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1 - DCC - Judge's Screen

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0% found this document useful (0 votes)
131 views5 pages

1 - DCC - Judge's Screen

Uploaded by

joaotorreao30
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Weapons

Attributes Difficulty Classes Weapon Dmg Range Cost Notes


Attribute Bonus Roll d20 (+ ability modifier); d10 if untrained or Battleaxe 1d10 -- 7 gp 2H, d16 for Initiative
3 -3 d10+2 if ambiguous Blackjack  1d3/2d6 *** -- 3 gp
4-5 -2 Blowgun  1d3/1d5 *** 20/40/60 6 gp
6-8 -1 DC Difficulty Club 1d4 -- 3 gp
9-12 0 DC 5 Child’s Play Crossbow 1d6 80/160/240 30 gp 2H, d16 for Initiative
13-15 +1 DC 10 A Man’s Deed Dagger  1d4/1d10 10/20/30 3 gp Str mod short range
16-17 +2 DC 15 Feat of Derring Do! Dart ** 1d4 20/40/60 5 sp
18-19 +3 DC 20 Hero’s Work Flail 1d6 -- 6 gp
Garrote  1/3d4 *** -- 2 gp
Armor Handaxe 1d6 10/20/30 4 gp Str mod short range
Javelin 1d6 30/60/90 1 gp Str mod short range
Armor AC Check Speed Fumble Cost
Lance # 1d12 -- 25 gp
Padded +1 -- -- D4 5gp
Longbow 1d6 70/140/210 40 gp 2H, d16 for Initiative
Leather +2 -1 -- D8 20gp
Longsword 1d8 -- 10 gp
Studded Leather +3 -2 -- D8 45 gp
Mace 1d6 -- 5 gp
Hide +3 -3 -- D8 30 gp
Mithral Dagger 1d4 10/20/30 6 gp
Scale Mail +4 -4 -5’ D12 80 gp
Polearm # 1d10 -- 7 gp 2H, d16 for Initiative
Chainmail +5 -5 -5’ D12 150 gp
Short sword 1d6 -- 7 gp
Banded Mail +6 -6 -5 D16 250 gp
Shortbow 1d6 50/100/150 25 gp 2H, d16 for Initiative
Half-Plate +7 -7 -10’ D16 550 gp
Sling 1d4 40/80/160 2 gp Str mod short range
Full Plate +8 -8 -10’ D16 1,200 gp
Spear # 1d8 10/20/30 3 gp Str mod short range
Shield +1 -1 -- -- 10 gp
Staff 1d4 5 sp 5 sp
Two-Handed Sword 1d10 -- 15 gp
Healing Warhammer 1d8 -- 5 gp
PCs heal 1 hp (and lost non-Luck attribute points) per day, or 2 with a full-rest. Critical hits heal *** Damage is always subdual damage
with the associated damage (DCC p94)  These weapons are particularly effective when used in surprise, thieves do extra damage in
backstab attempt
Dying, Bleeding, Body Recovery # Double damage on a mounted charge. A lance can only be used mounted.
PCs who reach 0 HP die unless healed within (level) rounds. Optionally, they may make a DC 15
Fort save to stay conscious each round and crawl. They suffer -1 Stamina permanently. If a Attack Modifiers
“dead” PC is recovered within an hour, roll d20. If equal or under Luck, he is found alive at 1 HP, Attack Melee Missile Attack Melee Missile
is -4 to all rolls for -1 hour, and suffers -1 to STA, STR, or AGL (DCC p93) Medium Range -- -2 Target In Cover -2 -2
Long Range -- -1d Target Blind +2 +2
Morale Invisible +2 -- Target Entangled +1d +1d
Roll d20 + Employer’s Personality modifier for retainers. 11+ is a success, otherwise he flees! Tight Space -1d -1d Target Helpless +!d +1d
Retainers roll after 1st encounter and at the end of the adventure. Monsters roll when the first Untrained -1d -1d Kneeling/Prone +2 -2
ally is killed, half are dead, or at half HP for a single monster. (DCC p94, p310). High Ground +1 --

XP Awards Luck
0: Very easy encounter of no challenge Luck modifies dice rolls by Birth Auger, as well as fumbles, critical hits, corruption and mercurial
1: Easy encounter, little danger/resources expended magic rolls (wizards), turning unholy (clerics), attack rolls with a chosen weapon (warriors and
2: Typical encounter, damage/resources expended dwarves), checks on a chosen spell (elf).
