The Wyrm is big fan of gaming zines of all stripes, and we hope to bring you the same high quality content for a DCC audience! Our second issue contains 7 features, usable by players and judges alike!
Following on the heels (flippers?) of Cthulhu’s appearance as a patron in issue #1, Tales from the Smoking Wyrm issue #2 brings you another patron: The King of Beasts!
The King of Beasts is at once a noble lion and a nimble hare, a fearsome serpent and a flighty crow. He watches over all animals of flesh and bone that
… the nightmare plastic column of foetid black iridescence oozed tightly onward through its fifteen-foot sinus; gathering unholy speed and driving before it a spiral, re-thickening cloud of the pallid abyss-vapour. It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and unforming as pustules
In issue #1 of Tales from the Smoking Wyrm, our Rites & Rituals article provided a few ways in which your players could use rituals to build specialized magic items in the form of phylacteries to portion off your soul, and dowsing rods to help find magical sources of power.
In issue #2, we will delve into rituals that
DCC has a great set of character classes that cover all the basics from the early editions of the original roleplaying game. But sometimes we want a little more variety, and the 3rd-party publishing community has had alternative classes in no short supply! In our 1st issue, we tried a different take on class with our version of the paladin,
The Wyrm is big fan of gaming zines of all stripes, and we hope to bring you the same high quality content for a DCC audience! Our first issue contains 8 features, usable by players and judges alike!
In a corner of the Smoking Wyrm is where Willhomeena Cullpepper holds shop. She sits there most afternoons, sorting her herbs, drying them, tying them in bunches, and ultimately selling them to hapless adventurers who need that extra punch to keep them going when the road gets tough. Need a poison? Need a cure? Willhomeena is who you want to
Dungeon Crawl Classics has a distinctively built-out spell casting ruleset. But spells as wizards and clerics “normally” cast them are not the only way that magic works in the world of DCC—we are outright told that there are more powerful magics in the world: rites and rituals.
While the core rulebook describes various conditions that might apply to an