Showing posts with label DCC. Show all posts
Showing posts with label DCC. Show all posts

Saturday, April 13, 2013

DCC: Funnel Runners




Some thoughts on funnel runs.....not that I'm an expert on them, and I've only read through a handful of modules, but I'm starting to get some very clear ideas of what I think is needed for a really good one, and some house rules on how I'll do them from now on.

NO ELVES

Or dwarves. Or halflings. Racist? No. Looking for a richer gaming experience? Definitely.

Three reasons: the hook for zero level funnel runs is that up til this point in time, where your four little zeroes cross the threshold into that first dungeon, they have had miserable, pointless, banal and bathetic lives of drudge and toil. The motivation for entering the dungeon is the chance to leave all that behind, to escape the quiet horror of the slow death. As soon as you add elves and dwarves to the mix, you're already making that prior life just that little bit more magical, something different and otherworldly. Elves and dwarves kill that grinding mood. Also, especially with elves, if they lived this grim life prior to adventure, where the hell did they pick up that mithril sword they get at 1st level? Wouldn't you take it into the dungeon with you?

Secondly, consequence of play: cause DCC opted for race as class, there is no surprises in store for elves, dwarves, and halflings. As long as you make it out of that funnel run alive, there is no class choice to be made. You are what you are, which for me means a lot of the game play is diminished. There's no need for these three races to go looking for wizard tomes or the lost artefacts of dead religions, or finding the holy weapon or even stealing the jools and sneaking about real quiet like. These demonstrations of class leanings have no meaning for elves dwarves and halflings. Humans on the other hand, and the players that have an idea of how they want to steer them, must desperately search every room for the arcane source that will impart the eldritch teachings to their wannabe wizard. They will send their guys with the beefy physical stats into the front line, armed with whatever rusty weapon they can find; they will hold their weaker zeroes back, sending their little 1HP guy in only when there's a clear advantage, a kill steal or a backstab to put down the horror they're facing or hurling assorted pieces of gear into the fray from a safe distance. They'll send their smartest zero into translate the dusty runes, and their most personable zero in to deal with the talky stuff. Human zeroes get the chance to show their potential, and demonstrate their proto-class. And most importantly for the characters who survive, their players get to make the decision about which class the survivors pursue.

Human characters gives the players far greater meaning to the decisions they make and the consequences of their choices.

Lastly, darkvision. You take a bunch of humans and drop them into a pitch black dungeon, you automatically have fear, you automatically promote resourcing as they scramble to get their source of illumination sorted, you give the denizens they face a clear target to kill, and force the players to choose which character is brave enough to carry the torch. As soon as you add a character with darkvision you kill all those possible sources of tension, which to me is a shame. A funnel run is meant to be the scariest fucking thing these zeroes have ever done. Darkvision kills the scares.

NO ALIGNMENTS.......yet.

Again, running with the notion that the zeroes' lives up to this point have been banal and dreary, I strongly doubt they have had the opportunity to side with the Forces of Law and Chaos. They might be good people, or bad, but most likely vaguely law-abiding, free-willed and occasionally selfish like the rest of us. You'd have a hard time convincing me that most zeroes are anything but Neutral.

So a funnel run that contains events triggered by characters of a particular alignment are wasted on me.

Instead I want a funnel run that allows the characters to demonstrate their potential alignment: situations with hard choices that force the characters to make tough decisions, the outcome of which is a clear demonstration of someone who is Lawful, someone who is Neutral, and someone who is Chaotic.

The events within the funnel run that favour a particular alignment should be triggered by what the players choose then and there, a direct result of player's actions.

Ideally, there should be several situations like this that will help harden the players' alignment leaning for their characters. And for those characters who survive, the Judge and the player can examine how the characters behaved and now have a much clearer idea of what alignment they should be given.

THE RIGHT OPPORTUNITIES

Running with the notion that the funnel gives human characters the chance to demonstrate their future class in play, there needs to the opportunity for each future class to evolve.

Future warriors are sorted here. They're guaranteed a good fight, and that which doesn't kill them will usually cough up good weapons and armor to loot. Anything that requires Strength checks allows them to demonstrate their physical prowess. The guy with the biceps holding the collapsing stone door open for the others to escape through? He's the fighter. Judges should keep an eye out for players constantly trying to use their surroundings to their advantage in combat, cause they're the kind of players who'll get them most out of Warrior's Mighty Deeds ability later on.

