Spring Training Crawl
Hello,
I've had a lot of spare time on my hands lately and decided to write an adventure for one of my favorite RPG's. XCrawl is one of the best games I've ever played. A modern day dungeon crawl broadcast of national pay-per-view TV. Equal parts professional wrestling, the Running Man, and D&D. Well, to be more specific, in the near future it will be DCC or Dungeon Crawl Classics. I enjoy DCC and wanted to take a swing at writing for this system and share my love of XCrawl with the world.
This is a introductory adventure for XCrawl Classic. To be clear, I don't have any of these new rules, I don't think they've been published anywhere as of yet. I also try and be vague about the actual mechanics found in the rules for DCC since I don't want to step on any toes. Finally, I don't have a map making program that produces results I particularly like. thus no map is supplied for the dungeon.
I've tried to put enough information in this post that you can use the existing books to run this adventure yourself or at the very least only have to cobble together very little pieces to get through the dungeon itself.
It's meant for level 4 characters with no magical weapons or armor. Let them have a 1 healing potion a piece, 2 if they don't have a healer. Everything should be fine.
If you're looking for help getting everyone in the right state of mind, I've played at conventions where XCrawl creator Brendan LaSalle was running and he always starts you off by having you name the actor that would play your character in XCrawl the movie. No matter the budget, the price, or the time period. With unlimited resources and magic to defy even death, who plays you in the movie?
Let me know what you think if you run this. Drop some highlights in the comments. I'd love to hear what's happened to you.
History
With
the popularity of XCrawl and the sudden push to move athletes up to the majors
there was an unfortunate clash of the talentless against the spiked walls of
quick fame. In order to curtail criticism and push back against the use of any
random idiot in a suit of armor, the Adventures Guild instituted a Spring
Training program.
Every
spring the Guild sponsors a six week training program that will “allow any fan
to get their shot at XCrawl glory.” In reality it allows them to weed out the
weekend couch warriors for the precious few who might have a shot a rising to
the heights of XCrawl greatness; or at least will survive long enough to be
dramatic and interesting.
The
Basics
Spring
Training Crawl is designed to be an introductory scenario for players and game
masters alike. This crawl will walk you through setting up the world, the
stakes, and to help show your players the small steps necessary to get the most
out of XCrawl. It will give you some of the concepts and characters that can
help the players find their feet in the world of XCrawl, a modern day, extreme
sport, broadcast on pay-per-view, by the wishes of his benevolence Emperor
Ronald the First, chosen by the Gods, to rule over the North American Empire.
Long may he reign.
Cast
of Characters
Skipper
Cartwright: Dungeon Judge (DJ)
Every
dungeon is designed, hosted, and prepared by a Dungeon Judge. Dungeon Judges
are part game show host part serial killer. The trick is working the slider
back and forth between these two extremes to see which wins out. More game show
host means a less deadly crawl with more glitz and showmanship while more
serial killer results in a darker more deadly experience. Skipper is 75% host,
he understands that people will die because of things he created but has
accepted that it’s just a part of the world we live in. He derives no pleasure
from the deaths but suffers no guilt. He wants to put on a great show and be
colorful and energetic in hopes of this leading to more bookings during the
season.
Skipper works as a fill in color commentator
for Empire Sports II. A few years ago he was invited to be the public face of
Spring Training Crawl and the relationship just worked. He’s not as vicious as
some DJ’s and is mostly working to run the athletes through their paces. His
rooms challenge the teams in combat, team work, and their ability to grab the crowd.
Skipper tends to offer play by plays over the loudspeaker system built into the
crawl.
Skipper
is the character to be played by the game master, he is your character in this
crawl more than any other. He is friendly, affable, and loves to pump up the
teams. When a player rolls a critical hit Skipper can be heard over the PA
adding color to the action. Take the time to describe the action and if it
happens to kill a monster, his catch phrase for when this happens is, “Good
night Eileen.”
Example:
Doug “Sledge” Cragfist is a dwarf front line melee who is coming in for an
attack on an orc. Sledge pulls back on his Warhammer and rolls to hit scoring a
critical. Skipper comes in over the PA, “Sledge moves up the room, he’s in the
air, his mighty hammer over his head. He brings down the hammer and knocks it
home.”
Sledge
rolls damage and scores high enough to kill the orc. “The hit is good and it’s
good night Eileen! The orc is down!!!”
If
you’re looking for inspiration on Skipper I suggest checking out videos of
Chris Berman, Tim Kitzrow, or Dick Vitale.
The
point of Skipper is to give the players the experience of interacting with a DJ
and the game master the practice of playing one.
Pamela
Proudfoot: publicist.
Publicists,
coaches, agents, groupies, and any other behind the scenes person are a fact of
XCrawl. You’ll always come across someone who is there to help the team to look
good and/or survive. In this instance I’ve introduced a publicist to push the
ideas and roleplaying opportunities of XCrawl. A publicist will push the team
to look their best on camera, interact with the crowd, and warn them when they
may be crossing the line. These support characters may or may not be a part of
XCrawl depending on game master and player preference. For the purposes of this
module, I suggest letting Pamela hang around to give you another tool to
deliver information to the players.
Local
advertising agency Woodrow and Lowman has a deal with the Adventurers Guild to
supply junior assistants to help guide the teams as they stumble through what
is possibly their first crawl ever. Pamela is one of the publicists brought in
help teams through the crawl. She has been assigned to the layers. She shows up
at the end of every room to give the players tips.
Pamela
is friendly and honest with the players. She never tells anyone they’re wrong
but offers slight tips on how to improve their marketability.
Examples:
“That was great, but next time you go in for the kill try and yell out
something catchy.” “Remember to give a nod to the VIP box, they paid a lot of
money to be here and some of the nobles are always looking to throw money
behind a starting team that catches their fancy.” “If you don’t like seafood
that’s fine, but these are our sponsors and they’ve paid a lot of money to have
their products here; if you can’t be excited at least don’t look disgusted by
the prize.”
