Wednesday 7 July 2021

[Homebrew] A Quick Primer for Terminus

As promised, I dug up the players' primer for my Terminus DCC RPG. The document was last edited in 2013, and even then it was unfinished: we started the campaign quickly, and I didn't have the time to include elite promotions, descriptions for other towns, or a fucking map. Truth to be told, the campaign had a pretty swift pace compared to what I was used to at that time, and despite planning it to be a sandbox it ended up becoming an almost entirely urban campaign, with a detour to a carnival in Hell, a wintry island ruled by two vampire lords, an ancient moon base, and the body of the space-faring Hungerer.

I still have the folder of dead characters in my desk, with notes on them like "decapitated by giant beetle while vomiting from poisoned mushroom", "torn apart when a small troll crawled out of her stomach", or the twice-resurrected zombie amazon priestess of Cthulhu whose sheet says "stabbed in the chest by a ratling ninja, crushed by a rollercoaster cart, torn to pieces by zombies on the ghost train". The living weren't much better either: the party's leader was a goblin thief, whose drug addiction made his Stamina drop to 4 over time, and grew a brain tumour after eating the corpse of the slime god to gain psionic powers. He was also the worshipper of the orc barbarian from the previous Wilderlands of High Fantasy campaign. Good times!

It's probably the "bad" influence of video games that I like
my campaigns with tons of races.

The influence of Arduin and The Wilderlands of High Fantasy is obvious, among many other sources. I kept returning to the same kitchen sink approach with all my DCC RPG games - and also with the current Eremus campaign. In fact, plenty of the homebrew content and rules I used here were later adapted and converted to other games, and I have even revised them from the ground up for DCC RPG too for a campaign that never got going. A pity, because the revisions were much better than the originals.

While dusting off I did fix a few errors, improved the layout a bit, and cut out placeholders for content that never got into the booklet. That's all I changed though, so expect a good deal of shitty writing, swarms of typos, and clichés. Have fun!

A Quick Primer for Terminus

Bonus: stat blocks for Thieves Guild NPCs and ratling ninjas

There is a lot more, but alas mostly in Hungarian. Still, I'll dig up some more in the near-future (like the elite classes).


  1. Thanks a lot for doing the Terminus stuff. And the Ratling stat blocks are certainly going to prove useful for my upcoming plans, both as allies and enemies. The Thieves Guild one is a nice bonus. I'm going to have to use those for when I introduce my own setting's Thieves Guild to my players. Thanks again!

    1. It was a pleasure. I have fond memories of the campaign and it was fun digging these up, warts and all. Maybe it's about time I ran some DCC RPG again.

  2. New layout, I like it! If you are going for a game where all the breaks have been filed off I think you can do a lot worse then DCC. Full Arduin campaign when?!?!

    1. There was only one Arduin campaign, ever. I'm more interested in borrowing some of Hargrave's ideas and mentality than trying to run an Arduin campaign.

      There was an initiative a few years ago by Andy Markham I think to convert Arduin to DCC RPG, but that project died early. We did get the fanmade Ruins of Arduin (which seems to be gone by now) and Arduin, Bloody Arduin, Mate. I dig both.

      I still hope one day Goodman Games licenses Arduin from Emperor's Choice instead of converting further Appendix N books. It would be a perfect match.