Moss Dwarf Class for Dungeon Crawl Classics

Moss Dwarf!
Inspired by the Moss Dwarf class found in Wormskin vol 1, by Norman and Gorgonmilk
*used with permission
Booyah!  The Moss Dwarf of Strathos are short, squat humanoids with brown wrinkly skin, long stringy green hair and beards, and often covered with all manner of moss, mold,  and fungus.  They typically forgo wearing clothes apart from a loin cloth, and never cut or crop their hair or beards, which are also tangled with creeping plants, and maybe a bird’s nest or two. Moss Dwarfs live for centuries; when they die, their bodies quickly rot away like fallen tree trunks, forming a rich compost. Moss Dwarf prefer to live in the darkest parts of the forest or underground in shallow, natural caves.
Zero level characters are rolled up as any other character. Moss Dwarf backgrounds replace those of the Elf on the background table. Starting coin, however is only 5d6 copper pieces. On the plus side, Moss Dwarf weapons and armor (as found in Wormskin vol.1) are half the price of their regular equivalents.
Moss Dwarf backgrounds replace numbers 29-38 on the DCC background table.
Roll
Occupation
Trained Weapon
Trade Goods
29
Forester
Staff
Herbs, 1 lbs
30, 31
Artisan
Trowel
Clay, 3 lbs
32, 33
Farmer, Mushroom
Shovel
Mushrooms, 8 oz
34, 35
Rancher, Worms
Hoe
Compost, 10 lbs sack
36, 37
Birdwatcher
Net
Loyal songbird
38, 39
Assistant Brewer
Large Paddle
Gallon of beer


Here is what you can do…
  • You can see in the dark!  Up to 60 feet.
  • You can speak the Moss Dwarf language, which is squelchy and wet and dank sounding. 
  • You as a Moss Dwarf can attempt to identify animals, monsters, or other beings native to Strathos as a Trained Skill.
  • You are invulnerable to harmful fungal poisons/infections and spores.
  • You are, however, have a curious vulnerability to metal. You suffer a -1 penalty to hit your opponent when wielding a metal weapon, and a -1 penalty to Armor Class (AC) when wearing metal armor. Moss Dwarf do make their own armor out of plant and animal materials, and weapons of wood and stone.
  • Weapon Training: While fighting isn’t usually a Moss Dwarfs first choice of action, living in wilderness areas gives them cause to defend themselves. You are trained in the following weapons; blackjack, blowgun, club, stone axe, sling, spear, and staff.
  • Hit Points: A Moss Dwarf gains 1d6 Hit Points each level.

At first level, roll on the Talent Tree table to determine your Moss Dwarf Talent. Talents can be thought of as natural magical powers innate to each Moss Dwarf. Each Talent Tree has a total of four Ranks before it is mastered. The talent you roll at first level is permanent and cannot be changed. At each subsequent level, you have the choice of rolling again on the Talent Tree table to start an additional Talent Tree at Rank One, or you may increase a currently known Talent Tree by one Rank. Talents of any particular tree must be learned in order. 

Note: In the source material, Talents are called Knacks. I’ve changed the terminology in this particular case because in this version of the class, there is no upper limit as to how many talents a Moss Dwarf character can have, unlike the source material. 
Level
Attack Bonus
Crit Die/Table
Action Dice
Reflex
Fortitude
Willpower
1
+1
D6/III
d20
+1
+1
+1
2
+1
D6/III
d20
+1
+1
+1
3
+2
D8/III
d20
+1
+2
+1
4
+2
D8/III
d20
+2
+2
+2
5
+3
D10/III
d20
+2
+3
+2
6
+3
D10/III
d20+d14
+2
+4
+2
7
+4
D12/III
d20+d16
+3
+4
+3
8
+5
D12/III
d20+d20
+3
+5
+3
9
+6
D14/III
d20+d20
+3
+5
+3
10
+7
D14/III
d20+d20
+4
+6
+4
Particular Talents are unchanged from Wormskin vol. 1 (where they are referred to as Knacks), so to see those, you should definitely purchase at least volume 1 of the series. Once you have that, though, you’ll probably buy the rest of them (like I did).
Unlike other classes, Moss Dwarf titles are based on Talents mastered, instead of level attained. Those titles include the following; Critter Friend, Lock Siren, True Sniffer, Pouch Filcher, Root Summoner, String Charmer, Timber Listener , Master Fermentor.