3: Difficult encounter, often permanent consequences PCs can burn 1 point of luck for +1 to a roll (before or after the roll). A character’s luck modifier
4: Barely survivable encounter, significant damage! never changes as Luck is burned or gained. (DCC p95, p361)
1-2 Bonus XP is awarded for a class activity, eg. Disarming traps, tithing to a temple, researching
magic, martial competitions, etc.
Initiative Searching Spellburn
Roll d20 + Agility modifier, Warriors add level. Roll d16 for 2- Intelligence check Spellburn is the expenditure of a caster’s life force to power a
handed weapons (DCC p77) particular spell. When a caster declares they are casting a
spell with spellburn, roll on the table below (House Rule)
Stealth & Surprise
Charging Stealth: An Agility check, DC 5 for inattentive witnesses, DC 10
If PC moves half move, +2 to hit, but –2 to AC that round (DCC for average witnesses, DC 15 for vigilant witnesses. D20 Spellburn Effect
p96) 1-7 The caster spills their own blood, wracks their body, or suffers pain as
powerful forces rip through their mortal form, and may expend any
Swimmimg number of Strength, Stamina, or Agility points as they choose.
Firing Into Melee PCs must make a DC 5 Strength check each round to stay afloat
8-10 The caster pledges their soul, memories, or some other pledge of service
or fealty to otherworldly powers and may spend any number of d6
-1 to hit. If attack misses, 50% chance to roll randomly to see
or move 10 ft, minus armor check penalty. Strength, Stamina, or Agility points as they choose. Each d6 is assigned to
who it hits (and reroll attack roll). (DCC p96) an ability score.
11 The caster’s blood boils and burns cover their arms and hands -- they may
Grappling Critical Spellchecks expend any number of Strength points as they choose.
12 The caster is wracked by coughing and they are breathless from the
Each party makes opposed attack rolls, modified by STR or AGL If a caster rolls a natural 20 on a spell check, he receives a
casting, and may expend any number of Stamina points as they choose.
(their choice, monsters add HD instead). Attacker twice the bonus equal to his level (DCC p106) 13 The caster is twisted with pain, and their hands shake with a tremor that
will not subside, and may expend any number of Agility points as they
size of the other adds +4, triple +8, quadruple +16, etc. If the
choose.
attacker wins the roll, opponent is grappled and pinned, if the Concentration 14 The caster’s pallor takes a greyish hue and some of their hair goes grey or
defender wins, the grapple fails (DCC p96). While concentrating, a wizard or cleric can take no action white – they may expend any number of Stamina points as they choose,
beyond walking at half speed. Combat damage, a fall, or other and take 1d4 hp damage per point expended.
15 The caster taps their mind into a higher plane, and may expend any
Not In The Head significant interruption require a DC 11 Will save or lose number of Personality points as they choose. While they are suffering
Helms eliminate one die of damage from critical hits to the concentration (DCC p106) from Personality damage, the caster is plagued by otherworldly
nightmares, and suffer a -1 to all checks from lack of sleep.
head and prevent critical hit effects with a DC 20 Fort save. 16 The caster uses words no mortal tongue should ever utter, and may
Great helms eliminate two dice of damage and prevent critical Untrained Casters expend any number of Stamina points they choose. While they are
hit effects with a DC 15 Fort save. (House Rule) If an untrained caster makes a spell check he rolls d10 (no suffering from Stamina damage, the caster’s voice is hoarse and they
suffer a -1d penalty to any skill requiring speaking, or spellcasting.
