- Doom of the Savage Kings, Chapter 1
- Doom of the Savage Kings, Chapter 2
- Doom of the Savage Kings, Chapter 3
- Doom of the Savage Kings, Chapter 4
- Doom of the Savage Kings, Chapter 5
- Doom of the Savage Kings, Chapter 6
- Doom of the Savage Kings, Chapter 7
- Doom of the Savage Kings, Chapter 8
- Doom of the Savage Kings, Chapter 9
- DCC Character Level 1: Joane Cayhurst
- Doom of the Savage Kings, Chapter 10
- Doom of the Savage Kings, Chapter 11
- Doom of the Savage Kings, Chapter 12
- DCC Character Level 1: Briene Byley
- Doom of the Savage Kings, Chapter 13
- Doom of the Savage Kings, Chapter 14
- Doom of the Savage Kings, Chapter 15
Whew! For a fifteen-page adventure, who knew that I would somehow manage to compile over sixty thousand words over seventeen posts? I’m thrilled to have finished my first DCC module, and hoo nelly do I have thoughts to share! Today is the same “look back, look forward” sort of post as after my Portal Under the Stars experience, a chance to towel off from the story, ponder what worked and didn’t, and consider where I go from here. Spoiler alert: new journeys await.
Reflections on Level 1 Play in Dungeon Crawls Classics
Throughout the past couple of months and largely because of the fun I’m having on this project, I’ve become bolder about describing Dungeon Crawl Classics as my current favorite game, surpassing Pathfinder 2nd edition. It has the right balance between crunchy rules and narrative focus for me, and the countless random tables add to the story in delightfully unpredictable ways. It’s the best game that I’ve found that conjures the wonder and excitement of me as a kid while simultaneously incorporating modern game innovations.
You can’t spell “funnel” without “fun,” and I understand why the Level 0 murderfest funnels are so popular. Level 1, however, is when the entire core rulebook and supplements of DCC opened wide. To me, funnels are simply an added step of character creation, and an epic and important one for the game experience Joseph Goodman and the Goodman Games crew envisioned. Without bonkers spell tables, monster crits, Halfling Luck bouncing around the party, the threat of deity disfavor, intelligent magic items, and Mighty Deeds, however, the game hasn’t really started. I can’t emphasize enough how sold I am on Dungeon Crawl Classics gameplay.
Based on every account I’ve read from Judges and players, I also know that I was incredibly lucky through Doom of the Savage Kings. No PC died (though I had multiple close calls). My Cleric Erin was not disfavored by her god Shul. Hilda the Wizard experienced neither corruption nor spell backfires. No PC was put in a position of needing to burn his or her Luck down to single digits to survive. If some, or all, of these mishaps had occurred, would I still be so positive? I think so. Indeed, as I’ve gotten older and played more games, I find myself relishing the failures as much or more than the successes. They’re a chance for character development and story. If it wasn’t obvious while reading the game logs, I was quite disheartened that the Hound of Hirot didn’t put up much of a fight in any of its three battles, because I wanted challenge and peril. Which is all to say that yes, I’m aware that my plucky party experienced unusual success relative to many DCC tales, but I was both prepared for and understood the implications if the dice had rolled a different way. I expect Dungeon Crawl Classics to be a random, swingy game, and that risk is a big part of the fun.
Something else I love about the game is the lack of longform campaign storytelling. Though I’m not a big consumer of Matthew Colville’s videos (and thus don’t know more generally how aligned he and I are on other topics), I love his video on adventure length. To me, the idea of hundreds of possible “next adventures” for a party, based on what’s happened to this point, is exactly how I want to run my games. I’m a big fan of Paizo’s Adventure Paths, and have GMed a group of players through all six books of Age of Ashes over three years. It was a hoot. More and more, though, I find that I’m happy to be a player in an AP, but I don’t think that I want to run one again. I’d like the story arcs to be more emergent, for the epic quest at the end of a campaign to be the result of the dozen decisions the party has made to that point. The fact that so few longform stories exist for DCC is, for me, an exciting feature of its overall approach, and hugely satisfying.
