Saturday, April 5, 2025

New DCC Dwarven Jobs & Backgrounds


In this post, we continue to flesh out the slightly samey-trending jobs of DCCRPG. Or just use this for whatever Dweorg characters you make in other games. 

 I tried to envision a society that is often underground and deals with fantastic flora and fauna. No doubt they kill and eat many underworlders too. Also, my thing about dweorgas being made out of treasure is seeded in here.

  1. Turnspit (rat-skewer rotator “one time I roasted a wumpus”)

    • Trained Weapon: Spit-rod (as club)

    • Trade Goods: Roasted meat skewer, apron stained with grease, underworld cookbook

  2. Pick-harness (battlefield scavenger and smith)

    • Trained Weapon: Crowbar (as club)

    • Trade Goods: Salvaged armor scraps, pouch of rivets, rags of various oil saturations

  3. Pinchpenny or Clutchfist ("Strict financial records must be kept." Note that Dwarven greed is primarily centered around building new dwarves of precious materials, lest abominations be made.)

    • Trained Weapon: Coin purse (as flail)

    • Trade Goods: Ledger of debts, pouch of copper coins

  4. Sawbones ("Bite down on this")

    • Trained Weapon: Bonesaw (as dagger)

    • Trade Goods: Healing salve, set of surgical tools, leather dentata

  5. Gulchcup (bartender/shroom-wine sommlier/mine quartermaster)

    • Trained Weapon: Tankard (as club)

    • Trade Goods: Firkin of moss-ale, drinking goat-horn

  6. Mix-metal (silversmith that works in pewter and copper too)

    • Trained Weapon: Ingot-hammer (as club)

    • Trade Goods: Ingot of silver, set of jeweler’s tools, planishing-hammer, damascene pauldrons, mithril wire

  7. Pick-lock (locksmith/trapsmith)

    • Trained Weapon: Crowbar (as club)

    • Trade Goods: Lockpicks, pouch of stolen trinkets, fine tools & screws

  8. Chiurge-dirt or Chiurgydirty (gem-miner/sapper)

    • Trained Weapon: Pickaxe (as ax)

    • Trade Goods: Pouch of gemstones, miner’s lantern, shovel, battle-scars

  9. Boxsqueeze ("I play. You sing. We split the tips.")

    • Trained Weapon: Knife

    • Trade Goods: Squeezebox, plaque of folk tunes

  10. Waxcrack (Cave apiarist and fissure sealer)

    • Trained Weapon: Candle-iron (as club)  

    • Trade Goods: Blocks of tallow, wick coils, sealed letters, bee-censer

  11. Shite-poke (“Aye, me if only goat-gong were as good as dwarf-dung...”)

    • Trained Weapon: Shovel (as ax)

    • Trade Goods: Bag of manure, gardening gloves

  12. Fetch-water

    • Trained Weapon: Yoke (as staff)

    • Trade Goods: Rope, cave-bear bladders, dowsing-rod

  13. Sweep-chimney (spelunkers and declunks the sooty tubes that lead out)

    • Trained Weapon: Broom (as staff and extendible rod)

    • Trade Goods: Bag of soot, cleaning rags

  14. Turnwheel (“I got an ax to grind...”)

    • Trained Weapon: Wrench (as club), awl (as dagger)

    • Trade Goods: Brass gears, leather belts, whetstone

  15. Blowcoal

    • Trained Weapon: Fire-poker (as club)

    • Trade Goods: Bag of coal, bellows, faggot-craddle

  16. Forge-ax ( “No nobler weapon than an ax. Hammers are for forging.”

    • Trained Weapon: Forge-hammer (as club), and an axe, of course

    • Trade Goods: Bundle of iron ingots, whetstone

  17. Blasstunnel

    • Trained Weapon: Dynamite plunger (as club)

    • Trade Goods: Satchel of blasting powder, miner’s goggles, bag of guano powder

  18. Guard-horde

    • Trained Weapon: Halberd, small shield

    • Trade Goods: Iron keyring, set of manacles

  19. Gempolish (lapidary)

    • Trained Weapon: Gem cutter (as dagger)

    • Trade Goods: Pouch of uncut gems, polishing cloth, jeweler's lathe

  20. Bitesheep (fiery preacher allowed to level as a cleric of a dweog-god)

    • Trained Weapon: Holy rune-graven censer (as flail)

    • Trade Goods: Tome of sermons, vial of holy water

  21. Fist-bread (pit-fighter)

    • Trained Weapon: Brass knuckles

    • Trade Goods: Bloodstained bandages, pouch of betting tokens

  22. BrightStatue (clan statue-breeder)

    • Trained Weapon: Chisel (as dagger)

    • Trade Goods: Small stone statue, block of marble, gold-leaf

  23. Spout-deep (deep lore sage)

    • Trained Weapon: Rune-etched staff (as quarterstaff)

    • Trade Goods: Ancient tome, vial of glowing ink, tattoos of lore

  24. WardShaft

    • Trained Weapon: Spear

    • Trade Goods: Map of tunnels, horn for signaling, lantern, mirror on a stick

  25. Gather-growth ( “vegi-pigmies are good eating”)

    • Trained Weapon: Sickle (as dagger)

    • Trade Goods: Basket of edible mushrooms, spore pouch, moss-nori sheets

  26. Brewdank (professional drunk)

    • Trained Weapon: Keg tap (as club)

    • Trade Goods: Barrel of fungal ale, drinking horn

  27. Rake-ore

    • Trained Weapon: Sorting rake (as staff)

    • Trade Goods: Pouch of rare ores, magnifying lens

  28. Splashwall

    • Trained Weapon: Paintbrush (as dart)

    • Trade Goods: Pots of pigment, sketchbook

  29. Graverune

    • Trained Weapon: Chisel (as dagger)

    • Trade Goods: Set of runestones, hammer

  30. Skewerfish

    • Trained Weapon: Fishing spear

    • Trade Goods: Net, fish-trap, bucket of blind cave fish

  31. Breathlamp

    • Trained Weapon: Lamp pole (as staff)

    • Trade Goods: Flask of oil, set of matches, pot of glowworms

  32. Scaresong (tongue for hire)

    • Trained Weapon: Tuning fork (as dagger)

    • Trade Goods: Hurdy-gurdy, sheet of ancient songs

  33. Keep-pig

    • Trained Weapon: Butcher's knife (as ax)

    • Trade Goods: Bag of offal, a potbellied cave-pig

  34. Chartdeep (depths plunger that goad pet giant worms to help clear passages)

    • Trained Weapon: Worm-prick (as spear)

    • Trade Goods: Map of the deep, ink and quill, scroll, soup-pellets, giant earthworm

  35. Crack-coal (fire-starters that use heat to aid mining)

    • Trained Weapon: Log-dog (as mace)

    • Trade Goods: Compound saw, chains, miner’s lantern

  36. Gather-blud

    • Trained Weapon: Oil can (as club)

    • Trade Goods: Flask of lamp oil, funnel, firkin of pitch

  37. Dig-root

    • Trained Weapon: Spade (as ax)

    • Trade Goods: Bundle of edible roots, trowel

  38. Husbandgoat ("They're not ready!")

    • Trained Weapon: Crook (as staff)

    • Trade Goods: d3 blind cave goats, milking pail

  39. Mill-bone

    • Trained Weapon: Grindstone (as club)

    • Trade Goods: Bag of flour, bag of bone-meal, mortar and pistil

  40. Catch-rat

    • Trained Weapon: Trap-cage (as flail)

    • Trade Goods: Cage of live rats, smoked rat jerky

  41. Breed-worm (breed both small and giant varieties)

    • Trained Weapon: Shovel (as staff)

    • Trade Goods: Jar of cave worms, compost bin, mull-moss, cave-silk, grunting-sticks

  42. Vent-gas

    • Trained Weapon: Venting rod (as spear)

    • Trade Goods: Gas mask, bladders

  43. Sunder-stone

    • Trained Weapon: Chisel (as dagger)

    • Trade Goods: Block of marble, hammer, pins and feathers (shims)

  44. Mend-tunnel

    • Trained Weapon: Hammer (as club)

    • Trade Goods: Bag of stone bricks, mortar, nails

  45. Guide-deep

    • Trained Weapon: Lantern pole (as staff)

    • Trade Goods: Map of the deep, flask of oil, homing-bat

  46. Bake-ash

    • Trained Weapon: Tongs (as club)

    • Trade Goods: Loaf of ash-baked bread, bag of flour

  47. Dry-mold

    • Trained Weapon: Drying rack crook (as staff)

    • Trade Goods: Bundle of dried mushrooms, spore pouch

  48. Scout-deep 

    • Trained Weapon: Dagger

    • Trade Goods: Map of uncharted tunnels, climbing gear, homing bat, rock-ghuillie suit, cave-eye salve

  49. Pebble-stone

    • Trained Weapon: Sledgehammer (as club)

    • Trade Goods: Bag of gravel, chisel

  50. Slay-chud

    • Trained Weapon: Sword

    • Trade Goods: Chud-leather armor, shield

Thursday, April 3, 2025

Introducing Shremlane Hexcrawl


I’ve had a few groups visit Shremlane over the years, and have been tinkering with it since like 2012. It’s basically a misery crawl, but hopefully the odd encounters keep the players coming back. I’m trying to iron out the procedures for the latest foray. Those groping trees are really stressful!

Procedures:

Enter new hex or get to midway point→Roll 2d6

  • Sides add to seven→Underworld entrance spotted! Permanent find; mark it.
  • Sides are adjacent numbers→Trail spotted. Trails are not permanent. The trees are dicks.
  • Sides match→Encounter! Roll a d20 the first time, d30 the second, and d60 the third+ time.


Travel times & stress cost: 

Always confirm the times to start a day, add extra time for incidentals, rations should be consumed every six hours (stress if you skip meals).

  • king’s road: On hour per ½ hex/Two hours per hex. No stress
  • trail: Two hours per ½ hex/Four hours per hex. One stress point
  • no trail or road: Three hours per ½ hex/Six hours per hex. Three stress points


Background:

Shremlane forest is a cursed place. A generation or so in the past, it was host to a group of peace-loving humans called the Shmisdanis. Then, as always seems to happen, barbarians invaded from the north, sacked the stronghold of the Shmisdanis which was also the heart of the forest, and then went on their way. People say that the barbarians were after the treasure of the Shmisdanis. Others say the Shmisdanis failed to keep up the accords they had created with nature and the forest, thus letting the barbarians slip in as punishment. No doubt more blood than sap was shed that day.



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Saturday, March 22, 2025

GOZR monster generator


I had a think and tried to isolate the kinds of sounds you might find in a GOZR RPG (affil link) monster name, then I figured what the heck, I’ll make yet another bookmarklet, a GOZR monsterator (drag it to your bookmarks toolbar or click it)!

But here is the table I plugged into it:

Prefix         (d20)    Middle (d12)       Suffix Table (d20)
1. Atta-1. -ar-1. -sor
2. Bol-2. -in-2. -k
3. Gru-3. -ul-3. -te
4. Hin-4. -ek-4. -rat
5. Ick-5. -og-5. -muck
6. Krol-6. -ir-6. -guin
7. Lok-7. -ax-7. -bot
8. Mro-8. -um-8. -n
9. Moo-9. -or-9. -ku
10. Pre-10. -ix-10. -dor
11. Quetzl-11. -ur-11. -pow
12. Rakka-12. -az-12. -don
13. Zor-
13. -zak
14. Vrak-
14. -vex
15. Thul-
15. -goth
16. Gor-
16. -lith
17. Skra-
17. -zul
18. Nar-
18. -vok
19. Xul-
19. -thar
20. Ygg-
20. -wyn


Saturday, March 15, 2025

Too Many Halfling Haberdashers! New Hobbit Jobs

First of all, I have had—let’s face it—stupid players ask me what a hobbit is in a DCC game. It’s a word for halfling, dumb-dumb. Don’t let Tolkien’s lawyers rob you of it. We got the Denham Tracts on our side.

Second, DCCRPG tends to produce demihumans with the same job over and over. I’m sick of it! Here’s d50 new hobbit jobs.
 
 
 
  1. Bookie

    • Trained Weapon: Quill (as dart)

    • Trade Goods: Ledger, pouch of betting tokens

  2. Troubadour

    • Trained Weapon: Lute (as club)

    • Trade Goods: Sheet music, flask of fine wine

  3. Digger

    • Trained Weapon: Shovel (as staff)

    • Trade Goods: Bag of fertile soil, small clay pot

  4. Carpenter

    • Trained Weapon: Hammer (as club)

    • Trade Goods: Wooden chair, set of wooden nails

  5. Chandler

    • Trained Weapon: Scissors (as dagger)

    • Trade Goods: Hand-dipped candles (12), block of beeswax

  6. Tinker

    • Trained Weapon: Wrench (as club)

    • Trade Goods: Brass gears, small clockwork toy

  7. Barista

    • Trained Weapon: Mug (as club)

    • Trade Goods: Bag of roasted coffee beans, ceramic coffee cup

  8. Dandelion Wine Brewer

    • Trained Weapon: Pruners (as dagger)

    • Trade Goods: Bottle of dandelion wine, corked jug

  9. Florist

    • Trained Weapon: Shears (as dagger)

    • Trade Goods: Bouquet of fresh flowers, packet of seeds

  10. Baker

    • Trained Weapon: Rolling pin (as club)

    • Trade Goods: Hard tack rations, bag of flour

  11. Miller

    • Trained Weapon: Sickle (as dagger)

    • Trade Goods: Sack of flour, small grinding stone

  12. Glassblower

    • Trained Weapon: Glass-blowing rod (as club)

    • Trade Goods: Glass orb, set of colored glass beads

GOZR roll20 macros

If there were any fumbles, crits, or explosions,
the rolls would be highlighted.

Here are a few macros we used during a recent GOZR game. Basically, they do the math for you you. You can see at a glance how much you exceeded your AC by and then add it to your damage. If you fail to defend yourself the Gooz Master can see how much you failed by and add that to their damage dice. Easy peasy.

You'll need the attributes name, Prowess, WEAP,  Magic, and Cunning on your sheet to use the macros.

PRO

&{template:default} {{name=Prowess Roll by @{name}}} {{Roll=[[1d20+?{Modifier|0}-@{Prowess}]], success if 0 or more, solid hit if 5 or more, graze if exactly -1}} {{oh shit=you can spend a gooz to pass a roll}} {{dmg=[[@{WEAP}]]  plus margin of success (min 1)}}


MAG

&{template:default} {{name=Magic Roll by @{name}}} {{Roll=[[1d20+?{Modifier|0}-@{Magic}]], success if 0 or more, solid hit if 5 or more, graze if exactly -1}}  {{oh shit=you can spend a gooz to pass a roll}}
CUN

&{template:default} {{name=Cunning Roll by @{name}}} {{Roll=[[1d20+?{Modifier|0}-@{Cunning}]], success if 0 or more, solid hit if 5 or more, graze if exactly -1}}  {{oh shit=you can spend a gooz to pass a roll}}


Finally, I used the below macro to roll initiative each round as well as monster threats. In retrospect, I think I'd like to have the threat dice be a roll query and input it myself each time.

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj8msz3l8nCjwl2aB2uP-d6fs7qSwUDr_pVFqCqe-WLCaawjjl4sAimKwIWp76s405K4T-psam6dhaqU5zEcM2RElUZldF_GYtO2DxWr3CcejWHZxAFhbx2btxzX7QiICMLKiTRZvcLkaGY/w418-h319/GOZR-sketch122.jpg
&{template:default} {{name=round ?{what round} starts}} {{initiative die=[[d6]] (on a one to three, the monsters go first)}} {{spend  gooz?= you can seize the initiative, personally}} {{threat dice=d3[[d3]][[d3]][[d3]] d4[[d4]][[d4]][[d4]] d6[[d6]][[d6]][[d6]] d8[[d8]][[d8]][[d8]] d10[[d10]][[d10]][[d10]] d12[[d12]][[d12]][[d12]] }} {{monsters losing? = Morale roll [[1t[monsterMorale]]] }}

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Thursday, March 13, 2025

GOZR bookmarklet 2: Gooz Exuder Goozes Even Gooder

Get it? Pick your own? Huh?

 

If you need instructions, look at my past post.

The bookmarklet here (and in the past post) is now updated to include a few things including an exclusive from JV West himself: Needs and Deeds from the upcoming sequel GOZR book. I dunno the title yet. May I suggest GOZ hardeR?

If you don't like your need or deed, make one of your own! The game lets you pick a whole lot of stuff, and no RPG is the boss of you anyways.

Once again, I urge you all to go out and get GOZR (it's like 5 bucks if you are willing to settle for a PDF (affiliate link), but I like the print version).

If this lights a fire in anyone's belly, I'm running GOZR on Discord on Friday evenings (U.S. time). My user name is Claytonian.
 

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