Next DCC session. We had an interim session for leveling up characters and shooting the shit; last night was the first session for the now level 1 PCs!
The PCs spat out of the underground river (at the end of
Sailors) in their foundering longship and drifted to the majestic city of Punjar, Jewel of the Glittering Coast. As is my wont, at the end of the last session I presented them with three plot hooks, plus an option to do anything they wanted and could agree on. They chose to check out the magician who was looking to hire some stalwarts for an unspecified job.
In the ensuing week, I became convinced I lost my goddamn mind. The three plot hooks were from legit, published DCC scenarios, which I skimmed before the leveling-up session. I have about 30 different modules. But when I went to prep, I simply could not find one where the hook was a magician trying to hire anyone. I read through everything multiple times. No dice.
So I improvised and found a module where it would make sense for a magician to point a crew of rapscallions towards the job. Settled on
Tower of the Black Pearl. The idea is that an undersea tower has breached the surface due to an astrological alignment that takes place once every ten years. In the tower somewhere is the titular Black Pearl. If the PCs bring it back then they get 25gp and anything (other than the Black Pearl) that they find within.
Two enormously fun things:
1. Roleplaying the meeting with the magician. DCC encourages zaniness from square one. You don’t wait until you’re level 20 to consort with chaos and outer gods, it happens right away. So the magician shook hands with all seven PCs simultaneously (despite having, upon immediate inspection, the normal number of hands), and he also had more than the usual number of pupils in his eyes, unless you were looking at him. The magician rented a house in the upscale district of Punjar, so the PCs got to try and be classy, unsuccessfully.
2. The PCs had to maneuver a skiff out to the undersea tower. Due to the confluence of astronomical energies, the tower will be above the tides a mere eight hours. None of the PCs had any skill in piloting a seafaring vessel of any kind, and so there was general fuckwittery and nonsense as they tried to get a boat going in the right direction under time pressure.
A great deal of my best roleplaying memories come from ostensibly heroic PCs being required to do totally mundane things. Escort a bratty princeling. Build a temple (interviewing and hiring a bunch of skilled craftsmen who clearly have low opinions of the PCs’ competence, yet whom the PCs cannot afford to offend). And yes, row a boat in the right direction. They had a map of the coral reefs but neglected to buy a sextant so there was a whole lot of general foolishness. To my credit I did not cue up “Yackity Sax” while they failed roll after roll of basic maritime ability.
Eventually they made it to the top of the tower — the only part above the waves — only to find a band of pirates had made it there first. Competitors? Hired by their own patron, hedging his bets? Or by someone else? No matter, there is only one answer and that is death. The PCs dispatch the pirates in short order and start descending into the tower. There is a room, full of guttering candles, and a huge book on a pedestal with many names in it. Two of the PCs’ names are written within, but the other five are not. Curious.
They left the room, heading downstairs, and found a room of portals with sigils carved into the floor in front of them. One of the PCs gashes his own arm and fills a sigil with blood, activating a portal. They step through and .... SCENE.
We will continue next week.