Wizard Spells in Dungeon Crawl Classics

I’m really trying not to mod the shit out of DCC, which is hard because I love tinkering with rules (which should be obvious from reading this blog or any of my previous blogs).

However, a particular aspect of the magic system rubs me the wrong way and it has to go.

Wizards in DCC have a very limited number of spells they are allowed to know. As in, a level one Wizard could have books with 500 spells in them, but can only cast four of them. Not four in a day and the next day can study and switch them out. No, they know the same four spells forever, unchanging. Those other 496 spells collect dust, never to be used.

How does that make sense? How does that go with Appendix N which DCC constantly trumpets the virtues of?

Screw all that. It isn’t fun. The Wizard already has a pretty crappy lot in life; spells have a good chance of hurting them (temporarily or permanently), patron bonding is arguably more hurtful than helpful, they have few hit points and armor makes it harder to cast spells. On top of all that, they can never learn new spells?

It’s almost like the rule is a mistake, but apparently it’s made it through four printings and the official DCC forums say it’s for real.

Furthermore, the rules say a Wizard can not cast spells higher than their level chart indicates. So a level one or two Wizard can not cast spells higher than level 1.  A level three Wizard can not cast spells higher than level 2.

But later on in the magic section it says spells of higher level CAN be cast, but it is more dangerous. It doesn’t say exactly how or why it’s more dangerous, but I have to assume it’s because the Spell Check is higher and the Wizard being of lower level doesn’t have as good of a bonus to cast as a higher level Wizard would.

Not only that, but non-magic characters can cast magic, albeit with mandatory Luck burning, but still. If a Warrior can cast a spell at all, then a first level Wizard should be able to cast a 5th level spell (with all the associated penalties).

So, here is my very simple rule change.

A Wizard character can know any number of spells. The number they can memorize is equal to the number indicated on the Wizard chart in the class description. So a level one Wizard can memorize four spells, regardless of the level of those spells. A level two Wizard can memorize 5 spells, and so on.

Spells that are available to be memorized must be researched and a check roll must be made, as is written in the rules. A character isn’t just automatically going to have access to a spell just because they have a grimoire or scroll in their possession.

When a Wizard character successfully checks to learn a spell that is in their possession, it goes into their pool of available spells to choose from. If the check fails, they must wait until they reach the next level of experience before attempting to learn the spell again.

Example:

So a level one Wizard has their normal four starting spells from level 1. In the course of an adventure they find a spell book with two level 2 spells in it. For brevity, we’ll assume that the adventure ends with the Wizard making it to a town or other safe area to rest for an indefinite amount of time. During this down time, the Wizard studies the spell book and attempts to learn the two spells contained within. The fail the attempt at learning the first spell, but succeed in learning the second spell. 

Now, the first level Wizard can memorize a total of four spells per day, but has five spells to choose from. The fifth spell being a level two spell means it is more difficult to cast, and therefore more dangerous to the Wizard, but gives them another spell casting option.

Man, I think that is a simple rule change. Yeah, it’s more like DnD, but it also makes sense.

 

Magical Mutant Ape Men!!!!

I’ve been workin’ out the kinks of a race-as-class for a while now. It’s become an obsession.

First, I wanted to build it for Lamentations of the Flame Princess. Then, a heavily house-modified version of LotFP. Now, I am using Dungeon Crawl Classics.

These Ape Men (Women, People, whichever you prefer) were normal run-of-the-mill ape creatures that were suddenly and recently uplifted by some unknown magical means.


 While this is specifically written for DCC, it can easily be modified for any early edition DnD type game.


Yon, the Magical Mutant Ape People

You are a mystically mutated primate with human intelligence and speech! At some point in the near past, your entire species was rapidly evolved to its present state by unknown means. You are a second generation Yon, and you and your people have no real culture of your own. You pick the appealing parts from other cultures to adopt.

You are of a size in between dwarf and human. And you have a vestigial tail that is effectively useless and about half as long as the rest of your body. The exact details of how you look are up to you, the player. Keep in mind though, that based on your character’s visual looks, all other low level Yon will look like you.

Here are some of the things you can do

You receive d6 Hit Points at every level! This is in addition to the hit points you had at Zero level.

You’re trained in the use of the Battleaxe, Club, Dart, Javelin, Spear, Staff, Two-handed club, and Warhammer.

