Sunday, February 1, 2026

I'll Run It One Day - [blog100] pt. 9, q. 82

This post is part of a series where I put forth a challenge for bloggers to answer all 100 questions on this table by d4 Caltrops. This week I rolled an 82.

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82. What Idea or Concept are you "Saving" for a Future Game/Campaign?

It's common advice to use your ideas now rather than saving them for later. Here's the problem: I have more ideas than time to play. I think many of us do. I can't use them all, some things are going to have to wait. Some will be saved for later and some will be saved for never. It's just how it is.

Furthermore, not all things fit into the campaign I'm currently running. This blog is 90% about DCC because that's the campaign I actually do run, but there are a lot of other games I want to run too. Here are three campaigns I want to run that don't gel with my current campaign world, each one totally different.

Guild of Dragonologists (5e)

That's right, a 5e game. I'm not a big 5e fan and I've made that no secret, but it's good at one thing: being the current standard for high-fantasy. You want to run a world that has every fantastical thing you can think of splattered everywhere you can look? 5e can handle it perfectly. I'm talking about wizard high-school shit. Nary a human to be found in the nearest tavern and nobody bats an eye at people casting spells and flying past on broomsticks.

The original concept came from a joke among friends that rarely in D&D do we ever go into dungeons, let alone encounter dragons. I thought I'd lean right into that and make it all about dragons from the very first level. Enter, The Guild of Dragonologists.

The Guild is, as it says right in the name, dedicated to the study of dragons, which in 5e are very categorized and classified. They're territorial and the chromatics are at odds with the metallics. The Guild began early on as cartographers, mapping the territories of the dragons. They found that if one overlays a map of chromatic territories on a map of metallic territories, the lands of 4 chromatic and 4 metallic dragons converge at a single point. This is where the Guildhall was built, with immediate access to 8 common varieties to study, and plenty of chromatic/metallic crossover to observe.

The players play as new recruits who've joined the Guild as Hunters - think Monster Hunter style, where the Hunters are sent on missions to "control the population" for conservation efforts or whatever. You're not there to eradicate dragonkind, just keep them in check and protect the Guild. There's also some mystery going on with the convergence of territories and probably the Platinum Dragon.

As It Was Written (OD&D with Chainmail)

I've been diving into the Little Brown Books recently and I'm finding myself fascinated. There is so much in here that appears bizarre and arcane from a modern perspective but actually makes a lot of sense when you consider what they were doing and what they were trying to do. I've found myself wanting to give OD&D a go on its own terms, right down as close to RAW as I can do.

Those of you who are familiar with the original edition know that this isn't exactly a straightforward task - I've found myself comparing and rewriting parts of the various books to organize it in a way that works better for me. There are rewrites out there, but none of them do it my way while simultaneously remaining purely vanilla (which, to be fair, is a big ask).

What's become even more fascinating to me is the implied setting of OD&D. Reading through the encounter tables alone I noticed that the world it expects you to play in is absolute bizarre - by standards both modern and contemporary. It is a pseudo-Arthurian post-civilization frontier centered upon a megadungeon that defies the laws of physics simply to spite the adventurers who are propping up the economy around it. This frontier is horribly infested with lycanthropes (for some reason) and peppered with lost-world swamps and alien deserts (the little green man kind of alien - seriously!).

On top of that, the use of Chainmail's multiple combat systems (rather than the "alternate" that became the default) to resolve different kinds of battles with varying tactical depth is very cool and a topic I'll be revisiting.

I don't know what it was like to play in Gygax's games but it sure as hell sounds like a blast to try and recreate it from his writings. What'll be hard is stopping myself from houseruling!

Paleolithic Campaign (DCC Homebrew)

And we're back to DCC - kind of. This one is a Dinosaur Crawl Classics inspired stone-age campaign featuring low tech, less magic, and prehistoric monsters. Thieves, Wizards and Clerics won't be present, at least in the same form - magic will be the domain of an animist Shaman class with ancestral patrons. Hunters might take a combined warrior-thief role for a third class. All classes will get wilderness skills, hailing from tribal communities that live off the land.

