Crow's Keep - Final Sessions and Retrospective
Thoughts
I ran an open table Dungeon Crawl Classics campaign for a year to the day at my friendly local game store. We met nearly every Tuesday for 43 sessions in total. The campaign was a conscious effort on my part to blast through a big chunk of my RPG library and run a campaign that would both sate my appetite for OSR-style refereeing while delivering fast pulpy swashbuckling to a player base that may have only ever played 5e before, if at all. As mentioned in my Appendix N post awhile back, one of my key touchstones is motha fuckin Holy Diver by Dio, that became my north star. Coincidentally, the funnel occurred on Ozzy's dying day.
The campaign ended because I'm moving across the country. Once again, life is the deadliest monster a party faces. That said, I'm over the moon that the news came right around the time I was planning to wrap up this particular season of the campaign for a hiatus anyhow. I was able to give a session of ten players a rip-roaring dungeon crawl and boss fight to cap off the campaign. A rare luxury in my RPG career.
I feel I grew a lot as a game master. I made big strides in prepping effectively and the project management side of the hobby. I wasn't starting to feel spent until very recently, at which point I had to end the campaign anyway. Pacing myself has always been one of the hardest things for me, but this time I was able to stave off burnout for a very long time. How that happened, I'm not sure; I would wager it was deliberately keeping the scope of the campaign very tight (just a 20mi by 20mi region!) and having a rigid structure to follow every session (round robin downtime, rulings and errata corner, bookkeeping, play report). I just had to pour my prep into this vessel every week and the magic would happen. The play reports did fall off big time, as life and work got hectic.
Sessions ranged from 12 players at the largest, to one late session where I ran a duet with the player behind Bart. In general, we averaged about 6 players most of the time. A solid core of 4-5 players formed, which was great for keeping the campaign burning and buzz going at the store. After running for literally all group sizes, I can safely say that 6-8 players is where I feel the most powerful as a referee.
In total, we suffered 3 PC deaths outside of the funnel, including one in player-versus-player. It would have been 5, but I negotiated with a player who wanted to invoke the King of Elfland to save them, burning a whopping 26 ability points in exchange. A fair trade! The game was quite dangerous, but they were thorough in planning and played intelligently. RIP to Anders, eviscerated by a griffon; Zig, crushed by a bell; and Glenn, slain by a comrade. Boris also succumbed to lycanthropy in the middle of the final battle. I ran it by allowing him to test Will each turn or become frenzied, generally trusting him to act appropriately based on the result. Worked great!
Some things I'm very proud of:
- The factions! I tried to make each monster in the Caves irredeemably evil but still interesting and feel I succeeded
- Tables of all sizes were able to get a ton done in 2-3 hour sessions
- Spinning up a dungeon in 20 minutes when the party asked if they could try and clear the giant house-behemoth room by room
- The fight with General Richter
- Collaging together the final dungeon from three unrelated sources
- The gang's reaction to Thudcrumper and his three horrible nephews
- A player told me they dreamed about the campaign
Some things I wish I had done differently or better:
- I was way too lenient with the combat application of fuliginberries from the shadowy forests early on; I should have had them just be ingested poison
- Mike's World could have been integrated earlier
- They never really did much at the Keep or with the Keep; the Castellan only came up once or twice after the first few sessions. Not a bad problem to have, you want them to adventure, but would like it to be More next time
- I wish had taken more time to onboard players to the concept of a caller; a player usually would take charge organically, but I would make it more explicit next time
- Using a different funnel; I really did not like DCC #86 and it may have cost some players early on
What makes me the happiest, though, is meeting so many friends and acquaintances through this game. Since moving to where I am now, I have often felt a bit isolated an lonely in the way that you do in your thirtiesβwhen you leave places and faces you've known well and awhile. Whenever I've felt like this I've gone to my LGS to catch some games float down the river of life with new friends. I feel such fondness and camarderie toward the dozens of people who've passed through Crow's Keep over the past year, or read my blog, or listened to me gab about it in person or online. I've made some real friends through this silly little game where you can make an orc in a pot or toss an evil berry into a giant hookah. I look forward to doing it all over again in Midwest. That is what this is all about, in the end. As the man said, "what is best in life? Chilling with the homies."
Report (covering May 26 2026 - Jul 21 2026)
By now, the Cult of the Eye was in retreat throughout the Borderlands. The kobolds were routed; the orcs no longer had a cauldron; the goblins were without a King, and the gnolls had quit Caves. All that remained were the bugbears and the Cult. The Ogre-whelming Force set about preparing the mortal blow to the forces of Chaos.
