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Alexander Peebles (Order #42932488)

Alexander Peebles (Order #42932488)


Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
BARDIC
ROCKER
A Dungeon Crawl Classics
class by Jason Morgan

You’re a slayer of riffs; a conductor of crowds. Your pursuit is one of


melodic perfection. You know that there is power in music — the strike
of a chord, the harmony of voices. Bardic rockers come from all walks
of life, bringing their experiences and personality to their performances.
Each song is an expression of being that crosses cultures, breaks down
boundaries and leads to a deeper understanding of life.

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Hit points: A bardic rocker gains 1d8 hit points at each level.
Weapons training: A bardic rocker is trained in these weapons:
dagger, dart, short sword, long sword, short bow, long bow. Bardic
rockers are selective in their armor options, preferring a balance
between protection and flexibility and may wear padded, leather or
studded leather armor.
Alignment: A bardic rocker may choose any alignment, but the
chosen alignment impacts the bardic rocker’s musical styling a
performance. Lawful bardic rockers are musical technicians, pursuit
complex rhythms and mastery over their chosen instruments (think:
Rush and Dream Theater). Neutral bardic rockers strike a balance
between raw power and accessibility, and are often fond of the
classics (think: The Eagles, Fleetwood Mac). Chaotic bardic rockers
demonstrate raw power, channeling their anger and rage into their
rock (think: Danzig, Metallica).
Perform: The bardic rocker can make a perform check to inspire
her fellow adventurers, granting each party member a bonus equal to
the result of the rolled performance die to their next check. The bardic
rocker rolls 1d20 + performance die + bardic rocker level vs. DC per the
venue. For example: a crowded tavern is DC 5, a temple or sacred place
is DC 10, while inside a dungeon is DC 15.
Bardic knowledge: After being in a general region (town,
city, dungeon, etc.) for at least 1 day, the bardic rocker gains a +1 to
Intelligence checks.
Spells: Music has magic. Bardic rockers spend their lives in pursuit of
the musical arts. The right audience on the right night with the right
song is pure wonder. To cast a spell, the bardic rocker rolls 1d20 + Luck
modifier + level. The number of known spells is determined by level.
How level 1 bardic rockers learn known spells is at the discretion of the
judge, as are spells at learned at additional levels.
Spells available:
Level 1: charm, magic shield, sleep, ward portal, ventriloquism, paralysis,
word of command, second sight, blessing.
Level 2: forget, invisibility, magic mouth, scare, cure paralysis, restore
vitality, snake charm.
Level 3: slow, lightning, demon summoning, true name, animate dead.
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Audience Disapproval
Everytime the bardic rocker fails a spell roll, she risks audience
disapproval (same rules as cleric disapproval — DCC Core Book p.
122) and must take a request to appease her audience. The player must
sing the requested song to the group, literally. Full song or chorus, at
judge’s discretion. Judges can tempt players with additional bonuses if
they play an instrument, pull up a karaoke version of the song online,
etc. The judge is encouraged to ask for requests from the party. Failing
any ideas, here is a table that can be used:
ROLL 1D20 SONG REQUESTED
1 Freebird by Lynyrd Skynyrd
2 Back in Black by AC/DC
3 Stairway to Heaven by Led Zeppelin
4 Rock’N’Roll all Nite by KISS
5 Jump by Van Halen
6 More Than a Feeling by Boston
7 Hey Jude by The Beatles
8 Welcome to the Jungle by Guns n’Roses
9 Holy Diver by Dio
10 Crazy Train by Ozzy Osbourne
11 Enter Sandman by Metallica
12 Run to the Hills by Iron Maiden
13 We’re Not Gonna Take It by Twisted Sister
14 Dude Looks Like a Lady by Aerosmith
15 Don’t Fear the Reaper by Blue Oyster Cult
16 (I Can’t Get No) Satisfaction by The Rolling Stones
17 Cum on Feel the Noize by Quiet Riot
18 Anyway You Want It by Journey
19 You’ve Got Another Thing Comin’ by Judas Priest
20 We Are the Champions by Queen

Skills of Showmanship
• Pick pocket (+2) • Read languages (+4)
• Pick lock (+3) • Handle poison (+4)
• Disguise self (+1) • Cast spell from scroll (+3)

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CLASS TABLE: BARDIC ROCKER
CRIT DIE/ ACTION SPELLS KNOWN MAX SPELL PERFORMANCE
LEVEL ATTACK REF FORT WILL
TABLE DICE BY LEVEL LEVEL KNOWN DIE

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1 +0 1d8/III 1d20 +1 0 +1 2 1 d3

2 +1 1d8/III 1d20 +2 0 +1 2 1 d4

3 +2 1d10/III 1d20 +2 0 +2 3 1 d5

4 +2 1d10/III 1d20 +2 +1 +2 3 1 d6

1–7
5 +3 1d12/III 1d20 +3 +1 +2 4 2 d7

6 +4 1d12/III 1d20+1d14 +4 +1 +3 4 2 d8

7 +5 1d14/III 1d20+1d16 +4 +2 +3 5 2 d10

8 +5 1d14/III 1d20+1d20 +5 +2 +4 5 2 d10+1

9 +6 1d16/III 1d20+1d20 +5 +3 +4 6 3 d10+2

10 +7 1d16/III 1d20+1d20 +6 +3 +5 7 3 d10+3


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BERSERKER
by José Luiz Tzi
You’re the barbarian at the gates, the fighter driven by rage and bloodlust,
the undisciplined man-at-arms expelled from the city guard, the drunk
champion of hidden arenas and gang wars, the maniac of dark alleys,
the cult zealot that fights in a trance, the dervish, the slayer. You are a
creature of unruly passions and moods. Maybe your rage or bestiality
comes from being raised in the wild, surviving a past tragedy, possession
by hungry spirits or black magic — or maybe from that head wound
suffered during the 0-Level funnel!
Where others use discipline, tactics, and precision, you fight with guts,
heart, and animal cunning.
Hit points: A berserker gains 1d10 hit points at each level.
Weapon training: A berserker is trained in these weapons: battleaxe,
club, dagger, handaxe, javelin, longsword, mace, polearm, short sword,
spear, staff, two-handed sword, and warhammer. Berserkers may use any
armor with a maximum of a +5 AC bonus. They typically eschew the use
of shields.
Sixth sense: A berserker adds their class level to checks to detect
ambushes or to their saving throws when avoiding trap attacks. They
also subtract their class level from opponent’s backstab attacks.
Cleave: Any time the berserker kills an opponent while in melee
combat, they gain an immediate extra attack at -1d targeting another
opponent in melee adjacent to the killed target and, if this extra attack
hits, they may apply any excess damage over and above the killed target’s
remaining hp to the adjacent opponent. As long as the berserker hits and
kills their target during melee combat, whether through attacking or by
the application of the excess damage, they may continue to gain extra
attacks in this fashion.
Dangerous frustration: Berserkers are even more dangerous
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when they miss. After missing a melee attack, the berserker gains a d3
frustration die. The frustration die is rolled as a bonus to the next melee
attack and damage roll. If the attack hits, the frustration die is spent. If
the attack misses, the frustration die keeps increasing (following the dice
chain). Some effects of savage instincts (see below) also grant/improve
the frustration die.
Savage instincts: Berserker attacks are driven by bestial reflexes that
are more akin to reflexive lashes from an animal rather than calculated
strikes. This is represented by a number of special abilities triggered by
events during combat. A savage instinct can be triggered once per round
at 1st-level, twice at 4th-level and thrice at 7th-level. The triggers are
defined below.

BERSERKER TRIGGERS
LEVEL
1-2 Opponent’s natural attack roll on their action die for a melee or ranged
attack is equal to or lower than the berserker’s class level.
3-4 Damaged by an opponent in melee combat (the enemy must attack and
roll for damage).
5-6 Target of fear, domination or mind-effect.
7-8 Being targeted by an opponent’s melee attack (including when
withdrawing from melee; before the enemy rolls their attack, a savage
instinct is triggered). Damage need not result from such an attack.
9-10 An opponent moves to within melee distance.

A berserker may activate a trigger from any effect less than or equal to
their level. Also, triggers are non-cumulative. For example, a 7th-level
berserker targeted by an opponent’s melee attack whose natural attack
roll on their action die is equal to or lower than the berserker’s class level
would gain just one roll on the savage instincts table.
Each time a savage instinct is triggered, roll on the savage instincts table
below, even if it isn’t the berserker’s turn. A 1st-level berserker rolls a d3.
A 5th-level berserker rolls a d6 on the first trigger of the round and a
d4 on the second. When the table indicates rolling two dice — 2d6 or
1d8/1d6, for example — you roll both dice and pick one result.
The savage instinct result happens before the trigger’s effect (i.e. if the
berserker was hit by an opponent, they roll on the savage instincts table
and gain the benefit before suffering the hit’s damage or effect).
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SAVAGE INSTINCTS TABLE
DIE ROLL BENEFIT
1 “Cowardly dog!” - Gain or improve the frustration die.
2 “Now I’m mad!” - Roll the frustration die and gain the result in
temporary hit points. Temporary hit points are lost if not used before the
end of combat. The frustration die is spent after rolling.
3 “For Valhalla!” - Roll the frustration die and gain the result in temporary
Luck points. These temporary Luck points are lost if not used before the
end of combat. The frustration die is spent after rolling.
4 “Take that, fiend!” - Roll a single free attack at -1d as if the trigger
opponent (or another adjacent opponent if triggering opponent cannot
be targeted) is withdrawing from melee. If there are no enemies in melee
range, the frustration die improves a step instead.
5 “MORE!” - The trigger’s effect (damage, spell effect, poison) is
suspended for 1 round for any targeting effects which may affect the
berserker (other targets suffer the effects normally). This result is
cumulative.
6 “You call that a swing, you spineless hyena?!” - The berserker’s next
melee attack deals maximum damage. If the berserker chooses to
break their weapon during the attack, their threat range for critical hits
immediately improves by 1 step until the end of combat (for instance, a
19-20 threat range becomes an 18-20; this threat range improvement is
cumulative).
7 “Blood for the Blood God!” - Roll a single free attack against all
opponents within melee range at -1d as if they were withdrawing from
melee. If there are no enemies in melee range, the berserker’s frustration
die improves by 3 steps.
8 “Crawl before me!” - The berserker’s next melee attack targeting a
single opponent that hits cripples their enemy. Until healed, either the
enemy’s damage rolls are reduced by half, their AC is reduced by 4, or
they’re stunned for 1 round (choose one).
9 “Puny god!” - The berserker ignores the next hostile effect (damage,
poison effect, spell effect, etc.).
10 “CROM!” - The berserker’s next attack that hits is a critical hit. If the
next attack roll results in a critical hit without using this benefit, roll the
crit die twice and pick the desired result.

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CLASS TABLE: BERSERKER

LEVEL ATTACK CRIT DIE/ TABLE ACTION DICE REF FORT WILL SAVAGE INSTINCT

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1 +1 1d10/III 1d20 +1 +1 +1 d3

2 +2 1d12/III 1d20 +1 +1 +1 d4

3 +3 1d14/III 1d20 +1 +2 +1 d5

4 +4 1d16/IV 1d20 +2 +2 +2 d5+d3

1 – 12
5 +5 1d20/IV 1d20+1d14 +2 +3 +2 d6+d4

6 +6 1d24/V 1d20+1d16 +2 +4 +2 2d6+d4

7 +7 1d30/V 1d20+1d20 +3 +4 +3 d8/d6+d4+d3

8 +8 1d30/V 1d20+1d20 +3 +5 +3 2d8+d6+d4

9 +9 2d20/V 1d20+1d20 +3 +5 +3 2d8+2d6+d4

10 +10 2d20/VI 1d20+1d20+1d14 +4 +6 +4 d10/d8+2d6+2d6


FAERIE
CLASS
by James A. Pozenel, Jr.
The Faerie class presented here is re-produced in the “Gongfarmer’s Almanac” with permission
from Shinobi 27 Games. The original appeared in Angels, Daemons & Beings Between, Vol. 2:
Elfland Edition.

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You are a tiny, mischievous sprite. The big people call you the Fair Folk,
the Gentry, Little People or faeries. You live in mounds or great hollowed
trees in secluded, sacred forests and hillsides. You live to torment or treat
the larger races if they stumble into your territory. Little children dream
of finding you but those who do may regret it. Sometimes kind and
helpful, at other times known to play mischief (or worse) upon mortals,
their actions, taboos, and customs can seem inscrutable and confusing.
Faeries are generally social and gregarious creatures. Faeries that join
together in a confederacy are called trooping faeries, those that do
not are known as solitary faeries. Trooping faeries are further divided
by their morals and supernatural characteristics into the benign Seelie
Court and the malevolent Unseelie Court. The courts are public places
to hear grievances, make decisions, and celebrate.
Trooping faeries live communally under mounds or hills, or in Elfland
itself. Their social structure closely imitates that of humans with nobles,
gentry and servants. All faeries love making music and dancing, even the
evil ones, and all troopers enjoy rades (ritualistic processions). Faeries
often interact with humans, and many have human ancestry, just as
many humans unknowingly have faerie blood in their lineage.
The Seelie Court is filled with the sort of entities that most have heard
in fairy tales. The aristocratic caste of Seelie are typically enchanting
and beautiful beyond measure. Mortals that set eyes upon them usually
fall deeply in love. The Seelie faeries are generally honorable and, while
unpredictable to a mortal’s sense, tend to defend their homes, the natural
world and the otherworld around them.
The Unseelie Court abhor the mortal realm. They seek to harm humans,
and delight in bringing woe to all that cross their path. Some are spirits
of the restless dead, intent to wreak even more unhappiness from beyond
the grave. Unseelie faeries are ugly, malicious, and evil. The Seelie may
see responsibility in their magical powers whereas the Unseelie put their
passions first and use their power as the ends to every means.
Hit points: A faerie gains 1d4 hit points at each level.
Weapon training: Tiny bows, clubs, daggers, rapiers (treat as a short
sword), and spears. Faeries tiny weapons are made from non-ferrous
materials like bronze, knapped flint or stone, bone, wood, and, in rare
circumstances, mithril. Tiny weapons deal -3d on the dice chain than
their humanoid sized counterparts.
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Faeries rarely wear armor since it vastly impairs their ability to fly. When
they don protective gear, it is usually made of plant materials like tough
leaves, bark, or seed/nut hulls.
Alignment: The Fair Folk appear to mortals to be almost exclusively
chaotic (and their morals to be capricious and strange), but that is not
necessarily the case. Trooping faeries tend more towards lawful and
solitary faeries more towards chaotic, but, faeries of any stripe may be
of any alignment.
Magic: Faeries are inherently magical beings. More so than humans
or elves, they form relationships with natural powers and trade favors
amongst themselves. Their spells tend more toward those associated
with elemental or fey powers.
Faerie spells are determined randomly like a wizard’s, except they must
use Table F-4: Faerie Spell List below. In addition to known spells in
Table F-1, faeries also know the glamour and invoke nature’s spirits
spells outlined in New Spells below.
Caster level: Caster level is a measurement of an faerie’s power in
channeling a spell’s energy. A faerie’s caster level is usually his level as a
faerie. For example, a 2nd-level faerie has a caster level of 2.
Night vision: Faeries can see in the dark up to 60’.
Vulnerabilities: Faeries are extremely sensitive to the touch of iron.
Direct contact for even a moment causes an intense burning sensation,
and exposure at close distances is painful. A faerie may not wear iron
armor nor wield iron weapons. Direct, prolonged contact with iron
causes 1 hp of damage per round. Being struck with an iron weapon or
impliment forces a faerie to make a DC 8 Fort save or lose their action
die for the next round. Luck may not be used to modify this save. If
a faerie is in the vicinity of a large concentration of iron, he has a –2
penalty to attack rolls, skill checks, and spell checks.
Size bonus: Faeries are fast moving and small. Consequently they
are harder to hit and evade attacks and area of effect spells better than
bigger creatures. Apply the faerie’s size bonus, as shown on Table F-1, to
their armor class and Reflex saving throws.
Size and Combat: Due to faeries’ small and fragile physiology,
combat with man sized opponents is more deadly. Adjust all damage
and effect dice from normal and critical table results up one step on the
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dice chain. Opponents with Mighty Deed class feature may attempt
to Giant Strike and substitute their critical table as per the chart below
(damage and effects dice from Crit Table G are not adjusted up the die
chain as indicated above):

DEED DIE GIANT STRIKE RESULT


3 1d3 on Crit Table G
4 1d4 on Crit Table G
5 1d5 on Crit Table G
6 1d6 on Crit Table G
7+ 1d7 on Crit Table G

Growth: Faeries may grow to humanoid size for a number of turns


equal to their level (gear and equipment also changes size). Whilst man
sized, faeries lose their ability to fly and forfeit their stealth bonuses.
Their base land speed becomes 30’. Size bonus no longer applies to their
AC and Reflex saves, but is instead applied to their Strength score and
hit points. At 5th level a faerie may retain humanoid size indefinitely.
Movement: A faerie has a base land movement speed of 10’, as
opposed to 30’ for humans. However, faeries rarely walk and instead rely
on their wings to move quickly from place to place. Faeries have a base
flying speed of 40’. Wearing any sort of armor reduces a faerie’s flying
speed to 20’. Medium armor slows a faerie’s flight speed to 10’ and heavy
armor renders flight impossible.
Stealth: Faeries are quite good at sneaking and hiding. They receive
a bonus to sneaking silently and hiding in shadows depending on their
class level, as shown on Table F-1. This can be used in the same manner
as a thief ’s abilities.
Languages: At 1st-level, a faerie automatically knows common,
the pixie racial language, and one other language. A faerie knows one
additional language for every point of Int modifier. Additional languages
are randomly determined as specified in below in Table F-5: Languages
Known.

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Action dice: A faerie’s action dice can be used
for attacks or spell checks at any level. At 6th level,
a faerie can cast two spells in a single round, the first
with a d20 spell check and the second with a d14; or
he can make two attacks, the first with a d20 attack
roll and the second with a d14; or he may combine
an attack with a spell check. Note that the results
of mercurial magic supersede the action dice, so a
faerie with a particularly high (or low) spell check
die from mercurial magic uses that result instead
(with his total actions still limited by his level).
Luck: Faeries add their Luck modifier to their size
bonus.
Seelie/Unseelie Court: Faerie characters must
decide to which band of trooping faeries they align,
even if they consider themselves to be solitary. In
certain circumstances, this cultural allegiance may
change, but not without some sort of genesis (i.e.
questing, supernatural forces, etc.) Seelie and
Unseelie Court members must roll 1d4+1 times on
Table F-6: Seelie Features or Table F-7: Unseelie
Features as appropriate.
Faeries at level 0: Faeries are sensitive to iron,
are always in their tiny form (with no size bonus,
base speed of 10’, and base flying speed of 40’), and
have infravision of 60’.

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TABLE F-1: FAERIE
MAX
CRIT DIE/ ACTION KNOWN SNEAK &
LEVEL ATTACK SPELL FORT REF WILL SIZE BONUS

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TABLE DICE SPELLS HIDE
LEVEL
1 +0 1d5/I 1d20 2 1 +0 +0 +1 +3 +2

2 +1 1d6/I 1d20 3 1 +1 +1 +1 +5 +3

3 +2 1d7/I 1d20 4 2 +1 +1 +2 +7 +4

4 +2 1d8/I 1d20 5 2 +1 +1 +2 +8 +5

1 – 18
5 +3 1d10/II 1d20 6 3 +2 +2 +3 +9 +5

6 +3 1d12/II 1d20+1d14 7 3 +2 +2 +4 +11 +5

7 +4 1d12/II 1d20+1d14 8 4 +2 +2 +4 +12 +6

8 +4 1d14/II 1d20+1d16 9 4 +3 +3 +5 +13 +6

9 +5 1d14/II 1d20+1d16 10 5 +3 +3 +5 +14 +6

10 +5 1d16/II 1d20+1d20 11 5 +3 +3 +6 +15 +7

* Plus glamour & invoke nature’s spirits (see New Spells below).
TABLE F-2: FAERIE TITLES
LEVEL SEELIE UNSEELIE
1 Brownie Boggart
2 Sprite Gremlin
3 Pixie Hob
4 Puck Spriggan
5 Seelie Unseelie

TABLE F-3: 0-LEVEL FAERIE OCCUPATIONS


D7 OCCUPATION TRAINED WEAPON TRADE GOODS
1 Faerie animal Tiny club Bird-sized saddle
trainer
2 Faerie courtesan Faerie rapier Gold ring worth 5 gp
3 Faerie huntsman Faerie dagger Horn
4 Faerie itinerant Tiny club Begging bowl
5 Faerie menial Rolling pin, soup ladle, Pat of butter
etc. (treat as tiny club)
6 Faerie sentry Faerie spear Acorn helmet
7 Faerie troubadour Faerie dagger Musical instrument, roll d7:
(1) tin-whistle; (2) harp; (3)
drum; (4) mouth harp; (5)
fiddle; (6) concertina; (7)
bagpipes.

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TABLE F-4: FAERIE SPELL LIST
1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL
1 Animal Summoning ESP Consult Spirit Control Ice Animate Dead*†

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2 Cantrip Detect Invisible Curse* Control Fire Hepsoj’s Funcund Fungi
3 Charm Person Forget Dispel Magic Polymorph Vermin Blight*
4 Chill Touch† Invisibility Fly Remove Curse* Weather Control*
5 Color Spray Knock Gust of Wind Transmute Earth (Patron spell)***
6 Darkness* Levitate Haste (Patron spell)***
7 Enlarge Locate Object Planar Step

1 – 20
* As per cleric spell of same name. On a result of
8 Force Manipulation Magic Mouth Runic Alphabet, Fey
natural 1, the faerie suffers a 50% chance of major
9 Invoke Patron** Mirror Image Slow corruption or misfire, rolling on the generic tables as
appropriate.
10 Magic Shield Monster Summoning† (Patron spell)***
** I f either patron bond or invoke patron is rolled, the
11 Mending Phantasm faerie receives both of these spells, but they count as
only one spell slot.
12 Patron Bond** Scare
*** I gnore this result if the faerie does not have the
13 Read Magic Wood Wyrding* spell patron bond. If the faerie has that spell, he also
14 Sleep (Patron spell)*** gains the appropriate patron spell. Consult your
Judge for more information.
15 Second Sight* † Only available to members of the Unseelie Court of
16 Ventriloquism faeries.

17 (Patron spell)***
TABLE F-5: LANGUAGES KNOWN
LANGUAGE SEELIE UNSEELIE
Alignment 01-10 01-10
Dwarf 11-15 11-15
Elf 16-40 16-30
Halfling 41-50 31-35
Gnome 51-60 36-38
Bugbear 61 39-48
Goblin 62-68 49-63
Harpy -- 64-66
Hobgoblin 69-70 67-76
Kobold 71-74 77-83
Ogre 75 84-87
Centaur 76-80 --
Dragon 81-85 88-92
Eagle 86-90 --
Ferret 91-95 --
Horse 96-99 --
Wolf -- 93-96
Spider -- 97
Undercommon 100 98-100

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TABLE F-6: SEELIE TABLE F-7: UNSEELIE
FEATURES TABLE FEATURES TABLE
ROLL 1D4+1 TIMES ROLL 1D4+1 TIMES
d24 FEATURE d24 FEATURE
1 Butterfly wings 1 Bat wings
2 Antlers (roll 1d4 for number) 2 Horns (roll 1d4 for number)
3 Cat eyes 3 Cat eyes
4 Leaf covered skin 4 Clawed hands
5 Glowing skin 5 Pallored skin
6 Long grassy/plant hair 6 Sunken eyes
7 Unicorn horn 7 Huge fangs/razor sharp teeth
8 Rabbit ears 8 No eyes (black pits)
9 Hooved feet 9 Beak mouth
10 Goat horns 10 Mosquito proboscis
11 Green skin 11 Blackened body parts
12 Beautiful visage 12 Hideous visage
13 Bird feet 13 Bird feet
14 Rubicund appearance 14 Skeletal appearance
15 Feathered wings 15 Weeping blood
16 Thorny skin 16 Thorny skin
17 Hair moves on own accord 17 Covered with boils
18 Antennae 18 Antennae
19 Radiant eyes 19 Tusks
20 Furry mammalian tail 20 Rat tail
21 Golden skin 21 Insect legs
22 Dragonfly wings 22 Covered in open, infected
23 Insect legs wounds
24 Huge eyes 23 Fetid, resinous coating
24 Bug eyes

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NEW SPELLS
Below are a pair of spells that were developed for use with the faerie
class. They could also be leveraged as gift spells from fey themed demi-
patrons. As invoke nature’s spirits developed, it became apparent that it
could be used in many places. For instance, it could be granted as a spell
for Clerics of Ildavir or other such gods or beings where nature is one
of their domains.

Glamour
Level: 1 Range: 2’ per caster level Duration: See below
Casting Time: 1 round Save: Will vs check to disbelieve or see below

General Faeries are renowned for tricking mortals with faerie gold
or spoiling food left out in the open. Often times these effects are
created via a faerie’s access to glamour. Grass, sticks, pebbles, trash,
etc. are magically transformed into stolen things or objects that draw
a mortal’s interest. Anyone with faerie sight sees a glamoured object
for what it really is. Additionally, all glamour effects are immediately
dispelled upon contact with iron.

Manifestation See below

Corruption N/A

Misfire Roll 1d4: (1) the caster’s clothes unravel and turn into a heap of
string and cloth; (2) all milk products within 100’ per caster level curdle
and/or spoil; (3) 1d10 gp worth of the caster’s currency and/or valuables
disappear; (4) the caster’s skin turns a random color for 1d5 days.

1 Lost, failure, and misfire.*

2-11 Lost. Failure.

12-13 The caster alters the appearance of a small item or a collection of


items into whatever he wishes (i.e. a handful of rocks appear as a
pile of gold coins, sticks and trash look like a scroll, a pile of dirt
has the appearance of a rich meal, etc.) The glamoured item(s)
looks, feels, tastes, and smells like the real thing. The illusion lasts
for a number of hours equal to the caster level.

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14-17 The caster alters the appearance of a small item or a collection of
items into whatever he wishes (i.e. a handful of rocks appear as a
pile of gold coins, sticks and trash look like a scroll, a pile of dirt
has the appearance of a rich meal, etc.) The glamoured item(s)
looks, feels, tastes, and smells like the real thing. The illusion lasts
for a number of days equal to the caster level.

18-19 The caster alters the appearance of a small or medium item or


a collection of items into whatever he wishes (i.e. a handful of
rocks appear as a pile of gold coins, sticks and trash look like a
scroll, a pile of dirt has the appearance of a rich meal, a stump
looks like a chest, etc.) The glamoured item(s) looks, feels, tastes,
and smells like the real thing. The illusion lasts for a number of
weeks equal to the caster level.

20+ The caster alters the appearance of a small, medium or large item
or a collection of items into whatever he wishes (i.e. a handful
of rocks appear as a pile of gold coins, sticks and trash look like
a scroll, a pile of dirt has the appearance of a rich meal, a stump
looks like a chest, a cave entrance disappears, etc.) The glamoured
item(s) looks, feels, tastes, and smells like the real thing. The
illusion lasts until dispelled.
* This spell could potentially be granted by a fey patron. Alboran, Reidmar are suitable
candidates for such a boon. If the spell is granted to a character through patronage,
change the “misfire” to “patron taint” in the fumble spell check result.

Invoke Nature’s Spirits


Level: 1 Range: Varies Duration: Varies Casting Time: 1 round
Save: None

General Faeries have an innate connection to the natural world


around them. They both serve and are served by the spirits and forces
of nature. Faeries can call upon the genii loci, or spirits of the place,
to aid them in times of need. Faeries never forget a favor granted and
always repay their debts.

Each time this spell is used, the caster must act with reciprocity to the
granting spirit(s). The nature of the gift is such that, without repaying

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the debt, the cosmos is aware that it and everything in it, is due some
sort of action that rebalances the universe. Roll 1d10 and consult
the table below. Judges may opt to create or alter results to fit their
campaign.

Calling on the spirits of a place requires at least one point of spellburn,


which is added to the final spell check. Unlike other spells, casting
invoke nature’s spirits allows the caster to choose any result at or below
the spell check.

d10 RECIPROCITY RESULT


1 The caster must protect a sacred hedge from mortal incursion. The issue could involve
a simple agreement from mortals or lengthy and difficult bargaining. Obstinate
individuals could require harsher measures...
2 Menhirs or standing-stones in the area need attention and maintenance. In some
cases, a new monolith may need to be installed and attuned to the landscape. The task
will take 1d24 days to complete.
3 The locale’s primary water source has been diverted, befouled, or blocked. The problem
may take 1d6 days to find. The fix might be as simple as physically removing the cause
of the blockage or may require magic or intervening in something’s plan.
4 A local spirit has been magically sequestered by a wizard or other wielder of magic
for their own nefarious ends. The spirits ask the caster to free their fellow from his
clutches.
5 A local spirit or creature has been badly wounded and needs the caster’s assistance.
1d5 days of vigilant medical care are required to nurse it back to health.
6 A blighting force has been introduced mundanely or magically into the area. The caster
must investigate and destroy the cancerous affliction or the spirits of the place may be
forever altered.
7 The energy forces of the locale need re-harmonization. Rocks, vegetation, river banks,
etc. must be cared for with complex ceremonies and rustic observances. The tasks take
2d30 days to complete and may need to be finished within a deadline.
8 Something is siphoning the magical essence of the place either mistakenly or with
malice. The spirits beg the caster to end the torment and restore nature’s balance.
9 A local spirit is incensed and aggrieved at generations of exploitation and abuse at the
hands of mortals. While the damage done is irreversible, the caster must spend days
tending to the spirit’s inconsolable state. This process takes 1d20 days and leaves the
caster mentally exhausted (expressed as 1d6 Personality loss).
10 Some humanoids have recently moved into the area and have been exploiting the local
resources to the fullest extent. The spirits of the place beseech the caster to remove
them by any means necessary.

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Manifestation See below

Corruption Roll 1d8: (1) caster takes on a physical trait from the
locale where the spell was cast such as gravely voice, twiggy facial hair,
red sunburnt complexion, etc.; (2) spirits of nature are drawn to the
caster and domesticated animals feel uneasy around him; (3) caster
must meditate on the natural elements of their surrounding for 1 hour
each morning; (4-5) minor corruption; (6-7) major corruption; (8)
greater corruption.

Misfire Roll 1d4: (1) the caster summons forth 1d10 1 HD creatures,
elementals or spirits that are not under his control and immediately
attack all interlopers; (2) instead of summoning creatures, the caster
sends himself to a dark, dank cave where he must spend 1d4 rounds
fighting an unknown monstrous opponent ( Judge’s discretion at
1d4 HD) before returning wounded and bloody; (3) a slumbering
and malignant force is released from its imprisonment; (4) nothing
happens, but the debt of reciprocity (see above) is still due.

1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less)


corruption + misfire + patron taint, (1-2) corruption, (3) patron
taint (or corruption if no patron), (4+) misfire.

2-11 Lost. Failure. The genii loci will not respond to further castings of
this spell for 24 hours.

12-13 The spirit or elemental called upon grants +1 to all checks/saves


relating to its domain or element for the next 4 hours.

14-17 The natural spirits of the place give aid and succor to their
fey friend. The faerie may opt to disappear into undergrowth
without a trace. Tracking the faerie is nigh impossible as plants
and elemental forces mask the caster’s passing. Finding the
concealed fey requires skill checks of DC 30. The caster is
traceless for 8 hours.

18-19 The spirit or elemental called upon grants +2 to all checks/saves


relating to its domain or element for the next 12 hours.
20-23 The natural spirits of the place give aid and succor to their fey
friend. The faerie may opt to alter the landscape as his enemies
move through it for 1 day. All who tread in the vicinity of the

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caster become lost, mistaking one direction for another. Anyone
skilled in tracking or with significant outdoors skills may
attempt to find their way, once an hour, with a DC 30 check.
24-27 A small elemental spirit creature becomes visible and aids the
caster. A tiny gnome (earth), undine (water), sylph (air), or
salamander (fire) serves the caster for a number of days equal
to the caster’s level. The elemental spirit is treated as a familiar
for the duration of the spell, granting extra hit points, +1 to
all checks/saves relating to their element, and other abilities,
drawbacks, and details as outlined in Chapter 7 of the core
rulebook. Roll 1d20+10+CL+Int modifier and consult Table 7-4:
Familiar Type in the core rulebook to determine the familiar’s
exact type (Guardian, Arcane, or Focal). Unless the caster is
from the Unseelie Court, ignore Demonic familiar results.
28-29 A local elemental, creature, or spirit is roused from its
reverie to aid the caster for the next 1d3 turns. The creature
is the equivalent of a 4HD elemental or other appropriate
manifestation. The caster has full control of the creature and may
direct it as he desires, but must maintain concentration for the
entire duration. The caster’s control can be broken with dispel
magic or by powerful magic.
30-31 The earth itself permits the caster to tap into its boundless
strength. For the next 24 hours the caster may grow to man
size at will. The transformation takes a full round and lasts 1
round per caster level, at which point they return to normal
size. If the caster is already man size, no change in size occurs.
His skin hardens and turns stony, he gains +4 to AC and a
natural Strength of 18. His Agility cannot be higher than 9, his
movement is reduced to 15’, and he cannot swim. If the caster is a
faerie, he gains the normal benefits of increased size in addition
to those listed above.
32+ A local elemental, creature, or spirit is roused from its
reverie to aid the caster for the next 1d6 turns. The creature
is the equivalent of an 8HD elemental or other appropriate
manifestation. The caster has full control of the creature and may
direct it as he desires, but must maintain concentration for the
entire duration. The caster’s control can be broken with dispel
magic or by powerful magic.
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GOAT’O’WAR
by Randy Andrews

To play as a goat’o’war you must have belonged to a farmer and had


that farmer die in an adventure. The goat’o’war uses the advancement
table on the opposite page.
Hit points: A goat’o’war gains 1d10 hit points at each level.
Communication: A goat’o’war can understand, but not speak
Demonic (a.k.a. Infernal/Abyssal) as per Appendix L in the Dungeon
Crawl Classics core rulebook.
Speed: A goat’o’war can move up to 40’ in one move action.

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GOAT’O’WAR CLASS

LEVEL ATTACK (DEED DIE) CRIT DIE/ TABLE ACTION DICE REF FORT WILL

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1 +d3 1d10/III 1d20 +1 +1 +1

2 +d4 1d12/III 1d20 +1 +1 +1

3 +d5 1d14/III 1d20 +1 +2 +1

4 +d6 1d16/IV 1d20 +2 +2 +2

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5 +d7 1d20/IV 1d20+1d14 +2 +3 +2

6 +d8 1d24/V 1d20+1d16 +2 +4 +2

7 +d10+1 1d30/V 1d20+1d20 +3 +4 +3

8 +d10+2 1d30/V 1d20+1d20 +3 +5 +3

9 +d10+3 2d20/V 1d20+1d20 +3 +5 +3

10 +d10+4 2d20/V 1d20+1d20+1d14 +4 +6 +4


Weapon training: A goat’o’war is proficient with its horns as a
weapon (1d8 damage). In addition to it’s basic action die, the goat’o’war
receives a bite attack using a d14 action die. When the goat’o’war
attacks with its d14 die bite it does 1d6 damage. This is equivalent to a
dwarf ’s shield bash. The goat’o’war uses a deed die to hit and damage
much the same as a warrior. This deed die also applies to all to hit and
damage rolls made by a goat’o’war.
Armor: A goat’o’war does not wear armor but instead increases it’s
toughness at each level. At level 1 a goat’o’war starts with 11 AC. This
increases by 1.5 each level rounded up as the goat’o’war learns to dodge
and move better in a fight. Armor can be crafted for a goat’o’war at an
additional 50% cost of standard armor as per the DCC core rule book.
Armor for the goat’o’war does not stack with its natural AC.
Alignment: A goat’o’war is almost always chaotic. A few are neutral.
A lawful goat’o’war has never been seen before.
Greatest of all time (a.k.a. G.O.A.T.): A goat’o’war is extremely
adept at climbing. It gets a +10 to all climb checks involving uneven
surfaces. The goat’o’war can even climb up sheer surfaces that would be
next to impossible for most other creatures. Though climbing a rope
is next to impossible for a goat’o’war. It must rely on its fellow party
members to help it out in such situations.
Dark master’s favorite: A goat’o’war can set its horns on fire a
number of rounds per day equal to its level. When the horns are lit
they do an additional 1d4 of fire damage to the target of an attack.
Butt Head: A goat’o’war can charge as a full round action and can
move 120’, but does need a straight line with no allies or enemies in the
way. The goat’o’war must be able to move at least 15’ during the charge
to get the hit and damage bonus. When charging, a goat’o’war gets a +1
to hit and damage up to level 5, when it then becomes a +2.
Eat anything: A goat’o’war is able to eat anything organic that
it can reasonably pick up and swallow (at the judge’s discretion). A
goat’o’war is a curious browsing animal who, when hungry, will try to
pick up and eat anything including metal and stone. On a successful
Strength check the goat can bend or crush the object.
Goats in coats: A goat’o’war is able to wear a ring on each horn. It
can also wear necklaces.

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GONGFARMER
by Reece Carter

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Hit points: A gongfarmer gains 1d7 hit points at each level.

Weapon training: A gongfarmer is trained in the use of the


following weapons: club, crossbow, dagger, handaxe, javelin, polearm,
spear, and staff. Gongfarmers may only use light armour as anything
heavier impedes their ability to work.

Luck of the pail: A gongfarmer has such a dirty job that they
require a mixture of good luck and reflexes or forever be covered in
their collections. To represent this, whenever the gongfarmer spends
a Luck point it adds +2 to the roll, e.g. one Luck is +2, four Luck is
+8, etc. They also refresh their Luck up to their level (if not already
equal or higher) at the beginning of every night, this is because they
do most of their work at night.

Extreme fortitude: A gongfarmer has such a strong fortitude


from years of working in the muck that they roll 2d20 when making
Fort saves.

Dark vision: A gongfarmer can see up to 60’ in the dark.

Night soil: A number of times each day equal to their level a


gongfarmer has the ability to coat their weapons in the muck of their
trade. When so coated, a weapon’s initial attack causes an additional
3d6 damage (half on a successful DC 10 Fort save). Additionally the
target must make a DC 17 Will save or be frightened for 1d3 rounds.
A gongfarmer can choose to spend one of these uses to immediately
counterattack after being successfully attacked in melee (assuming
they have not already successfully attacked with the coated weapon).

GONGFARMER TITLES
LEVEL ALL ALIGNMENTS
1 Mucker-man
2 Scavenger
3 Rubbish-carter
4 Nightman
5 Gongfarmer

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GONGFARMER CLASS

LEVEL ATTACK CRIT DIE/TABLE ACTION DIE REF FORT WILL

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1 +0 1d6/I 1d20 +1 +1 +0

2 +0 1d6/I 1d20 +1 +2 +0

3 +1 1d8/I 1d20 +2 +2 +1

4 +2 1d8/I 1d20 +2 +3 +1

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5 +2 1d8/I 1d20+1d14 +3 +3 +2

6 +3 1d10/I 1d20+1d14 +3 +4 +2

7 +4 1d10/I 1d20+1d16 +4 +5 +2

8 +5 1d12/I 1d20+1d16 +4 +5 +3

9 +5 1d12/I 1d20+1d20 +5 +6 +3

10 +6 1d14/I 1d20+1d20 +5 +7 +4
KITH OF
KINGSPIRE
by Aron Clark & Ethan Miller

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This class is inspired by the loose trilogy of modules: Dragora’s Dungeon
(DCC #82.5), Curse of the Kingspire (DCC #88.5), and Through the
Dragonwall (DCC #92). The second and third modules of this ‘series’
present the Elder Kith — an ancient races of elves, malevolent and
cruel with a firm sense of racial superiority in all things.
Elder Kith lives’ span centuries. Death finds them only in battle, or at
their own hand once tiring of their existence. They possess powerful
magic and are fearsome warriors, fanatically devoting themselves to
the study of either but never both.
Once, the Elder Kith ruled all races of men. They offered these lesser
beings as sacrifices to their gods, held them in bondage of slavery, and
even dined on their flesh. The Elder Kith constantly fought amongst
themselves for the right to rule over all, both through courtly intrigues
and in open battle. This infighting allowed the races of men to forge
iron and strike back against their overlords.
The fall eventually found an empire in ruins and a civilization scattered.
Those remaining Elder Kith took to hiding themselves in the fae
realms. In time, the younger races began to consider the existence of
the Elder Kith a simple legend.
You know different. You survived the death of your civilization, and
have finally returned to the mortal plane…
Hit points: A kith gains either 1d6 or 1d8 hit points at each level
(see “mixed class” description for details).
Weapon training: A kith, thanks to their extremely long lifespan,
are able to wield most weaponry including longswords, daggers,
battleaxes, hand-axes, bows, short swords, javelins, crossbows, two-
handed swords, and spears. They refuse blunt weapons however, due to
their brutish designs.
Alignment: A kith is always of chaotic alignment, being born with
an innate desire for bloodshed to feed their religious practices. They
hold an utter disdain for law and the inaction of neutrality.
Grating superiority: As an ancient race of superior beings, a kith
knows all others were created to serve them as either slaves, sacrifices,
or food. They find dwarves and halflings especially repulsive because of
their small stature, considering diminutive height a sign of weakness.

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The taller one stands, the greater one’s position in a kith’s society. All
Personality checks are done at -1d.
Iron vulnerability: The fall of the Elder Kith was largely predicated
on the forging of iron by man, and kith are extremely sensitive to
iron and steel. When struck by iron based weaponry, a kith takes an
additional 1d6 damage. Additionally judges may wish to consider the
effects of prolonged exposure to iron for kith. Recommended is Edgar
Johnson’s excellent article “Of Elves & Iron”* describing acute and
chronic iron effects.
Hidden ways: A kith is a fae creature possessing the ability to slip
between our mortal plane and their own fae realities. They may use an
action die to teleport 10’ per level. This ability enables a kith to find
their opponent’s vital points in combat, and critical hits are rolled for
twice, taking the preferred result.
Infravision: A kith, like their younger elven cousins, can see in the
dark up to 60’.
Mixed class: A kith is unique in that they study both martial &
mystical practices. They must focus on one aspect of their training at
each level, choosing to specialize in either a mystical or martial focus.
When the martial focus is chosen, the abilities of the mystic focus are
unavailable and vice versa.
• Mystic focus – has the ability to cast spells, but is limited to
casting each spell once per day, with a +1d to the spell check. The
hit die for a kith choosing the mystic focus is 1d6. When the
mystic focus is chosen, the kith uses crit table II. Mighty Deeds
of Arms are not available when the mystic focus has been chosen.
• Marital focus – has the ability to perform Mighty Deeds of
Arms using a d3 deed die, no matter the character’s level, and
has an improved critical hit range of 19-20. The hit die for a
kith choosing the martial focus is 1d8. When the martial focus
is chosen, the kith uses crit table III. Spellcasting is not available
when the martial focus has been chosen.

* h ttp://revdoctoredj.blogspot.com/2017/10/elves-and-iron-updated-and-
complete.html

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KITH OF KINGSPIRE CLASS
SPELLS MAX SPELL
LEVEL ATTACK CRIT DIE/TABLE ACTION DIE REF FORT WILL
KNOWN LEVEL

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1 +1 1d6 1d20 1 1 +1 +1 +1

2 +2 1d8 1d20 2 1 +1 +1 +1

3 +3 1d8 1d20 3 2 +1 +1 +2

4 +3 1d10 1d20 5 2 +2 +2 +2

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5 +4 1d10 1d20+1d14 6 3 +2 +2 +3

6 +5 1d12 1d20+1d16 7 3 +2 +2 +4

7 +5 1d12 1d20+1d20 8 4 +3 +3 +4

8 +6 1d14 1d20+1d20 10 4 +3 +3 +5

9 +6 1d14 1d20+1d20 12 5 +3 +3 +5

10 +6 1d16 d20+1d20+1d14 14 5 +4 +4 +6
LYCANTHROPE
by Marc Elsenheimer

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Ancient tales tell of men, who, when driven to desperation or tempted by
magic, transform into beasts of unimaginable strength. Obliterating villages,
tearing through armies and killing even the bravest of warriors, they are
amongst the most dangerous of creatures. And they live among us. These
beasts have had many names over the years, but two stuck: lycanthropes or
werewolves. They are beings transformed by an ancient curse, to show the
world the true strength of the wild and untamed, the savage and chaotic.
Becoming a lycanthrope: Unlike most classes, characters can
not choose to become lycanthropes when gaining their first level.
Lycanthropy is bestowed by some mighty curse or by surviving the bite
of another lycanthrope. When bitten by a werewolf, the character has
to succeed in a DC 20 Fortitude save to avoid becoming a lycanthrope.
A level 0 character will become a lycanthrope as he hits first level, even
if he is a non-human. Characters of higher level can also turn into
lycanthropes. Refer to the The curse of lycanthropy section after the
class entry for rules on lycanthropes who had a class before being cursed.
Hit points: A lycanthrope gains 1d10 hit points at each level.
Weapon training: A lycanthrope is considered trained with these
weapons: club, dagger, handaxe, mace, short sword. Lycanthropes in wolf
form are proficient only with their clawed hands and their massive jaw.
Alignment: While lycanthropy is chaotic in nature, not all
lycanthropes embrace the chaos to their fullest.
Lawful lycanthropes often follow strict self-made rules and use their
might to protect the weak. They mostly try to balance their savage
and their human side, treating lycanthropy as a curse and never fully
embracing their beastly powers. Most try to protect those too weak to
fight for themselves and continue the fight for their former ideals on
their journey to redemption or acceptance.
Neutral lycanthropes have a strong tendency towards spiritual beliefs and
feel a close tie to nature. They neither try to suppress their savage side,
nor do they let themselves turn into mindless beasts. Their struggle to find
balance in this existence extends to the way they perceive the entire world.
Chaotic lycanthropes fully embrace their wild side. They live to fight
and to prove their strength. Their goals are short term at best and their
loyalty belongs only to the best of their friends, if they have any. With
every day that passes, they become less human and more beast.

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Wolf form: A lycanthrope can take on the shape of a massive savage
beast. As an action, a lycanthrope can transform into wolf form.
Transformation into wolf form lets the lycanthrope grow to immense
size, up to 9’ tall, while growing hair and muscle and ripping through any
clothing or armor worn. When fully transformed, the lycanthrope gets
the following modifications:
Wolf form lasts for 1d10 + Stamina modifier rounds. If a lycanthrope
wants to end wolf form prematurely he has to spend a point of Intelligence
or Personality or succeed in a DC 12 Will save. Transformation back to
human form takes an action.
The lycanthrope in wolf form is restricted from using any abilities from
non-lycanthrope classes. This includes not only spellcasting and clerical
abilities, but also deed dice and thief skills, along with the conscious
usage of any magical items.
The lycanthrope gets his wolf form bonus, as noted in his class table
added to his Strength modifier, Stamina modifier, armor class and all of
his perception rolls. The Stamina increase will also increase hit points,
which are lost when transforming back. Additionally, his movement
speed is increased by 20'.
The lycanthrope gains a claw attack that deal 1d6 points of damage and
a bite attack that deals 1d8 points of damage. As usual, damage values are
modified by Strength. The bite can only be used once per round, no matter
how many action dice the lycanthrope possesses. A lycanthropes bite might
bestow the curse of lycanthropy (see becoming a lycanthrope above).
The lycanthrope receives an additional action die as noted in the class table.
Once in combat, a lycanthrope in wolf form must continue fighting
until he is the only combatant left or he transforms back. He can still
distinguish between ally and enemy but once all enemies are defeated he
has no choice but to attack his allies.
Short fuse: Any time a lycanthrope who is not in wolf form is injured
he has to succeed in a Will save with a DC equal to the damage taken.
If failed, he transforms into wolf form with his next action. Anytime the
lycanthrope is provoked or angered by others he also has to make a DC
10 Will save. Grave insults or massive provocation may raise the Will
save as determined by the judge.

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LYCANTHROPE CLASS
HUMAN FORM WOLF FORM WOLF FORM
LEVEL ATTACK ACTION DIE REF FORT WILL
CRIT BONUS CRIT

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1 +1 1d8/III 1d20 + 1d14* +2 1d12/M +1 +1 -1

2 +2 1d10/III 1d20 + 1d14* +2 1d14/M +2 +2 -2

3 +3 1d10/III 1d20 + 1d14* +3 1d16/M +3 +3 -3

4 +4 1d12/III 1d20 + 1d16* +3 1d20/M +4 +4 -4

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5 +5 1d12/III 1d20 + 1d16* +4 1d24/M +5 +5 -5

6 +6 1d14/III 1d20 + 1d14 + 1d16* +4 1d24/M +6 +6 -6

7 +7 1d14/III 1d20 + 1d16 + 1d20* +5 1d30/M +7 +7 -7

8 +8 1d16/III 1d20 + 1d20 + 1d20* +5 1d30/M +8 +8 -8

9 +9 1d16/III 1d20 + 1d20 + 1d20* +6 2d20/M +9 +9 -9

10 +10 1d20/III 1d20 + 1d20 + 1d24* +6 2d24/M +10 +10 -10

*This Action Die can only be used when in Wolf Form


Howl at the moon: When the full moon is visible in the sky, a
lycanthrope is forced to change into wolf form and he can not change
back as long as he is under moonlight.
Regeneration: A lycanthrope, no matter which form, has incredible
regenerative power. Every round he heals 1 hit point, plus an amount of
additional hit points equal to his Stamina modifier. Negative Stamina
modifiers do not reduce the damage healed below 1.
Vulnerabilities: A lycanthrope struck with silver or brought into
contact with wolfbane will lose his regeneration ability for a hour. If
exposed to silver or wolfbane, a lycanthrope in human form is forced to
transforms into wolf form with his next action.

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Appendix: The Curse of Lycanthropy
The curse of lycanthropy is inflicted through the bite of a werewolf, and
those unlucky enough to survive will soon find themselves carrying and
potentially spreading the curse themselves. While ancient legends tell of
mighty witches or the gods themselves who bestowed this curse upon
the mortals, few werewolfs claim this to be their fate.
Unlike other curses, the curse of lycanthropy is not associated with a
Luck penalty, but those who suffer from it turn into beasts, as described
above. Characters who already possess levels in other classes than
lycanthrope use the following rules.
Becoming cursed after level 0: A character who is bitten has to level
up as a level 1 lycanthrope when he reaches the next level. He keeps his
former levels in his other class. In addition to his former class he is now
also a level 1 lycanthrope.
The attack bonus and saves from the lycanthrope class stack with any
pre-existing modifiers. The lycanthrope can choose the better action die
of his two classes. He can make this choice at any level. Note that the
bonus action die in wolf form is applied regardless of this choice.
Every time he levels up in any class the lycanthrope can choose whether
he wants to use his Crit Die/Table Combination from the lycanthrope
or his other class table. In wolf form he always uses the Crit Die/Table
specified in the lycanthrope Table.
Lycanthropes do not forget their former training, so any pre-existing
weapon training is kept.
Leveling up: Whenever the lycanthrope gains a new level he can
attempt to progress in his former class. Keeping the primal side in check
is difficult, so whenever he wants to level up with his non-lycanthrope
class he has to pass a DC 15 Will save or must level up as a lycanthrope.
Getting rid of lycanthropy: Removing the curse of lycanthropy requires
powerful magic or divine intervention. Treat this as a major curse for the
purpose of the remove curse spell. If a character lifts the curse he may
pick up an amount of levels in his original class equal to the amount of
levels lost. This takes one week of adjustment per level. The character
does not roll hit points for the new levels gained, but otherwise advances
as normal.

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PIRATE
by Dieter Zimmerman
You are a bloodthirsty nautical treasure-seeker, a dashing rogue who
refuses to conform to any rules but those of the sea, a simple sailor who
fell in with the wrong crew, or a licensed privateer who hunts other
pirates.
Pirates live outside the empires and kingdoms of land, having taken to
the sea to search for fame, riches, and freedom. They come from all races
and cultures, often having given up their homeland for shipboard life.