Woodrow
and Lowman volunteers its lower rank employees for the crawl to see who is
worth keeping around, promoting, or cutting loose. Pamela is very aware of this
fact and is working hard to make the team marketable. She’s also aware that if
this group forms a team they may want the services of a publicist and making a
good impression on an up and coming team could get her in on the ground floor
of something that could be huge. She is also a Halfling and her people are
generally looked down on, so she’s working extra hard to see that her team
looks good as they go through the crawl.
Structure
Spring
Training Crawl is six week event that ends in a five room Crawl. During the
first weeks the teams run drills, practice combat skills, and work with
different partners to see how their styles meld. After the training period
everyone is divided into teams based on personality, how well they worked
together, and necessary skills to form a successful team. The players are one
of these teams.
The
Module begins at this point when the teams are formed and preparing to enter
the crawl. There are 20 teams in the crawl four teams will run the crawl a day
for five days. This allows time for cleanup, resetting the traps and obstacles,
and generally returning the space to first mark.
The
crawl is timed and the team with the best time receives a trophy. There are few
additional prizes after that. Though there is a rumor that one of the teams
might be inline for something big.
The crawl consists of five rooms. The first
two are non-lethal and the final three are full lethal. This means that the
worst that can happen to the team in rooms one and two are a bit of
embarrassment. After that people could and do die. The first room is an
obstacle course that the team will have to run together. They’ll have to
balance speed and organization. They need to figure out some of the obstacles
quickly and figure the best way through them.
The
second room is a challenge room using boffer weapons. Crawlers can be
eliminated from the challenge but not the crawl here.
The
third room is their first lethal challenge. While some Crawlers at this level
have done lethal challenges before most have not. This will introduce a
straight forward fight with little surprises.
Between
the third and fourth rooms is a break room. Here the players get to take a
break, meet a paramedic, and it gives Pamela a chance to introduce a couple of
new mechanics.
The
fourth room is a harder challenge. It’s more blunt force and is designed to
pull away at the players resources. It’s also the first room with actual
treasure in the form of potions.
The
fifth and final room is a massive show piece. There is a large crowd, big
monster, and a final confrontation. This room is designed to test the Crawlers
to see if they can live up to the needs of XCrawl. It has an actual reward that
can help set the team up moving forward.
It’s
also important to note that every room will have a nogo door. A type of
emergency exit that will let crawlers quit the crawl. They may be eliminated
from the event, but they will survive and sometimes that shows a level of
brains that coaches are looking for.
The
Crawl
Green
Room
Read
the following aloud.
It’s been five weeks since you and
the others began this adventure. You’ve spent the last ten days running drills
and being paired up with different hopefuls; some of them now stand with you in
this room.
The Green Room you’re in is a
slightly upscale locker room. It’s the room you’ve been using this entire time
to prepare every morning and shower every night. Just past a non-assuming door
are the lockers you’ve all used to get ready for tonight. There’s a small
buffet laid out with coffee, juice, some pastries, and orange slices. A
friendly young girl from the local college, wearing her school colors, blue and
orange, and a sorority pin marking her as member of the sisters of Hestia. She
smiles sweetly as you look over prepared to help you.
At the far end of the room is sturdy
metal double door, like the kind found in most gyms. Standing before it is the
referee. He’s wearing the traditional white and black stripped shirt, with the
regulation whistle and a series of three different flags for calling fowls.
He’s also wearing a deadly looking colt 45 strapped to his hip.
On one of the walls has been
installed a large AVS, Arcane video Screen. It’s showing a loop of commercials
and highlights from previous Spring Training Crawls. Occasionally, there are
ads for the upcoming Memphis Crawl, the traditional start of the XCrawl season.
Upbeat local music plays through an overhead speaker.
Behind
the scenes.
At
this point ask the players what they’re doing to prepare for the event. Ask who
they worked with over the last few weeks, who they didn’t. It’s assumed that
even if they didn’t work with another person on the team they’re all familiar
with one another. Let each of the players know they’re wearing an official
Spring Training Jersey with their name and number on the back. Ask them what
number they have. Though let them know that #42 is unavailable. If anyone asks
why, it was worn by Skipper during his baseball days and he sometimes wears the
old jersey during the event.
The
Referee won’t discuss the crawl with the players. If they ask him for
information he tells them they need to return to the staging area. He will then
point out a large ten foot circle around the door that’s marked off in yellow
and black tape ordering them to step behind it. If they persist, he will yellow
flag them with a 2 minute penalty to their time.
The
coed at the table is named Becky Jo, and she’s super excited to be here. She’s
friendly and won’t talk about herself but will ask the crawlers how they’re
doing. She makes a damned fine cup of coffee and can help fill any water
bottles the team may have. She can also supply a couple if they don’t. Her
bottles are all color coded to the college and have the schools logo on one side
and the symbol of House Hestia on the other. They also have metal clips so they
can be attached to any clips on belts and armor the team may have. Becky is a
journalism student and thinks a behind the scenes look into the XCrawl might
make an interesting story.
After
a few minutes Pamela enters. She’s smartly dressed carrying a touchpad and
small satchel slung under one arm. Pamela is here to get the team ready. If the
players are harassing the Ref, she will enter just as the penalty was placed on
them and argue on their behalf that she wasn’t there to advise them due to a
scheduling error. The ref won’t remove the penalty, stating that those are the
rules ma’am.
Regardless
of how she enters, Pamela will gather the team and introduce herself. She’ll
answer any questions they have and try and put a positive spin on anything they
may be worried about.
She’s
going to relay the following information.
*The
Crawl will begin in a few minutes. When it does Skipper will come up on the AVS
and introduce the team.
*
He’s going to talk to each of you and ask something about you. Try and have an
interesting fact ready. If the team wants to run anything by her, she’ll push
toward anything that makes them more likeable; hobbies, family, where they went
to school; basically anything anyone says at a gameshow.