modifiers, though Thieves get + INT modifiers reading scrolls). 17 The caster calls forth an extraplanar soul that occupies his body causing
Shields Shall Be Splintered (DCC p106) his physical actions to not be entirely their own, and may expend any
A worn shield can be sacrificed to ignore 1 die of damage. number of Agility points as they choose. While they are suffering from
Agility damage, the caster can only speak in the native language of the
(House Rule) Lay On Hands extraplanar being.
By making a spell check, a cleric may lay on hands to heal any 18 The caster pledges their soul to a random extraplanar being of the same
Withdrawal living creature by physically touching the wounds of the
alignment as themselves. They may expend any number of Strength,
Agility or Stamina points as they choose, and they are the subject of a
If a character withdraws from a melee, opponents get a free faithful and conentracte for 1 action. The spell check is 1d20 + Patron Bond spell (When Cast on Other) with a casting equal to 10 + the
attack (DCC p95) PER modifier + Luck modifier. Failure increases disapproval points expended.
19 The caster pledges their soul to a random extraplanar being of any other
range. (DCC p30)
alignment as themselves. They may expend any number of Strength,
Falling Before rolling, the cleric may elect to heal a specific condition Agility or Stamina points as they choose, and they are the subject of a
1d6 damage per 10’ fallen. For every damage die that comes instead of hit points —broken limbs (1 die), organ damage (2 Patron Bond spell (When Cast on Other) with a casting equal to 10 + the
dice), disease (2 dice), paralysis (3 dice), poison (3 dice), points expended.
up a 6, the victim breaks a bone. For each broken bone, the
20 The caster accidentally offends an extraplanar being – they may expend
character permanently loses 1 point of Strength or Agility (PC blindness or deafness (4 dice) any number of Luck points as they choose, and these Luck points are
choice). The affected limb, rib, or vertebrae never heals quite permanently expended.
right and affects the character in some fashion. (DCC p96) Roll Same Adjacent Opposed
1-11 Fail Fail Fail
12-13 2 dice 1 die 1 die
Listening
14-19 3 dice 2 dice 1 die
Luck Check
20-21 4 dice 3 dice 2 dice
22+ 5 dice 4 dice 3 dice
Fumble Chart Crit Table I: Crit Table II:
Roll d4/d6/d8/d16 based on armor, modified by Luck 0-Level Characters, Wizards Elves, Thieves
Roll Result Roll Result Roll Result
0- You miss wildly but miraculously cause no damage. 0- Force of blow knocks weapon out of your grasp. +1d6 0- Miss! Hesitation costs you the perfect strike!
1 Your incompetent blow makes you the laughingstock of damage and you are disarmed. 1 Strike misses critical organs. Inflict a paltry +2d3 dmg.
the party but otherwise causes no damage 1 Opportunistic strike, +1d3 damage. 2 Slashes to head removes foe’s ear, +1d6 dmg and leave
2 You trip but may recover with a DC 10 Ref save; 2 Foe jabbed in the eye! Ugly bruising and inflict a nasty scar.
otherwise, you must spend the next round prone +1d4 damage with this strike. 3 Clean strike to back. Inflict +2d6 damage.