You know their names already: Aislinn Half-orc; Boris the Inventor; Bart the Butcher and his deputy Franklin; HBGB the halfling and his chaplain Ingham; the druid Kaledar of the Old Ways. They were joined by brave new arrivals to the borderlands joined them, such as the elves Toskvig and Otilia Honeycutt, the dwarves Godric and CC the Second, the warrior Theon.
The Ogre-whelming Force first purged one of the great curses afflicting the Borderlands. A great behemoth made of buildings had stalked about Emridy Meadows for decades. They traveled through its many shifting rooms to the chapel that formed its head, finding that forces of Chaos had descrated innocent dead in its sanctuary. Those damned spirits had brought the buildings into furious motion, but the Force stole their remains and administered their final rites.
Next, HBGB, Aislinn, and Bart conspired to capture one of the nightmarish bugbears to study them for weaknesses. They set a trap for the monsters in the form of a lonely camp in the dark woods. Their number grew imperceptibly, with an fourth interloper joining them by the campsite. A furious struggle followed, spanning the waking world and that of dreams. They dragged the bugbear through the veil of sleep and took it for questioning, learning much before they destroyed it with the light of day. It did teach them a spell to travel to the land of bugbears before it perished, however...
Seeking more loot to fund their campaigns, the Force went back to their roots with a good old-fashioned ogre bounty: Thudcrumper and his three horrible nephews Horseboiler, Pincushion, and Attila. Aislinn scaled the wall and tossed fuliginberries into Thudcrumper's hookah. In the ensuing confusion, the band killed off the ogres one-by-one along the winding stone stairway in the tower lair. HBGB claimed a magic short sword that could store illusions in its blade. It was used by the ogres as a toothpick.
The band then sought a rematch with the surviving orc chieftain, Gutripper. Despite his immense size and two-handed hammer that grew deadlier with every strike, he was no match for the assembled Force. They slew him and his halberdiers with great prejudice, sundering the orcs once and for all!
Bart found the time to unwind on his own and go a-hunting and a-drinking. During his booze-fueled misadventures, he found buried treasure and killed a catoblepas in a swampy district of Emridy Meadows. He took the stinking pelt with him when he returned to the public house, relating his brush with death to any who would listen.
To ensure the flow of coin for the mercenaries required to take the Caves, the band investigated trouble at a silver mine. There they found a mad band of bandits afflicted with an unnatural thirst and obsessing over a tin crown. The leader of the bandits had proclaimed himself Rat King, but he commanded no army, and was easily dispatched by the Force.
The band returned at last to the Caves of Chaos for the final confrontationβto storm the shrine and slay the priestess who laired within. HBGB had prepared an incendiary cart for use against the cult, and they had brought along several knights and men-at-arms from the Keep. In the bone-strewn courtyard Shrine where they had fought the General Richter, they found his spearβthe Eyebiterβstanding where it had fallen from the black knight's grasp months ago. Theon moved to claim it and the bones coalesced into a salamander, the burning dead!
The band screened the beast away from the cart and beat into submission, then breached the doors. They were confronted with the Cult's berserker, Old Bearskin, who was revealed to have been lycanthrope! Boris was bitten by the werebear, and seemed sure to succumb to the affliction. With no monkshood or miracles available, the Ogre-whelming Force deployed the incendiary cart to devastating effect against the reinforcing cultists, then grimly pressed on deeper into the complex. There they found an imprisoned gorgon, who nearly petrified CC when the latter removed the black bag from the gorgon's head. Unwilling to take chances, the band took her head and used it to petrify the cult's torturer. After dispatching bronze-clad zombie guards, the Force descended into the frigid bowels of the complex.
The rooms below seemed unfathomably ancient, and the air was heavy and cold. Much of the complex seemed to have been sheared by some great tremor or impact. Unstable footing led to a few near misses as the Force explored the complex.
Many of the rooms were filled with jars of ash, painted to depict three-eyed humanlike figures studying the stars and wielding magic for dark ends. Imbibing the ash had psychedelic effects and seemed to enhance the focus and power of the elves' magic. Another jar was found to contain a substance like the philosopher's stone, turning anything into gold. In a cell-like room, the band found a three-eyed monk much like those depicted on the jars, frozen solid. They figured best to let sleeping Theophages lie and moved on.
An broken orrery occupied a central dome, depicting the world and the elements. Rooms beyond corresponded to elements and the stars. Under the sign of the Wolf, Theon offered the sinister toy pig to the abstract concept of War, which smiled upon the band. They were filled with a great vitality and morale, ready for whatever came next.