You have big sharp teeth that causes a nasty bite. You can bite as an extra attack when in melee combat! (ATK: d14, DMG: d3+Strength Modifier)

Your feet can grab and hold things. They aren’t nimble enough to be of any use in combat or to juggle, but they can hold your body weight by holding onto something. The big toe is used as a primitive thumb. You tend to walk and run on all fours.

Unlike other classes, Yon gain random mutations as they are exposed to magic. Roll on the Magical Mutation Table once every time you are affected by a magical effect that alters you in some way (fail a save vs Magic). Examples include; Failing a save against a spell, or drinking a magical potion that requires a saving throw.

  • Cleric or Deific magic does not have this effect. 
  • Luck Modifier does apply; higher your Luck mod, the more likely you’ll have a beneficial mutation.
Level
Attack Bonus
Crit Die/Table
Action Dice
Reflex
Fortitude
Willpower
1
+1
D6/III
1d20
+1
+1
+0
2
+1
D6/III
1d20
+1
+1
+1
3
+1
D6/III
1d20
+1
+2
+1
4
+1
D6/III
1d20
+2
+3
+2
5
+1
D6/III
1d20+1d14
+2
+4
+2
6
+1
D6/III
1d20+1d16
+2
+4
+2
7
+1
D6/III
1d20+1d20
+3
+4
+3
8
+1
D6/III
1d20+1d20
+3
+5
+3
9
+1
D6/III
1d20+1d20
+4
+5
+4
10
+1
D6/III
1d20+1d20+1d14
+4
+6
+4

 Yon Titles

As Yon don’t have a culture or society to call their own, they don’t have level based titles. Yon typically take the titles of other classes that they look up to and want to emulate.

Magical Mutation Table

  1. Magical Vulnerability! You take a -1 penalty to all magical saves. 
  2. Big giant head! Your skull, specifically your brain case and brain, grows disproportionately larger than the rest of your body. You can Mind Blast everyone (friend or foe) in a 5 foot radius for d3 damage on a failed Will save of DC 10+your Willpower or Luck modifier. They are -1 to all rolls for d4 rounds. You can do this once per day, for every time you roll this mutation result. Further, the damage increases by one die step, the DC increases by +1, the range increases by 5 feet, and the penalty for all rolls decreases -1. Using this power is painful and causes a piercing headache that forces a penalty of d3 to all your rolls for one Turn. Every time this is rolled, the penalty to all die rolls is made worse by one die step. 
  3. Skin toughens! Bonus to Armor Class: +1 every time this is rolled. This is not in addition to worn armor. There is no penalty the first time you roll this result, however, subsequent rolls of this result incur the following; reduce movement to the point that you move and function as if you were one Encumbrance step higher than you would normally be. 
  4. Intimidate! To intimidate a creature, you beat your chest and growl and roar and pound the ground. They must make an opposed DC 10 Will save if intelligent, or a DC 5 Will save if of animal level intelligence. Failure means they cower or flee. Undead, golems, automatons, and the like are not affected. Add your Personality OR Strength modifier (whichever is higher) to make the DC more difficult. Roll this again and you get the bonus from Personality AND Strength modifiers. Subsequent rolls net you a +1 bonus.
  5. Howler! make loud howls heard for miles. Rolled again and those in close vicinity must make a Fortitude save or go temporarily deaf for d4 hours. Roll this any more times and they suffer a -1 to their save attempt and the length of deafness increases by a die step in hours.  
  6. Prehensile tail! your tail can grab things. It’s not very strong though, 1/4 your Strength ability. Rolling this again increases it’s strength to 1/2, then 3/4, then full strength. With each growth step, your tail lengthens 12 inches. On the other hand, your size decreases by 6 inches each time this is rolled.  
  7. Bite! Your bite damage increases to d4 damage. Roll this again and it increases to d5, then d6, then d7 and so on. As your teeth enlarge, so does your jaw, and your overall features become more menacing; -1 to any Personality based check every time this result is rolled.  
  8. Hyper-intelligence! Choose a new skill to be trained in; roll randomly on the Background Profession table to determine this. Choose a new skill every time this is rolled. This focus is offset by a penalty of -1 to any and all untrained skill attempts. This penalty is cumulative every time this result is rolled.  
  9. Brute strength! add a D3 to any strength check or strength based action, including melee damage. Roll again and it becomes a d4, then d5, and so on. Your Crit Die also increases by one step!The massive increase in muscle mass causes a loss of dexterity, though; suffer a penalty of -1 to Reflex saves, and dexterity based actions. 
  10. Size increase! You are a foot taller, a bit meatier, and your hit die increases to d8 per level. Roll again and you grow another foot and hit die becomes a d10. Another foot and a D12, another foot and a d14, lastly another foot and a d20. After that, every increase is another foot +1 HP. Also, your Crit Table increases to Table IV, then Table V, then the Giant table. Unfortunately, your tail decreases in length by one foot, and you become incrementally less capable of thoughtful action. Every time you roll this, you suffer a permanent -1 penalty whenever you attempt a skill, and a -1 penalty to Intelligence and Personality checks, as well as Willpower saves. Whenever you take damage in combat, you must make a Willpower save or else fly into a berserk rage; attacking any foes within sight without regard for strategy, tactics, or the well being of yourself or other party members. 
  11. Prehensile feet! Your feet become more dexterous and useful. They can be used attack with a weapon and use a d10 as an Action Die. Each time this is rolled, the Action Die increases a die step. After reaching d20, you get a +1 to hit with your feet every time this is rolled. Agility and Strength bonuses do not apply to feet attacks.
  12. Hand-eye coordination! You get a +1 to hit in combat, and your Crit Die increases by one step. 
  13. Magical Resistance! You gain a +1 to s ave against Magic every time you roll this result.  
  14. Color Change! Your skin and hair change colors. These can be whatever colors you wish, or you can roll on a random table to determine color. 
  15.  Hair falls out! All your body hair falls out. Re-roll this and it grows back. Re-roll again and it falls out again.  
  16. Magic Spell! You learn a random wizard magic spell! This spell is determined randomly; roll a d3 for the spell’s level, then roll on that level’s spell list to determine the exact spell. Casting this spell is the same as if you were a wizard, and uses your Action Die to roll the spell check. All consequences for failure (corruption, misfire, etc) also are the same as per the Wizard. Any effect this spell may have on you does not cause another roll on this Magical Mutation table.