3 Your weapon comes loose in your hand. You quickly 3 Stunning crack to forehead. Inflict +1d3 damage 4 Blow to chest staggers foe. Make immediate free atk.
grab it, but your grip is disrupted. You take a -2 penalty with this strike, and the foe falls to the bottom 5 Pierces foe’s kidneys, +3d3 dmg, foe is stunned 1 round
on your next attack roll. of the initiative count next round. 6 Foe dazed by ferocious attack; speed and actions are
4 Your weapon is damaged: bowstring breaks, sword hilt 4 Strike to foe’s kneecap. +1d4 damage and the foe reduced by half
falls off, etc. The weapon can be repaired with 10 suffers a -10’ penalty to speed until healed. 7 Strike to chest grazes vital organ. +3d4 dmg.
minutes of work but is useless for now. 5 Solid strike to torso. Inflict +1d6 damage. 8 Strike cuts a line down foe’s face. He is blinded by
5 You trip and fall, wasting this action. You are prone and 6 Lucky strike disarms foe. You gain a free attack blood for 1d4 rounds
must use an action to stand next round if the enemy stoops to retrieve his weapon. 9 Foe stumbles over own limbs, falls prone. Make
6 Your weapon becomes entangled in your armor. You 7 Smash foe’s hand. Inflict +2d3 damage with another attack
must spend next round untangling them. In addition, this strike. You break 2 of the enemy’s fingers. 10 Masterful strike! +2d6 damage with this strike
your armor bonus is reduced by 1 until you spend 10 8 Numbing strike! Cursing in agony, the foe is 11 Strike severs larynx. Foe reduced to wet fish noises.
minutes refitting the tangled buckles and straps. unable to attack next round. 12 Savage strike! Foe must succeed on a Fort save (DC 10
7 You drop your weapon. You must retrieve it or draw a 9 Smash foe’s nose. +2d4 damage with this strike and + PC level) or faint from the pain.
new one on your next action blood streams down the enemy’s face 13 Foe disoriented by quick strikes. Foe suffers a -4
8 You accidentally smash weapon against a solid, 10 Foe trips on his own feet and falls prone for the penalty to attack rolls for 1d4 rounds
unyielding object (rock, wall, ground). Mundane remainder of the round 14 Strike to head. Foe must make a Fort save (DC 10 + PC
weapons are ruined, magical weapons not affected. 11 Piercing strike. +2d4 damage with this strike level) or fall unconscious
9 You stumble and leave yourself wide open to attack. 12 Strike to groin. The foe must make a DC 15 15 Drive foe to ground. Inflict +2d6 dmg, enemy is prone
Next enemy attacking you gets +2 bonus on attack roll. Fort save or spend the next two rounds retching. 16 Lightning-fast shot to the face pops foe’s eye like a
13 Blow smashes foe’s ankle; his movement speed grape. Foe is permanently blinded in one eye and can
10 You should have maintained your armor! The joints of
is reduced by half take no actions for 1d3 rounds
your armor seize up, freezing you in place. You cannot
14 Strike grazes temple; blood blinds the foe for 17 Strike pierces lung. +2d6 damage, and the foe can take
move or make an attack for 1d3 rounds. Unarmored
1d3 rounds only one action on his next turn.
characters are not affected.
15 Stab enemy’s weapon hand. The weapon is 18 Devastating strike to back of head. +1d8 dmg, and
11 Your wild swing leaves you off balance. You take a -4
lost and knocked 1d10+5 feet away make Fort save (DC 10 + PC level) or fall unconscious
penalty to your next attack roll
16 Narrowly avoid foe’s counterstrike! Inflict normal 19 Sever major artery, +1d10 dmg, and foe must make
12 You inadvertently swing at one randomly determined
damage and make another attack roll. If Fort save (DC 10 + PC level) or fall unconscious from
ally within range. Make an attack roll against that ally
the second attack hits, you inflict an additional shock and blood loss.
using the same attack die you just attempted to use.