*She’ll
explain that the ref is going to give you some instructions about the first
room. She can’t talk about it but what the ref says is true. The referees
aren’t allowed to lie to you; anything they say is true.
*She’ll
meet them after every room and see how they’re doing.
*She’ll
push them to pick a spokesperson for the group. Someone to answer all of the
questions asked of the team. If asked, she’ll point towards someone with a high
charisma or an elf, the public loves elves. She’ll shy away from half-orcs,
dwarves, and other halflings.
*There
will be prizes in each room, but due to the level of the crawl they won’t be
very impressive.
This
section is to let the players get used to roleplaying in the world of XCrawl.
Let them get used to how things are done and what the people are like. She
won’t answer any questions about the crawl and if pushed will say that she
isn’t allowed to explain more than they need for the next room. If anyone has
any mechanical questions about no-go doors, mojo pools or such, they are
explained as they come up and she’ll simply tell them not to worry about that
now.
After
you think this has gone on long enough, have the referee interrupt and indicate
that it’s time for the crawl. A production assistant talking into a headset
will enter and move the team to a marked spot in front of the AVS. He’ll jockey
the team around trying to put the more attractive or heroic looking Crawlers to
the front and center with the shorter ones in front of the taller ones. After
that he’ll give them a count down and then…
Read
Aloud
The image on the AVS changes to the
Spring Training Crawl logo gently spinning against a green background. You can
hear some applause from nearby. You hear a voiceover come from the monitor.
Good morning sports fans. It’s a beautiful day her in downtown Miami. The sun
is shining and the Gods have truly blessed us with a wonderful day. Ladies and
Gentlemen, I’m Skipper Cartwright and I’ll be your DJ on this glorious morning.
The image on the screen changes to
show DJ Skipper he’s in an old fashioned announcer’s booth wearing a suit coat
over an XCrawl Jersey with his trademark 42 on the front. Skippers’ chomping on
a large cigar and smiling easily at the team.
Hello team, how are we doing today?
Behind
the Scenes.
Skipper
will exchange small talk with the team for a few moments. Introducing each of
them in turn and asking where they’re from and for each of them to tell them a
little bit about themselves. He is friendly and takes a good natured ribbing
with the players. After this goes on for a little bit he’ll look off to one
side and nod.
Well my producer is letting me know
it’s time to begin. In that case, I call upon Apollo and ask for his blessing
on these hallowed proceedings. May he guide you to victory in these times. In
the name of Emperor Ronald the First, may his benevolence protect us, I call
these games to order; we salute you. I open the dungeon to you, the athletes,
may your skill and determination see you through to victory.
Game On!
The AVS switches back to the crawl
logo, the referee opens the metal double doors to the next room, and the
dungeon is yours.
Room
1: the Gym
When
the team is ready to enter read the following aloud.
As you move towards the door the
referee falls into step with your party. “This is the gym. It is your first
challenge in this crawl. It’s designed to test your ability to work as a team.
This room should be treated as a full challenge in every way. There are 6
stations. You’ll need to perform the stations in order, the room is timed, and
there are penalties for skipping stations.” He stops and indicates a blue line
on the floor. “Follow the line to your first station at your discretion.”
With that the Referee steps away and
leaves the room to you.
A quick look at your surroundings
reveals a large high school gym. Thick Plexiglas walls separate the audience
from the floor. The stands are moderately filled with a locals having a good
time and cheering you on. On one side the bleachers are roped off and reserved.
Sitting in this area are a collection of people watching the proceedings
intently and taking notes.
The room itself is filled with the various stations. Each running the
gambit of styles including gymnastics equipment, a short wall, and a large
enclosed area near the end of the path.
Behind
the scenes
This
room is designed to see how well the team works together to overcome obstacles.
It’s also a great way to introduce skill checks and dice rolling to new
players.
The
referee’s at each station will answer questions the team asks but after two or
three will point out the team is being timed.
The
crowd is broken up into two groups. The first group is fans of XCrawl who’ve
come out to see the newbies. This room is the one used for the spillover crowd
who didn’t get here early enough to get seated in one of the lethal rooms.
They’re bored, drunk, and a little miffed that they’re watching the athletic
portion of the event. While they have no way to directly interact with the team
they’ll cheer if anyone fails or skips a challenge. It is possible to get the
crowd to root for the team. If anyone of the Crawler think of it they can try
and motivate the crowd by taking a round to “Work the Crowd.” This will require
a target of 12 Charisma check. If the players do something creative, sing a
song, use a flashy spell, or are generally charming then they get a +2.
The
smaller portion of the audience, the ones in the reserved section are scouts
for XCrawl team franchises, talent agencies, and sponsor groups. They’re
watching the group and will move from room to room with them. They can’t
normally be swayed by the players as they’re there to work. However, if the
Work the Crowd roll scores a 16 or higher the scouts will start paying more
attention to that person.
Station
1
This
is a simple 12 foot wall with a set of gym pads lying at the bottom. The
referee will inform the team that they need to all climb the wall. Anyone who
chooses may walk around and take a 20 second penalty.
To
climb the ropes a Crawler will need to make a DC 10 strength check. Teammates
can choose to help one another either by giving them a boost or helping to lift
them up from the top. This allows the person being aided to use the helper’s
strength modifier.
If
they come up with any other ideas to get over the wall give them a decent
chance of working and possibly a +1 or 2 depending on how good an idea it is.
The referee will allow anything that doesn’t destroy the wall. This includes
hammering pitons into the wall as acceptable.
Station
2
This
station is a rope swing. There’s a small 1 foot rise in front of the swing and
a section of floor marked off with yellow and black stripped safety tape that
spans 15 feet. The referee at this station informs the Crawlers they’ll all
need to swing across the marked section. If anyone falls they’ll incur a 20
second penalty.
To
cross the section someone will need to get the rope that is hanging in the
center of the area. A dexterity check of 10 will allow someone to jump to the
rope if they take a running start they’ll get a +2 to the role. A second
dexterity check of 8 will be required to successfully swing across the area. If
someone on the other side of the pit is helping to catch the swinger they can
add the catcher’s strength bonus to the roll.