DCC Tower of the Stargazer play report

Yesterday I ran/played Dungeon Crawl Classics for the first time ever.

It was awesome.

Finding DCC was reminiscent of when I discovered Lamentations of the Flame Princess years ago; a breathe of fresh air! The fantasy game I’ve been looking for, for the last 20 years.

All the modifications I was making to LotFP are already included in DCC. So, I’m switching systems. A lot less work and stress for me to build the game I want. That’s a big load off my shoulders.

The rest of the group enjoyed their Zero Level adventure as well.

So what adventure did we play?

Well, I ran Tower of the Stargazer with a lot of modifications.

First, I removed all the background from the module. The players were supposed to control four characters each, but three players chose to control three characters; I still have no idea why. I explained, exhaustively, how that wasn’t a particularly good idea, but they insisted on three.

Anyway, the characters were all from the same town in a run-down barony ruled over by a powerful wizard. The wizard himself hadn’t been heard from in many years, and the barony was run by an appointed magistrate who was killed in an ambush by bandits a few months before. Since then, the area around the town has been plagued by monsters, bandits, crop failures, cats mating with dogs, etc. So the town sent a small group of villagers to the wizard’s tower in order to appeal to the wizard directly for help. They never returned. The player character’s were the B team, sent to talk to the wizard and see what happened to the first group.

Outside the tower, I changed the four large lightning rods into a huge field of smaller lightning rods of heights varying between 10-20 feet. Each with a cable running from the base of the rod to the base of the tower. There was stone path leading to the front door of the tower.

  • Walking along the path at normal human speed would take 3 rounds to reach the front door.
    • There is a 1% chance x number of characters that a random character is struck by lightning for d6 damage. 
  • Walking through the field of lightning rods reduces the chance of lightning strike to a flat 1%, but unless walking carefully at half speed, there is a 1 in 6 chance of a character stepping on a “hot” wire and being electrocuted for d6 damage. I had figured that the players would be fearful of the lightning and attempt to run to the tower to avoid getting hit.
  • There were three bodies of the A Team of villagers on the path, and three bodies in the lightning rod field. Searching a body takes a round, which means another roll to see if lightning strikes.

The first character death occurred when a dwarf grabbed a lightning rod and tried to pry it out of the ground. Lightning strike for 1 damage; the dwarf had 1 HP.
The second death occurred when a human attempted to search a body of a villager and was struck by lightning.

Death Count: 2 

One of those dead villagers had a coin that when flipped, would always land on its side. This would become very important later on.

Reaching the front double-doors, one character decided to knock using the door knocker, while simultaneously another character went to open the other door by grabbing the door knob. Got stuck with a poison needle, failed the save, died.

Death Count: 3

I decided that the tower should not be cleaned/kept up by “magic” as stated in the module, and instead the Calcidus the Stargazer utilized animated dead bodies (zombies) as maids and butlers, While living assistants cooked food and helped with experiments.

Each of the zombies had an iron bar through their neck and would only be animated for a period of time before needing to recharge in the cells in Basement Level 1; each cell had a device with copper wires attached that the zombies would plug into and recharge. Two zombies plug in at a time, while two others work elsewhere in the tower.

So the characters enter the tower and in the foyer is a zombie maid dusting the couches and coffee tables and a fake plant in the corner. The maid has a note pinned to her dress that says, “Please wait to be summoned, Calcidus.” One character found some Copper change in a couch, another stole a painting of Calcidus as a young man from the wall. This was a mistake on my part, as I intended for the painting to be the False Chanterelle painting from Maze of the Blue Medusa, but I completely forgot.

Eventually, they tired of waiting to be summoned and opened the door to the next room.

Opening the door caused the maid to attack the character who opened it, while from the other room, a zombie butler rushed at the character moaning, “nooooot summmonnnneed,” and attacked. The zombies were eventually defeated by bashing in the skull of the butler, maiming the maid with a critical hit to the knee, and then finishing the maid off by dowsing her head in holy water. Fun tidbit; the Lick-Spitter character armed with a bucket and a tin of breath mints tossed a mint into the maid’s mouth with a great roll before she was destroyed.

Searching the Sitting Room, where the butler attacked from, I described the china cabinet and the fine, fragile dishes within. A player stated that one of his characters was going to throw the dishes into his sack. The fragile dishes all shattered.

They quickly figured out the stack of crates were fake and found the trapdoor underneath. After carefully examining the statue, they figured out it too could be slid away revealing another trapdoor.

This is where things got tricky.

The party decided to split into THREE groups. One group went up the stairs to Level Two. Another group went down the trapdoor leading to the storage room in Basement One. And a single character went down the trapdoor leading to the small room in Basement One closed off with a portculis.

The single character didn’t even try to lift the portculis, but that was partially my fault; I described it as iron bars, leading them to conclude it was a jail-type cell. My bad. Not that they would have been able to lift it by themselves anyway. Still, I made another mistake. They did notice a red glow coming from beyond the portculis but they couldn’t see the source. More on that later.

The second group that went down to the Storage Room found the secret door, and the character with a background as a miner made a skill check to figure out what would trigger the door to open, and discovered a suspiciously loose flagstone on the floor and stepped on it, opening the door. Oddly, no one wanted to open the regular, normal door. They also did a cursory search of the crates, but found none of the strange contents to be interesting enough to take.

Going through the secret door,  they found the zombie recharging stations. The last three cells I kept as actual cells, including the 15 armed skeleton. That tripped some of the players out. I also kept the brain leech, and one of the characters swallowed it. That should be a nice surprise at the beginning of the next adventure!

The laboratory I kept pretty much as written, including the mirror room and the body on the table, and the microscope with the blood vials. One character immediately wanted to look at the blood through the microscope and missed a saving throw and licked the smear off the slide. ewwww. I haven’t decided how the blood will affect the character; perhaps some sort of slow, agonizing death as the virus contained destroys their cells. Or maybe a couple rolls on the Corruption table! That’s an even better idea.

The mirror room has an issue within it that I didn’t realize until the players discovered it. One of the mirrors produces a doppleganger which either fights you or melds into you doubling providing another hit die. If you fight it, it has all the same equipment that you have, so potentially, you could just keep looking in the mirror and doubling your equipment and money, or get more hit points, for as long as you want.

Anyway, another character died here when they failed a save and a laser beam cut a hole through their chest. Two characters saw their ability scores increase, and one saw theirs decrease. Two of the mirrors were smashed. One character looked into a mirror and gained a profound knowledge of something… an answer to a question of their choosing at a later time. More on that later.

