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About This Game

A One-Shot Dungeon Crawl Classics Horror Game for the 2023 Spooky Season

Game System

Dungeon Crawl Classics

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10/09/2023

Detailed Description

You and your friends gave up the adventuring life long ago, the best decision you ever made. You were on a quest for... something. It's hard to remember back that far. You aren't sure how long ago. But then you came across this cute little town in the middle of nowhere.

The town only had one inn - the Kozy Kobweb. Luckily, they had vacancies. You had one of the best meals of your life, a fantastic time chatting with the locals, and enjoyed sing-a-longs over mugs of expertly crafted ale. You slept well and woke up refreshed and happy. You even told the owner - Ms. Alice - about how happy you were there and how you were sad that you had to leave and continue your quest.

But Ms. Alice told you there was no need. Several of her staff had just retired, and she offered you all jobs on the spot. You instantly accepted, the quest forgotten.

Now you spend your days working and socializing with your friends. You still have plenty of time to relax. All of your old weapons and equipment are packed away in the cellar - who needs them? Rather than the constant travel and danger of your old lives, you have endless peaceful days, one fading into the next.

And you couldn't be happier. Everything is just perfect.

***


The Web of All-Torment is a one-shot module from the DCC Horror line, and it is not for the faint of heart. This is one disturbing adventure, ladies and gentlemen, and character death is far from the worst thing that can happen. It is dark, twisted, and gory, and the PCs will be thrust right into it. None will escape unchanged.

All PCs will be third level, which is the equivalent power level of fifth or sixth-level PCs in a D&D system. Not that it will save you.
 