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A pirate is slightly better than a thief or cleric in a stand-up fight, but
not nearly as tough as a warrior or dwarf.
Hit points: A pirate gains 1d7 hit points at each level.
Weapon training: A pirate prefers light, fast weapons. A pirate
is trained in these weapons: club, crossbow, dagger, dart, handaxe,
longsword, mace, pistol, shortbow, short sword, sling, spear, and any
ship-based weapons such as cannons.
Alignment: Though order is required to run a ship effectively, most
pirates have little regard for laws and hierarchies other than those on
their own ship. Pirates can be of any alignment, but the majority are
chaotic.
Swashbuckle: A pirate is adept at moving quickly in unorthodox
ways, such as sliding down railings, leaping over tables, or swinging
from ropes. As long as a pirate is wearing armor without a speed
penalty, he can make a swashbuckling action by rolling his Agility or
less on 1d20. If the action succeeds, the pirate can move and attack in
the same action, getting a bonus to the attack roll equal to his level for
the surprising daringness of it all. A swashbuckling action can also be
used to withdraw from combat without allowing an opponent a free
attack. If the swashbuckling action fails, the pirate loses his action and
immediately rolls 1d8 on the fumble table.
Buried treasure: A pirate can regain burned Luck by sacrificing
treasure. For every 50 gp worth of coins, gems, jewelry, or art objects that
is buried (and left behind) or dumped into the sea, the pirate gets back
1d3 points of Luck up to his starting maximum.
Strength in numbers: For every two allies a pirate has nearby
(within 30’, in line of sight, and actively participating in the same
conflict), he gets +1 to saving throws against fear and mind controlling
effects, to a maximum of +4.
Luck: A pirate's Luck modifier applies to his initiative rolls.
Languages: At first level, a pirate automatically knows common and
one additional randomly determined language.
Action dice: A pirate uses his action dice for any normal activity,
including attacks and skill checks. At 6th level a pirate gains a second
action die each round.

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PIRATE CLASS

LEVEL ATTACK CRIT DIE/TABLE ACTION DICE REF FORT WILL

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1 +1 1d10/III 1d20 +1 +0 +1

2 +2 1d10/III 1d20 +2 +0 +1

3 +2 1d12/III 1d20 +2 +1 +1

4 +3 1d14/III 1d20 +3 +1 +2

1 – 46
5 +4 1d16/III 1d20 +3 +1 +2

6 +5 1d16/III 1d20+1d14 +4 +2 +2

7 +5 1d20/III 1d20+1d16 +4 +2 +3

8 +6 1d20/III 1d20+1d16 +5 +2 +3

9 +7 1d24/III 1d20+1d20 +5 +3 +3

10 +7 1d30/III 1d20+1d20 +6 +3 +4
QUANTUM
TRAVELER
by R.S. Tilton (Epic Meanderings)

A Class for the Traveler


Who is Lost in Time and Space

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You are a lost traveler. You remember your world of science and
technology. You were brought up with a full education; science, biology,
language arts, first aid, and music — you know a little of everything. You
didn’t believe in magic and monsters, at least not since you were little,
yet here you are.
Hit points: A quantum traveler gains 1d7 hit points at each level.
Physical education paid off.
Weapon training: You have watched enough movies to know
how to handle nearly any weapon, given enough practice. Begin with
proficiency in staff, dagger, club, and firearms. Choose one additional
weapon each level to gain proficiency in.
Armor: Wearing armor takes getting used to for the modern human.
Double all check penalties. At 2nd level the penalty only applies to
medium and heavy armor. At 6th level the penalty only applies to heavy
armor.
Alignment: You know nothing of the battle of Law versus Chaos.
While you begin play as neutral, you may decide to choose a side at 2nd
level or later.
Ig pay atin lay: You have a secret language you can teach your allies,
it is called Pig Latin.
That’s not real!: You have trouble accepting magic, your will is
very strong when it comes to resisting magic (although this applies to
healing magic as well). You gain a +4 save bonus versus magic. Unless
unconscious, you must roll a Will save to be healed as well.
Seen it!: Oh you saw that on TV, or read about it in a book. The
character is able to use player knowledge to identify monsters and their
weaknesses.
Science and technology: The traveler is able to attempt scientific
solutions, and make technological traps based upon real world
knowledge, up to and including black powder.
Luck & wits: As a thief.
Sneak & hide in shadows: As a neutral thief.

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TABLE QT-1: QUANTUM TRAVELER
CRIT DIE/
LEVEL ATTACK ACTION DIE LUCK DIE REF FORT WILL
TABLE

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1 +0 1d10/II 1d20 d3 +1 +1 +0

2 +1 1d12/II 1d20 d4 +1 +1 +0

3 +2 1d14/II 1d20 d5 +2 +1 +1

4 +2 1d16/II 1d20 d6 +2 +1 +1

1 – 49
5 +3 1d20/II 1d20 d7 +3 +1 +1

6 +4 1d24/II 1d20 + 1d14 d8 +4 +2 +2

7 +5 1d30/II 1d20 + 1d16 d10 +4 +3 +2

8 +5 1d30+2/II 1d20 + 1d20 d12 +5 +3 +2

9 +6 1d30+4/II 1d20 + 1d20 d14 +5 +3 +3

10 +7 1d30+6/II 1d20 + 1d20 d16 +6 +4 +3

(This class works best if you’ve used an alternate 0-level occupation list like the “Teens out of Time” list on Purplesorcerer.com)
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SAGE
by José Luiz Tzi
Heretics, failed warlocks, dark philosophers, renegade priests and exiled
scholars. The sages herein described are those versed in forbidden
knowledge. Dabblers in all sorts of weird, unorthodox or blasphemous
arts (this explains why they’re often found crawling through dungeons
and other chaos-ridden places instead of studying tomes in libraries and
major urban centers).
Mechanically speaking, sages are cunning jacks-of-all-trades, whose
knowledge often helps their allies in dangerous situations. They work
best as supportive characters in the party, guiding their allies to victory
and loot (while cursing their enemies with lesser hexes and cantraps).
Hit points: A sage gains 1d6 hit points at each level.
Weapon training: A sage is trained in the use of the crossbow, dagger,
shortsword, sling and staff. Sages rarely use armor, as it hinders the use
of their abilities (and offends their ‘high’ status).
Alignment: Sages are found in all grounds, but approach their craft
differently (see below). Lawful sages are known as scholars and usually
spent their time collecting lore and contacts around the world. Neutral
sages, also known as erudites, are usually wanderers and outcasts with
a well-deserved reputation of cursing their nemesis. Chaotic sages are
tricksters and mountebanks, masters of mischief that live each day as if
it was their last:
• Scholar (Law): Even if a lawful sage fails a lore (see loremaster)
or social check, they always know exactly where to find the
information sought (and those who have it). Scholars are also
respected by lawful authorities (i.e. civilization) and can always
add their class level to social skill checks (for example, while
introducing themselves to rulers and guards, or when requesting
rooms at inns).
• Erudite (Neutral): If a neutral sage doesn’t carry a visible weapon
or acts in a threatening way, they shouldn’t be targeted by any
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monster in the first round of combat (unless there are too many
creatures facing the party — as usual the judge should adjudicate
this). If a neutral sage threatens an enemy with a curse using a
curse die, they won’t be killed by most intelligent enemies.
• Mountebank (Chaos): The first time the chaotic sage meets an
intelligent creature they can try to quickly trick or lie to them in
one round of quick conversation. If the deceit is nothing absurd,
the victim must make a Will save (DC 10 + d20 + sages’ Personality
and Luck modifiers). Once cheated this way, a creature can’t again
be so easily deceived by the chaotic sage. If a mountebank acquires
taint from their patrons (see supernatural patron) they can suppress
this taint, once per day, during one short encounter (this ability is
instantly negated if the sage uses any supernatural power or ability;
note: the mountebank’s trickery is not considered supernatural).
Caster level: A sage has limited casting abilities (they really depend
on their supernatural patrons), but even so their caster level is their class
level. Thus, a 2nd level sage casts spells as a 2nd level caster.
Magic: A sage is completely dependent on their patrons for spells, and
their magical traditions are a mirror of wizard spellcasting (specializing
in black magic, elemental magic, and enchantment).
Polyglot: A sage always knows how to read and write. They also gain
one bonus language per level. They can either choose these languages
during the game or spend a few days with a native speaker to learn the
new tongue (at the judge’s discretion).
Loremaster: A sage knows a lot of things. They are always treated as
trained (i.e. roll a d20) for any skill check dealing with academic arts or ‘sagely’
lore (religions, folklore, occultism, etc.). If the judge believes that a particular
skill check is also related to a sage’s previous profession (for example: a scribe
checking for a lost manuscript), the character should roll a d24. All sages also
know the following skills (as a thief of the same alignment): forge document,
read languages, handle poison, cast spell from scroll, wand or rod (yes, this last
skill is expanded to include wands and rods).
Curse die: A sage recovers Luck as a thief. Sages are experts in curses
(especially neutral sages) and can inflict minor hexes on their foes. A
sage can expend their Luck to inflict penalties on adversaries on sight.
Each point spent inflicts a curse die on the target (no save), reducing the
target’s roll by the amount rolled on the curse die. The sage must be able

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to speak to use this ability. They can use this ability even during other
characters’ or enemies’ actions (i.e. when a judge rolls a monster’s attack,
a sage can inflict curse die on it).
Sagely advice: A sage can only use their second and third action die
on other characters’ actions, instructing them about what they should do
(be it an attack or skill check). During combat, the sage must be able to
speak to the chosen ally, who gains an extra action during their turn using
the sage’s action dice roll result. A character can only receive one sagely
advice action per round. Out of combat, a sage can instruct a character
about how they should do something (which is especially useful if the
other character is untrained and is rolling a d10). The judge is the final
arbiter about what types of actions can benefit from this ability and the
sage must have at least one minute of time to instruct their ally.
Supernatural patrons: Like wizards, sages can invoke supernatural
patrons. A sage automatically receives the spells patron bond and invoke
patron at 1st level. They can only learn other spells if granted directly
by their patrons. Unlike other spellcasters, a sage can accumulate one
patron for every three levels (maximum three at 9th level). Each patron
after the first automatically inflicts taint on the sage and increases their
chance to suffer further corruption when making a spell check by one
(i.e. a sage with two patrons rolls for corruption with a natural 1 or 2, a
sage with three patrons rolls for corruption with a natural 1, 2, or 3). To
cast any patron-granted spell a sage is treated as wizard of the same level.
The right tool for the job: If a sage has enough gold with him, they can
declare that they had spent that money before leaving town to acquire
any reasonably common item that could be carried either by him or a
hireling. The sage must explain how the item is with him if they were
searched by enemies (for example, a sage locked in a cell could reasonably
use this ability to declare that they bought a skeleton key and hid it in
their long hair or other unmentionable parts of their anatomy).
Planning ahead: A sage adds their level to their initiative roll. This
reflects their cunning and awareness, not muscles or reflexes. During
combat encounters, every PC or NPC with a lower initiative must
declare their actions to the sage. Once declared, actions can’t be changed,
unless the original task becomes impossible (judge’s call).
Action dice: A sage can use their second and third action die only for
the sagely advice class ability.

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SAGE CLASS
CRIT DIE/
LEVEL ATTACK ACTION DIE CURSE DIE REF FORT WILL
TABLE

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1 +0 1d6/I 1d16+1d12 d3 +1 +0 +1

2 +1 1d6/I 1d16+1d12 d4 +1 +0 +1

3 +1 1d8/I 1d16+1d14 d5 +1 +1 +2

4 +1 1d8/I 1d20+1d14 d6 +2 +1 +2

1 – 54
5 +2 1d10/I 1d20+1d14 d7 +2 +1 +3

6 +2 1d10/I 1d20+1d16 d8 +2 +2 +4

7 +3 1d12/I 1d20+1d16 d10 +3 +2 +4

8 +3 1d12/I 1d20+1d20 d12 +3 +2 +5

9 +4 1d14/I 1d20+1d20+1d12 d14 +3 +3 +5

10 +4 1d14/I 1d20+1d20+1d14 d16 +4 +3 +6


SCOUT
(A THIEF VARIANT)
by José Luiz Tzi
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In my current DCC RPG table, one of the PCs that survived the funnel
was a hunter. The character was almost a ranger in concept, but both me
and the player didn’t want the old two-weapons D&D cliché. Actually,
the player was satisfied in turning his 0-level hunter into a normal thief.
The idea was to use the class’ luck die to execute deadly ranged attacks
(spending Luck on damage), but the player didn’t mind me tinkering
with the traditional thief ’s skills, so I came up this scout variant on the
thief class:
• A scout spends and regains Luck as a thief, and uses a luck die
when spending Luck.
• A scout attacks as a thief but uses the warrior’s crit progression.
• A scout has access to the following thief skills: sneak silently, climb
sheer surfaces, find trap, disable trap, handle poison.
• A scout gains ambush. Ambush works a bit like backstab and
move silently, but it can only be used right before a combat
encounter during a surprise round while a scout is sneaking upon
his enemy (see DCC core rulebook, page 77). A scout suffers a
-1 penalty to his ambush check for each ally going with him. He
also suffers a further penalty on his check based on the heaviest
armor used by his allies (i.e. the highest armor check penalty in the
party). If a scout succeeds at his ambush check, he and every ally
accompanying him gains the benefits of backstab for their next
attacks (i.e. bonus to attack roll and automatic crit).
• A scout gains hide in the wilds. Hide in the wilds works as hide
in shadow but only on natural terrains (e.g. forests, plains, caves,
etc.) and the scout can try to hide allies subject to the modifiers
for ambush checks above. The scout is a master of camouflage and
can hide even in places most people would deem impossible, such
as a plain. The idea here is that scout’s skills are like thief ’s skills
- a thief just does not hide, but they hide perfectly in shadows,
becoming almost invisible; they do not climb a tree or mountain
(anyone can do that), but sheer surfaces, etc. Following that line, a
scout using hide in the wilds is like Aragorn hiding his party in the
Lord of the Rings.
• A scout gains track. The DC for following an easy trail, such as
anything on soft ground, life after a rain or snow is 5. DC 10 is

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used for most tracks on normal terrains, like forest, plains, deserts
mountains, etc. If a scout is trying to find tracks on hard terrains
like deserts or streambeds, or when the followed party is trying
to hide its tracks, the DC is 15. Really hard or almost impossible
tracks, like trying to find tracks after a snow or heavy rain, or in
bare rock, are DC 20. If a scout beats the DC by 5 or more, the
judge is encouraged to provide additional details (Aragorn-style)
like “It is a group of six orcs, bearing two prisoners, and the orcs are
bickering among themselves because they’re short on food”.
•
A scout gains set trap. Ok, here we are entering non-OSR
mechanics, so please bear with me. The entire idea of the set trap
skill is that a scout always checks and prepares any place where
the party stays for longer than 1d4 hours (or where the party
decides to set camp). As always, the judge has the final word. If the
prerequisites are met, during any combat in those places, a scout
can spend 1 Luck point to declare that he had set a trap just where
an enemy or monster is. A scout makes a special attack roll using
his set trap skill bonus (this is a free action). If he hits, the target
must succeed at a Reflex save vs. the set trap result, or suffer 1d6
points of damage. The scout can spend more Luck points before
the target rolls his save to increase the DC of the trap or damage,
with 1 point of Luck spent adding +1 to the trap’s DC or 2 points of
Luck spent to add +1d6 to the damage. Instead of dealing damage,
the trap can have other effects like entangling the target; these
special effects are adjudicated by the judge and can increase the
Luck cost.
• A scout can use sneak silently to benefit his allies, like ambush and
hide in the wilds above.
• Finally, because the scout only use some of the thief ’s skills, every
scout (no matter his alignment) follows the path of the boss bonus
progression (i.e. the lawful thief progression).

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SCOUT CLASS
CRIT DIE/
LEVEL ATTACK ACTION DIE LUCK DIE REF FORT WILL
TABLE

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1 +0 1d12/III 1d20 d3 +1 +1 +0

2 +1 1d14/III 1d20 d4 +1 +2 +0

3 +2 1d16/IV 1d20 d5 +2 +1 +1

4 +2 1d20/IV 1d20 d6 +2 +2 +1

1 – 58
5 +3 1d24/V 1d20 d7 +3 +2 +1

6 +4 1d30/V 1d20+1d14 d8 +4 +2 +2

7 +5 1d30/V 1d20+1d16 d10 +4 +3 +2

8 +5 2d20/V 1d20+1d20 d12 +5 +3 +2

9 +6 2d20/V 1d20+1d20 d14 +5 +3 +3

10 +7 2d20/V 1d20+1d20 d16 +6 +4 +3


SCOUT SKILLS
Skill 1 2 3 4 5 6 7 8 9 10
Ambush +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Sneak silently* +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Hide in the +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
wilds*
Track† +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Climb sheer +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
surface*
Find trap† +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Disable trap* +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Set trap* +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Handle poison +0 +1 +2 +3 +4 +5 +6 +7 +8 +9

* The scout’s Agility modifier, if any, also modifies checks for these skills.
† The scout’s Intelligence modifier, if any, also modifies checks for these skills.

SCOUT TITLES
Level Lawful Chaotic Neutral
1 Guide Bandit Hunter
2 Runner Brigand Wanderer
3 Forester Marauder Explorer
4 Patroller Highwayman Pathfinder
5 Ranger Freebooter Warden

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Volume 1 Credits

Contributing Authors
Jason Morgan, José Luiz Tzi, James A. Pozenel, Jr.,
Randy Andrews, Reece Carter, Aron Clark & Ethan Miller,
Marc Elsenheimer, Dieter Zimmerman, R.S. Tilton

Contributing Illustrators
Karim Glue, Danny Prescott, David Fisher, Stefan Poag,
SGT Dave, Maike Gerstenkorn, Dan Domme, Clayton Williams

GFA 2018 Cover Art


Doug Kovacs
GFA 2018 Title Page Art
Marc Radle
GFA 2018 Editors and Proofreaders
Rob Brennan, bygrinstow, Aron Clark, Jarrett Crader, Cory Gahsman,
Keith Garrett, Tony Hogard, Anne Hunter, Aaron Koelman,
Shane Liebling, Russell Mirabelli, Patrick Munkacsy, James Pozenel,
Danny Prescott, Jeff Scifert, Jim Skach, José Luiz Tzi,
Rev. Dak J. Ultimak, Shyloh Wideman, Paul Wolfe,
and the GFA community proofreaders
GFA 2018 Printing Offset Contributors
Julian Bernick, Eric Betts, Daniel Bishop, Bob & Jen Brinkman,
Michael Bolam, Silver Bowen, bygrinstow, Tim Callahan, José Luiz
Ferreira Cardoso, Aron Clark, Hector Cruz, Tim Deschene,
Jason Fritz, Jeff Gilbert, Paul Gyugyi, John Hess, Kevin Heuer,
Edgar Johnson, Jacob Jorgensen, Shane Liebling, Elias Liquori,
Mark Maloney, Jon Marr, Juergen Mayer, Keith Nelson,
Diogo Nogueira, Terry Olson, Christian Ovsenik, Jim Skach,
Kim Swanson, Joan Troyer, Matthew Weeks, Shyloh Wideman,
David York, and the anonymous patrons of the GFA community
GFA 2018 Creative Vision & Direction, Layout, and Graphic Design
Doug Kovacs, Jon Hershberger, Harley Stroh,
Matt Hildebrand, Michael Jones, Shyloh Wideman,
Clayton Williams, Marc Bruner
1 1- –6060

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Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
The 2018 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine

Written, Illustrated, Edited and Produced by


the DCC RPG G+ Community

NEW PATRONS
VOLUME 2 OF SEVEN BOOKLETS

This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games.
All rights reserved. For additional information, contact info@goodman-games.com.

Each article, art & associated material, belongs to their respective artists & authors. If you would
like to include, copy or use a derivative of the work, please contact the original creator.

Alexander Peebles (Order #42932488)


Table of Contents

Volume 1: New Class Explosion!

Bardic Rocker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 4
Berserker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 9
Faerie Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 13
Goat’o’war . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 28
Gongfarmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 31
Kith of Kingspire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 34
Lycanthrope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 38
Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 44
Quantum Traveler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 47
Sage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 51
Scout (A Thief Variant) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 55

Volume 2: New Patrons

The Benighted Pleomorphic Prion from Beyond . . . . . . . . . . . . . . 2 - 4


The Demon: The God of Thunder, Doctor Love . . . . . . . . . . . . . 2 - 21
The Two Faced Horned God . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 30
The Order of the Knights of the Singularity . . . . . . . . . . . . . . . . . 2 - 47
The Rope, God Assassins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 51

Volume 3: Monsters, Monsters!

Alternate Familiars for North American Wizards . . . . . . . . . . . . . 3 - 4


Dogs of War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 11
Blood Rat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 16
Harringo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 17
Fey Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 18
Bone Ghost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 23
Messengers of the Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 24
Pill Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 30
Engossiphar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 31
Book of Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 32
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Sword-Armed Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 33
Mountain Lion Varieties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 34
Plant Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 46
Octobear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 52
Sun Jelly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 53
Wilderness Encounter Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 54

Volume 4: New Rules

The Maker’s Mark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 4


Uncommon Alignments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 9
Alternate Character Creation and Technology Rules for MCC . . 4 - 11
Getting Ideas from Birth Augurs . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 41
Mercurial Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 56

Volume 5: New Adventures

The Endless Chasm of Zaxxyn . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 4


The Heist of the Royal Jewels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 23
Death Aquatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 29
Tombspire of the Silver Sun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 48

Volume 6: Trench Crawl Classics Special

Germany, U.K., and U.S. – Army Organizations, Firearms, and


Fighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 4
Solder Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 16
Trench Crawl Classics Character Sheet . . . . . . . . . . . . . . . . . . . . . 6 - 26
Tears of the Rusalka: A 0-Level TCC Funnel . . . . . . . . . . . . . . . . 6 - 27
Witch Cult of the Ardenes: A 0-Level DCC and TCC Funnel . . 6 - 37

Volume 7: 2018 Master Zine Index

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Volume 2 Credits

Contributing Authors
J. Stuart Pate, Jason Morgan, Eric Betts, Tony Hogard

Contributing Illustrators
Dan Domme, SGT Dave, Colin Mills, bygrinstow, Billy Longino,
artwork copyright William McAusland, used with permission

GFA 2018 Cover Art


Doug Kovacs
GFA 2018 Title Page Art
Marc Radle
GFA 2018 Editors and Proofreaders
Rob Brennan, bygrinstow, Aron Clark, Jarrett Crader, Cory Gahsman,
Keith Garrett, Tony Hogard, Anne Hunter, Aaron Koelman,
Shane Liebling, Russell Mirabelli, Patrick Munkacsy, James Pozenel,
Danny Prescott, Jeff Scifert, Jim Skach, José Luiz Tzi,
Rev. Dak J. Ultimak, Shyloh Wideman, Paul Wolfe,
and the GFA community proofreaders
GFA 2018 Printing Offset Contributors
Julian Bernick, Eric Betts, Daniel Bishop, Bob & Jen Brinkman,
Michael Bolam, Silver Bowen, bygrinstow, Tim Callahan, José Luiz
Ferreira Cardoso, Aron Clark, Hector Cruz, Tim Deschene,
Jason Fritz, Jeff Gilbert, Paul Gyugyi, John Hess, Kevin Heuer,
Edgar Johnson, Jacob Jorgensen, Shane Liebling, Elias Liquori,
Mark Maloney, Jon Marr, Juergen Mayer, Keith Nelson,
Diogo Nogueira, Terry Olson, Christian Ovsenik, Jim Skach,
Kim Swanson, Joan Troyer, Matthew Weeks, Shyloh Wideman,
David York, and the anonymous patrons of the GFA community
GFA 2018 Creative Vision & Direction, Layout, and Graphic Design
Doug Kovacs, Jon Hershberger, Harley Stroh,
Matt Hildebrand, Michael Jones, Shyloh Wideman,
Clayton Williams, Marc Bruner

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The 2018 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine

Written, Illustrated, Edited and Produced by


the DCC RPG G+ Community

MONSTERS, MONSTERS!
VOLUME 3 OF SEVEN BOOKLETS

This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games.
All rights reserved. For additional information, contact info@goodman-games.com.

Each article, art & associated material, belongs to their respective artists & authors. If you would
like to include, copy or use a derivative of the work, please contact the original creator.

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Table of Contents

Volume 1: New Class Explosion!

Bardic Rocker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 4
Berserker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 9
Faerie Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 13
Goat’o’war . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 28
Gongfarmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 31
Kith of Kingspire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 34
Lycanthrope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 38
Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 44
Quantum Traveler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 47
Sage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 51
Scout (A Thief Variant) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 55

Volume 2: New Patrons

The Benighted Pleomorphic Prion from Beyond . . . . . . . . . . . . . . 2 - 4


The Demon: The God of Thunder, Doctor Love . . . . . . . . . . . . . 2 - 21
The Two Faced Horned God . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 30
The Order of the Knights of the Singularity . . . . . . . . . . . . . . . . . 2 - 47
The Rope, God Assassins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 51

Volume 3: Monsters, Monsters!

Alternate Familiars for North American Wizards . . . . . . . . . . . . . 3 - 4


Dogs of War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 11
Blood Rat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 16
Harringo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 17
Fey Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 18
Bone Ghost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 23
Messengers of the Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 24
Pill Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 30
Engossiphar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 31
Book of Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 32
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Sword-Armed Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 33
Mountain Lion Varieties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 34
Plant Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 46
Octobear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 52
Sun Jelly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 53
Wilderness Encounter Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 54

Volume 4: New Rules

The Maker’s Mark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 4


Uncommon Alignments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 9
Alternate Character Creation and Technology Rules for MCC . . 4 - 11
Getting Ideas from Birth Augurs . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 41
Mercurial Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 56

Volume 5: New Adventures

The Endless Chasm of Zaxxyn . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 4


The Heist of the Royal Jewels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 23
Death Aquatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 29
Tombspire of the Silver Sun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 48

Volume 6: Trench Crawl Classics Special

Germany, U.K., and U.S. – Army Organizations, Firearms, and


Fighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 4
Solder Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 16
Trench Crawl Classics Character Sheet . . . . . . . . . . . . . . . . . . . . . 6 - 26
Tears of the Rusalka: A 0-Level TCC Funnel . . . . . . . . . . . . . . . . 6 - 27
Witch Cult of the Ardenes: A 0-Level DCC and TCC Funnel . . 6 - 37

Volume 7: 2018 Master Zine Index

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ALTERNATE FAMILIARS FOR
NORTH AMERICAN WIZARDS
By Anne Hunter
https://diyanddragons.blogspot.com

When a wizard in a North American setting casts find familiar,


they don't summon one of the entities from the DCC core rules.
Instead, they summon a familiar spirit from the local
territories. Lawful familiars in North America mostly take the
guise of domesticated animals and animals that form civilized
communities. Neutral familiars mostly appear as wild animals
whose very existence symbolizes the frontier in the minds of
city-dwellers. Chaotic familiars dress themselves in the guise
of pests, vermin, and decay.

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These familiars are usable in any DCC campaign that takes
place in a North American setting, whether it's the Dark
Territories and town of Brimstone from Carl Bussler and Eric
Hoffman's Black Powder Black Magic, the Shudder Mountains
from Michael Curtis' The Chained Coffin, the Trails of David
Baity's Dark Trails, Our World from Diogo Nogueira's Lost
World setting, the Crawling Revolution led by James Walls'
Revolutionary Crawl Classics occupations, the Esoteric America
watched over by Michael Curtis' Secret Antiquities patrons, or
any similar locale.

As in the DCC core rules, if the familiar has an ability and no


modifier is listed, the wizard gains a +4 bonus to use that
ability. I imagine fey familiars as being child-sized or waist-
height, but looking so elfin and otherworldly that they'd never
be mistaken for a human child.

North American familiars are an itinerant sort. At the judge's


discretion, either at the beginning of each session, or each time
the wizard gains a level, their previous familiar departs and a
new one comes to take its place. This could be the original spirit
taking on a new physical configuration, wanderlust causing
one spirit to move on and another to replace it, or a regular
shift-change between punch-clock geists. The wizard enjoys a
different master's benefit each time their familiar changes
(besides, what fun is a table with 72 entries if you only get to
see one of them?).

Note: Most of the entries below originally appeared in the article


"Familiars of the Dark Territories" in Black Powder, Black Magic,
volume 4. Lawful entries 7, 10, 17, and 20, Neutral entrees 12, 13,
19, and 21, and Chaotic entries 12, 14, 16, and 19 originally
appeared in the post "Pseudo-Preview of BPBM4" on the DIY &
Dragons blog.

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TABLE: Familiar Physical Configuration (And Master's Benefit)
1d24 Lawful Neutral Chaotic
1 White cat (move very silently) Gray cat (move very silently) Black cat (twice per session, impose -
1 penalty on opponent's roll)
2 Hound dog (all followers, retainers, Possum (+1 to recovering the body Raccoon (ability to pick pockets as a
etc. receive +2 to morale checks) checks for caster and familiar) chaotic thief of same level)
3 Miniature horse ("spooked" feeling Badger (+1 melee damage) Weasel (supernatural ability to
warns caster of surprises) squeeze into tight places)
4 Miniature long-horned steer (+2 hit Miniature stag deer (+1 Personality) Porcupine (anyone grappling or
points) dealing melee damage to caster
takes 1 damage from quills)
5 Miniature blue ox (+1 Stamina) Miniature bison (+1 AC) Polecat skunk (immune to nausea
and stench)
6 Prairie dog (excellent hearing) Gray Wolf (extraordinary sense of Coyote (+1 Agility)
smell)
7 Groundhog (caster knows Miniature mountain lion (+1 Strength) Tiny python (extraordinary sense of
upcoming weather each morning) smell)

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8 Beaver (swim speed 20') Miniature grizzly bear (+1 to melee Tiny rattlesnake (melee bite attack
attacks and melee damage) deals poison: DC 16 Fort save or
temporary loss of 1d6 Stamina)
1d24 Lawful Neutral Chaotic
9 Yellow miner's canary Toad (ability to hold breath underwater Miniature alligator (successful melee
(supernatural ability to detect traps for 20 minutes) attack grapples opponent,
and hazards) automatically deals 1d6 damage per
subsequent round)
10 Pigeon (caster can ‘home in’ on Gecko lizard (climb speed 10') Bat (excellent hearing)
route out of dungeon or back to
town)
11 Cock rooster (loud, commanding Desert tortoise (+2 AC, movement 20') Miniature buzzard vulture (caster is
voice) able to safely eat spoiled food)
12 Barn owl (ability to see at night as Armadillo (caster is proficient with Black swan (once per day, caster can
well as during day) shields, suffers no spellcheck penalty reroll any natural 7, and once per
from carrying a shield, can shield-bash day, caster can reroll any natural 13)
as a dwarf)
13 Red-tailed hawk (excellent vision) Mockingbird (caster is able to speak 1 Giant millipede (climb speed 10')
additional random language)
14 Bald eagle (excellent vision) Whip-poor-will (beautiful, haunting Giant maggot, transforms into giant
singing voice) black housefly during combat (‘skin
crawling’ feeling alerts caster to

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presence of disguises and
shapeshifters)
1d24 Lawful Neutral Chaotic
15 Giant ant (+1 to all attempts at ESP, Crow (uncanny ability to detect Tarantula spider (melee attack deals
scrying, etc.) gemstones and shiny objects) poison: DC Fort save or temporary
loss of 1 Agility)
16 Giant honey bee (melee attack deals Wild turkey (excellent at hiding in Giant mosquito (bite attack deals
poison: DC 12 Fort save or forest) 1d4 damage and heals wizard of 1
temporary loss of 1 Strength) hit point)
17 Child-sized scarecrow (opponents Giant grasshopper (once per day, caster Tiny black scorpion (+2 to Fort saves
are -2 to morale checks) can leap 10' vertically or 20' versus poison)
horizontally)
18 Miniature covered wagon (1/day, Will-o-the-wisp (familiar acts as candle- Miniature skeletal horse (+1 to all
the caster can ‘find’ a single low- light in darkness) attempts at planar communication
cost mundane item in their pack) or travel)
19 Miniature train engine (movement Tumbleweed (caster can withdraw from Miniature black stagecoach with
40') melee combat without opening large glass windows revealing
themselves to a free attack) casket inside (+1 AC and +1 saving
throws versus undead)
20 Fey school-teacher wearing glasses Fey wilderness scout, dressed in leather Beautiful fey saloon dancer with
and elbow-patched tweed jacket, suit and raccoon cap (uncanny ability to skin flayed from her back, dressed in

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never speaks, communicates using find paths and know direction) can-can outfit (+2 Personality)
writing slate (caster can attempt to
read any unknown language as
lawful thief of the same level)
1d24 Lawful Neutral Chaotic
21 Fey Catholic priest, dressed in black Fey woodcutter wearing plaid shirt, Fey tattooed lady, dressed in
robe with white collar (one of carrying axe (+1 to attack and damage bathing suit, covered in ink showing
caster's known spells is replaced by against plants and fungi) Patron's motif (+1 to spellcheck of
a random cleric spell) random spell)
22 Fey soldier in blue-coat US Army Fey card-sharp, dressed in gambler's Fey hanged man (grants an extra life
uniform (caster is proficient with all finery, carries tarot deck (+2 Luck that - the first time caster dies, the
weapons) restores each night if used, similar to a familiar dies instead, and caster is
thief's recovery of Luck) restored to full hit points, less the
consequence of familiar dying)
23 Mysterious fey figure dressed in Dust-devil cyclone (1/day, after hitting Child-sized human skeleton (+1
gunfighter's outfit, mouth covered their first opponent in combat, the damage to undead and +1 damage
by bandana, never speaks (+1 to caster can continue making attacks from necromancy)
initiative and to all missile attacks) against new opponents using the same
weapon and action die, until missing an
attack or running out of opponents)
24 Tiny feather-winged angel wearing Tiny elemental (+1 to all saves and Tiny bat-winged red devil, face
white robe, face identical to caster's, checks related to that element. Roll 1d10 identical to caster's, speaks up
speaks up whenever caster is to determine element: (1) earth; (2) air; whenever opportunity arises to

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tempted to disobey interests of (3) fire; (4) water; (5) dust; (6) fog; (7) tempt caster to advance Patron's
patron (+1 to saving throws versus ice; (8) lightning; (9) mud; (10) exotic interests (+1 to all saving throws
chaotic magic and supernatural element such as gold, silver, gemstones, versus Lawful magic and
effects) demon ore, etc.) supernatural effects)
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DOGS OF WAR
Rules for Man’s Best Friend in DCC or MCC
By Christian Ovsenik

In a medieval setting dogs serve several functions: guardians,


hunters, herders, and companions. An adventurer in Dungeon
Crawl Classics can employ a dog for some of those functions.
Dogs require some meat in their diet, so peasants aren’t likely
to own one. Perhaps a funnel peasant may have a dog, perhaps
it belonged to family, to the village itself (or even to his
lord…houndmaster is a neat new occupation if your judge
allows it). An adventurer, though, could probably afford one.
Dogs are dangerous in combat and because of their
unparalleled loyalty, true allies to their owners.

Dogs are even more important in a setting like Mutant Crawl


Classics. Because of the sparse population of a post-apocalyptic
world, mutants and the odd flora and fauna, dogs are great
allies. They also won’t double cross their owner or talk back.
Wild packs of feral dogs are a common trope in a post-
apocalyptic setting, regressing from their domesticated origins
before the Doomsday. The smartest, or friendliest, among
those dogs may retain some of their loyalty and desire some
human companionship (and easy food).

Tips for using dogs at the table: Not everyone feels the same about
pets as they do about humans. It might be funny to funnel humans in
a DCC game, laughing as they die gruesome deaths. Some people do
not feel that way about pets. If that is the way someone feels at your
table, you may want to adopt special rules for deaths regarding dogs.
One option is allowing them to use the recovering the body rule (DCC
RPG rulebook page 93) to check if their dog is alive – but the pet has
to retire from adventuring after suffering such a grievous wound.
Clerics can use their lay on hands ability to heal wounded dogs, and
dogs bleed out just like PCs do (in two turns because they have 2 hit
die). Or you could just advise your players that, if they don’t want
their dogs to die, they shouldn’t put them in harm’s way.

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Dogs of War

Dog, domesticated: Init +2; Atk bite +2 melee (1d3); AC 12; HD


2d3; MV 40’; Act 1d20; SV Fort +3, Ref +2, Will +2; AL L.

A PC can choose the size of his dog or roll 1d6 on the following
table:

TABLE: Dog Size


1d6 Size Benefit
1-3 Small/medium (5-40 pounds) +1 AC
4-6 Large (41+ pounds) +1d2 hit points

A PC can choose the appearance of his dog or roll 1d20, 1d3


times, on the following table:

TABLE: Dog Appearance/Behavior


Roll Appearance/Behavior Roll Appearance/Behavior
1 One eye missing 11 Very old dog
2 Barks more than usual 12 Sniffs CONSTANTLY
3 One leg missing 13 Really long fur
4 Very skittish – always 14 Loves to swim
on guard
5 Underbite/overbite 15 Different colored eyes
6 Welcomes strangers 16 Picky eater
7 No tail 17 Never leaves owner’s
side
8 Howls at night 18 Hairless
9 Very large ears 19 Hardly ever barks
10 Tries to herd friendly 20 Expert climber
folks

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Upkeep cost: Dogs are able to forage for themselves, but
allowed people to domesticate them because we feed them so
well. In Dungeon Crawl Classics, a dog cost 5 cp/week to feed
if they do not forage (in Mutant Crawl Classics dogs do not
have the luxury to choose). Forage checks are up to the judge
but usually involve a Luck check from the dog’s owner.

Training: At the time a PC acquires a dog, he can pay to have


it trained. Dog trainers are usually found in large cities or
castles. In a post-apocalyptic setting, a dog might be trained by
a manimal or a shaman. For 10 gp a dog can be trained with
1d3 ‘tricks’ (in post-apocalyptic settings, a PC has to bargain or
do something in exchange for having his dog trained). Roll 1d6
for each trick:

TABLE: Dog Tricks


1d6 Trick
1 Attack dog: +1 to hit.
2 Tracker: Add +3 to Intelligence checks made to track.
3 Light sleeper: Has a 50% chance to wake up when party is
approached at night, even if they are sneaking silently.
4 Stealthy dog: Can roll sneak silently checks at +3.
5 Trap sniffer: Can roll find trap checks at +3.
6 Retriever: Can retrieve an object it can carry in its mouth.

Dog morale: Man’s best friend is not likely to abandon its


owner except in dire circumstances. Dogs take morale checks
at the judge’s discretion by making a DC 5 Will save.

Rules for dogs: Dogs move with their owners - when a PC uses
a move action, her dog may move with her. The owner can then
use one of her action die to give their dog a command - attack,
grab an object, etc. In this way the dog acts on their owner’s
initiative. It only needs to roll its own initiative if it is acting on
its own, away from its owner.
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Equipment: A PC can buy equipment for a dog. It can wear
one piece of equipment. Barding costs more for dogs because
of the specialized nature of the armor.

TABLE: Dog Equipment


Item Benefit Cost
Hide/leather +2 AC 40 gp
barding
Metal barding +4 AC 160 gp
Saddle bags Carrying capacity greatly increased 10 gp

Make it weird: Dungeon Crawl Classics and Mutant Crawl


Classics are both more fun when they’re weird. Roll 1d12 on
the following table to make your dog weird:

TABLE: Weird Characteristics


1d12 Weird Characteristic
1 Dog can talk in simple, one word sentences.
2 Clockwork/robot dog (like Archimedes or K-9). The dog
is immune to mind altering spells and it doesn’t need to
eat.
3 Dog has a fish tail; it is capable of swimming at a high
speed.
4 Bug dog. A large bug that thinks it's a dog. Add +1 AC.
5 Demon dog. The dog is a demon serving a patron, or a
wireless dog connected to a patron AI. It has its own
motivations and will try to influence its owner.
6 Un-dead dog. The dog is a zombie, or a skeleton. It can
‘die’ in the sense that it can have its body destroyed. It is
immune to mind altering effects. However, it is subject to
a cleric’s turn undead ability.
7 The dog has a hard shell like a turtle (it can retreat inside
of it). +2 AC (+6 when the dog retreats).

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1d12 Weird Characteristic
8 Two-headed dog. +1d to damage.
9 Teleporter. When moving the dog will teleport up to
20’/round.
10 Breath weapon. The dog can make a ranged attack once
per day against one target (requires a command - and
action die - from its owner), doing 1d6 damage of
elemental, radiation, poison, etc. damage (judge’s call).
11 Psychic link. The dog can communicate with its owner in
simple one word sentences via a psychic link at a range up
to 1/2 mile.
12 Horns/spikes. The dog has either horns on its head or
spikes on its body. +1d to damage.

Appendix M for Dogs of War

Fallout: Dogmeat is a companion to the player character in the


Fallout series.

A Boy and His Dog: A post-apocalyptic flick from the 1970s


about Don Johnson and his telepathic dog.

The Road Warrior: “Mad” Max Rockatansky has a canine


companion in the second movie in the Mad Max series.

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BLOOD RAT
By Jon Hook

Blood rat: Init +4; Atk bite +2 melee (1d4 +1 plus blood drain);
AC 14; HD 1d6+3; MV 30’ or climb 20’; Act 1d20; SP blood
drain (automatic 1d4 dmg per round after bite); SV Fort +4, Ref
+4, Will -1; AL N.

Blood rats are hairless creatures with tough leather skin. They
have large black orbs for eyes and a circular lamprey-like
mouth. Blood rats have a gland highly sought after by wizards,
for it contains a secretion that is vital in the creation of the
vampirism potion, (per 3rd level wizard spell, make potion).

TABLE: Vampirism Potion


Potion Mini- Special Effect
mum Ingredient
DC
Vampirism 22 Blood rat Imbiber gains the ability to
gland heal lost hit points by
drinking the life blood of
another. Every 2 hit points
drained from the victim
heals 1 hit point for the
imbiber. The imbiber gains
vampire fangs for 2d4 turns.
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HARRINGO
By Jon Hook

Harringo: Init +1; Atk


kick +1 melee (1d6),
acid breath -2 missile
fire (3d4/2d4/1d4);
AC 12; HD 6d8;
MV 50’ or jump 20’;
Act 1d20; SP breath
weapon (cone, width
1d4x3’, length 1d3x3’,
the acid does 3d4 on
the first round, then it
automatically inflicts
2d4 the following
round, and another
1d4 the round after
that, DC 13 Fort
save for half
damage); SV
Fort +3, Ref +4,
Will +4; AL C.

A harringo is the grotesque amalgamation of an old crone, a


reptile, and an ostrich. This 12’ tall beast has 7’ long legs and a
3’ long neck. The she-creature is covered in pale green scales
and long black feathers on its head, wings, and back. Harringos
are flightless birds, but they are swift runners; their incredibly
strong legs also allow them to make amazing leaps. Harringos
can use their breath weapon once a day; they typically use it
on their prey once they have wounded it enough to hold it
down on the ground with one foot. It then dips her head down
to vomit acid on their helpless prey, but it can be used as a true
breath weapon if need be.

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FEY BESTIARY
By James A. Pozenel, Jr.

Reproduced here for the Dungeon Crawl Classics G+ Community are


a collection of monsters developed for FAE HARD, a 0 level funnel
published by Shinobi 27 Games.

Bean-Fionn aka Jenny Greenteeth

Bean-fionn: Init +4, Atk claws +4 melee (1d4); AC 16; HD 6d10;


MV 30’ or 60’ swimming; Act 2d20; SP grapple +10; drowning;
water breathing; SV Fort +3; Ref +4; Will +6; AL C.

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A bean-fionn (ban-shoan), which literally means "white
woman", is a watery, female faerie dressed in a white gown
who typically lives at the bottom of dark lakes or rivers where
drownings have repeatedly occurred.

Sometimes called “Jenny Greenteeth” or the “Greentoothed


Woman”, she is said to drag children beneath the water. People
take care to avoid such infamous bodies of water and children
are repeatedly warned about these evil water faeries. Their
lairs are typically in the deepest part of a body of water or else
at a stagnant, swampy shoreline overgrown with river foliage.
Bean-fionn often have green lips, nails and/or teeth. Their
veins can spider across their bodies with a dark green hue
beneath pale white skin. They have long, sinewy arms and an
appearance of an old hag or corpse, but they can also appear
mild or beautiful depending on their nature.

Bean-fionn only attack from water and usually attempt to do


so by surprise. The victim is typically engaged in some other
activity (bathing, refreshing themselves, fetching water, etc.)
when she grapples with both hands and attempts to pull them
down into the water. Once a bean-fionn has a victim they
retreat from combat to drown their prey. For each round a
victim starts underwater, they must succeed in a DC 16
Stamina check. When the first check fails, the target is
drowning. Once drowning, the creature loses 1d6 points of
Stamina per round. Breaking the grapple and returning to the
surface is the only way to stop drowning.

Bean-fionn can also grant the ability to breathe water to up to


ten creatures. This does not protect their belongings or
improve their movement rate underwater nor does it make
them unable to breathe air. The duration is indefinite as long
as the beneficiaries are within 50’ of the bean-fionn and fades
after an hour without her proximity.

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Ballybog

Ballybog: Init +2; Atk claw -1 melee (1) or mud jet +1 missile
fire (blindness); AC 12; HD 1d4; MV 20’; Act 1d20; SP mud jet;
SV Fort +1, Ref +4, Will -2; AL C.

Ballybogs are mud-covered creatures of very small size. Their


bodies are almost completely round, with their heads rising
from their bulbous bodies without benefit of necks. They have
long spindly arms and legs which look too thin and weak to
support their weight. These faeries can be helpful or baneful,
but are usually so unintelligent that it is hard to determine their
temperament. Typically, they do not speak, instead relying on
grunts and slobbering.

Ballybogs live at or near peat bogs. They are relatively


harmless, but quite unpleasant. Their function and purpose
has never been ascertained, though some believe that
ballybogs are guardian spirits of bogs.

Ballybogs attack initially with mud jets which force their victim
to make a DC 10 Ref save or be blinded until they spend an
action clearing their eyes. After the initial blindness, the
ballybogs attack by scratching and clawing.

Boobrie

Boobrie: Init +2; Atk bill +3 melee (1d10) or claws +0 melee


(1d4); AC 13; HD 1d8; MV 40’ flying or 30’ swimming, Act
1d20; SP water dependent, shape change; SV Fort +1, Ref +2
Will +1; AL C.

The boobrie (boo-bree) is a water bird about a foot high which


can either swim in or fly over water. This faery is water-bound
and cannot come onto land without destroying itself.

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Boobries have black
feathers and a huge bill
extending out about
three feet from its body,
which it uses to catch
fish when meat is not
available. It has a large,
sharp claws which often
resemble disfigured
human hands.

The boobrie often preys


on ships transporting
sheep and cattle, which
are its favorite foods. It
mimics the sound of a
particular animal's
young to lure it to the
side of the ship, where it
is captured in the long
talons and dragged
underwater. When
thwarted in its quest for
meat, its cries of anger sound like those of an enraged bull.

Boobries attack primarily with their bill. If their target is on


land, they speed to the water’s edge and transform into water
horses. They rear up and strike with their hooves (Act 2d20,
Atk +1 melee (1d4)) while maintaining physical contact with
the water. If their bodies are ever wholly over land, boobries
twist and convulse until they explode into a harmless spray of
water.

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BONE GHOST
By Jon Hook

Bone ghost: Init +2; Atk


chill touch +4 melee (1d4
pts of damage, plus 1d4
pts of Strength loss), or
soul stare (see below);
AC 10; HD 2d12+2; MV
fly 40’; Act 1d20; SP un-
dead traits, immune to
non-magical weapons;
SV Fort +4, Ref +6, Will
+3; AL C.

Bone ghosts are created


when a wizard, aspiring
to become a lich in his
afterlife, steals a bone
from a recently deceased
individual and uses it in an arcane ritual. The wizard who took
the bone may or may not have completed his transformation
into a lich, but he still has possession of the dead man’s bone.
The spirit of the recently deceased whose bone was defiled is
forever doomed to walk the earth as a bone ghost, unless his
missing bone can be returned to him. Adventurers who are
able to reunite a bone ghost with his missing bone are able to
successfully lay a bone ghost to rest, earning XP for defeating
the bone ghost and a +1 Luck bonus for restoring a bit of
harmony in the universe.

A bone ghost has the ability to look within a person and assault
their soul directly. When a bone ghost attempts a soul stare, it
can make no other attacks that round. The bone ghost does not
need to lock eyes with its victim, for it is looking beyond the
adventurer’s mortal flesh. The selected victim of a soul stare
must succeed at a DC 16 Will save or lose 1d10 Luck.
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MESSENGERS OF THE GODS
By James A. Pozenel, Jr.

“Gods do not soil themselves with deeds. That requires angels.”


- Delirium’s Mistress, Tanith Lee.

Deities often use intermediaries to communicate directly with


their worshipers and priests. Only the most fervent and
powerful among a deity’s clergy have any hope of interacting
with their godhead directly. Akin to mortal concepts of angels
or demons, messengers play the role of emissaries for the gods
to whom they serve. Messengers are often tasked with
conveying their master’s desires, performing miracles for the
faithful, and answering prayers.

Below are three example messengers or angels for use in your


campaign. Use them as rewards if a cleric has done something
great or meaningful in the eyes of their god. Use them to give
clues or provide adventure hooks. Or perhaps they answer the
cleric’s requests for divine aid, appearing from nowhere to mete
out the god’s response.

Messengers could even function as guardian angels for clerics


or demi-patrons for wizards. The enterprising judge could
make divine aid tables for each messenger or provide invoke
patron spell check results to either clerics or divinely inspired
wizards. Both volumes of Angels, Daemons and Beings Between
have several patrons with religious angles to them (e.g. -
Lavarial, Trisdeus, Lumgolit, etc.). Their invoke patron results
could be leveraged as the judge sees fit to flavor the cleric’s
relationship with their guardian angel and god.

Messengers outlined here are intended to be a companions and


spirit guides to your players’ clerics. They provide a way for
you to interact with a character and still maintain a level of
aloofness by the gods.

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Messenger of Klazath, God of War

Suthaarven (type VI demon of Klazath): Init +10; Atk knife


hands +16 melee (4d8+4); AC 22; HD 15d12; MV fly 60’; Act
4d20; SP phlogiston disturbance, spells (+8 spell check):
scorching ray, control fire, righteous fire, demon traits; SV Fort
+12, Ref +16, Will +14; AL L.

Suthaarven appears to its charges as a floating 8’ diameter ring


of blue flame. Around its entire circumference ten tentacles,
four of which end in knife-like hands, erupt, flicker, and melt
away. The tentacled appendages cycle in this manner
endlessly. In the center of the ring a great face manifests in the
form of flame and smoke. The visage alternates between two
different faces: a rough, scarred old man with bright white
flames for eyes and an eager, proud youth with red metallic
orbs. When it speaks, the sound of ten thousand marching
soldiers can be heard in the background.

Around Suthaarven is a sphere of what appears at first to be a


heat shimmer that extends in a 60’ radius from its body.
Surprisingly, none within feel an additional rise in
temperature. Any spell (clerical or arcane) cast by others
within Suthaarven’s sphere of phlogiston disturbance is
subject to a flat 25% chance of resulting in a generic misfire no
matter what the spell check result (DCC Core Rulebook page
120). Additionally, any time a spell check indicates a fumble, a
phlogiston disturbance occurs and affects everyone within the
60’ radius area of effect (see Table 4-7: Phlogiston Disturbance
on page 103 of the DCC Core Rulebook). Wielders of magic can
passively sense this idiosyncrasy in phlogiston forces with a
DC 18 Intelligence roll.

Faithful servants favored by Suthaarven may be given access


to the 4th level wizard spell control fire for 10 hours. This
blessing is granted 15% of the time during a positive
communion with the being.