In a room of statues under the sign of the Lion, only Godric dared to claim a magic sphere from a stone warrior queen. A golden basilisk and a lion with ruby eyes were left behind.
Under the sign of the Worm lay a hall of fame to the wicked sorcerers of history: Sezrekan, Rolfr, Necrotis. The band trifled not with the plaques detailing their vile deeds.
Beyond the sign of the Goat lay the doors to the deepest recesses of the complex. Beyond those doors lay their fate, and the band took the opportunity to say their prayers and steel themselves for the final conflict.
In a great basilica, the veiled Evil Priestess waited for them. Four wicked axes with Chaos stars for heads orbited around her as she floated above the dais, and she was attended by the salamanderized remains of the minotaur that was once Rogahn. The rafters seemed filled with candles, which the party realized were bats made of elemental flame. They were ready, though, for Kaledar and Ingham held the minotaur at bay as the band advanced!
As the fire bats descended, several members of the force caught fire at their touch. Boris's lycanthropy took hold as he and Theon pushed forward, causing the dwarf lashed out indiscriminately! HBGB, Godric, and CC took the high ground to pepper the field with arrows, while Toskvig and Otilia weaved magic to counter the priestess. The priestess proved to be a deadly pyromancy however, bathing the temple in cursed fire. It was fortunate that Theon had made the offering, for they would have otherwise been annihilated.
Acting on a hunch, Godric fired an arrow at the priestess's forehead. It found its markβa third eyeβrevealing the priestess to be an ancient survivor of the strange figures that had occupied the complex. Otilia called upon the King of Elfland to turn back time, aiding CC the Second in pouring the philosopher's paste upon the priestess. One of her arms then turned to gold, rendering it heavy and useless.
In the end, it was humble Franklin, Bart's retainer, who struck the final blow. As the priestess thrashed about trying to call down a storm of fire upon her enemies, he stole up and cracked her in the temple with his cudgel. After all she had wrought, Chaos's own cardinal was brought down by a humble ostler.
With the priestess dead, the Cult would surely disband and leave the Caves, unable to continue their mysterious labors here. Beyond the altar in the basilica lay a great door with the symbol of the Cult: an eye with four pupils: red, yellow, blue, and black. The band knew that something grave and terrible lay beyond the doors, but they could rest easy knowing those who tried to open it were at last undone. All that remained was to return home and claim their well-deserved gold and glory!
Literature Review
Some thoughts on the books and blogs I used:
- Dungeon Crawl Classics. Originally purchased this on a whim at a previous incarnation of the LGS I at which I ran Crow's Keep. I was running 5e at the time and really getting fed up with it, and had wanted something a little zanier and campier, so it seemed to fit the bill at the time. It sat unread on my shelf for years, as I was something of a consoomer at the time. Post-COVID a lot of people were trying to pour money into the hole where chilling with the homies should be. Having run DCC for a year, I can say there's a lot I like about it and it ultimately succeeds in its promise to bring gonzo and pulpy action. Referencing spells at the table always was a little smoother, and due to table size I cut mercurial magic entirely.
- DCC #86: The Hole in the Sky. I did not much care for this funnel, which felt like a five-room dungeon in a bad way. There are some cool images and concepts in here, though, like the giant pumpkin spider (which I had tied back to the bugbears in later sessions) and the Lady in Blue, whom Bart summoned in one of the final sessions. I wound up tweaking the Wheel of Fate a bit to make it feel more like a Wheel of Fate. Some players fell off after the funnel.
- Original Adventures Reincarnated #1 - Into the Borderlands. I converted the 5e versions of the B1 and B2 rewrites on the fly at the table, as much of the legwork was already done. My prep consisted of reading it front to back several times, at which point I could simply run it off the page. This allowed me to be more flexible in the moment and I had bandwidth to not only improvise, but write it down to keep it consistent. Goodman Games did not make a ton of changes to the module. Its pre-stocked B1 was also a godsend, and probably where they spent the most time delving. I also appreciated the extra bits they filled in, like the implied tunnel between Quasqueton and the Caves of Chaosβwhich became a backdrop for a major sortie by the Ogre-whelming Force. I converted the map to 1mi hexes, much like what was done here. The aranea in their write-up of the pine forest became Mallory Weaver, the Spider-Witch, an beloved ally and patron of the party.