Quick sidenote: Since beginning this project, I’ve run a group of players through a funnel (we played Hole in the Sky, which embraces the weirdness possible in DCC). What I realized from that experience is that the “hey, we’re just going to build the world as we go” can throw players off, especially ones coming from D&D or Pathfinder, where the setting is so deeply detailed. If I Judge a longer campaign (which is, ultimately, my goal), I will start with a Session 0 aimed at fleshing out basic details of the world (I’ve been playing Ironsworn with my friend Rob, and there are great tools there I’d steal for this sort of foundation), and creating our gaggle of peasants. Session 1 and 2 would be the funnel experience and leveling up their surviving PCs, and then we’d start the campaign in earnest with Session 3. Grounding the players from the beginning in a few basics plus giving them time to think a bit about their peasants before the Funnel experience would, I expect, provide a great campaign launchpad. The group I Judged is eager to play a Level 1 adventure, though, so I may have added a few DCC converts to the community.
That said, it’s not a perfect game. I have two primary complaints about Dungeon Crawl Classics now that I’ve played it for dozens and dozens of hours up to Level 2, and these complaints are related. First, I don’t know what the Goodman Games folk had against fantasy religions when designing the game, but Clerics got short shrift in the original core rulebook. Wizards and Warriors are the splashy classes in DCC, and what I hear people promote when convincing others to try out the game. Clerics, for whatever reason, feel like they received a tenth of the attention and writing. Worshipping one deity over another has no mechanical difference for a PC, whereas different Patrons dramatically change gameplay. The different gods and goddesses are described in a single page, with no flavor at all. Moreover, the more I create my own campaign world in DCC, describing the difference between deities and the otherworldly entities who are patrons is nearly impossible. In a nutshell: The entire system underlying Clerics and divine power feels underbaked in the game, and decidedly un-DCC-like.
Thankfully, some of my frustration is addressed in the one (and only, as far as I can tell) DCC Annual. Here, a handful of major deities receive write-ups detailing their background and beliefs. Each has special traits provided to Clerics, an individual Disapproval table, and thoughts about Divine Favors specific to that deity. The Annual introduces the ideal of “Canticles,” spells specific to a particular god. Clerics of the Known Realm is a free (!) supplement that took these features and applied them to the remaining deities listed in the core rulebook, which is awesome. And, as you know from Erin’s level-up post, I also found terrific inspiration from the Knights in the North (also free!). Add these three sources together, and I have the tools I need to make Clerics as satisfying and interesting as Wizards. The requirement to do so, however, leads to my second complaint…
The DCC community is amazing and pretty much everyone agrees it’s one of the best things about playing Dungeon Crawls Classics. Enthusiastic evangelists of the game create adventures, new patrons and deities, spells, magic items, classes, optional rules, settings, and on and on. Zines containing all the above are ubiquitous, as are third-party websites and blogs like Knights in the North. Goodman Games promotes or sells these supplements on their website and promotes them in its weekly newsletter. It’s clear that Joseph Goodman has made a conscious decision to allow a thousand wildflowers to bloom, with no attempt whatsoever to cultivate the DCC garden. You can, as a Judge, find anything you need to enhance your game, answer your questions, or fill in the gaps of your campaign.
So what’s the complaint? Well, after more than a dozen years, there are a lot of wildflowers. As someone new to the game, it’s overwhelming. I dipped my toe into a third-party class for Briene and had to decide for myself between three different Ranger classes. I’ve found several websites listing all the materials available for DCC, but none of them are comprehensive or up to date, so even finding my options takes significant work. I would LOVE for Goodman Games to provide compilations of some of these resources to help me. I would throw money at them for a compiled, edited book of Patrons, or Classes, or Spells. For example, take the material from Angels, Daemons and Beings Between Volumes I & II, add in all Patron write-ups from individual adventures and Gongfarmer’s Almanacs—Provide the most definitive book of Patrons you can provide over the past decade, please! Give me more Tomes that I can flip through to find inspiration rather than dozens of small booklets, some of which overwrite or build on each other in ways that aren’t obvious to me.
Unfortunately, I’m shouting into the void on this one, because I believe the dizzying pile of options is exactly what DCC enthusiasts want, and they celebrate the haphazard, “small press” approach to providing them. I want a map. The fact that this help is never coming is disheartening, and honestly diminishes my enthusiasm to keep delving deeper and deeper into the third-party mountain of options, discovering for myself where the gems are hidden.
In summary: I love Dungeon Crawl Classics. Playing it is incredibly fun. The Cleric class from the core rulebook needs some love to make it as satisfying as other classes, and I find it tedious to discover the many, many supplements to enhance my game. All of that said, I am looking forward to more DCC in my future.
