are going next. So, some of the posts egg me to respond, or the situation warrants, such as today's on 2-6. Have you used #19?

Rest assured , if time passes and no one feels like chatting it up then i will most certainly stop.

LG


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 Post subject: Re: The DCC #19 Thread
PostPosted: Wed Apr 06, 2016 6:50 pm 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 2826
Location: Left Coast, USA
FLGS: Bizarro World
I have to totally agree that the things are very well written, almost like you couldn't run them badly if you tried. They hold up to punishment really well.

Don't own a copy of the Volcano Caves, so I can't comment on it one way or another. :?

_________________
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters.

—Here Be DCC Monsters—

VOORAK, L, Hunter, S10, A12, Sm10, P6, I13, L13, AC 10, HP 3, Spear +0 1d8, Init 0; R 0, F 0, W -1, Holy water, Pelt, 3 iron spikes, 1d ration, 4-leaf clover (Find secret doors) (+1), Com +1

SARKLA, C, Gatherer, S9, A14, Sm14, P15, I14, L8, AC 11, HP 4, Knife +0 1d4, Init 1, R 1, F 1, W 1, Chest, Basket of veggies, 2d ration, lg sack, waterskin, torch, Seventh son (Spell checks), Com +1

TARR, C, Hunter, S14, A11, Sm15, P13, I7, L7, AC 10, HP 3, Spear +1 1d8+1, Init 0, R 0, F 1, W 1, Holy water, Pelt, 4 torch, flint/steel, 1d ration, sm sack, Fox's cunning (traps), Com

TELVA, N, Herbalist, S13, A6, Sm9, P6, I12, L10, AC 9, HP 2, Club +1 1d4+1, Init -1, R -1, F 0, W -1, Chain 10', Herbs- 1 lb., 50' rope, 2d ration, torch, Speed of cobra (Init), Com


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