I think a fun one-shot DCC RPG game would be to run Tomb of Horrors. I can't imagine it would need much tweaking...the concept is very "Appendix N" in nature. Plus with the Spellburn, Luck and Mighty Deeds mechanics available to a party, it may actually be more survivable.
I know D&D levels and DCC levels are not the same...and that it originally calls for levels 10-14...so based on the idea that DCC levels are twice as tough...would a party of levels 5-7 be appropriate? I have only played 0a dn 1st level adventures so far, so I don't have a good feel for the power scope of higher level PCs.
I see that I am not alone in this idea http://www.goodman-games.com/forums/vie ... 76&t=44826
and this game is using 7th level PCs.
Tomb of Horrors redux for DCC RPG
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Re: Tomb of Horrors redux for DCC RPG
I think it's a wonderful idea!
I haven't run that module for a long time, and my current group has most certainly not seen it. It would be a great module for DCC because it's not a random hack-slash adventure.
I haven't run that module for a long time, and my current group has most certainly not seen it. It would be a great module for DCC because it's not a random hack-slash adventure.
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DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975
"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
Re: Tomb of Horrors redux for DCC RPG
It's a great idea, I've been waiting to conduct a run through for this scenario for quite a while. A group of level 5-7's DCC adventurers might be wasted immediately upon entering the wrong way,
which would be a real shame considering the time it takes to accumulate all those xp's but no less a waste for a level 10+ dnd character.
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- DM Cojo
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Re: Tomb of Horrors redux for DCC RPG
Yeah, I would probably use pre-gens, so they weren't attached to their characters too much...lol.
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Gameogre
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Re: Tomb of Horrors redux for DCC RPG
I'm going to be honest here and say I wouldn't run a Tomb of Horrors DCCRPG game unless I had a group of really cocky and troublesome players with a You can't touch this attitude. With the deadliness of DCC adventures already pushed up to 11,it just isn't needed.
The Tomb of Horrors is a death trap created by the DM to kill off the players characters. Some of those deaths are unavoidable for the most part and frankly (unfair) you might as well just say"Oh yeah before Init is rolled Mike..hand me your character,he is dead."
On the other hand I wouldn't run it for pregens or as a one shot. The message laid out in Tomb of Horrors is one that needs to be given from time to time but lost on those without the issues it was designed for.
Convert it,store it for when you NEED it,USE it!
The Tomb of Horrors is a death trap created by the DM to kill off the players characters. Some of those deaths are unavoidable for the most part and frankly (unfair) you might as well just say"Oh yeah before Init is rolled Mike..hand me your character,he is dead."
On the other hand I wouldn't run it for pregens or as a one shot. The message laid out in Tomb of Horrors is one that needs to be given from time to time but lost on those without the issues it was designed for.
Convert it,store it for when you NEED it,USE it!
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Re: Tomb of Horrors redux for DCC RPG
I disagree, and I do so as an individual who has had many of his own PCs killed in the Tomb of Horrors.
When I rewrote this module for the system I was devising, before I discovered DCC, I put a lot of extra background material in via phantom shifts and similar ghostly phenomena. That helps to make the module more of a complete experience, IMHO. So long as the conversion is done with DCC in mind, I think it could be very much fun.
When I rewrote this module for the system I was devising, before I discovered DCC, I put a lot of extra background material in via phantom shifts and similar ghostly phenomena. That helps to make the module more of a complete experience, IMHO. So long as the conversion is done with DCC in mind, I think it could be very much fun.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
- DM Cojo
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Re: Tomb of Horrors redux for DCC RPG
I think as a one-shot, this would be fun. I don't intend to use it as a punitive measure on my players. This module is iconic for being the ultimate meat-grinder. None of my players have ever been through it, and I have never run it (my thief died in it once though). So I want them to join the multitudes of players who have died (or the few who have survived) over the years. They already know it is a death trap via the grapevine and its reputation. So I would have them roll up characters for a one shot or give them pre-gens. I think they will enjoy it.