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Messenger of Ildavir, Goddess of Nature

Habithid (type VI demon of Ildavir): Init +8; Atk horns +16


melee (4d10+8); AC 22; HD 15d12; MV 60’ or fly 60’; Act 2d20;
SP spells (+10 spell check): animal summoning, wood wyrding,
cause earthquake, weather control, empyreal voice, demon traits;
SV Fort +16, Ref +12, Will +14; AL N.

Habithid appears as a 16’ tall centuaroid with a very narrow


and elongated girth apparently made of tree bark. Its body
resembles that of an elk with a humanoid torso and head. Its
eyes emit white radiant light and from its head a pair of great
goat horns protrude. On its back dragonfly wings twitch and
buzz. Wherever the being steps, nearby plants begin budding
and flowering.

Habithid rarely speaks, relying on telepathic communication


for most conversations. When it does speak, a chorus of animal
noises and sounds of nature erupt in a lush, symphonic voice.
The chords and counter melodies evoke powerful emotions in
those who hear the heavenly mélange of chirps, bleats, roars,
burbles, rustles, and crashes requiring a DC 18 Will save else
begin weeping uncontrollably. Those weeping may still fight (-
1d to attack), move (half speed), and defend themselves (-2
AC). Those who save are misty-eyed and suffer -1 to their
attack and AC. The effects last until Habithid ceases speaking.
Anyone weeping may reattempt the Will saving throw each
round until they succeed.

Mortals favored by Habithid may be given access to the wizard


spells animal summoning and/or nythuul’s porcupine coat. The
ability to cast each spell lasts 1d24 hours and is granted 35% of
the time during a positive communion with the being.
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Messenger of Ahriman, God of Death and
Disease

Korpuz, (type VI demon of Ahriman): Init +7; Atk horns +16


melee (4d10+8) or smoke arms +16 melee (DC 16 Will save or
illusionary battle) or claw +12 melee (dmg 2d8+6); AC 22; HD
15d12; MV 60’ or fly 60’; Act 2d20; SP spells (+10 spell check):
lotus stare, bolt from the blue, turn to stone, affliction of the gods,
vocal assault, molten dung, demon traits; SV Fort +14, Ref +12,
Will +16; AL C.

Korpuz appears to mortals as a sphinx (human head with a lion


body) comprised of dried dung. It stands 4’ high at the
shoulder with its great rotund bulk brushing the floor. From
its head two great antelope horns protrude and its eyes are
stark white with no pupil.

From its chest four arms of smoke writhe. As the arms move, a
din of battle emanates from the smoky tendrils. Those
encircled by its smoky arms must make a DC 16 Will save or
be mentally trapped in a battlefield realm where the skies are
choked with foul smelling smoke and the cries of the dying fill
the air. The ground is wet with blood and littered with arms
and the broken, twisted bodies of the dead. For each round
spent wrapped in Korpuz’s smoky appendages, the victim
suffers a permanent point of Personality damage. They may
attempt to break free with a successful DC 16 Will save each
subsequent round until they reach 0 Personality at which point
they die.

As it moves, Korpuz’s outer skin cracks, ejecting superheated


dung in splatterings that extend out up to 20’ radius. There is
a 20% chance of the molten excrement striking anyone within
the area of effect. If someone is struck, they must make a DC
17 Fort save or suffer a major corruption. Like its master
Ahriman, Korpuz’s voice is a harsh and jarring mental assault.

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All who hear it are compelled to kneel in obeisance unless they
make a DC 15 Will save.

Note: I have opted to give the messengers demon traits (see page
401 of the DCC Core Rulebook). You are free to give them other
traits based on alignment, planar origin, or other criteria, but to
my thinking there is very little difference between the two.

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PILL
BEAST
bygrinstow

Init +0, collide


+3 (1d8+1), roll-
over -2 (1d16+4),
caustic spritz +3
(special), AC 20, HD
4d12+12, MV 20, Act
1d20, SP momentum,
conglobation, Fort +11, Ref
+0, Will +8, AL N
Armadillaedillae, or “pill beast” for
short, is a massive insect-mammal of
the steppes, feeding on coyotes and
vermin, as well as grasses. They commonly
attain a height of 10 to 12 feet, and a maximal length of 30 feet
in rare cases. Generally solitary, they sometimes amass in an area if
feeding is especially good there, gathering in numbers up to the several
dozens, working together when doing so.
They can spray a cloud of caustic mist from their flanks. A
successful Fortitude Save vs. a DC 12 will avoid losing 1d2 Action Dice
from loss of breath and from becoming completely blinded for 1d3
rounds and vision-impaired for another 1d6 thereafter. It generally
sprays this mist out from one side of its bulk or the other, hitting
everyone in melee range on that side. In rare cases, it will spritz from
both sides at the same time, lowering the DC for the Save to 9.
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The Armadillaedillae can curl up
defensively, and can shelter people
or objects within it’s form.
When it does this, its AC
raises to 26, it cannot move
of it’s own volition, and
the only attack left to it is
its caustic spritz, which it
can only employ blindly.
Within its curled form, it
ca n h i d e u p t o t w o
human-sized people and a
small amount of gear, or
the equivalent. Whatever
is inside is protected from
impacts by the pillow-like
underbelly of the huge creature.

ENGOSSIPHAR bygrinstow
Init +3, punch +0 (1d3), sword +5 (1d4+2), net +4 (15’,
entanglement), AC 14, HD 1d20+6, MV 25, Act 1d20, SP -,
Fort +4, Ref +6, Will +5, AL C
Mockingly known as Flea Riders, the Engossiphar have developed
an intense relationship with their armadillaedillae mounts, able to control
them and get miraculous feats out of them.
They are a scavenger peoples, roaming the steppes and surrounding
mountains in search of food and of salvage, often trading with
settlements on the outskirts of the steppe. They have a dry and barbed
sense of humor, and value family and covenant.
When in the saddle, they add +2 to the hit probability and the
damage of the pill beast’s physical attacks as well as increasing their
mount’s speed to a base of 30. They can further increase their speed to 45
at the cost of 1 HD-worth of hp per hour (up to half an hour at no cost).
While riding, they improve their mount’s Reflex Save by +2 and can
choose to act on the mount’s initiative or their own, whichever is more
advantageous to them.
They can get the pill beasts to leap gaps as wide as 40 feet with a
good running start.
Escaping their nets requires a Reflex Save vs. a DC 20, failure
requires a further Save at DC 18, with the Save continuing to lower by 2
each round. However, on a roll of a natural 1 on the Save at any point,
the DC rises by a 1d6 points.
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BOOK OF DOOM bygrinstow
Init nil, Social Attacks: a) attract (special), b) enthrall (Will DC
20), c) obsess (Will DC 18), d) warp (Will DC 16), AC 2, HD 1d14,
MV 0.5, Act 1d20, SP - , Fort +0, Ref +0, Will +18, AL C
The Book of Doom is a sentient-seeming tome of
untold age. It features heavily-foxed gold embossing
on its cover, of a design to grab the eye of
sorcerers and lore-masters and lovers
of the bizarre. Some say
it’s a monster, some say a
trap, and some say an
adventure unto itself.
The Book’s attract attack
will create an enraptured sense of
mystery for the target. The thing they
most want to know is within its pages
somewhere, and the script within will adapt before the book is opened in
order to suggest this very thing.
If the book is acquired by the target and carried around for at least
1d24 hours, the target must roll a Will Save to prevent being enthralled to
the book. Once enthralled, they will not willingly give it up and will
protect it before all other possessions, allies, and family.
An enthralled subject who spends at least 1d10 hours reading the
Book will need to make a Save to avoid becoming obsessed with the Book.
Obsessed characters will neglect other duties and self-care more than
half of the time in favor of reading and rereading the Book to discern its
secrets. They will spend up to 2d50+50 gold per week on rare scrolls,
esteemed sages, and other sources of ancient and obscure information, in
order to help them decipher the Book. At this point, Judges should be
providing tidbits of information and lore to the character, based on their
chosen interest when picking up the Book of Doom. Also, adventure
seeds can be planted in this way.
Those obsessed with the Book spending more than 100 hours
reading and researching the Book, along with an expense of 200 gold or
more, risk becoming warped by the Book. Failing the Save, each
additional week spent pouring over the Book, will incur a random
Corruption, or a similar effect as determined by the Judge (perhaps
related to the nature of the study). Readers should continue to get useful
information out of the Book.
The Book can easily contain information on a Patron or Patrons, as
chosen by the Judge, including the Patron Bond process for each Patron.
The Book of Doom can only use its Action Die and it’s movement
when not being observed.
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SWORD-ARMED DEMON bygrinstow
Init +2d4, sword-arm +2d4 (same 2d4 result, crit on
natural 16+), AC 18, HD 6d8+12, MV 35, Act 1d24+1d20,
SP immune to mundane weapons, sever anything, Fort
+12, Ref +5, Will +9, Crit M/d30, AL C
These bastards have swords for arms. Anything without
hp that they try to cut through, the Judge should assign a value of
from 1 to 10, 10 being the most impossible thing to cut through.
The number chosen is how many Actions it takes for them to cut
through it.
Hooly flicking natrz, don’t mess with these guys!

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MOUNTAIN LION VARIETIES
By Anne Hunter
https://diyanddragons.blogspot.com

Travelers in the western half of North America know to fear


the mountain lions that stalk the rocky Cordillera region from
British Columbia down to Jalisco, and are even found
occasionally back East. Mountain lions are solitary predators
who follow their prey for some time and often surprise unwary
victims. Mountain lions look like giant house cats, standing 3'
tall at the shoulder and measure 7' from nose to tail. They have
short tawny fur that turns white around their mouths and
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down their bellies. Their ears and nose are outlined in black, as
are their paws and the tips of their tails.

If PCs encounter a mountain lion, roll 1d6 to determine the


type: (1) ball-tailed cougar; (2) cactus cougar; (3) mountain-lion
cougar; (4) sabretooth cougar; (5) wampus cougar; (6) were-
cougar. If the characters all stop attacking and throw down all
their rations, kill an animal or person for the lion to eat, or
allow the lion to eat someone who has already died, any
mountain lion will take its meal and retreat to its den
immediately.

Ball-Tailed Cougar

Ball-tailed cougar: Init +1; Atk claw +2 melee (1d4) or bite +3


melee (1d6) or tail-slap +2 melee (1d6); AC 13; HD 3d8; MV 40'
or climb 20'; Act 1d20; SP pounce, tail-slap; SV Fort +3, Ref +3,
Will +1; AL N; Crit M/d8.

The ball-tailed cougar has a double-long tail that ends in a


rounded club like an ankylosaurus or manticore. If the ball-
tailed cougar makes the first attack of combat, it will pounce;
otherwise it attacks normally. Thereafter, it will alternate
attacks between claw and tail-slap and bite and tail-slap,
pouncing when possible.

Pounce: The ball-tailed cougar can pounce to gain an extra d20


attack die that round to attack with both its claws and bite. The
ball-tailed cougar can only pounce if it surprises its victims,
attacks first due to initiative, or has taken no damage since its
previous attack.

Tail-slap: Each round, the ball-tailed cougar can make an


attack with its tail using a d14 attack die.

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Cactus Cougar

Cactus cougar: Init +1; Atk bodyslam +3 melee (1d6 + spikes)


or bite +2 melee (1d6) or wail (special); AC 16; HD 3d8; MV 40'
or 20' climb; Act 1d20; SP pounce, spikes, drunkard's wail; SV
Fort +3, Ref +3, Will +1; AL N; Crit M/d8.

The cactus cougar has green tinged fur and six-inch quills
growing at intervals across its body. Although as agile as any
other mountain lion, it has a clumsy, staggering walk and a
distended belly.

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If the cactus cougar makes the first attack of combat it will use
its drunkard's wail; otherwise it attacks normally. Thereafter,
it will alternate attacks as follows: bodyslam, bite, and wail,
pouncing when possible. If the cactus cougar puts every living
opponent to sleep it will eat the sleeping target with the lowest
Luck score then return to its den.

Pounce: The cactus cougar can pounce to gain an extra d20


attack die that round and attack with any two different
options, i.e. body-slam and bite, bite and wail, or wail and
body-slam. The cactus cougar can only pounce if it surprises
its victims, attacks first due to initiative, or has taken no
damage since its previous attack.

Spikes: A target hit by the cactus cougar's bodyslam, or who


deals melee damage to it, is stabbed by several of its spikes.
The target makes a DC 13 Fort save against poison. Upon
success they take 1 damage; otherwise they take 1d4 damage
and will be affected the next time the cactus cougar wails.

Drunkard's wail: The cactus cougar caterwauls like a


drunkard singing on the walk home. Affected targets each roll
Luck checks to determine how they are affected. If the cactus
cougar wails during the first round of combat it affects the
target who drank alcohol most recently, otherwise its wail
affects all targets who failed their poison save since the last
time it wailed:

Luck Check Drunkard’s Wail Effect


Result
1/2 Luck The water in the target’s canteen becomes very
score or lower fine mescal or tequila.
Luck score or The target is drunk, and has a terrible hangover
lower in the morning.
Higher than The target falls asleep, and for 1 hour cannot be
Luck score woken except by taking damage.
Higher than The target falls asleep, and for 8 hours cannot be
2x Luck score woken except by magic.
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Mountain-Lion Cougar

Mountain-lion cougar: Init +1; Atk claw +2 melee (1d4) or bite


+3 melee (1d6); AC 13; HD 3d8; MV 40' or climb 20'; Act 1d20;
SP pounce; SV Fort +3, Ref +3, Will +1; AL N; Crit M/d8.

The mountain-lion cougar has the typical appearance


described above. If the mountain-lion cougar makes the first
attack of combat, it will pounce; otherwise it attacks normally.
Thereafter, it will alternate attacks between claw and bite,
pouncing when possible.

Pounce: The mountain-lion cougar can pounce to gain an extra


d20 attack die and attack that round with both a claw and bite.
The mountain-lion cougar can only pounce if it surprises its
victims, attacks first due to initiative, or has taken no damage
since its previous attack.
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Sabretooth Cougar

Sabretooth cougar: Init +3; Atk claw +4 melee (1d6+1) or bite


+6 melee (1d10+2); AC 16; HD 4d10; MV 40' or climb 20'; Act
1d24; SP pounce, crit on 20+; SV Fort +4, Ref +3, Will +1; AL N;
Crit G/d4.

The sabretooth cougar is megafauna from an earlier era. It


stands a foot taller and longer than other mountain lions with
orange fur and a tawny belly. Its most notable features are its
namesake foot-long fangs, which give it a vicious bite. If the
sabretooth cougar makes the first attack of combat it will
pounce; otherwise it will alternate attacks between claw and
bite, pouncing when possible.

Pounce: The sabretooth cougar can pounce to gain an extra d24


attack die and attack that round with both claw and bite. The
sabretooth cougar can only pounce if it surprises its victims,
attacks first due to initiative, or has taken no damage since its
previous attack.

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Were-Cougar

Were-cougar: Init +3; Atk claw +3 melee (1d4+1) or bite +4


melee (1d6+2); AC 13; HD 3d10; MV 40' or climb 20'; Act 1d20;
SP shapeshifter, pounce, lover's wail; SV Fort +3, Ref +3, Will
+4; AL C; Crit DN/d4.

A were-cougar is a shapeshifter with two forms. In her human


form she appears as a woman on the cusp of old age wearing
simple local dress. She seems feisty and self-reliant. In her lion
form, she has a slightly demonic air, pointier ears, shaggier fur,
and sharper claws (she uses identical statistics regardless of
form). A were-cougar is the implacable enemy of the nearest
town, and may treat PCs as allies if they are outcasts there. She
collects husbands and has a harem of 1d8 local men in her den
at all times. She is not particularly jealous, and allows her men
to take second wives, so long as she retains their primary
loyalty. There is a 50% chance the were-cougar is first
encounter her in lion form.

If a were-cougar makes the first attack of combat she will use


her lover's wail; otherwise she attacks normally. Thereafter,
she will alternate attacks between claw, bite and wail,
pouncing when possible. Each round she doesn't pounce flip a
coin; if heads she uses her move to shift between her human
and cougar forms. A were-cougar prefers to use her claw and
bite attacks against female opponents and against males who
pass their Luck check against her wail. If every living male
opponent has been affected by her wail she will return to her
den and any new husbands will follow.

Shapeshifter: A were-cougar takes half damage from ordinary


weapons. She counts as unholy for lawful clerics. The were-
cougar can shift between her human and cougar forms as a
move action.

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Pounce: A were-cougar can pounce to gain an extra d20 attack
die and attack with any two attack options, i.e. claw and bite,
bite and wail, or wail and claw. The were-cougar can only
pounce if she surprises its victims, attacks first due to initiative,
or has taken no damage since her previous attack.

Demonic crit: A were-cougar rolls 1d4 on the demon crit table.

Lover's wail: A were-cougar sings a haunting, wordless song,


like a lonely woman singing to her cat. A were-cougar's wail
affects the male opponent with the highest Personality score
who hasn't been affected yet today (in case of tie, she targets
the opponent with the highest Luck score from among those
with highest Personality). The affected target rolls a Luck check
to see how he is affected.

Luck Check Lover’s Wail Effect


Result
½ Luck The were-cougar falls in love with the target and
score or stops combat immediately. She will offer to marry
lower the target as an NPC who mostly follows his
instructions. She will follow him anywhere in
order to live her life beside him.
Luck score The were-cougar is the most beautiful woman the
or lower target ever saw, but he knows it is just not to be.
Higher than The target falls in love with the were-cougar and
Luck score retires from combat while trying to talk his friends
into stopping their attack. The target spends his
downtime between adventures living with the
were-cougar as her lover in her den. He refuses to
go on journeys that would take him too far away
from his lover.
Higher than The target falls deeply in love with the were-
2x Luck cougar, and fights to the death to prevent anyone
score else from attacking her. The target retires from
adventuring to marry the were-cougar and live
with her forever in her den.

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Wampus Cougar

Wampus cougar: Init +0; Atk claw +2 melee (1d4) or bite +3


melee (1d6) or wail (special); AC 10; HD 3d6; MV fly 20'; Act
1d20; SP ghostly body, pounce, mourner's wail; SV Fort +1, Ref
+1, Will +3; AL N; Crit U/d8.

The wampus cougar is smaller than other mountain lions, with


longer, silver-white fur that seems to shine in the dark. It floats
rather than walks, stalking completely silently, and appears
almost unreal as it moves. The sight or sound of a wampus
cougar is widely believed to be an omen foretelling death.

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If the wampus cougar makes the first attack of combat, it will
use its mourner's wail; otherwise it attacks normally.
Thereafter, it will alternate attacks between claw, bite, and
wail, pouncing when possible.

Ghostly body: The wampus cougar takes half damage from


ordinary weapons. It counts as unholy for neutral clerics and
lives halfway between our world and the spirit realm.

Pounce: The wampus cougar can pounce to gain an extra d20


attack die and attack with any two different attacks, i.e. claw
and bite, bite and wail, wail and claw. The wampus cougar can
only pounce if it surprises its victims, attacks first due to
initiative, or has taken no damage since its previous attack.

Undead crit: A wampus cougar rolls 1d8 on the undead crit


table.

Mourner's wail: The wampus cat caterwauls like a mother


crying for lost children. The wampus cougar's wail affects the
opponent with the lowest Luck score who hasn't been affected
yet today (in case of tie, it targets the opponent with the lowest
hit points from among those with lowest Luck). The affected
target rolls a Luck check to see how they're affected:

Luck Check Mourner’s Wail Effect


Result
½ Luck score or Permanently gain 1 hit point
lower
Luck score or The target faints and immediately comes
lower to. Lose 1 hit point and fall prone
Higher than The target loses half her current hit
Luck score points (rounded up) and falls prone
Higher than 2x The target drops to 0 hit points and
Luck score begin bleeding out

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Signs

Some characters are skilled trackers and can discover the


presence of wilderness creatures before they're encountered.
Judges may allow their players to encounter clues about the
identity of local monsters before encountering them directly.
Use the portents below if players are potentially likely to
encounter a mountain lion. A character hearing a distant wail
as a sign of a nearby lion will be the first character targeted by
the wail during combat. I recommend playing Ratatat's
"Wildcat" quietly on repeat from the time the characters
encounter a sign (or roll initiative for combat) until the end of
the encounter.

Lion Sign
Ball-tailed The PC hears a sound like a child bouncing a ball,
cougar over and over and over.
Cactus The PC smells tequila in the wind and hears
cougar caterwauling like a drunkard singing on the walk
home. The PC who drank alcohol most recently is
now drunk again and can feel the hangover coming
already.
Mountain- The PC smells ammonia in the wind, and for a
lion cougar moment everything goes silent as the birds stop
singing and insects quit their buzzing. After a short
period the natural sounds resume.
Sabretooth The PC feels a sudden chill in the air, like breeze
cougar blowing in off a glacier, and hears what sounds like
distant thunder.
Wampus A cloud crosses the sun and throws the PC into
cougar shadow. The PC hears a caterwaul like a mother's
cry for lost children. The character with the lowest
Luck and lowest hit points faints and immediately
comes to after losing 1 hit point.
Were- The PC hears a woman singing. He can't make out
cougar the words, but it sounds like a lonely woman
singing about her cat. The male character with the
highest Personality and highest Luck is sure the
singer is the most beautiful woman in the world.
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Magic Items
Gauntlets of the wailing mountain lion: These metal forearm-
guards are made of the same vibrating material as a tuning fork
or xylophone bar. The gauntlets seem to hum or purr
constantly, sounding a musical note when struck against each
other or used in combat. Each guard is carved to look like a
mountain lion, tail wrapped around the wearer's forearms,
haunches gripping the wrist, and the lion’s chin resting on the
knuckles. The gauntlets grant +1 AC and allow the wearer to
make an unarmed punch for 1d4 damage, but prevent
wielding another weapon in combat. They are ideally paired
for two-weapon fighting. At least once per day the wearer can
invoke the mouths to fire a soundwave at a target as a ranged
attack for 1d14 damage by saying magical phrase "myow-
myow," and the player has to say it out loud. Spellcasters can
use this power a number of times per day equal to the highest
spell-level they can cast. If the wearer uses two-weapon
fighting to fire two soundwaves at once, this counts as only a
single use of the gauntlets.

Gloves of the were-lion thief: These coal black mouse-leather


gloves have weighted knuckles. The leather on the back of the
wrists and hands is worked to look like a cat preparing to
pounce - tail curled above the wrist, haunches perched on the
hand, chin and forepaws gripping the knuckles. If worn by a
non-thief these gloves allow the wearer to make an unarmed
attack like a blackjack (1d3 subdual damage) with an
additional +1 to hit and +1 damage, and once a day, the wearer
can say the magic phrase "myow-myow" to use any one thief
skill using a d24 skill die. If worn by a trained thief they
function as above, however the thief may instead say the magic
word to roll a d24 skill die thrice per day and if the thief uses
this power while backstabbing the attack deals lethal instead
of subdual damage with the automatic crit rolled on the
monster crit table. When invoked, the player has to say the
magic phrase out loud. Thieves who use this power more than
once per day must use it for a different skill each time.
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PLANT MONSTERS
A Menagerie of Monsters for Level 2 and Above Adventures
By Clayton Williams

Mauling Maple
Mauling maple: Init -1; Atk branch smash +4 melee (1d10) or
grapple +10 melee (SP); AC 17 (13 when below half its total hit
points); HD 3d10; MV 10’; Act 1d20; SP sap spray, sap tsunami,
consume; SV Fort +7, Ref -1, Will +10; AL N.

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Mauling maples are usually found in groves with other maple
trees, sometimes in small packs. They typically roam an area,
leaving a large trail of sap that is used like fly paper to capture
prey and consume them, hiding until prey is caught. However,
it also likes to ambush prey that is sleeping (or any creature
holding still for more than two turns). A mauling maple will
move in a flanking manner to push prey towards any nearby
sap trail for 1d4 rounds before attacking. There is a 40% chance
PCs happens upon a sap trail (ask for a Luck check to notice
and leap over the sap). If caught, only a DC 14 Strength check
can free the victim, this check must be rolled again each round.

For any prey stuck in sap, the tree will attempt one of the
following. Roll 1d3: (1) smash them with its large branches; (2)
target victims with a sap spray (range 30’, DC 14 Ref save or
any attempt to escape from the sap trail increases by +2); (3)
grapple and consume the target. Targets grappled by the
mauling maple must make a DC 18 Strength check or find
themselves in the maw of the tree and subject to a chomp attack
that inflicts 2d10 damage. Moving, jumping or rolling out of
the tree’s grapple on subsequent rounds requires another
Strength check (if the judge is generous, they can allow the
victim to abandon all armor and gear to reduce the DC by 4).

Mauling maples only have the most basic instincts but they are
really strong. Its bark also works as a type of armor, granting
+4 AC. After losing half its hit points it is considered armorless;
however, without the bark its sticky sap flows more freely.
During the first round below half its total hit points everything
within a 15’ radius must make a DC 15 Ref save or be stuck as
a small tsunami of sap gushes forth. Trapped victims require a
DC 17 Strength check to free themselves. Even if successful,
they can only move half speed. If characters use a tool or
weapon to help, the DC of the Strength check drops to 13 (they
still need a 17 or better result to keep the item used, or it is lost
in the sap).

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Crawling Teeth
Crawling teeth: Init +6; Atk leap +4 missile fire (3d4, 15’ range)
or bite +6 melee (3d6); AC 14; HD 2d10; MV 15’; Act 1d20; SV
Fort +1, Ref +5, Will +5; AL N.

Crawling teeth can be found in tall forests where they grow


and live in the canopy. Its body is mostly a mouth crowned by
three large leaves with razor sharp teeth, counterbalanced by a
long tail they use to propel themselves in great hops forward.
Some crawling teeth may be encountered on the ground,
having consumed small game recently. They typically appear
in large groups as they multiply after a couple of feedings.

Crawling teeth attacks by dropping from the canopy above


onto unsuspecting victims. Judges may allow a Luck check to
notice and dodge the attack. Victims caught by the leap attack
may only fight with non-ranged weapons with a -2 penalty to
attack rolls. Escaping the crawling teeth’s hold requires a DC
14 Strength or Agility check. After hitting with a leap attack,
the crawling teeth will perform a deadly bite with its massive
jaws, clamping down on the victim in subsequent rounds.

Crawling teeth are very hard to spot when not attacking or


when high up in the trees. They get a large initiative bonus for
these traits.
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Bleeding Heart Fungus
Bleeding heart fungus: Init +0; Atk rain of spikes +4 missile
fire (1d6, 20’); AC 12; HD 4d10; MV 0’; Act 1d20; SV Fort +3,
Ref N/A, Will N/A; AL N.

Bleeding heart fungus is a white fungus with varied colored


bulbous sacks growing out of it. Each sack has 1d5 spikes
protruding off of it. Bleeding heart fungus acts like a living
stationary artillery, sensing any physical movement within 20’
of it and attacking by activating a
rain of spikes on all targets
within range (friend or foe).

The fungus procreates by


impaling spikes in living organic
material. It is not uncommon to find
the fungus spread over a large area,
though each fungus typically does
not grow larger than 5’x5’. Target
struck by a spike must make a DC
15 Fort save or be infected. There-
after, the victim must make Fort
saves each day as follows: DC 15
the 1st, DC 13 the 2nd, and DC
11 the 3rd and final day. Failure
means the target is horribly
consumed and dies during the
next rest. Survivors form a
parasitic balance with the
fungus and may explode
bulbous sacks (1d5
spikes each) at the
cost of 1d4 Stamina
points. This Stamina
damage heals like
spellburn damage.

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Its-A-Trapper/
The Keepers of the Trapper
Its-a-trapper: Init +8; Atk bite +8 melee (4d4); AC 13; HD
6d10; MV 5’; Act 1d20; SP minions* (80’); SV Fort +5, Ref
+1, Will +2; AL N.

The keepers of the trapper: Init (same as its-a-trapper


mother); Atk bite +2 melee (1d4); AC 15; HD 2d4; MV 30’;
Act 1d20; SV Fort -1, Ref +6, Will -1; AL N.

This monster is a two-in-one. An oversized venus fly trap


that is camouflaged in thick foliage, within its mouth it
creates tiny pearl like beads that are very shiny and can
be noticed from a distance. In addition, adventurers
previously eaten by this plant have been dissolved,
leaving only gold or gems behind (which are also visible
from a distance).

These monsters grow little tiny demon versions of


themselves - mouths with tiny bodies on the top of their
head - the keepers of the trapper. Keepers can be sent to
attack nearby prey up to 80’ away and drag the dead
bodies back to the its-a-trapper mother plant to be
consumed. A mother plant will have 2d4 keepers
growing at any given time.

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OCTOBEAR
By Jon Hook

Octobear: Init +1; Atk


grab +6 melee (Ref save
vs grappled), or claw
+4 melee (1d4); AC 10;
HD 3d8; MV 20’ or
swim 40’; Act 2d20; SP
cold resistance, ink
cloud, camouflage; SV
Fort +4, Ref +2, Will +6;
AL C.

Transmogrifier and
teratologist Xultich,
bred abominations in
his laboratories. One of
his earliest experiments was the arctic monstrosity, the
octobear. The octobear has the head of an octopus and the body
of a polar bear. Octobears have the tracking abilities and raw
strength of a polar bear, plus the tentacle dexterity, ink cloud
defense, and camouflage abilities of an octopus.

The octobear is covered in a thick layer of white fur and only


takes half damage from cold-based attacks. The octobear is also
able to change the color and texture of its fur to match its
surroundings. Because of this, octobears are able to hide in
plain sight; a DC 18 Intelligence test is needed to spot a
camouflaged octobear. If prey walks up next to a camouflaged
octobear, the octobear always gains a surprise attack. While in
the water, the octobear can emit an ink cloud to cover its
escape; the ink cloud cannot be used outside of the water.
When it attacks, the octobear usually grabs its prey with its
tentacles, and then rakes its defenseless prey with its claws.
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SUN JELLY
By Jon Hook

Sun jelly: Init (always last); Atk pseudopod +4 melee (1d4) or


heat ray +3 missile fire (2d6); AC 10; HD 1d8 per 5’ cube; MV
5’ or climb 5’; Act 1d20 per 5’ cube; SP half damage from slicing
and piercing weapons; SV Fort +6, Ref -8, Will -6; AL N.

Related to the gelatinous cube, sun jellies are cube-shaped


semi-transparent slime monsters. Sun jellies get their name
because they each carry one 2’ diameter sphere in the center of
their gelatinous form that glows like a miniature star. Sun
jellies are easy to identify in the underdark because of the
bright light they emit. During combat, one of the sun jelly’s
actions can be to open a funnel within itself in order to expose
the creature’s sun orb. When exposed, the sun orb shoots a heat
ray in a straight line through the ‘gun barrel’ the jelly just
formed. The sun jelly cannot make more than one heat ray
attack in a single combat round, and it cannot make a heat ray
attack in consecutive combat rounds. There must be at least
one combat round without a heat ray attack, so it can reform
the funnel-barrel.
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WILDERNESS ENCOUNTER TABLES
By Martin Ralya
martinralya.com/yore

DCC RPG has a great selection of monsters which convey a lot


about its implied setting, but no wilderness encounter tables
for them. This is a world where there is always a chance you'll
bump into time travelers from a million years in the future—
or a dragon—and I wanted a way to convey that through
random encounters.

Within each table, 10% of the entries communicate the implied


setting of DCC RPG, 25% emphasize the importance of
humans and humanoids, 20% round out the ‘flavor’ of the
terrain type, and 45% define that terrain type. When in doubt
about what monsters to use, I went with the choice that seemed
like the most fun. Within just a few encounters, your players
should have an idea what sets the mountains apart from the
woods—and why to fear barren, blighted places.

These wilderness encounter tables are based on fantasy


western Europe (no jungle or desert), broken down by terrain
type: barren, hills, mountains, swamp, water, and woods. They
include the number of monsters appearing, and use only the
DCC RPG rulebook. There’s no scaling by PC level or party
size, and they’re not balanced in any way. The world is the
world, and what’s out there is what’s out there.

If you need a method of figuring out whether or not an


encounter takes place, here is one that takes advantage of the
DCC RPG dice chain. Once per day, roll the appropriate die for
the terrain type (along with d100, in case there's an encounter;
if you roll the terrain die, then the d100, your players will know
an encounter is about to happen); on a 1 or a 2, there is an
encounter.

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If the PCs are doing something that would dramatically
increase or decrease the encounter chance, step up/down the
die type accordingly. For example, if they're in a plains with an
encounter check of d10, but traveling with a party of 20
hirelings and a wagon train, make the check using a d8.

TABLE: Encounter Check

Terrain Die Odds


Barren d6 33.33%
Hills d6 33.33%
Mountains d4 50%
Plains d10 20%
Swamp d4 50%
Woods d6 33.33%
Water d6 33.33%

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Wilderness Encounter Tables (Barren, Hills, Mountains, Plains)
d100 Barren Hills Mountains Plains
1 Dragon (5% chance of Same Same Same
mated pair); DCC RPG
rulebook p.406
2 Demon; DCC RPG Same Same Same
rulebook p.401
3 Elemental; DCC RPG Same Same Same
rulebook p.411
4 Time traveler (2d4); Same Same Same
DCC RPG rulebook p.429
5-6 Dimensional sailor Same Same Same
(1d4+3, 1 captain, plus
50% chance of 1
wizard); DCC RPG
rulebook p.405

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7-8 Hollow one (2d4); DCC Same Same Same
RPG rulebook p.418
d100 Barren Hills Mountains Plains
9-10 Troll; DCC RPG Same Same Same
rulebook p.429
11-15 Subhuman (1d4x10, 1 Same Same Same
leader); DCC RPG
rulebook p.429
16-20 Orc band (1 boss, Same Same Same
1d8x5 orcs, 1 witch
doctor/30 orcs); DCC
RPG rulebook p.423
21-25 Hobgoblin band Troglodyte (1 chief, Same Bugbear band (3d6x10
(6d6x10 goblins, plus 1d3x10 warriors, 1d3+3 goblins, plus 4 bugbears/30
hobgoblins: 1 henchmen); DCC RPG goblins); DCC RPG rulebook
corporal/15 goblins, 1 rulebook p.429 p.397
sergeant/3 corporals, 1
lieutenant/2 sergeants,
and 1 general if there

Alexander Peebles (Order #42932488)


are any lieutenants);
DCC RPG rulebook p.417
d100 Barren Hills Mountains Plains
26-30 Men, bandit (1d6x10, 1 Same Men, magician (1 magician, Men, noble (2d4 nobles, 2d4
hero/10, 1 captain/20); 2d4 subhumans); DCC RPG knights, 2d5 men-at-arms);
DCC RPG rulebook p.432 rulebook p.433 DCC RPG rulebook p.434
31-35 Men, witch (90% 1 plus Men, acolyte (2d4, plus Men, berserker (3d10); DCC Men, bandit (1d6x10, 1
1 familiar, 10% 12 plus 75% 4d4 peasants, 50% RPG rulebook p.433 hero/10, 1 captain/20);
1 demon); DCC RPG 1 friar); DCC RPG DCC RPG rulebook p.432
rulebook p.434 rulebook p.432
36-40 Manticore (1d4); DCC Ant, giant (75% 1 Pterodactyl (1d4); DCC Wolf (75% 3d6, plus 75% 1
RPG rulebook p.421 queen, 2d6 soldiers, RPG rulebook p.424 dire wolf; 25% 2d4 dire
and 6d6 workers; 25% 1 wolves); DCC RPG rulebook
queen, 1d3x100 p.431
workers, and 1
soldier/3 workers);
DCC RPG rulebook p.394
41-45 Ghost; DCC RPG Bat (40% 1d5 mundane Man-bat (2d4); DCC RPG Centaur (2d10); DCC RPG
rulebook p.413 swarm, 20% 1d5 rulebook p.421 rulebook p.398

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vampiric swarm, 20%
1d10 giant vampire);
DCC RPG rulebook p.396
d100 Barren Hills Mountains Plains
46-50 Shadow (1d3); DCC Ape-man, four-armed; Giant, frost; DCC RPG Chimera; DCC RPG rulebook
RPG rulebook p.425 DCC RPG rulebook p.395 rulebook p.415 p.399
51-55 Mummy (1d6); DCC Basilisk (1d3); DCC Giant, storm; DCC RPG Hobgoblin (6d6x10 goblins,
RPG rulebook p.422 RPG rulebook p.396 rulebook p.415 plus hobgoblins: 1
corporal/15 goblins, 1
sergeant/3 corporals, 1
lieutenant/2 sergeants, and
1 general if there are any
lieutenants); DCC RPG
rulebook p.417
56-70 Skeleton (3d10); DCC Giant, hill; DCC RPG Giant, stone; DCC RPG Gnoll (1d5x10, 1 beta/10, 1
RPG rulebook p.426 rulebook p.414 rulebook p.414 alpha/40); DCC RPG
rulebook p.416
71-85 Zombie (1d4x4); DCC Chimera; DCC RPG Giant, cloud; DCC RPG Ogre; DCC RPG rulebook
RPG rulebook p.431 rulebook p.399 rulebook p.415 p.422
86- Ghoul (2d8); DCC RPG Ape-man, white (2d4); Griffon; DCC RPG rulebook Snake, giant (1d4); DCC

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100 rulebook p.414 DCC RPG rulebook p.395 p.417 RPG rulebook p.428
Wilderness Encounter Tables Continued (Swamp, Woods, Water)
d100 Swamp Woods Water
1 Dragon (5% chance of mated pair); Same Same
DCC RPG rulebook p.406
2 Demon; DCC RPG rulebook p.401 Same Same
3 Elemental; DCC RPG rulebook p.411 Same Same
4 Time traveler (2d4); DCC RPG Same Same
rulebook p.429
5-6 Dimensional sailor (1d4+3, 1 Same Same
captain, plus 50% chance of 1
wizard); DCC RPG rulebook p.405
7-8 Troll; DCC RPG rulebook p.429 Same Same
9-10 Hollow one (2d4); DCC RPG Same Men, bandit (1d6x10, 1 hero/10, 1
rulebook p.418 captain/20); DCC RPG rulebook
p.432

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d100 Swamp Woods Water
11-15 Subhuman (1d4x10, 1 leader); DCC Same Men, bandit (1d6x10, 1 hero/10, 1
RPG rulebook p.429 captain/20); DCC RPG rulebook
p.432
16-20 Orc band (1 boss, 1d8x5 orcs, 1 Same Deep one (1d6x30 warriors, 1d4
witch doctor/30 orcs); DCC RPG war wizards, 1 L3 cleric/10
rulebook p.423 warriors, 1 L5 cleric/30 warriors);
DCC RPG rulebook p.400
21-25 Kobold band (1d10x30, 1 leader Bugbear band (3d6x10 goblins, Deep one (1d6x30 warriors, 1d4
and 2 guards/30, 1 tribal leader plus 4 bugbears/30 goblins); DCC war wizards, 1 L3 cleric/10
and 5 guards/100); DCC RPG RPG rulebook p.397 warriors, 1 L5 cleric/30 warriors);
rulebook p.419 DCC RPG rulebook p.400
26-30 Men, bandit (1d6x10, 1 hero/10, 1 Same Deep one (1d6x30 warriors, 1d4
captain/20); DCC RPG rulebook war wizards, 1 L3 cleric/10
p.432 warriors, 1 L5 cleric/30 warriors);
DCC RPG rulebook p.400
31-35 Men, magician (1 magician, 2d4 Men, acolyte (2d4, plus 75% 4d4 Gargoyle (2d4); DCC RPG rulebook

Alexander Peebles (Order #42932488)


subhumans); DCC RPG rulebook peasants, 50% 1 friar); DCC RPG p.413
p.433 rulebook p.432
d100 Swamp Woods Water
36-40 Insect swarm (1d3); DCC RPG Ape-man, giant; DCC RPG rulebook Gargoyle (2d4); DCC RPG rulebook
rulebook p.419 p.395 p.413
41-45 Snake, giant (1d4); DCC RPG Centaur (2d10); DCC RPG rulebook Gargoyle (2d4); DCC RPG rulebook
rulebook p.428 p.398 p.413
46-50 Cockatrice; DCC RPG rulebook p.399 Cyclops; DCC RPG rulebook p.400 Gargoyle (2d4); DCC RPG rulebook
p.413
51-55 Hydra; DCC RPG rulebook p.418 Owlbear (1d6); DCC RPG rulebook Leech, colossal (1d4); DCC RPG
p.423 rulebook p.420
56-70 Lizardman (1d3+1, 15% chance of Wolf (75% 3d6, plus 75% 1 dire Leech, colossal (1d4); DCC RPG
giant lizard); DCC RPG rulebook wolf; 25% 2d4 dire wolves); DCC rulebook p.420
p.420 RPG rulebook p.431
71-85 Lizard, giant (1d8); DCC RPG Ape-man, four-armed; DCC RPG Harpy (2d4); DCC RPG rulebook
rulebook p.420 rulebook p.395 p.417
86- Primeval slime (75% 2d4 HD, 20% Ape-man, jungle (2d4); DCC RPG Pterodactyl (1d4); DCC RPG
100 4d4 HD, 5% 4d4+20 HD); DCC RPG rulebook p.395 rulebook p.424

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rulebook p.423
Stuck for inspiration or need a nudge? Roll on this table to get
an idea of what the encountered creature or creatures are
doing.

TABLE: What Is It Doing?

d16 Solitary Multiple


1 Hunting Hunting
2 Hunting Eating
3 Hunting Sleeping
4 Eating Mating
5 Eating Arguing
6 Traveling to someplace Hiding treasure
nearby
7 Traveling to someplace Dividing up treasure
nearby
8 Defending its territory Traveling to someplace
nearby
9 Defending its territory Conducting a ritual
10 Sleeping Praying
11 Hiding treasure or food On a mission
12 Conducting a ritual Discovering something
strange
13 Praying Burying their dead
14 On a mission Cursing the gods for their
plight
15 Discovering something Roll again
strange
16 Nursing an injury Roll again

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Volume 3 Credits

Contributing Authors
Anne Hunter, Christian Ovsenik, Jon Hook, James A. Pozenel, Jr.,
bygrinstow, Clayton Williams, Martin Ralya

Contributing Illustrators
Carmin Vance, Jon Hook, Stefan Poag, David Fisher,
Clayton Williams, bygrinstow, Danny Prescott

GFA 2018 Cover Art


Doug Kovacs
GFA 2018 Title Page Art
Marc Radle
GFA 2018 Editors and Proofreaders
Rob Brennan, bygrinstow, Aron Clark, Jarrett Crader, Cory Gahsman,
Keith Garrett, Tony Hogard, Anne Hunter, Aaron Koelman,
Shane Liebling, Russell Mirabelli, Patrick Munkacsy, James Pozenel,
Danny Prescott, Jeff Scifert, Jim Skach, José Luiz Tzi,
Rev. Dak J. Ultimak, Shyloh Wideman, Paul Wolfe,
and the GFA community proofreaders
GFA 2018 Printing Offset Contributors
Julian Bernick, Eric Betts, Daniel Bishop, Bob & Jen Brinkman,
Michael Bolam, Silver Bowen, bygrinstow, Tim Callahan, José Luiz
Ferreira Cardoso, Aron Clark, Hector Cruz, Tim Deschene,
Jason Fritz, Jeff Gilbert, Paul Gyugyi, John Hess, Kevin Heuer,
Edgar Johnson, Jacob Jorgensen, Shane Liebling, Elias Liquori,
Mark Maloney, Jon Marr, Juergen Mayer, Keith Nelson,
Diogo Nogueira, Terry Olson, Christian Ovsenik, Jim Skach,
Kim Swanson, Joan Troyer, Matthew Weeks, Shyloh Wideman,
David York, and the anonymous patrons of the GFA community
GFA 2018 Creative Vision & Direction, Layout, and Graphic Design
Doug Kovacs, Jon Hershberger, Harley Stroh,
Matt Hildebrand, Michael Jones, Shyloh Wideman,
Clayton Williams, Marc Bruner

3 - 64

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Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
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Alexander Peebles (Order #42932488)
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the

Maker’s
Mark
In a World of Low Magic,
Mastercrafted Means So Much More
by R.S. Tilton (Epic Meanderings)

Rules for varying levels of crafted items for


Dungeon Crawl Classics. From the knock-off
crafted by an apprentice, up to the pinnacle
of the master’s work, a true masterpiece.
Adventurers do not usually invest the time
needed to become a master, and most masters
won’t accept a windblown adventurer as an
apprentice, knowing full well they will never
attain mastery. Thus adventurers will need to
buy and commission such superior works.

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CRAFTSMANSHIP TIERS COST
Knock-off 50%
Journeyman 75%
Craftsman 100%
Masterwork 250%
Masterpiece 500%+

Knock-off work is very simple, crude work, often being flawed


apprentice grade work. Typically a master of a shop will never sell
such shoddy work, but during times of war or economic hardship this
level of craftsmanship is more common. Monsters which make their
own weapons and armor could have this level of craft. These items are
prone to damage, have odd weight, and material flaws:
• Weapons: -1 to hit, or -1 to damage. Fumble on 1-3.
• Armor: double check penalties. Any critical on the armor will make it
useless.
• Goods: items are prone to come apart when stressed. When using the
item on a failed skill roll, a knock-off item may come apart. Make a
Luck check for the item, failure means the item has broken in some
way.

Journeyman work is simple, and functional. Well made without


adornment. Journeymen still work under a master’s tutelage, but the
work is of higher quality.
• Weapons: requires additional maintenance. Fully functional unless
used for tasks it was not designed for, such as digging a hole with a
dagger. When used in such a manner make a Luck check for the item,
failure breaks the weapon.
• Armor: additional -1 check penalty.
• Goods: fully functional unless put under exceptional stress, such as
hanging by a backpack’s straps, in which case make a Luck check
where failure indicates the item fails in some way.

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Craftsman grade items are fully functional, made of high quality
refined materials and bear the studio mark, indicating the work has
been approved by the master but not created by the master. Often the
mark will be the master’s mark, with additional symbology. This is
standard equipment level and no special rules are called for.
Masterwork items are extremely well made. Crafted of the highest
quality materials worked by a master, these items carry the master’s
mark and are easily recognized and sought after. Most are passed
down as heirlooms and collector’s will often pay more for famous
masterwork items from ancient masters. Only a master may work
special materials such as adamantine, darkwood, or mithril.
• Each masterwork item may have up to two qualities (see below).
Masterpiece craftsmanship of this level is the result of years of
practice, as well as perfect materials and additional time spent
embellishing the item with filigree, engravings, inlays, or other
decorations.
• Each masterpiece item may have any number of qualities. Three
qualities come at the standard commission rate of 500%, each
additional quality adds another 250% (see below).

MASTERWORK QUALITIES
Materials: silvered, dragonhide, darkwood, adamantine, mithril,
glazsteel
Weapon qualities: balanced*, honed*, poison reservoir, weighted,
deadly*, accurate
Armor Qualities: soot black, quiet*, enameled, reinforced*, fitted*
Generic: decorated*, well-made*, water-resistant*, excellent*, flame-
resistant*
* indicates preeminent enhancement available

4–6

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QUALITY MECHANICS
Silvered: inlaid with silver, making it effective against creatures
vulnerable to silver.
Dragonhide: steel-like leather reduces armor check penalty by -2,
adds +1 to AC bonus. Leather, studded leather, and hide armors may
be made of dragonhide.
Darkwood: wood as strong as steel, but half the weight. Armors
made from darkwood reduce the fumble result by -2. Darkwood
weapons are half the weight and provide a +1d initiative check.
Adamantine: dwarven iron, nigh unbreakable.
Mithril: elven steel, items made from mithril will never corrode.
Glazsteel: crystalline alchemical glass as hard as steel. Helmets can
have glazsteel visors to prevent precision shots. Glazsteel armor is
hard to detect from a distance.
Balanced*: when used in two weapon attacks, increases effective
Agility by 1 category (when referencing table 4-3 of the DCC RPG
rulebook). May be further enhanced to perfectly balanced, increasing
effective agility by 2 categories.
Honed*: +1d to crit rolls. May be further enhanced to razor sharp,
adding +2d to crit rolls.
Poison reservoir: capable of delivering a poison attack. The reservoir
can hold up to 3 doses of poison.
Weighted: +1d to Mighty Deed attempts to knock down/knock
back.
Deadly*: +1d damage. May be further enhanced to lethal, adding +2d
damage.
Accurate*: modifies range penalties as follows: short +1, medium
+0, long Range -1, and adds extreme range (long x2) at -1d. May be
further enhanced as pinpoint accurate which modifies range penalties
as follows: short +1d, medium +1, long -1, extreme range (long x2) at
-2.
Soot black*: +1d to any hide in shadows skill checks. May be further
enhanced to void black adding a +2d bonus.

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Quiet*: Add +1d bonus to sneak silently skill checks. May be be
further enhanced to silent, adding a +2d bonus.
Enameled: enameled items are immune to acid as well as rusting
attacks.
Reinforced*: reduces backstab damage by -1d. May be be further
enhanced to impenetrable, reducing backstab damage -2d.
Fitted*: -1 armor check penalty. May be further enhanced as second
skin decreasing the armor check penalty by -2.
Decorated*: +1d bonus to diplomacy or intimidation checks versus
those that see money as power. May be further enhanced to priceless,
making the bonus +2d.
Well-made*: +2 save versus being damaged. May be further
enhanced as rugged increasing the save to +4.
Water-resistant*: +4 save to keep items dry when immersed. May
be further enhanced as water proof, completely preventing water
intrusion.
Excellent*: +1d bonus to related skill checks. May be further
enhanced as superior, increasing the bonus to +2d.
Flame resistant*: +4 save versus damage by fire. Flame resistant
armor reduces fire damage by 2 points per damage die. May be
further enhanced as fire proof, reducing fire damage by 4 points per
damage die.

More setting specific qualities will appear in Meanderings and


Meandering ­— Across the Radlands.

4–8

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UNCOMMON
ALIGNMENTS
Elemental, Champion,
and Oathkeeper Alignments
by R.S. Tilton (Epic Meanderings)

Mutant Crawl Classics has shown us


that alignments can be far different than just
Chaos and Law. An alignment in the
MCC RPG can be anything from the Clan
of Cog to the Curators. Below are some
ideas for new alignments for the DCC RPG.
Neutral characters may instead choose one
of these alternate alignments instead of
being a fanatical follower of Law or Chaos.
These alignments are associated with
their own fanaticism.

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• Elemental: You worship and revere the primal elements. Earth,
air, fire, and water are the most common array; however, in an
Asian-themed setting, the five elements of wu xing would be
wood, fire, earth, metal, and water. Some extremist elementalists
choose to focus their worship on a single element over the
others. Those who choose the elemental alignment may gain
access to elemental patrons.

• Champion: As a Champion, you are dedicated to defending


your ideals. A Champion of humanity will attack threats to
their species without mercy; slaughtering a dozen kobold babies
would be within their tenets, though the thought of harming
innocent humans would be abhorrent. As a champion, you can
be dedicated to many different ideals, including but not limited
to a particular nation, a specific person, or a god or pantheon of
gods.

• Oathkeeper: You have sworn a vow and have aligned yourself


entirely with that vow or ideal. If your vow is to destroy all
of the monsters which took your family, then you would act
in accordance with your alignment by hunting down and
murdering those responsible. Followers of gods, or even mortal
kings, are often of the oathkeeper alignment. Develop your
oath’s focus and what it means to portray that alignment. Many
oathkeepers are sworn to a god as part of their tenets.

Judges should recognize that many gods will fall into the ideals
of these new alignments and reward good role-playing of these
alternate alignments. For example, awarding additional Luck for a
PC adhering to their alignment in the face of adversity is appropriate.