Station
3
This
is a simple set of monkey bars. The Referee at this station will let the team
know they need to cross as a group. The area under the monkey bars has a yellow
and black hatched safety pattern. If anyone falls off of the bars they will
suffer a 20 second penalty but then may walk around the challenge moving
forward.
To
cross the bars will require an agility test with a target number of 8 as a
base. They’ll need five stages of completion to cross the entire set. An 8 will
let them move one stage. For every 2 points past 8 they score they’ll move one
extra stage. If they don’t finish the challenge in a single round then they’ll
need to make a second roll to finish the path. In other words a 10 will move
the 2 stages, a 12 will move 3, and a 16 will cross the entire set.
Multiple
Crawlers can attempt to cross this challenge at once. The bars are not wide
enough for one crawler to pass another. If someone attempting the bars doesn’t
move all the way across then anyone following them will need to stop behind
them or attempt to pass. If they attempt to pass by both crawlers will need to
make an agility test with a target of 8 anyone who fails will fall and incur
the penalty.
Station
4
The
lift. This area holds a large fifteen foot press that must be lifted to allow
the team to pass underneath. It requires a Strength check of 12 to raise the
lift so someone can pass under. It’s wide enough that two characters can hold
it up while the rest of the team walks through. The press is rigged so that it
can’t fall and crush anyone.
Station
5
This
station is two balance beams set across a 20 foot area of floor. The team will
need to cross the beams to reach the other side. The beams are 4 feet apart
decently sized for the challenge. Players will need to make a Dexterity Test of
8 to successfully reach the other side in 2 rounds. If they hurry and try and
cross in one round they’ll need a 10 and if they go very slowly over 3 rounds
they’ll need a 6 or better. Anyone failing or skipping the challenge will incur
a 20 second penalty.
The
beams are close enough that crawlers can help each other. If they do have one
player roll the test using both player’s dexterity bonuses. If anyone checks
the beams are held in place with sturdy clamps. The clamps can be undone and
the beams slid together allowing the team to cross without rolling. It takes 1
round to redo the beams and someone will have needed to reach the other side.
The referee won’t stop the crawlers as this was one of the expected outcomes.
Station
6
The
team now stands before a large ten by ten room with a single locked door. The
referee lets them know that all they need to do for this station is open the
door.
The
door room is a simple quick build with plywood walls and a ceiling. The door is
a standard wooden door. The lock is difficult but not impossible. The door is
also trapped.
To
detect the trap a Crawler will need to make an intelligence test with a DC of
10 to detect the trap. Once detected it’s easy to disarm with a Dexterity test
of 8. If the Crawlers don’t detect it then once the door is opened a small
spray of mist will waft out of the room onto whoever opens the door. It smells
sweet with floral notes.
The
lock is a DC 14 dexterity check to open. Alternatively, someone could kick the
door open with a DC of 8. However they’ll be hit by the trap if it’s still in
place.
However
the door is opened a goblin inside the room will hurl a pie into the face of
whoever opens the door and yell, “Pie Gram!” the goblin will make a roll to hit
with a +1 due to surprise.
If
anyone was hit by the perfume in the trap, make a note for later.
Read
the following aloud.
The referee gives you thumbs up and
declares the challenge completed, the crowd cheers, the goblin applauds, and Skipper
appears on a nearby AVS. “Great job team. How do you feel?”
After
they answer continue.
Well we have a quick prize for you.
In addition to 200 GP you get dinner from our sponsors at the Cutter Dave’s
Steak House, the best steaks in Miami. Each
of you receives dinner for you and a guest at Miami’s premier steak house and my
personal favorite. Cutter Dave’s, come for the family atmosphere and stay for
the best steaks this side of the Keyes. Hit them up for their award winning
ribeye, fantastic selection of meats and recipes from around the globe.
Remember to try my personal favorite the Toby’s T-bone; flavored with a bit of
island flare and Cutter’s special blend of herbs and spices. While you’re there
don’t forget to stay for the dessert. And remember, tell ‘em Skipper sent you.”
After a moment a producer from off
set calls out, “And we’re at commercial. Set for next room.”
Behind
the scenes.
The
team is now free from the cameras for a few minutes and set to head towards the
next room. The exit opens and Pamela enters and walks up to the team. She’ll
have bottles of water for each of them and if anyone was hit by the pie she’ll
bring a towel for them to wipe it off with. She’ll also have a handful of
“Peace Strings” for the team to tie their weapons into their holsters, sheaths,
and scabbards. She’ll let them know they need to use these for the next room.
The strings are there to keep their weapons from being used. Though in truth
they only slow someone from drawing a lethal weapon quickly. She won’t tell
them anything about the room or why the strings are necessary. However, if the
team is nervous she’ll remind them that next room is non-lethal.
She encourages them on a job well done and
points to anything they might have wanted to do different giving gentle nudges where
applicable. If the team feels they did poorly she’ll encourage them that they
did better than team seven who skipped most of the physical challenges.
If
anyone worked the crowd successfully she’ll congratulate them on a good job, if
they failed she’ll console them on how tough the crowd was.
She’ll
start walking them towards the next room and offer them the following advice.
They’re going to want to start thinking of whether they want to be white hats
or go the heel route in the arena. She’ll give this the wrestling comparison of
how some teams are good guys and some are bad guys. It’s a thing they’re going
to want to think about very soon.
She’ll
also advise them on how to receive prizes from now on. They should be happy and
grateful to the sponsors but not over the top unless it’s something huge;
genuine but upbeat. She’ll let the team know that any treasure they won will be
waiting for them after the crawl, this includes all the money, gift
certificates, or anything they might win in the future that won’t be
necessarily useful in the crawl itself.
When
they arrive at the door to the next room she’ll say a quick goodbye and remind
the team she’ll see them after the next room before ducking out a side door.