Reflections on the module Doom of the Savage Kings

Doom of the Savage Kings is a beloved module from DCC’s early days, and it deserves adoration. Harley Stroh, one of the game’s more prolific and accomplished creators, clearly decided to transform Beowulf into a sword and sorcery adventure, and perhaps those mythical, narrative roots are part of what make it so satisfying. Gone are some of the bonkers, gonzo features of many DCC adventures that take you into different timelines and alien worlds, battling divine entities with uncontrollable items of power. Instead, Doom is a grounded story about helping a village full of color and depth with its monster problem. It’s great, and an adventure that I would happily run again for a group of players.
As with all DCC adventures, Doom contains several unexplained lore bits that can either be woven with parts of your campaign or lead to future adventures. What happened to Ulfheonar long ago and who were the Savage Kings? What’s with the “wolf versus snake” themes? How did the Hound come to be? What were those skulls on stakes in the Sunken Fens? What’s up with Ymae’s transformation? Etc. etc. Connecting these bits to Portal Under the Stars was fun and surprisingly easy to do. Both Graymoor and Hirot have standing stones and monuments to ancient warlords, so there is some internal consistency to say that these elements are related in the world’s history. I decided that the area surrounding the party was once a place of powerful and warring feudal Savage Kings, each with an animal motif and each playing with powers beyond their understanding in an ever-escalating attempt to defeat their rivals. I haven’t puzzled out how Ymae fits into the narrative, but if the party is ever exposed to Faerie (or Elf Land, or the First World, or whatever), I’m confident that there will be an opportunity to hook into something meaningful. Which is all to say that I’m enjoying the emergent worldbuilding inherent in DCC and appreciate how Doom helped flesh out some of the early seeds from Portal in my mind.
The part of the adventure mechanically that I find myself returning to again and again is the collapsing room hazard within Ulfheonar’s tomb. I haven’t before or since seen a trap work by ticking actions off specific initiative values, pushing players lower in initiative (and thus more dire threats) if they fail rolls. It’s cinematic and tense, with high stakes, and something I will definitely be looking to recreate in future games. In many ways, it’s the first time I’ve seen a hazard capture the “environment as actor” mechanic from Sentinel Comics RPG that I love so much. Bravo, Haley Stroh!
My biggest complaint around the module is how ultimately nonthreatening the Hound of Hirot was for the party. The PCs rolled well in the first encounter and had prepared well for the last encounter, but all three times I never felt the threat of a “final boss.” I like that the Hound’s stats are weaker at the beginning and beefier in its lair for the climactic battle, but either I missed a key part of the creature entry or the swinginess of DCC combat worked in my favor multiple times. Whatever the reason, the Hound felt like a chump. Meanwhile, the random encounter of the swamp jackals almost wiped out my fully rested and capable party. Heck, the tomb ghouls had me more on the edge of my seat than the Hound, and the biggest threat in the module was Iraco and his ambush. I’m beginning to form a theory that, in a game without balanced math and more randomness, a high number of enemies is far deadlier than a single enemy. Whether I’m correct or not, if I run Doom of the Savage Kings again, I will change the Hound’s stats, adding something (damage resistance, a howl that frightens all enemies who fail a save, etc.) that creates a bigger “holy shit we’re in trouble” feeling.
For solo play, the most challenging part of running Doom was the investigative chapter of Hirot. It’s a part of the adventure that I can vividly envision playing with a group, seeing how the players bounce off the various factions and interdependencies. For solo play, however, I experienced a moment of realization that I could write dozens and dozens of pages over multiple chapters without ever rolling a die, and I had trouble puzzling through how an investigation should work when I’m the only one at the table. I muddled through that bit in ways that hopefully worked, but in the future I’ll probably steer away from adventures with too many political, social, or investigative themes (which is a shame, since I love playing and running these sorts of adventures in groups).
Speaking of solo play…
Reflections on Solo-Play/Fiction
Adding my Portal and Doom blog entries together, I’ve written about 85,000 words for this project. A generally accepted minimum length for a novel is 90k words, to put that number in perspective. What’s particularly startling is that I began this project on May 26, 2024, almost exactly five months ago. Assuming I could keep up this pace, that means I’m roughly writing two novels a year worth of content. That’s amazing, and possibly the most prolific I’ve been on any single project (when I wrote my novel Birthright many moons ago, the first draft took me seven months). My undeniable conclusion is that this project has been a writing success.