4 – 10

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ALTERNATE
CHARACTER CREATION
AND TECHNOLOGY
RULES FOR MCC
By Anne Hunter
diyanddragons.blogspot.com

4 – 11

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01 ALTERNATE CHARACTER
CREATION FOR MCC
I wrote a series of tables to provide an alternate basis for
character creation in Mutant Crawl Classics. The first table allows
the player to determine their character’s genotype (pure-strain
human, mutant, manimal, or plantient) and their zero level
occupation simultaneously. Each occupation includes a starting
weapon and a piece of starting equipment. The occupations
and equipment are intended to represent Stone Age
technology. This table differs from base MCC in a few key ways:
it offers a wider variety of zero level occupations, it parcels out
more starting equipment to the characters, and it is weighted
to produce more pure-strain human characters than mutants,
manimals, and plantients.

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CHARACTER GENOTYPE & OCCUPATION (d100)
Roll Result Trained weapon Trade good
01 Human animal trainer club wolf pup*
02 Human artisan club clay pot of ochre paint
and hide painted with
pictorial history of tribe
03 Human brewer club skin of beer
04 Human butcher flint handaxe leather sack with 1d12 lbs
of dried meat+
05 Human canoe maker stone dagger canoe
06 Human chieftain’s warclub (as bearskin cloak (+2 AC)
assistant polearm) and bear claw necklace
07 Human cord maker stone dagger 50’ of hide cordage
08 Human staff cracked holo-crystal that
dreamseeker’s projects staticky softlight
apprentice image of AI# and fetish
doll depicting AI from
image
09-10 Human fisher harpoon (as 10’ sinew line with flint
javelin) fishhook
11 Human flamebearer stone spear clay urn of glowing
embers
12 Human fletcher shortbow 1d12 flint arrows
13-14 Human flintknapper flint handaxe 1 lb of flint
15-16 Human forager wooden shovel trinket of Ancient
(as staff) technology##
17 Human fowler stone dagger 1d6 chickens
18-19 Human gatherer stone dagger basket with 1d6 lbs of
fresh plants++
20-21 Human guard stone spear 1d6 torches
22 Human healer obsidian dagger bone needle and sinew
thread
23 Human herbalist club 1 lb of medicinal/
psychotropic herbs
24 Human herder staff elk calf**
25 Human horticulturist stone garden basket with 1d12 lbs of
hoe dried plants++
26-27 Human hunter stone spear leather sack with 1d6 lbs
of fresh meat+

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CHARACTER GENOTYPE & OCCUPATION (cont.)
Roll Result Trained weapon Trade good
28 Human lorekeeper’s club hide drum and blanket
apprentice sewn with pictorial
history of tribe
29 Human orphan wooden spear stone fetish of former
(as javelin) tribe’s patron AI#
30-31 Human potter club 1 lb of clay
32 Human scout stone spear piece of signaling quartz
33 Human shaman’s dagger divination bones and
assistant antler headdress (+1 AC)
34 Human slave sling necklace of broken
circuit boards and
tattered remnant of
cloak painted with circuit
diagram
35 Human stargazer spear glass lens and piece of
meteoric iron
36-37 Human tanner club hide armor (+3 AC)
38-39 Human weaver stone dagger blanket
40 Human wheelwright stone hammer wooden pullcart
(as club)
41 Mutant canoe maker stone dagger canoe
42-43 Mutant fisher harpoon (as 10’ sinew line with flint
javelin) fishhook
44 Mutant flamebearer stone spear clay urn of glowing
embers
45 Mutant fletcher shortbow 1d12 flint arrows
46-47 Mutant flintknapper flint handaxe 1 lb of flint
48 Mutant forager wooden shovel piece of Ancient
(as staff) technology##
49-51 Mutant gatherer stone dagger basket with 1d6 lbs of
fresh plants++
52-53 Mutant guard stone spear 1d6 torches
54 Mutant herder staff elk calf**
55 Mutant horticulturist stone garden basket with 1d12 lbs of
hoe (as mace) dried plants++
56-58 Mutant hunter stone spear leather sack with 1d6 lbs
of fresh meat+

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CHARACTER GENOTYPE & OCCUPATION (cont.)
Roll Result Trained weapon Trade good
59-60 Mutant orphan wooden spear stone fetish of former
(as javelin) tribe’s patron AI#
61-62 Mutant potter club 1 lb of clay
63 Mutant scout stone spear piece of signaling quartz
64-65 Mutant slave sling necklace of broken
circuit boards and
tattered remnant of
cloak painted with circuit
diagram
66-67 Mutant tanner club hide armor (+3 AC)
68-69 Mutant weaver stone dagger blanket
70 Mutant wheelwright stone hammer wooden pullcart
(as club)
71 Manimal animal club wolf pup*
trainer
72 Manimal butcher flint handaxe leather sack with 1d12 lbs
of fresh meat+
73 Manimal cord maker stone dagger 50’ of hide cordage
74-75 Manimal fisher harpoon (as 10’ sinew line with flint
javelin) fishhook
76-77 Manimal flintknapper flint handaxe 1 lb of flint
78 Manimal fowler stone dagger 1d6 chickens
79-80 Manimal guard stone spear 1d6 torches
81 Manimal healer obsidian dagger bone needle and sinew
thread
82-84 Manimal herder staff elk calf**
85-87 Manimal hunter stone spear leather sack with 1d6 lbs
of fresh meat+
88-89 Manimal tanner club hide armor (+3 AC)
90 Manimal weaver stone dagger blanket
91 Plantient brewer club skin of beer
92-93 Plantient gatherer dagger basket with 1d6 lb of
plants++
94 Plantient herbalist club 1 lb of medicinal/
psychotropic herbs
95-96 Plantient horticulturist stone garden basket with 1d12 lbs of
hoe (as mace) dried plants++

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CHARACTER GENOTYPE & OCCUPATION (cont.)
Roll Result Trained weapon Trade good
97 Plantient fletcher shortbow 1d12 flint arrows
98 Plantient potter club 1 lb of clay
99 Mutant scout stone spear piece of signaling quartz
00 Plantient weaver stone dagger blanket

Notes
* As DCC common wolf, -1d HD and damage, matures to full stats at 1st level,
50% chance of cosmetic mutation. If multiple in party, roll 1d6 for each: (1-2)
wolf pup (as DCC common wolf); (3-4) puma kit (as DCC dire wolf); (5) bear
cub (as DCC owlbear); (6) alligator (as DCC giant lizard).

** As DCC horse, -1d HD and damage, matures to full stats at 1st level, 50%
chance of cosmetic mutation. If multiple in party, roll 1d8 for each: (1-2) elk
calf (as DCC horse); (3-4) bison calf (as DCC warhorse); (5-6) goat kid (as DCC
donkey/mule); (7) giant ant (as DCC giant worker ant); (8) beehive (as DCC
insect swarm).

+ Roll 1d10 for meat type: (1-2) deer; (3-4) rabbit; (5-6) game fowl; (7-8) fish; (9)
boar; (10) edible insects. Each lb of meat counts as 1 ration. Characters who
eat fresh meat do not need water for the day; characters who eat dried meat
need a separate water ration. However, fresh meat is subject to spoilage.

++ Roll 1d10 for plant type: (1-2) berries; (3-4) tree fruit; (5-6) leafy vegetables;
(7-8) root vegetables; (9) nuts; (10) mushrooms. Each lb of plants counts as
1 ration. Characters who eat fresh plants do not need water for the day;
characters who eat dried plants need a separate water ration. However, fresh
plants are subject to spoilage.

# Roll 1d8 to determine patron: (1) GAEA; (2) HEXACODA; (3) ACHROMA; (4)
HALE-E; (5) UKUR; (6) MANGALA; (7) ME10; (8) TETRAPLEX.

## Roll 1d20 for technology type. Results 1-9 are 50 cred trinkets, results 10-
18 are 100 cred trinkets, results 19-20 are invaluable trade objects: (1-4) small
computer circuit board; (5-7) cell phone: hand-sized "black mirror"; (8-9)
garage-door opener: handheld plastic rock with metal clip, single button
causes red light to blink when pushed; (10-13) large computer circuit board;
(14-16) tablet: head-sized "black mirror"; (17-18) remote entry key fob: small
plastic rock with metal ring, four buttons make sounds and cause red light to
blink when pushed, roll 1d4 for sound each time: (1) "Beep!"; (2) "Beep-beep!";
(3) "Beeeeep!"; (4) "Whoop-whoop-whoop! Whoop-whoop-whoop!"; (19)
c-cell power cell; (20) circuit board acts as universal replacement part, allows
re-roll of any artifact check or AI recognition check, if re-roll is successful then
circuit board can be used again, otherwise it’s lost.

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02 ALTERNATE TRADE GOODS
& EQUIPMENT FOR MCC
This table allows the player to determine their character’s additional
beginning equipment (in addition to the trained weapon and
trade good from the Genotype & Occupation Table). Because the
alternate characters are much better armed than in base MCC, this
table is weighted to produce fewer armaments and armors, more
adventuring equipment, more trade goods, and more animals.

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ADDITIONAL BEGINNING EQUIPMENT (d100)
Roll Item Damage/ Trade value
AC bonus in creds
01-02 Sharpened stick+ 1d3/1d5 1c
03-04 Wooden staff 1d4 3c
05-06 Wooden spear 1d6 6c
07-09 Wooden club 1d4 3c
10 Wooden greatclub* 1d6 10c
11-13 Stone dagger+ 1d4/1d10 3c
14 Stone axe 1d6 10c
15-16 Stone spear 1d8 21c
17-18 Warclub* 1d10 28c
19 Greatspear* 1d12 36c
20 Blowgun and 1d12 darts+ 1d3/1d5 4c
21-22 Sling 1d4 2c
23 Shortbow and 1d12 arrows* 1d6 30c
24 Longbow and 1d12 arrows* 1d8 52c
25 Bundle of 1d6 darts - 1c
26 Bundle of 1d6 arrows - 5c
27-28 Bison horn headdress +1 AC 10c
29 Antler headdress +1 AC 10c
30-31 Leather shield* +1 AC 10c
32 Stretched-hide tower shield* +2 AC 20c
33-34 Heavy woven cloak** +1 AC 10c
35-36 Fur cloak** +2 AC 20c
37-38 Hide armor** +3 AC 30c
39 Leather boots - 20c
40-41 1 lb Fresh meat - 2c
42 1 lb Dried meat - 4c
43-44 1 lb Fresh fruit/vegetables - 1c
45 1 lb Dried fruit/vegetables - 2c
46 String of 1d6 fresh fish - 5c
47 Chicken - 5c
48-50 Waterskin - 1c
51 Leather rucksack - 2c

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ADDITIONAL BEGINNING EQUIPMENT (cont.)
Roll Item Damage/AC bonus Trade
value in
creds
52 Woven back-basket - 2c
53 Clay bowl - 5c
54 Clay jar/jug - 10c
55 Clay pot/urn - 15c
56-57 Unfinished fur pelt - 5c
58-59 Unfinished leather hide - 5c
60-61 Unfinished woven cloth - 10c
62 Woven blanket - 20c
63-64 Flint firestarter - 5c
65-67 Bundle of 1d3 resin-soaked - 3c
branches (as torches)
68 Bundle of firewood - 3c
69 Sheaf of 1d6 blank birchbark pages - 10c
70-71 50' Hide cordage - 5c
72 50' Hemp rope - 10c
73-74 Knapping stone - 5c
75 Bone awl and stone scraper - 10c
76 Bone needle and sinew thread - 10c
77 Flint fishhook and 10' sinew line - 5c
78 Waterproof air bladder (from - 10c
adult bison)
79 Conch shell horn - 25c
80 Lyre - 50c
81 Shell necklace - 20c
82 Bone necklace - 10c
83 Bear claw necklace - 20c
84 Small bag of seashells - 40c
85 Small bag of colorful rocks/ - 50c
gemstones
86 Jar of paint/dye - 35c
87 Radioactive “sick rock” necklace +1 radburn/glowburn, 50c
wearer gains DCC
corruption once/level

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ADDITIONAL BEGINNING EQUIPMENT (cont.)
Roll Item Damage/AC bonus Trade
value in
creds
88 Mutant bodypart trophy - 50c
necklace
89 Manimal pelt trophy cloak +1 AC 100c
90 Dried plantient trophy shield +1 AC 100c
91 Small circuit board - 50c
92-93 Small Ancient trinket of judge's - 50c
choice
94 Large circuit board - 100c
95-96 Large ancient trinket of judge's - 100c
choice
97 Wolf pup 1d3 bite - HD 1d4 - 50c
matures DCC common
wolf at 1st level
98 Elk calf 1d4+2 slam - HD 3d6 100c
- matures to DCC
horse at 1st level
99 Spider-goat kid 2d3 slam - HD 4d4 100c
- matures to MCC
capropod at 1st level
00 Telepathic pet ear-mouse 1d3 bite - matures to 250c
DCC neutral wizard’s
familiar and bonds
with owner at 1st
level

Notes
* Characters using two-handed weapons use a d16 on initiative checks. Shields
cannot be used with two-handed weapons.

** Characters wearing a woven cloak or fur cloak roll a d8 Fumble die.


Characters wearing hide armor roll a d12 Fumble die.

+ These weapons are particularly effective when used with the element of surprise.
A ranger or rover who succeeds in attacking a target from behind or when the
target is otherwise unaware with one of these weapons uses the second damage
value listed. All other characters and other attacks use the first value.

Characters who eat fresh food do not need water for the day; character who eat
dried food need a separate water ration. However, fresh food is subject to spoilage.

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03 ALTERNATE MUTANTS FOR MCC
This table allows players to determine a starting cosmetic mutation
for zero-level mutants. Players first roll to determine the type of
mutation, then roll again to determine sub-type. Within each sub-
table, results are ordered so that lower numbers represent more
mundane mutations while higher numbers correspond with more
fantastical results. Compared to mutants in base MCC, there is a
somewhat wider variety of mutations and a higher probability of
multiple cosmetic mutations.

MUTANT APPEARANCE (1d24)


Roll Result
1-3 Skin Color - Roll 1d10: (1) bright red; (2) neon orange; (3) lemon
yellow; (4) neon green; (5) bright blue; (6) purple; (7) snow white;
(8) metallic (roll 1d2: (1) golden/bronze/brass; (2) silvery/leaden/
steel); (9) translucent/invisible; (10) outré (roll 1d5: (1) infrared; (2)
ulfire; (3) dolm; (4) jale; (5) ultraviolet).
4-5 Skin Texture - Roll 1d10: (1) mottled, spotted, or striped; (2) banded
or segmented; (3) lumpy, warty, or wrinkly; (4) covered in fur or
feathers; (5) covered in quills or spines; (6) covered in scales (roll
1d4: (1) fish; (2) amphibian; (3) reptilian; (4) pangolin); (7) chitinous;
(8) shifting pattern indicates emotion; (9) inorganic material (roll
1d3: (1) metallic; (2) stony or rocky; (3) crystalline); (10) sheds
completely once/day.
6-8 Eyes - Roll 1d8: (1) one; (2) three; (3) slitted or barbell pupil; (4)
unnatural iris color (roll 1d6 on skin color subtable); (5) solid white
or black; (6) glowing/fiery; (7) compound insect; (8) eye stalks (roll
1d2: (1) short stalks growing horizontally from temples; (2) long
stalks growing vertically from forehead).
9-10 Mouth - Roll 1d10: (1) special diet of inorganic material; (2) sharp
fanged teeth; (3) metallic or crystalline teeth; (4) manimal muzzle;
(5) beak or duckbill; (6) extra long neck; (7) strange tongue (roll
1d3: (1) black; (2) forked; (3) extra long); (8) 2d4 pairs of facial
appendages (roll 1d4: (1) cat whiskers; (2) tiny tentacles; (3) catfish
barbels; (4) insect pedipalps); (9) horrible mouth (roll 1d4: (1) insect;
(2) leech; (3) throat pouch or sac; (4) oversized with unhinged jaw);
(10) two mouths (roll 1d3: (1) two rows of teeth; (2) second mouth
below original on oversized chin; (3) second alien pharyngeal
mouth emerges from throat).

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MUTANT APPEARANCE (cont.)
Roll Result
11-12 Head - Roll 1d10: (1) pointed elfin ears; (2) manimal ears; (3)
elongated nose; (4) manimal nose; (5) neanderthal brow ridges; (6)
alien bone structure of forehead; (7) antennae; (8) manimal horns;
(9) acephaly (no head, face on torso); (10) bicephaly (roll 1d3: (1)
1d3 extra faces on head; (2) 1d2 extra human heads; (3) 1d2 extra
manimal heads).
13-15 Hair - Roll 1d8: (1) unnatural color (roll 1d6 on the skin color
subtable); (2) otherworldly color (roll 1d4+6 on skin color subtable);
(3) permanent impossible hairstyle; (4) glorious waist-length beard;
(5) made of quills; (6) made of feathers; (7) made of petals or
leaves; (8) hairless revealing oversized or oddly-shaped skull.
16-17 Arms and Hands - Roll 1d10: (1) three or four fingers per hand; (2)
six or seven fingers per hand; (3) clawed fingernails; (4) manimal
paw; (5) webbing between fingers; (6) pincer instead of hand; (7)
giant hands or child hands; (8) elongated arms with second elbow;
(9) extra arms (1d2 additional pairs); (10) tentacles (roll 1d2: (1) arms
replaced by tentacles; (2) hands replaced by mass of tentacles).
18-19 Legs and Feet - Roll 1d10: (1) six or seven toes per foot; (2) hands
instead of feet; (3) manimal paw feet; (4) hooves instead of feet; (5)
bird talon feet; (6) flippers instead of feet; (7) backward bending
knees; (8) elongated legs with second knee; (9) legs fused into
single appendage; (10) tentacles (roll 1d2: (1) legs replaced by
tentacles; (2) feet replaced by mass of tentacles).
20 Bodily form - Roll 1d8: (1) vestigial tail; (2) manimal tail; (3)
decorated spine (roll 1d3: (1) sawtooth spikes; (2) sail crest; (3) bony
plates); (4) serpentine; (5) spherical; (6) trilateral symmetry (arms
and legs come in groups of three instead of pairs); (7) centaurian
(four legs, upper body unaffected); (8) geometric body (roll 1d4:
(1) cylinders and spheres; (2) cubes and rectangles; (3) pyramid; (4)
dodecahedron).
21-22 Multiple mutations - Roll 1d20 twice on this table (if the same
type is rolled twice, the mutant with have an asymmetric body that
incorporates both appearances).
23 Multiple mutations - Roll 1d20 and 1d24 on this table (cumulative.
If another result of 21+ is rolled, the mutant will have three or more
mutations).
24 Multiple mutations - Roll 1d24 twice on this table.

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04 ALTERNATE MANIMALS FOR MCC
This table allows players to determine an animal sub-type for zero-
level manimals. Players first roll to determine the manimal type, then
roll again to determine subtype. Animal types are grouped based
on similarity of appearance and behavior, rather than strict genetic
lineage. Players are invited to use their creativity to finalize their
character’s appearance. Within each sub-table, results are listed
so that lower numbers represent animals that are more likely to
be familiar to potential players, while higher numbers correspond
to animals that may further removed from players’ everyday lives.
My goal is to show the impact of the ancient civilization, and the
ways the world of Terra A.D. has moved beyond it. Compared to
manimals in base MCC, there are slightly more appearance options
and a higher probability of multiple mutations.

MANIMAL BODY TYPE (1D6)


Roll Result
1-2 human body-plan with animal features
3-5 human-animal hybrid or anthropomorphic animal
6 sentient animal with roughly human-sized body, expressive face,
opposable thumbs, and fine manual dexterity.

MANIMAL SUBTYPE (1D24)


Roll Result
1 Primate - Roll 1d6: (1) gorilla; (2) chimpanzee; (3) orangutan; (4)
baboon or mandrill; (5) monkey; (6) australopithecus.
2-3 Carnivorous mammal - Roll 1d12: (1) small-breed dog; (2) large-
breed dog; (3) coyote, wild dog, or jackal; (4) fox or wolf; (5)
tasmanian devil or thylacine; (6) hyena; (7) domestic cat; (8) bobcat,
leopard, panther, puma, or cheetah; (9) tiger or lion; (10) ferret, weasel,
or badger; (11) bear; (12) dire wolf, sabretooth tiger, or cave bear.
4-6 Herbivorous mammal - Roll 1d16: (1-2) cow; (3) bison, buffalo,
auroch, gnu, or yak; (4-5) donkey, mule, pony, or horse; (6) zebra or
giraffe; (7) pig; (8) warthog or boar; (9) sheep or goat; (10-11) deer,
antelope, or gazelle; (12) elk or moose; (13) alpaca, llama, or camel;
(14) hippo or rhino; (15) elephant; (16) woolly rhinoceros, woolly
mammoth, or mastodon.

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MANIMAL SUBTYPE (cont.)
Roll Result
7-9 Omnivorous mammal - Roll 1d20: (1-2) mouse or rat; (3) mole;
(4-5) chipmunk or squirrel; (6-7) hamster, gerbil, or guinea pig;
(8) pika, marmot, capybara, or wombat; (9) beaver or otter; (10)
groundhog, prairie dog, or meerkat; (11-12) rabbit; (13) kangaroo; (14-
15) opossum, raccoon, or skunk; (16) red panda, tanuki, or lemur; (17)
panda bear, koala bear, or sloth; (18) hedgehog or porcupine; (19)
anteater, armadillo, or pangolin; (20) megatherium or glyptodon.
10-11 Amphibian or reptile - Roll 1d10: (1) frog or toad; (2) salamander
or newt; (3) iguana or lizard; (4) gila monster, komodo dragon, or
goanna; (5) gecko or chameleon; (6) turtle or tortoise; (7) snake;
(8) alligator or crocodile; (9) tyrannosaurus or velociraptor; (10)
brontosaurus, stegosaurus, or triceratops
12-14 Bird or avian - Roll 1d24: (1) chicken or turkey; (2) duck, goose, or
swan; (3) pigeon; (4) canary or parakeet; (5) cockatoo, toucan, or
parrot; (6) cardinal, robin, or bluejay; (7) songbird; (8) hummingbird;
(9) raven or crow; (10) eagle or hawk; (11) owl; (12) condor or
vulture; (13) peacock; (14) pelican, spoonbill, or stork; (15) seagull or
albatross; (16) penguin; (17) puffin, auk, or dodo; (18) flamingo; (19)
iris, heron, or crane; (20) ostrich or emu; (21) bat; (22) kiwi, platypus,
or echidna; (23) moth; (24) pterodactyl or archaeopteryx.
15-17 Fish or aquatic - Roll 1d20: (1) goldfish or clownfish; (2) salmon,
carp, bass, or trout; (3) catfish or plecostomus; (4) sardine or
anchovy; (5) puffer or blowfish; (6) lionfish; (7) swordfish, sawfish, or
hammerhead; (8) piranha or shark; (9) manta or eel; (10) porpoise
or dolphin; (11) seal, manatee, or walrus; (12) whale; (13) seahorse;
(14) seaslug; (15) starfish or urchin; (16) jellyfish, octopus, or squid;
(17) oyster or clam; (18) lobster, crab, or shrimp; (19) handfish or
coelacanth; (20) placoderm, ichthyosaur, or plesiosaur.
18-19 Insect - Roll 1d16: Roll 1d16: (1) flea or tick; (2) cockroach; (3) mosquito;
(4) spider; (5) fly; (6) ant or termite; (7) bee or wasp; (8-9) beetle; (10)
grasshopper or cricket; (11) mantis; (12) scorpion; (13) worm, snail, or
slug; (14) caterpillar, centipede, or millipede; (15-16) butterfly.
20 Protist - Roll 1d14: (1) amoeba; (2) paramecium; (3) dinoflagellate;
(4) yeast; (5) algae; (6) diatom; (7) radiolarian; (8) streptococcus; (9)
staphylococcus; (10) virus; (11) bdelloid rotifer; (12) tardigrade; (13)
nematode; (14) slime mold.
21-22 Multiple mutations - Roll 1d20 once on this table and 1d20 once
on the Mutant Appearance table.
23 Multiple mutations - Roll 1d20 twice on this table.
24 Multiple mutations - Roll 1d20 twice on this table and 1d24 once
on the Mutant Appearance table.

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05 ALTERNATE PLANTIENTS FOR MCC
This table allows players to determine a plant sub-type for
zero-level plantients. Plant types are grouped based on shared
appearance and ecology, rather than evolutionary relationship.
Players are invited to use their creativity to decide the exact details
of their character’s appearance. Rather than list every possible
plant subtype, I wanted players to be able to choose one that
fits the general type, but that they’re familiar with. At the player’s
discretion, the plantient might appear as a flower, fruit, or seed,
rather than a whole plant--for example, as a pine cone rather than
a pine tree. As with manimals, my goal in choice of plants was to
show how the ancients shaped the world, and how the world has
recovered after their disappearance. Compared to base MCC,
there are more general types but fewer specific plants mentioned,
and there is a higher probability of multiple mutations.

PLANTIENT BODY TYPE (1D6)


Roll Result
1 human body-plan with plantlike features
2-4 human-plant hybrid or anthropomorphic plant
5-6 sentient plant with roughly human-sized body, opposable thumbs,
fine manual dexterity, and terrestrial locomotion.

PLANTIENT SUBTYPE (1D24)


Roll Result
1 Cereal grain - Roll 1d4: (1) rice; (2) wheat; (3) corn; (4) oats.
2 Leafy vegetable - Roll 1d3 (1) celery; (2) lettuce; (3) greens.
3 Underground - Roll 1d3: (1) bulb such as garlic/onion; (2) root such
as potato/carrot; (3) rhizome such as ginger/lotus.
4 Vines - Roll 1d6 (1) berry/grape; (2) melon; (3) pea/bean; (4)
tomato/pepper; (5) squash/gourd; (6) flowering/leaf.
5 Herb - Roll 1d4 (1) basil; (2) mint; (3) rosemary; (4) lavender.
6-7 Flower
8 Grass
9 Cluster of shoots - Roll 1d5 (1) asparagus; (2) sansevieria; (3) reed;
(4) bamboo; (5) birch.
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PLANTIENT SUBTYPE (cont.)
Roll Result
10 Bush/shrub
11 Fruit tree
12 Tropical - Roll 1d4: (1) palm; (2) coconut; (3) pineapple; (4) banana.
13 Leafy deciduous tree - Roll 1d4: (1) permanent spring flowers;
(2) permanent summer green; (3) permanent autumn colors; (4)
foliage progresses each time plantient gains level.
14 Pine conifer
15 Fern
16 Carnivorous plant - Roll 1d2: (1) flytrap; (2) pitcher plant.
17 Cactus or succulent
18 Seaweed, sponge, or coral
19 Fungus - Roll 1d3: (1) mushroom; (2) toadstool; (3) morel.
20 Moss, wort, lichen, or mold
21 Multiple mutations - Roll 1d20 once on this table and 1d20 once
on the Mutant Appearance table.
22 Multiple mutations - Roll 1d20 once on this table and 1d20 once
on the Manimal Subtype table (the character is still considered a
plantient).
23 Multiple mutations - Roll 1d20 twice on this table.
24 Multiple mutations - Roll 1d20 twice on this table and 1d24 once
on the Mutant Appearance table.

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06 ALTERNATE HUMAN
CLASSES FOR MCC
Because of the greater prevalence of pure-strain humans
compared to base MCC, I recommend allowing additional
human classes. Below are my recommendations for modifying
the Bard and Paladin classes (by Jose Lira) and Ranger class
(by Raskal) from CRAWL! No. 6: Classic Class Collection. Class
abilities that aren’t mentioned should be assumed to function as
originally written; the notes below are only intended to outline
the changes necessary to run these classes in MCC, not to fully
describe each class.

MCC BARD
Bards in the world of Terra A.D. travel and perform, giving hope
and comfort, recording events and tragedies, remembering the
fallen and lost, inspiring others to greatness.

Magic: Unlike shamans, bards are dabblers who do not serve


the AI patrons; they hack them. Their inquisitive nature and
tendency to collect odd bits of lore and old tales exposes them
to the ability to access, download, and run wetware programs
by spoofing logins, falsifying credentials, and phishing older
passwords that still check out.

Because of the way that bards access wetware programs, they


cannot use glowburn as shamans do. Bards access wetware
without the patron AI’s knowledge, utilizing a series of callbacks,
backdoors, scheduled tasks, scripted replies, and automated
responses to run their programs in the background of an AI’s
consciousness. These procedures are memorized by rote and
not fully understood by the bards who use them. As a result,
bards learn wetware programs completely randomly. When a
bard reaches a level to acquire a new program, the player rolls
to determine which program the bard has learned to access
(see below). Re-roll if the bard already knows the program.

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BARD WETWARE PROGRAM SELECTION
Level Result
1-3 Roll 1d8: (1) Biological ark; (2) Invoke HALE-E; (3) Invoke ME10;
(4) Invoke TETRAPLEX; (5) Invoke UKUR; (6) Nanogram; (7)
Query; (8) Sightblinder.
4-6 Roll 1d6: (1) EM spike; (2) Light amplification by stimulated
emission of radiation; (3) Memory worm; (4) Polygons; (5)
Scripted illusion (from CRAWL! 6, by Yves Larochelle); (6)
Ventriloquism
7-10 Roll 1d4: (1) Attune with artifact; (2) Restore backup; (3) Trans-
replication; (4) Virtual reality

Lore: The lore roll can be used to remember the purpose or


function of an artifact, but not to remember its operation or
improve the artifact check.

Darwinian luck: Pure strain humans are very lucky as a species.


Bards regenerate spent Luck at a rate of 1 point for each 24 hour
period. Unlike DCC bards, MCC bards do NOT apply their Luck
modifier to talent checks or lore rolls.

AI recognition: Because of their close resemblance to the


Ancient Ones, all pure strain humans (including bards) gain a
natural +2 to AI recognition rolls.

Archaic alignment: Bards may begin as members of either The


Clan of Cog or The Curators archaic alignments.

Artifact check bonus: Bards have a natural affinity for


understanding the artifacts of the ancients, resulting in an added
bonus to artifact checks. Bards use the artifact check bonus
recommended for DCC wizards and elves. Lvl 1-2 ACB +6, Lvl
3-4 ACB +8, Lvl 5-7 ACB +10, Lvl 8-9 ACB + 12, Lvl 10 ACB +14.

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MCC PALADIN
Paladins in the world of Terra A.D. are fanatics who revere the
patron AIs. They are martially skilled and train rigorously to serve
their pantheon. They wield a small bit of wetware programming
and are living agents of the AIs.

Choosing a pantheon: At 1st level, a paladin selects an alliance


of patron AIs to worship: either the Mainframe of Order, the
Grid of Net Neutrality, or the Matrix of Entropy. At 2nd level,
a paladin selects a specific AI to serve, while remaining loyal
to the pantheon as a whole. This patron will grant the paladin
access to wetware programs of terrible power, including the
program Invoke Patron AI. Because of their role, paladins almost
always adopt security-minded patrons, especially HEXACODA,
ACHROMA, and MANGALA. At higher levels, a paladin may
adopt additional patron AIs from the same pantheon, but they
always maintain an affinity for the first Orbital God they served.

Archaic alignment: Paladins adhere strictly to their alignment


and devote themselves to their pantheon’s cause. Their
devotion to the patron AI’s principles is absolute. Paladins may
begin as members of The Clan of Cog, The Curators, and they
are the only player characters who may be members of The
Gene Police archaic alignment. In addition, paladins adopt the
ancient systems of thought that form the basis of the patron AIs’
philosophical alignments: Law, Neutrality, and Chaos.

Smite: Paladins can empower their weapons against those deemed


unworthy by their AI patrons. Instead of their regular attack bonus,
paladins can add their Smite Die to their attack and damage rolls
when attacking mutants, manimals, plantients, and horrors (any
creatures with a mutation check bonus as a special property).

Magic: Like shamans, paladins can run wetware programs


granted them by their AI patrons. Paladins add their Personality
modifier to their spell check, and may use glowburn by
consuming radioactive substances while running a program.
Rather than risking disapproval like DCC paladins, MCC paladins
risk patron taint from spellcasting.

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Holy deeds: Rather than risking disapproval like DCC paladins,
MCC paladins risk patron taint when they perform holy deeds.

Lay on hands: Paladins have the power to channel ambient


atmospheric nanites controlled by their patron to heal the
wounded. Unlike DCC paladins, MCC paladins can use this
power to repair robots and holograms, though only those
that are aligned with the correct AI pantheon. Because of the
differences between repair and biological healing, all AIs count
as “opposed” for the purposes of determining the holy deed
result. All pure strain humans count as “same”, mutants count as
“adjacent”, manimals count as “opposed”, and plantients cannot
be healed. The paladin must physically touch the wounds and
concentrate for 1 action.

Fallen paladin: Each day an MCC paladin receives any patron


taint, they gain one point on the Fallen Paladin table. As with
DCC paladins, using their holy powers in ways that contradict
the will of the patron AIs risks incurring additional points directly.
Like DCC paladins, these points do not reset each day, and must
be erased by paying real sacrifices to atone and be redeemed
in the eyes of the AI patrons.

Darwinian luck: Pure strain humans are very lucky as a species,


but paladins sacrifice much of this when taking on a patron AI.
Paladins regenerate spent Luck at the rate of 1 point per 7-day
period.

AI recognition: Because of their close resemblance to the


Ancient Ones, all pure strain humans (including paladins) gain a
natural +2 to AI recognition rolls.

Artifact check bonus: Paladins have a natural affinity for


understanding the artifacts of the ancients, resulting in an added
bonus to their artifact checks. Paladins use the artifact check
bonus recommended for DCC warriors. Lvl 1-4 ACB +2, Lvl 5-8
ACB +6, Lvl 9-10 +8.

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MCC RANGER
Rangers in the world of Terra A.D. are very similar to their
counterparts in the Ancient world. They are tough wilderness
warriors, living at the fringes of tribal areas. They train to survive in
wilderness areas and act as guides to those crossing dangerous
regions. They excel at martial combat against their favored
enemies, and have a keen expertise in stealth and survival.

Archery expert ranger path: When firing into melee, the ranger
can ignore the 50% chance to hit an ally engaged in the fight.
In addition, the ranger can perform Mighty Deeds of Arms as a
DCC warrior when fighting with a blowgun, sling, shortbow, or
longbow.

Two-weapon expert ranger path: The ranger can fight with


two one-handed weapons as though their Agility was 16
(although staff and spear are one-handed weapons, the ranger
can only effectively wield one weapon of such size at a time;
the second weapon must be smaller, such as a dagger or club).
The ranger can perform Mighty Deeds of Arms as a DCC warrior
when fighting with two weapons.

Wilderness skills: Rangers train to survive in both hostile


natural environments and the very hostile, very un-natural
environment of the ruins of ancient cities. Although their skills
are still mostly only relevant out-of-doors, they function as well
amidst Ancient ruins as they do in the wastelands. For example,
rangers can climb sky-scraping ancient buildings as easily as
they climb other steep cliffs, find water dripping from the tap of
abandoned plumbing just as they find natural springs, and hide
in alleyways as easily as they do behind natural outcroppings.

Rangers are considered trained in the following skills, and


receive a bonus to skill checks equal to their class level plus
their ability score modifier: Climb (Agility), Find and neutralize
natural/Ancient traps (Agility), Sneak and hide (Agility), Strider
(Agility), Survival (Personality).

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Favored enemies: At 1st level, the ranger must choose one type
of favored enemy from the following list: androids, cyborgs,
devils, holograms, manimals, mutants, plantients, robots,
slimes, horrors (creatures with a mutation check bonus special
property). At 3rd, 6th, and 9th levels, the ranger can choose
another favored enemy, so long as they’ve fought that enemy
before.

Darwinian luck: Pure strain humans are very lucky as a species.


Rangers regenerate spent Luck at the rate of 1 point for each 24
hour period.

AI recognition: Because of their close resemblance to the


Ancient Ones, all pure strain humans (including rangers) gain a
natural +2 to AI recognition rolls.

Archaic alignment: Rangers may begin as members of either


The Clan of Cog or The Curators alignments.

Artifact check bonus: Rangers have a natural affinity for


understanding the artifacts of the ancients, resulting in an added
bonus to their artifact checks. Rangers use the artifact check
bonus recommended for DCC clerics and thieves. Lvl 1-2 ACB
+3, Lvl 3-4 ACB +5, Lvl 5-7 ACB +7, Lvl 8-9 ACB +9, Lvl 10 ACB +10

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07 ALTERNATIVE TECHNOLOGY
CHECK FOR MCC
DCC uses d10 skill checks for untrained characters and d20 skill
checks for skilled characters. Thieves begin the game casting
spells from scrolls using a d10 (as untrained with magic) but as
they gain levels, their dice-type improves, one step at a time,
modeling the learning process. This alternative to the MCC
technology check uses thieves’ spellcasting improvement as a
model and applies it to denizens of Terra A.D. learning to use
Ancient technology.

When characters first encounter a new piece of ancient


technology, they roll d10 + Artifact check bonus + Intelligence
modifier. As they learn to understand the artifact, their dice-type
can improve. Characters need to be very smart or very lucky to
operate a new artifact successfully, or do anything at all other
than break it. But each success has the chance to lead to new
insights, allowing characters to eventually gain mastery over
each new piece of technology.

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Technology level and complexity: The tech level sets a limit
on the who may attempt to use an artifact. A character cannot
make a technology roll for an artifact whose tech level is higher
than the limit set by their Intelligence — unless their character
level is equal or higher to the tech level (for example, any 7th-
level character can attempt to use alien technology, even if their
Intelligence is lower than 24. Most 6th-level characters can’t
attempt to use such a device, however; they can’t even fumble
and break it). Characters don’t need to make technology rolls
for objects from their home culture’s tech level or lower.

(Stone-age technology is TL 1, mechanical devices are TL 2,


electronic and modern computing devices are TL 3, near-future
tech is TL 4, far-future tech is TL 5, technology indistinguishable
from magic is TL 6, and advanced alien technology is TL 7).

The complexity of an artifact is subtracted as a penalty from the


technology roll.

Progressing and re-rolling: As characters roll on the table


below, the technology die they roll (starting with d10) can only
increase, never decrease. If a result indicates that further rolls
should be made using a technology die that’s lower than the
character’s current ability, ignore that portion of the result.

Characters can also continue to study and master ancient


technology that is currently non-functional or broken. If a result
indicates that the artifact activates, but the tech can’t activate
because it needs repairs, or it has run out of ammunition or
power, then it doesn’t activate, ignore that portion of the result.

Each successful result on the table below is intended to


eventually force a re-roll. Each entry describes how long a
character can use the artifact before they must make another
technology roll. For example, on a result of 17-19, the artifact
functions for 1d3 game sessions before it breaks and needs
minor repairs. Once that happens, the character must make
a new technology roll, even if they can make minor repairs
without needing a new tech roll to learn how — they still need a
new technology roll because the result demanded it.
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Classes bonuses: As noted in their character descriptions,
some characters have an affinity for certain forms of ancient
technology. Sentinels also add their artifact bonus die to
technology rolls for weapons and armor. Healers roll +1d on
rolls related to medical artifacts and devices. Rovers receive
an additional bonus to understand ancient doors, locks, traps,
and other security systems. These bonuses still apply to the
technology roll as well as to Intelligence checks related to
learning or using the technology.

Assisting and teaching: One character must volunteer to


be the primary technology user; that character makes the
technology roll using their current technology die for that
object. Up to three characters may assist, if they have sufficient
intelligence. Both the technology user and all assistants may
expend Luck to improve the technology roll, and all assistants
suffer the consequences of a poor roll. To serve as an assistant,
a character must have a minimum Intelligence of 13 (or Int
modifier +1). A technology user can have two assistants as
long as one assistant has a minimum Intelligence of 16 (or Int
modifier +2), and three assistants as long as one has a minimum
Intelligence of 18 (or Int modifier +3). Add the Intelligence
modifier AND the Luck modifier of each assistant to the
technology roll, along with any expended Luck.

When a technology user teaches another character to use a


piece of technology, the student must roll a d20 to make a DC
10 Intelligence check, modified by their Artifact check bonus,
to learn what the teacher knows. On a natural 1, the artifact
is permanently broken and inflicts maximum damage on the
student and the learner. On a successful Intelligence check, the
student may now roll the same technology die as the teacher.

Describing technology: Until characters have attempted to


use an artifact and begun to unravel its secrets, they should
receive only an “abstract description” as explained in the MCC
rules. Once they have a d12 or higher technology die, they have
earned the right to a “literal description.”

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Judging advice: This alternate rule is intended to create a
mini-game out of learning to use ancient artifacts. As such,
it is probably too cumbersome to use with every artifact
the characters find. Instead, I recommend using different
approaches depending on the nature of the artifact. Trinkets
and other extremely simple artifacts might work automatically.
Single-use artifacts might still allow a d20 technology die
from the very beginning. Learning to use one artifact might
grant a bonus--or even allow the characters to use the same
technology die--for any similar objects.

ARTIFACT CHECK RESULTS


Roll (1d20) Result
1 The artifact breaks irreparably and inflicts maximum damage (or
1d6, for artifacts with no damage listed) to all characters within a
range of 10’ (or further, if applicable based on the artifact).
2-3 The artifact breaks and needs major repairs. It inflicts 1d3
damage on the user and all assistants.
4-6 The artifact breaks and needs minor repairs.
7-11 The artifact doesn’t function, but isn’t broken. However, a
piece is missing, a part is knocked out of position, a control is
on the wrong setting. The device won’t activate until a DC 12
Intelligence check makes it functional again.
12-13 The artifact activates for one use, but its operation is still not
understood. Another technology roll must be made before it can
be used again. Further technology rolls use a d12 technology die.
14-16 The artifact activates and is minimally understood. It can be
used for 1d3 uses, then another technology roll must be made
before it can be used again. Further technology rolls use a d14
technology die.
17-19 The artifact activates and its operation is basically understood.
Additional ammunition or power sources can be used to
reload the artifact if they’re available. The artifact can be
used for 1d3 game sessions, then it needs minor repairs and
another technology roll must be made before it can be used
again. Further technology rolls use a d16 technology die.
20-26 The artifact activates and its operation is well understood.
Minor repairs may be attempted with a DC 12 Intelligence
check and the correct tools and materials. The artifact can be
used for 1d4 game sessions, then it needs major repairs and
another technology roll must be made before it can be used
again. Further technology rolls use a d20 technology die.

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ARTIFACT CHECK RESULTS (cont.)
Roll (1d20) Result
27-33 The artifact activates and its operation is precisely understood.
Minor repairs may be attempted without rolling a check.
Major repairs may be attempted with the correct tools and
materials and a DC 12 Intelligence check. The artifact can be
used for 1d6 game sessions, then it breaks irreparably and
needs to be replaced. Further technology rolls use a d24
technology die.
34-35 The artifact activates and its operation is precisely understood.
Major and minor repairs may be attempted without rolling a
check. A duplicate artifact can be constructed with the proper
materials, parts, and tools and DC 12 Intelligence check. The
artifact can be used for 1d8 game sessions, then it breaks
irreparably and needs to be replaced. Further technology rolls
use a d30 technology die.
36+ The artifact activates and its operation is precisely understood.
Major and minor repairs, and even the construction of a
duplicate artifact can be attempted without rolling a check.
No further technology rolls are needed for this object. It
can be operated at-will, and no greater understanding can
be achieved by examining it. The technological principles
underlying the artifact can be understood by making a DC
24 Intelligence check. Once these principles are understood,
new artifacts can be designed by following those principles,
using correct materials, parts, and tools, and a DC 12
Intelligence check.

Example: Lily is a post-apocalyptic scavenger, familiar with TL


3 automatic firearms. When Lily meets Jean, a time-traveler
from the far future, she steals Jean’s fazer-pistol and threatens
to shoot Jean with it unless someone explains why cyborgs
are attacking. Jean promises to protect Lily, and manages to
persuade her to return the pistol unfired. Curious to know what
would have happened, Lily’s player rolls d10 and adds Lily’s
Intelligence modifier (+0 for Int 12) plus her artifact check bonus
(+2 for a 1st level Rover), subtracts the fazer-pistol’s Complexity
(-6), and gets a total of 0. Jean says “It was set to overload. If
you had shot me, it would have exploded and killed us both.”
Feeling embarrassed, Lily says “It was my first raygun.” Later, they
find a hard-light hologram of a 1920s machine gun, and Lily is
able to use it without making a technology roll at all. Together,
Jean and Lily repel the cyborg invasion!
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08 SCRIBING RUNES IN MCC
In a world without literacy, all writing seems like magic.
Some writing is much more magical than others, however.
Some writing issues commands that its viewers have to
obey, even if they can’t actually “read” it. The DCC spells runic
alphabet (mortal) and runic alphabet (fey) represent a set of
procedures that characters can memorize by rote in order
to enact wetware-like effects without direct intervention by
the patron AIs. The DCC spell make potion even provides a
list of procedures characters can follow to issue wetware-like
commands to themselves.

Characters can only learn runes one at a time, they can never
memorize an entire runic alphabet at once. Characters learn a
rune by making a technology roll, including their usual artifact
check bonus. A character must make a technology roll equal to
the rune’s original minimum spellcheck in order to memorize
it. Once a character has memorized a rune, they can inscribe it
any time by making a technology roll equal to the rune’s spell
check. The rune’s complexity is equal to twice its spell level (so
mortal runes are complexity 2 and fey runes and potions are
both complexity 6). If the alternative technology roll described
earlier is used, then characters’ technology die is also their
spell check die, and can continue to improve even after they
memorize the rune. If the bard class described earlier is used,
bards roll +1d on technology rolls to learn and scribe runes.
Most characters can memorize a number of runes equal to half
their character level, while bards can memorize a number of
runes equal to their level.

A rune might represent ancient machine code. Writing the code


might issue a command-line instruction to a patron AI’s satellite
mainframe, and activating the rune might represent the satellite
compiling and executing the code via the AI’s operatives and
resources planetside. Or, a rune might represent ancient logins,
passwords, and database entries. Writing the rune might fill in a
webform maintained by the nanites ambient in the atmosphere
all over Terra A.D., and activating the rune might represent the

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nanites submitting the entry as a new row in a cloud database.
Or, a rune might consist of images that exploit flaws in the
image-processing centers of the human brain to produce
almost unavoidable effects, as described by David Langford in
his “blit” and “basilisk” stories. Learning the rune might represent
learning to accurately reproduce the image without suffering
its effects. Inscribing might consist of drawing this image, and
activating it might represent fully revealing the image to its
victim’s visual cortex. Depending on the judge’s interpretation,
inscribing a rune might require access to a functioning ancient
computer terminal, special paints or stencils to craft a nanite-
readable barcode or QR code, or protective eyewear to shield
the scribe’s own optic nerve from the rune’s effects.

Example: Jane has been press-ganged into leading Tommo


and Violet into an abandoned ancient city to collect spoons
and other artifacts. Near the edge of town, she spots an Ancient
screen and keyboard, attached to a machine that accepts
rectangular leaves and returns metal pebbles. First she types in
the command to make the monitor display a particular shade
of green that relieves the injuries she suffered on the road
(make potion “healing”, technology DC 18, Complexity 6). When

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Tommo and Violet demand that Jane repeat the procedure,
she enacts the second part of her plan, typing in a command
to display a coruscating pattern of red-and-green static that
causes Tommo and Violet to hemorrhage to death on the spot
(runic alphabet (fey) “pain”, technology DC 16, Complexity 6).
Jane returns home telling a story about how Tommo and Violet
“were eaten by a carnivorous plant.”

THE END

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Getting Ideas
from
Birth Augurs
by José Luiz Tzi

One of the elements that my table liked most about


DCC RPG is the birth augur. They enjoyed giving wide
interpretations to their PC’s birth augur. If a PC rolled
the augur the bull, for example, then their player pictured
him as a brute, not only in physical strength but also on
his approach to everything. That could either mean that
the PC believed that a forceful approach was the best, or
simply that the character was blunt and direct.

Some other options follow. With “positive” examples,


I tried to consider situations where a positive or neutral
Luck modifier would work; for “negative” examples,
I considered an approach targeting PCs with
a negative Luck modifier:

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ALTERNATIVE BIRTH AUGURS
Birth Augur Positive Negative
Harsh Either a “Winter is coming!” This is a PC that is probably
winter background (a grim and traumatized by combat,
fatalist PC) or a PC that comes maybe crippled or cursed
from war-ravaged or brutal (by a winter deity? a Crom-
homelands (Cimmeria, Mordor, like god?). Perhaps — may
the Frozen North, etc.) the gods help us — a pacifist!
The bull A violent PC that solves all his The PC sucks in melee
problems through battle. combat. If the PC obtains
the bull augur, invert the
meaning; then this PC might
be a mutant or pariah, too
weak to fight, who is seeking
a cure for his debility (maybe
through a patron or arcane
magic).
Fortunate The talented archer (Bard, No one trusts the PC with a
date the Dragonslayer-wannabe), bow or even a crossbow.
sniper (an assassin?), blessed Maybe the PC hates archers
by some god of the hunt (and elves?). By inverting the
or maybe a daredevil meaning, maybe the PC was
spellslinger. If you interpret born on the day of some
more literally the name of terrible catastrophe (like a
the augur, then the PC is that battle that killed thousands).
irritable fellow that seems to Most people know this and
always get the best girl, the avoid the PC like the plague.
best spot, and also the one
that always leaves a battle
without a single drop of blood
on his chainmail.
Raised by The PC was orphaned while The PC can’t get themselves
wolves crossing a jungle and was to do dirty works. Maybe he
raised by beasts (not original is a pampered third or fourth
enough, but what if the PC is son of a noble household.
a dwarf? This happened at Without any inheritance, he
my table and inspired me to was forced onto the perilous
create a beastmaster class). path of a dungeon delver.
The bonus to unarmed attacks
suggests that the PC learned
to live by his own innate
talents, without much in the
way of equipment, so maybe
the orphan background is the
best (or maybe the PC trained
with Shaolin monks).

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ALTERNATIVE BIRTH AUGURS (cont.)
Birth Augur Positive Negative
Conceived The PC is a true Mongol (or The perfect augur for
on Dothraki, or Rohirrim, etc.) rider! dwarves - the PC hates
horseback The PC may have come from horses and she HATES the PC
a culture that worships horses back - ALL of them! Perhaps
(warrior, elf or cleric classes), or the PC actually was a horse
maybe she started her career which has been shape-
stealing horses (thief or halfling changed into a humanoid
classes), or she could be that (or a humanoid cursed by
one apprentice who learned a nemesis to be donkey for
magic with the assistance 7 years… now it is revenge
of a unicorn (elf or wizard? time!).
Obviously a virgin).
Born on the The obvious one here is that If a wizard or halfling, then
battlefield the PC literally could have maybe the character is one
been born in a battlefield (her who can’t stand the mere
mom is probably a bit mad, sight of blood. If a warrior
I would guess). This augur or dwarf, then perhaps she
can also represent a certain enjoys a good roleplaying
degree of bloodlust or even challenge. In that case, try
psychopathy for the “heroic” playing the PC as a pacifist
PC. who won’t kill most enemies
(but she does love to use lots
of Mighty Deed of Arms).
Path of the The “bear” part is the secret. OK, the PC punches like
bear The PC can be a Beorn-like a pixie (if he is an elf or
character: big, furry and halfling, that’s perfect). Let’s
cranky. This is actually the type think on the opposite of a
of augur that I enjoy most for bear - maybe a fox, a rat or
non-warrior and dwarf PCs anything small and cowardly.
- imagine an ogre-like brute He is the kind of PC that
who studied wizardcraft, hates when the battle get
or a really cranky and foul- up close and personal. The
mouthed halfling. Maybe PC likes to stay away (far, far
the PC has a bear’s appetite away), duly protected by
or enjoys the company of cover. If a warrior, then he is
animals. He probably breaks (obviously) an archer.
things by accident... a lot.
Collateral damage is the PC’s
surname!

