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Cory Gahsman (DM Cojo)
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DCC RPG Modules I Need to Run Next!

So I recently posted a list of my favorite modules that I have run for DCC RPG, as well as a list of old D&D modules that I want to someday convert to DCC RPG. So here is the trifecta...the list of the top eleven (because DCC RPG needs to be a list of d11!) DCC RPG modules that I would like to run in the next year. The list could have easily been twice as long, but this list is a stretch goal to complete as it is!

11. DCC #93 Moon-Slaves of the Cannibal Kingdom by Edgar Johnson: Because who doesn’t want to run an adventure with cannibals in it?

10. Prince Charming, Reanimator by Daniel J. Bishop: Lovecraftian horror mixed with fairy tales? Are you kidding me? Pure awesomeness!

9. DCC #66.5 Doom of the Savage Kings by Harley Stroh: I’ve heard great things about this module, and the Hound of Hirot sounds like a great monster!

8. DCC #73 Emirikol Was Framed! By Michael Curtis: Any module that is based on one of my favorite old school pieces of artwork has got to make this list. Plus, the premise sounds like a lot of fun!

7. The God-Seed Awakens by Paul Wolfe: From the description on RPG Now…”a new patron, new spells, new magic items, the Living Weapons of the Empire of the Thal, and many many new monsters”...this is a no-brainer!

6. DCC #74 Blades Against Death by Harley Stroh: Going into the underworld to retrieve a lost soul is such a cool RPG premise...and a great way for my group to get a beloved PC back to life!

5. DCC #83 The Chained Coffin by Michael Curtis: Spinner wheel puzzle and the mini-campaign setting are awesome. I have plans to use this to introduce the DCC RPG equivalent of the Hatfield/McCoy feud into my game. Bring it on!

4. DCC #88 The 998th Conclave of Wizards by Jobe Bittman: Space wizards? Nuff’ said.

3. DCC #70 Jewels of the Carnifex by Harley Stroh: I’ve heard great things about this module. Exploring a forgotten temple is right up my groups alley!

2. DCC #86 Hole in the Sky by Brendan LaSalle: I love the idea of being able to change your birth augur if you survive this adventure!

1. DCC # 76 Colossus, Arise! By Harley Stroh: Level 8 DCC RPG? I can’t even imagine the craziness that will ensue!

+Harley Stroh +Michael Curtis +Edgar Johnson +Paul Wolfe +Daniel Bishop +Brendan LaSalle +Jobe Bittman

Because I had some leftover neon card stock, a couple hours to kill, and a motivation to read these in print! If you have not checked out the excellent Sanctum Secorum podcast and their wonderful episode companion PDFs, you are missing out! +Bob Brinkman +Jen Brinkman +Marc Bruner +David Baity

I know this may be sacrilegious, but I am really having trouble finishing the second book of Vance's Dying Earth. I enjoyed the first book, but Eyes of the Overworld is a real slog. First of all, Cugel is a real asshole, and not somebody you want to root for. Second, the writing seems very simplistic compared to the earlier book. It is not as colorful in its descriptions. Cugel just seems to have the answer for everything. Nothing is a challenge, he just seems to get what he wants. I'm trying to push through, hoping it gets better...but I have picked it up and put it down several times this summer. I am getting close to giving up and moving on to something more enjoyable. Somebody tell me it gets better?

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Got some White Box goodness in the mail today! Looks great +James Spahn !

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I've shared this in other places before, but here is the Alternate Spellburn chart that my friend +Chris Hooker created, which I use all the time. It modifies the roll based on the amount of spellburn spent, which makes players think twice about massive spellburns.

One of my house rules is that I do not allow players who roll a 1 on their spell checks to spend luck to avoid the corruption. I will let them spend luck to get it up to a positive result, if they want to spend that much (they rarely do), but I force them to take the corruption regardless.

I recently took an inventory of the DCC RPG adventures I have run. I have had two regular groups since I started playing DCC RPG, and then I have my school club which I have run the past couple of years. That is why I have run so many adventures, multiple times. So here is the list of published DCC RPG adventures that I have run to date. Of course I own a lot more that I have yet to run...but that is a post for another day!

Portal Under the Stars - 3 times
Sailors on the Starless Sea - 4 times
The Imperishable Sorceress - 3 times
Ruins of Ramat - 2 times
Bone Hoard of the Dancing Horror - 2 times
Frozen in Time - 3 times
The One Who Watches From Below - 3 times
The Emerald Enchanter - 2 times
People of the Pit
The Vile Worm
Fate’s Fell Hand
Intrigue at the Court of Chaos
Nebin Pendlebrook’s Perilous Pantry - 2 times
Perils of the Sunken City - 2 times
The Frost Fang Expedition
Attack of the Frawgs - 2 times
They Served Brandolyn Red
The Old God’s Return
Tower of the Black Pearl - 3 times
The Tower out of Time - 2 times
The Arwich Grinder - 2 times
The Well of Souls

Had a great time running The Emerald Enchanter for my summer RPG club of middle schoolers. Spoiler warning!