+1d6 damage. 20 Throat slashed! +2d6 dmg, and the foe must make a
13 You trip badly. You fall hard, suffering 1d3 dmg in
17 Blow to throat. Foe staggers around for 2 Fort save (DC 13 + PC level) or die in 1d4 rounds
process. You are prone and must next round to stand.
rounds and is unable to speak, cass, or attack.. 21 Pierce spinal column, +3d6 dmg, and the foe must
14 Like a turtle on its back, you slip and land upside down, 18 Foe falls into your attack. He takes +2d6 damage from make a Fort save (DC 15 + PC level) or suffer paralysis.
flailing about and unable to right yourself. You must the strike and curses your luck 22 Chest skewered, spearing a variety of organs.
fight from a prone position for the next round before 19 Miracle strike. The foe must make a DC 20 Fort +2d6 damage with this strike, foe must make a Fort
you can recover your balance and rise. save or fall unconscious. save (DC 13 + PC level) or die in 1d4 rounds.
15 You somehow manage to wound yourself, taking 20+ Lucky blow dents foe’s skull! Inflict +2d6 damage with 23 Strike through ear canal enters the brain. Ear wax
normal damage. this strike. If the foe has no helm, he suffers a instantly removed, and foe must make Fort save (DC 15
16+ You accidentally strike yourself for normal damage plus permanent loss of 1d4 Int. + PC level) or die instantly. 2d6 dmg on successful save.
an extra 1 point. In addition, you fall on your back and 24+ Strike through heart! +3d6 dmg, and foe must make a
are unable to right yourself until you make a DC 16 Fort save (DC 20 + PC level) or die instantly
Agility check.
Crit Table III Crit Table IV Crit Table V
Clerics, Haflings, Fighters (Lvl 1-2), Dwarves (Lvl 1-3) Fighters (Lvl 3-4), Dwarves (Lvl 4+) Fighters (Lvl 5+)
Roll Result Roll Result Roll Result
0- Battle rage makes friend and foe indistinguishable. 0- Battle rage makes friend and foe indistinguishable. 0- Battle rage makes friend and foe indistinguishable.
Foe is hit for +1d12 damage, and the ally nearest him is Foe is hit for +2d8 damage, and the ally nearest him is Foe is hit for +3d8 damage, and the ally nearest him is
also hit by a rebounding blow for 1d4 dmg ** also hit by a rebounding blow for 1d4 dmg ** also hit by a rebounding blow for 1d4 dmg **
1 Savage attack! Inflict +1d6 dmg with this strike 1 Herculean blow, +2d12 dmg with this strike 1 Foe’s weapon shattered. * If the foe has no weapon,
2 Attack sweeps foe off feet, next round, enemy is prone. 2 Ferocious blow leaves foe’s weapon hand dangling +3d12 dmg.
3 Foe steps into attack, +1d8 dmg from the stump of a wrist, +1d12 dmg 2 Furious assault hurls foe back 1d10’, any adjacent
4 Powerful strike hammers foe to knees, make another 3 Strike sweeps foe to the ground, +1d12 dmg and make foes accidentally strike the target for damage.
attack. another attack on prone enemy. 3 Blow to skull destroys ear, +1d12 dmg, foe suffers
5 Smash foe’s nose in explosion of blood, +1d6 dmg, foe 4 Hammering blow drives nose cartilage into brain, permanent deafness.
loses sense of smell for 1d4 hours. +1d12 dmg and foe suffers 1d6 INT loss. 4 Strike to gut! Foe must make a Fort save (DC 20 + PC
6 Brutal strike to torso, +1d8 dmg and foe suffers 5 Foe’s weapon shattered. * If the foe has no weapon, level) or spend the next 2 rounds retching bile.
multiple broken ribs +2d12 dmg with this strike. 5 Foe casts weapon away and wails for mercy, +1d12
7 Strike to hand knocks weapon in air, lands 1d20+5’ 6 Strike shatters foe’s breastbone, foe must make a Fort dmg and make another attack.
away. save (DC 15 + PC level) or fall unconscious. 6 Strike scalps foe, blood courses down its face, and the
8 Blow caroms skull, deafening foe 1d6 days, +1d6 dmg. 7 Foe driven back by furious assault, +2d12 dmg, foe foe is effectively blinded until healed.