The tricky part here is figuring out any kind of long-term story. This is one setting where I don't want to have advanced tech showing up from aliens or ancient civilizations. From a stone age perspective, even a castle is advanced. Dungeons will probably be lairs rather than old human structures (a perfect excuse to use another thing I've been saving - a humanoid ant race in an ant-mound dungeon). I can only take a campaign so far with a big bad being a particularly disruptive T-Rex.

A possible theme to wrestle with in this campaign is the discovery of agriculture, with a nearby developing civilization threatening to permanently disrupt the PCs' way of life. But again, I can only take that arc so far before it simply runs its course and there is no more story left to tell. I'd still like to give this setting a go for a short campaign run at least.

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Here is where I'll link your blog if you join me on this 100-post journey through 100 questions.

Wednesday, January 28, 2026

Arbitrary Half-Races

This has been on my list of mechanics to work out for quite a while now. Recently, I realized I essentially already did the legwork when I split race and class. The whole idea there was to use races as a sort of half-class and mix-and-match. This post builds on that. Using that as a baseline, you can create half-races of any playable races by allowing a race/race combination instead of a race/class one.

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Skip my rambling and get to the rules.

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Why do this?

In short: it's just like, my opinion, man.

The way half-races are handled in fantasy has always bothered me a little bit. Half-elves and half-orcs are the common ones, almost to the point of being an iconic inclusion in and of themselves. As far as I can tell, half-elves grew out of a misunderstanding of Tolkein and half-orcs came out of a desire to play as orcs in a setting where orcs were a monster or always evil - the latter has implications that I'd personally like to avoid discussing over the gaming table. Either way, these two half-races have stuck around and one of the first questions that comes to my mind is why aren't there elf-orcs? Is it just humans who can interbreed, and for some reason the races they can interbreed with can't also interbreed among themselves?

Furthermore, given it's a fantasy setting, why aren't there half-dwarves, half-gnomes and half-halflings? If cross-species procreation is something you're going to say is possible in your world, there's suddenly a lot of variation you have to account for. In a game with distinct, discrete races (or even more problematically, race-as-class) you have a lot of work to do. Unless you're going to say these specific half-human hybrids are possible but not other combinations. You can do that, I just always find myself wondering - why just elves? Even then, if elves and half-elves are distinct races/classes... what happens to their offspring? Is it a spectrum, or are they all half-elves from that point onward? Why haven't half-elves taken over?

You can, of course, handwave this by saying "genetic similarity" but that just doesn't quite jive with me. Most worlds seem to have things like chimeras which are made up of combined creatures dramatically different from each other. There are probably half-demons or half-elementals of some kind - they're not even from the same universe! In a fantasy setting where interspecies stuff clearly exists I find it more believable that it'd happen in all sorts of combinations. Especially if you consider your world "gonzo". Why does genetics suddenly matter now? Don't even ask about centaurs.

All in all it's just kind of weird to allow some specific half-races but not any others. Either humans and demihumans can interbreed or they can't. Go all or nothing.

Half-races from core races

LineageHumanDwarfElfHalfling
HumanHumanHalf-dwarfHalf-elfQuarterling*
DwarfHalf-dwarfDwarfDwelfDwarfling
ElfHalf-elfDwelfElfElfling
HalflingQuarterling*DwarflingElflingHalfling

*Quarterling may sound incorrect, but it comes from the Halfling culture where your Halfling-half is the important half.

Rules for Mixed Ancestries

This is fairly straightforward if you are already using my split race and class rules. The process is as follows:

  1. Choose (or rather, roll: 1-in-10 demihumans have a random second ancestry*) your two races. You get all abilities and bonuses from each, including both Ability Score re-rolls.
  2. You do not choose a class. Your mixed ancestry is your class (for now).
  3. When determining Hit Dice, use the largest-die race for odd levels and the smallest-die race for even levels. In the case of half-humans, this means always using your other race's Hit Die.
  4. When determining saving throws, use the race with the largest Hit Die. In the case of half-humans, this means simply using the other race's saving throws.
  5. It is recommended to allow multi-classing rules to give mixed ancestry characters the option to gain a true class, but be aware this means only reaching 1st-level in a class at character level 3. This lack of specialization is the trade-off to having multiple racial advantages.