I only had three players this week, so they each played two second level characters. This was still short of the 8-10 suggested by the module, but I decided to roll with it. In hindsight, I should have scaled back some of the encounters, but a good time was had by all.

The party had some trouble with the first encounter with the guardian statues, due mostly to unlucky rolls. They burned way more luck on than I would have suggested, which definitely hurt them later.

The second encounter was the Tile Golem. This is one of my favorite creatures from any DCC adventure I have run so far. The battle took well over an hour of our three hour black, due mostly to the regenerative properties of the creature. More bad rolls for the cleric led to a deity disapproval where the cleric had to follow the orders of the party members. After the encounter, my son forced the cleric to attempt to heal him multiple times (due to repeated failures) leading to some bad feelings as the cleric's disapproval range got up to 9!

The next room is where the emerald table that is a portal to the final encounter sits (with a DC16 spell check). My son used the last of his luck to get his spellcheck roll high enough to activate the table and send the party to the endgame, bypassing most of the adventure. Once there, they quickly realized they were in trouble. Despite a misfire by the enchanter on his first magic missile spell, the party was soon enveloped by a cyclone summoned by the enchanter's invocation of Azi Dhaka. The elf, cleric and halfling quickly fell to the flying skulls and emerald statues, leaving only two warriors and a thief. The thief fell the next round, and the two warriors decided to grab their fallen comrades and flee back through the portal. Since it was closed, another spell check was required, using a D10 since it was a warrior trying to open it. A 9 was rolled, and the only character with any luck left burned it all to get the spell check high enough. I allowed the party to retreat, and heal their fallen comrades, before escaping back to their village.

Next week, I'm running "The Emerald Enchanter Strikes Back" which seems appropriate since they botched the invasion of his citadel!

Top 10 Adventures to Convert to DCC RPG

I have been inspired by the recent Spellburn episode about “fan favorites” and the fact that Goodman Games is reprinting classic D&D modules, to come up with a list of the top ten classic D&D modules that I hope to convert to DCC RPG at some point in the future. Consider this my module conversion bucket list!

10. N1 Against the Cult of the Reptile God: I love the intrigue of this module and I think with a little DCC gonzoness, it would be even better!

9. B1 In Search of the Unknown: This module is largely set up to be “do it yourself” anyway, so it would be pretty easy to convert. It has some really interesting rooms that have a DCC vibe already.

8. U3 The Final Enemy: I love the U series modules, and this is actually the first D&D module I owned and ran. I love that it takes place entirely underwater. Replace the Sahaugin with some crazy DCC monster of my own creation and it could be epic!

7. C1 The Hidden Shrine of Tamoachan: This adventure has a cool Aztec flavor to it that I love. It would be a cool addition to my DCC campaign world!

6. B2 Keep on the Borderlands: My favorite introductory adventure until I ran Sailors on the Starless Sea! A great place to base your campaign. The Caves of Chaos would be even cooler if populated with DCC flavored creatures.

5. X1 The Isle of Dread: The ultimate hexcrawl, in my opinion. Taking the “lost world” flavor of this module and adding in some DCC twists would give it a great spin.

4. EX2 Land Beyond the Magic Mirror: In my opinion, this module comes the closest to the gonzo feel of DCC, so it is a natural conversion. I love that it is based on the Alice in Wonderland literature, which can be viewed as psuedo-Appendix N in my book.

3. U1 The Sinister Secret of Saltmarsh: Love this haunted house style adventure. It is a great campaign starter, in my experience. It isn’t high combat, but the eerie feeling makes it a natural for a DCC conversion.

2. S1 Tomb of Horrors: The ultimate meat grinder. I have heard of some people already converting this for DCC, and it sounds like a blast. I even heard one person who made it a funnel! I would probably make it a level 6-7 DCC adventure.

1. B4 The Lost City: Probably my favorite D&D adventure of all time, so it had to top this list. Plus, I think the storyline fits very well into DCC. I can see making Zargon into a patron, and using this adventure to set the stage for an entire DCC campaign!

I would love to hear feedback from you all on my list. Especially anyone who has experience converting any of these, because I am sure I won’t have the time to get them all done!


I'm looking for a good 5e podcast that goes over the basics. Not a live play, but one that would do a good job introducing the game. Thanks!
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