Sunday, July 7, 2013

Announcing the Summer 2013 DCC RPG Contest - Put Together a "DCC RPG Adventure Path" From Existing Published Adventures

Here's July's DCC RPG Contest:

Put together an "Adventure Path" using currently released adventures from Goodman Games and 3rd party DCC RPG publishers.

No need to buy anything or even read the DCC RPG rules (but you can read the DCC RPG Beta for flavor if needed). Read the hooks / blurbs / summaries on RPGNow / Goodman Games of the adventures (links to the publishers products are at the bottom of this post) and string 4 or more together in a "metaplot". You can mix and match publishers if you like. Actually, mixing and matching should be fun. Make it fun. Try to make sense (which means you will need to explain how one connects to the next - yes, make shit up ;)

The contest will be open for entries for 10 days - sometime on the evening of July 17, I'll close the contest to new entries. I will pick a top 5 list on July 18th. You enter by posting your adventure path (or link to it if you post it on your blog or website).

Blog readers will then vote on their favorite "DCC Adventure Path" (one random vote will get a $10 RPGNow GC from Tenkar's Tavern). Voting will close on the evening of July 25th, 2013. Votes will be cast as comments in the Voting Post.


The Top Pick gets print copies of In the Prison of the Squid Sorcerer (Mythic Bull Games), AL3 Through the Cotillion of Hours (Purple Duck Games), AN1 The Ruins of Ramat (Brave Halfling) and AN2 The Vile Worm (Brave Halfling)

The Runner Up gets print copies of AL3 Through the Cotillion of Hours (Purple Duck Games), AN1 The Ruins of Ramat (Brave Halfling) and AN2 The Vile Worm (Brave Halfling)

The Second Runner Up gets a PDF copy of In the Prison of the Squid Sorcerer (Mythic Bull Games)

There will be additional PDF prizes supplied by Purple Sorcerer (Lair of the Mist Men, Perils of the Sunken City, The Ooze Pits of Jonas Gralk and A Gathering of the Marked) and Purple Duck Games (The Falcate Idol and The Black Goat) to random participants.

Links to the publishers:

Goodman Games - Print / PDF

Purple Duck Games

Purple Sorcerer Games

Mythic Bull Games

Dragon Hoard's Publishing

Thick Skull Adventures

Brave Halfling 


(Prizes generously supplied by Purple Duck, Purple Sorcerer, Mythic Bull and myself)


  1. A DCC Adventure path

    "This could not go on...!"
    The clueless party of 15 or so 0-level ditch-diggers, farmers, hafling traders and trappers have seen too many friends and family members disappear. They form a mob and will lead an assault on the ruined keep. Some will eventually become SAILORS ON THE STARLESS SEA(DCC 67).

    Level 1:
    The survivors decided that the adventuring life was full of promises of gold and glory, so they form a proper party and went to the neighboring village of Hirot, where the DOOM OF THE SAVAGE KINGS (DCC 66.5) terrorizes the area.

    Level 2:
    Having solved the mystery of Hirot, the party went on to bigger things and greater challenges. The burgomeister of the far away village of Grumm, having heard of their feats, called for help. That's how they came to the brooding citadel of THE EMERALD ENCHANTER (DCC 69)

    Level 3:
    Investigating a strange token found in the citadel, the party starts dreaming about the female figure on the said token, and eventually they will try to rescue a strange marine Imperatrix, leading to THE SEA QUEEN ESCAPES (DCC 75)

    Level 4:
    Following an ambush in Capital City the party get involved in the convoluted plot of EMIRIKOL WAS FRAMED! (DCC 73).

    Level 5:
    Now established heroes, the party are called by the land's beloved Monarch to investigate strange occurrences and disappearances in a remote village. They will then face mayhem, surprises and devilry in THE TAINTED FOREST NEAR THORUM (CRAWL! #4)

    Level 6:
    The party business with a certain demon is not over. They will have to go where no human (or halfling or dwarf) ever went before in a deadly FACE-TO-FACE WITH D.... (new DCC module coming in the fall of 2013!!!, following up the events of the TAINTED FOREST.)

    How's that for starter ??

    1. that's one hell of a bar to set :)

    2. P.S. Feel free to include the fantastic THROUGH THE COTILLION OF HOURS (Purple Duck Games AL3) dream-quest in between any adventures of level 2-3-4-5

    3. remarkably enough, we are giving away 2 print copies of that very adventure :)

  2. Feel Free to add a copy or two of the printed editions of Crawl! (free PDF editions included for the heck of it.)

  3. ok, my long winded entry can be found here:

  4. It all started with a request to visit the village of Thorum. It was to be a long journey and not everybody were to make it. It started in mid-spring, the time when the land’s rulers and their men-at-arms go to war with their neighbors. Nearly every able person is already involved in such conflicts, or helping the remaining militia protect the local village, by rose hill, where the first adventure is about to start. At the same time panic is mounting in the isolated settlement of sagewood. There "walking frogs the size of men" is tormenting the populance. Our brave adventurers are not knowing about this tho cause the gamemaster choose to run "the ruins of Ramat" instead this evening.

    Having killed all the clawed beast and returned a dog to a girl they continoue their journey towards Thorum. Walking along the southern edge of the stagnant marsh. Arriving at Brandy hollow the local leaders approach our heroes and offer them the mighty sum of 100 gold coins each in exchange for cleasing the Taramack Weald of whatever evil must dwell therein. "The Treacherous Cobtraps" is the adventure for the evening! A lot of spending well earned gold later they return to the path to Thorum only to Battle the savage Greyfolk, guardians of the Sacred Rock to reach the Lair of the Mist Men!

    For the past 3 months, strange creatures known as Mist Men have plagued the next village , striking without warning or apparent purpose, only to vanish into the mists from whence they came. After their latest raid, however, they left something behind: a talisman found by a farm boy that will guide them to their hidden lair. Finally, questions will be answered, and our heroes will on behalf of the village have revenge! ("Lair of the Mist Men")

    With lots of gold and experience they are still stalwart even though only half the company is intact and new heroes have been picked up along the road; now they were to learn that not all mountain passes are lonely. Yes, only in the high pass will they discover what the Black Goat truly is. A few hours later they know what Mahmat Troth is and what they adore.

    And so they finnaly arrive at Thorum. the riverside village with its hidden secret, a dark forest with an extraordinary dragon and a dungeon with a sinister evil. Will they survive? (from crawl fanzine #4 The tainted forest near thorum)

  5. My entry can be found at my nascent site (i.e., don't bother poking around, it's not anywhere near done): http://www.madlemur.com/blog/delving_meander

    1. I moved my entry to http://www.madlemur.com/forum/topics/view/tenkars-tavern-submission

      My blog system is... non-deterministic, so I moved it to my forums, where it's a little more stable.

      But to whet your appetite, here's my inspiration list:

      Funnel - Sailors on the Starless Sea (Goodman Games)
      Early Levels - Attack of the Frawgs (Thick Skull Adventures)
      Mid Levels & Side Quests - In the Prison of the Squid Sorcerer (Mystic Bull Games) & White Plume Mountain (TSR)
      Upper Levels - Stars in the Darkness (Purple Duck Games)

  6. Patron Path 1: Three Trials of Bobugbubilz

    Prologue – You Killed My Frawgs! (Level 0) – Attack of the Frawgs – Thick Skull Adventures:

    Trapper in the village of Sagewood has been severely wounded by man sized frogs, who captured his partner when they were trapping near the Dead Goblin Lake. With no shining knights around, mob of peasants picked up their torches and pitchforks and headed to the lake to save their fellow citizen and slaughter the demonic man-frogs.

    After defeating the man-frogs the mobs celebration/funeral of the fallen is cut short when different kinds of frogs start to rain from the sky and croak in cacophony “I’m Bobugbubilz, Lord of Amphibians, and you just killed my FRAWGS!”

    Bobugbubilz curses the mob and every villager (probably the livestock too) in Sagewood with bad luck and mutations (-3 luck and three rolls on Patron Taint: Bobugbubilz. If the characters want to appease the great demon lord, the frogs tell them of three trials that would lessen Bobugbubilz wrath (+1 to luck and removal of one patron taint per trial). Of course some taints are pretty sweet, even if socially awkward, so PCs and individual villagers can choose to keep them if they want to.

    Trial I – Frog Food (Level 1) – Appendix N Adventures #2: “The Vile Worm” – Brave Halfling Publishing:

    Deep within the Sagewood (the forest, not the town that’s been named after it) lies an ancient oak, that has grown huge, twisted and evil. Below the oak is carved out chamber where worm godling called the Vile Worm lives. Because divine worms are Bobugbubilz favored food, killing it will make a worthy first trial for the PCs.

    After killing the Vile Worm frogs start to crawl out of the PCs clothing. After devour the worm they’ll croak in cacophony “No worm godling can stand before the might of the Lord of Amphibians!

    Trial II – Offender’s Legacy (Level 2) – AL1: Bone Hoard of the Dancing Horror – Purple Duck Games:

    Dellspero the Philosopher’s dancing horrors offended the Chaos Lords (Bobugbubilz included) and it wants them destroyed.