*A character can (and realistically, probably does, somewhere in their long ancestry) have more than just two lineages but only the two majority lines are significant enough to grant class abilities. If you want to play a human-dwarf-elf-halfling that is fine, but your parents only passed down their dominant features.

Monday, January 26, 2026

Blog100 Master Post

This post is for keeping my blog100 posts organized and navigable. The challenge is based on this table of 100 topics to inspire burgeoning blogs.

Here's how the challenge works:

  1. Roll a d100 on the table linked above.
  2. Blog about that question.
  3. Set your own schedule. Post once a week, once a month, whatever. Don't fret if this slows down later either.
  4. Repeat steps 1 and 2 until you've written 100 posts about all 100 topics. Reroll repeated results, you may want to use smaller dice toward the tail end of the challenge.
  5. Tell me about it! I'll link to your post at the bottom of the next one.

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All my posts, in chronological order:

To search for a specific question on the table, ctrl-F "q. X" where X is the question number.

PostQuestion
The d4 Caltrops Blog Challenge - [blog100] pt. 1, q. 92What was one Major Conflict/War that has occurred within Recent Memory?
What happens to you when you die? - [blog100] pt. 2, q. 80What Happens when a Character Dies in your Setting?
The Cost of Living - [blog100] pt. 3, q. 40How much are Lifestyle Expenses for your PCs "Between Adventures?"
Gaming Snacks - [blog100] pt. 4, q. 73What are the best Snacks you've found that work during a Game?
Are Clerical Holy Symbols Required? - [blog100] pt. 5, q. 77What do your Cleric's Holy Symbols Look like? Are they needed for Turning?
The Lantern Tree - [blog100] pt. 6, q. 95Where does Lamp Oil come from/how is it made?
Types of Undead and How they Work - [blog100] pt. 7, q. 23How are Skeletons Made? Ghouls? Why haven't Wraiths/Vampires taken over?
It's okay to be underprepared - [blog100] pt. 8, q. 84What is a Ruling you Regret or wish you would have handled differently?

Saturday, January 24, 2026

It's okay to be underprepared - [blog100] pt. 8, q. 84

This post is part of a series where I put forth a challenge for bloggers to answer all 100 questions on this table by d4 Caltrops. This week I rolled an 84.

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84. What is a Ruling you Regret or wish you would have handled differently?

The first game I ran was The Portal Under the Stars. I don't just mean the first game of DCC, I mean the first I ever ran at all. I was incredibly nervous (not just for running the game, but I only really knew one of the players!), but I thought hey, I've gone over the module twice and re-written it as my own notes - surely by this point I could just run the module as is and it'll be fine. I did have one question though: what will the players do when they figure out that the solution to the entrance puzzle is to wait?

Well, I predicted they'd want to go to town for a couple of hours to kill time... and yet I did not prepare for that. The end result was me deciding, on the fly, that the town was just slightly too far away from the dungeon location for them to get there and back in time. I admitted to them that I wasn't prepared to run the town, but now I wish I'd let them do it.

What stopped me from prepping a town, if I had predicted they'd try to go there? You'd be right to think that was pretty foolish of me. To be honest, the prep just felt like too big of a task.

That's where I went wrong. Perhaps now that I've got experience under my belt I'm looking at this in a way that is unrealistic to expect of my first-time-Judge self, but it would have been totally fine to just wing it. Even the stuff that I later prepared for the town, I really could have just handwaved in the moment and fleshed the details out as necessary later.

Prepping a town wasn't too big of a task - I was expecting too much of myself. I could have done minimal prep. One tavern. That's probably the only place that's open at night anyway. Player characters' homes? They're all peasants, they're already carrying their best gear anyway. Your home has like, a straw bed and one chair. You brought all the good gear with you. Just answer the questions the players ask, there was no need to build the entire town.