Death Count: 4

This group of characters discovered the elevator and took it up to Tower Level 5. 

On Level Two of the tower, the other group of characters found the living servants quarters, which has been long abandoned. They were very interested in the oven and several characters thoroughly searched it, finding nothing. They went up the stairs to Tower Level 3.

The door to Level 3 is locked and trapped, as written, in a really strange way that isn’t consistent with the theme of the tower. So I changed it.

Instead of a trickle of blood, followed by a wall of blood pouring out of the door, I changed it to a simple lock trap that electrocutes the lockpicker if they fail their skill check. Unfortunately, the character that attempted to pick the lock failed their skill check and was electrocuted. A few of the other characters used a coffee table as a battering ram to force the door open.

Death Count: 5

Entering Level 3, the characters found the Wizard’s chamber. When I ran Tower of the Stargazer last, I felt that the wizard was… lame. So I killed him. The wizard was dead, laying face down in the circle of salt. Died of old age/starvation/whatever before the characters got there. One character decided to try and enter the circle to check on him. I allowed this, with the idea that anything can enter the circle, but nothing can leave. Before this little fact was discovered though, a different character swept some of the salt away, breaking the circle.

One of the characters took the Star Crystal, and they discovered the elevator on this level. Messing with the dial, they saw the characters who used the elevator to travel to level 5 go down past them, all the way to Dungeon Level 2.

Dungeon Level has a puzzle, and it took a while for the players to finish it. Earlier, one character looked into one of the magic and gained knowledge of something they could choose to ask about at a later time. They used it to figure out the puzzle.

All the characters regrouped at Level 4.
I didn’t like the thing in the freezer, so I changed it to a Face-hugging alien who implanted its seed in the belly of an unfortunate character. That will be a gruesome death later on. I figured that an alien monster would make more sense for a wizard’s tower dedicated to finding life on other planets than a vial of living, but evil, blood. Plus, there was already evil blood in the basement.

The characters searched the first library extensively and found what was hidden in there. They reached the “game room,” with the ghost and a player had a great idea for beating it. The last time I ran Tower of the Stargazer, a character died playing against the ghost in a game of Blackjack. This time, it was a different player not involved the first time around who played against the ghost. This player’s character was the one who picked up the trick coin earlier in the adventure. The game he chose was to flip the coin, and allow the ghost to call heads or tails. If the coin landed on what the ghost chose, the ghost wins. If it lands any other way, the ghost loses and the characters can pass through the door.
The ghost lost, and the players found the magical library. They searched this library even more extensively than the first, and found a few low level magical scrolls. I’m not as worried about overpowering low level characters with magical scrolls as I would be in other game systems, since they have to roll a d10 vs the DC of the scroll in order to use it successfully. It’s pretty much a trap, unless they somehow get really, really, lucky.

Moving to the 5th floor, the characters find the telescope. I had planned for the telescope to be a trap as well; if the controls were manipulated in the wrong way, the whole thing would blow up, destroying the tower and everything in it.
I didn’t count on the players though, a classic GM mistake.
The players quickly figured out the pool of water with the fish was acid. They quickly figured out to put the coal and the powder in the coal chamber. And, most surprisingly, they figured out the controls for the telescope on the first try.
However, after putting the powder into the coal chamber and powering the laser, a character looked through the view finder and was transported to another world. Where they were promptly killed and eaten by aliens. This grisly deqth was viewed only by another character who quickly jumped to the telescope when the first character disappeared.

Death Count: 6

The remaining characters found the other part of Dungeon Level 1. I changed the stone spider into a lava giant, who acted as protector if the “treasures,” within. The characters dispatched the giant after a time with no casualties. Searching the treasure they quickly figured out the trick. Going into the easternmost room, one character made it in before the portcullis fell and trapped them. Another character got hit by the trap but managed to survive. The trapped character drank ALL of the potions. So, in a way, that character changed enough to almost be considered dead. 
The remaining characters left the tower and made it through the electrical field outside without a hitch. They were talking about using the tower as a base of operations in the future.

Final death tally: 6, with 3 more dying (brain leech, alien virus blood, alien egg) in the near future.

For a group that started with 21 zero level characters, I feel like this wasn’t dangerous enough. Which means I failed.

Next adventure I plan to either run Deep Carbon Observatory, or Maze of the Blue Medusa.