What we're about

Abandon all presumptions, here you’re no hero. You’re an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.

If this sounds like your style of table top Role Play, join us and adventure with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you. (All welcomed, rules will be taught.)

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The core mechanic in the Dungeon Crawl Classics Role Playing Game is the d20 roll. You will frequently be asked to roll 1d20 (A twenty Sided die) and add or subtract modifiers. The goal is to roll high and beat a Difficulty Class, or DC. Sometimes the DC will have specific terms, such as an Armor Class, or AC, which is a combat variety of a DC. A higher DC is more difficult to beat, and a better-armored creature has a higher AC.

How Is This Game Different From What I Have Played Before?

If you are familiar with the d20 system (3.0 and 3.5):
• DCC RPG does not have prestige classes, attacks of opportunity, feats, or skill points.
• Classes and races are one and the same. You are a wizard or an elf.

If you are familiar with various iterations of AD&D:
• DCC RPG uses an ascending armor class system. A normal, unarmored peasant is AC 10, while a warrior inplate mail is AC 18.
• Attacks, saves, and skill checks all involve rolling 1d20, adding modifiers, and trying to beat a number.
• There are three saving throws: Fortitude, Reflex, and Willpower.

No matter what edition you’ve played before:
• Clerics turn creatures that are unholy to their religion. This may include un-dead and other creatures.
• All spells are cast with a spell check, where the caster rolls 1d20, adds certain modifiers, and tries to score high. The higher the roll the more effective the result. Each spell has a unique chart that adjudicates the spell’s results.
• Wizards may or may not lose their spells after a casting. A low result means the wizard cannot cast the spell again that day. On a high result, he can cast the spell again.
• Cleric spell casting works differently from wizard casting. Clerics never lose a spell when it’s cast. However, when a cleric casts any spell and fails in his attempt, he may increase his “natural failure range.” By the end of the day, a cleric may automatically fail on more rolls than just a natural 1.
• There is a critical hit matrix. Higher-level characters and martial characters generate critical hits more often and roll on more deadly result tables.
• You can burn off ability scores to enhance dice rolls. All characters can burn Luck, and wizards and elves can burn other abilities.

Upcoming events (4)

Carnival of the Damned

Bell Book & Comic

A carnival came to town! Rides, prizes, and thrilling acts entertained the whole family all day, but the fun has turned frightening after dark. Can you brave the swirling pink mists, lethal rides, and maddening sights in search of the Black Jester and the precious things he holds captive under his big top of terror? A lvl 0 adventure for 4-8 players. Pregenerated characters will be provided to those who need them. No experience necessary. In-game bonuses for players who support Bell Book & Comic with a purchase!

Carnival of the Damned

Bell Book & Comic

!!!This is NOT a mistake! We will have two games of Carnival of the Damned going at the same time!!! Zero level adventures are a great introduction to Dungeon Crawl Classics and are highly lethal. Don't worry about dying too fast as everyone will start with 3 or 4 characters :) Pre-generated characters will be provides. No need to bring anything except a pencil and dice but if you forget those I'll have some to share! Official Description: "A band of villagers are trapped in a mist-shrouded carnival in the dead of night, facing death at every turn. Can they survive twisted oddities like the corpse-filled Tunnel of Love and the dreaded Bone Coaster?"

Doom of the Savage Kings - A level 1 Adventure

Dragon's Guildhall

Bring a surviving level zero character to level from a previous funnel or I will have pre-generated characters available! Official Description: "High above the windswept moors and darksome woods, the village of Hirot is under siege. Each night, as the sun sinks beneath the western mountains and the candles burn low, a devil-beast stalks the village streets, unleashing its savage fury on the living. From warlord to pauper, crone to child, no one is safe. Defeating the immortal hound will require more than mere blades or even spells. To slay the beast, the characters must delve into the mysteries of the land and its Savage Kings. Only then, armed with relics forged from a bloody past, can the most cunning and courageous of adventurers challenge the hound of Hirot!"

Journey below the Purple Planet! (Session the Fourth)

Bell Book & Comic

Join us as our brave band picks up the pieces and again heads deeper into the depths below the Purple Planet. Can the darkness harbor more danger? More Horrors? Will Aston be able to fill the hole left by the death of Vasanth? Or will our band of [murder] vandal- hobos finally meet their match? Only one way to find out. Join us, roll some dice and have some laughs. We don't wait until level ten to have epic fun, we are not afraid of the the TPK and we certainly don't let rules as written stand in the way of a good time. We adventure like it is 1974, with a fast loose play style and emphasis on fun and adventure. Bring a pencil, dice (If you have them) an an active imagination! Appendix N sources tie ins: Robert E. Howard’s Tower of the Elephan and Worms of the Earth. Edgar Rice Burroughs’ Pellucidar H.P. Lovecraft’s Beyond the Mountains of Madness

Past events (47)

The Portal Under The Stars - A level 0 Adventure

Dragon's Guildhall

Photos (80)