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ALTERNATIVE BIRTH AUGURS (cont.)
Birth Augur Positive Negative
Hawkeye Green Arrow or Hawkeye. Play a Mr. Magoo PC! And
Really. Both are awesome use glasses. And have the
PC examples in terms of PC complain about goblin
personality and charisma blood falling on her glasses
(and if the PC’s Personality every time.
is high, then she a natural
candidate for the role). This
is the adventurer that always
notes that one small detail
that can save the party. The
PC is probably perceptive and
keen-eyed.
Pack hunter This is a really bizarre augur The PC is a lone wolf in an
for me, at least mechanically. adventuring party - which
The PC is basically good with basically means he is a diva
“peasant” weapons. This could or a hypocrite. Roleplay
mean that he never forget Wolverine/Logan; have the
his lowly origins. He may be PC complain a lot about
a big damn hero now, but how everyone around
his dream is still to retire to a hinders him (especially
nice peaceful farm, to plant while being healed by the
cabbages or turnips (if he cleric). If you go by the
can bore the hell out of his mechanical aspect, then the
party by constantly talking PC was probably a highborn
about turnips and cabbages, fallen on harder times (or a
he deserves a +1 Luck point). bastard). He still keeps his
Or you could literally use noble perks - he enjoys fine
the augur’s name - the PC is food, clothes and weapons.
a pack creature. He works He would NEVER touch
better when in a team and “dishonorable” weapons, like
he is everyone’s second best a pitchfork or knife.
friend.

Variant augur - Pack hunter: Given the name of this augur, I believe it would be
nice if the PC gained his Luck modifier on attack and damage rolls if he followed
another PC’s action. For example, if a warrior attacked a goblin, the PC would
gain his Luck modifier as a bonus by attacking that same goblin with his next
action. If he has a negative Luck modifier, he has to be the original attacker every
round or suffer a penalty to attack and damage rolls - yes, he really hates battles
against only one adversary!

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ALTERNATIVE BIRTH AUGURS (cont.)
Birth Augur Positive Negative
Born under The quintessential jack-of- The PC is clumsy like Goofy.
the loom all-trades. While this augur Maybe her “unluckiness”
is great for thieves (free skill is legendary and small
bonus!), I find it excellent for accidents happen around
mixing with other classes. The her all the time. Offering
PC could be an enlightened help is practically her way of
duelist from exotic lands (a intimidating someone!
warrior using her skill bonus
for wuxia and social skills), a
cleric of the God of Thieves
or Knowledge, a true sage!
(wizard), an old rascal of a
halfling who has lived a lot
and accomplished a lot, or a
truly ancient elf or dwarf.

Variant Augur - Born in the trade: I find the original augur a little
overpowered… after all, the PC gains a bonus to all skills! At my table, that is
a huge boon. So I usually allow a player who rolls this augur to choose between
two versions (or throw a coin and late fate decide). Born in the trade is a variant
augur that grants either a bonus or a penalty only to thief skills. A positive Luck
modifier gives a bonus to thief skills, a negative Luck modifier imparts penalties.
The original born under the loom augur grants a modifier to all other kinds of
skill checks. If you choose to use this variant, there are a few interesting concepts to
consider: the PC could be a holier-than-thou cleric (negative Luck modifier) that
refuses to do thieving/skulking (and sucks at it); or go for the opposite, building a
paladin-like PC (positive Luck modifier) that is GREAT at thieving, but hates
to do it.

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ALTERNATIVE BIRTH AUGURS (cont.)
Birth Augur Positive Negative
Fox’s The PC is perhaps known for Traps love the PC! That could
cunning his preternatural danger sense. mean simply bad karma.
Maybe the PC is touched by Traps could mean lots of
the weird and suffers visions of other things besides pits
terrible things that will happen. and mechanical terrors. The
If you take the literal “fox” part PC always falls for all kind of
of the augur’s name, maybe traps, which means he could
the PC had a shape-changing be gullible (a halfling), have
fox as a parent. A simpler a way of thinking as slow as
option is that the PC is just rocks (a dwarf) or just doesn’t
cunning or clever. ever get how “mortals”/
humans act (an elf). Maybe
the PC is the one member
of the party always picked
as a mark by the snake oil
salesmen.

Variant Augur - Fox’s cunning: I like to extend this augur’s theme to ambushes
and surprise attacks.

Birth Augur Positive Negative


Four-leafed “Good” stuff always reaches “Bad” stuff always reaches the
clover the PC’s hands, similar to PC’s hands, similar to Bilbo,
Bilbo, who manages to find a who manages to find the
ring of invisibility lying on the cursed one ring of the Dark
ground of a cave. Maybe the Lord lying on the ground
PC is lucky with small (non- of a cave! Please, apply this
mechanical) stuff. Her room at PC’s negative Luck modifier
the lord’s castle is the only one as a penalty when rolling for
with a bath. While crossing a cursed items!
town during heavy rain, only
the PC, among all members in
the party, reaches the mayor’s
house without being covered
in mud.

Variant Augur - Four-leafed clover: I like to extend this augur’s effects to any
roll on treasure tables, if applicable.

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ALTERNATIVE BIRTH AUGURS (cont.)
Birth Augur Positive Negative
Seventh A quick bit of research tells that the 7th son of a 7th son could be
son a gifted healer, a natural diviner, a person resistant or immune
to poisons, or even a werewolf (a common folklore here in
Brazil). These are all good ideas if the PC isn’t a spellcaster (I
hate mechanical traits that are useless). If you want, roll a 1d4
for non-spellcaster PCs that rolled this augur: (1) healing rolls; (2)
perception; (3) saves against poisons; (4) saves against curses.
Another option is to simply let non-spellcaster PCs with this
birth augur cast spells from scrolls like a thief (using a d10 action
die). Yet another option for non-spellcaster is that she is a “luck/
unlucky amulet” for spellcasters. If the PC has a positive Luck
modifier, she can choose one spellcaster ally each game session
to gain that bonus. This must be roleplayed somehow at the
table (the chosen spellcaster maybe bought him a beer at the
tavern, or maybe the PC and the spellcasters had a tryst). If the
PC has a negative Luck modifier, all beneficial spells cast on them
suffer a penalty. Finally, don’t forget that the “7th son” concept is
just an idea: maybe the PC was born with a caul over her head,
maybe she has the “evil eye”, an extra thumb, was a lycanthrope
in the past, have a pentagram or the symbol of Chaos on her left
hand, etc.
The raging The PC’s magic seems more I like two options here. The
storm potent than it really is. The classic trope is that the PC’s
judge is encouraged to add magic is puny. Maybe a cleric
an extra cool manifestation that follows a pacifist or dying
or special effects to the PC’s god. A wizard or elf who may
magical strikes. Maybe the be cursed. The PC could be a
PC’s potent magic allows gutter mage, someone who
her to do small cantraps, like learned magic alone and
lighting their pipe. never got it right.
Variant Augur - The raging storm: another — more unorthodox — option is
that the PC’s magic is actually VERY destructive, even when beneficial. Here’s
how I would do it: every time the PC casts a spell, there’s collateral damage. Her
fireball will hit innocent bystanders and property. If there aren’t victims around,
have the PC roll a Luck check. If the PC fails, deal her negative Luck modifier
in damage to a random ally, including possibly themselves. A cruel judge could
require a Luck check even when a cleric heals, reducing the total hit points healed
by her negative Luck modifier (and to boost her healing hurts… maybe the PC is
a chaotic cleric or a follower of some bloodthirsty deity). OK, what if the PC is a
non-spellcasting class? The PC could be magic resistant (or vulnerable), adding
her Luck modifier to an opponent spellcaster’s DC (if positive) or to the spellcaster’s
spell check (if negative)

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ALTERNATIVE BIRTH AUGURS (cont.)
Birth Augur Positive Negative
The Here the best idea is to check the The PC is half-unholy
righteous PC’s alignment before finalizing any (demon-blooded
heart ideas. Undead, monsters, devils and or perhaps a half-
demons are anathema to both Law and vampire, a dhampir).
Neutrality. Chaotic dragons, extraplanars
and humanoids are the other enemies
of lawful PCs, while neutral PCs face
lycanthropes and “perversions of nature”.
Chaotic PCs enemies include lawful
dragons, extraplanars and humanoids,
and also angels and paladins. The PC
may belong to an ancient bloodline
or order that hunts the unholy. Maybe
something in the PC’s blood hurts those
creatures. The PC could also be the
reincarnation of some powerful hunter
of the unholy.

Variant Augur - The righteous heart: turn unholy is very specific and quite useless
if the PC is not a Cleric. So, for non-clerics, let this augur affect another stat. Roll
a 1d4: (1) saves against unholy; (2) attack rolls against unholy; (3) damage rolls
against unholy; (4) skill checks when dealing with something Unholy.
Survived Let’s go for the most Warhammerian Congratulations,
the plague augur of all! This is the perfect augur for the PC survived the
gongfarmers, rat-catchers, gravediggers, plague, but was
cutters/barbers, etc. crippled, marked
or disfigured by it!
Congratulations, the PC literally survived Magical healing may
a deadly plague! The fact that magical not work on the PC
healing works better on the PC may because he is an elf
suggest he was touched by the divine (blood of Chaos), a
in some fashion; maybe he was a dwarf (resistant to
prophesied child-avatar (a failed one magic?), a heretic or
if the PC became a warrior, but the excommunicated
fame still carries on). The PC may be a fellow or maybe
pious followers of the gods (again, a even demon-
perfect option for non-clerics). If the PC blooded. Another
is a wizard, this could mean perhaps option is that the PC
there exists some pact with an extra- almost died once;
dimensional being with his family. If the since then, death
PC is an elf — a traditional chaotic and has been following
arcane race — this could mean he is him.
actually half-elven!

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ALTERNATIVE BIRTH AUGURS (cont.)
Birth Augur Positive Negative
Lucky sign The PC is the chosen one (or Something is seeking the
so say the local clergy). She PC’s death. Maybe she
may be a (self-declared) saint survived the 0-level funnel (or
or prophet, whose resistance to childhood) because she (or
magic and other events is seen her parents) sold her soul. The
as a sign of divine protection. PC could be the sole survivor
Maybe she was born under of some deadly catastrophe;
the twin-tailed comet (good her presence is seen as a
luck forging an empire). The terrible omen. She carries
PC could have a special amulet some clear sign of unlucky.
or token (warrior or thief), or She could be a beardless
perhaps a relic (cleric). She dwarf, a weird and albino
could have forged a pact with halfling (similar to Gollum?),
some hidden patron, becoming an elf with ebony skin and
a warlock (wizard); or she could white hair (similar to Drizzt?!),
be one of the patron’s spawns or a human with cloven feet
(bastard daughter of the King or little horns.
of Elfland!). She could also have
hidden her soul inside a lesser
phylactery (wizard) or given
(literally) her heart to a fey (elf).
Guardian Read the above entry on fox’s Take those positive ideas and
angel cunning for ideas about traps. turn them around. The PC’s
Let’s focus on the guardian familiar wants to kill him! It’s
angel part. The PC could useful most of the time, but
have a more powerful familiar from time to time, the damn
(wizard or elf), a small and critter seems to plot the PC’s
annoying, but useful, animal doom (please, judge, don’t
companion (a hamster named forget to roleplay the evil
Boo!) or maybe a spirit which familiar laughing every time
literally guards your PC against the spellcaster suffers a critical
traps and similar “accidents”. hit). If the PC isn’t an arcane
spellcaster, they could be
haunted by some poltergeist
(an ancestor he betrayed, a
patron from whose pact he
escaped, etc.). The PC could
actually be mad! He could
see an evil twin or creepy
demon stalking him and
which tries to push him into
pits and traps, but ONLY THE
PC sees the damn clown! (I
hate clowns…).

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ALTERNATIVE BIRTH AUGURS (cont.)
Birth Augur Positive Negative
Survived a The PC has an unhealthy dose The PC is obviously
spider bite of entomophilia (maybe she is entomophobic. If she also
like Reinfield and actually likes has a low Stamina, this could
to eat bugs). She could come mean she was poisoned and
from a far-away land where almost died (she is weak and
the peasants use giant bugs probably requires alchemy
instead of cattle or horses. If a or recurrent divine magic
dwarf, she could have survived to be kept alive… maybe
a massive war against giant she requires bonding to a
spiders. If a halfling, she could supernatural patron or will
have survived a trek through die).
Mirkwood!. If an elf, she was
banished because of her
religious beliefs.
Struck by For this augur, I’m going to avoid the positive/negative
lightning descriptions because the main idea here is the same - the
PC survived an impossible situation. Call it a lightning strike, a
meteorite strike, a dragon attack, etc. He survived something
that should have killed him. Get creative. Extrapolate. If his
Luck modifier is positive, the judge is encouraged to flavor the
description, describing how the PC, of the entire party, is the
one that usually gets out of a situation unscatched. If the PC has
a neutral or negative Luck modifier, then Death is still trying to
even the score.
Lived Another Grim & Perilous augur! OK, maybe the PC didn’t
through The PC survived the plague! literally survive through the
famine Or the Great Famine (and famine. Not entirely whole,
the following Ghoul Spring). at least. Maybe the PC
Or a nuclear winter! Actually, and Death are now tavern
maybe she was raised by buddies (she has a bone
orcs/goblins/insert-here- white complexion and hardly
unsanitary-humanoids. Either seems to breath). Or maybe
way, she survived in a place she actually died and was
where civilized folk usually die. brought back…changed.
How did she manage that? A Does she require any special
dark pact or divine blessing? A medicine or perhaps a
mysterious MacGuffin? Some weird ritual to be kept alive?
weird birthmark? Perhaps she is now death-
touched, doomed to return
as one of the damned or un-
dead (a vampire, perhaps).

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ALTERNATIVE BIRTH AUGURS (cont.)
Birth Augur Positive Negative
Resisted The PC is a pious soul…if there The PC sold his soul (he was
temptation were paladins in the core DCC young and stupid, and at
rulebook, the PC would be one the time it was so edgy!).
(actually, it’s a great idea if the Maybe the PC is addicted to
PC KNOWS that he could have some dark narcotic from the
been a paladin, but they don’t fallen east (purple lotus, that
exist). Maybe he was touched weird worm-spice or maybe
by an angel or blessed by a demon blood - literally,
champion of Law with iron will. demon blood!). If you like
Another interesting option is a comedic approach, the
that he is (constantly) tempted PC can have a simpler vice
by a devil. So far the PC has - he is lecherous (human),
resisted, but the infernal is still gluttonous (halfling), greedy
following him around for some (dwarf) or just ridiculously vain
reason. (elf).
Charmed The PC has a guardian The PC is as fragile as glass
house angel (not necessarily a (Unbreakable!). Maybe she is
celestial… could be a faerie, too small or too big for her
an ancestor, a living spell, a race. If she is an elf, maybe
very headstrong familiar). The she is plant-like and more
PC has a phylactery and part fragile; if she is a dwarf, she
of her soul is stored in it. She could literally have crystalline
is not completely human (if bones. Or she could be just
a warrior, cleric, wizard or an elderly adventurer. Perhaps
thief) or demihuman (perhaps she belongs to an elder race
a dwarf with a clockwork that is slowly fading from
heart or an elf with demon- the world (a degenerated
blood). In Brazil, we have the Atlantean, Valyrian or Eldar…
expression “corpo fechado” who knows). Perhaps the
(closed body), which is used gods hate her and want
to describe people with her dead, or a demon lord
supernatural protection who cursed her bloodline to
can’t be hurt under ordinary DOOM! (it is really very easy
conditions (if you saw the to come up with some weird
movie, Unbreakable, you reason for a low AC).
know what I mean). If you
go for a literal approach,
maybe the PC was born in
a very special or holy place,
and bit of that magic is still
carried by her (Rivendell, Myth
Drannor, Mount Olympus, the
Deadhouse, etc.).

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ALTERNATIVE BIRTH AUGURS (cont.)
Birth Augur Positive Negative
Speed of The PC does EVERYTHING fast… If the judge allows it, play an
the cobra talks, eats, sleeps (!), etc. Never ent (treat as the warrior class!).
staying silent or in the same The PC is really slow, either
place for long. If he drives his because he always plans and
party mad, congratulations! He ponders an action before
could be a cleric of Mercurius, doing it, or because he is too
a thief-acrobat, an amazon/ big. The PC could be a half-
rider/maratonist warrior, earth elemental dwarf (or just
a changeling (wizard with a big/old dwarf), a half-giant
fey blood), a fox or squirrel (warrior), a halfling fugitive
polymorphed into a halfling, a with an adamantine ball and
dark sun elf! (If you like these chain in his legs or maybe an
suggestions, allow speed of elf from an alternate fourth
the cobra to also increase dimensional reality who
movement speed). experiences problems acting
in our three dimensional
world. Or you could just play
a REALLY stupid and slow
thinking barbarian...
Bountiful The PC had to flee her home The PC looks like a corpse
harvest village because the locals (perhaps minus the smell).
thought she was the avatar The PC was born in the
of the spring goddess. If underworld. One of the PC’s
the PC is a cleric or an elf, parents was an un-dead.
maybe life springs around Maybe her bloodline was
her… with flowers blooming, cursed by the forces of Law
small animals passing by, etc. or Chaos. Also, read the
Maybe the PC’s excessive life negative aspects of the augur
force is the result a pact made charmed house.
by her parents with the King
of Elfland or other supernatural
power. If the PC is a dwarf,
they could be half-troll (and
very ugly).

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ALTERNATIVE BIRTH AUGURS (cont.)
Birth Augur Positive Negative
Warrior’s The PC is the kind of adventurer The PC is not a pacifist, but he
arm that enjoys gore and bloodlust hates killing. Or perhaps he
too much for his own good. can’t stand the sight of blood
Maybe he is a failed apprentice (perfect for a cleric). The PC
of the assassin’s guild (that’s could also be a lousy fighter.
a cool new occupation, by
the way), a fugitive torturer
(idem) or the unsung son of a
famous barbarian warlord (that
was cast aside because he
disappointed dad — Conan).

Variant Augur - Warrior’s arm: in my games, I let this augur also affect
spellcasting. So, if the spellcaster PC rolled a natural 20, he adds his Luck modifier
to the final result.

Unholy The PC’s resistance to The perfect augur for wizards!


house corruption could derive If the PC is a wizard, please
from celestial blood (aasimar play her as the cliché evil
anyone?) or more probably necromancer (don’t forget
because she swallowed the the maniacal laughter). If
finger of St. Cuthbert some the PC is a cleric, consider
years ago when the plague aligning her with Chaos. If
hit her (on the run from Law- the PC is an elf, consider that
aligned churches). Maybe she she is actually an evil outsider
has a guardian angel (literally) banished from the overworld
that constantly preaches the (the mutations provoked by
“benefits” of a righteous and corruption actually chip away
chaste life. A very wicked at the PC’s disguise, revealing
background is that the PC her true form!). If the PC is a
has an identical twin…and all halfling, play Gollum!
the PC’s corruption is actually
passed to her (a campaign
villain).

Variant Augur - Unholy house: Why let only wizards and elves have all the fun?
If a player rolled this augur for a non-arcane spellcaster PC, I would give the
PC a special ability - in addition to Luck. The PC can also burn Stamina to gain
bonuses. Burned Stamina regenerates like spellburn damage. However, every time
the PC burns Stamina, roll 1d20 plus his Luck modifier against a DC of 15. On
a failure, roll 1d6 and apply to result to the PC:(1-3) minor corruption, (4-5)
major corruption, (6) greater corruption.

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ALTERNATIVE BIRTH AUGURS (cont.)
Birth Augur Positive Negative
The broken The PC escapes from perils When the PC fails, he does
star that kill or maim most people. it in epic fashion. Maybe he
Why? Maybe he hid his is really DOOOMED! And he
true name or entrusted it to knows it (he did something
a supernatural patron. Or terrible in his past). If the PC is
maybe he is obsessed with his a wizard, a cleric of the Old
own death, so he carries an Ones or an elf, maybe reality
absurd amount of luck charms itself hates him and wants
(and somehow all that junk him dead (he is an unnatural
works). The PC could be a being after all). Because
polymorphed white rabbit. He rolling on the fumble tables
could have four-leaf clovers usually only occurs in combat,
on his head instead of hair (?!). maybe he is just craven, so
Maybe he is the only cheerful check the negative aspect of
and optimistic dwarf in the warrior’s arm.
world. Or you could play a
dark elf who stole the luck
of his clan through a magic
mishap.

Variant Augur -The broken star: This variant is targeted towards halflings.
Halflings have a good luck charm ability, so let’s tinker with that. Maybe there are
some halflings that aren’t born lucky. They are born wrong and are usually exiled
from their boring pastoral villages. They are cursed and called names like redcap,
boggart or pooka and have the evil eye (they’re usually also bastards). Maybe
goblins are just that… wrong halflings. Anyway, these halflings can only burn
Luck to penalize other’s rolls.

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ALTERNATIVE BIRTH AUGURS (cont.)
Birth Positive Negative
Augur
Birdsong The PC has an innate knack with This one is really weird
languages. Maybe she is a sage, because, except for
a foreigner from some weird and wizards, it is difficult for
exotic empire, or maybe a wizard did most PCs to speak many
something to her head. I like to let languages. The judge
players with this augur pick languages could instead declare that
during play. It’s awesome (if you saw PCs with this augur are
the Antonio Banderas’ scene around illiterates. But let’s make
the fire from the great The 13th Warrior, things interesting: what if
you know what I’m talking about). the PC is cursed to only
Another cool way to personalize speak one language?
PCs with this augur is to pick weird What if that language is
languages. The DCC core rulebook demonic? If you want to
gives great ideas, like knowing how to make things funnier (and
talk with horses, wolves or spiders. Go the PC has particularly
crazy from there! What if the PC could low Intelligence), establish
talk to rivers, trees or doors (OK, the that she starts the game
last one is a bit overpowered, unless knowing only 1d6+2
the judge rightfully determines that words. The good news?
dungeon doors are sneaky and evil She gains +1 word per
liars; although, dungeon doors also talk level (perfect for your
with dungeon monsters, so the PC is in neanderthal warrior!).
trouble… doors hate eavesdropping).
Wild If you liked my suggestion for the OK, the PC is slow. Check
child speed of the cobra entry, which the speed of the cobra
extends the Luck modifier to entry for ideas. Let’s take
movement speed, I suggest also another approach here.
boosting wild child; now it increases If the wild child theme
movement speed when climbing, implies that someone
jumping and vine swinging. The PC who lives in the wilds is
was raised in the jungle or among fast, then play the most
a culture that considers riding to be urbane, sophisticated
unmanly (or a sin, because animals (I mean dandy) and
are sacred). He could be a halfling gregarious fellow
shire postman, a dwarf tunnel runner possible (a British accent
(messengers used to run through is encouraged). Criticize
the long and dark passages of the your frontier friends for
underworld) or an elf from the sea of their lack of manners and
grass. Play a cleric of the Olympiad! If never forget the hour of
he is a wizard, play Rincewind. the tea (curiously, this is
the perfect augur for a
Tolkienian halfling).

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MERCURIAL
POTIONS
by Aron Clark

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There is nothing quite like the discovery of a potion. Drink it now
and test the waters? Wait for some desperate situation before risking
all? Perhaps seek out an alchemist who might be able to determine
its effect?

The following table is intended to provide inspirational variance to


the standard potion effects by adding description beyond “you feel
stronger,” “your wounds begin to heal,” etc. Roll the indicated die
once for each column to determine the additional details for each
potion. Please add to this table with your options and concepts, every
potion could be as unique as the last!:

Number of doses per potion: 1d3


Vial material: 1d8
Container shape: 1d10
Potion texture/trait: 1d12
Potion color: 1d16
Additional effects: 1d20

MERCURIAL POTIONS
Vial d8 Shape d10 Trait d12 Color d16 Additional Effect
d20
1 Glass Cylindrical Bubbly Amber No additional
effect/per judge
2 Iron Hip flask Oily Orange No additional
effect/per judge
3 Wood Spherical Spicey Vermillion No additional
effect/per judge
4 Stone Pear-shaped Chilled Red No additional
effect/per judge
5 Leather Fluted Hot Magenta No additional
effect/per judge
6 Crystal Gourd-like Foul Purple No additional
effect/per judge
7 Copper Squared Sweet Indigo No additional
effect/per judge
8 Bone Conical Bitter Blue No additional
effect/per judge
9 - Pinched Earthy Aquamarine No additional
effect/per judge

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MERCURIAL POTIONS (cont.)
Vial d8 Shape d10 Trait d12 Color d16 Additional Effect
d20
10 - Embellished Frothing Green No additional effect/
per judge
11 - - Dry Chartreuse No additional effect/
per judge
12 - - Metallic Yellow Gag - DC 10 Fort
save or retch it back
up for no effect & 1
point of damage
13 - - - Brown Tasty - Drink it all
now, every last dose
14 - - - White Weak - Roll 1d3: (1)
potency halved; (2)
duration halved; (3)
both
15 - - - Black Toxic - 1d6 damage
16 - - - Clear Potent - Roll 1d3: (1)
potency doubled;
(2) duration
doubled; (3) both
17 - - - - Delayed - effect
triggered in 1d6: (1)
rounds; (2) turns; (3)
days
18 - - - - Large amount +1d4
doses
19 - - - - Small amount -1
dose
20 - - - - Side effect - Roll 1d3:
(1) random stat +1,
night vision for 1d6
hours; (2) squeaky
voice for 1 day, skin
turns to potion color;
(3) random stat -1,
mute 1d6 hours.

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As an example of how a judge might use this table, consider the following
rolls of dose = 1, vial = 7, shape = 3, trait = 10, color = 6, additional effect
= 12 (1 dose, squared, wood, frothing, purple, gag):

Judge: upon the top shelf of this rotten bookshelf sits a small wood box,
with a sliding lid. Inside is a frothing purple liquid.

PC: hmm, just how much of this weird liquid is there?

Judge: perhaps enough for a single swallow.

PC: OK, I’m drinking it.

Judge: the liquid bubbles uncomfortably in you your belly, make a DC


10 Fortitude save to avoid spewing the contents onto the floor!

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Volume 4 Credits

Contributing Authors
R.S. Tilton, Anne Hunter, José Luiz Tzi, Aron Clark

Contributing Illustrators
Karim Glue, Danny Prescott, JV West

GFA 2018 Cover Art


Doug Kovacs
GFA 2018 Title Page Art
Marc Radle
GFA 2018 Editors and Proofreaders
Rob Brennan, bygrinstow, Aron Clark, Jarrett Crader, Cory Gahsman,
Keith Garrett, Tony Hogard, Anne Hunter, Aaron Koelman,
Shane Liebling, Russell Mirabelli, Patrick Munkacsy, James Pozenel,
Danny Prescott, Jeff Scifert, Jim Skach, José Luiz Tzi,
Rev. Dak J. Ultimak, Shyloh Wideman, Paul Wolfe,
and the GFA community proofreaders
GFA 2018 Printing Offset Contributors
Julian Bernick, Eric Betts, Daniel Bishop, Bob & Jen Brinkman,
Michael Bolam, Silver Bowen, bygrinstow, Tim Callahan, José Luiz
Ferreira Cardoso, Aron Clark, Hector Cruz, Tim Deschene,
Jason Fritz, Jeff Gilbert, Paul Gyugyi, John Hess, Kevin Heuer,
Edgar Johnson, Jacob Jorgensen, Shane Liebling, Elias Liquori,
Mark Maloney, Jon Marr, Juergen Mayer, Keith Nelson,
Diogo Nogueira, Terry Olson, Christian Ovsenik, Jim Skach,
Kim Swanson, Joan Troyer, Matthew Weeks, Shyloh Wideman,
David York, and the anonymous patrons of the GFA community
GFA 2018 Creative Vision & Direction, Layout, and Graphic Design
Doug Kovacs, Jon Hershberger, Harley Stroh,
Matt Hildebrand, Michael Jones, Shyloh Wideman,
Clayton Williams, Marc Bruner

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by Hector Cruz

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T
here was a great beast that terrorized one of the last remaining
crystalline cities, Sergo Rana. A large band of fighters, priests,
archers and magic users were sent to defeat the foul menace.
After a long battle and many sacrifices, the beast lay slain in the
valley of Bitter Peaks. As its death cries could be heard throughout
the land, an enormous chasm opened in the middle of Sergo Rana.
Those who were victorious in battle now find themselves falling from
high above the fractured crystalline city. With no memory of what
has just happened, these heroes plunged helplessly towards the large
gaping maw far below.

HOOKS
This adventure is originally written as a funnel, but it can also be used
for 1st or 2nd level characters. Feel free to advance 0 level PCs to 1st
level during the adventure if you wish. The adventure can be placed
in several ways if it’s not used as a funnel. It can be accessed from a
portal (e.g., suddenly the PCs find themselves falling towards a giant
hole), a dream sequence (e.g., the PCs dreamt of the battle with the
great beast and have woken up falling towards the chasm), or it can
be a continuation from another adventure as the judge sees fit.

ENCOUNTER AREAS
Area 1 - The Endless Chasm: When the characters start the
adventure, they find themselves falling high above a huge abyss.
Waking from the dark veil of unconsciousness, you find yourself free-
falling towards a gaping maw far below. You see remnants of crystalline
structures hugging the edge of the giant chasm, while gravity pulls you
closer to its center. As you fall inside the void, you see broken ledges with
strange doors along the circumference at different levels. Those with a keen
eye will notice a figure on the top ledge.
As the PCs are falling, they have a chance to grab a ledge. They must
roll below their Luck to successfully grab on. Due to the velocity of
falling, grabbing onto a ledge deals 1 hp of damage. Those who fail
have one more chance to roll under their Luck to grab another ledge.
If they fail a second time, they fall past all the ledges towards the

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bottom of the chasm. For simplicity, there are only 5 ledges/levels in
this adventure, but the judge may add more as she sees fit. If a player
has 4 or more zero-level PCs, I suggest treating them all as one PC
when attempting to grab a ledge, but again, I will leave this to the
judge’s discretion.
When a PC falls past the ledges, read the following:
Your arms flail as you head towards the bottom of the chasm. With wind
rushing in your ears, a white light suddenly envelops your vision and you find
yourself high above the gaping maw, falling towards its center once again.
This time, you see there are flying creatures who take notice as you enter.
The first time through, harpies will attack the party. Harpies will only
attack falling PCs, but if any Harpy is attacked by a PC standing on
a ledge, they will emit a captivating song. All PCs within 300’ must
make a DC 13 Will save or else they will walk off the ledge towards
the harpy. Falling PC’s who fail their save will stop attacking the
harpy, ignoring the ledges altogether.
Each time a PC misses the ledges and falls towards the chasm again,
different threats will manifest. Even if a current threat already exists,
any PC who ‘falls through’ the chasm will cause the current threat to
change. See the bestiary for details on creatures:
• 1st fall through: 1d7 harpies
• 2nd fall through: floating slime
• 3rd fall through: 1d6 organic drones
• 4th fall through: 1d3 metal pterodactyls
• 5th fall through: cycle back to harpies
PCs who ‘fall through’ the chasm will also notice different effects
happening. Roll on the table below each time a PC falls through:

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EFFECTS OF FALLING THROUGH ZAXXYN’S CHASM
Roll d4 Result
1 Aging. The PC ages 1d10+5 years. If a PC ages 20+ years, permanently
decrease Stamina and Strength by 1d4. This effect stacks.
2 Skin. The PC notices their skin has changed. Roll 1d3: (1) gold (+1
AC); (2) dragon scale (+2 AC, +5 fire resistance); (3) shiny metal (+1
AC). Because of their skin change, the PCs fall faster giving them a
-2 to their Luck check to grab a ledge, but they won’t suffer the 1
hp damage. This effect does not stack.
3 Useless Appendage. The PC soon realizes one of their
appendages has vanished in place of one of the following. Roll 1d4
for the affected appendage: (1) left arm; (2) right arm; (3) left leg; (4)
right leg. Roll 1d3 for what the appendage is replaced with: (1) large
snake, non-poisonous (1d3 melee bite; (2) large worm; (3) bundle
of sticks. This effect stacks. If a leg is lost, movement is permanently
halved until cured. If any arm is lost, the PC’s Luck check roll to grab
a ledge is automatically doubled.
4 Monster Tail. The PC grows a new tail. Roll 1d3: (1) lizard tail
(sweep); (2) demon tail. This extra-long tail has a forked end and
can be used to grab and slash (1d4 melee); (3) giant rooster tail.
This effect does not stack.

Area 2 - The Ledges


There are five ledges/levels inside the chasm.
Ledge 1: This is the top ledge and most likely the first one the PCs will
try to grab. Those who do will see a robed figure sitting within a circle
of ash 10’ from the edge. When the PCs reach her, read the following:
As you pull yourself onto the ledge, you see a young, robed woman sitting in
a ceremonial circle with crude runes drawn in ash. She seems to be in some
type of trance or meditative state. When you approach, she slowly stares at
your face, as if looking for something. She starts to cackle while pointing
her unnaturally long finger in your direction. “ You… you are the cause
of this!” Her voice sounds ancient despite her youthful appearance. “ You
should have died. He was not meant to be defeated. No matter… We are
here once again, and you can help return our time to how it was. There are
glowing spheres embedded in the foul creatures roaming below us. Defeat
them and retrieve the spheres. Once you have 20, bring them to me and
together we can escape this hellish infinity once and...” She trails off and
stares ahead in a trance-like state again. The air smells heavy of smoke and
the wind howls through the chasm walls around you.

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Zaxxyn’s Chasm
(Side view)

Iron gate
Area 1
V

Ledge 1
Strange
door

Ledge 2 Strange door


Area 2
V

Strange door
V
Area 2 Ledge 3
Red door
V
V

Red door Ledge 4


Strange
door

Area 3 (ledge 5)
V

Ledge 5

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Chamber
Zaxxyn’s Chasm room
(Top view)* Shrine door

V
V

Stairway to
outer rim

V
Red door
V

Ledge 3
Ledge 4
Ledge 1

Ledge 2
Ledge 5 Strange door
V

Zaxxyn’s Courtyard
V

Rusted gate
1 square = 20 ft.
*See side view
for ledge height

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If the PCs have any questions, roll on the table below for random
answers.

QUINN’S RANDOM ANSWERS


Roll d6 Result
1 My master has died. Please finish her task for me. Do what I could not.
2 I have been here always. There is no yesterday or tomorrow.
3 You should know, you were the ones who helped to defeat
Zaxxyn. Now he waits to begin again. Seek him and you will see.
4 Jump and you will fall forever. Many have come before you and
perhaps, many will after.
5 This was once an underground catacomb. Now foul magic and
demonic corruption are seeping through its floors. Creatures that
were once legend, are now manifested real.
6 (cackling) Yes… yes, go through the gate and see the destruction
for yourself! There’s nothing left but madness. There’s no escape.

After the PCs have spoken with Quinn, they see an iron gate built
into the rock wall. Through the gate, they can see stairs that lead up
into darkness. The iron gate doesn’t budge, but it can be opened with
a DC 12 Strength check. If they choose to enter, strange whispers
begin to float through the dark stairwells, but nothing attacks the
PCs. Perceptive characters will notice that the whispers are each of
the PCs names repeated over and over.
At the top of the stairwell, a large wooden door leads to the outer
rim of the chasm. When the PCs open the door, read the following:
As you step out, the sun casts a sickly yellow-green light with dark organic
shapes shifting in the unnatural sky. Surrounding the chasm and beyond,
are giant broken crystalline pieces. Some stick out of the ground, but most
lie shattered, resembling a forest after a destructive force of nature has laid
it to waste. It is eerily quiet, but there are faint sounds of glass crunching
as a few survivors shamble around the outer rim.
Any attempt to approach any survivor will be met with hostility. They
will not answer any questions and will accuse the PCs of causing
the destruction. If they are provoked, they will physically try to
grapple the PCs and drag them into the chasm. If the grapple attack
is successful, the target must make an opposed Strength roll or be
thrown into the chasm (survivors have the same stats as a 0 level PC).

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If the PCs try to leave the area 100’ from the outer rim in any
direction, they will be met by an invisible elastic barrier. They can
touch it, push it, and lean into it, but they cannot push through.

Ledge 1

Ledge 2: This is the first ledge leading to the creatures Quinn has
mentioned. When PCs reach the ledge, read the following:
As you pull yourself up, you see a strange door before you. It has two
elongated faces frozen in a scream. The door pulsates in line with your
heartbeat, which becomes louder as you approach.

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If the PCs open the door, read the following:
The door opens easily to a dark hall with torches. The air feels thick,
stagnant and foreboding. At the end of the hall is a large red door with
two tall vases on either side.
When the PCs walk down the hall a few steps, roll on the table below
to determine which monsters occupy this level (see bestiary for stats).

LEDGE 2 MONSTERS
Roll d3 Result
1 Main hall: 4 shambling undead and 2 burst undead
Red door: chimera
2 Main hall: 5 Goblins and 1 hobgoblin
Red door: undead priest
3 Main hall: empty
Red door: 2 ogres

Any monsters inside the hall will suddenly appear from the darkness.
When the PCs approach the red door, they notice it is glistening
and wet to the touch. Any curious PC who looks in the left vase will
see a faint glow at the bottom. Breaking it will reveal glowing shards
of what most likely was once one of the glowing spheres Quinn
mentioned to the group.
As the PCs open the red door, read the following:
As the red door creaks open, you see a large circular room with pillars
lining the walls from floor to ceiling. The ground consists of broken stones
with smoke and blue-green lights that seep from underneath. Straight
across the room, a large rusted gate slams open. Glowing eyes fix upon you
as a menacing sound echoes in the chamber.

Ledge 3: This is the second ledge leading to the creatures Quinn has
mentioned. When PCs reach the ledge, read the following:
As you pull yourself up, you see a strange door before you. It has two
elongated faces with empty eye sockets and no mouth. The door pulsates in
line with your heartbeat, which becomes louder as you approach.

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Burst undead,
ledge 2

If the PCs open the door, read the following:


The door opens easily to a dark hall with torches. The air feels thick,
stagnant and foreboding. At the end of the hall is a large red door with a
small chest on the right side.
When the PCs walk down the hall a few steps, roll on the table below
to determine which monsters occupy this level (see bestiary for stats).

LEDGE 3 MONSTERS
Roll d3 Result
1 Main hall: 4 hellhounds
Red door: evil eye
2 Main hall: empty
Red door: metal golem
3 Main hall: 6 splinter skeletons
Red door: cockatrice

Any monsters inside the hall will suddenly appear from the darkness.
When the PCs approach the red door, they notice it is glistening and
wet to the touch. Any curious PC who looks in the small chest will find
one scroll of feather fall (DCC RPG rulebook p. 140) and one potion of
medusa’s bane (reverses any effect that turns a target to stone). As the
PCs open the red door, read the following:

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As the red door creaks open, you see a large circular room with pillars
covered in runes lining the walls from floor to ceiling. The ground
consists of broken stones with smoke and blue-green lights that seep from
underneath. Bones litter the stone floor. Straight across the room, a large
rusted gate slams open. Glowing eyes fix upon you as a menacing sound
echoes in the chamber.

Ledge 4: This is the third ledge leading to the creatures Quinn has
mentioned. When PCs reach the ledge, read the following:
As you pull yourself up, you see a strange door before you. It has two
elongated faces laughing menacingly with fanged teeth. The door pulsates
in line with your heartbeat, which becomes louder as you approach.
If the PCs open the door, read the following:
The door opens easily to a dark hall. No torches are lit, leaving the room in
complete darkness. The air feels thick, humid and smells sickly sweet (for
judges: at the end of the hall is a large red door with two statues on
either side. The PCs can’t see it from this point except for elves or
dwarves).
When the PCs walk down the hall a few steps, roll on the table below
to determine which monsters occupy this level (see bestiary for stats).

LEDGE 4 MONSTERS
Roll d3 Result
1 Main hall: empty
Red door: cyclops corpse
Chamber door: hydra (will not appear unless PCs approach the
shrine)
2 Main hall: living statues (the statues by the red door come to life)
Red door: cyclops corpse
Chamber door: empty
3 Main hall: 5 mummies
Red door: cyclops corpse
Chamber door: 4 hosts of Zaxxyn (they are chanting around the
shrine)

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Hydra, ledge 4

Any monsters inside the hall will suddenly appear from the darkness.
When the PCs approach the red door, they notice it is glistening and
wet to the touch. The tall statues stand in silent attention.
As the PCs open the red door, read the following:
As the red door creaks open, you see a large circular room with pillars
covered in glowing runes lining the walls from floor to ceiling. The ground
consists of broken stones with smoke and blue-green lights that seep from
underneath. A large corpse lies in the middle of the room. Straight across
from you, a large rusted gate sits wide open.
The cyclops corpse does not have any glowing spheres if any curious
PCs check. Perceptive PCs will notice a non-descript door next to
the large rusted gate on this level. If they enter, read the following:
As the chamber door opens, you see a large open hall with a section of its
ceiling missing. Through the opening, you see a bulbous, pulsating moon.
A solid beam of its sickly light shines straight down onto a shrine in the
middle of the room. An audible heartbeat starts to match the pulsing moon
as you hear whispers of your name get louder with each beat.
The shrine consists of a strange looking creature with wings, a pointy
nose, a long neck and a fin on its tail, all covered in gold. Any curious
PC will notice there are two glowing spheres in the eye sockets of the
golden statue.

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Ledge 5: This is the last ledge inside the chasm. When PCs reach the
ledge, read the following:
As you pull yourself up, you see a strange door before you. It has an image of
figures falling into a huge mouth. The door vibrates and starts to physically
pull you towards it with an invisible force. Upon closer inspection, you
realize the figures are you and your group. The door shakes violently until
you reach for the handle.
If the PCs open the door, read the following:
The door opens easily to a small room with stone bricks. A heavy, slow
heartbeat fills your ears. Straight ahead is an open red door leading
towards an opening.
Proceeding through the red door the PCs see the following:
You find yourself in a huge courtyard outside, though that doesn’t seem
possible. The sky is deep purple with a vibrant orange sun coloring the
landscape. On the opposite end of the massive courtyard stands a small
fortress with flags waving in the wind. The orange sun starts to pulse
brightly in rhythm with the heavy heartbeat until you can’t see anything
else. Moments later the sunlight subsides, and you see an ethereal giant
creature in the courtyard.
This creature is unlike any the adventurers have ever seen. If you &
I were to see it, it would look like a concorde jet with dragon eyes,
a mouth, organic wings and appendages with claws at the bottom
instead of wheels. This is Zaxxyn. In this ethereal state, he cannot
attack, but the PCs don’t know that. If the PCs are brave enough to
walk up to Zaxxyn and speak with him, read the following:
“Stop… I know why you’re here. You’re trying to perpetuate this vicious
cycle. I live, you kill me, my curse is unleashed, and you stop it. Do you
realize I do not want this? I was once all machine and a slave in the
world of humans. I crashed in a location called the Bermuda Triangle
and I was reborn as a hybrid monstrosity in this time. Please... help me to
become my true form. The witch on the top ledge has propositioned you to
bring her the spheres. Bring them to me instead and I will grant you the
ultimate knowledge with power.”
The PCs will have questions no doubt, but Zaxxyn is not a patient
creature. Here are a few answers he will say before disappearing:

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Zaxxyn spawn,
ledge 4

RANDOM ZAXXYN ANSWERS


Roll d3 Result
1 This place is a result of my death, but I do not control it. It is our
fate.
2 I have not attacked the people of this land until I was provoked
first.
3 I only wish to become a dragon in true form and leave this place.

If the PCs ask more than three questions, Zaxxyn bellows: “Enough!
Do not return here unless you have the spheres. Otherwise, repeat this
wretched cycle and die like all the others before you!” With that, he starts
to vanish from the courtyard. If Zaxxyn is provoked, attacked by the
PCs, or if they return to him without the spheres, their very own
shadows will come to life in the courtyard and immediately attack
with the same stats/skills/spells/weapons they have.
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CONCLUSION
There are two outcomes the PCs can choose once they gather 20
glowing spheres:
Give the glowing spheres to Quinn. If PCs choose this, Quinn
recites a short incantation and instructs each PC to hold 1 or more
spheres and jump into the chasm together. When they reach the
bottom, they suddenly appear in the middle of a bustling street in
Sergo Rana. The chasm is gone, the structures are intact, and its
citizens pays no mind to their arrival. Far above the city, a white-
winged creature bellows a sorrowful roar. Judges may insert any city
of their choosing to flesh out the inner workings of Sergo Rana.
Give the glowing spheres to Zaxxyn. If PCs choose this, Zaxxyn
immediately takes the spheres and starts to speak in an unknown
language. Moments later, his movements become more fluid. His
head grows, his tail grows long, and he becomes a true dragon with
metallic skin. “ Yessssss… YESSSSSS… I’m finally free!! Thank you for
this gift my young ones. You will serve me well. Here is the knowledge and
power I promised you.”
All previous physical curses from the chasm disappear. The PCs feel
a strange tingle on their skin and their stomach. They are now cursed
with Zaxxyn’s spawn inside them. Have the PCs immediately roll
a DC 14 Willpower save. The PCs must roll this Willpower save
once a day as long as they are cursed. Those who fail the first time
will start speaking backwards as a large beak protrudes out of their
stomach. This does not hurt the PC and the beak is independent
of the PCs thoughts. It’s usually a carrion feeder, but it will eat just
about anything (including other PCs eventually). Those who fail a
second time will start speaking backwards as their eyes turn black,
and their skin becomes metallic and opaque. Those who fail a third
time, will start to frantically whisper “It’s crawling inside me… Help…
HELP… MEEEE…” before becoming a permanent host of Zaxxyn.
His spawn will now have full control of their body along with their
mind. 0 level PCs will instantly become a full host of Zaxxyn with no
chance to save.
In this form, the PCs have their current ability scores and class
abilities, but they can no longer level. Unless they can gain another
20 spheres and give them to Quinn, they are stuck with this curse.
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While this transformation happens, Zaxxyn transports himself
outside of the chasm and flies away. The chasm itself still exists and
the realm is still under Zaxxyn’s curse. Creatures from the abyss will
begin to spread throughout the land and start to decimate humanoids
with no quarter. The PCs may be able to pass through the invisible
barrier in their new form, but they are hosts of Zaxxyn now, so they
should be wary. He will be watching their every move.

CURSE OF ZAXXYN
Gain a spawn of Zaxxyn in the PC's belly. Retain current ability
scores and class abilities, but lose the ability to level under the curse.
Gain +2d8 hp, +1 AC with new metallic skin (if applicable, see above),
and beak on the belly. Must feed the mouth regularly, or when
around food or corpses. Must make a DC 13 Willpower save, to resist
feeding the mouth, and following any other commands as servants of
Zaxxyn.

BESTIARY
Note: all creatures located in the main halls drop one glowing sphere.
Creatures located in the red door chambers drop two glowing spheres.
The only creatures who don’t carry them are the host of Zaxxyn.

CHASM MONSTERS
Harpies (1d7 per encounter) – as per DCC RPG rulebook p. 417.
Floating slime (1d14 5’x5’ squares per encounter): Init +0; Atk
pseudopod +3 melee (1d4+acid); AC 10; HD 1d8; hp 5 each; MV
5’; Act 1d20; SP half damage from slicing and piercing weapons,
pseudopod acidic touch per 5’x5’ square (1d6); SV Fort +6, Ref -8,
Will -6; AL N.
Gobs of floating slime inhabit the chasm. PCs can avoid a few with
a DC 12 Ref save while falling, but they won’t be able to avoid all of
them.

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Organic drones (1d6 per encounter): Init +5; Atk claw blades +2
melee (1d4) or laser gun +1 missile fire (1d8 burning damage, range
30’); AC 10; HD 3d6; hp 12 each; MV 20’ or fly 50’; Act 1d20; SV Fort
+2, Ref +4, Will +4; AL C.
These grotesque flying creatures are flat square slabs of skin with four
short appendages that use claws for blades. They have a laser gun
mounted on the bottom and a small eye stalk on top.
Metal pterodactyls (1d3 per encounter): Init +2; Atk Bite +3 melee
(1d8) or claw +3 melee (1d4); AC 16; HD 4d6; hp 14 each; MV 10’ or
fly 50’; Act 1d20; SV Fort +6, Ref +5, Will +2; AL C.
These are metal versions of the classic flying beast. Their eyes glow
red, but they don’t have any ranged weapons.

LEDGE 2 MONSTERS
Shambling undead: Init -4; Atk bite +3 melee (1d4); AC 9; HD 3d6;
hp 11 each; MV 20’; Act 1d20; SP un-dead traits; SV Fort +4, Ref -4,
Will+2; AL C.
These are slow, shuffling un-dead, and thus can be turned by clerics.
As un-dead, they are immune to sleep, charm, and paralysis spells, as
well as other mental effects and cold damage.
Burst undead: Init -2; Atk bite +3 melee (1d4) or special; AC 11;
HD 3d6; hp 11 each; MV 20’; Act 1d20; SP un-dead, oily bile, death
explosion; SV Fort +4, Ref -4, Will+2; AL C.
These are undead brutes that can spew bile at melee range. PCs must
make a DC 12 Reflex save or fall prone for 1d4 rounds. When killed,
they also have a last defense mechanism. Their stomachs start to
swell, and they explode with acidic goo for 1d6 damage to any PCs
within a 5’ radius.
Chimera – as per DCC RPG rulebook p. 399
Goblin – as per DCC RPG rulebook p. 417
Hobgoblin – as per DCC RPG rulebook p. 417
Undead priest: Init +0; Atk bite +3 melee (1d4) or special; AC 14;
HD 3d6; hp 11; MV 20’; Act 1d20; SP un-dead, turn lawful, raise
skeletons; SV Fort +4, Ref -4, Will+4; AL C.
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This is an undead cleric that can send lawful characters running.
PCs must make a DC 14 Will save or run away for 1d4 rounds. They
can also raise 1d16 skeletons for 1 hp each with a crude sword for 1d3
melee damage.
Ogre – as per DCC RPG rulebook p. 422

LEDGE 3 MONSTERS
Hell hound – as per DCC RPG rulebook p. 417
Evil eye: Init +4; Atk bite +3 melee (1d6) or special; AC 6; HD 3d6;
hp 11; MV 30’; Act 1d20; SP blinding gaze, tentacles; SV Fort +4, Ref
+5, Will+4; AL C.
This is a small version of a beholder, but still a deadly foe. It has
four tentacles coming out of its round, fleshy body that can bite and
cast sleep (DCC RPG rulebook p. 155). The evil eye itself can cast
a blinding ray in a 30’ wide cone 20’ long. PCs must make a DC 13
Reflex save to look away or they are blinded for 1d4 rounds.
Metal golem: Init -2; Atk pommel +4 melee (1d6+2); AC 19; HD
8d6; hp 28; MV 20’; Act 1d20; SP immune to damage from fire or
non-magical weapons; SV Fort +1, Ref +2, Will +1; AL C
The only way to defeat one of these goliaths is to destroy the gems it
gets its power from. There will be four staffs located around the room
with 1 gem on top of each staff. Each gem has 3d6 hp. As each gem is
destroyed, the golem will go into a frenzy giving it an additional +4
attack for one round.
Splinter skeletons: Init +0; Atk claw +0 melee (1d3) or by weapon
+0 melee; AC 9; HD 1d6; hp 4; MV 30’; Act 1d20; SP un-dead, half
damage from piercing and slashing weapons, splinter attack upon
death; SV Fort +0, Ref +0, Will +0; AL C.
Brittle bones held together by eldritch energies, skeletons are un-dead
creatures raised from the grave to do disservice to the living. If found
free-willed, they are always in places of death and attack the living
on sight. Skeletons attack with claws or the pitted, rusted remains of
whatever weapons they carried in life. Skeletons take half damage from
piercing and slashing weapons (such as swords, axes, spears, arrows, and
pitchforks). They are un-dead, and thus can be turned by clerics. They

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do not eat, drink, or breathe, and are immune to critical hits, disease,
and poison. As un-dead, they are immune to sleep, charm, and paralysis
spells, as well as other mental effects and cold damage.
Upon death, these skeletons have one last attack. Their bones scatter
in a 10’ radius causing 1d4 damage.
Cockatrice — as per DCC RPG rulebook p. 399

LEDGE 4 MONSTERS
Cyclops corpse: The corpse found in this area doesn’t have any
glowing spheres or anything of value. Taking the eye for a trophy may
give you some bragging rights in certain towns or cities.
Hydra – as per DCC RPG rulebook p. 418
Living statue – as per DCC RPG rulebook p. 420
Mummy – as per DCC RPG rulebook p. 422
Host of Zaxxyn: Init +0; Atk dagger +2 melee (1d4); AC 12; HD 2d8;
hp 7; MV 30’; Act 1d20; SP spells as level 4 wizard (spell check +6);
SV Fort +1, Ref +2, Will +6; AL L.
The host of Zaxxyn is a living puppet: the puppeteer of this creature
is a grotesque hybrid of bird and arachnid which controls its actions
from inside. Hosts of Zaxxyn appear to be humanoids wearing
ceremonial robes of dark magic. It can cast level 4 wizard spells and
are normally found in ancient shrines or anywhere Zaxxyn’s curse has
taken place. Its beak on its stomach is usually concealed by its robes
until it starts to attack.
Spawn of Zaxxyn: Init +0; Atk bite +6 melee (1d6); AC 16; HD 2d8
(in addition to host of Zaxxyn); MV 40’; Fly 50’; Act 1d20; SV Fort
+6, Ref +4, Will +1; AL L.
When its humanoid host is slain, the beak of the spawn escapes
through the host’s stomach as its spidery legs split through the
appendages it was once controlling. The malformed, feathered spider-
body lunges at its closest victim and starts biting with its head-beak.
This creature is very fast and merciless. It may not be able to cast
spells without its humanoid body, but it can use its legs in unison to
fly, as well as crawl on walls and ceilings very quickly.