Room
2: Meeting the Troops
Crowd
DC: 15 they are mostly family members of the team’s opponents.
The
door to the next room is a standard metal gym door. It is unlocked and free of
traps. Next to the door is a selection of foam covered boffer weapons. These
include anything the team might be armed with including ranged weapons with
blunted soft tipped arrows and bolts. These are Color Tag Items, description
found at the end of the section. The Team will be encouraged to choose a weapon
to use in the next room. Any bare fist fighters can find gloves that cushion
their blow. As the team is choosing they will be informed of the rules for the
room. In order to win they’ll need to capture their opponent’s flag while
defending their own. There will be opponents in the room to thwart them. If any
of their opponents are struck by 2 hits from a boffer weapon they’ll be
eliminated. The Crawlers are eliminated if they take four hits.
When
they’re ready to enter the room, read the following aloud.
The room before you is roughly 60
foot square. There are a series of padded waist high barricades sprinkled
around the room. The floors are covered in overly thick gym mats that cushion
your steps and make moving slightly awkward. Just inside the door is a large
flag with the crawl logo emblazoned on it. On the far side of the room is
another flag with a 421 backed by a quarter moon.
The room is ringed in clear Plexiglas
walls similar to those found at a hockey game. The crowd is mostly made of
families booing your entrance. Peppered through them are people holding up
hand-made poster board signs that read things like, “Troop 421 RULEZ,” “Go
Bethany!” and “Hunt Them Down!”
Situated at the far end of the
bleachers is a small reserved section with the same people who had been in the
previous crowd. They’re watching you and taking notes.
The rooms PA crackles to life and
Skipper’s voice echoes over the crowd. “Ladies, gentlemen, and non-binaries
among us, allow me to introduce our competitors this afternoon. On this end, we
have our Crawlers.”
The booing from the crowd get louder
as this announcement.
“And to face them in our noble
contest, I ask you to welcome the scouts from Troop 421.”
The doors at the far end of the room
open and a group of preteen girls in matching wilderness gear enter marching
with near military precision. The crowd erupts in cheer of adoration.
“Welcome your local Diana Scouts.”
“Athletes!”
The scouts stand at attention.
“Salute your opponents.”
Each of the scouts in a measured
ripple that flows in time from the outer edges to the center raise their bows
to salute you.
After they finish there is a pause as
the room grows quiet. The silence hanging in the air for just a moment before
Skipper yells, “Begin!”
And the hunt is on.
Behind
the scenes.
This
is a simple combat with no damage. Players are free to defend themselves or go
on the offensive as they see fit. They are also allowed to use any spells they
feel appropriate. However, if anyone tries to use a spell that does damage
remind them that this is a non-lethal room and they will be disqualified.
The
goal is simple. Capture the other team’s flag by crossing the room and using an
action to lower the flag or by eliminating the opposing team.
The
Diana Scouts are a national youth group where girls are taught wilderness
skills in the tradition of Diana, Goddess of the Hunt. While they are expected
to lose, they were not instructed to. In fact, for every Crawler they can
eliminate they’ll receive a reward and if they can remove an entire team they’ll
get to attend a local film premier. They are playing for keeps.
There
are two girls for every team member. For the scouts stats use goblins from the
base rule book but give them a +1 to hit with a bow. They are using the same
Color Tag weapons that the Crawlers are using.
The
girls are talented and well trained. They’ve been practicing in this room for
the last week in preparation for the Crawl and have learned to work together in
this space. Their plan is to have two girls sneak around the edges, they count
as trained for any stealth tests they’ll need to make. two girls will stay back
and guard the flag. The rest of the girls will focus fire on the crawlers they
deem the most dangerous. They’ll start focused on ranged Crawlers with spell
casters being prime targets.
Once
the room is completed, the referee will blow the whistle and end the challenge.
Once this is done the girls will all line up and move to shake hands with the
team each one saying good game as they do.
Assuming
the Crawlers won they will be awarded 200 GP and the Color Tag Weapons they
used in the room.
Color Tag weapons, for the paintball
warrior who wants a bit more heft in his swing. Personalize your punch with 9
different colors, custom logos, and detailed styling on the blade, hilt, and
scabbard. Designer weapons for the weekend adventure that wants to make a
statement.
After
Skipper awards the prizes they’ll break quickly for a commercial. Pamela
returns and ask the team if they wish to take a photo with the girls. They only
have time for one quick photo before they get rushed forward to the next room.
Though Pamela will promise the girls that they can meet any of the team who are
left after the crawl.
Once
they’re done Pamela will remind the team to unfasten their peace ties as they
walk towards the next room. She’ll praise them for good work especially if they
treated the girls well and even took time to shake their hands and say good
game at the end. She’ll remind them that the next room is full lethal. It is
possible that they might die. Their opponents will not hold back. They will try
and kill the team.
She’ll
let them know that there is a No-Go door on either end of the arena. If things
get to bad they should move to use that door. Once through it they’ll be out of
the crawl, but they’ll get to live.
Once
that’s done she’ll get a five count from the producer and start to leave.
She’ll remind the team that the next room is full lethal, there is a break room
on the other side, and she’ll meet them there. Hermes be with you.
Color
Tag Weapons
Color
Tag weapons are a boffer weapon developed for use as a paintball alternative.
They haven’t yet caught on due to their initial cost, but the makers are hoping
that by introducing them into XCrawl it will give the weapons the exposure they
need to really take off.
When
someone is hit with a Color Tag weapon a puff of colored mist bursts out ate
the point of impact and stains the target. The colored mist will dissipate
quickly but the mark on the target will remain until washed off with water and
gentler scrubbing. The weapons come in several styles and colors.
High
end variants can be made where the mark left behind is a simple symbol or
design. This can even include someone initials or a signature. Popular examples
include the newb, scrub, Git Gud, and teabag.
Room
3: Walking Sheriff
Crowd
DC: 10
This
room has a solid heavy metal door and cool to the touch. The door is unlocked
and free of traps. The room itself is magically darkened and filled with fog.