The combo of solo-play and fiction also works for me. My strong sense is that if I focused on solo play without the blog, it would feel like a lonely and self-indulgent pursuit. It’s a funny distinction, since I only have two people consistently liking these posts (huge, fist-pumping shouts of gratitude for Rocket Cat and Dirty Sci-Fi Buddha (i.e. Kent Wayne)! They’re both awesomesauce, and you should check out their blogs and Kent’s novels). Apparently, though, having even a small audience is enough to help me fight through fatigue or malaise each week. I have never, on any writing project, regretted the hours spent tapping my keyboard, but I have often found excuses to not sit in front of my laptop in the first place. Publishing my solo play as public fiction is a terrific catalyst for continuing to write.
If I have a criticism of my process so far, it’s that, for whatever reason, my characters in this project are flat. I can’t tell why, exactly, but some theories I’ve kicked around are: a) perhaps the “disposable PCs” nature of the funnel and overall deadliness of DCC has kept me from investing too much in each character, b) six PCs is too many to juggle–especially for a system that expects them to stay bunched as a group–and for me the ideal number is probably somewhere in the 3-4 range, c) the emergent worldbuilding is distracting me from focusing on character depth, or d) my characters have always been flat, and I’m just noticing it now. Since I’m finding the gameplay of DCC so rich, the flat characters are particularly perplexing, and it’s something I am committed to addressing in the future. Whatever the case, it’s something I’m grateful to have realized on my own (my wife Sarah is usually my first reader, but given my pace on this blog I’ve been flying solo).
What’s Next?
After Portal, I focused on two writing streams simultaneously: Continuing the tale of my four surviving PCs and compiling my various blog posts into a coherent piece of fiction without the game-log portions. This time, I’m doing neither.
Whaaa-aa-aat?
While I would love to see what a fiction-only, polished version of Doom of the Savage Kings would be like, it’s simply too many pages and too complex a narrative to edit without major effort. The juice isn’t worth the squeeze for me; a Doom rewrite feels like an energy drain rather than something that brings me energy. Since this blog is a hobby, there’s no reason to spend time on something that feels overwhelming. I want to keep experimenting and building on this new formula without getting too bogged down in polishing. I do think that editing and rewriting is an important and often overlooked part of being a published author, but being a published author isn’t really my aim here. Heh… Those last four sentences basically all said the same thing.
Now that I’m more confident in solo play, there are a ton of other games staring at me from the bookshelf. At the same time, I’ve been interested in poking at my own adventures and setting, circling back to a few ideas that have plagued my thoughts over the past many years instead of relying on published supplements. Combining these two instincts, I’m going to change this solo-play-plus-fiction-blog experiment into a laboratory for other games and other ideas. I still want to continue down my Dungeon Crawls Classics rabbit hole, but with a group of players rather than solo.
There are two possible scenarios in my mind: In one scenario, I have a vibrant, longform campaign of DCC running, either online or in person. Because DCC is relatively easy to prep, I also have the creative energy to continue with my blog, where I’m testing out new games and adventure ideas, enriching both my TTRPG life and honing my writing skills. In this scenario, maybe I even find a new favorite game and start the flywheel all over again, launching another campaign with friends and exploring new games on my own.
In the second scenario, I return to this moment. Maybe I fail to get a group campaign off the ground, or I find that DCC is uniquely suited to my solo play blog, or maybe I just miss this story and these characters. In this scenario, I revive Umur, Erin, Haffoot, Hilda, Joane, and Briene, picking up where I left off and launching them straight into a Level 2 adventure. Heck, I could even see starting over with a new Funnel and a new cast of peasants, focusing my writing on characters who are (hopefully) deep and vibrant.
In either scenario: 1) I’m committed to continuing with Dungeon Crawl Classics, either with a group or back here, and 2) my creative energy is pulling me into different places right now. I’m slightly ambivalent about this choice, because I’ve been having a ton of fun and writing at a feverish pace. There’s a worry that I’ll somehow mess up my mojo, resulting in neither ongoing gaming nor writing.
But even as I type that worry, I smile and shake my head. Nah. I can always come back and would be happy to do so. As I wade into my fifties, it’s becoming easier to make decisions out of a place of joy and contentment than out of fear. Let’s try something new and see what happens!
If you have thoughts on anything I’ve written here, either DCC, this specific story, or where I go next, I’m all ears. For now, get hyped about pivoting into a new direction, starting next week and going until… well, until my fickle muse pulls me down a different path.
Here’s to more playing and writing!
-jms



