Heroes from the Shudder Mountains: Benisons, Dooms, and a new price-list for DCC #83 “The Chained Coffin”

Hello everyone, I have another helping of wholesome home-brew for you all today.

Not too long ago I finished a campaign using the adventures and setting from “The Chained Coffin”. It was quite a bit of fun, and My players and I fell in love with its unique setting, a mashup of appalachian folklore and classic swords and sorcery nonsense. To prepare for the campaign, I hacked together some new rules, and price list for the setting, which I am happy to present to all of you now. If you end up running a campaign using “The Chained Coffin” I think you will find these new rules to your liking.

The first thing I have here is a list of benisons and dooms for the Shudder Mountains setting. This is a feature that I adapted from the excellent DCC Lankhmar series. Basically how it works is once you roll your characters stats, you roll on both the benison and doom table to give them a unique bonus and hinderance. For example you could start the game with the ability to cast a single spell, but also begin in debt to a powerful witch. I quite like this system since it gives unique traits to the player characters, and it provides the GM with immediate pressure points to drive the players to adventure. Players also have the option to purchase a second benision by spending their starting luck, as well as having to roll an additional doom.

The second thing I have for all of you here is a new price list for use in a Shudder Mountains campaign. The hill-folk are supposed to be gold-poor and rely mostly on the barter and debt system to run its local economy. With that in mind I created an updated price list that adjusts the currency to better reflect the region (Silver is now equivalent to gold, copper now equivalent to silver, and brass bits replacing copper).

And finally, I adapted the DCC Lankhmar rules on drinking alcohol as a form of healing to the Shudder Mountains setting. Unlike the previous homebrew in this article, this system did not get much use during game. This method of healing was originally intended for settings without true clerics and thus no easy access to healing magic. Since we did have a cleric in the party, there was often not a lot of need to chug a bottle of moonshine to heal. If you are feeling brave and want to run a Shudder Mountains game without the cleric class then I think you will find these rules a godsend, if not, then they work just fine as a flavorful option for recuperating after a tough fight.

Long time no see, right? Life as it does, gets in the way sometimes. I make no promises on an exact schedule of posts, or what exactly my future posts will be, since I have routinely failed to live up to those promises. So at this point I will settle for saying that I will be posting something on this blog at least 1-2 times a month. Thanks for reading!

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