This is to interfere with anyone with the ability to see in the dark. While
they can see the insides of the room, the fog blocks their vision farther than
15 feet. After the team opens the door read the following aloud.
As the door opens a thick fog oozes
out mingling around your legs. The room beyond is dark and the fog makes seeing
too deeply in difficult. You strain your ears to listen and hear a distant
chatter that sounds close but blocked as if being projected through water.
Skipper’s voice echoes from the
vacant space before you. The tinny scratching that has accompanied his use of
the decades old PA system sounds more pronounced here than anywhere else.
“Welcome team. Once you cross that
threshold you’ll be in your first official XCrawl fully lethal room. If that
sounds like too much you can always bow out. Turn around and use the side door
just to your left. Otherwise, enter and prepare.”
He pauses, waiting to see what you’ll
do next.
If
the team uses the door to their side, they’re out of the crawl. Their adventure
ends here and even though they’ll never find fame in XCrawl, they’ll live to
tell the tale of their weekend. However, if they advance into the room, he’ll
wait until they get a few feet in and respond.
“Excellent. I knew you were heroes
worthy of the Empire. I congratulate you on the path you’ve chosen. May you
follow in the footsteps of the legends that come before you; Hercules, Perseus,
and Nail Bomb Brooks. May Apollo, watch over you. May the Fates, guide your
steps.”
The metal door slams shut behind you.
“However, this is XCrawl, and if you
die…”
The darkness suddenly vanishes and
you find yourself standing in 2 foot deep fog with a half circle of zombies
wearing rubber masks and sheriffs hats surrounding you on three sides. The
crowd, now visible behind a transparent wall on your left screams, “YOU DIE!”
The traditional start of every professional XCrawl.
The battle begins.
Behind
the scenes.
This
room is sixty foot square and the team is standing roughly ten feet in. The
zombies are all twenty feet away. There are two zombies per Crawler. There is
also one ghoul lurking in the mist just behind the zombies. The reason they are
wearing masks is due to previous legal problems XCrawl has faced from
traumatized families who watched a deceased relative get ripped to shreds on
national TV.
The
zombies move forward and attack the closest target. They are unrelenting and
unyielding. They also have no tactics. They simply attack whoever is closest.
There is an exception to this.
If
one of the crawlers was covered in the perfume from the trapped door in room 1
then the zombies will favor them. The perfume was a mix of nightshade and grave
moss that’s used in necromantic rituals to attract the undead. The zombies will
still attack the closest target but if the perfumed crawler is equal distance
as another crawler they will always be favored. It also makes it difficult for
them to hide from the zombies making all zombies efforts to detect a perfumed
crawler hiding in the mist a trained roll.
The ghoul on the other hand lurks around the
edges of combat and looks for an opening. He will attempt to catch weaker less
armored heroes by themselves preferring to focus on healers and magic users
with a particular focus on anyone who can turn undead.
The
Ghoul has no illusions about his place here. He’s lucky to be alive and is
enslaved to a guild necromancer. He’s fighting to attempt to gain his freedom
and will not surrender.
There
are two No-Go doors (exits) from the room. They are located just to the side of
the door the heroes came through and to the side of the door on the far end of
the room. If the team feels overwhelmed they may use one of these doors if they
can reach it. They will be out of the crawl but they’ll be alive.
The
crowd in this room is larger than in the first room and they are more open to
the team. They’re here to see people die but are willing to cheer on the team
if they do well. As with the previous rooms a small section of the bleachers has
been reserved for the scouts who’ve been following the team.
If
it a round ends and it’s a foregone conclusion that the team will win then the
referees will call the encounter and wrap things up. They’ll only do this if
the ghoul is dead, and the players have clear superiority to the zombies,
especially if they outnumber them and none of the team is suffering paralysis
from the ghoul. Once this is done, guild necromancers will come in and control
the zombies into pens to be used in a later challenge. No sense wasting
perfectly good zombies.
When
this happens Skipper comes over the PA again. Read the following aloud.
Way to go team. You’ve stepped up and
knocked this one out of the park. An excellent first fight. How does it feel to
get in that first taste of victory?
After
he’s talked to the team for a few moments he’ll award them their prizes, and
let them get back to the crawl.
The
prize for completing this room is 300 GP, 3 potions of healing offering 1D6+1,
and 2 scrolls of Remove Paralysis.
Once
producers cut to commercial, Pamela will appear at the exit and motion for the
team to follow her before they use any of their healing items.
Whatever
they decide to do next they’ll find her at the door to the break room in the
hall outside this room on the way to the next.
Breakroom:
Half Time
The
breakroom is a small swinging double door set up in the side of the hall
leading to room 4. The gentle smell of cooking meat and spices comes from
beyond. Pamela is standing at the door as the team arrives and welcomes them
into the breakroom.
The
breakroom is a small rest area set up for the teams as they move through the
dungeon. The floors are well carpeted and the furniture is comfortable. This is
essentially an upscale locker room. The cameras are off and everything that
happens here is off screen and behind the scenes.
This
area is set up as a break for both the team and the crew. During this time
production will go to a long series of commercials, cut to a breakdown segment
with sports analysts, and cover some other news from the sports world.
Pamela
will explain all of this to the team and remind them that they’re expected to
spend between ten and fifteen minutes here while everything is going on. She’ll
encourage them to wash up, rest, grab a sandwich, and get some healing.
She’ll
also pick one of the team who she feels has done a pretty good job of leading
the group. If anyone has stood out as being particularly tactical or
charismatic she’ll pull them aside and encourage them to say a few words to
help rally the team. If they do that player can make a Charisma check against a
target of 10. Allow for a +1 or +2 if they role play this. This will give the
team a Mojo Pool they can use over the remainder of the crawl. Roll 1D6 or 2D6
if they succeed on the check.
The
break room has two other people inside. The first is Chef Ruiz, a Dwarf chef
from Carl’s, a popular local gourmet sandwich shop well known for its Cuban Sandwiches.