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Adventure for Level 1 Characters

by Judge Joan (of Arc)

( Judge’s note: use your imagination to bring


this adventure to life by adding slimy creatures
and diabolical madness!)

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BACKGROUND
Hertlepoole is on the north coast of Anglend. A port city bustling
with commerce and trade. The royal jewels came through Hertlepoole
on their way back to the king’s palace.
Due to the PC’s loyalty to the crown, they are compelled to search for
the whereabouts of the royal jewels. The local law enforcement, as they
know them, are bumbling idiots. Six of these bobbies were to guard
the royal jewels at the Crown Bank of Hertlepoole. The PCs know
that they must have bungled the job and that they may be the culprits
who stole the royal
jewels. Now it is time
to be the hero and
bring them to justice.
Entering the town,
the bobbies are
prepared to escort
the royal jewels to
the Crown Bank of
Hertlepoole. There
are six bobbies
who are employed
by Hertlepoole,
Anglend. Two who
work by day, two who
work by evening, and
two who work by
night. A sergeant of
arms works the desk
by day.

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START OF THE ADVENTURE
It is 1913 Anglend, you are at your breakfast table and have opened “The
Daily” news. Front page headline reads: The Royal Jewels to be Moved.
You are a meager peasant in the land of royal government. Jewels? Your
eyes become starry. You think, I must see these. Reading further into the
article, you read that the royal jewels will be on display at the Crown
Bank of Hertlepoole on the 13th day of May, 1913.
On the day before the royal jewels are to arrive at the Crown Bank of
Hertlepoole, the front page headline of “The Daily” news reads: Royal
Jewels Stolen.
The town bobbies (6): Int +0; Atk billy club +0
melee (1d3+1) or badge squirter +0 missile
fire (1d4 acid); AC 11; HD 1d8; hp 6
each; MV 30’; Act 1d20; SP whistles
(deafens for 1d3 rounds and loss of 1
Personality per round unless targets
succeed on a DC 12 Will save); SV Fort
-1, Ref +2, Will -1; AL L. All are a bit
unskilled in their profession and inept in
any encounter.
The national constables (4): Init
+2; Atk billy club +0 melee (1d4+1)
or handcuffs +0 melee (1); AC 12;
HD 1d10; hp 9 each; MV 30’; Act
1d20; SP whistles (deafens for 1d3
rounds and loss of 1 Personality per round unless targets succeed on a
DC 12 Will save); Fort +1, Ref +2, Will +1; AL L. Anglend’s national
constables escort the royal jewels. Each constable carries a ring of keys
on her belt. PCs being locked in handcuffs must make an opposed
Strength check to escape or be cuffed and placed in custody.
Clock tower caretaker: Int +0; Atk wrench +0 melee (1d4); AC 10;
HD 1d4; hp 4; MV 30’; Act 1d20; SP deaf (answers incorrectly to
PCs as he can not understand the questions being asked), agile (the
caretaker knows the pattern of the gears like the back of his hand);
Fort +3, Will +3, Reflex +5; AL C. Unpredictable and shifting loyalties.

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Fishmonger: Int +0; Atk filet knife +0 melee
(1d4); AC 11; HD 1d4; hp 4; MV 30’; Act
1d20; SP fish stink (DC 10 Will Save or suffer
-1d3 Personality loss from toxic odor); Fort +1,
Will +1, Reflex +1; AL N. Could side with
or against the PCs depending how he is
treated.
Jeweler: Int +0; Atk silverware +0
melee (1d4) or gun +0 missile fire (1d6);
AC 10; HD 1d4; hp 4, MV 30’; Act 1d20; SP
crystal, silver, gems, and gold (25% chance of
the PCs trading for a piece of royal jewelry thus
changing the end of the adventure); Fort +0,
Will +2, Reflex +0; AL C.
Banker: Int +2; Atk bag of coins +0 melee
(1d4) or gun +0 missile fire (1d6); AC 11;
HD 1d4; hp 4; MV 30’; Act 1d20; SP lock
combination; Fort +1, Will +3, Reflex +2; AL
N. May open the safe for the storage of the royal jewels. Lock combo
to safe = puzzle - Kittens. Pigs. Primary. Monkeys. (Answer: 3, 3, 3,
3) [little kittens, little pigs, primary colors, Hear no evil. See no evil.
Speak no evil]
Wives of the banker, fishmonger, and jeweler: Int +5; Atk broom +0
melee (1d4) or fingernails +0 melee (1d5) or hair spray +0 missile fire
(1d4 and 1 acid damage for next 1d4 rounds, range 5’); AC 10; HD
1d4; hp 4; MV 30’; Act 1d20; SP hair spray (sticky and will not come
off immediately); Fort +3, Will +3, Reflex +5; AL as spouse. If any or
all of the banker, fishmonger and jeweler are killed by the PCs, the
wives will go after them for revenge. The ladies showing up in curlers
and house coats in the middle of the night where the PCs are staying.
Their first attack is always with surprise.

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AREAS OF TOWN TO EXPLORE
Clock Tower - Call for Luck checks each round the PCs spend
inside the clock tower. On a failed check, the PC must attempt a DC
12 Ref save. On a failed save character is pinned in a gear, taking 1d8
crushing damage. The bells chime on the half hour. PCs inside the
tower must attempt a DC 12 Fort save or be deafened 1d3 rounds.
Clock tower bell: The clock tower bell tolls on the hour and half hour.
The judge may roll a 1d12 at the start of play to determine time of
day, and then track the passage of time. Any characters within the
tower when the bell tolls must make a DC 12 Fort save or suffer
deafness and 1d3 damage.
Police Box (6) - Each police box has a secret trap door leading to the
underground sewer (judges may have the various sewer tunnels lead
to any part of the town).
Sea Port - Fishmonger, boats, ships. The docks are filled with many
seamen and a few captains. Use stats for the constables for the
captains and the stats for the bobbies for the seamen.
Paddy Wagon and Constables’ Car - Crank-style starter. Attempting
to start the wagon or car is dangerous. PCs attempting to start the
engine must make a DC 10 Fort save and a DC 10 Ref save or lose the
use of one arm until healed by a cleric (lay on hands, 3 dice).

RUMORS OF THE ROYAL JEWELS


Roll d10 Result
1 You heard that the royal jewels never left Lundin.
2 You heard that the royal jewels are being disguised in a bag.
3 You heard that the royal jewels are taking a different route.
4 You heard that the bank will keep the royal jewels in the safe
5 You heard that Hertlepoole will not be the final safe place.
6 You heard that there are international spies hiding in Hertlepoole.
7 You heard that the Hertlepoole bobbies are the ones who have
the royal jewels.
8 You heard that the royal jewels are coming by way of ship from Lundin.
9 You heard that a route other than land, sea, or air will be used to
take the royal jewels to their secured place.
10 You heard that there is a reward for finding the royal jewels and
returning them to Lundin.
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THE ADVENTURE AND ENDING THE ADVENTURE
Any number of the rumors can be true. I created this adventure as a
way to stimulate your creativity with “modern” adventure themes for
DCC RPG. Add your own ideas to the story or build on the theme.
Use the secret trap doors to enter a dungeon crawl under the city.
Populate the tunnels with creatures from the DCC RPG Rulebook,
The Monster Alphabet or any monster manual you choose. Add riddles,
traps, and puzzles to stump your players. Have fun with jewels and
gems in this adventure.

THE ULTIMATE END OF THE ADVENTURE


Knowing all too well the foibles of the bobbies, the royal constables
feared that the royal jewels would be stolen in Hertlepoole, … so
they left them at the palace. The bag that the royal constables were
transporting was filled with coal.

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DEATH AQUATIC!
A DCC RPG Adventure for 1st-3rd level PCs

by José Luiz Tzi

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T
his short adventure can be dropped in anytime while the party
is at sea or in a port. Those landbubbers (i.e. the adventurers)
are about to be eaten by a gargantuan beast (imagine a really
big narwhal, but with an alicorn atop its head instead of a tusk). If
the adventurers are lucky enough they will have a chance not only
to survive but to escape with some loot. Hopefully, the party will
also become aware of the Deepness and develop a healthy dose of
thalassophobia.
The Deep-what? Well, the idea is that what men, elves and dwarves
call civilization is actually just a veneer of ridiculously small stone
piles (i.e. cities) and wood circles (i.e. villages) that have endured but
for the blink of an eye to the entities that truly rule the Prime — the
Deepness. The seas are, after all, a lot bigger than the lands. And all
the seas belong to Them — the Deepness — a vast, alien and weird
collection of empires deep (very deep) below the waves, many of which
already existed in some form before the current aeon. The Deepness
is interlocked in brutal conflicts, most with itself, others with more
dangerous things (which is why there’s any sort of “civilization” above
the waves…the Deepness is too occupied to retake control of its
“mutant-slaves” — in other words, the civilizations of the characters).
This adventure is suitable for 1st-3rd level adventurers, depending on
the party size, as long as they don’t have access to teleportation, flying
and other easy means of escape.

DEVOURED!
While the party is at sea, shore or in a dock, describe what appears
to be a tsunami of apocalyptic proportions coming out of nowhere
to get them. There’s not time to escape (but a few important seconds
for love declarations or for telling that annoying cleric with you think
about holier-than-thou-Justicia).
Moments before the wall of water smashes the party (and maybe a
city or the entire shoreline) tell them these last two details that their
tiny minds (now probably overcome by mortal fear) notice:
• There seems to be a white twisted tower rising from the wave’s
crest (that’s the leviathan’s alicorn, the Tower of the Horn —
more about it later);
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• An unbelievably big horizontal rift parts the lower midsection
of the tsunami and the character are drawn inside instead of
being smashed.

THE SHORES OF FLESH


The next moments are filled with water, confusion, screams,
frightening falls in the dark and the sound of wood being smashed.
Finally, the characters have a chance to gasp for air. Ask for a
swimming check with a DC 12 (do not forget to apply check
penalties for those PCs wearing heavy armor). We don’t want to kill
anyone yet, so failure should result in the loss of important items and
things like a character starting the next encounter -1d to his actions
due to terror, fatigue and almost drowning (if someone fumbles, or a
PC has low or 0 Luck, then please also inflict 1d6 points of Stamina
damage on the poor soul until he succeeds on a swimming check or
is saved).
The party is in what appears On DCC RPG and Drowning
to be a hot and humid
cavernous shore. The thing Rules for drowning can be found
is so big you could call it a in the DCC Core Rulebook. Check
the water elemental or lizardman
vault. Even in darkness the
entries. My favorite description can
echoes and distant sounds give be found in the transmute earth
the idea that an entire bay or spell. Weird, I know…
fleet could be hidden here.
However, there’s a disturbing
sense of oscillation to the entire thing — as if the cave was moving
(and it is!). A small beacon of light shines from above, illuminating
a series of wreckages and a bizarre shoreline of purple “stones.”
Everything else is pitch black (including the place where the party is
now).
A little more swimming will see the party to the wreckage (not only
rotten wood from vessels and structures, but also gargantuan corpses,
cathedral-like bones, etc.) or to shore (a bizarre purple rock-like
substance, very irregular, covered with slime and hot to the touch). In
both situations, the next 30’ of terrain are difficult to cross in a hurry,
requiring either climbing or acrobatics.

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If you’re feeling generous or the characters are already looking for
loot (like the professional adventurers they are), let them roll a check
to search. If they succeed in whatever check they attempted (diving
beneath a ship or climbing a mast, for example) then roll on the table
below:

DEATH AQUATIC! LOOT TABLE


Roll d10 Loot!
1 A (cursed) pirate eyeglass. If a character attempts to use it, he’ll
see through the eyeglass a monstrous bogeyman coming in his
direction (we suggest something like a balrog, but use ogre stats).
Only the cursed character can see and interact with the beast
(though other characters can take the eyeglass and be afflicted
by the curse to help their mate). If the monster is defeated, the
eyeglass will become an inoffensive item for those that fought the
monster.
2 A rusted weapon. Roll 1d4: (1) dirk; (2) short sword; (3) chain; (4)
spear. Rusted weapons break after rolling their maximum damage
or when used against metal armor (anything hard like plate will do).
3 A bottle of rum! If a character drinks more than half of the bottle in
a short time, ask for a DC 12 Fort save. Success inflicts a -1d penalty
to actions for the next hour, but also allows the character to
ignore the first 1d4 points of damage from every hit due to sheer
drunkenness. Failure inflicts a -2d penalty to actions without any
bonus. Either way, the character will suffer a hell of a hangover,
requiring a DC 15 Fort save to get any benefit from sleep in the
next 24 hours.
4 30’ of silk rope and a rusted hook (30% chance of failure with each
use… don’t tell the players!)
5 A pirate’s locked chest. If opened there are 200 archaic gold
pieces inside. Please describe the gold in lovingly and disturbing
details. These coins belong to the most despicable and evil
empire of your campaign world. Showing them in a civilized
place will see the party hanged (though orcs will accept them).

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DEATH AQUATIC! LOOT TABLE (cont.)
Roll d10 Loot!
6 A mould-consumed corpse (as tall as a human, but frail of body,
original race hard to guess) skewered by a beautiful and obviously
valuable crystal spear. The spear shines in the dark and can be
sold for a fortune (1,000 gp or more to the right buyer). However,
once removed, the corpse will (obviously) rise and attack the
party. Treat the corpse as a skeleton that deals 1d6 points of
damage and starts to strangle the target (DC 18 Strength check to
get free; the thing is fricking strong! Strangled characters start to
suffocate as if drowning).
The corpse can be reduced to 1 hit point but not lower (i.e. it can’t be
killed, but turn unholy might send it away for a while). The only thing
that can stop the corpse from rising is the crystal spear. The corpse will
keep hunting the party day and night until it gets the spear. What is it?
What is the spear? Anything the judge likes.
7 A jade altar to the Rat God! Worth 250 gp (or double to the
hidden clergy of the Clever One). The altar is heavy and
cumbersome (increase the bearer’s fumble die by 1). If not
dropped during an entire combat, the bearer will gain 1 Luck Point
and develop a holy reverence for rats.
8 Rare spices from Far Far Away (insert exotic land here). Can be
sold for anything between 200 gp to 2,000 gp in the right hands.
If the spices are opened they are ruined; however, one of the
spice packs is actually golden lotus dust that counts as 500 gp for
the purpose of a sacrifice (DCC Core Book p. 124, the player will
only discover this if they open one of the packs; give them a Luck
check to see if they open the lotus pack first).
9 Deep one golden chainmail. This beautiful armor is worth 600 gp
and provides +5 AC, -6 check penalty, -5’ speed and a d16 fumble
die. Bizarrely, its check penalty doesn’t affect swim checks. While
wearing it, you’re considered to be a follower of the Great Old
Ones by deep ones, cultists and Cthulhu enthusiasts.
10 Trident of the Sea King. This is a +1 magic trident (1d12 damage)
that can be thrown as a javelin (30’/60’/90’) and commanded to
return to its owner. While holding the trident you’re considered to
roll a 20 on any swim check. The owner will develop an absurd
affection for horses and won’t allow any to be hurt. If the trident is
ever taken to land and stuck in the ground, an earthquake will hit
that location in 1d4 hours (probably killing the trident’s owner or
making the weapon vanish).

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Failure in searching for loot can result in the greedy delver falling in
the water again (drowning) and/or wounding himself at the wreckage
or on the stones from the pink shore (i.e. the leviathan’s flesh). Here
are some suggestions:

UNDERWATER MISHAPS TABLE


Roll 1d5 Mishap Suggested effect on the character
1 A rotten piece of Ask for a DC 12 Reflex save. On success the
wood or a flesh character suffers a temporary limp (half
tumour from the movement). With failure he twists his ankle
leviathan causes (move or attack each round, but not both). A
a fall. cleric can fix both with lay on hands result of
1 die or more.
2 “What’s that?!” PC is bitten! Roll a DC 14 Fort save. Success
and the PC starts the next encounter last in
the initiative count. Failure and the PC also
loses 1d3 hit points from bleeding after
an intensive physical action (like attack or
casting). A cleric can fix that with lay on
hands result of 3 die or more.
3 The leviathan PC hit by an unseen wave. Roll a swim check
moved... at DC 15 or start drowning.
4 Lost in the gloom. While searching the PC leaves the party! Lose
1d3 Luck points and when the PC returns the
water level is higher (see the text after this
table).
5 Taken by the fish- The PC is surrounded by horrendous
folk! humanoid anglerfishes! (4 kerasoi surprise the
character and start ululating for their friends;
start the Sacrifice for the Abyss part).

In the meantime, tell the players that the mysterious cavern is filled
with the sound of water rushing in and that the water level is slowly
but clearly rising. If the players delay for too long, inflict a -2 penalty
for any physical action as the water rises to their knees (which is
especially troublesome for halflings and dwarves). You can increase
this penalty further to -4 or even to -1 die if they don’t move. A good
suggestion is to increase the water level by one step after each failed
attempt to search for loot or escape the shore’s difficult terrain. The
good news is that when the penalty reaches -1d, the water level is high
enough that the character can easily swim over the difficult terrain (but
they still suffer the penalty).

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SACRIFICES FOR THE ABYSS
After the shores, the character
see a dark and small flooded On the Anatomy of Cetaceans
plain. The plain narrows While this adventure takes place
ahead like a spear point, inside an impossibly huge living
slowly rising. The ground being that looks like a narwhal,
feels spongy and weird. Every it’s not a narwhal! So please
one or two minutes everyone excuse any weird or non-rational
is certain that the plain just description of cetacean anatomy
(like the location of the leviathan’s
undulated or stirred slightly
blowhole). Thank you!
(because it’s a giant tongue).
The water keeps rising, so
the only way seems to be ahead — besides, the party can clearly see
a group of lights moving in the distance (as if a big group of people
were dancing with torches, which is obviously impossible in this wet
environment).
If the party decides to keep going (if not, see the sidebar Beaches at
Night are So Romantic...), they soon find the kerasoi (singular keras).
They are skinny fish-folk with a bulbous organic light hanging in
front of their heads (humanoid anglerfishes). Their appearance is
horrifying and weaker souls would probably run screaming into the
night rather than face them (good thing that we have a bunch of
heartless looters here).
Keras: Init +2; Atk grapple +4 melee or claw +4 melee (1d4) AC 13;
HD 1d8+2; hp 6 each; MV 20’ or swim 40’; Act 1d20; SP hypnotic
lights (DC 14 Will save or the victim can’t harm the keras and must
remain adjacent to it); SV Fort +1, Ref +4, Will +0; AL N.
The kerasoi are some 60’-90’ away but can clearly see the party and
start running toward them while ululating Lovecraftian sounds of
joy. They’re unarmed, but there are four keras for every character. Two
things to remember here: (1) the party is probably suffering penalties
to movement and physical actions due to the flooding; and (2) the
kerasoi don’t suffer those penalties and can even swim in the shallows
(which mean they’re really fast).
If the characters are smart and wait, they won’t be attacked. The
Kerasoi surround them and start celebrating while guiding the
party ahead. They give each character a bizarre jellyfish-like thing,
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instructing them with gestures that it must be placed over their heads.
If any characters do that, the jellyfish-thing gently enfold their head
without harm. The now-jellyfish-headed character gains the ability to
breathe water, recovers 1d4 hit points if already wounded and suffers
a -1d penalty to ranged attacks due to blurred sight. These organic
helmets last for 24 hours. If a character attempts to remove the helmet
before that time, he must roll a DC 15 Fort save or suffer 2d6 points of
acid damage (and the jellyfish-like symbiont dies).
The most dangerous effect of the kerasoi presence is that their
luminescent organs can act as a very specific charm person effect.
All those within 30’ of a keras and gazing at the light must roll a DC
14 Will save or become enthralled — charmed victims won’t harm
a keras and will do everything possible to always stay at the side of
“their” keras. They still have full control of their mind and are actually
aware of the hypnosis, but won’t be able to roll a new Will save unless
threatened or pushed away (30’ or more) from the keras (a kind judge
could rule that any action that goes against a character’s alignment/
ethos would entail a new Will save). A Mighty Deed of Arms can
sever a keras’ hypnotic light, and original ideas like covering a victim’s
head could also break the hypnosis (though an already-hypnotized
victim can’t simply close her eyes to nullify the effect).
The kerasoi will guide the characters (probably by hypnosis) to the
plain’s end. If the party somehow resists and starts fighting, the kerasoi
are likely to flee (roll a morale check after the first keras is dropped). If
this happen, here are some options:
1. Tell the characters that the kerasoi were wearing pearls and alien
but beautiful collars made of what appears to be shaped coral (all
things that would be worth a fortune above).
2. The characters start hearing a human-like and clearly feminine
voice (or masculine, depending on the party) calling for help!
The cries come from the plain’s end and originate from the
kerasoi’s Mistress (more about her below).
3. The waters keep rising. See the box Beaches at Night are So Romantic....
The kerasoi take the party to their Mistress (or, if attacked, run back
to her). The Mistress is an alluring blue-skinned female humanoid,
probably of Atlantean blood, chained by her wrists to a rusted iron
circle below her, at the edge of the plain. Behind the Mistress lies an

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organic abyss that leads into the leviathan’s gullet — probably with a
underworld of its own, given the beast’s proportions.
The Mistress is bound not only physically but also by elder spells
weaved by the Master of the Tower of the Horn (more about it Him
later, have patience). Her geas is to offer sacrifices to “The Vessel,” as
she was instructed to call the leviathan. Her kerasoi lead hypnotized
victims to the platform, then lift them and throw the poor souls below.
Given the uncountable centuries she has spent chained to an iron circle
(which is just the head of a massive nail), feeding for unfathomable
reasons a biblical monstrosity, the Mistress is quite mad by now,
believing that victims about to be sacrificed speak hidden truths about
the universe. In fact, this is the only moment when any character can
try a Personality check to sway or gain time with the Mistress, usually
with DC 17 (unless a player can provide a really good argument). The
judge can place a few prisoners here, and let one or two be thrown into
the abyss screaming pleas of mercy, to let the party figure out that the
Mistress is listening (other prisoners can also work as replacement PCs).
The Mistress (mad immortal geas-bound half-Atlantean princess):
Init +5; Atk slam +7 melee (1d6+5); AC 12; HD 4d8+8; hp 22; MV 30’
or swim 40’; Act 2d20; SP telepathic (understand and communicates
in all languages), child of the deepness (raised in the oceanic depths,
the Mistress has Strength 20 for all effects and is very tough); SV Fort
+5, Ref +0 (chained), Will +5;
AL C. Beaches at Night are So Romantic...

The geas that holds the OK, maybe the party decided
Mistress can be broken by to settle on the shore, perhaps
some cool combo like a building a raft from the wreckage.
Maybe they already figured out
warrior’s Mighty Deed of
their situation (c’mon, it isn’t hard):
Arms or thief ’s skill, used they were eaten by a giant whale.
to break/open the chains, Actually, a few rules lawyers might
followed by a cleric’s divine aid even quote the AD&D 2nd Edition
or a wizard’s invoke patron to Monstrous Manual entry on the
shatter the elder spell. If freed, leviathan (remove 1 Luck point from
the Mistress will probably those smartasses!). Anyway, reward
enter in a murderous rampage such faltering heroes by moving to
against the kerasoi, giving the the Clash of Titans! encounter and
party plenty of room to escape. don’t forget to mention the distant
lights of the kerasoi.

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CLASH OF TITANS!
This encounters should preferably be used after the Mistress (maybe
giving the party a few moments of rest). Tell the characters that the
water level starts to rise more quickly. At the same time, a great roar
can be heard coming from the (now) submerged shores. Thanks
to the beacon of light above, the party can see two titanic shapes
engaged in a deathmatch. Unfortunately, those shapes are rolling
in the group’s direction. It is a cinematic Dynamation-style battle
between a sea serpent and a dwarf kraken!
Sea serpent: Init 0; Atk bite +6 melee (1d20 + swallow), tail slash
(1d10 + thrown); AC 20; HD 8d8; hp 40; MV 30’ or swim 40’; Act
2d20; SP swallow; SV Fort +10, Ref +2, Will +2; AL C.
Kraken, dwarf: Init -4; Atk tentacle +4 melee (grapple), if grappled
beak +4 melee (1d10 per tentacle grappling); AC 14; HD 8d6; hp
32; MV walk 20’ or swim 40’; Act 6d20; SP telepathy and suggestion
(DC 16 Will save); SV Fort +4, Ref 0, Will +8; AL C.
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The titans are beyond the party’s power level and are in fact fighting
without any regard for the lesser mortals. Except for the dwarf
kraken! It is a small and weak kraken, but one gifted with psionics.
While using most of its mind power to keep the sea serpent
distracted, the kraken contacts a random party member telepathically
(maybe the one with the lowest Luck). The kraken has a “proposal”
and it needs a “minion” (“I mean, a faithful ally!”). The kraken wants
the chosen character to get in front of the sea serpent in order to be
eaten. It tells the “hero” that, in that exact moment, a precise sword or
lance thrust through the sea serpent’s mouth can pierce its (delicious)
brain. If the chosen “hero” is a warrior, a Mighty Deed of Arms will
do (that is, if the character survives the bite damage).
Another interesting thing
that might convince the You Find This Awesome Random
party to get closer to the Sword That…Just A Second..
thrashing sea serpent is
..is a +1 longsword, chaotic, Int 5,
the presence of a shining Special Purpose: (free prisoners), no
and obviously magic powers. Yes, I’m very unlucky with
sword embedded in the dice. Let’s call it Chainbreaker and
sea serpent’s scales. If establish that it belonged to a pirate
any foolhardy character prince who died in the leviathan.
manages to climb the beast Chainbreaker can feel the Mistress’s
and succeed at a Strength geas, and while it can’t communicate,
check to retrieve the blade, it can surely importune its owner.
then let him have it — roll After the first missed attacked
using Chainbreaker, ask the owner
on the DCC RPG Sword
for a Luck check. If successful, he
Magic tables or the just use feels a magnetic force pulling the
the one provided below. blade to the Mistress’s directions.
If the party does manage to Chainbreaker can be used to
kill the sea serpent, then let shatter the Atlantean princess’s geas
(physically and magically). If used for
them have the magic sword.
the task, this tiny magic item might
The dwarf kraken spends not resist; ask for a new Luck check
the next minutes devouring to see if the chaotic blades survives.
the serpent’s brain, giving If freed by Chainbreaker, the Mistress
the party a good chance of will recover some of its lucidity and
escaping. will help the party to reach the Tower
of the Horn, fighting one battle there.

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INTO THE LIGHT
The water keeps rising and soon the entire vault is flooded. The party
is propelled to the roof of the cavern in the direction of the cone of
light. Soon, there’s water everywhere and the characters must hold
their breath. After a few agonizing moments, a powerful current
thrusts the party into the cone (which is the leviathan’s blowhole).
During the ascension, the characters discover a series of lateral
holes in the cone. The walls are white and were clearly sculpted,
with openings of different sizes, each one locked by strange metal
hatches. The entire alicorn was sculpted from the inside into a tower!
Of course, the party doesn’t have time to pick out details, as they’re
being propelled at an amazing speed. Suddenly, the current twists
artificially, stopping their ascension. They feel cold, invisible claws
grasping and carrying them away into different hatches.
Ask all players to roll 1d4. Group the characters with the same
results. For example, a party of 6 characters roll a 1, 1, 3, 4, 4, 4. The
first 2 ones mean that those characters go to room I, the 3 last fours
mean that 3 delvers are dumped into room IV, and the last hero lands
alone in room III. If you’re feeling nice, offer the option of a Luck
check. If a player succeeds, let him roll 1d4 again. If he fails, you can
choose where he lands. Ideally, at least one character should be placed
in each room from I to IV.
What happened? Well, the characters were all captured by the water
golems that manage the Tower of the Horn. A water golem is a
bizarre construct — actually the golem itself is a brass-plated sphere
filled with arcane filigree. The sphere is about the size of a medium
humanoid torso. The “water” part comes from the fact that the golem
controls and channels water, using it to surround its core and create
limbs (which can manipulate water like those aliens from The Abyss).
Attacking the golem’s water body is thus a mistake, because the
construct can just summon more water. The secret to defeating them
(besides dealing lots of fire damage) is to open the brass plates, find
the golem’s gem core and remove it (either with a mighty deed or a
good thief skill roll). In both situations it is necessary to “swim” inside
the golem’s water body, risking suffocation.
Water Golem: Init +2; Atk slam +10 melee (1d8+1); AC 16 (golem’s
core is AC 20); HD 8d8 (golem’s core is 4d8, but it can be opened

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with a DC 15 Str check); hp 38; MV 40’ or swim 80’; Act 2d20;
SP water body (if reduced to zero hp, a golem can spend an action
to summon 1d8 hit points of water per round, until reaching their
maximum), engulf and drown, vulnerable to fire and heat, golem
traits*; SV Fort +8, Ref +4, Will +2; AL N.
*Basically, golems have immunity to mind-effects, illusions, backstab (but
not criticals) and to all magic effects except fire/heat spells (although, do
please note that these spells will have to “burn” the water body first).
The water golems are programmed to collect organic material and
take it to the Master (more on Him later, I promise). If a character
doesn’t fight, he’s engulfed and taken upstairs to the Master.
Unfortunately, the character will drown before reaching the Master,
unless they took one of the jellyfish-like helmets from the kerasoi.
If the party is split (a very possible outcome), the next encounter
can happen simultaneously in one or more rooms. Start with room
I — if there’s no character there, go to room II and so forth. After
three rounds of action, go to room II and so on. The idea here is that
a character might decide to escape from his room and go to another
to ask for help or to assist another (oh, and if a player sees another
character defeating a water golem and uses this “out-of-character”
knowledge to beat his own construct, please remove 1 Luck point
from him. The Gods are watching).
All the rooms below have the same description: they’re roughly
ovoid, with a diameter of about 15’. Each one is intrinsically sculpted
with a mindset completely alien to surface humanoids. There’s only
one way out of each: a circular opening to the tower’s outside, where
narrow stairs lead to the top. If any characters step outside, describe
to them the information from the sidebar The Rider of the Deepness.
Room I: Characters taken to this room by a water golem are first
dropped to the ground, while the golem seals the metal hatch that
leads to the Tower’s central cone. The first thing the PCs notice is
that the door that leads outside is partially obstructed by a weird and
bright red coral formation. The coral-thing is almost crystalline — it
is possible to see through it to the stairs outside. The water golem
tries to engulf the character and then pass through the coral. A
character can try to evade the golem and jump through the opening
(DC 12 Agility check). Failure means the character suffers 1d3
damage and is probably infected by the coral (see below).
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The Blood Coral!
Characters that cut themselves on the blood coral are infected
unless they spend 1d3 Luck points. Infected characters develop
a coral growth in the wound that quickly spreads. The cool part:
they gain the ability to blast lasers from the wound. (If you aren’t
mean, let the wound from room I be in the character’s arm). A
character can use one of his action dice to blast an enemy at
30’. They add a coral die to the action die as their attack roll —
the initial coral die is 1d3 (which means most characters will roll
1d20+1d3). Their target must roll a Reflex save against the result to
suffer half damage. The blast damage is always double the current
coral die (or 2d3 at the start). Current!?! Yes, after each blasting
the infected must roll a Fort save (same DC of the attack) or his
coral die increases, following the dice chain. Every time the coral
die increases, roll it and keep a secret score of the total (but tell
the player you’re doing it… hehehe). When the total reaches the
character’s current Stamina, the infection overcomes him and he
becomes a coral husk (zombies with lasers!). Stats for coral husks
appear at room II.

Room II: This room’s golem was severely damaged in a previous


battle. In fact, the water golem can’t move, because its spherical body
is jammed inside one of the room’s walls. The construct was blasted
there by a knight of the eight. In fact, pulling the character inside the
room was the golem’s last action. Now that it has done so, describe
to the player the golem’s watery limbs losing shape and falling to
the ground, followed by the mechanical sounds of its spherical body
opening. The character can clearly see the shining gem that originally
powered the golem. The alien gem still shines slightly and is worth
500 gp, but when removed from the sphere, the wall collapses,
releasing a coral husk.
Coral Husk: Init -4; Atk crystal claw +3 melee (1d6 and Infection)
and coral blast +3 (1d6, Reflex save for half damage); AC 18; HD
3d6; hp 10; MV 10’; Act 2d20; SP infection (1 Luck point or
becomes infected), half damage from piercing and slashing weapons,
coral hive-mind (this isn’t an undead but an alien crystalline coral);
SV Fort +8, Ref -4, Will +2; AL N.
Besides the coral husk and the water golem, this room contains
the body of a knight of the eight. What is a knight of the eight?
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Imagine a big purple-pink octopus wearing a silver baroque helmet
with sea motifs and weird gem-batteries, wielding a retro-futuristic
orichalcum lance with a crystal tip. The Knight of the Eight is dead,
killed by the golem, but player characters are welcome to toy with its
arcane batteries and crystal lance.
The two batteries are overcharging, hot to the touch and very
sensible. If thrown, they blow up a 6’ radius, dealing 2d6 damage
and pushing everyone away (a character carrying batteries can self-
detonate if hit by a critical or by rolling a fumble). A wizard could
spellburn 2d6 points using the batteries but he’ll suffer the rolled
result as damage.
The crystal lance is a cool arcane-tech weapon that can blast things
for 1d10 points of damage or function in melee like a normal spear
(but if a charge is spent in melee, increase the damage to 2d10).
Spending two charges also pushes the target 10’ away (DC 12 Fort
save negates). The lance has six charges left.
Handling both the batteries and the lance requires an arcane-craft
skill check (I doubt you have a character with that occupation, so
treat as an untrained skill check by rolling a d10 with a DC 10).
Failure has no consequences, but rolling a 1 blows up a battery or
makes the lance fire accidently.
Room III: This room’s water golem is unfortunately functioning
just fine. After dropping the character to the ground and locking the
hatch (one action), the water golem attempts to engulf any organic
thing and transport it to the Master, atop the Tower.
Room IV: Characters taken to the highest room fall to the ground in
the middle of a battle between the water golem that captured them
and the last knight of the eight. The knight is severely wounded and
will die if not helped (besides having just 4 hit points, the octopus
was disarmed and his crystal lance now lies at the character’s feet).
If helped, the knight will gladly join forces with the “air barbarians.”
This particular knight of the eight is a suicidal and self-righteous
hero named [ Joyous-feeling-of-stabbing-the-Devil-six-times-in-the-
back-without- him-seeing-it]. This isn’t actually his name, but the
knight’s attempt to use his arcane-helmet to talk telepathically with
the characters (the judge is encouraged to give 1 Luck point to any
player that decides to call the octopus “Otto” or “Doctor”).

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The Rider of the Deepness
Climbing out of the Tower of the Horn leads a character to a flight
of stairs that ascend the alicorn’s external structure. The view is
frightening and amazing — you’re at the top of a living wave as
big as a human city. However, the true wonder (or horror) is that
there’s an artificial marble-like structure on the leviathan’s back — an
impossibly huge saddle, adorned with faded bas-reliefs of gigantic
squids, impossible crabs, skull-faced anglerfishes, horrendous
worms, beautiful jellyfishes and other glorious denizens of the
Deepness. Atop the saddle, still bound by elder chains, is the
cyclopean skeleton of its original Rider, now completely taken by
dead anemones and the ruins of corroded corals (if this adventure
were a movie, this part would ideally be the “WOW!” moment).

THE RED THRONE


The stairs end at a bigger hatch-door, completely consumed by blood
coral. The entire surface of the door is filled with sharp spikes of
blood-bright crystal. Touching it risks instant infection (unless the
character spends 1d3 Luck Points).
Forcing the hatch door or blasting it with a spell is a terrible idea —
the entire blood coral shatters, sending shards flying at the party. If
this happens, ask for a Reflex save against a DC 12. Failure deals 2d6
damage and the character must spend Luck or become infected (and
the judge is welcome to be mean and roll the hit location to figure
out where the coral starts growing on the infected character’s body).
Any character killed by the coral blast rises in one minute as a coral
husk.
Infected characters can try to force the door open without risk of
damage or infection (but still must succeed at a Strength check at
DC 15).
As soon as the party starts meddling with the hatch door, they hear a
booming “Muahahahahahaha!” from inside, followed by unintelligible
alien gibberish that sounds exactly like your evil goatee villain
explaining how now his plan is complete. If the knight of the eight
is with the party, he telepathically projects a sense of utmost urgency
and of [blood-hard-as-rock-blood-hard-as-rock-blood-hard-as-rock-...
ad infinitum]. The telepathic projection fills everyone’s mouth with

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the taste of iron, while their minds recalls their homelands, but now
covered in blood coral. The knight urges the party to hurry and will
blast the door with this crystal lance if the characters do nothing.
Once inside, the characters reach an ovoid room overrun by blood
coral. At the hellish chamber’s center lies what appears to be a
pulsing pool of water, but a closer look by any character will reveal a
portal leading to a bizarre cavern.
Surrounding the portal are eight coral husks and an immense crab,
on whose back was sculpted a lordly throne. Sitting on the red
throne is the Master of the Tower. His name and motives will remain
unknown because the Master is dead — all that remains is a half-
blasted corpse, completely consumed by the crystalline coral but
too damaged to be animated. The Master died when he activated
the Golden Rod, an artifact that would have given him control over
the leviathan. Now, the only thing still alive is his living throne, a
bioengineered giant crab with a hobby of mimicking voices. The
creature is not really intelligent and its ability to reproduce sounds
was just a side-effect of its creation. The crab isn’t attacked by the
husks because he’s immune to the blood coral infection.
Coral Husks (8): Init -4; Atk crystal claw +3 melee (1d6 and
infection) and coral blast +3 (1d6, DC 12 Reflex save for half
damage); AC 18; HD 3d6; hp 10 each; MV 10’; Act 2d20; SP
infection (1 Luck point or become infected), half damage from
piercing and slashing weapons; coral hive-mind (this isn’t an un-dead
but an alien crystalline coral); SV Fort +8, Ref -4, Will +2; AL N.
The Red Throne (a.k.a. mimic-giant-crab): Init -2; Atk pincer +3
melee (1d4+2 and grappled); AC 15; HD 3d8+3; hp 16; MV 20’; Act
1d20; SP mandibles (grappled targets suffer one automatic critical
next round if the crab hits them, roll Crit Table M/d12); SV Fort +4,
Ref +0, Will -3; AL N.
If any character jumps into the portal he falls 9’ to a spongy pink
surface, filled with electrically charged ridges and grooves (yeah,
that’s the leviathan’s brain). There’s blood coral everywhere. Sticking
in the ground is a massive sculpted golden rod, almost as tall as the
characters, obviously designed by the same forces that sculpted the
Tower of the Horn. The Golden Rod is shining with a strong red
light, sending visible blood coral tendrils through the leviathan’s

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brain. At the rod’s head is set a black cracked gem. If touched, the
black gem crumbles to dust. Perceptive characters quickly notice
that a golem gem can be inserted into the now-available slot of the
Golden Rod. If this is done, the entire artifact shines with golden
lightning, shaking the brain-cave. The golem gem is not powerful
enough to last and will soon degenerate, but the character has one
option before getting away as fast as possible: he can choose the
leviathan’s path, sending it back to the Deepness, or just back into the
high seas, or, maybe, crashing it against that one king or wizard lord
who mocked him.
After the decision is made, the party has six rounds to get away from
the leviathan’s brain and the Tower of the Horn, because the next
discharge of the Golden Rod will fill the entire area with blood coral.
The backlash finally consumes the leviathan’s brain and kills the beast
within a few hours. The best hope for the party is jumping into the
sea and hoping for a good landing (although this would be a good
time for wizards and clerics to start pleading for help from their
supernatural overlords).

Where’s the Loot?


Fine…here’s some loot! The Master was blasted by the Golden
Rod’s original activation, but he still has some treasure with him.
His gnarled right hand bears a golden bracelet of deep one
design that is worth 400 gp in the right hands (besides a bonus
invitation to a sacrifice ceremony to Cthulhu). The Master’s left
hand is consumed by blood coral but still bears inside the alien
crystal two rings. One is a diamond ring of exquisite making which
is invisible under sunlight, but shines a cold blue light in darkness
— this exotic and unique trinket is worth 1,000 gp. The other ring
is magical and dangerous: it’s a Bilocation Ring — 24 hours after
putting it on, the wearer can choose to be in two places at the
same time. This basically creates a double under the player’s
control. During combat or other dangerous situations, the double
only lasts 5 rounds per day. Under other situations, it lasts for 5
minutes per day. The catch is that when the effect wears off, the
ring wearer can choose which copy is actually real. Also, if used
in combat or to perform dark deeds (judge’s call), the ring wearer
must roll a Luck check when the effect ends. If unsuccessful, the
double becomes a permanent and independent being, and will
try to kill the original.

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CONCLUSION - THE DECAYING HALLS OF
LEVIATHAN!
Maybe the party, briefly in control of the Golden Rod, tries to lead
the leviathan to some forsaken shore in order to ground and kill the
beast. That’s valid! Actually, after finally dying, the gargantuan corpse
might attract lots of delvers and explorers, seeking lost treasures,
exotic substances (blood coral, anyone?) and other secrets inside the
leviathan’s carcass.

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TOMBSPIRE
OF THE

SILVER SUN

by Colin Mills

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BACKSTORY
The adventurers have stumbled upon a crumbling tower whose rooftop features glowing
crystalline plinths, floating pylons chained to said plinths, and an orb of silver which
seems to writhe in the sunlight.

ROOMS
Each room has one description, three headings describing era-specific changes, and
an explanation of any time travel elements initially present in that room.
If the PCs attempt to rest while in the dungeon’s current or future eras, 1d4 of the slain
un-dead cultists reanimate each watch to hunt them down. No rest is easily had while
in the Tombspire. If insufficient un-dead are available, then more are raised from the
grounds outside the Tombspire, angrily avenging the defilement of their holy site!
Note for time travel: the way traversal between eras works in this adventure is any
changes performed in a past era are immediately seen in the following eras. They have
just always existed to the timeline. Similarly, any objects brought back from a future
era and left in a past era can be seen again in that future era, the copy now being a
continued loop of the original. Don’t worry too much about causality or other paradoxes,
we’re just hand-waving all of that here. The players will manage to do some crazy stuff,
but shouldn’t be able to escape too far in the past or future eras, given the barrier
around the Tombspire or swarms of hostile demons, respectively.

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AREA 1 - OUTSIDE
Before you stands a strange edifice of smoothed stone, its only visible windows nearly at the top. Vines
and mosses climb the walls of the tower, dispelling any doubt to the age of the worn walls. A door
reinforced with iron bands on the west wall of the building leads inside.

PAST
The grounds around the spire are the scene of great bloodshed, with people slaughtered in every direction.
Hostile, tribal forces still rage against a magical barrier, their shamen working strange magics in an
attempt to gain entry. Strange, amorphous, silvery creatures appear to be projecting the barrier, and are
paying no notice of your passage. The intact spire stretches far above you, about 100’, its smooth stone
walls gleaming in the sun.
The servitors of the Silver Sun have sealed off entry to and egress from the tower following the rival tribe’s
attack, leaving only a handful of the defending Dhiigga Dahagta tribe alive inside. These servitors ignore
the PCs unless provoked, in which case they attempt to dispatch the offending interlopers quickly before
returning to maintaining the barrier. If the party explores around the tower, they will find a groundskeeper
painting murals depicting the terrible return of his god on the walls of the spire. If conversed with, he
is willing to speak with the player characters about the Silver Sun, and the plants kept on the grounds:
• The Silver Sun is a deity who rivals the natural sun, wishing to take its place in the cosmos.
• The Silver Sun returns to its height of power once every 300 years.
• The movements of the sun and planets can be tracked using the orrery inside.
• The Silver Sun deserves to rule over the cosmos and devour all other light, for it is the fairest of
all the lights.
• The plants inside the spire have been preserved inside magical pots, allowing them to grow and
flourish with little care while the pots remain intact.

PRESENT
A large tree appears to have broken through the walls of the tower to stretch its branches in the free
air. Ancient flagstones shift beneath your feet, long split from erosion and the workings of plant growth.
The door is locked in the current era, and the lock appears rusted. The lock can be picked or the ancient,
rusted and dry-rotted door can be bashed down in short order (DC 12 pick lock or Strength check).

FUTURE
The once great tower has been leveled to the ground, save for a platform floating hundreds of feet in
the air. Glowing stones are chained to the platform and float a dozen or so feet away from it, seemingly
keeping the platform aloft. The sky is painful to gaze upon as it blazes with erratic waves of silver and
gold. Hordes of frenzied humanoids scream praises to the Silver Sun, reaching towards the floating
platform and climbing upon each other in an attempt to get closer. Servitors of the Silver Sun stalk the
former tower ruins, mechanically cutting down those few not worshipping.
The servitors will spot the PCs in 2d3 rounds if they do not leave, and will attack them. Each round, one
servitor will join the combat until the PCs retreat or are defeated. This encounter is not intended to be won.
Silver sun servitor (many): Init +1; Atk slap +1 (1d3 plus stun); AC 13; HD 4d10+4; hp 24; MV Fly 30’;
Act 1d20; SP Fort save DC14 or only receive one action next round; SV Fort +2, Ref -1, Will +2; AL C.

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AREA 2 - ENTRY FOYER
This room’s description should be used for all rooms on the ground floor of the Tombspire in the
future era.
This room features frescoes depicting a silver spherical mass tearing apart the sun with its tendrils,
casting the world into an age of eternal twilight. Masses of people are bowing to the silver tentacled
horror, sacrificing various robed figures upon altars. Various jars and urns line the walls of this room,
sealed shut with a silvery wax. There are about twenty jars in total. An open doorway leads outside to the
west, and an archway leads deeper inside to the east, an iron-banded wooden door blocking your path.
Clerics and those with religious occupations can determine the sacrifices depicted in the frescoes
are the priests of different gods and patrons worshipped in the present. The floor under the doorway
is unstable and may buckle, causing the doorway to cave in without shoring up. Thieves and dwarfs
can find the source of the instability (DC 15 find traps and underground knowledge, respectively), and
stabilize the ground (DC 17 disable traps).
The various jars contain withered organs and corpses, remains of the tribe’s honored dead. Historians
may find value in the urns, but they are otherwise of little monetary value. The silver-containing pigments
and wax from the urns and pots can be gathered, but are worth only 30 sp in total.

PAST
The bloodied corpses of four tribesmen lie here, three of them garbed in tattered cloth robes with silver
face paint, the other wearing tribal leather armor, their clubs strewn about their bodies.

PRESENT
The dust of ages billows up as you enter this room, mixing with the stale air to make a dry and choking
atmosphere. Dim sunlight filters through the clouds to illuminate the room and glimmers off the frescoes
and urns inside.
Spells are cast in this room at a decreased die step, due to the dust.
When the PCs enter this chamber, three of the jars begin to faintly tremble (DC 10 Intelligence check to
perceive, -2 each round). This trembling increases in intensity for five rounds until a moldering pile of
bones, dust, and ancient cloth bursts out of each. These are the un-dead remains of ancient shamen,
cut down long ago whilst defending their deity.
Un-dead silver sun cultists (3): Init -1; Atk spiked club +1 melee (1d4); AC 11; HD 3d8; hp 13; MV 20’;
Act 1d20; SP spells (+2 spell check) holy sanctuary, protection from evil, paralysis; SV Fort +3, Ref -1,
Will +1; AL C.

FUTURE
See area 1.

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AREA 3 - ORRERY CHAMBER:
Area 1 - Outside: This round chamber is roughly 70’ in diameter and 50’ high, and is dominated by a
bizarre, enormous contraption. The obvious centerpiece of the room, it stands upon a 5’ raised dais and
is supported by a 2’ thick vertical metal post driven into the dais. Directly upon the post is a large central
orb of yellow glass, bound in bands of gold. Branching off the central post underneath the yellow orb are
a series of long metal poles, curving upwards from their origin point on the central post to each hold a
considerably smaller glassy orb, each of a different color and likewise bound in various metals. Some of
these smaller orbs have yet smaller orbs around them, similarly supported by curved metal poles. Upon
closer inspection, the central post appears to be segmented, one segment for each off-branching pole.
Around the strange assembly of poles and orbs are row upon row of wooden pews, all facing inwards
towards a pulpit located at the west-most point of the dais. Some of the pews have been knocked over or
are otherwise out of alignment. The pulpit is topped by a wooden lectern. Exits lead to the east and west,
and a small closet with an arched doorway is located on the northeast wall of the chamber.
When a powered crystal is in the generator in area 6, the orrery can be activated and set to the current
time with a DC 10 spell check. If so activated, the orrery shows a silver orb orbits closest to the current
planet every 300 years, at the planet’s aphelion; the planet is currently at its aphelion. With a DC 18
spell check, the orrery can be repositioned to grant a bonus to a specific alignment. PCs affected by this
bonus may each choose to make either skill checks, attack rolls, or spell checks with an increased die
step while in the Tombspire.
Clever players may check the night sky outside in each era to determine in what year they happen to be.
A DC 18 Intelligence check or cross-referencing the orrery will reveal that each era is 300 years apart,
putting the silvery orb in the orrery at its closest position to this planet.
The closet is empty and unremarkable save for having a finely-engraved floor depicting clouds being
blown in a circular motion by winds. Additionally, a small circular indentation is on the back wall of the
closet just under eye level for a human. The closet is in fact a teleportation pad which, when activated
by pressing the indentation, will transport those inside to area 8. A one-quarter powered crystal must be
placed in the generator in area 6 for the closet’s teleportation to function.

PAST
The huge device in the center of the chamber slowly turns, its mechanisms whining and clicking, filling
the chamber with a deafening mechanical droning. A silvery substance dribbles through grates in the
ceiling, coalescing in a vertical sheet suspended in the air, is lower edge a few inches off the ground.
Through the sheet, the chamber’s bricks appear more worn and weathered, the benches rotten and
disused. Illuminating this room are several torches in sconces along the walls of the chamber and
lining the orrery dais, and sunlight gleaming in through the small holes in the ceiling. A young tree sits
between the rows of pews in a large clay pot on the west side of the room, basking in the faint sunlight.
The pot is inscribed with glowing runes.
The exit on the east side of the room appears to be currently held up by numerous wooden poles and
scaffolding. The top keystone piece of the archway is missing. A DC 15 spell check reveals the pot
is intended to keep the plant alive contained within, as long as it is provided with sufficient light,
nutrients, and water. The silvery substance connects this past-era room to the current era and can be
traversed at will.