9 Strike to leg splinters femur, +2d6 dmg and foe loses forgoes their next attack. 7 Foe entangled on your weapon, reducing its AC by -6
10’ movement until healed. 8 Concussive strike leaves foe dazed, +1d8 dmg and while caught. Make another attack.
10 Sunder foe’s weapon! Shards of metal fill the air * make a second attack 8-12 You see red! +1d12 dmg with this strike as you are
11 Strike hammers foe’s belly causing massive internal 9 Blow to throat carries through to spinal column, overcome by battle rage! **
bleeding. Unless magically healed, dies in 1d5 hours. reducing everything in between to pasty mush, +2d12 13-14 Strike to weapon arm, foe takes quadruple damage
12 Blow to cranium staggers foe, must make Fort save (10 dmg and foe loses speech for 1d4 weeks. from his own weapon as it is hammered into his face.
+ PC level) or sink to floor unconscious. 10 Blow craters temple, foe must make a Fort save (DC 15 Foe drops weapon in dumbfounded awe.
13 Strike breaks foe’s jaw. Blood and shattered teeth + PC level) or be blinded by blood for 1d4 rounds. 15 Blow sunders shield, +2d12 dmg. If foe has no shield,
ooze down the foe’s face, +1d8 dmg. 11 Strike renders face to a formless mass of flesh and it must make a Fort save (DC 20 + PC level) or be
14 Attack hammers foe’s torso, +2d8 dmg bone, +2d12 dmg and hard consonants are difficult. knocked unconscious from the pain.
15 Strike dislocates shoulder, +1d8 dmg and shield arm 12 You see red! +1d12 dmg as you are overcome with 16 Strike to the top of skull shortens spinal column,
hangs loosely, no AC bonus from shield. battle rage! ** shortening foe by 6”, nerve damage reduces AC by -4.
16 Attack reduces foe’s attack hand to formless tissue, -4 13 Hammering strike to torso crushes lesser organs into 17 Target is disemboweled, spilling entrails. Foe dies
penalty to future attacks. paste, +2d12 dmg instantly of shock.
17 Blows hammer target prone, make another attack. 14 Blow to spinal column numbs lower limbs, foe suffers - 18 Blow destroys target’s face, foe immediately rendered
18 Blow hammers shards of bone into foe’s forebrain, 4 penalty to AC as he learns to walk again. blind and deaf, only capable of wet gurgling noises.
gray matter oozes out, +1d8 dmg and 1d4 points of INT 15 Fearsome strike drives enemy to the blood splattered 19+ SEE DCC P86 FOR HIGHER RESULTS
and PER loss. floor. Foe cowers in fear for 1d4 rounds.
19 Devestating strike to chest, +2d8 dmg. 16 Blow shatters shield, +2d12 damage, if no shield foe * Magical weapons never break due to critical fumbles. The
20 Chest strike stuns foe for 1d3 rounds, +1d8 dmg. stunned by pain for 1d4 rounds. target is disarmed instead, the weapon landing 1d10+5 feet
21 Strike to leg shatters femur, knocking foe to ground, 17 Foe’s kneecap explodes into red mist. Foe’s movement away.
foe’s movement drops by half, +2d8 dmg, make drops to 0’, and you make another attack.
another attack. 18 Frontal lobotomy, +1d12 dmg, and foe must make a ** A PC overcome by battle rage may temporarily expend
22 Weapon arm sundered by strike. Weapon lost along Fort save (DC 15 + PC level) or suffer amnesia. Foe points of his Personality or Intelligence score to enhance
with any chance of making an attack with this arm. stunned for 1d4 rounds regardless. damage on his critical hit. For every point he expends, he adds
23 Blow craters skull, +2d8 dmg, target permanently loses 19 Strike to weapon arm, triple dmg from his own weapon +1d12 to his damage roll. Ability scores lost in this way return
1d4 INT and PER as it is hammered into its face, foe drops weapon as the warrior heals. Each day thereafter where he does not
24 Masterful strike to throat, +2d8 dmg and foe staggers 20 Blow crushes spinal cord, +3d12 dmg, foe must make succumb to battle rage, he recovers 1 point of the affected
about gasping for air for 1d4 rounds. Fort save (DC 15 + PC lvl) or suffer permanent paralysis ability score. This rate is doubled if the character rests.
