Wednesday, April 25, 2012

Running Dungeon Crawl Classics RPG: Part 4

Attack of The Crocodile

The first combat began as the character unfortunate enough to have a entered the game with a grappling hook, pulled the body of the sorcerer ashore, much to the chagrin of the crocodile that was preparing to feast upon it. 

Looking at the crocodiles stats (which I grabbed straight from the D20 SRD) relative to the 0-levelers, it was pretty clear that for every attack it made, it was going to kill a character. DCC didn't really provide much guidance on how many opponents could comfortably engage an opponent in melee combat, I fell back on the AD&D 6 like-sized opponents. I had no plans to use miniatures with so many involved, so in this combat, and the others that followed, I simply took notes about whom was engaged with whom. I allowed the others to simply shoot or hurl ranged weapons into melee. DCC has a pretty straightforward rule for firing into melee, and we all (players included) were rooting for friendly fire.

As the croc came surging out of the inky depths, it gained surprise. I had decided beforehand that unless the group took precautions, that surprise was a possibility. The surprise rules in DCC are, in my mind, a touch sparse, and I suspected they allowed only for a single surprise round, but I could find nothing that actually said that. Admittedly, I may have missed it. Having gained surprise, the croc chomped the first handy character, and with first blood now spilt, we had our first casualty. It was time to roll for initiative.

Each player had made 4 characters using the great 0-level generator at Purple Sorcerer Games. Of their own volition, they had also given their own groups names-- and as the first round of initiative was ticked off Team Awesome headed straight away from the crocodile, leaving the Hand of Gary to be the first to descend on it. The Hand was now engaged, along with the now hastily-named Team Missing Man, poking at the crocodile with an assortment of awls and shovels.



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