All the prep I did later for the town? I made that up too. I could've done it at the table. Instead, I said no.

Saying yes can be nerve-wracking when the question was something you weren't prepared for, and yet I've found Judging to be a much easier task since I committed to doing that. That's not to say I don't still prep, I don't still feel underprepared, and I don't still feel the compulsive need to over-prep. I do. I just know now that it'll be fine if I wing it. The goal is a fun night, not a perfect game.

You'll be fine.

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Here is where I'll link your blog if you join me on this 100-post journey through 100 questions.

Wednesday, January 21, 2026

Extended Dice Chain

d3 – d4 – d5 – d6 – d7 – d8 – d10 – d12 – d14 – d16 – d20 – d24 – d30

I've been thinking a lot about Mercurial Magic lately (and there's certainly more where this post came from - watch this space) and something struck me about a handful of the results, namely 96 and 98 which improve the die used to cast the spell. The Dice Chain is an awesome way to give DCC's equivalent of "advantage" and "disadvantage" and can theoretically stack bonuses, but there is an explicit limit of d30, "the largest die that can be used" -p. 17.

Well, that's kind of a bummer for those with Mercurial Magic result 98 who are already using a d30. Why would they bother using extra spell components, ritual casting, or some other method of improving their cast? This inadvertently locks out (or at least makes less meaningful) some roleplay options for Wizards in the games of those Judges who like to give out +1d bonuses for this sort of extra creativity and preparation. It even stunts Arcane Affinity, which also works on the Dice Chain.

Here's an extended version, and you don't need additional dice beyond the DCC funky dice. The math shouldn't come up frequently enough to significantly slow down your game. Note that I've also included additions to the lower end for stacking penalties - I can't see either extreme coming up often if ever, but hey, that's perfectly on brand here.

0 – 1 – d2 – d3 – d4 – d5 – d6 – d7 – d8 – d10 – d12 – d14 – d16 – d20 – d24 – d30 – d36 – d42 – d50 – d60 – d70 – d80 – d100 – d120

How to roll the other dice:

0, 1: Flat results with no roll. Modifiers still apply.

d2: Three methods, pick your favourite.
1. Coin flip: tails is 1 and heads is 2.
2. Any even-sided die: odds are 1 and evens are 2.
3. Any even-sided die: lower half is 1 and upper half is 2.

d36: Two methods, pick your favourite. It's also worth noting that this die really exists and that inspired this extension.

1. Two d6, what some call the "d66" roll. Acts kind of like a percentile roll, in that the first die counts for multiples of six instead of multiples of ten. 1=0, 2=6, 3=12, 4=18, 5=24, 6=30.
2. A d3 and a d12, where the d3 counts for multiples of 12. 1=0, 2=12, 3=24

d42: A d7 and a d6, where the d7 counts for multiples of six. See the first d36 method, except 7=36.

d50: Two methods, pick your favourite.
1. d100 but subtract 50 if the result is in the upper half.
2. d100 divided by two, round down.

d60 - d80 and d120: A d6/d7/d8/d12 and a d10, the same way you'd roll percentile but with the lower die being the tens digit. It's also worth noting that this die really exists and that's actually the only reason I extended the chain past d100 (but you don't need it).

Sunday, January 18, 2026

Types of Undead and How they Work - [blog100] pt. 7, q. 23

This post is part of a series where I put forth a challenge for bloggers to answer all 100 questions on this table by d4 Caltrops. This week I rolled a 23.

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23. How are Skeletons Made? Ghouls? Why haven't Wraiths/Vampires taken over?

Skeletons are not just one thing. There are a variety of different undead which look like a skeleton and play the xylophone like a skeleton. Some of these are no more than a pile of bones which has been animated to look like a humanoid again. Some are the remains of a corpse with a soul still attached - either through usual ghostly means or being bound by a wizard. This variety may even be sentient or able to speak (despite the lack of requisite mouthflaps). Some are simply summoned out of the earth and nobody knows where they came from or who they were. And finally, some skeletons simply exist because of the unexplainable and magickal way the mythic underworld works. Skeletons are simply a fact of life (or death).