TABLE CONTINES ON NEXT PAGE >>

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AREA 3 - ORRERY CHAMBER (CONTINUED)
PRESENT
A large tree appears to have broken through the walls of the tower to stretch its branches in the free
air. Ancient flagstones shift beneath your feet, long split from erosion and the workings of plant growth.
The door is locked in the current era, and the lock appears rusted. The lock can be picked or the ancient,
rusted and dry-rotted door can be bashed down in short order (DC 12 pick lock or Strength check).

FUTURE
If the orrery was repaired in the current era, the ornery still stands and has been aligned to grant power
to the Silver Sun. If manipulated to grant power to an alignment, the orrery sparks wildly and grants its
bonus to the party while in this era. Otherwise, see area 1.

TOM BS P I R E M A P
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AREA 4 - STAGING ROOM
A heavy, wooden mid-height table bars immediate entry to the room, but a slight opening to the right
permits single-file passage. The north wall is lined with shelves carrying stacks of various cloth mesh
garments. In the back wall, a spiral staircase descends downwards clockwise.

PAST
On a small table is a finely-crafted archstone. It shares a decorative style similar to the arched doorway
through which you entered the room.
If placed in the arch, the keystone will prevent the doorway from collapsing in the future, and will remain
open in the current era.

PRESENT
When touched, the garments crumble away, leaving only fine silver wires.

FUTURE
See area 1.

AREA 5 - GUARD ROOM


This square room is sparsely furnished with three simple wooden stools. An ornate wooden door depicting
the Silver Sun offers egress to the west.

PAST
This room is currently empty, the guards having left to defend the spire from intruders.

PRESENT
Upon each of the stools is seated a desiccated warrior clad in ornate leather armor, clubs spiked with
obsidian hanging from their belts. As you enter the room, a low, whispering chant rattles from the
warriors as they rise to prevent your passage.
Un-dead silver sun cultists (3): Init -1; Atk spiked club +1 melee (1d4); AC 11; HD 3d8; hp 13; MV 20’;
Act 1d20; SP spells (+2 spell check) holy sanctuary, protection from evil, paralysis; SV Fort +3, Ref -1,
Will +1; AL C.

FUTURE
The door has been secured with a superior lock, but can be picked (DC 18 pick lock check). The door is
somewhat protected from mundane damage, reducing it by half (DC 20 Strength check to break down,
or 20 damage). Additionally, magic-users studying the door find it opens readily to reciting the Oath of
Burning Betrayal (DC 15 spell check to guess, or clerics can try an Intelligence check at an increased die
to remember). Lastly, the door opens to anyone wearing the garments found in area 4.

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AREA 6 - LOWER RITUAL CHAMBER
Following a short hallway, this 50’ diameter circular chamber is dominated by a large conical device
containing a hovering crystal. The crystal is roughly 2’ long, 6” in diameter, and is sheds a dull light.
Tables line the walls of the room, laden with bandages, pouches filled with various dusts and herbs,
and thin, hooked metal rods. At the foot of each table sits a bucket filled with a viscous, black, tarry
substance which is accompanied by a darkly-stained paddle. A doorway stands on the far side of the
chamber, flanked on each side by a small metal-lined slot.

PAST
Four Silver Sun cultists prepare a defense here against hostile interlopers with holy sanctuary, protection
from evil, and paralysis cast ahead of time if they hear the PCs approaching. They, unfortunately, will
fight to the death.
Silver sun cultist (4): Init +0; Atk club +1 melee (1d4); AC 12; HD 2d8; hp 9; MV 30’; Act 1d20; SP spells
(+2 spell check) holy sanctuary, protection from evil, paralysis; SV Fort +2, Ref -1, Will +2; AL C.

PRESENT
An immaterial, shimmering sheet hangs in the air, revealing a chamber much more worn and overtaken
by roots than the one in which you currently stand.
The cultists remain vigilant in un-death, and rise to prevent the party from roaming the chamber. Roots
from the tree in area 3 grow down into this chamber and through the floor, blocking off a 10’ diameter
area under its position in area 3. The shimmering portal connects this room to the future era.
Un-dead silver sun cultists (3): Init -1; Atk spiked club +1 melee (1d4); AC 11; HD 3d8; hp 13; MV 20’;
Act 1d20; SP spells (+2 spell check) holy sanctuary, protection from evil, paralysis; SV Fort +3, Ref -1,
Will +1; AL C.

FUTURE
The room is empty, save for the dead roots of the tree which once grew in the room above before it was
cut down. The slot on the right contains a flat card-like object inscribed with jagged silver lines.
Roots from the tree in area 3 grow down into this chamber and through the floor, blocking off a 10’
diameter area under its position in area 3. The portal connecting this room to the current era is accessible
from the future era side as well. The card is in fact a key which can be used to open the door to area 7
when paired with a second copy. Unfortunately, the matching key has been long lost.

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AREA 7 - UTILITY
This dimly-lit room is lined with shelves, crates, and chests. The shelves bear numerous scrolls and
sheets of vellum, alongside bottles of dark liquid and packaged rations.
The crates are filled with assorted mechanisms and gears. The mechanisms are bronze, and worth
150 gp total. The chests are locked (DC 15 pick lock to open) and each contains five robes woven with
iridescent silver threads, bearing the sigil of the Silver Sun. Each garment is worth 2 sp.
On the wall is a large double-armed lever set in the down position. If the party pushes the lever up, then
a faint silver glow flickers between the cracks of each brick of the Tombspire. At this point, the tower is
one-quarter powered, allowing for use of the teleportation closets in areas 3 and 8. The teleporter in area
9 requires the tower to be at least half-powered. The gears and mechanisms can be used to repair the
orrery in the current era, granting its alignment bonuses to the party.

PAST
The rations appear well preserved, and contain some sort of bread, dried vegetables, and jerked meat.
The bottles contain weak wine, just alcoholic enough to kill off any bacteria.

PRESENT AND FUTURE


The rations and wine have all long gone bad and are inedible.

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AREA 8 - UPPER RITUAL CHAMBER
Arches line the room, supporting the empty tower which stretches above you. 40’ up, a 10’-wide platform
extends from the east to the west, and above it, the towers walls are lined with tall windows allowing
the sun to shine upon it. Each window is separated by three feet of wall, making circumnavigation of
the tower at that height difficult.
The floor of this chamber is carved with a large, spiraling diagram depicting the sun and various
constellations, some of which you recognize. The spaces in between the diagram’s arms form holes in the
floor, through which the chamber below you can be seen. Various splashes of a dried silvery substance
have dried onto the diagram, coloring it unevenly.
Wary magic users can study the diagram (DC 15 spell check) to be able to use it to focus their magic,
granting a +2 to spell checks while in the room.
Various pots containing creeping vines have been placed around the room. Immortalized in their pots,
the vines have crept up the arches and tower interior along the north and south walls. PCs trained in
plant recognition may determine that some of the vines are poisonous to the touch (DC 15 Fortitude save
to resist), causing a powerful stinging itch which prevents concentration on any task requiring more
than one round of concentration. Each round of contact necessitates an additional save.
Upon the platform, an arcane crystal has been mounted which absorbs power from the stars and
stores it. Normally, this crystal transmits is power to the crystal in the generator downstairs, but the
transmission lines burned out from excessive load in the recent attack. Drained of power defending the
tower in the past, the crystal is one-quarter charged in the current era, and gains one quarter charge
per era it is allowed to charge. With the assault on the tower foiled by the Silver Sun’s guardians, further
drain on the crystal throughout time should be minimal.
When the generator in area 6 contains a half powered crystal, the center of the diagram becomes a
teleporter, allowing for transportation to area 9.

PAST
The young vines have just begun to climb up the arches lining the room.

PRESENT
The tree from area 3 grows up through the floor wherever it was placed below. If this placement disrupts
the diagram on the floor, then no spell check bonuses may be granted. The potted vines have long
outgrown their pots and have run wild, combining and climbing up to the windows near the ceiling far
above.

FUTURE
See area 1.

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AREA 9 - UPPER SANCTUM
The center of this room is dominated by raised concentric circles glowing a faint blue. The floor of this
room has been colored a patchy silver which stretches almost to the walls. Occasional splotches and
rings of darker silver suggest the floor was not painted all at once, or dried unevenly. Stairs to the roof
spiral counterclockwise from the east side of the chamber, letting a strange silvery light pour down into
the floor and walls. The ceiling of the chamber is slightly bowed inwards, and the cracks between the
timbers and stones has been colored the same silver as the floor.
A simple bed roll lies bundled under the stairs, accompanied by a wooden bead necklace, several rolls
of parchment, ink stone, brush, and a clay carafe. The parchments describe the celestial movements of
the Silver Sun, and how its powers are inversely proportional to its distance from the sun. Also detailed
are the Silver Sun’s revelations to its followers, how it had become trapped in orbit around the sun a
few thousand years ago. The creature gradually desired to consume and replace the sun, removing the
most immediate rival to its power, but was unable to from its prison in the void. The human tribe was
then instructed and empowered to pull the Silver Sun to this world so it could finally attempt to set its
terrible plans into motion. The last entry notes a neighboring tribe approaching with a champion of the
sun, armed with an artifact made of golden light to slay the Silver Sun.

PAST
A shimmering sheet of translucent silver seems to pour from cracks in the ceiling neatly bisecting the
platform with glowing rings. Through it, the room appears cracked, crumbling, and dark. An aged man,
dressed in leather garments woven with silver, is hurriedly changing the dressing on a torso wound.
His wrinkled hands trembling and bloodied, the man picks up his ornamental spear as three silvery
creatures spill through cracks in the ceiling.
The old man is a 3rd level cleric of the Silver Sun. He knows the following spells that he can cast with
a +4 spell check: blessing, chill touch, paralysis, protection from evil. Around his waist he wears a belt
with a pouch containing 20 sp, 31 cp, a holy symbol of the Silver Sun worth 20 gp, and a copper key.
The key opens the door to area 7. If the PCs carry a copy ornamental spear from a different era, then the
cleric can be convinced to not attack. If the party attempts to harm the Silver Sun while in the company
of the cleric, he will then turn hostile.
The portal here links this room in the past era to the future era.

PRESENT
Unless the above cleric is removed from this run, the mummified remains of a human lie here, clad in
rotted scraps of leather, alongside an ornamental spear. The human’s midsection appears to be wrapped
in bandages.

FUTURE
A silvery humanoid figure greets your arrival with silent resolve, bearing an ornamental spear and
flanked by other humanoids, their torsos sprouting lashing tentacles. Falling down the center of the
room is a gossamer veil, casting the room seen through it in brighter, sunnier tones.
This version of the cleric has a +5 to spell checks, 26 hp, and knows mirror image in addition to the
spells listed in the past. The portal from the past links back to that era.

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AREA 10 - ROOFTOP
The landscape below you stretches forth in every direction, but you are afforded little time to enjoy the
view. A giant orb of pulsating, writhing silver is affixed in the air roughly a foot off the ground, and its
fifteen foot diameter leaves little room for navigation of this rooftop. Four man-sized crystals hover at eye
level, several yards away from the top of the tower, each chained to a short obelisk of what appears to be
silver-painted obsidian. Sparks of magical energy arc down the chains to the crystals, boying them up
and keeping the floor roughly level. The floor under the mysterious orb is a dark, dull silver, and several
tendrils of the substance reach up from the painted brickwork to the orb.

PAST
The Silver Sun is wounded and actively bleeding, the floor under it still sticky and wet. The artifact which
caused the wound is lodged inside the creature, and it will lash out against the party of they attempt to
remove it. Likewise, offensive actions against the Silver Sun will be met with swift retribution.
If the party has retrieved the Sun Spear from the future, whoever wields it is compelled to attack the
Silver Sun (DC 14 Will Save to resist).
The Silver Sun: Init +3; Atk tentacle +2 melee (1d3 plus Stamina drain); AC 15; HD 5d10+10; hp 37;
MV fly 30’; Act 1d20+1d14; SP stamina drain, half damage from non-magical sources, double damage
from the Sun Spear; SV Fort +4, Ref +2, Will +3; AL C.

PRESENT
The orb is smooth and firm to the touch, and does not react to attempts to damage it. Whatever the
party’s intentions, nothing short of strong banishment magic or divine aid will adversely affect the
Silver Sun.

FUTURE
A blazing sky meets your gaze, interrupted only by the triumphant Silver Sun. Its awful pseudopods arc
away from its body, split, and dissolve into the air as it stretches itself skyward. At the horror’s base
lies the broken-off end of a heavy spear with golden broad head and crossbar. The creature pays little
attention to you as it seems to grasp the sun and, with a gentle tug, pulls forth a morsel. In this era, the
Silver Sun has become immune to all damage and offensive magic, including the sun spear, and mocks
the PCs if attempts are made to harm it.

AFTERMATH
Allow the players to act while you read this section, time their movements and use the text to add
drama to a near escape. Or, kill them if they dally.
Felled by your mighty blows, the Silver Sun roars in anguish and begins to boil. As the horror bubbles
away into choking, vile vapors, the tower beneath you shudders. The once sparking crystals chained to
the tower pulse and yank on their tethers, threatening to pull the rooftop apart. Bricks topple, arches
crumble, and walls collapse inward. As the tower’s power systems fail, arcane energies arcs through
the air, filling your lungs with the scents of smoke and ozone. The once grand spire falls into itself;
tower, ground floor, and basement beneath, dust issuing forth in one last gasp of defiance against the
cruel sun. Through the dust, a silvery filter can be seen, flickering and fading even as you watch.
If the party does not go through the portal in area 9 back to the current era in the next thirty seconds,
it collapses, trapping them roughly 300 years in their past.

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Volume 5 Credits

Contributing Authors
Hector Cruz, Judge Joan (of Arc), José Luiz Tzi, Colin Mills

Contributing Illustrators
Clayton Williams, Hector Cruz, Karim Glue, Todd McGowan,
Fred Dailey, Colin Mills, JV West, Matt Hildebrand

Cartography
Hector Cruz, Colin Mills

GFA 2018 Cover Art


Doug Kovacs
GFA 2018 Title Page Art
Marc Radle
GFA 2018 Editors and Proofreaders
Rob Brennan, bygrinstow, Aron Clark, Jarrett Crader, Cory Gahsman,
Keith Garrett, Tony Hogard, Anne Hunter, Aaron Koelman,
Shane Liebling, Russell Mirabelli, Patrick Munkacsy, James Pozenel,
Danny Prescott, Jeff Scifert, Jim Skach, José Luiz Tzi,
Rev. Dak J. Ultimak, Shyloh Wideman, Paul Wolfe,
and the GFA community proofreaders
GFA 2018 Printing Offset Contributors
Julian Bernick, Eric Betts, Daniel Bishop, Bob & Jen Brinkman,
Michael Bolam, Silver Bowen, bygrinstow, Tim Callahan, José Luiz
Ferreira Cardoso, Aron Clark, Hector Cruz, Tim Deschene,
Jason Fritz, Jeff Gilbert, Paul Gyugyi, John Hess, Kevin Heuer,
Edgar Johnson, Jacob Jorgensen, Shane Liebling, Elias Liquori,
Mark Maloney, Jon Marr, Juergen Mayer, Keith Nelson,
Diogo Nogueira, Terry Olson, Christian Ovsenik, Jim Skach,
Kim Swanson, Joan Troyer, Matthew Weeks, Shyloh Wideman,
David York, and the anonymous patrons of the GFA community
GFA 2018 Creative Vision & Direction, Layout, and Graphic Design
Doug Kovacs, Jon Hershberger, Harley Stroh,
Matt Hildebrand, Michael Jones, Shyloh Wideman,
Clayton Williams, Marc Bruner
55-–6060

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Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
The 2018 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine

Written, Illustrated, Edited and Produced by


the DCC RPG G+ Community

TRENCH CRAWL CLASSICS SPECIAL


VOLUME 6 OF SEVEN BOOKLETS

This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games.
All rights reserved. For additional information, contact info@goodman-games.com.

Each article, art & associated material, belongs to their respective artists & authors. If you would
like to include, copy or use a derivative of the work, please contact the original creator.

Alexander Peebles (Order #42932488)


TABLE OF CONTENTS

VOLUME 1: NEW CLASS EXPLOSION!

Bardic Rocker ____________________________ 1-4


Berserker _______________________________ 1-9
Faerie Class _____________________________ 1 - 13
Goat’o’war _______________________________ 1 - 28
Gongfarmer ______________________________ 1 - 31
Kith of Kingspire _________________________ 1 - 34
Lycanthrope _____________________________ 1 - 38
Pirate __________________________________ 1 - 44
Quantum Traveler _________________________ 1 - 47
Sage ___________________________________ 1 - 51
Scout (A Thief Variant) _____________________ 1 - 55

VOLUME 2: NEW PATRONS

The Benighted Pleomorphic Prion from Beyond ____ 2-4


The Demon: The God of Thunder, Doctor Love ______ 2 - 21
The Two Faced Horned God ___________________ 2 - 30
The Order of the Knights of the Singularity _____ 2 - 47
The Rope, God Assassins _____________________ 2 - 51

VOLUME 3: MONSTERS, MONSTERS!

Alternate Familiars for North American Wizards __ 3-4


Dogs of War ______________________________ 3 - 11
Blood Rat _______________________________ 3 - 16
Harringo _______________________________ 3 - 17
Fey Bestiary _____________________________ 3 - 18
Bone Ghost ______________________________ 3 - 23
Messengers of the Gods _____________________ 3 - 24
Pill Beast _______________________________ 3 - 30
Engossiphar _____________________________ 3 - 31
Book of Doom _____________________________ 3 - 32
Sword-Armed Demon ________________________ 3 - 33
Mountain Lion Varieties ____________________ 3 - 34
Plant Monsters ___________________________ 3 - 46
Octobear ________________________________ 3 - 52
Sun Jelly _______________________________ 3 - 53
Wilderness Encounter Tables _________________ 3 - 54

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VOLUME 4: NEW RULES

The Maker’s Mark __________________________ 4 - 4


Uncommon Alignments ______________________ 4 - 9
Alternate Character Creation and Technology
Rules for MCC ___________________________ 4 - 11
Getting Ideas from Birth Augurs ______________ 4 - 41
Mercurial Potions ________________________ 4 - 56

VOLUME 5: NEW ADVENTURES

The Endless Chasm of Zaxxyn _________________ 5 - 4


The Heist of the Royal Jewels ________________ 5 - 23
Death Aquatic ____________________________ 5 - 29
Tombspire of the Silver Sun _________________ 5 - 48

VOLUME 6: TRENCH CRAWL CLASSICS SPECIAL

Germany, U.K., and U.S. – Army Organizations,


Firearms, and Fighting ___________________ 6-4
Solder Class _____________________________ 6 - 16
Trench Crawl Classics Character Sheet _________ 6 - 26
Tears of the Rusalka: A 0-Level TCC Funnel ______ 6 - 27
Witch Cult of the Ardenes: A 0-Level DCC and TCC
Funnel________________________________ 6 - 37

VOLUME 7: 2018 MASTER ZINE INDEX

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TRENCH CRAWL CLASSICS

GERMANY, U.K. AND U.S.

ARMY ORGANIZATIONS,
FIREARMS, AND
FIGHTING

By Eric Betts

FOREWORD
Trench Crawl Classics (TCC) is a rule hack that applies
Dungeon Crawl Classics to World War II combat. The
original TCC rules found in the 2017 Gongfarmer’s
Almanac, Vol. 7 provided all the information necessary to
create and play Russian conscript soldiers. ‘Part II’
expands those rules as follows:
covers the structure and weapons of basic British
Empire, German, and U.S. infantry platoons
allows for the creation of British Empire, German,
and U.S. conscript soldiers (0-level player
characters)
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Other Trench Crawl Classic material in the 2018
Gongfarmer’s Almanac include:
The Soldier, a new character class for extended
Trench Crawl Classics (‘Trench Crawling’) play
Tears of the Rusalka, a conscript/0-level funnel
played either as a traditional ‘all players on one
side’ or as ‘opposing military squads’ as German
Wehrmacht troops facing off with Russian
defenders in the ruins of Stalingrad
Witch Cult of the Ardennes, a WW2 conscript/0-
level funnel in which players play US Dogfaces in
the spirit haunted and frozen Ardennes

These rules are not complete and require Dungeon Crawl


Classics from Goodman Games and for Russian conscripts,
the Trench Crawl Classics rules in the 2017 Gongfarmer’s
Almanac, Vol. 7. The firearms rules from CRAWL! Fanzine
#8: Firearms by Reverend Dak provide are also
recommended.
If you are looking for additional TCC scenarios, The
Lost Patrol is another conscript/0-level funnel and may
be found in the 2017 Gongfarmer’s Almanac, Vol. 7.

FIREARM COMBAT
Firearms function as DCC missile weapons.
Rate of Fire (RoF): Additional shots may be taken, up
to the RoF, but each subsequent shot is -1 die bump
lower.
Reloading: A modern firearm takes one round to
reload.
Automatic Weapons do 3 Dice of Damage. Automatic
weapons with a RoF that indicates an (A), instead of
separate attacks, may affect multiple targets in a 10-
foot square area. An automatic fire attack uses 10
rounds of ammunition. The attacker makes a single
attack roll that’s compared to the AC of each target in
the area. A hit causes 3 dice worth of damage, DC 10 Ref
save for half. A critical hit (natural 20) does 6 dice
of damage, DC 10 Ref save for half.
Aiming one full round: Increases the Attack and
Damage die by one. Using a scope while aiming one
full round: Provides an additional +2 Attack bonus.

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ORGANIZATIONS
Below are general organizations for the British,
German, and US Armies in WW2 though, more often than not,
they were better armed (with scrounged weapons) and less
manned (through details and losses). Keep in mind that
machine guns were a 2-3 man weapon: one gunner, one ammo
loader, and preferably another man to carry additional
ammunition.

GERMANY

Organizationally, the Nazi’s were nuts (Surprise!). The


Wehrmacht (German army) had at least three major ground
combat armies: the Heer (the ‘real’ army), the Luftwaffe
(the air force, which had both paratroopers and the
Herman Goering Armored Divisions), and the dreaded SS.
As the other armies were not too different, we will focus
on the standard Heer squad of the Reich, which consisted
of both draftees and professional soldiers in the
following roles:
1 squad leader (generally a sergeant) with an MP40
submachine gun
6 riflemen with Karabiner 98 rifles
1 machine gunner with an MG42 machine gun and a
Luger pistol
1 assistant machine gunner with a Luger pistol and
ammo for the MG42
1 ammo carrier with a Karabiner 98 rifle and a
tripod or more ammo for the MG42

All soldiers had 1-2 grenades. Those carrying rifles


also had bayonets and carried extra rifle ammo. 1-2
riflemen would also carry a Panzerfaust along with 2-3
rockets.
Most of the time, the squad smaller averaging 6-8 men,
and built around the machine gun.

GREAT BRITAIN

The British Empire used a ‘section’, not a ‘squad’, as the


organizational building block of their army. A section
consisted of:

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1 section leader with a Sten submachine gun or L-E
rifle
6 riflemen with L-E rifles
1 Bren-gunner with a Bren machine gun
2 ammo carriers with L-E rifles and ammo for the
Bren

The Bren-gunner and two ammo carries made up the 3-


person Bren Gun Team.

Judge’s Note: The extent of the British Empire opens up


new locations (all of their holdings) and new troops
(Australians, Egyptians, Gurkhas, Indians, New
Zealanders, Palestinians, and others) for adventure
opportunities around the globe.

UNITED STATES

The “standard” US Army squad consisted of:


1 squad leader (generally a sergeant) with an M1
Garand rifle
4 grenadiers with M1 Garand rifles with rifle
grenade firing adaptors
3 riflemen with M1 Garand rifles
1 BAR-man with a BAR automatic rifle
2 ammo carriers with ammo for the BAR automatic
rifle

The four grenadiers were supposed to have rifle grenade


adaptors to their M1’s, though in practice only two
usually did. The BAR man and two ammo carriers wore two
bandoliers holding three BAR magazines each.
While the US Army was the best equipped Army in WW2, it
was also the most chaotically equipped and often had
fewer men. The squad leader might carry an M1911 pistol
or swap out the M1 Garand for a Thompson or M1 carbine,
there was a serious effort to equip snipers with scoped
M1903 Springfield rifles, the BAR ammo carriers would
swap the heavy Garand for the lighter M1 carbine, and a
savvy squad leader would scrounge a second BAR for extra
firepower.

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CONSCRIPTS
Conscripts came from all walks of life. Use this list to
determine US, UK, and German conscript occupations. For Russian
conscript occupations, refer to Gongfarmer’s Almanac 2017,
Volume 7, Trench Crawl Classics.

Role Occupation Starting Equipment


01 Animal trainer Necklace with a whistle
02 Architect Sketchbook and charcoal
03 Artist Sketchbook and colored pencils

04-07 Assembly line Stolen item from the assembly line


worker
08 Astrologer Small telescope
09 Banker Extra money hidden in belt
10-11 Barber Straight razor (1d4)
12 Beekeeper Jar of honey
13 Biologist Dried specimens in small box
14 Blacksmith Large hammer (1d5)
Brown shirt/ Political pamphlets, book of
15-18 political thug connected contacts
19-20 Butcher Large, sharp folding knife (1d5)
21 Chemist Medical kit
22-26 Clerk Notebook and pencil
27 Cobbler Boot repair kit
28 Communist Communist manifesto
29 Con man Counterfeit money
30-33 Construction worker Tools
34-39 Farmer Packets of seeds
40-41 Grocer Stash of scrounged vegetables
42-43 Herdsman Sheep pelt
In hiding (Jew, Slav, 3 sets of identity papers (1 real, 2
44-47 wanted criminal) false)
48 Laundry worker Item found in pocket of clothes
49 Lawyer Law book
50-51 Machinist Tools
52-53 Mathematician Math book
54-55 Miner Pick axe (1d5)

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56-58 Musician Instrument
59 Mystery author Book of new novel
60 Newspaper reporter Notebook of observations
Banned occult book with Patron Bond
61 Occult researcher spell (Judge chooses Patron)
62-63 Occultist Banned occult book

64-65 Organized criminal Little book with 2 local criminal


contacts
66 Pharmacist 2 bottles of painkillers
67 Physicist Physics book
68-71 Police officer Notebook of observations
72-73 Poulterer Stolen chicken
74 Priest/acolyte Religious symbol
75 Radio show host Autographed picture of a celebrity
76-77 Sailor Magnetic compass
78-79 Scholar Poetry or history book
80 Stonemason Tools
81-82 Thief/fence Gold pocket watch and diamond ring
83 Tinsmith Small set of metalworking tools
84 Toy maker Detailed craft tools
Trained youth Ceremonial dagger/pocket knife (1d4),
85-89 (Hitler Youth/Eagle survival handbook
Scout)
90-91 Unemployed Classified ads with circled listings
92-94 University student Book on favorite subject
95-98 Unskilled laborer Pocket knife (1d4)
99 Vagrant Pocket knife (1d4) or harmonica
100 Weapon smith Armorer’s tools

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WEAPONS
Weapon Dmg
Examples Die RoF Range Ammo Wt

Pistols
Semi-auto (Lugar, TT33) d8 2 60/120/180 10 2 lbs
Revolver, large caliber d10 2 45/90/135 5 3 lbs
(Webley)
Semi-auto, large caliber d10 2 45/90/135 7 3 lbs
(M1911)

Rifles
Bolt-action (K98k, L-E, M-N, d10 1 120/240/360 5 11 lbs
M1903)
Semi-auto, carbine (M1) d8 2 60/120/180 30 6 lbs
Semi-auto, carbine (G43) d10 1 120/240/360 5 11 lbs
Semi-auto (M1 Garand) d10 2 120/240/360 8 12 lbs
Automatic (BAR) d10 3(A) 120/240/360 20 18 lbs

Submachine Guns
MP40, PPSh41, Sten d8 3(A) 60/120/180 30 8 lbs
M1A1 Thompson d10 3(A) 45/90/180 20 10 lbs

Machine Guns
DP1929, M1919 d12 5(A) 120/240/360 47 30 lbs
Bren d12 5(A) 120/240/360 30 24 lbs
MG 32, MG 42 d16 7(A) 120/240/360 47 25 lbs

Explosives, Heavy Weapons, Misc.


Scope, rifle provides an additional +2 Attack bonus
while aiming one full round
Grenade adapter, M1 Garand increases hand grenade Attack die by one
and range to 60/120/180
Bayonet 1d4 1d8 when mounted on rifle
Molotov cocktail 2d6 range 10/20/30, fire damage, 10’
area, 1/2 damage with Reflex save
Hand grenade 2d6 range 10/20/30, +1d6 shrapnel
damage, 10’ area, 1/2 damage with
Reflex save
Rifle, anti-tank (PTRD41) 4d10 1 120/240/360 1 25 lbs
Rocket launcher (Bazooka) 4d6* 1 60/120/180 1 15 lbs
Rocket launcher 4d8* 1 60/120/180 1 14 lbs
(Panzerfaust)
PIAT 4d10* 1 320/640/960 1 32 lbs
*Close range: disable tank/damage building and injure occupants in 40’
area; Medium range: penetrate tank/damage building and injure
occupants in 20’ area; Long range: damage building and injure occupants
in 20’ area; will injure occupants of 20’ area if targeting open area

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GERMANY

Lugar (Pistol): The Lugar P-08


9mm Parabellum was the standard
pistol issued to German officers.

Karabiner 98 kurz (Bolt-Action


Rifle): The Karabiner 98 kurtz,
also known as the ‘Kar98k’ or
‘K98k’, was the standard service
rifle from 1935 through the end
of WW2. It had an internal
magazine of 5 rounds.

Gewehr 43 (Semi-Automatic Rifle):


The Gewehr 43, also known as the
‘Karabiner 43’, ‘Gew 43’, ‘Kar 43’,
‘G43’, or ‘K43’, was intended to
replace the K98k and it was
Germany's first real attempt at
developing an automatic rifle.

MP 40 (Submachine Gun): The


Maschinenpistole 40, or ‘MP 40’,
was the standard issue
submachine gun of the Wehrmacht.
It was a smooth, reliable weapon
with a 30 round magazine.

MG 32, MG 42 (Machine Gun): The


MG 42 replaced the MG 32 in 1942.
Both machine guns were low cost
and able to fire at twice the rate
of Allied machine guns (1200 rpg
vs. 600 rpm). They were known as
‘Hitler’s Buzzsaw’ for its
distinctive sound and ability to
slice through troops. They were
arguably the best machine guns in
WW2. The German doctrine was that
despite casualties these weapons
were to be manned to the last man
{i.e. if the machine gunner was
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killed, any surviving member of
the platoon was to drop their
weapon and man the MG 32/42).`

Panzerfaust (Rocket Launcher):


The Panzerfaust was an
inexpensive, single shot,
recoilless anti-tank weapon
introduced by the Germans in
1943. It used small, disposable
preloaded launch tube firing a
high-explosive anti-tank
warhead, intended to be operated
by a single soldier.

GREAT BRITAIN

Webley (Pistol): The 5 shot Webley


was the service pistol for the
British Empire and Commonwealth
in WW2. Firing the large .455
Webley cartridges, the Webley is
among the most powerful top-
break revolvers ever produced.

Lee-Enfield (Rifle): The Lee-


Enfield was a bolt-action,
magazine-fed, repeating rifle
that served as the main firearm of
the British Empire and
Commonwealth during WW2.

Sten (Submachine Gun): The Sten


Gun was a simple submachine gun
that could be expediently and
cheaply produced for the British
Army to rapidly rearm after
Dunkirk. A 30 round side mounted
magazine gave it a distinct
appearance.

Bren (Machine Gun): The Bren used


the same .303 ammunition as the
standard Lee-Enfield and fired
at a rate of about 500 rounds per
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minute. The Bren was magazine-
fed (30 round magazine) making it
more mobile than belt-fed MGs,
though reducing its firing rate
and requiring more frequent
reloading.

PIAT (Grenade Launcher): The


Projector, Infantry, Anti-Tank,
commonly abbreviated to PIAT,
launched a 2.5 pound bomb using a
cartridge in the tail of the
projectile. It possessed an
effective range of approximately
115 yards against vehicles, and
350 yards against fixed
structures (“house busting”).

UNITED STATES

M1911 (Pistol): The M1911 ‘Colt


.45’ is a single-action, semi-
automatic, 7 round magazine-fed,
recoil-operated pistol chambered
for the .45 ACP cartridge. It
served as the standard-issue
sidearm for the United States
Armed Forces from 1911 to 1986.

M1903 (Bolt-Action Rifle): The


M1903 Springfield 30-06 bolt
action rifle was replaced as the
US basic service rifle by the M1
Garand early on in WW2. The M1903
continued to be issued as a
sniper weapon with an attached
scope.

M1 Garand (Semi-Automatic Rifle):


This semi-automatic rifle was
the standard U.S. service rifle
during WW2. It is fed by an open
bloc clip with eight rounds of
.30-06 ammunition. When the last
cartridge is fired, the rifle
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ejects the clip with a ‘ping’ and
locks the bolt open. To reload,
the bloc clip is inserted and the
bolt snaps forward on its own, oft
times catching a slow thumb in
the heat of battle (resulting in
‘M1 thumb’).

Judges Note: Cruel judges may rule on both the ‘ping’ and
‘M1 thumb’. An opponent’s success on a DC 10 + Intelligence
bonus hears the ‘ping’ and knows that the Dogface needs to
reload the next round. A failed Reflex save on a reload
results in ‘M1 thumb’, after which they must succeed on a
Fortitude save or spend the rest of the round writhing in
pain.

M1 Carbine (Semi-Automatic
Rifle): The M1 Carbine .30 caliber
semi-automatic rifle had a 15
round box magazine and weighed
1/2 as much as the M1 Garand or
Thompson SMG. It was designed
for US Support troops (artillery,
anti-tank, bazooka men, etc.) and
paratroopers.

BAR (Automatic Rifle): In


practice, the U.S. Army used the
Browning Automatic Rifle as a
light machine gun, often fired
from a bipod. It could also be
fired from the hip using a sling
in an action called ‘walking
fire’. The BAR could fire using a
30-06 Springfield cartridge
(such as the M1903 and Garand
used) or a 20 round detachable
box magazine.

M1 Thompson (Submachine Gun):


Also known as a ‘Tommygun’,
‘Chicago Typewriter’, and ‘The
Chopper’, this icon of gangster
fame went to war with Americans
in WW2. Firing a .45 APC round
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from a 20 round box magazine, the
M1 was adopted due to its ease of
reloading, silence, and
reliability (it did not jam).

Bazooka (Rocket Launcher): The


innovative bazooka was among the
first generation of rocket-
propelled anti-tank weapons
used in infantry combat. A side
project of Dr. Robert Goddard
(father of the US rocket program),
the bazooka used a solid-
propellant rocket for
propulsion. It allowed for 60mm
high-explosive anti-tank (HEAT)
warheads to be delivered against
armored vehicles, machine gun
nests, and fortified bunkers at
ranges beyond that of a standard
thrown grenade or mine. Captured
bazookas were reverse engineered
during the late war in
development of the 88mm German
Panzerschreck.

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TRENCH CRAWL CLASSICS

SOLDIER

A CHARACTER CLASS FOR


DCC RPG AND TCC

By Eric Betts

You are a patriot, mercenary, fighter, or draftee facing


the horrors of Industrial Age warfare in a trench, the
frozen tundra, the jungles, or a ruined cityscape.
Whether in the loneliness of a foxhole or in a metal
coffin of a tank, your hope for survival rests with the
other members of your patrol*. Only the lucky survive,
with those who do collect a mixed set of complementary
skills.

*In Trench Crawl Classics, what in DCC is called a party


is called a patrol to reflect the military nature of the
setting and to use a term describing a group of soldiers
of ambiguous size and composition.

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Hit points: A soldier gains 1d8 hit points at each level.

Weapon training: All soldiers are trained with these


weapons: bayonet (dagger), grenade, machine gun, rifle,
rifle butt (club), and rifle with bayonet (spear). WW1 and
WW2 soldiers do not normally use body armor as movement
and skills that are interfered with by armor are critical
in this era. However, if armor is found in the course of
an adventure, or reasonable armor can be scrounged, the
soldier may make use of it.

Alignment: Soldiers are as varied as the population


itself and, as normal folk, they are usually neutral.
Chaotic soldiers are fearless fighters, raiders and
looters, greedy mercenaries, and murderers whose
bloodlust is let loose by the fires of war. Lawful
soldiers are fanatics of their political ideology, nation,
cause, family, religion, or their own personal
advancement system. For example, a soldier with a
warrior code (such as a samurai or a West Point graduate)
or a mercenary working to accumulate wealth and status.
Sleep on demand: A soldier learns to catch sleep when he
can and under any circumstance. He is also able to stay
awake for extended periods of time. As a result, all
soldiers gain a +1 bonus against magical sleep.

Scrounger: A soldier knows not to trust the supply system


to get him what he needs. Once per session, a soldier can
make a straight d20 check to scrounge for a needed piece
of equipment. He must beat a DC assigned to the equipment
he is trying to scrounge for. For example, scrounging for
small arms (such as a submachine gun or a rifle with a
scope) is a DC 10, while a bazooka is a DC 14, truck or
halftrack a DC 18, and a tank a DC 20. It is the judge’s call
whether scrounge checks are made at the beginning of an
adventure or later.

Military specialty: A soldier will develop a mix of


skills while fighting their way through combat. Most
start out doing one job, then move into another, whatever
is needed as attrition mounts. Of course there are also
those few who manage to focus and become experts in their
assigned role. At each level, choose a military specialty
from below in which to advance:
Driver: Expert at driving and repairing modern
vehicles, both wheeled and tracked. The drive
skill is applied to Reflex saves for driving tests,
added to the Intelligence bonus for repair checks
(DC determined by judge based on repairs), and
added to the AC of the vehicle (representing
tactical and evasive driving).

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Soldier by Dan Domme

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Gunner (tank/anti-tank): Expert at employing all
direct fire guns. This includes tanks, tank
destroyers, anti-tank guns, bazookas, PIATs,
Panzerfausts, anti-tank rifles, and other armor
defeating weapons.
Improved capability: the cannon bonus is added
to attack rolls when using a cannon.
Fire on the move: reduces the penalty for firing
a tank or tank destroyer gun on the move by 2.
Beehive: a gunner is able to load a special anti-
personnel round in the cannon (think of a giant
shotgun shell). Functions like the machine
gunner’s suppressive fire, but enemies failing a
Reflex save of DC 12 + the soldier’s level in gunner
take 6d6 damage unless they are in a bunker or
otherwise protected by armor or magic. Also, if a
beehive round is fired into a bunker at point
blank range, all inhabitants of the bunker failing
a Reflex save of DC 12 + twice the soldier’s level in
gunner take 9d6 damage. The increased difficulty
and damage is due to the bunker’s armor causing
deadly ricochets.
Leader: Soldiers operate together most
efficiently under the guidance of a team, squad, or
platoon leader or company commander. The leader
serves to direct the patrol in coordinated tactics.
The leader level does not necessarily indicate
military rank. For example, a very experienced
squad leader may be happy to remain right where he
is, although a level 5 leader. Conversely, a brand
new second lieutenant may start out without any
levels in leader.
Command die: the mechanic for a leader’s
influential battlefield leadership and tactics is
his command die. The leader uses the command die
in a similar way to how the Halfling uses luck.
The leader is able to order one or more other
soldiers to take an action. Those that do as told
can be given some of the points rolled as a bonus to
their action. The difference between the
Halfling’s luck and the leader’s command die is
that the points may be split between multiple
receiving soldiers. For example, a leader rolls 3
on his command die and orders a machine gunner to
lay suppressive fire and a scout to sneak forward
and flank the enemy from behind. The leader gives
the machine gunner 2 points to increase the DC for
the suppression Reflex save and 1 point to the
scout’s sneak roll.
Leader weapon: due to their position as the
commander of the patrol, leaders have some
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flexibility in picking which weapon they carry.
Many prefer submachine guns or pistols, although a
battle-wise enemy learns to target those leaders.
Some opt to carry the basic weapon of their
soldiers, or even a halfway measure, such as a
carbine. The remaining few have more exotic
weapons, with rare examples carrying anti-tank
weapons. Whatever the decision, the player must
declare at the first level in leader what that
weapon is. Once chosen, this weapon cannot be
changed.
Machine gunner: Expert in the use of all machine
guns. This includes those mounted on a vehicle or
carried by a small team of soldiers.
Improved capability: the machine gun bonus is
added to attack rolls when using a machine gun.
Suppressive fire: the machine gunner learns how
to ‘lay down’ suppressive fire by either targeting
an open 30 degree fan in front of the machine gun
or targeting a terrain feature, such as a copse of
woods or floor of a small building. In order to do
this successfully, the machine gun must be set on
either a tripod (fired from a standing position) or
bipod (fired from a sitting or prone position)
mount and the machine gun must have enough
ammunition for a full round of automatic fire. All
creatures within the range fan or terrain feature
(seen or unseen) that are not in an armored vehicle
or shelter, such as a foxhole or bunker, must make a
Reflex save of DC 12 + the soldier’s level in
machine gunner. Failure means that the creature
has been caught in the open and hit (unless they
have special abilities that negate or diminish
bullet damage, such as magic).
Rambo mode: Rambo mode allows the machine
gunner to deliver suppressive fire while standing
and without the need for a bipod or tripod at the
cost of delivering half damage. While terribly
impressive, firing a machine gun from one’s hands
whilst standing is horribly ineffective.
Medic: The angel of mercy on the battlefield, the
medic combines medical science with modern drugs
(in his aid pack) to provide a single recovery of
hit points to wounded comrades.
Healing: to stabilize and heal a wounded
soldier, the medic must expend one of the attempts
at healing from his aid pack and succeed at a DC14
Healing check (Action Die + Intelligence Modifier
+ Medic Healing Modifier). If successful, the Medic
heals the die level indicated for their level (i.e.
d2 at level 1, d3 at level 2, etc.). The healing may
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be attempted multiple times, but each effort uses
another attempt from the aid pack.
Healing without an aid pack: an out of supply
medic may attempt to heal without an aid pack, but
due to the coarse materials available is limited to
healing 1 hp if successful on their DC 14 check.
Moral choice: a medic may carry a pistol to
defend himself (in which case he gains a pistol and
his healing bonus is added to his attack rolls
when using a pistol) or can be dedicated to
pacifism (in which case he may carry no weapons,
but his healing bonus is doubled).
Aid pack: a medic carries the tools and drugs of
his trade in an aid pack. The aid pack contains
enough supplies for six attempts at healing. Each
attempt, successful or not, uses up one of the six
supplies (the drugs, bandages, and plasma used in
the attempt). Additional aid packs may be acquired
with a DC 15 scrounge check; however, no more than
one additional aid pack can be scrounged per
session. Any character can scrounge for an aid
pack.
Rifleman: Expert in the basic weapon of the
soldier, the rifle. This includes all rifles, be
they assault, automatic, bolt-action, or another
type.
Improved capability: The rifle bonus is added to
attack rolls when using a rifle.
Sapper: It is a rare sapper without a satchel full
of explosives and a gleam in his eye in how to use
them. Sappers are experts in construction and
demolition of fortifications and bridges,
planting and clearing of minefields, and gain
proficiency in the use of the axe, pick, shovel,
two-handed hammer, and all short firearms. Short
firearms include submachine guns and carbines.
Improved capability: the weapon bonus is added
to attack rolls when using short firearms and to
attack and damage rolls when using an axe, pick,
shovel, or two-handed hammer.
Sapper special equipment: a sapper will always
start an adventure with an explosives satchel
containing four charges, thick gloves, and wire
cutters. Additional explosives satchels may be
acquired with a DC 15 scrounge check; however, no
more than one additional explosives satchel may
be scrounged per session. Any character may
scrounge for an explosives satchel.
Sapper skills: the sapper skill bonus is added to
the skill rolls for engineering and demolitions
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tasks. Demolition tasks are of varied difficulty
and require different materials and time to
complete, as shown on Table 1-3. Failure to
succeed in the DC to set a charge means that either
the charge does not go off or is not effective
(Judge’s choice).
Scout: A variant of the thief class, scouts are
experts at seeking out the enemy while remaining
unseen, as well as the use of silent weapons (for
example, the bayonet) or weapons that do not reveal
location (for example, the hand grenade).
Improved capability: the scout skill bonus is
added to attack rolls when using a silent weapon
or weapons that do not reveal location.
Scouting skills: scouts must learn to move
quietly in hostile terrain, using their
environment to look for the enemy while not being
seen. Thus sneak, hide, climb, disable trap
(Agility), and find trap (Intelligence) function
using the scout skill bonus in the same manner as a
thief’s skill bonus in the DCC rulebook.

Table 1-1: Soldier


Crit Threat Action
Level Attack Die / Range Dice Ref Fort Will
Table
01 Per specialty 1d10/II 20 1d20 +1 +1 +0
02 Per specialty 1d12/II 19-20 1d20 +1 +1 +0
03 Per specialty 1d14/II 19-20 1d20 +2 +2 +1
04 Per specialty 1d16/II 19-20 1d20 +2 +2 +1
05 Per specialty 1d18/II 19-20 1d20 +3 +2 +1

Table 1-2: Military Specialty


Specialty Level 1 Level 2 Level 3 Level 4 Level 5
Driver +1 drive +2 drive +3 drive +4 drive +5 drive
Gunner +1 cannon Fire on +2 Beehive +3
the move cannon cannon
Leader Command Command Command Command Command
(1d2), leader (1d3) (1d4), (1d5) (1d6),
weapon +1 leader leader
weapon weapon
+2 +3
Machine Suppressive +1 Rambo +2 +3
Gunner fire machine mode machine machine
gun gun gun
Medic Heal +1 (1d2) Heal +2 Heal +3 Heal +4 Heal +5
(1d3) (1d4) (1d5) (1d6)
Rifleman +1 rifle +2 rifle +3 rifle +4 rifle +5 rifle
Sapper +1 sapper +2 sapper +3 sapper +4 +5 sapper
skill skill, +1 skill sapper skill
weapon skill, +2
weapon

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Scout +1 scout +2 scout +3 scout +4 scout +5 scout
skill skill skill skill skill

Table 1-3: Demolition


Explosives Sapper DC to
Action Time Required Set/Enemy Save
Booby trap 1 turn 1 charge DC 10 to set, 4d8 hp, 10’
radius, DC 10 Ref save for
half damage
Blow up 5 1 turn/ 1 charge/ DC 10, 5 meter span
meters of 5 meters 5 meters
bridge
Create a 4 turns 4 charges DC 15, can be set by another
shaped charge with a stealth roll, success
to penetrate a will blow a hole in the
heavy tank armor of the heaviest tanks
and force a bail out at least

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Correct use of cover. FM 21-100 Soldier’s Handbook, U.S.
War Department, 1941 (Creative Commons).
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Conduct of scouts during advance. FM 21-100 Soldier’s
Handbook, U.S. War Department, 1941 (Creative Commons).
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LAST WILL AND TESTAMENT
By Shyloh Wideman
Every soldier should have his/her will drawn up, witnessed, and signed.
A form appears below which is legal anywhere Trench Crawl Classics and
Dungeon Crawl Classics is played. You can change it at any time you
care to, but fill it in and sign it in the presence of two witnesses now.

FORM OF WILL

I, __________________________ (name of soldier), of:


Class:________________ Lvl:__ Exp:_______ Align:__
Occupation:_________________ Patron:____________
AC:____ HP:__________________ Init:____ Speed:____
STR: ___(___) PER: ___(___) Reflex:________
AGI: ___(___) INT: ___(___) Fortitude:________
STA: ___(___) LUCK___(___) Will:________
Birth Augur:__________ Effects:__________________
Languages:____________________________________
Special:______________________________________
____________________________________________
____________________________________________
upon death by _________________________________,
do hereby bequeath all my estate to ________________
(name of PC beneficiary) on this ____ day of __________,
20__, at ________________ (name of place), for his/her
own use and benefit forever.
______________________
(Signed by player)
-- when dead, tear here and hand below to beneficiary –-

My entire estate consists of:


Currency:__________________ Other: _____________
Weapon:____________ Ammo:____ Hit:____ Dam:______
Weapon:____________ Ammo:____ Hit:____ Dam:______
Weapon:____________ Ammo:____ Hit:____ Dam:______
Weapon:____________ Hit:_________ Dam:__________
Armor/Equipment/Other:_________________________
____________________________________________
____________________________________________
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TRENCH CRAWL CLASSICS

TEARS OF THE RUSALKA

A 0-LEVEL TCC FUNNEL

By Eric Betts

INTRODUCTION
Tears of the Rusalka is a 0-level experimental funnel
designed for 4-6 players each running four 0-level
‘conscripts’, set in the horror of the Battle of Stalingrad
in late September, 1942. Soviet conscripts are from the
269 Rifle Regiment (2-3 players/8-12 characters) and
German conscript soldiers are from the 227th Jager (light
infantry) Regiment (2-3 players/8-12 characters). The
Soviet conscript soldiers can be created with the Trench
Crawl Classics (TCC) rules in the 2017 Gongfarmer’s
Almanac, Vol. 7 along with the basic weapons and TCC
rules. Rules and weapons for the Germans are in the 2018
Gongfarmer’s Almanac, Vol. 7. Keep those rules handy for
weapon damage and effects.
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There are two styles of play offered to the judge. The
first is a traditional funnel adventure wherein the
players lead their 0-level party (either all Germans or
all Soviets, judge’s discretion) against what they believe
to be simply a human enemy (the side not chosen for the
players) and discover instead a supernatural horror and a
portal into another world.
A more radical approach, for the discerning players and
judge, pits two groups of players and their characters
against each other in the ruins of Stalingrad. Once the
supernatural horrors begin to show, will the characters
put aside their war and join forces to survive, or will
man’s hubris lead them to drown in the tears of the
rusalka?

Judge’s Note: In playtesting, I used 25mm miniatures and


buildings to mislead the two groups of players into
believing this was a skirmish wargame using DCC rules.

BACKGROUND
The scenario is set in the suburbs surrounding the
three giant factories of Stalingrad: the Red October,
Barricades, and Tractor Factory in late September, 1942.
This was the site of some of the most bitter and iconic
street fighting of the war.

What is really going on? The bombing and killing in this


confined area over the last two months has succeeded in
creating a tear in the fabric of reality between our world
and...somewhere else; this area is known by the soldier’s
as the Reft. Supernatural creatures have flocked to the
Reft seeking power and hungering for souls. In
particular, a tragic local spirit has grown from a minor
haunt into a powerful rusalka, a fearful man-hating fey
water elemental. The rusalka has baited a trap to bring
more sacrifices to her. By causing an otherworldly
stream to erupt through the Reft in the middle of a
skirmish, she knows the draw of fresh water inside the
fetid city landscape will bring more warriors to battle
and more souls for the reaping! The rusalka has not only
called a pack of corpse-eating ghouls to her service with
the promise of fresh corpses, but also animated some of
the corpses in the ruins…just because she can.

Who is the rusalka? In 1589, Grigori Zasekin established


the fortress Sary Suas as part of the defenses of the
unstable southern border of the Tsardom of Russia near
the confluence of the Tsaritsa and Volga Rivers. The
structure stood slightly above the mouth of the Tsaritsa
River on the right bank and soon became the nucleus of a
trading settlement.
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Zoya Shuisky was
the young daughter
of a merchant
travelling with his
family to establish
a trading post at
Sary Suas in the
spring of 1591.
Several miles out
from the fortress,
the merchant
caravan was attacked
by a force of Tartar
bandits. Her family
was killed, but Zoya
was captured and
tormented by the
Tartars. Managing
to escape, she ran
through the dark
woods with mounted
Tartars in pursuit.
Running for the
nearby fortress
through the dark
forest, Zoya slipped
on the bank of the
nearby Neka Otrada
creek and fell into
cold waters. Swollen
with melting snow,
Zoya struggled to
stay above the
rushing water, even
as the warriors on
horseback laughed
as she drowned in
the frigid water.
Three and a half
centuries hence,
suburbs have grown
around Zoya’s
unmarked grave. The
Neka Otrada creek
has become part of
Stalingrad’s water
supply. For the last
few decades, Zoya has
been a pesky spirit
haunting the large
block of grey Soviet
Zoya by Duamn Figueroa Rassol apartment buildings
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constructed over her portion of the Neka Otrada. Time
was wearing Zoya away to oblivion when the Germans came.
The cries of the residents of the apartment block as they
died in the early bombardments were a fuel to Zoya. The
massive explosions of aerial bombs tore a rent to a place
outside our reality and a seductive voice within offered
Zoya... revenge; revenge against men that kill innocent
girls and laugh as they drown. The bitter spirit agreed
and was awakened as a rusalka, a Russian folk spirit of a
drowned innocent. The voice only asked that she cast a
few living souls through the rift in exchange. After all,
what were a few when there were so many?
Empowered, Zoya reached out and summoned a pack of
inhuman ghouls to her service. She then baited her trap.
The rusalka caused the unsullied deep waters of the Neka
Otrada to bubble to the surface just where two human
factions were fighting. The spirit ensured that both
sides made notice of the water before they withdrew.
Fighting, Zoya knew, was thirsty work, and the soldiers
would be back...

PLAYER INTRODUCTION
SOVIET (RUSSIAN) PLAYERS

Comrades! Our recent fight has slowed the fascist dogs


assault on the factory sector, but we are at a stalemate –
each holding our own, for now. In the midst of the recent
fighting, Comrade Borrikov discovered a fresh water pool
coming from the underground waters of the Neka Otrada.
The fresh water would keep us from having to haul up
water from behind the lines. You are to push your patrol
forward and seize the fresh water pool from the Germans!
To securely hold the pool, you must occupy the line of
buildings past it. But beware, there is a German sniper
somewhere among the first row of buildings; he has been
silent lately, but that does not mean that he isn’t still
lurking. When you have seized the pool, fire this red star
cluster and the rest of our company will move forward to
support you. For the Motherland!
Special equipment: One character can take a red star
flare, and every character can take one grenade. If used
as a weapon, the red star cluster has a range of 20’ and
does 3d10 fire damage.

WEHRMACHT (GERMAN) PLAYERS

Soldat! We have pressed the Communist swine hard this


day! We shall soon push them out of the industrial sector
and into the Volga! For now, we must advance where we can
until reinforcements arrive. In recent fighting, a scout
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reported a pool of fresh water in the middle of this drab
city – hard to believe, I know. But true! Access to fresh
water means more ammunition and food brought up for the
fight. When you seize the spring, fire this green star
cluster and the rest of our company will move forward to
support you. Be alert! There is a partisan sniper in the
row of wrecked buildings immediately in front of us. We
may have gotten him earlier, since he has been quiet
lately, but you never know. Advance your platoon to seize
the buildings opposite the pool and the spring for the
Fatherland!
Special equipment: One character can take a green star
flare, and every character can take one grenade. If used
as a weapon, the green star cluster has a range of 20’ and
does 3d10 fire damage.

LEAD UP, PREPARATION, AND ATMOSPHERE

The characters are expected to head out immediately


after the briefing as time is of the essence. They have
been involved in some of the recent fighting, but are
still just conscripts and replacements, not veterans. As a
result, they should be nervous about heading out after
the last fight, but also know that both the Germans and
Russians are taking a pause after heavy bombardments and
fighting in the area. Maybe they can sneak in and seize
the pool before the enemy can counterattack?
If the players ask if they heard gunfire from ahead,
describe that there are echoes of small arms and artillery
fire all of the time...none could be directly attributed to
the suburbs directly in from of them. As the players move
through the ruined city, judges should feel free to play
up the tension by describing distant gunfire or
artillery. Remember, there’s a war on! Some muffled
background sound effects (not too loud) may work well
here.

AREAS OF THE MAP


PLAYER START
The players can choose where to start in this area. They
are aware that the spring of freshwater is generally
located somewhere close to the two or three rows of
buildings closest to the enemy, roughly in the center of
the battlefield.

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AREA 1 – THE SNIPER

As you enter the wreck of a building, three of the four


walls are completely collapsed from artillery and
perhaps tank fire. You see an enemy soldier laying on his
back near a broken window. There is a terrible looking
wound in the man’s throat and three feet away is a bolt
action rifle with a scope, lying as if it had been thrown
from the dead man’s hand.
Area 1 encompasses the row of three or four ruined
buildings nearest to the player’s start area (both Soviet
and German). The sniper will be in whichever of the first
row of buildings that the characters enter and is
intended as a sign that not all is as it appears. The
sniper was killed by the gunfire earlier and is now a
zombie raised through the power of the Reft.
The sniper’s body lies sprawled near a window (or
opening in the rubble), with a large, clearly fatal wound
in his throat. A bolt action rifle with lensed scope lies
a yard or two away from the body as if thrown. If
approached, the body rises and attacks (preferably from
behind). As a zombie does not know how to use firearms or
other weapons, it attacks with its vicious bite.
Zombie sniper: Init -4; Atk bite +3 melee (1d4); AC 9; HD
3d6; hp 13; MV 20’; Act 1d20; SP un-dead traits; SV Fort +4,
Ref -4, Will +2; AL C.
Sniper rifle (+2 to hit due to scope if aim for 1 full
round, 1d10 damage, range: 120/240/360, 5 rounds per
magazine, RoF 1).

AREA 2 – ZOMBIE INFESTED BUILDINGS

Each of these buildings has been devastated by artillery,


air bombardment, and heavy weapons fire. As you
approach, you see what looks like friendly wounded
soldiers slowly moving in the wreckage.
Each building marked has 4 zombie soldiers inside or
wandering about the rubble. The first building the party
encounters the soldiers are all from the players side
(whether Soviet or German). Again, this is an effort to
catch the players off guard.
After the first #2 building encounter, per side, all
subsequent #2 buildings will have a mix of dead soldiers
from both sides, as well as civilians. After the first #2
building, the party should have a pretty good idea what
is going on and be able to identify and kill any
remaining zombies within buildings they enter.
In the either funnel format, this is important, as the
mass of gunfire used to kill the zombies will surely alert
both German and Russian patrols not only that there are

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enemy troops in the area, but also their specific building
location.
Zombie soldiers and civilians (4): Init -4; Atk bite +3
melee (1d4); AC 9; HD 3d6; hp 13; MV 20’; Act 1d20; SP un-dead
traits; SV Fort +4, Ref -4, Will +2; AL C.

AREA 3 – THE GHOUL PACK

As you enter this building, you hear an unusual sound


coming from behind a partially destroyed wall. You
advance for a better view, and see a hairless man, dressed
only in a loincloth, with odd, green-tinged rubbery skin,
a long canine muzzle, pointed ears, and clawed feet that
are almost hooves. He is crouched on his haunches
tearing the flesh off of a human thigh. Around the room
are stacked a few other corpses from both sides and
several more of these inhuman creatures milling about.
Lovecraftian ghoul (4): Init +1; Atk bite +3 melee (1d4
plus paralyzation) or claw +1 melee (1d3); AC 12; HD 2d6; hp
8; MV 30’; Act 1d20; SP un-dead traits, paralyzation,
infravision 100’; SV Fort +1, Ref +0, Will +0; AL C.
A man-type creature bitten by a ghoul must make a DC 14
Will save or be paralyzed, unable to move or take any
physical action for 1d6 hours. A creature killed by a
ghoul is usually eaten. Those not eaten arise as ghouls
on the next full moon unless the corpse is blessed.

AREA 4 – THE POOL, THE REFT, AND THE RUSALKA

In the central area between the six centralized


buildings, the street has burst open to reveal a clean,
blue pool that seems to glow with an azure light. Across
the street you spot the remains of an enemy squad, clearly
not zombies, but also clearly as beat up as your patrol.
The pool is both a rift in space and perhaps time and
where Zoya the Rusalka awaits the party. Zoya intends to
kill any soldiers that arrive. She will wait until -
hopefully - the German and Soviet soldiers kill each
other and one side has won and then she will attack.
If running a traditional funnel, I suggest letting the
players determine if they want to talk to the enemy or
open fire at first sight. If they choose an alliance,
reward good roleplaying and allow a temporary truce.
Enemy sergeant: Init +1; Atk SMG (either MP40 or PPSh41)
+1 missile fire (1d8, RoF 3(A), range 60/120/180, 30 ammo)
or bayonet +2 melee (1d4+1); AC 11; HD 1d8; hp 7; MV 30’; Act
1d20; SP 1 grenade (10’ radius 2d6+1d6 for shrapnel, half
damage with DC 14 Ref save), 1 star cluster flare (3d10,
20’); SV Fort +1, Ref +1 Will +1; AL L.
Note: Automatic weapons are indicated by an (A).
Automatic weapons affect multiple targets in a 10' square
area. An automatic fire attack uses 10 rounds of
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ammunition. The attacker makes a single attack roll
that's compared to the AC of each target in the area. A hit
causes 3 dice worth of damage, allowing a DC 10 Ref save
for half. A critical hit (natural 20) does 6 dice of damage,
DC 10 Ref save for half.
Enemy infantryman (6): Init +0; Atk rifle +1 missile fire
(1d10) or bayonet +1 melee (1d4 off rifle, 1d8 on rifle); AC
10; HD 1d8; hp 5; MV 30’; Act 1d20; SP 1 grenade (10’ radius
2d6+1d6 for shrapnel, half damage with DC 14 Ref save); SV
Fort +0, Ref +0 Will +0; AL L.
If the two groups (each having already encountered much
weirdness) are able to talk with each other without
resorting to violence (for whatever amount of time the
judge deems appropriate), then, vexed at these peace-
loving soldiers, Zoya attacks!
Zoya opens combat by using her water in the lungs
ability on who she deems to be the most dangerous
combatant - someone with a flamethrower, a machine gun,
or an anti-tank weapon (rifle or panzerfaust), in that
order. Zoya is not sure what the flares are, so that will
not be a reason to target a character carrying one.
Afterwards, Zoya enters melee and attacks with her claws.
If this is the beginning of a traditional fantasy or
world-spanning campaign, Zoya can, instead of inflicting
damage on a successful hit, throw a character into the
pool – and they will travel through the Reft to whatever
world the judge determines appropriate for their
campaign. The world-travelling character is out of this
fight, but not the game! If this funnel is a one-shot, the
claws do normal damage and Zoya will not try to purposely
throw any characters into the pool.
Zoya the rusalka: Init +6; Atk claws +4 melee (2d6); AC 16;
HD 8d8; hp 40; MV 40’ or swim 80’; Act 1d20; SP water in
lungs, vulnerable to fire and heat, elemental traits
(exception: harmed by physical weapons after absorbing
first 4 hit points of damage per attack); SV Fort +5, Ref +6,
Will +6; AL N.
Under normal circumstances, the spirit of a maiden who
has died by drowning in a river or creek begins as a
poltergeist. However, if the river is magical and there
is a large emptying of souls (like a mass sacrifice or
battle near the site of the maiden’s death) or a phlogistan
disturbance, the maiden’s spirit can absorb some of the
mystical power and become a rusalka. Part undead, part
fey, and part water elemental, the rusalka can transcend
the limits of all three. Legend says that the rusalka are
the handmaidens of Mael, elder god of the seas, rivers, and
lakes, and that he created the first out of pity. Whatever
their origin, a rusalka roused to anger is a terror to
behold.
Once per round, the rusalka can use her action to
inflict water in lungs on an enemy in her line of sight.
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For the next three rounds, the victim cannot act and must
make a DC 14 Fort save each round. On a success, the
affected character spends the round coughing up river
water. On a failure, the affected character is partially
drowning and takes 2 points of Stamina damage that
round. A rusalka will frequently start combat with water
in lungs and then close to melee with her speed and
deadly claws.

ENDING THE ADVENTURE


With the rusalka gone (either destroyed or fallen
through the Reft), the undead become ‘just’ dead again and
any surviving ghouls wander off to dark corners of the
world, awaiting the next chance to feast (it won’t be long).
There are three options to conclude the funnel:
If a one-shot: surviving characters are able to
signal victory with any remaining flare, or will
need to hold fast while a runner brings up
reinforcements. Congratulations! Mission
accomplished.
If starting a TCC campaign: the death of the
rusalka was enough to close the Reft and the pool
of water is now in the hands of your side.
Characters can advance to being 1st-level soldiers
(see the soldier character class in this year’s
Gongfarmer’s Almanac).
If starting a MCC or Dark Trails or other DCC
Campaign: within moments of the rusalka’s death
(or escape through the Reft), the Reft expands
outwards, engulfing the PCs, before collapsing
into itself and ceasing to exist.

AUTHOR’S NOTE ON INSPRIRATIONS


I’ve wanted to write a Stalingrad funnel since I started
writing for the 2017 Gongfarmer’s Almanac. I also wanted
a very Russian monster and, since I seem to be favoring
sympathetic female villains this year, the rusalka was
perfect. Finally, I like my RPG’s with a lot with
miniatures, and those old Warhammer 40k wrecked
buildings were calling to me. I hope you enjoy it!

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INTRODUCTION
Belgium, 24 December 1944: A grieving witch sacrifices
the members of her cult to the Two Faced Horned God of the
woods to create a pocket dimension of terror. Meanwhile
in our world, the opening salvos of the Battle of the
Bulge have begun. A group of American draftees fleeing
the German onslaught inadvertently cross a boundary
into the witch’s dimension and must struggle to survive.

BACKGROUND
Since before recorded time, a witch cult in Western
Europe has worshipped the Two Faced Horned God. The
Inquisition of the 17th century drove the cult to near
extinction, yet it remains in dark woods of rural Europe
and in the shadows of back alleys in metropolitan cities.
Each modern cult operates on a cell system, with 13
cultists and one master. In the Ardennes, southwest of the
village of Malmedy, the Anselme family seemed devout
christians, yet were in fact devoted to the Horned God. A
particularly powerful member of the cult is Giselle
Anselme, 44 years old and a dark beauty.
Giselle, while favored by the Horned One, has led a
tragic life of loss. Both of her parents were killed when
she was but 10 years old in the opening days of the First
World War. Giselle was raised by her brother Renouard,
who was killed in the opening salvos of the invasion of
France in 1940. Less than 48 hours ago Giselle’s husband,
12 year old son, and 8 year old daughter were killed by
German artillery. The trauma of the barrage and deaths of
all her loved ones unhinged Giselle and drove her to
horrible excess. She beseeched the Horned God for
vengeance against the cruelty of war and sacrificed seven
members of her cult (the ones she could catch). It was
enough, and the Horned God rewarded Giselle with this—
her pocket dimension of terror. Her dimension is a
portion of the Ardennes, ripped from our world, inhabited
by demons and little people who respond to Giselle’s
command and hunger for human flesh. With a ‘enter only’
portal tied to our world (think of a mystical roach motel),
the pocket dimension also touches other places beyond.
And some of those beyond things may enter too…

GENERAL PLAY

Witch Cult of the Ardennes is a combination of


location-based play and event driven action. Due to the
deadly nature of modern firearms and the opponents in
this adventure, it would work well as a tournament

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funnel with additional American soldiers arriving in
the pocket dimension as replacements for dead characters.
Also, I do not attempt to cover every action that the
players can take, but try to provide a general feeling for
the creatures encountered and their motivations. You,
the judge, should go wild with it. To help, see the
Bestiary at the end of the adventure for all creatures
stats and some of their motivations.

PLAYER INTRODUCTION
The Germans tore through your lines like a rock through
toilet paper. But that doesn’t begin to tell what it was
like…not nearly. New to the front, you’d never imagined
that an artillery barrage could be that loud or
terrifying…or long. You saw friends blown to pieces
even as you cowered in a shallow foxhole. Some men
cracked and leapt from their cover during the barrage
only to themselves be obliterated. It seemed to go on
forever, and then was suddenly over. Your ringing ears
barely made out the sounds of crying wounded, but you are
sure heard the sound of metal tracks. As the dark grey
armor of German tanks cleared the thick Belgian forest,
firing cannon and machine guns as they advanced, you’d
had enough.
Whether lieutenant, sergeant, or private you turned and
ran...and kept running until the explosions and sounds of
the shooting faded with the light of day. You wandered
lost in the thick forest, finding no other American unit,
outpost, or soldier, except for your fellow deserters,
some of whom had gone so far as to throw their weapons
away...or maybe they just forgot them in their flight.
RANDOM ENCOUNTERS

Whenever the characters enter a new area, there is a 1 in 6


chance of an encounter. If an encounter is indicated,
roll a d7 to determine the type. See the Bestiary at the
end of the adventure for all creature stats.

d7 Rim and Slopes of the Valley Valley Floor


(Areas 1, 6, and 7) (Areas 2-5)
01-03 SS patrol 1d4 molelings
04-05 Blue Frog Two faced demon
06 Blood worm Blood worm
07 Horned demon Blue Frog

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AREAS OF THE OVERLAND MAP (FIG. 1)
AREA 1 – THE RIDGE: Your collected group find yourselves
under a strange overcast sky filled with flickering
lights of unearthly colors. Stumbling along in silence,
you emerge on a ridge. Ahead of you the forest clears and
the land slopes down into an oblong bowl. Immediately
ahead is a vast tilled field, now covered in pristine
snow—except those places where Hitler’s artillery has
torn out black craters. At the far end of the field sits a
lonely farmhouse and barn. Near the farmhouse stands a
collection of telegraph poles. Beyond the farmhouse the
land slopes upwards again, this time with a narrow and
rutted dirt road. There are no lights on in the farmhouse
or barn.
From behind you hear a shout in German. Looking back
you cannot yet see any enemy soldiers, but they are
approaching. In the distance you can hear the clank of
treads, meaning these enemy soldiers have tank support.
Looking around you are completely exposed on this ridge.
What do you do?
Should the characters try to retrace their steps they
find a shimmering ‘wall’ extending into the dark overcast
sky above. Should they attempt to run through the wall,
or merely touch it, they take 1d6 damage (DC 14 Fort save
for half) and be knocked back smoking and stinking of
phlogiston. If a character dies from touching the wall,
they simply disintegrate—no body/no roll over. Should
they survive, roll 1d10 on the Minor Corruption Table
(DCC rulebook p116).
It should be made obvious that the ridge is not
defensible, and the characters’ best bet is to head into
the valley below. The slope of the hill will definitely
slow down, if not stop, a tank. They may even have a
chance against infantry, especially if they can get to the
farmhouse and barn and gain cover.
Should the characters set up an amazing ambush on the
ridgeline and somehow defeat the Waffen SS patrol (see
Bestiary), then give them an earned moment to recover.
Then, roll on the encounter table for an encounter,
and/or bring in the Panzer IV Tank (see Bestiary)!

AREA 2 – PLOWDED FIELDS: Plowed fields covered in a


couple of inches of snow stretch out before you for the
next half mile. Every so often there is a shell crater
exposing raw earth. Beyond the fields, to your right you
can see seven telegraph poles in front of a farmhouse; to
your left is a barn. While the idea of crossing open
ground doesn’t appeal to you, there is no other way to get
to the farmhouse quickly.

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This location is an homage to the classic World War 2
films where the heroes get trapped in a minefield. In this
case, the mines are 10’ deep pits dug out from below by
molelings, the Little People of the Two Faced Horned God.
As the characters cross the fields, have them each make a
Luck check. The character failing this Luck roll by the
greatest margin has had the ground beneath his feet
collapse and has fallen into a 10’ deep hole and takes 1d6
damage. That character can make a DC 12 Ref save to
successfully grab at the walls of the pit for half damage
(reminder, if a natural 6 is rolled for damage, the
character has a broken bone per falling rules, DCC
Rulebook p.96).
The victim of the fall’s troubles are not over yet (unless
he’s dead). The Little People have connected the pit traps
with a series of tunnels. As a victim falls, 1d4 molelings
(see Bestiary) immediately attack! Characters above will
have one turn to try to hit the molelings with fire before
they retreat into the tunnels.
It will take three more unlucky rolls (failing
characters who fall in a pit) to get across the fields. If
the players dawdle, judges should feel free to have the
Germans begin to arrive at the top of the ridge.

AREA 3 – CRUCIFIED CULTISTS: Leaving the fields, you


approach the barn and farmhouse. In front of both are the
telegraph poles you saw from the ridge. As you get nearer,
you realize that those are not telegraph poles, but
crosses. To your horror, on each of the crosses is a naked
man or woman with a gaping hole in their chest.
As the characters draw nearer, they will also see that
the heartless bodies are still alive and will begin to
speak with the characters. The cultists were all
sacrificed to the Two Faced Horned God to power Giselle’s
spell that created the pocket dimension. Some were
pleased to be sacrificed, but most were tricked by
Giselle. As a result, about half will be singing praises
of their Two Faced Horned Lord, and the others will be
crying or damning Giselle. Examples of speech from the
cultists:
That bitch betrayed us!
Oh, the loving embrace of our Horned Lord, surely
rebirth will come soon.
Shut up you sycophant! We’ve been left to hang...
literally!
Suddenly, you hear an English accented voice speaking
directly to you.
Hello? Americans, yes? Up here. I’d like to make you a
proposition…

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Looking up you see a tall, thin, naked man in his mid-
fifties with long white hair. Like the others, his heart
has been cut out and his hands are nailed to the cross.
This is the seventh cultist, Allistair Crawley, and
former head of the cult. Allistair will engage the
characters in conversation, and offer to get them out of
this nightmare. He only asks that they free him and
return his heart. Allistair’s goal is to escape the pocket
dimension; in a fantasy setting he could easily become a
classic lich or other recurring campaign element as a
villain or questionable ally. For this adventure, like
Blue Frog, Allistair is another dubious ally of the party.
He knows what is going on, and while he has his own
motivations, he generally wants the same thing as the
characters.
Allistair will ask the party to get his heart back (see
area 4), which will restore his mobility. He will still be
very weak, even with his restored heart. Once his heart
has been replaced, he will share that to escape, the
characters must kill Giselle, which will cause the pocket
dimension to collapse. He will tell the players to go on
without him, and not be seen again (if he can help it).
Judges Note: To beseech the Two Faced Horned God,
Giselle sacrificed seven of her fellow cultists (some
willing, others not so much). These are the heartless
crucified bodied in front of the farmhouse and barn (the
telegraph poles). The terror comes when the characters
realize that they are still alive! Even worse, they start
speaking to the characters! Some of the sacrificed
cultists will threaten the characters with doom, while
others will bemoan their fate and evil, betraying
Giselle. They can be a source of information about where
Giselle is (the farmhouse kitchen) and how to escape (“KILL
HER!!!!”) but some will lie to manipulate the characters
into retrieving their hearts. They ask the players to
take them off their crosses and replace their hearts. If
the characters are foolish enough to do this, they will
have successfully created a lich—who will most likely
thank the character by enslaving or destroying them.

AREA 4 – THE BARN: The barn is made of unpainted wood and


has a large pair of double doors in the front, enough when
opened to allow access to a motor vehicle. You suspect a
tractor, as there are tire tracks leading inside. This
looks like the only entrance.
The characters can either use the door or break through
a wall (which would not be difficult — this is an old
barn). Once inside...
The floor of the barn is dirt covered in hay. There is an
old tractor backed up against the wall. There is a ladder
leading to an upper floor, and the far ends of the barn are
cloaked in shadows.
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Dominating the barn though, is a carved stone altar
coated in still wet blood. On the top is a ceremonial
dagger, also drenched in blood.

Heart Golem by Duamn Figueroa Rassol

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The altar is bait for the real threat in the room.
Lurking in the shadows is the creature created from the
sacrificed hearts, the disgusting heart golem (see
Bestiary): a giant, bloated, bleeding heart with dozens of
extra chambers, moving forward on the stubs of severed
arteries.
It attacks by making a massive beat, flying into the air,
and crushing its opponents!
The tractor is functional and can pull a flat hay wagon
at a maximum speed of 7 mph. There is a quarter tank of
gas in the tractor, and also a half filled metal can of
gasoline. This is enough to fill the tractor’s tank, or
fill conveniently located wine bottles (below) to make
molotov cocktails (if the players think of it). Include
any other farm tools in the shed you like; sickles, axes,
spare axe handles (as a club), as well as two pitchforks
and a case of 12 empty wine bottles.
Judges Option: Destroying the still beating hearts
steals the lives and souls of the sacrificed cultists from
the Two Faced Horned God and permanently kills the
crucified cultists outside the barn. It is up to you
whether destroying the hearts causes the collapse of the
Pocket Dimension (see The Collapse of the Pocket
Dimension) or merely kills the cultists. Alternately,
returning the hearts to the cultists and freeing them may
provide six 0-level peasants to add to the party
(although all with only 1 hit point due to the massive
holes in their chests, nails in hands, and exposure from
being crucified in the nude).

AREA 5 – THE FARMHOUSE (FIG. 2): An old two-story stone


farmhouse sits between the crucified figures and the
ridge beyond. There are two chimneys on either side of
the house, and a short set of stairs leading up to a porch
with four wooden chairs and a front door to the house. No
sound can be heard from inside.
The farmhouse is likely the last encounter in this
adventure, as killing Giselle will collapse the pocket
dimension. The sane part of Giselle knows what she has
done and wants this madness to end. However, the mad part
of Giselle will go down fighting. It is up to you how much
you want characters to be able to negotiate and persuade
Giselle...but if you go that route, make it a challenge. I
do recommend that if any of the two faced demons
(originally 2) or molelings (originally 12) are still
around, I recommend putting the demons in the basement
guarding Giselle’s spellbook and ritual room, and the
molelings creeping around on the first floor office and
kitchen. There will be no creatures allowed on the
second floor, as that area and the bodies there are sacred
to Giselle.

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FIRST FLOOR

HALL: Beyond the front door is a hall leading to the back


of the house and a set of stairs leading upstairs. To the
immediate right is a door leading to a front room, to the
left there are three doors. Down the hall, under the
stairs leading up, is a passage to the right.

DINING ROOM: This room is modestly furnished with a


table that would seat six. Decaying food, scattered
dishes, and the build-up of sad neglect cover the table.
OFFICE: The door opens to reveal a small office with a
fireplace. There is a crude desk and chair, as well as a
filing system of papers shoved into a box.
This was Giselle’s husband’s office. There is a wooden
desk with bills and other paperwork on it, as well as some
mechanical parts that he was working on. As Giselle’s
husband was not a witch or part of the cult, everything in
this room is that of a mundane country farmer.

PANTRY: This pantry provides through passage for the


kitchen and the hall. Past the foodstuffs on shelves
lining both walls, there is a closed wooden door.
This door leads to the Basement.

KITCHEN: This is a large kitchen with a wood burning


stove.
A generally normal kitchen and pantry. There are some
foodstuffs, herbs, cooking knives, and perhaps wine or
harder liquor in the cabinets.

SITTING ROOM: This is a sitting room with windows that


must have beautiful views of the fields and valley, but it
is currently in shadows and the windows are covered by
drawn, heavy drapes. A fire in the hearth casts a dim
light into this room. The furnishings are feminine and
it takes a moment for your eyes to adjust enough to
realize that there is a woman sitting by the fire holding
a black cat. She is a beautiful forty-something with pale
skin and dark hair and eyes. She speaks in a melodic, if
bitter voice. “Soldiers!” She spits at you. “Your kind
have killed all that I loved, and now I have torn you from
what you loved, so that you may feel some of MY PAIN! SOME
OF MY MISERY! ...before you die.”
If the soldiers do not immediately attack, Giselle
Anselme (see Bestiary) will get a free action, which she
will use to curse the nearest soldier with blindness; at
the same time, Giselle’s familiar, Petra (see Bestiary),
will attempt to flee the room and not stop running until
it is out of the valley. Petra is Giselle’s insurance
policy - if Giselle is killed but Petra lives, Giselle’s
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soul flees to her familiar to run away and get revenge
later..
Giselle will stick to spells as combat begins, starting
with paralysis. If things go against her, she will cast
darkness and then attempt to flee while summoning demons
to her aid. She is a smart villain and will not die
easily. She will not stand and fight if Petra is killed in
front of her; she will then try to flee and gather others
(molelings and demons, or maybe that SS Patrol) to fight
for her.
Important Note: Killing Giselle sets off The Collapse of
the Pocket Dimension.

SECOND FLOOR

The second floor consists of one large master bedroom


and two smaller bedrooms for the children. Giselle has
laid out the remains of her dead husband in their bed in
the master bedroom, and the remains of her son and
daughter in the smaller beds in their bedrooms. All three
were killed in the fields roughly two days ago by
misguided artillery fire. The bodies are in multiple
pieces and practically unrecognizable. From the
injuries, it will be clear to any soldier that these two
children and man were killed in an artillery barrage.

Master Bedroom: There is a wardrobe and a chest in the


master bedroom with working man’s clothes in the chest,
and woman’s clothes in the wardrobe. The husband’s body
has been laid to rest upon the bed. The only other thing
of interest is a double-barreled shotgun (1d10, ROF 1,
ammo 2, -1 spd, range 50/100/x. 1 lbs) and a box with 27
rounds of ammunition once owned by Giselle’s husband
under the bed in the master bedroom. Giselle has
forgotten it.

Smaller Bedrooms: A little girl and a little boy’s


bedroom. The floor is scattered with toys and small
clothes. Parts of bodies are spread upon the beds.

BASEMENT

Basement: You reach the bottom of the unpainted wooden


stairs to find a root cellar. Your attention is drawn to a
strange symbol painted on the earthen floor in what looks
like blood. Near the symbol is a stone carved altar of a
strange being with two faces, each framed by curling goat
horns, surrounded by symbols of both life and death. To
the side is a pedestal with a thick leather bound book.
If the two faced demons (see Bestiary) still live, they
will be here. The demons will try to talk to the
characters, to deceive them into lowering their guard,
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and then strike from surprise. If the characters have
managed to kill both of the two faced demons before now,
then the room is empty.
The book is Giselle’s spellbook of the Two Faced Horned
God. Despite recent events, it is made from cow leather,
not human flesh. It contains the following spells:
patron bond (Two Faced Horned God); invoke patron, charm
person, forget, and demon summoning. See the
Gongfarmer’s Almanac 2018, Vol. 2 for more information on
using the Two Faced Horned God as a patron.

AREA 6 – THE DIRT ROAD: A sad rutted tractor path winds


its way up and out of the valley, starting behind the barn
and disappearing over the far ridge. While not looking
like much, it offers the fastest route from the small
valley. The sides of the ridge other than the road are
covered in rocks, thickets and trees. The trees may not
provide much cover, but also not the best terrain for a
climb out.
Movement along the dirt road is normal, characters
deciding to blaze a trail through the brush will be
slowed (how much is up to the judge). This road is the
fastest way to get up and out of the valley. The tractor
(see area 5) can make the climb, but painfully slowly at
only 7 mph. The Panzer can make a cool 35 mph, if it still
exists, and soldiers can run (much faster than climbing
the ridge).
This location is a good place to balance the adventure –
if the players have been walking through it so far, have
the three horned demons (see Bestiary) set an ambush.

AREA 7 – THE GLIMMERING CURTAIN: Reaching the top of the


ridge, you find yourselves staring into a glimmering
curtain of silver and stars. In your head you can hear
whispers of things from beyond the veil, but not make out,
or understand, the words.
This encounter depends largely on what has happened in
the adventure so far. If the collapse has started, this is
the character’s way out—to wherever the judge decides
they should go.
Should the characters arrive before the collapse is
triggered, again it is up to the judge. If the characters
have managed to get across the valley through stealth and
skill, as opposed to killing Giselle or destroying the
hearts, perhaps this can be a way out as a reward for
innovative thinking. Or, you can treat the curtain as the
shimmering wall in area 1 and force the characters to
complete the quest to collapse the dimension!

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THE COLLAPSE OF THE POCKET DIMENSION
The pocket dimension beings to collapse if the
characters either destroy the cultist hearts (see area 4)
or kill Giselle (see area 5).
Once either occurs, the pocket dimension begins to
collapse, starting from between the barn and the
farmhouse and moving outward. I encourage you to play up
the opening of a black hole that sucks the farmhouse, then
the barn, and the screaming (if still crucified) undead
cultists. The fastest way to escape the black hole is the
dirt road leading out of the valley and through the
glimmering curtain (area 7). Perhaps as Judge, you would
consider letting the characters leap into the black hole
to emerge in whatever new world you choose. Whichever
method the characters use, build the suspense as the black
hole grows, but give the characters a chance to get away.
If the characters used the heart method of destroying the
pocket dimension, ensure that a very angry Giselle is
there to meet them at the glimmering curtain!

ENDING THE ADVENTURE


Once the PCs escape, if you’d like to try your own Trench
Crawl Classics campaign, drop them back into the
Ardennes. Or, send your deserters to Aereth, Lanklamar,
the Purple Planet, or any world of your imagination!

BESTIARY
BLOOD WORM

Blood Worm (2): Init +1; Atk bite +3 melee (1d8); AC 14; HD
2d8; hp 10; MV 20’ or burrow 10’; Act 1d20; SP blood drain;
SV Fort +1, Ref +1, Will +2; AL C.
On a successful bite attack, the blood worm drains the
target of 1d3 points of Stamina (DC 10 Fort save to avoid).
Dark red, burrowing 12’ long worms with razor sharp
teeth. They erupt from the earth to feed on the living!
These are accidental travelers to the pocket dimension.
Unlike Blue Frog, these are a mindless killing machines,
and will slaughter anything that comes into their path.
They fight to the death.

DEMON
Blue Frog (unique type I demon): Init +0; Atk bite +2 melee
(1d8); AC 12; HD 2d12; hp 14; MV 30’ or swim 30'; Act 1d20; SP
agility drain (DC 14 Will save or lose 1d3 Agility); spells
(+2 spell check) scorching ray, esp, comprehend languages,
demon traits; SV Fort +2, Ref +1, Will +3; AL C.
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Blue Frog, a Demon from Beyond – Included as either a
potential ally to the characters, or a dangerous threat,
however the players roll with it. Looks like a giant
midnight-blue frog, with an elongated four-sided
diamond for a head. The head’s lower point (front) is
about twice as long as the upper, and at the lower point is
a slit of a mouth which opens to reveal several rows of
needle like teeth. In the center of the diamond head are
three eyes (one yellow, one green, one red), forming a
scalene triangle. He has a pale underbelly with thick
hind legs and two forelimbs more the arms of a man ending
in three sharp claws. Blue Frog is an accidental visitor
to this dimension and quickly determines that it is best
to leave. He early on casts comprehend languages and is
willing to ally with the characters, if they can set aside
his appearance. He does like the taste of flesh (human or
demon or little people flesh—Blue Frog is not picky). He
is more interested in escape than feeding.

Demon, horned (3): Horned demon (type I demon, Two Faced


Horned God): Init +1; Atk claw +5 melee (1d10) or gore +7
melee (1d12); AC 15; HD 3d12; hp 21; MV 30'; Act 1d20; SP
breath weapon (2d12 fire, DC 12 Ref save to avoid), curse,
demon traits; SV Fort +2, Ref +1, Will +2; AL C.
Bestial, fur-legged, cloven-hoofed, goat-horned, and
bearing a dirty wild man’s face. Their naked upper torso
is that of a heavily muscled man with 6” claws extending
from its hands. A mouth of shark-like teeth completes the
ensemble. They patrol the periphery of the pocket
dimension and are quite powerful.

Demon, two faced (type I demon, Two Faced Horned God) (2):
Init +1; Atk bite +2 melee (1d6) or constriction +4 melee
(1d4); AC 10; HD 2d12; hp 14; MV 20'; Act 1d20; SP blood
drain, demon traits; SV Fort +4, Ref +1, Will +2; AL C.
On a successful bite attack, the two faced demon drains
the target of 1d4 points of Stamina (DC 14 Fort save to
avoid).
Wears blue robes, but initially appears as a
sophisticated (if two faced) wise-man. The two faced
demon may attempt to engage the characters in
conversation, for trickery, or to lull them into lowering
their guard—only to strike at turned backs! The two
faces split apart on 10’ long serpent-like necks. One
head’s mouth is full of too many needle-like teeth (that
break off in the victim for disease), and the other head
has long viper-like fangs that drip with deadly green
poison. They are in the area of the farmhouse and barn.

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GINSELLE ANSELME

Giselle Anselme: Init -2, Atk claw -2 melee (1d4-1) or


curse (DC16 Will save, see below) or spell; AC 9; HD 3d6; hp
12; MV 20’; Act 1d20; SP familiar, curse, spells (+8 spell
check) second sight, paralysis, darkness, forget, demon
summoning, charm person; SV Fort+4 Ref +0 Will +8; AL C.
Giselle Anselme, the Mad Witch, is the insane ruler of
this pocket dimension. To destroy the dimension (and
escape), she must die.

GOLEM

Golem, heart: Init +0; Atk slam +4 melee (2d10); AC 16; HD


(number of sacrificed hearts)d8; MV 20’; Act 1d20; SP bleeds
out, lightning heals 1 point for each 5 points of damage
normally inflicted; SV Fort +5, Ref +0, Will +5; AL N.
Effectively a variant of the flesh golem, the heart golem
is created from the hearts ripped from sacrifices to the
Two Faced Horned God (or potentially other gods as well).
The hearts merge together and swell to form a tough,
bloody mass of hard muscle crawling on severed arteries.
To attack, the hearts make a massive beat in unison,
lifting their mass and crushing a victim.
The heart golem constantly ‘bleeds out’, making it
difficult to keep one’s footing around a it due to the
slick, bloody trail it creates. Those closing to melee
must make a DC 12 Ref save or take a -2 penalty to armor
class and attacks for one round.
Once killed, the heart golem explodes in a shower of
blood and chunks. When the blood settles, characters will
find seven still beating hearts amongst the gore.

MOLELING

Moleling (12): Init: +1; Atk claw +1 melee (1d4); AC 10; HD


1d8; hp 3 each; MV 25’ or dig 10’; Act 2d16; SP infravision
100’, -2 penalty to attack and AC in full daylight; SV Fort
-2, Ref +1, Will -1; AL N.
Molelings, or the Little People, are the cannibalistic
servants of the Two Faced Horned God, and have been
commanded to serve Giselle. They currently protect
Giselle’s farmhouse by turning the snow-covered farm
fields into a series of pit traps and then waiting for
unsuspecting visitors to ‘drop in’ for a meal.

PANZER IV TANK

Panzer IV Tank (1 vehicle/5 soldiers): Following behind


the SS patrol, this tank and crew are looking for
American tanks, soldiers and vehicles to destroy. But
short Americans, these demons will do nicely. The Panzer
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is a 25 ton beast with 75mm cannon and two machine guns.
I highly recommend you use the ‘loud’ tank as a means of
driving the players into the valley to the farmhouse and
out of the woods. I include it as a threat, not as a
monster to be defeated. If as a judge you go in for
dramatic scenes, I’d recommend a narrated fight between
the Panzer and the 3 horned demons (i.e. the ‘big bad’
heavy-weights of the adventure). Depending on how the
party is doing, don’t be afraid of making the tank/demon
battle mutually destructive (i.e. the tank and demons are
destroyed).

Panzer IV tank: Init -1; Atk 50mm gun +14 missile


fire (4d12+10) or deck-mounted MG42 gun +4 missile
fire (1d16, can fire 7 shots) or bow-mounted MG42
gun (1d16, can fire 7 shots, but only fire at targets
in front of the tank); AC 20; HD 20d10; MV 60’; Act
3d20; SP poor visibility, crew; SV Fort +1, Ref -4,
Will 0; AL N.
The Panzerkafagen “Panzer” IV was a German
medium tank (50 tons) developed in the late 1930s
and used, and upgraded, extensively during the
Second World War. The Panzer IV saw service
afterwards, ending with the Syrian Army in the
1967 Six Day War. It had a crew of five: the
commander (manning an external deck machine gun
on the turret), driver (in the hull), radio operator
(in the hull, manning a hull mounted machine gun),
gunner (manning the main 50mm tank gun in the
turret), and loader gunner (loading the 50mm tank
gun in the turret).
The Panzer is a tough opponent but has several
serious vulnerabilities; namely the crew. The
Panzer can move fast but has poor visibility when
buttoned up. As a result, the commander is
frequently standing in the hatch, and must be to
fire the deck machine gun exposed to targeted and
incidental attacks. The commander can be targeted
by melee weapons as normal and incidentally on a
1-2 on a 1d5. If no one is in the hatch, speed is
reduced to 20’ and the deck machinegun cannot be
fired (the action dice is lost). It is also possible
for a melee opponent to use a Mighty Deed or use
strength to rip off the hatch (DC 20 Strength check
to open) to attack a crewman. Finally, the tank is
neither magic nor air tight, so spells or effects on
humans, such as sleep or paralysis, will affect the
crew as normal.

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Panzer IV commander (1): Init +3; Lugar semi-
automatic pistol +2 missile fire (1d8, 2 shots, 10
rounds/magazine); AC 11; HD 2d8; hp 10; MV 30’; Act
1d20; SP tank; SV Fort +2, Ref +1, Will +3; AL L.
The Panzer IV commander is protected by the tank,
which provides full or partial cover depending on
if the commander is looking out of the hatch.
Panzer IV crewman (4): Init +1; Lugar semi-
automatic pistol +1 ranged (1d8, 2 shots, 10
rounds/magazine); AC 11; HD 1d8; hp 5; MV 30’; Act
1d20; SP tank; SV Fort +1, Ref +1, Will +2; AL L.
The Panzer IV crewmen (the driver, radio
operator, gunner, and loader gunner) are protected
by the tank, which provides full or partial cover
depending on if the crew member is looking out of
the hatch. If the tank is destroyed, internal
ammunition, armor spalling and concussions make
survival questionable. All crewmen must make a
Luck check to get out.

PETRA

Petra, Giselle’s black cat familiar: Init +0; Atk claw +2


melee (1d3); hp 3; AC 14.

SS PATROL

SS Patrol (12 soldiers): Unlike the Wehrmacht (which was


more analogous to a country’s national army) the
Schutzstaffel (SS) is Nazi paramilitary organization
directly loyal to Adolf Hitler. The Waffen SS was a
fighting army of Nazis. Simply, these are the fanatics
who committed most of the German atrocities you hear
about in WW2. And they spearheaded the attack against the
Americans. This patrol is doing just that, seeking out
and killing American soldiers as they find them—no
prisoners. Their advance has led them into the pocket
dimension. These are trained soldiers and fanatics. The
squad will kill anything that comes their way...no
negotiations. They also know that there is a Panzer IV
tank following them, which they will run back to if they
need help.

Waffen SS sergeant (1): Init +3; Atk MP40 SMG +1


(1d8, shoots 3 times, each time after the first -1
adjustment to hit, 30 rounds per magazine) or
bayonet +2 melee (1d4+1); AC 11; HD 2d8; hp 14; MV 30’;
Act 1d20; SP 1 grenade (10’ radius 2d6+1d6 for
shrapnel, half damage with DC 14 Ref save); SV Fort
+2, Ref +1, Will +3; AL L.

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Waffen SS infantryman (4): Init +0; Atk rifle +1
missile fire (1d10, 5 rounds per magazine) or
bayonet +1 melee (1d4 off rifle, 1d8 on rifle); AC 10;
HD 1d8; hp 5; MV 30’; Act 1d20; SP 1 grenade (10’
radius 2d6+1d6 for shrapnel, half damage with DC
14 Ref save); SV Fort +0, Ref +0 Will +0; AL L.
Waffen SS panzerjager (1): Init +0; Atk panzerfaust
+3 missile fire (special) or rifle +2 missile fire
(1d10, 5 rounds per magazine) or bayonet +1 melee
(1d4 off rifle, 1d8 on rifle); AC 10; HD 1d8; hp 5; MV
30’; Act 1d20; SP 4 panzerfaust rounds; SV Fort +1,
Ref +4 Will +2; AL L.
On a successful hit with a panzerfaust against a
tank, the tank must make a DC 14 Fort save or be
disabled. A critical failure in the save means the
tank has blown up taking the crew with it. A
panzerfaust used on a building or other structure
will blow a large 3’ hole in the wall. A
panzerfaust hitting a creature does 10d6 damage,
DC 16 Ref save for half.
Waffen SS machine gunner (2): Init +2; Atk MG42
machine gun +4 missile fire (1d16, 7 shots, range
120/240/360, 47 rounds per belt) or lugar +2
missile fire (1d8, 2 shots, 10 rounds/magazine); AC
10; HD 2d8; hp 10; MV 30’; Act 1d20; SP suppressive
fire; SV Fort +2, Ref +1 Will +2; AL L.
Waffen SS assistant machine gunner (2): Init +0; Atk
rifle +1 missile fire (1d10, 5 rounds per magazine)
or bayonet +1 melee (1d4 off rifle, 1d8 on rifle); AC
10; HD 1d8; hp 5; MV 30’; Act 1d20; SP 1 Grenade (10’
radius 2d6+1d6 for shrapnel, half damage with DC
14 Ref save), carries 200 rounds of ammunition for
the MG42; SV Fort +2, Ref +1 Will +2; AL L.
Waffen SS ammo bearer (2): Init -2; Atk rifle +1
missile fire (1d10, 5 rounds per magazine) or
bayonet +1 melee (1d4 off rifle, 1d8 on rifle); AC 8;
HD 1d8; hp 5; MV 30’; Act 1d20; SP 1 Grenade (10’
radius 2d6+1d6 for shrapnel, half damage with DC
14 Ref save); SV Fort +0, Ref -2*, Will +0; AL L.
Agility has already been reduced by 2 (-2 to Init,
AC, and Ref saves) due to being a human pack mule
(carrying 400 rounds of ammo and a 30 lb tripod).
If burden is dropped, Agility based stats return to
normal.

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GFA 2018 VOLUME 6 CREDITS
Contributing Authors Cartography
Eric Betts, Shyloh Wideman Eric Betts, Shyloh Wideman

Contributing Illustrators
Dan Domme, Duamn Figueroa Rassol, Shyloh Wideman,
Clayton Williams
____________________________________________

GFA 2018 CREDITS


Cover Art Title Page Art
Doug Kovacs Marc Radle

Editors and Proofreaders


Rob Brennan, bygrinstow, Aron Clark, Jarrett Crader, Cory
Gahsman, Keith Garrett, Tony Hogard, Anne Hunter, Aaron
Koelman, Shane Liebling, Russell Mirabelli, Patrick
Munkacsy, James Pozenel, Danny Prescott, Jeff Scifert, Jim
Skach, José Luiz Tzi, Rev. Dak J. Ultimak, Shyloh Wideman,
Paul Wolfe, and the GFA community proofreaders

Printing Offset Contributors


Julian Bernick, Eric Betts, Daniel Bishop, Bob & Jen
Brinkman, Michael Bolam, Silver Bowen, bygrinstow, Tim
Callahan, José Luiz Ferreira Cardoso, Aron Clark, Hector
Cruz, Tim Deschene, Jason Fritz, Jeff Gilbert, Paul Gyugyi,
John Hess, Kevin Heuer, Edgar Johnson, Jacob Jorgensen,
Shane Liebling, Elias Liquori, Mark Maloney, Jon Marr,
Juergen Mayer, Keith Nelson, Diogo Nogueira, Terry Olson,
Christian Ovsenik, Jim Skach, Kim Swanson, Joan Troyer,
Matthew Weeks, Shyloh Wideman, David York, and the
anonymous patrons of the GFA community

Creative Vision & Direction, Layout, and Graphic Design


Doug Kovacs, Jon Hershberger, Harley Stroh, Matt
Hildebrand, Michael Jones, Shyloh Wideman, Clayton
Williams, Marc Bruner

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Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
The 2018 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine

Written, Illustrated, Edited and Produced by


the DCC RPG G+ Community

2018 MASTER ZINE INDEX


VOLUME 7 OF SEVEN BOOKLETS

This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games.
All rights reserved. For additional information, contact info@goodman-games.com.

Each article, art & associated material, belongs to their respective artists & authors. If you would
like to include, copy or use a derivative of the work, please contact the original creator.

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Table of Contents

Volume 1: New Class Explosion!

Bardic Rocker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 4
Berserker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 9
Faerie Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 13
Goat’o’war . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 28
Gongfarmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 31
Kith of Kingspire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 34
Lycanthrope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 38
Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 44
Quantum Traveler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 47
Sage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 51
Scout (A Thief Variant) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 55

Volume 2: New Patrons

The Benighted Pleomorphic Prion from Beyond . . . . . . . . . . . . . . 2 - 4


The Demon: The God of Thunder, Doctor Love . . . . . . . . . . . . . 2 - 21
The Two Faced Horned God . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 30
The Order of the Knights of the Singularity . . . . . . . . . . . . . . . . . 2 - 47
The Rope, God Assassins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 - 51

Volume 3: Monsters, Monsters!

Alternate Familiars for North American Wizards . . . . . . . . . . . . . 3 - 4


Dogs of War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 11
Blood Rat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 16
Harringo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 17
Fey Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 18
Bone Ghost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 23
Messengers of the Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 24
Pill Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 30
Engossiphar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 31
Book of Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 32
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Sword-Armed Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 33
Mountain Lion Varieties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 34
Plant Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 46
Octobear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 52
Sun Jelly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 53
Wilderness Encounter Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 - 54

Volume 4: New Rules

The Maker’s Mark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 4


Uncommon Alignments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 9
Alternate Character Creation and Technology Rules for MCC . . 4 - 11
Getting Ideas from Birth Augurs . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 41
Mercurial Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 - 56

Volume 5: New Adventures

The Endless Chasm of Zaxxyn . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 4


The Heist of the Royal Jewels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 23
Death Aquatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 29
Tombspire of the Silver Sun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 - 48

Volume 6: Trench Crawl Classics Special

Germany, U.K., and U.S. – Army Organizations, Firearms, and


Fighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 4
Solder Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 - 16
Trench Crawl Classics Character Sheet . . . . . . . . . . . . . . . . . . . . . 6 - 26
Tears of the Rusalka: A 0-Level TCC Funnel . . . . . . . . . . . . . . . . 6 - 27
Witch Cult of the Ardenes: A 0-Level DCC and TCC Funnel . . 6 - 37

Volume 7: 2018 Master Zine Index

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Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
Alexander Peebles (Order #42932488)
Volume 7 Credits

Contributing Authors
Jon Hershberger

Contributing Illustrators
Artwork copyright William McAusland, used with permission,
Maciej Zagorski, published by The Forge Studios

GFA 2018 Cover Art


Doug Kovacs
GFA 2018 Title Page Art
Marc Radle
GFA 2018 Editors and Proofreaders
Rob Brennan, bygrinstow, Aron Clark, Jarrett Crader, Cory Gahsman,
Keith Garrett, Tony Hogard, Anne Hunter, Aaron Koelman,
Shane Liebling, Russell Mirabelli, Patrick Munkacsy, James Pozenel,
Danny Prescott, Jeff Scifert, Jim Skach, José Luiz Tzi,
Rev. Dak J. Ultimak, Shyloh Wideman, Paul Wolfe,
and the GFA community proofreaders
GFA 2018 Printing Offset Contributors
Julian Bernick, Eric Betts, Daniel Bishop, Bob & Jen Brinkman,
Michael Bolam, Silver Bowen, bygrinstow, Tim Callahan, José Luiz
Ferreira Cardoso, Aron Clark, Hector Cruz, Tim Deschene,
Jason Fritz, Jeff Gilbert, Paul Gyugyi, John Hess, Kevin Heuer,
Edgar Johnson, Jacob Jorgensen, Shane Liebling, Elias Liquori,
Mark Maloney, Jon Marr, Juergen Mayer, Keith Nelson,
Diogo Nogueira, Terry Olson, Christian Ovsenik, Jim Skach,
Kim Swanson, Joan Troyer, Matthew Weeks, Shyloh Wideman,
David York, and the anonymous patrons of the GFA community
GFA 2018 Creative Vision & Direction, Layout, and Graphic Design
Doug Kovacs, Jon Hershberger, Harley Stroh,
Matt Hildebrand, Michael Jones, Shyloh Wideman,
Clayton Williams, Marc Bruner

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Alexander Peebles (Order #42932488)


Alexander Peebles (Order #42932488)

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