Characters destined to become thieves need situations that provoke roguish activities. The chance to disguise themselves as one of the enemy and move freely among them, the chance to take advantage of the shadows and cover that the environment provides to ambush their foes, or demonstrate their high Agility by providing dynamic dungeon settings that require balancing, climbing and nimbleness to access key features or rewards. Any player worth their weight in salt should be able to spot these opportunities and try to make the most of them, as long as those opportunities are there. A dungeon made solely of passages 10' wide and regular shaped rooms is a poor proving ground.

Proto-wizards need to find at the very least one source of arcane power that will be the catalyst for their journey along the path of magic. Preferably two, if you have players with an eye towards wizards who also want to stand apart from each other. (Quick aside, looking forward to running a DCC cabal where all the characters are wizards). Ye olde tome of spelles is the default, but a good funnel run should have something far more unique and imaginative. See Snakes as Books for a brilliant example. A means to communing with a possible patron, or free one from its prison, or (if you're a bastard Judge who doesn't automatically level up funnel runners who survive their first dungeon) information about where a patron might be found, along with urgent reasons to go there (so that, at the end of that second adventure, the wannabe wizard has the means to become a full-fledged one). You also want opportunities for characters with reasonable Intelligence to shine, but not in a dry and dusty manner. Translating the mysterious runes to learn a secret about the ruins you're in is one thing. Translating the mysterious runes that hold the key to your imminent death as the trap is activating? Much more exciting.

Aspiring clerics.... I find them the hardest. There's no occupation in the DCC list that indicates religious leanings, so a good funnel run needs to provide the player with an opportunity to learn about and then connect with the divine. But a Finger of God moment reaching down (or up) to bless the character is a Big Deal, the kind of thing that will alter the perceptions of all the characters and not just the one who wants to be the cleric. And there's the other thing. How do you know that the character who makes the connection is one that the player wanted to turn into a cleric? It's a tricky balance, but a good funnel needs to provide the opportunity for aspirants to volunteer for the divine contact without making it essential to successful completion of the funnel. And like two wannabe wizards, if you have two aspiring clerics, and they want to worship different gods, you need to provide multiple opportunities. A solution is to provide an opportunity to contact a particular pantheon of gods, but with different individual deities for different characters. Also note that having a cleric in the party will have a very big influence on the directions and adventures the party undertakes. Two clerics of opposed deities are going to make for a difficult game for the Judge. Lastly, especially when using prefab modules, you need to make sure that any divine opportunities and deities fit within the cosmology of your gameworld.

THE ONLY WAY OUT IS THROUGH
You need to lock your zeroes in the dungeon. As soon as they realise they're in over their heads, they'll want to (wisely) run away and find someone more capable or get better gear for the job. Nuh uh. This is about forcing the zeroes to rise to the occasion. If they can get out before it gets rough, they won't rise, they'll dribble away.

MINE'S BETTER

This is total self promo here, but I've used my Weird Urban Occupation List for four different groups of characters now, and every single time the players have chosen to base their characters' personalities on this list. It's weird, some of it I have no idea what it means, some of it's a bit ewwwww, but it always provokes good reactions from the players as they read out what occupation they got. Plus the unusual equipment has always provided a good laugh. Decapitating a zombie with a dead cat is win. Basically there's no way I could use the original DCC occupation list now. Just too dull.

If you want 4 Zeroes from that list ready to go, just click the link below to go to Purple Sorcerer's autogen:

Purple Sorcerer: Weird Urban Character Generator

SO NO ELVES.... EVER?

Not at all. If you want elves or any other non human race, just let any player who didn't make it through the funnel run with a character to spare include non-humans in their list of options. Or, if you feel like that's rewarding someone who shouldn't be, let the players unlock alternate races by exploring regions of your campaign where nonhuman reside. Been to the Little Lands? Sweet, now halflings are on the table. Been to visit the Molten King of the Iron Core? Dwarves are now available. And so on, depending entirely on what races you're going to allow. Reward good interaction with your world with more options for your players, and they'll keep exploring.

And that's all I've got for now.

Saturday, April 6, 2013

Blank DCC map

Someone on the DCC RPG G+ community
wanted a blank map for folks to co-create. 
Muse bit me. Here you go:


Also there's 216 entries. So if you need something random, you can use three d6 dice to choose.

Sunday, March 3, 2013

Man Rider: A Love Story


3d6 in order: Str:12 Dex:4 Con:8 Int:6 Wis:9 Cha:7

1st Level Goblin, reskinned DCC Halfling.

Occasionally updated with new adventures.

2013:

Session One: Cobalt Reach: Big Jim Hammercock, 1st Level Dandy, is torn in two. Roll up new character. Worst attributes in the history of D&D. Total ability modifers: -8. Can only be a legless goblin. Legless goblin joins party mid game. Quest from weirdo Snake Men Cult: defeat the Army of the Limbless Harlot. Rides into Goblin Town on the shoulders of a man, declares "I am Man Rider!" and gains a horde of pathetic goblin rabble he commands into battle. Jokes about becoming a paladin so he can Summon Man Mount.

Session Two: Cobalt Reach: Battle. Big one. Enemy: Army of the Limbless Harlot. Goblin army is destroyed. Decides best thing to do in middle of battle is loot. Grabs spear, loots from the shoulders of nameless man mount. First item found: Cursed Shield of Missile Attraction. Shield works remarkably well. Man Rider shot down. Dying.

Session Three:
Cobalt Reach: Not dying, stabilized but not really awake for 90% of session exploring the citadel of the Limbless Harlot. Wakes up once to snatch some carrion crawler grubs and put them in sack as they may come in handy later; gets knocked out again. Wakes up again just in time for battle with Limbless Harlot. Thrown across room wielding paired carrion crawler grubs. Hits Harlot in face. Harlot paralysed. Job well done. Passes out.

Session Four: (missed a few sessions where ramifications of killing the Harlot are encountered. good decision. Now, first Flailsnails adventure) Joins cadre of powerful warriors summoned across space and time: feels somewhat out of place. Quest is kill the crystal meth dragon. Much planning rendered useless when Man Rider is swallowed whole. Lucky roll, survives, drinks Polymorph Into House Potion, and turns into a three room bungalow inside dragon's neck. Gets renovated. When he turns back, has a new red door in chest. Also, cloned. Clone has legs. Man Rider hates clone.

Session Five: Back to Cobalt Reach: rejoins party, storming another citadel to stop eeeevil elves doing eeeevil things. Fail completely. Horrifying god of chaos incarnate accidently released after honky tonk piano player killed. You can stop the music. God rises from prison. Casts Fear. Man Rider (wisely) afraid. Runs away. Loots body of fallen comrade. Comes back to help party, fights solo rearguard action against god while rest of party escapes. God proves resistant to carrion crawler paralysis. Man Rider, resourceful, tries to cut god's feet off. God amused. Spares Man Rider who cuts a deal. Man Rider is turned into a Paladin of Akayle Ozph. Looking forward to using Summon Man Mount. Also, convinces God to let him ride on his shoulders. Henceforth: God Rider.

Session Six: (another Flailsnails adventure) God Rider joins cadre of powerful warriors summoned across space and time: stop the floating citadel full of monsters from crushing city. God Rider does nothing all adventure. Loots trophy room full of monster parts. Eats a giant brain. Too full to act, watches as aspiring Lawful Good paladin-wannabe takes a gem from unusual machine. Absence of gem from machine causes floating citadel to stop floating. Citadel crashes. On city. Aspiring Lawful Good paladin-wannabe singlehandedly kills two and half thousand souls. Gains lots of XP. God Rider and company flee the ruins. Gets paladin real drunk. Paladin burns down the Blue Rabbit, most famous bar in the Flailsnails multiverse, and gets married. Good times.

Session Seven: Cobalt Reach: Man Rider spends first weeks as avatar of Akayle Ozph wisely: sleeps in Manning's backpack. Wakes up to find covert mission to rescue a goblin child stolen by gnolls. Man Rider infiltrates gnoll fort. Mission goes horribly wrong. Discovered. Chaos ensues, but Man Rider in his element. Manages to grab child, give it Potion of Cloning, and leave the copy behind before finding tunnel open up beneath him. Slides down escape shaft. Saves the baby. Saves the world. Man Rider considered great hero by local goblin leader. Introduces leader to cult of Akayle. A good day.

Session Eight: Cobalt Reach: Man Rider wakes up mid-trajectory. Has been hurled from Manning's backpack into room full of enemies. Not a great start to the day. Flails about ineffectually, but able to distract the enemy enough that fellow adventurers are able to flee from the demilich that Manning accidentally creates. Man Rider is trapped. Hides in fort. Chums up with goblin slaves. Escapes several days later. Pleased to be alive.

Session Nine: Cobalt Reach: Man Rider running late. Big battle: siege of the gnoll fort. Shield of Missile Attraction proves awkward around ballistas and catapults. Man Rider commands goblin detachment in "flanking manoeuvre" feint. Attempts to lure foes behind walls to far side while main force does what it's meant to do. Man Rider and the Nameless Mount get bored. Order goblin detachment to circumnavigate the fort while the two infiltrate the fort for planned mayhem. Plan fails miserably. Man Rider and Co pinned down, while main force breaks wall on far side. Yay! Bad guys run away to fight real enemies. Man Rider survives. Is rewarded with a scroll of mutation from General Gustav. Tempted to cast on Captain Manning. Casts on self instead. Gains six tentacles. Three heads. Rearranged face. Massive torso. Beak. terrible smell. Man Rider pleased.


Session Ten: Cobalt Reach: has been several months since hibernation of contemplation; emerges to find Man Rider especially useless in exploration of Echo Palace. Not very effective in combat against anything, including the jackal men disguised as dryads. Ignored by god. Causes Mutation on self: gets a turtle head. Jackalmen sorcerers dissolve Shield of Missile Attraction with Acid attack. Best news all week. Survives battle. Makes up for lacklustre fight by defiling some old guy's tomb. Learned that Heward's Mystical Organ is somewhere in tower. Everyone runs away. Man Rider sad. Organs made him the freak he is today. Promises to return.


Session Eleven: (Flailsnails) Joins cadre of powerful warriors summoned across space and time: wakes up in Hexenbracken. Vision from Akayle Ozph: seek out the mutating Insect skull. Heads south in vague direction if skull. Meets a knot of pennangallan heads, innards all tied up; Seyl, Knight of Chaos (and excellent mount) applies the Gordian School of knot appreciation. Rewarded by freed pennangallans with ritual to summon demons. Press on, meet red fire goblins. High fives all round. Press on, meets halfling caravan lost in the wild. Cheeky halfling calls Man Rider retarded. Man Rider mutates halfling, emancipating and emaciating him. Seyl suggests punishment not finished, advises Man Rider of mutagenic potion in backpack. Man Rider fails to resist sweet sweet mutation juice, drinks potion instead. Gets really fucked up: infested with mutation-inducing parasites that cause transformation for every round in combat. No need to seek out Insect skull now. Instead, now has ADD, Sense Good, Touch of Confusion, Enhanced Touch, Medium, and can Transform Shape for a few hours. Also, parasites will probably kill him in two months when they emerge. Good news: Man Rider is going to be a dad! Lastly, Summoned Mount in combat and rode Brad Pitt in Troy getup facewards. Felt great.

Some time between 2015-16: Man Rider gave birth to a bunch of mutagenic parasites, and survived. During these lost years he also snuck in an unrecorded adventure or two.

2017

Session Thirteen (Vaults of Vyzor): Joins cadre of powerful warriors summoned across space and time. Definitely felt out of place. Dusty too. Have been frozen in carbonite for last two years. No princess to kiss when woke up. Sad, but woke. Have joined party exploring Vaults of Vyzor: Slovenia Troll plus Dog of Awesomeness +1, Barnie the well oiled muscletron plus One Eyed Otto, and one armed Yareh. She's cute. See much potential in her, especially after her one handed crossbow loading maneuvre. Convinced Muscletron to be mounted into battle. Still have oily thighs. Explored Vyzor. Found: Wolves, Hungry Like the. Wanted payment in meat. Think Slovenia made deal to feed them Man Rider. Think they would not like it. Found rope pulley thing. Pulled it. Summoned orcs. Killed orcs. Yareh hot. Corridors. Lots and lots of. Killed ghouls. Otto hurt. Otto healed. Otto blessed by Akayle Ozph. Now Otto of Prehensile Eye. Dog of Awesomeness finds secret door in back of shower. Forced to have shower. Door leads to stairs. Stairs lead to Orc lair ruled by Orc bard. Orc ambush. Have buzz saw arrows. Shear Man Rider's buttock clean off. Had worse. Win fight, healed, butt grows back in right place. More orcs. Slovenia perpetrates ruse that convinces orcs to worship Man Rider. Man Rider happy. Slovenia and rest of party kill Orc worshippers. Man Rider sad. Mandolin smashed. Yareh accepts the blessings of Akayle Ozph. Cuts arm off big Orc, wants attached to arm stump. Try to make it happen. It happens, but Akayle gives her Crows Legs as well. So hot right now. Took unrequited love and share of Orc treasure to bar. Got drunk. Lost all money, got new quest from God. Find the Unimaginable Star of Yragnnngrelfffzzzikkrraxxllarrrgghh. Oh great. All Man Rider wants is true love. Too much to ask for? Flowers for Yareh. Must remember.

Session Fourteen (GENCON EDITION): Gets legs. Bed legs. Not in useful positions. 

2018

Session Fifteen (Return to the Vaults of Vyzor): Deets coming. 

Session Sixteen (Return to the Vaults of Vyzor II): Deets coming.

Sunday, July 8, 2012

DCC: d100 Weird Urban Occupations

100 slightly more colorful Occupations for your 0-level funnel runners, written up for use over at Purple Sorcerer's character generator.

I haven't provided any racial occupations, I kinda think anyone could be any of these. If it's important to your campaign, roll here:

01-85 Human (or most common race)
86-95 Dwarf (or second most common race)
96-99 Halfling (or third most common race)
100 Elf (or least common race)



d100 WEIRD UBRAN OCCUPATIONS (with weapon and gear)


01 Sweat-milker, Wooden pail (as club), Apron
02 Muck-racker, Crusty rake (as polearm), Soiled smock
03 Slurry-runner, Staff, Thigh-high boots and sweaty rags
04 Limb-strainer, Large bloody sieve (as club), Spare hand
05 Filth-cutter, Scissors (as dagger), Leather smock
06 Wine-walker, Bottle of piss* (as club), Barrel of wine
07 Lick-spitter, Wooden pail (as club), Breath mints
08 Boot-licker, Shoelaces (as garrote), Boot polish and brush
09 Chattel-poker, Prong (as spear), Manacles and key
10 Slug-wrangler, whip (as garrote), Jar of salt 
11 Worm-breeder, Bucket full o' worms* (as club), Fishing hooks and twine
12 Snail-picker, Sack full o' snails* (as blackjack), Bag of rotting lettuce
13 Toad-flicker, Jar of flies* (as sling), Pet toad
14 Boil-maker, Scalpel (as dagger), Jar of infected cultures
15 Mud-farmer, Rake (as polearm), Cart full o' mud and broadrimmed hat
16 Scab-welder, Ritual knife (as dagger), Surgeon's bag and bandages
17 Wood-hacker, Axe, Bundle of wood and scrimshaw
18 Book-burner, Weighty tome (as blackjack), Flint'n'steel and flask of oil
19 Piss-taker, Hose pipe (as garrote), Glass jar
20 Under-strainer, Large sieve (as club), Sewer-trinkets   
21 Skin-weaver, Dagger, Leather-working tools
22 Fancy-prancer, Cane (as club), Outlandish clothing
23 Tongue-dancer, ribbons (as garrote), Vial of hallucinogenic delights
24 Stare-giver, Blackjack, Vial of chloroform 
25 Gift-taker, Hook staff (as spear), Sack o' stolen presents  
26 Crave-digger, Shovel (as short sword), Coat full o' soporific lollies 
27 Sword-breaker, hammer and tongs (as mace), bag o' shattered blades
28 Heckle-smasher, knuckle dusters (as club), Necklace of teeth
29 Weed-killer, Scythe (as dagger), Box o' poisonous concoctions
30 Slack-scratcher, Cat-o'nine-tails (as flail), Book of the law
31 Itch-pricker, Bloody big syringe (as dagger), Nettlejuice
32 Tooth-finder, Dental hammer (as blackjack), Bag o' teeth
33 Mind-blower, Peace-pipe (as blackjack), Bag o' special 'erbs
34 Cutter-sharp, Short sword, Whetstone and leather strap
35 Block-rocker, Sledgehammer (as warhammer), Leather smock
36 Slake-breaker, Water urn* (as club), Soaking rags
37 Flesh-knitter, Sewing needles (as dart), Healing salves 
38 Swoon-bender, Bottle of plonk* (as club), Aphrodisiacs
39 Flea-bagger, Sheetbeater (as club), Jar of noxious fumigants
40 Rat-chandler, Dagger, Chest o' rats and wax and wicks
41 Cat-nipper, Dead cat (as blackjack), catnip and box o' mice
42 Snog-ripper, Metal teeth (as dagger), Collection of lips 
43 Fog-bearer, Censer and chain (as flail), Box o' incense
44 Whisp-worder, Smoking pipe (as dagger), Book o' disturbing tales
45 False-herder, Hefty icon (as club), Book o' names
46 Sluice-stepper, Grapple hook, (as handaxe), Thigh-high boots
47 Prattle-corker, Ball gag (as garrote), Black hood
48 Thorn-plucker, Secateurs (as dagger), Bag o' bigass thorns
49 Shit-stirrer, Crusty paddle (as club), Galoshes 
50 Lard-slapper, Massive spatula (as club), Tub o' man-fat
51 Grub-slopper, Large Ladle (as club), Stained apron
52 Face-caulker, Whopping big syringe (as dagger), Vials o' congealing ichors
53 Gland-clapper, Long reachy forceps (as club), Bottles o' disenfectant
54 Corpse-bolter, Wooden stake (as dagger), Hammer and nails
55 Root-plucker, Shovel (as axe), Basket o' taters
56 Slop-chopper, Butcher's knife (as dagger), Tub o' gristle 
57 Slave-grinder, Flesh grater (as long sword), Bucket o' manmeat
58 Purse-biter, Curved knife (as dagger), Pouches with 3d6 coins 
59 Tramp-lighter, Torch (as club), Flint'n'steel and flask of oil   
60 Chin-wagger, Pub-darts (as dart), Pouch o' smokes and rollies
61 Gorm-brewer, Tankard (as blackjack), Barrel of ale 
62 Strife-stewerShort sword, Molotov cocktail and seditionist literature
63 Art-choker, Garotte, Tome with collection of terrible artists
64 Plot-smoker, Quill (as dart), Book of scribblings and smoking pipe
65 Sludge-kludger, Iron muckmold (as club), Filthy apron
66 Star-groper, Old spyglass* (as club),  Astrographical gazeteer 
68 Taint-stripper, Talismanic quarterstaff (as staff), tin skullcap
69 Tongue-twister, Iron tongs (as club), Bag o' hot coals  
70 Goad-worker, Motivation stick (as club), Rump-kicking boots
71 Tar-dripper, Large brush (as blackjack), Tub o' sticky stuff 
72 Bloat-herder, Flensing spade (as polearm), Chum bucket
72 Clan-sacker, Club, Sack full of sacks
73 Book-creeper, Sheperd's crook (as staff), Ledger of neighbor's offences
74 Shrine-sweeper, Broom (as staff), religulous trinkets  
75 Wit-fighter, Quill (as dart), Book of Pith 
76 Hue-chimer, Gong and Bell (as club), buckets of paint 
77 Bile-driver, Bronze rod (as club), Greasy ironwood funnel and peppers
78 Chide-winder, Brushpole (as staff), Bucket of sin-marking housepaint
79 Chug-dealer, Pewter tankard (as blackjack), Stolen barrel o' beer
80 Thug-squealer, Spoon-shiv (as dagger), Hair wax
81 Sigh-roller, Dagger, bag o' coin and anti-depressant concoction
82 Meat-brawler, Side of meat (as club), Leather apron
83 Street-crawler, Stiletto (as dagger), eyeopenin' getup.
84 Key-hugger, Dagger, Locksmith's kit and wax-imprint kit
85 Scroll-drudger, Letter-opener (as dagger), Collection of scrolls in cases
86 Number-cruncher, Hefty abacus* (as club), Pen and notebook
87 Blind-writer, Staff, Blindfold and pen and ink
88 Hood-turner, Sewing needles (as dart), Fancy cloak
89 Word-tamer, Heavy dictionary (as blackjack), Ink and quill 
90 Moon-slinker, Grapple hook (as handaxe), Rope and cloak
91 Lip-stainer, Sickle (as dagger), Jar of hallucinogenic warpleberries 
92 Horn-swoggler, Begging bowl (as blackjack), Deck of marked cards  
93 Squid-wrestler, Weighted net (as flail), Sack o' stinkin' baitfish  
94 Brain-fetcher, Trephine (as dagger), Brain in a jar    
95 Spice-muddler, Secateurs (as dagger), Large sieve
96 Beast-cocker, Whip (as garrote), Very long gloves
97 Rung-runner, Grapple (as dagger), 30' rope
98 Fuzz-crusher, Hook (as dagger), Woolen jacket
99 Pelt-biter, Skinning knife (as dagger), Animal hide 
100 Eggler, Pokey fork and tongs (as dagger), Chicken and candle in velvet box 

* 1 in 6 change of breakage on impact

With thanks to Erik, Humza, Jon, Trent, Richard, Claytonian, Chris, Dak, Christopher and Zak for stepping in when my brain died.