A variant of skeleton which does have a specific method of creation is Fleshbones, which happens when a wizard gets too big for his britches and uses spells in ways they weren't intended. It arguably isn't a skeleton?

Ghouls are cursed while they are still alive. The curse makes them unnaturally resistant to death, and they become ghouls when they are injured enough that a normal man should be killed (or simply by age). Death refusing to arrive when it should drives the curse-bearer insane. They lose most of their mental faculties, sometimes to the point of no longer feeling pain or fear. They haven't taken over because of two factors: they don't wander much and they eat most of their kills, so the curse doesn't spread far. They are ravenously hungry and will eat to the point of physically distending themselves to injury. They don't care, they are basically dead anyway.

The aforementioned ghoul-by-old-age is the most common cause of ghoul plagues - a curse-bearer surviving to insanity and then mauling their neighbours and loved ones is a sinister threat from within that is hard to predict or prevent. Towns have fallen and districts have been quarantined to ghoul plagues.

My world's vampires are based on Into the Wyrd and Wild's Vampylfs and Archade's DCC Vampires. In short, vampirism is a bastardization of a curse spread by an immortal bat-like beast, and each strain of the curse comes with unique advantages and disadvantages. A logical conclusion of this is that different vampire clans are not compatible with each other, so there is competition between them. This drives them into hiding and limits the population, as other vampire clans would surely collaborate to drive them out if one power become too great a threat. The larger a clan becomes, the harder it is to hide their secrets, including their weaknesses. In extreme cases vampire clans might rat out larger vampire clans to humanity, and they cannot win that fight on all fronts - this is the vampire's equivalent of the nuclear option.

Wraiths haven't been touched upon in my games yet, but I imagine them as spirits of decay. Decay is something with which the universe is in eternal struggle. Wraiths are a ghost that is an agent of chaos, looking to drag you down with it. One might think of them as the ghouls of the Ethereal world, with their soul damaged and unable to pass over.

Undeath is a complicated thing. I wrote a little about ghosts in a previous part of this series: What happens when you die?

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This week, Scrolls from the Toaster talked about snacks at the table and ended up with a very different, more meaningful post than my own on that topic.

Wednesday, January 14, 2026

DCC Wizard Spell: Recapitate

Sorcerers tend to make a lot of enemies. Two highly sought-after spells for this purpose are Stop Heart and Decapitate. It is still uncertain whether a Stop Heart spell exists, but many have come to the conclusion that the universe did not deem it necessary to create the Decapitate spell, for such an action is not only achievable through mundane means but also a savage method of termination. Such a spell would be beneath the gods who wrote our magic.

It's very hard to entirely disprove something's existence. The evidence cited by wizards that Decapitate does not exist is rather the conclusion drawn from these facts: spells can have reversed counterparts, and the spell Recapitate exists. Yet so far, the only known method of magical decapitation is to cast Recapitate in reverse. A true counterpart has mysteriously not been found.

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Recapitate

Level: 3
Range: Varies
Duration: Varies
Casting Time: 1 round
Save: N/A for standard casting, Fort vs. spell check for reversed casting.

General: This necromantic spell attaches a head to a body. A reversed version of the spell can be cast but not learned, thus the reversed version must always be cast with a -1d penalty. Furthermore, casting in reverse requires at least 1 point of spellburn.

Performing this on the same body or head more than once risks provoking the ire of the gods of death - not to mention the potential damage done to both the body and mind.