He has a grill ready to go and can quickly make whatever sort of sandwich the
team orders. It will be delicious.
The
other person in the room is paramedic Alan Engle. Al’s a human from the local
hospital that will help the team as best as he’s able. He’ll make a trained
intelligence test with a +3 against a target of 8. He will heal his target
equal to the number of points he beats the target by. He can heal paralysis for
anyone with ten minutes of work and a test result of 14.
As
the team spends time in the breakroom Pamela will point out the surrender rule
to them. If a monster surrender they must accept it or be disqualified. The
monsters here aren’t allowed to go back on their surrenders, there is no
incentive for them to do so, unlike traditional XCrawl.
Once
the team decides to leave the breakroom and continue with the crawl Pamela will
wish them luck, remind them to say something nice about the sandwich’s when
they leave the room, and give each of them a Friki Choo Cola Call coin. With
instructions to use it when they are particularly thirsty or have done
something that has drawn the attention of the cameras.
Room
4: Watch your Step
Crowd
DC: 9
The
door to this room is a metal gym door. While it is locked it’s also free of
trap. It requires a Dexterity test of 10 to pick the lock or a Strength test of
9 to kick it open. Once the players have opened the door read the following
aloud.
The room before you is another indoor
sports center. There are several three foot high barricades with padded gym
mats set against their bases on the floor. The barricades stretch the width of
the room and are set at even distances the length of the room.
At the far side of the room are a
number of orcs readying weapons and aiming down range towards you.
Behind
the Scenes.
This
is a simple combat room. The room is 40 feet wide by 80 feet long. It’s usually
an indoor tennis court and if crawlers look they’ll be able to see the lines on
the sections of floor not covered by the pads. The barricades are set every ten
feet across the room and require participants to leap over them in order to
advance up the room.
The
middle barricade has a trap built into it on the crawler’s side. Anyone
standing on the five foot section of padding will set off a spiked plate under
the mat. The spikes will pop up through the padding and strike any crawler
standing in the area. The trap has a +4 to hit and will do 1D6 damage. If a
critical hit is rolled the trap will also hobble the crawler halving their
walking speed until a healing spell is specifically cast on their feet. It will
need to be cast directly on their feet and will require the removal of any foot
wear. The trap can be discovered with an intelligence test with a target number
of 12, anyone searching for the trap may treat this roll as trained. If they
are already trained they get a +2 to the roll. The trap can be disarmed with a
Dexterity roll of 10. Once the trap is triggered it is still a threat as the
spikes stay up. However, moving at half speed will allow anyone entering the
area to avoid the trap. If anyone doesn’t take this precaution the trap makes
an attack roll with no bonus and does 1D3 damage with no crippling bonus for a
critical hit.
There
are two orcs per crawler, one armed with a crossbow and one with a sword and
shield. The orcs break into two groups the ranged orcs staying at the farthest
range with the melee orcs move forward hopping the walls. They won’t go past
the middle wall as they know about the trap.
Any
orc will surrender if they are reduced to ¼ health. Additionally, if the orcs
are ever outnumbered 2 to 1 then the rest of them will surrender.
Treasure
for this room is 200 GP and 2 potions of healing 2D6+2. The team also receives
a set of Willowcraft Tennis Rackets and Balls. Willowcraft Rackets, hand made by elven crafts men of the San Fernando Valley.
The racket of choice for all of the great masters. Willowcraft, for when you
need to play with your heart. Game, set, and match.
Pamela
meets them after the room is closed and tells them what a great job they’re
doing. At this point she’s given them all of the information she can. She’ll
offer praise and answer any questions. If the group wants to know how they’re
doing on time, she’ll tell them that she can’t be very specific but will let
them know they’re playing through quite quickly. She will let them know that
the last room has a VIP in attendance. Before the room starts, they should
consider taking a moment salute the private booth on the left side of the
arena.
Once
the group is ready to go through to the end she’ll wish them luck and remind them
to smile.
Room
5: Down in the Bayou
Crowd
DC: 8
Approaching
the final room will require the team to climb a short 10 foot set of stairs;
they are not trapped. At the top of the stairs is enough room for the team to
stand, get ready to enter the last room, and jockey into position. Once they’ve
reached the top of the stairs anyone who makes an intelligence check with a
target of 14 will pick up the distinct smell of sea water. Anyone who’s spent a
lot of time around aquariums, large bodies of water, or similar circumstances
can treat this check as trained.
The
large wooden double door is trapped but unlocked. If anyone opens the door
without disarming the trap then several spears will eject from the walls.
Anyone standing on the platform will be subject to an attack from one of the
spears. The trap is +4 to hit and does 2D6 damage. To detect the trap they’ll
need an intelligence check with a target of 10. To disarm the trap requires a
dexterity check with a target of 12. Failing the disarm check by 5 or more will
also set off the trap. The spears only hit anyone on the platform at the top of
the stairs so it is possible to set the trap off while being outside of its
area of influence.
Once
the team opens the door read the following aloud.
The doors open to reveal a sixty foot
round room filled nearly to the door with water. The center of the huge water
tank is dominated by a thirty foot square wooden dock. A small ten foot wide
walkway leads out to the dock. Above the center of the room hangs a large AVS
screen hovering just below a massive support system, rotating slightly. It has
your names flashing on it. Your video highlights appear on the screen along
with your name, play for a few seconds, and then cycle to the next team member.
The walls of the tank have been done in blue
tiles to give the illusion of an endless sea stretching off in all directions.
The image would be perfect if not for the 360 degree crowd standing and
cheering behind the sturdy invisible walls. To your left a private booth set
aside for nobles and other VIP’s holds a young couple sitting comfortably in
regal seats with slightly bored expressions. Behind them, on the wall of the
room, hangs a coat of arms denoting them as local Barons.