- Original Adventures Reincarnated #6 - The Temple of Elemental Evil. I selected this over the original T1-4 modules due to the aforementioned legwork and extra material. I placed Hommlet a mile down the road from the Keep, and put the Moathouse across a ruined bridge in the swamp from B2. I also used the ground floor/entrance of the Temple as the boss room where the party confronted the Evil Priestess. The surrounding environs added by this book were fruitful additions as well; especially liked the abandoned watch tower with the griffon, which claimed a PC's life. A gnoll ring-fort became a key location.
- Mike's World. Mike's World was one of the resources I had in mind early on for its expansion of the areas around the Keep. I planned to also convert it to 1mi hexes, but that wound up being a project of much lower priority than delivering the game. Had I continued, I would have tied the Glimmerstones into the module below, and had the party quest for them to gain access to the final dungeon. Most notably, I put the gnoll ring-fort out here.
- DCC 100: The Music of the Spheres is Chaos. I cribbed the idea to use this as a Temple of Elemental Evil substitute from Gin over on the Gay Beholder server. I felt it tied in perfectly with the Caves being a cursed evil wound in the earth, the Glimmerstones, and the existing ToEE material I was already using. I intended to incorporate this in a more complete and grandiose fashion had the campaign gone on longer, with the Great Alembic being the sort of ultimate mystery of the campaign. With that said, I cut and pasted the monastery underneath the Shrine of Evil Chaos to create my own dungeon, with great success. A memorable moment here where the band sacrificed their sinister toy pig to the Wolf starsign for great boons in war!
- DCC #66.5: Doom of the Savage Kings. I ran this for some relatively early session and it's where my core of mainstays solidified. It became key in cementing the party's allegiance to the people of the Borderlands rather than the Keep, and featured some sweet early uses of mighty deeds. I really liked this one as it was brisk and straightforward but had plenty of risk and choice to keep it from feeling linear. Winnifred wanted to marry the crone so bad. I placed the village (renamed Glenfarne) at the western edge of the swamp.
- DCC #67: Sailors on the Starless Sea. I wish I had used this as the funnel instead of DCC #86! It would have been the perfect lead-in to Hommlet and the Caves, which I linked it to and placed it in the easternmost riverbend. This did serve admirably as a location-based adventure, and I foreshadowed it with rumors of abductions and bumps in the night. The Chaos Lord effigy was a standout.
- ktrey aka d4Caltrops's Wilderness Hexes and Dolmenwood Dozen. These were key ingredients in getting my stew going, and saved my ass many times when prep was hard to come by. The Woodfolk in particular became a major and much-needed neutral faction in the game, completely eclipsing the lizardmen from OAR1/B2. Were I to run this again, I would leave them out in favor of expanding upon the Woodfolk even further. My favorite of the batch was the abandoned sawmill haunted by goblins.
- Wolves Upon the Coast. I used a few hexes wholesale here and there such as Auld Emyr in the swamp. I also planned to put the garza de sang somewhere. With that said, I didn't take much else from it. I'm running another table of Wolves at the moment, though it's on hiatus while we move.
- Shadowdark. I pulled the carousing rules from the book on a provisional basis as the math mathed more or less with the early DCC experience point requirements. I never ended up filling it in further, but it was a good measure of intensity of the carousing, and drove some good improvisation and character work.
- &&&&&&&Treasure and Wonder and Wickedness. These two books served as my "magic item stack" for much of the campaign, and I can't recommend them enough for use with DCC. Sometimes the DCC dice notation gets a little baroque, and I loved how light and not-dicey these were in comparison. It created a nice contrast, and I felt it helped with the problem of players forgetting magic items, which comes up a lot at public tables. Some standouts were the potion of architecture friendship from &T and feylight lantern from WW.
- Monsters&. I grabbed the salamander from here.
- The Gongfarmer Militia. Great resource for a hireling-heavy DCC campaign. It also helped to launch roster/stable play at the table, as many of the hirelings became PCs later on, such as Aislinn and Ingham. CC the Second also had four goblin toadies by the end of the campaign, which was a hoot.
- By This Poleaxe. This was used to run a mass battle at the Moathouse, and was easy to internalize and run. I do wish I had exposed it to the players, as I ended up blackboxing it in a way I felt took away from the experience of the mass battle. Paired very nicely with The Gongfarmer Militia.
- The Hand of Gaub. I used this to zhuzh up the bugbears and distinguish them from ogres. Say, I never did write that faction post...
- Luke Gearing's The Toothed Wind. Replaced the underbaked Ithha as the gnolls' demonic wind patron.
- Algernon Blackwood's The Willows. I used this classic piece of weird fiction as a hex key in the island on river due south from the Keep.