Manifestation: For standard casting, roll 1d4: (1) an animated needle sews the head to the body, (2) a jolt of lightning from the wizard's hands revitalizes the corpse, (3) a ghostly spirit enters the body and possesses it, (4) tendrils from within the head grasp the body and control it

For reversed casting, roll 1d3: (1) a shadowy blade appears to decapitate the target, (2) the head rapidly twists and breaks off, (3) the head simply falls off

Corruption: Roll 1d8: (1) the caster's head is replaced with the target head, but their mind is retained (2) the caster's head is attached to the target body, (3) the caster randomly steals a feature from the head or body which replaces their own (1d8: eyes, nose, hair, teeth, ears, arms, legs, skin), (4-5) minor, (6), major, (7-8) greater

Misfire: Roll 1d4: (1) as result 18-21 but the head attaches backwards and the creature has -1 penalty to all checks, (2) the head explodes, (3) the wounds close over, making further attempts impossible, (4) the head comes to life but does not attach to the body, and it is very angry about it.

Standard castingReversed casting (-1d)
1Lost, failure, and worse!Lost, failure, and worse!
2-11 Lost. Failure.Lost. Failure.
12-15 Failure, but spell is not lost.Failure, but spell is not lost.
16-17The head is attached to the body. If they were both dead, they remain dead.A creature you can touch with 1HP or less is decapitated if it fails a Fort save.
18-21The head is attached to the body, which is now able to move and act for 1d6 rounds before dying. It has 2 of its original Hit Dice and is of sub-animal intelligence. It is considered undead.One target creature within 20' with 1d12 HP or less is decapitated if it fails a Fort save. It takes no damage if its current HP is higher than the rolled number.
22-23The head is attached to the body, which is now able to move and act for 1d6 turns before dying. It has up to 3 of its original Hit Dice and is of sub-human intelligence, making it able to understand basic commands but not effectively reason. It is considered undead.One target creature within 20' with 2d12 HP or less is decapitated if it fails a Fort save. It takes no damage if its current HP is higher than the rolled number.
24-26The head is attached to the body, which is now able to move and act for 1d6 hours before dying. It has up to 4 of its original Hit Dice and is of the head's original intelligence, retaining its memories. It is considered undead.The wizard can choose up to three creatures they can see within 40'. After selecting their targets, roll 5d12. If the targets' total HP are below the rolled total, each target must make a Fort save or be decapitated. 
27-31The head is attached to the body, which is now able to move and act for 1d6 days before dying. It has up to 6 of its original Hit Dice and is of any intelligence up to the head's original intelligence, at random. Roll 1d4 for its intelligence level: (1) zombie, (2) animal, (3) original, (4) humanoid-level. If spellburn was used, this roll can be adjusted up or down by that many points. It is considered undead.All chosen creatures in a 30' radius centered on a point the wizard can see each roll 4d12. If each creature's HP is below that roll, they must make a Fort save or be decapitated.
32-33The head is attached to the body, which is now able to move and act for 1d6 weeks before dying. It has up to 8 of its original Hit Dice and is of any intelligence up to the head's original intelligence, at the wizard's choosing. The wizard can make the recapitated individual dumber (useful to make intelligent beings subservient) but not smarter. It is considered undead.The wizard can choose up to five creatures they can see within 60'. After selecting their targets, roll 7d12. If the targets' total HP are below the rolled total, each target must make a Fort save or be decapitated.
34-35The head is attached to the body, which is now able to move and act. It can live until either the head or body would die of old age. It has all its original Hit Dice and is of great intelligence, but it is fiercely loyal even if it was the wizard's enemy before. It is not considered undead, though it is now a monstrosity. Only one creature brought to life by this result may be alive at a time unless the wizard chooses for the creature to permanently occupy a spell slot. If ever two of these creatures are alive and the wizard has not done this, roll 1d3: (1) the first dies, (2) the second dies, (3) they both dieThe wizard can choose any number of creatures they can see within 90'. After selecting their targets, roll 10d12. If the targets' total HP are below the rolled total, each target must make a Fort save or be decapitated.
36+Any number of bodies within 5' per CL are recapitated as result 18-21, except they can live for up to 1d6 months before dying. If this result is achieved while previous recapitants are still alive, each of them has 60% minus the caster's Luck score chance of dying on the spot. For large armies, that percentage of the total die.One target creature within 90' is decapitated.