A referee standing just inside the
door waves you forward into the room. When you’re all within ear shot he points
to the overhanging supports and makes a gesture. Several rope ladders unroll
down from above and dangle over the dock area in the center. “Those are your
Exit, if anything gets too much for you. If you grab a ladder, you are
forfeiting your place in the rest of the crawl and can take no further part.”
He points to the door behind you. “Once I step through those doors, they will
lock and you’ll 10 seconds to move to the center platform so the room can
officially begin. Do you have any questions?”
Behind
the scenes.
The
team can ask any questions they want, but the ref will only answer a few. He
won’t tell them who/what they will be fighting, or what if anything will happen
once the room begins. If anyone tries to check for traps on the docks while
he’s talking to them, he’ll warn them they’re in time out and penalize the team
10 seconds if they persist. If they ask if the docks are trapped, he’ll respond
that it will be safe for them to cross to the central platform for the match
and that the central platform isn’t trapped.
After
a few questions, he’ll tell the team he’s leaving and ask if anyone wishes to
bow out or continue with the crawl. Anyone who wants to go with him and quit is
welcome to do so. Otherwise, he’ll back out of the room and lock the door. Once
the door locks the AVS will start a countdown; the crowd will begin counting
along, growing in volume with each number. Once the timer hits zero a loud air
horn will sound, the crowd will cheer, and the room will begin.
The
room starts with the walkway exploding. Each section will be hurled into the
water by an air canon. Starting at the door and moving towards the dock in the
center. This is a timed explosion and set to go off in rapid sequence. Anyone
still on the walkway when this happens will be hurled into the water. They’ll
need to make a Dexterity test with a target of 10 to avoid taking 1D6+3 damage
from the lose boards.
At
the same time this is happening the room’s main feature, Al will be swimming
towards them under the walkway. Al is a weregator and is supposed to come up
from the water and land on the central platform right after the docks have
finished exploding to make it look as if his charging the docks is what
destroyed the walkway. He’s been practicing this entrance all week. He’ll need
to make a trained dexterity check with a target of 8 or take 2D6 damage from
coming up to early and getting caught in the blast.
For
Al’s stats use the minotaur from the base DCC rulebook. He’s armed with a
Warhammer. He enters the arena by charging whoever is standing directly in
front of the walkway and trying to knock them back across the platform and
hopefully into the water.
Treat
Al as having maximum HP +5 additional HP per crawler. At the beginning of each
of his turns Al regenerates 10 HP. Al also has a tail whip he can use it has a
+4 and deals 1D6+2 damage. Anyone hit will need to make a strength test with a
target of 10 or be knocked back 10 feet and fall prone.
Once
Al is reduced to a quarter of his full health he’ll surrender. Air cannons will
blow confetti into the room, the crowd will go wild, and the team will have
finished their first professional XCrawl.
Treasure
for this room is 300 GP, and each party member gets a +1 weapon of their
choice. If you have the rules for it, feel free to make these omni-weapons. A
walkway will rise out of the water leading to an exit on the far side of the
room. Skipper will walk out of the exit and come up to the team, shake their
hands, and congratulate them on a job well done.
After
the Crawl
Immediately
after the crawl the team will go through some exit work. There will be some
photo ops, and a bit of media work. They can be interviewed by local reporters,
Empire Sports will try and get a quick sound bite from the members of the team,
especially if they did something truly epic. They’ll also be greeted by the
girls of Troop 421, take some photos with the girls and sit down to some snacks
to talk with them if the team wants to. Each team going through the crawl faced
a different troop of girls.
Afterwards
the team be taken back to the hotel and told to clean up and attend a small
banquet hall at the hotel. There they’ll meet up with the other teams who’ve
already taken part in the crawl and be able to watch the other competitors.
Here they can trade stories, talk about their experiences and generally be
showered with praise. They can also cheer on the other teams. During this time
they will watch at least one person they know get killed. When this happens the
room will grow quiet and someone will call for a toast to the fallen hero.
It
will take another 2 days before the final results are in and all of the teams
have run the crawl. The official announcement will be made at a large end of
training banquet. Of the 20 teams who took part in training, 4 died, 1 was
permanently injured, and 13 teams failed to finish. The team should feel pretty
good about themselves no matter where they fall in those stats.
The
dinner is a semi-formal affair, with local celebrities and one or two minor
nobles hanging around. Skipper and his lovely wife, Linda, are on hand and he
moves around the party making sure to spend a little bit of time with each
person.
During
the reception they’ll hand out some awards including most improved, best
singer, most healing done, MVP, and similar. Feel free to award the players
with any of these you think appropriate. There will be a moment of silence and
a short video montage to remember the dead. It will feature clips of them from
training and one or two heroic moments from the crawl itself. There will be a
blooper real from the crawl featuring some of the more humorous moments; a
surly dwarf curled into a ball being pelted with arrows by the Diana Scouts
after he spent the lead up berating them for being weak little girls, a moment where
a bard got his pants caught on a zombie and drug it around the room, and a
brief montage of several people being hurled into the air as the walkway
exploded in the final room.
The
final award for overall winner will go to the team who finished the crawl with
the lowest overall time. This can go to the players after going through a
complicated math formula featuring several room modifiers, situational bonuses,
and a sliding modifier based on rounds played; ie we made it up. This award is
presented by DJ Cudgel Up! Leader of the Memphis Crawl, the official season
start for XCrawl.
If
this is your first game in an ongoing campaign then have Pamela come up and
congratulate the group during the party and ask if they’ve thought about
forming a permeant team.
The
day after the party is check out from the local hotel and the official end of
spring training camp. If the team decided to stay as a group and work together,
Pamela will ask them all to meet her for breakfast in the hotel restaurant.
There she’ll offer to represent them going forward and work out a fair contract.
She can also offer them a training house and gym access through her company.
She’ll also let them know about the secret reward for winning the crawl. The
highest ranked team that decided to stay as a group would be invited to take up
the 6th spot in the Memphis Crawl. If they want it, the spot is
theirs. Now all they need to do, is pick a team name.