25+ SEE DCC P84 FOR HIGHER RESULTS 21 SEE DCC P85 FOR HIGHER RESULTS
Monster Critical Hit Matrix Crit Table U: Undead Crit Table M: Other Monsters
HD Hum* Dragons Demons Giants Undead Other Roll Result Roll Result
<1 III/d4 DR/d4 DN/d3 --- U/d4 M/d4 1- Unnatural boils sprout around the wound, painful to 1- Strike to chest, breaking ribs, +1d6 dmg
1 III/d6 DR/d6 DN/d4 --- U/d6 M/d6 the touch, and causes 1 hp dmg each round the 2 Stunning blow! The PC falls to the bottom of the
2 III/d8 DR/d8 DN/d4 --- U/d6 M/d8
character exerts themselves until magically healed. initiative count for the remainder of the battle.
3 III/d8 DR/d10 DN/d4 --- U/d8 M/d8
4 III/d10 DR/d12 DN/d4 G/d4 U/d8 M/d10 2 The cold touch of un-death spreads across the wound, 3 Legs knocked out from beneath foe, they are prone.
5 III/d10 DR/d14 DN/d6 G/d4 U/d10 M/d10 +1d4 dmg and PC gets chills, chattering teeth noisily 4 PC disarmed, weapon lands 1d12+5’ away.
6 IV/d12 DR/d16 DN/d6 G/d4 U/d10 M/d12 until magically healed. 5 Blow to shield arm! If no shield, +1d6 dmg.
7 IV/d12 DR/d20 DN/d8 G/d4 U/d12 M/d12 3 Numbness of death spreads around the wound, +1d4 6 Weapon lodged in PC’s chest, +2d6 dmg and 1d6 dmg
8 IV/d14 DR/d20 DN/d8 G/d4 U/d12 M/d14 dmg and PC slowly loses sensation, next round make a next round
9 IV/d14 DR/d24 DN/d10 G/d4 U/d14 M/d14 Fort save (DC 2), failure means paralysis, +1 DC save 7 Blow to jaw! PC loses 1d8 hp and same number teeth
10 IV/d16 DR/d24 DN/d10 G/d4 U/d14 M/d16 each round until DC 20. 8 Blow shatters PC’s forearm, +1d6 dmg and the arm is
11 V/d16 DR/2d14 DN/d12 G/d4 U/d16 M/d16
4 The horrifying visage of life after death infects the PCs useless until healed.
12 V/d20 DR/2d14 DN/d12 G/d6 U/d16 M/d20
13 V/d20 DR/d30 DN/d14 G/d6 U/d20 M/d20 thoughts, make a DC 15 Fort save or be shaken and 9 Strike to helm! If no helmet, +1d8 dmg and forces a
14 V/2d10 DR/d30 DN/d14 G/d7 U/d24 M/d20 unable to move or attack for next 1d4 rounds. Fort save (DC 10 + HD), on failed save PC unconscious.
15 V/2d10 DR/2d16 DN/d16 G/d7 U/d24 M/d20 5 Character is cursed from beyond the grave (Judge’s 10 Stunning blow! World spins, monster gets 2nd attack.
