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Jewels of the Carnifex
In room 1-5 have open the first and third door.

Have not explored the upper staircase in room 1-2.

All valuable loot and normal stuff was sold.

3250 gp in gems and jewelry.

Still to sell:

Private Buyers Only
large silver torc (worth 100gp but is obviously a chaos item so you'd need to find the right buyer.)
lockbox (three incense wrapped in chaos cloth)
cave bear cloak (Can make the wearer berserk 1/per day)
mace +1

Did not rest.
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Updated Loot List after Adventure 2
As of this adevnture, Craig and Grant's peons are level 1 with 10 xp and everyone else is level 1 with 35 xp.


cp 151
sp 181
gp 77
pp 2

12 gems = 150gp
264gp worth of gems/jewelry
150gp worth of gems/jewels

(The money above includes what you scooped up at the end.)

dagger x2
3 fine suits
small hammer (5cp)
scissors
flail
knife
100' rope
empty flask (3cp)
elven short sword (worth 150gp)
torches
spear x5 (1d6) (troy & grady)
large silver torc (worth 100gp but is obviously a chaos item so you'd need to find the right buyer.)
lockbox (three incense wrapped in chaos cloth)
skull
4 embroidered robes
pitchfork


masterwork spear (150gp) (The masterwork items can be enchanted. )
masterwork shield (150gp)
magic spear (+1 hit/damage/initiative, can pin target)
silver wolf pelt (250gp)
cave bear cloak (Can make the wearer berserk 1/per day)

short bow x5
short sword x5
long bow
chainmail x2

+1 bronze arm-buckler
serpentine blade (15gp)
great helm in shape of dragon (Gives opponents a -1 to morale checks.)
great bronze torc (35gp)
gold chainmail +1 (no check penalty, 1d4 fumble, +2 vs. cold)
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Loot Division from the first Session
Grady's wizard bought a longsword and a bow for my wizard. Bought a shield for the Dwarf.

I would suggest the thief wear padded armor so not to have any skill negatives,


cp 151
sp 181
gp 188
pp 2



short sword 1d6 (steve)
battle axe (grady) (increases crit range by 1) Dwrf has this
hide armor of excelent craftsmanship+3 (troy) Not sure who wants this maybe good for the elf.
golden censor (will sell in game)
3 chainmail hauberks(grady,steve,troy) Dwarf has one, I am guessing the Cleric has one, and we can sell the other. Elf it would be bad for elf thief or halfling
100' rope ( Keep in party)
empty flask (fill it with oil)
elven short sword (worth 150 gp) (Sell in game)
torches (party)
large silver torc (worth 100 gp but is obviously a chaos item so you'd need to find the right buyer.) (sell in game)

iron ring set with three rubies
(magic, 1: magic missle 3x per day, 2: magic shield 2x per day, 3: scorching ray 1 X per day, the ring also add +1 to any spellcasting rolls for a wizard) (Wizard)
fine tools (thief)
backpack (Party)
+1 flail, once per day flaming (extra d6 damage)(cleric)
1 vial holy water (Cleric)
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First Session
If I remember correctly we now have

Grady - Dwarf and Wizard
Troy - Elf and Thief
Steve - Halfling and Cleric

Grant - if you want to play next time you can either run a group of 4 peons or play your Cleric from Grady's game if it ok with him.


Let me know if you need any help making your 1st level guys. Make sure you pick an alignment, it becomes important at 1st level. Since you sacrificed Troys medicant to the Chaos beast the lawful gods are sorta frowning on you, but you redeemed yourselves by saving most of the villagers so feel free to pick any alignment.

Make me a list of the things you want to sell and I'll tell you what it's all worth.

cp 151
sp 181
gp 77
pp 2

12 gems = 150gp

(The money above includes what you scooped up at the end.)

short sword 1d6 (steve)
dagger x2
3 fine suits
small hammer (5cp)
scissors
battle axe (grady) (increases crit range by 1)
hide armor of excelent craftsmanship+3 (troy)
golden censor
3 chainmail hauberks(grady,steve,troy)
3 mace (grady, troy, steve)
flail
knife
100' rope
empty flask (3cp)
elven short sword (worth 150 gp)
torches
spear x5 (1d6) (troy & grady)
handaxe (1d6)
large silver torc (worth 100 gp but is obviously a chaos item so you'd need to find the right buyer.)
6 leather armor +2 (g,t&s)
lockbox (three incense wrapped in chaos cloth)
skull
4 embroidered robes
iron ring set with three rubies
(magic, 1: magic missle 3x per day, 2: magic shield 2x per day, 3: scorching ray 1 X per day, the ring also add +1 to any spellcasting rolls for a wizard)
fine tools
backpack
+1 flail, once per day flaming (extra d6 damage)
1 vial holy water
pitchfork

sage has leather (+2 ac)
sage has short sword (1d6)
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Game Master:
Setting:
Aereth (3.5)
4 other campaigns in this setting
Rule System: