Dungeon Crawl Classics Adventure: Shadow of the Beakmen

Dungeon Crawl Classics Adventure: Shadow of the Beakmen

Campaign play adventures in the spirit of gonzo fantasy in the way only Dungeon Crawl Classics delivers.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
Request to join
Send a request to join this game. The Game Master will review your application and reach out with follow up questions to see if you are a good fit for the table.
2 SEATS LEFT
$18.00

/ Session

Details

Bi-weekly / Saturday - 1:00 AM UTC

Session Duration / 3 hours

Campaign Length / 2+ Sessions

3 / 5 Seats Filled

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Schedule

Meet your party members

3/5

About the adventure

You’re no hero. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the vanquished. There are treasures to be won deep underneath, and you shall have them. Return to the glory days of fantasy with the Dungeon Crawl Classics Role-Playing Game. Adventure as 1974 intended you to, with modern rules grounded in the origins of sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you so, turn the page… For those interested in continuing on or joining an in progress campaign, I'll be offering more adventures as part of this campaign. You can jump in and out as needed since most modules are one to two sessions in length.

Game style

Dungeon Crawl

Rule of Cool (RoC)

Meet the Game Master

5.0

(51)

Neurodivergent
Teacher/Educator

5 years on StartPlaying

203 games hosted

Highly rated for: Creativity, Rule of Cool, Knows the Rules

About me

I value player expression and choices in collaborative experience building. I like to set the table for company, but what makes it an event is what all the people who pull up a chair bring to the table. I believe "Rule of Cool" is our friend. When it comes to making way for the awesome and memorable, I lean into a "Yes and" style of play. I've run games for all ages and can adjust content to suit younger players. I'm also experienced with corporate clients and am happy to tailor a session to your company needs. The games I offer provide opportunities for player skill to shine. Your creativity is not in "the build. It's in how you play not what you play. I believe in leaving consequences like injury and death on the table. I also believe that adventures are challenging things and that can include the unknown and the monstrous. Your choices and reactions to situations beyond your control, along with your use of the tools you have in the moment, are what really count. If you want to challenge yourself as a player by playing imperfect characters, doing dangerous things and snatching victory from the maw of doom, we should talk. What I don't do: - Adversarial GM or power gamer play styles. - Sexual Content. - Tolerate disrespect to myself or others at the table. - Real world politics or drama in game

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Character creation

Creating your character

In the case of a funnel you can roll your own level zero commoners. You pick a name and alignment, the rest is generated randomly before play. Otherwise, you can create a character at the current average level of the group. Dungeon Crawl Classics is very big on the Old School D&D concept of taking what the dice give you and doing your best. The balance here is that everyone is dealing with the same random twists of fate. That might sound odd, but it really makes things fresh and dynamic in a way that is hard to describe. Each adventure is a stand alone. Regular play will use modules of site based adventures.

The current party

First level party. Any character welcome. We are playing modules.

What to expect

Preparing for the session

I suggest you watch the first half of this review of the game to see if it's for you. https://www.youtube.com/watch?v=gux2xQSbaDs&t=534s You will need Discord (free), You will need a way to send sound clearly and speakers or headphones to hear it. I usually play cameras off. It gives more space to see the map and removes any pressure for anyone to be "camera ready". We can just focus on the dungeon crawling.

What Skulliver brings to the table

All required game materials provided in Fantasy Grounds. Bring your sense of humor, sense of adventure an understanding that adventuring is dangerous and sometimes survival is the real treasure.

Equipment needed to play

Microphone

Internet

Computer

Safety

How Skulliver creates a safe table

HOW IS THIS GAME DIFFERENT FROM WHAT I HAVE PLAYED BEFORE? If you are familiar with the d20 system (3.0, 3.5 and D&D 5th edition): • 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. Dwarves Dwarf, Dwarvishly. 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 in plate 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.

Content warnings

Safety tools used

Frequently asked questions