    After the dancing horrors have been destroyed frogs start to burrow from the ground and croak “That’s what happens to those who try to deny Bobugbubilz’s might. Well done and only one trial awaits.”

    Trial III – God’s Hammer (Level 3) – AL4: The Waystation – Purple Duck Games:

    God Upan has been a thorn in Bobugbubilz side for too long and it’ll want to send him a message. The PCs are to retrieve mystical hammer named Stone Fist from fallen dwarven settlement of Upanesh.

    After they’ve found the hammer a toadfiend will appear (now would be a great time to congratulate the player’s for unleashing a type III demon, especially if they aren’t loyal to Bobugbubilz) and if some of the PCs have taken Bobugbubilz as their patron it’ll tell them that Bobugbubilz is pleased and the curse is lifted and as a reward they can keep the Stone Fist, otherwise it’ll swallows it.

    The toadfiend stays in Upanesh and radiate Bobugbubilz power that’ll draw other servants to the settlement where they’ll build a (un)holy temple to the Lord of Amphibians.

    I haven’t read any of these adventures so I don’t know if each adventure will take the PCs to next level.

    PCs don’t need to follow this path and they are free to quest for cure to the curse, but who doesn’t like frogs.

    If it takes long for the PCs to finish the trials or lift the curse a village full of frog mutants could draw witch hunters/inquisitors/lawful or neutral clerics/enemies of Bobugbubilz to cleanse/destroy it.

  7. http://ravencrowking.blogspot.ca/2013/07/tenkars-tavern-contest-entry-from.html

  8. Ok, here's my two cents, cannot refuse making an epic arc with adventures you hardly know anything about :)

    0-funnel ("portal under the stars")
    Our party enters the secret dungeon by the hill, searching for glory on the word of an dying old man.
    When emerging, they find that their village has been attacked! They need to move fast and track the culprits to the old ruined castle in the next valley. There, what they thought was a regular rescuemission turns into "sailors on the starless sea". (DCC 67)

    Somewhere in there, they find out correspondence to the evil shaman that more human specimen are needed for the experiments and for the sacrifices in the great pit of power they're building in the next county. This correspondence comes with a name : "Emrikol"

    Hell-bent for revenge, our heroes grasp their weapons and depart to solve their issues with the "people of the pit". (DCC 68)

    While in that adventure, where they realize that most of their townfolk have been hideously murdered/sacrificed/transformed into cultists, they happen upon some curios emeralds and more references to the name "Emrikol"... Upon researching these emeralds and the name "Emrikol", they happen upon the town ravaged by the "emerald enchanter". (DCC 69)

    In that adventure, they stumble upon the supposed whereabouts of emrikol, which should be in Punjar, the pearl of the east, and they happen to involve themselves in a ruckus concerning the "Jewels of the carnifex". (DCC - 70)

    After this concluded adventure, they happen to be contacted by a sorceress who knows the means to get to Emrikol, and she suggests a heist to his tower for getting revenge, and mighty tomes of power. The heroes gladly accept.

    This is it. This is the time to take up arms and chant ignominable utterings in the dark. This is for Edward the baker who never fulfilled his dreams of becoming a mighty fighter, or Horak the beggar who wanted nothing more than become a godly man in these ungodly times. This is for all those fallen and left behind.
    Emrikol was framed? No, Emrikol must Die! (DCC 73)

    For the encore, the party can find clues to how they possibly can travel to deaths domain, now when Edward the baker is avenged, it it time to bring him back from the great beyound. Destinies unfulfilled must be allowed to blossom once more, run heroes, to where no man has entered and left before, take up your blades against death! (DCC 74)

    That's all folks.

  9. Level 0-3: Doom of The Savage Kings/Sailors on the Starless Sea/Perils of the Sunken City/Frozen in Time supermodule.
    A creature stalks the Northern Province of Gammin, ravaging the land. The beast is seemingly invulnerable, slaughtering the Province's soldiers and feasting on their flesh. Every week a village falls, it's only a matter of time before the Province crumbles completely.

    There are tales of weapons that can defeat anything, once wielded by the savage kings that ruled the land. The weapons are at their greatest when united, and thus the kings massacred each other in the distant past, covetous of each other's artefact. Those who recover each will not only be able to save the province, but also be a force to be reckoned with.

    Your clues have led you to the village of Hirot, the resting place of the final king. From there the adventure leads all across the province, in search of the other Dooms of the Savage Kings.

    Will you save Gammin from the dark fate that awaits it? Will you instead use the artefacts for nefarious purposes?

    Or will you perish in the lightless tombs of the Kings, with no one to mourn you?


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