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Someone was complaining about /tg/ never getting shit done.

This is a dump of a bunch of my DCC homebrew adventures, starting with the most-polished one, then descending to docs of DM notes. These are all meant to be tavern one-shots, with at most 3.5 hours of gametime. Commentary/Critique appreciated.
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Here we start with a mashup of The Mummy, Pyramids by Terry Pratchett, and Necron lore. My aim is to eventually publish this along with several sequel adventures, forming a campaign arc.
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>>97123338
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>>97123341
Alongside the egypt stuff, this is also meant to set up an Arabian Nights-themed region.
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>>97123349
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>>97123353
I've run the adventure twice now for different people and it keeps going over well.

Mummies having Damage Reduction 5/- and Fire Vulnerability is taken from the DCC core book, I try to maintain consistency with the system whenever I can, but DCC monsters are fucking fun to make.
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>>97123366
Aaaaand finally the monsters and items.
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This is something I'm very proud of (excuse the AI art, it's just placeholder stuff for a home game).

DCC has an adventure called a Funnel; each player gets four 0-level characters, most of which are expected to die over the course of a deliberately deadly dungeon, resulting in one level-1 PC with the gear of all the dead ones, and a story to tell.

This is a twist where everyone is an orc in a land that resembles but is legally distinct from Mordor.
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>>97123392
Really just a love letter to LotR Orcs; the whole sequence in Two Towers where the orcs bicker over food is one of my favorite scenes in all of cinema.
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Cool man
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Based
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Nice adventure, OP. Very flavorful, and I could definitely see this as a fun start to a cool campaign. A couple questions though:

How are the blades set in the trap in the entry corridor? Do they come horizontally out of the walls, or vertically from the ceiling? If horizontal, how high? I'm just wondering about how PCs could get past without risking decapitation.

Also, a minor thing, which door in area 2-2 leads to 2-3 and 2-4 respectively? I'm guessing the one on the left leads to 2-3 and the right leads to 2-4. You way want to say that in the description of 2-2 so other GMs know when they run it.
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I'm not familiar with DCC, it's OSR-adjacent right? How much work would it be to convert to something like BX or AD&D 1e?
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buy an ad
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>>97123328
will you post more or is this it?
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Thanks for sharing OP.
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>>97123328
post more if you have and are in the mood, i love this stuff
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Cheers. You're alright, OP.
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>>97124528
Fell asleep, here's some more.

"Noctburg" is me wanting to do gothic/industrial/gaslamp urban adventures while avoiding steampunk. I also wanted it to have lots of monsters, so it has every urban anthrophage I could think of.
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>>97126143
Once more, forgive the slop.

This is another one that I want to polish more; I mostly write adventures around each one being part of a three-part a campaign arc set in Genre-Land.
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>>97126160
This was inspired by Half Life: Alyx; industrial location full of deadly mold and mold-spawned critters, lots of bric-a-brac and explosive barrels scattered about the place.

Also, it does that video game thing where the same map gets used twice; players explore the yard and fight the vegepygmies, clear out the building interior, then when they leave the building, a second cleanup crew has arrived, and they get to fight in the yard again, but vs different enemies.
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>>97126160
>slop
And I'm out. It was pretty cool of you to share this shit, but now I have to wonder how much of the work is yours and how much of what you posted in slopshit.
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>>97123665
The blades come out horizontally, they can worm-crawl under them if they know about them.

I thought about making the trap more elaborate and troll-y, with multiple blades coming out at different heights along the hallway. There's also some Glyph spells in DCC that create a barrier you need a Will save to cross; an unexpected one leaves the guy trying to dive through the spinning blades standing like a jackass right on the plate.

>>97123696
Honestly not that much work; BX and 1e adventures are easy to convert. The core mechanics are really more similar to barebones 3.5, with class rules more like B/X.

It has lots of lolrandom tables, especially for spells and crits. It works great for the pub games we do; keeps things lively,
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>>97126214
My mistake, should have left out the art.

Absolutely none of the text is AI-derived; I would hope that comes through in the writing.
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>>97126238
Back when I was working on this, those tools were fresh.
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This is the 2nd Noctburg adventure. I was reading up on gilded-age history and made an adventure where the PCs are Pinkertons trying to break a strike.
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>>97126273
This is reaching the point of being less-polished. Most of the adventure details are in my head, these are really just DM notes
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This is a horror scenario where PCs wander into a suspiciously-hospitable oasis and get hunted by Lamias. Very much just DM notes.
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>>97126299
My printer can't print on cardstock, so I print out item cards like this on parchment sticker-paper, then stick the sticker to cardstock, then chop up the sheet. Bitches love item cards.
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Spiders
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>>97126371
I think I pulled the Ettercaps in this from the Fallen from Destiny. I also like the idea of them being these rad dynamic jumping-spider ninjas who eat people.
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These are dope, thanks anon.
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>>97123840
He's literally dumping adventures for real, you collosal faggot
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>>97123696
It's not that much work, key things to note would be the class abilities and how they affect combat and exploration. If you lean into the gonzo side of things it will work out better
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OP was ok today.
Regarding DCC hexcrawls, how do you guys try to implement them?
I've had some pretty fun success with making all skill checks at a d10, unless their occupation supports. Players can get around decently with mighty deeds, spells, and thieves' luck die. But that occupation d20 is nice. I also added some stuff to make occupations more useful: e.g. merchant and tax collectors can put a value on artwork and ancient coins
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This was pulled from The Whispering Cairn
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And this is a DCC adaptation of And Madness Followed
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>>97132561
The opening sequence runs very Resident Evil 4 Village

I want to do more with the Madfellows idea; I want druids to have more to do than just eco-terrorism. They also fight Cthulu. In the same way that traditional generic good-aligned churches fight undead and demons and such, druids fight tentacle monsters. They just do it all secret and sneaky; Druids make excellent covert agents; Wildshape, animal messenger, secret language no one can crack.
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>>97126160
You have inspired me to start world building again. This is really cool. Thanks for sharing.
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Here's one last thing:

An adaptation of the Shrine of Frenzy (from Razor Coast). This went over as a perfect old-school Temple-of-the-thing-god themed dungeon.

I've been mining Razor Coast for high-level (so, 4-6, in DCC) pirate adventures. The way we run things precludes the full sandbox campaign, so instead I pull out episodes that'll chain together an arc; there's a rad outbreak of weresharks in Port Shaw that makes for a great reveal.

This has additional statblocks to run at different levels, with more-substantial dudes for more-substantial PCs.

Ah, I also had a cool idea for Merrow; they're like that frog that eats its own tadpoles. In their lairs, there's always a school of fish-things (minor bitey enemies) and the PCs initially see it eating one, so they assume they're it's larder. Then they notice that the fish have creepily-humanoid-looking skulls and wee little legs, like tadpoles. This lets them survive in otherwise-barren ecosystems.
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>>97134392
When I ran this, someone had a magic item (from another DM) that was a one-time-use flask of pure cyanide. He snuck into the room with the scrag relaxing in the tide pool and poured it into the water.
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>>97134427
Monsters.

I wind up adding a bit more gamey crunch to the monsters than core DCC; cinematic moves and such.
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>>97134436
And item cards



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