Community

OSR
  1. What's new in this game
  2. HP 24/24 | AC 16 | R+1 F+2 W+1 | Luck 11/13 (+1) | Init. +0 | Speed 15' | CombatDeed Die +d5 (affects both to hit and damage) Crit: 1d14 on Table III Sword and Board: Free shield bash at d14 (d3 dmg) "Blatherin' blatherskite..." Doørfin muttered to himself as Malice was heard. "Could try an' take'er whilst in th' sand tunnel. Post up jus' at th' entrance. Only hidin' Ah see is in a grave..."
  3. Novia rushes back to the others. "Hide and then cover the lantern! Ms. Alice is coming, and plans to check the tunnel for us." she quietly explains. HP 12/12 AC15 Luck 12 Ref+1 Fort+1 Will+2 longsword+2 d8 Sling+2 d4 Spell Check +4 Disapproval: 1
  4. You managed to get a couple of hours rest. It wasn't a full night's sleep but it was better than nothing. Everyone recovers 1HP. If you've taken any ability score damage (except Luck) then you heal one point of that, too. Thieves regain 2 points of Luck (a full night's rest would allow you to recover 1 * level) Wizards Spells lost during casting are normally lost for at least one day. However, your mind is in an interesting state as you shake off the rust of not using your magic for an extended period. You find that you're able to recall your spells, and you're now able to use them again.
  5. You move to the north chamber and attempt to rest. The graveyard remains quiet for about two hours. Novia From your position at the mouth of the tunnel that leads back to the cellar, you see a light at the far end, and you hear a voice that sounds a little like the innkeeper, Ms. Alice. Only she sounds angry. "The little rats must have come back down here. Let's check the tunnel."
  6. While Flickwit is very much exhausted and more than ready to close his eyes for even a few minutes’ rest, he is still high strung and his paranoia is running rampant. He thoroughly searches the northern passage to check there’s no awful secrets hiding in the shadows, ready to tear their throats out as they rest.
  7. While the others rest, Novia will take up a watch near the entrance to this large cavern. HP 12/12 AC15 Luck 12 Ref+1 Fort+1 Will+2 longsword+2 d8 Sling+2 d4 Spell Check +4 Disapproval: 1
  8. I keep hearing the rest in the cave option coming up, so in the interest of keeping things moving that what I'm going to have your group attempt unless I hear otherwise.
  9. Your logic seems sound to me but I'm not the one resting.
  10. I want to check what's in Malice's coffin / whatever that wooden thing buried in her grave is. However, I don't want to do that exhausted. It also doesn't make much sense to me to slog through the tunnel to a better place to rest, then slog back here to investigate the grave, then presumably slog back through the tunnel a third time. I don't think we have any good food to eat, so eventually we're going to starve. We shouldn't waste that limited time going back and forth 😅 So.. rest in the cave?
  11. That north chamber on the Beneath the Kozy Kobweb map deadends right at the edge of what you can see there. It's not enough to be worth a map update.
  12. Doorfin The northern passage is a dead end. It's more easily defended than a wide-open cavern, but you'd risk being trapped there if there were a battle.
  13. HP 24/24 | AC 16 | R+1 F+2 W+1 | Luck 11/13 (+1) | Init. +0 | Speed 15' | CombatDeed Die +d5 (affects both to hit and damage) Crit: 1d14 on Table III Sword and Board: Free shield bash at d14 (d3 dmg) Doørfin posted up guard near Novia to allow the others a rest.
  14. Novia You recall seeing some tools near the tunnel. ** OOC: .
  15. "A floor?" Novia states in confusion. She looks around to see if there is a shovel in the graveyard. HP 12/12 AC15 Luck 12 Ref+1 Fort+1 Will+2 longsword+2 d8 Sling+2 d4 Spell Check +4 Disapproval: 1
  16. Sorry for the delayed post all, got busy yesterday. Did anyone go check the cave or passage to the north? I saw some people suggest it should be done, but no one said they were doing it, I don't think.
  17. Doorfin The dirt on Ms. Alice's grave is very loose and your axe parts it like beach sand. You aren't sure if that's a sign of someone digging their way out or not. But you press a little deeper, and that's when you hit something. The soil on top of the grave is only about a foot deep. Under it is some kind of... something. A floor. You think it is made of wood.
  18. And posted! Fingers crossed we find something that'll work in our favor.
  19. Shaun Shaun has slowed down considerably since the group first entered the cave, taking longer and longer to respond, or process an idea and get to the doing part of it. He finally gestures at Flickwit with the two-handed sword, held weakly. "Myself as well. I had little to give to begin with, but that stretch of tunnel took the rest it would seem. I need a moment... or two, to gather my strength." The wizard glances towards Doørfin. "I believe we have not yet fully taken in the far end of the cavern. Perhaps there is a nook for us to rest in. Either way, I would leave digging up graves for when we are rested. If it is Malice you dig up now, I fear I'm not of much use in a fight."
  20. Agreed, we need all the strengths we can get, and that ain't much right now. You two should get some rest. Let's check that passage and see if we can secure it or something.
  21. HP 24/24 | AC 16 | R+1 F+2 W+1 | Luck 11/13 (+1) | Init. +0 | Speed 15' | CombatDeed Die +d5 (affects both to hit and damage) Crit: 1d14 on Table III Sword and Board: Free shield bash at d14 (d3 dmg) Doørfin grunted and cleared his throat as he mulled over Flickwit's reply. "Ah agree we seem t' be toyed with. Makes me blood boil, it does!" He growled but caught himself from making too much noise. "If'n ya c'n stay upright uh bit longa' then we c'n find a right decent place fer uh rest. But not 'ere. This room be wicked," he said, eyeing the graves in succession to make sure nothing was crawling out. To further his mental goals, Doørfin walked up to Malice's place and knelt down, running his axe along the dirt. He looked for what might be telltale signs of someone digging out. "Ah've uh truly poor idea what involves diggin' up this 'ere grave t' see if'n there's a clue..."
  22. Flickwit shakes his head, though its more like he's shaking the cobwebs of bad thoughts from his head than disagreeing with the dwarf. "No... no I don't think we are dead, or disentombed. I think we were all trapped here by some malignant worshipper of that horrid spider beast outside -" he shudders tremendously at the mention of the titanic monstrosity outside. "And for some reason it seems to enjoy our butchering and our misery. It tricked us into devouring..." His stomach churns, and he struggles to hold back a tidal wave of sick. "others. For what ends I know not, but I think we are merely flies in a spider's web." He considers Novia's idea. "I'm afraid I am about to pass out on my feet... I can barely stand. If the next room is safer, or easier to defend... I just need to sit for a few minutes, catch my breath..."
  23. Sorry all, long weekend for me. I think Shaun and Flickwit would be next to useless if they don't get at least a little rest, but and make good points. Maybe we should quickly scout out the north, then decide if we can rest there. Resting in this gigantic cavern with little protection or hiding spaces is probably not a great idea. If we just quickly look in the north doorway, would we still be risking exhaustion?
  24. That sounds reasonable. The map might not show for example a mechanism (even an unhidden one) to open a passage. If Shaun and Flitwick participate I believe we then roll for exhaustion, because noted that we've now come down from an adrenaline high and need to either rest or risk it. It's appropriate that my next IC post for Shaun acknowledges that choice. (and also that Shaun thinks Doørfin might be on to something with his comment about Malice's freshly disturbed grave)
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