16 V/2d12 DR/2d16 DN/d16 G/d8 U/d24 M/d24 discretion, see Appendix C, or causes a -1 penalty to 11 Strike to throat! PC can’t speak until healed and spends
17 V/2d12 DR/2d20 DN/d20 G/d8 U/d30 M/d24 Luck and all die rolls until lifted). next round struggling to breathe.
18 V/2d14 DR/2d20 DN/d20 G/d10 U/d30 M/d24 6 The wound blackens immediately and a horrid infection 12 Blow smashes PC’s kneecap, movement is cut by half,
19 V/2d14 DR/3d20 DN/d24 G/d10 U/d30 M/d30 begins to spread, make a DC 10 Fort save or +1d10 dmg.
20 V/3d10 DR/3d20 DN/d24 G/d12 U/d30 M/d30
temporarily lose 1d4 STA. Make a save each day until 13 Crushing blow! +1d12 dmg.
21+ V/3d10 DR/4d20 DN/d30 G/d12 U/d30 M/30
* Humanoids wielding weapons magically expunged. PC doesn’t heal while infected. 14 PC’s weapon sundered in violent assault. *
7 Supernatural frost spreads out from the wound in a 15 Strike to torso crushes internal organs, +1d12 dmg,
lacy web, +1d8 dmg and intense pain, until the next full make Fort save (DC 15 + HD) to remain conscious.
Crit Table G: Giants
moon the PC takes +1 dmg from cold-based attacks. 16 Devastating strike! +1d16 dmg.
Roll Result
8 Necrotic energies leap from the un-dead in a sizzling 17 PC Achilles tendon torn, snapping back into their thigh,
1- Crushing blow. +1d8 dmg, and the character’s spine is flash, enervating the PC, -2d4 temporary STA dmg. move drops to 5’ and screaming heard for leagues.
compressed, the PC loses 1d6” of height. 9 Faced with the prospect of unnatural un-death, the PC 18 PC seized by neck, +1d12 dmg and monster makes
2 Broken arm, +1d10 dmg and one arm is crippled, -1 becomes unhinged, losing 1d4 PER and goes second attack at +4 to hit.
STR permanently, and arm cannot be used until healed. temporariy insane, behaving erratically until next full 19 Blow to cranium! +1d16 dmg and PC must make a Fort
3 Broken leg, +1d10 dmg and one leg is crippled, -5’ moon. Roll before every action – 01-10 Insane action save (DC 15 + HD) or fall unconscious.
move permanently and move half speed till healed. (Judge’s discretion). 20 Terrifying blow pierces important organs, PC spends
4 Crushed chest, +1d12 dmg and chest caved in. Until 10 The visage of un-death brings horror of the grave to next 1d4 days dying a slow, painful death. Powerful
completely healed, any exertion requires DC 6 Fort save the PC’s thoughts, make a DC 16 Fort save or shaken magic (healing by a 3rd+ level cleric) can arrest dying.
or permanent -1 STA damage. and do nothing but quake in fear for 1d4 rounds. 21 Strike crushes skull, destroying the optic nerve and
5 Flattened. Multiple broken bones and shattered ribs, 11 Strange electrical sparks leap from the attacking un- resulting in instant, permanent blindness.
+1d12 dmg and permanent -1 STA. dead, +1d10 dmg. 22 PC’s leg is shorn from their body. PC cannot move,
6 Ricochet blow, target hurled through air 3d30’ to 12 The attack is imbued with unnatural remnant of un- +2d12 dmg.
collide with another random victim causing both +1d10 dead slumber. The PC must make a DC 16 Fort save or 23 Both PC’s arms are torn from their body. +3d12 dmg.
dmg from the collision. fall asleep instantly and will not awaken for 1d7 hours Exceptionally cruel monsters may use arms as weapons
7 Colossal head strike, +2d6 dmg and PC permanently or until shaken violently. 24 PC is disemboweled. Bloody guts spill to the ground.
loses -1 INT and 25% chance they forget last 24 hours. 13 The attack is infused with necromantic energies which PC spends the next 8 rounds dying trying to feed
8 Weapon smash, +1d8 dmg and splinters PC’s weapons cause the PC’s skin to flake and rot, +1d8 dmg and -1 spooling intestines back into their body.
and equipment, 50% chance of each item destroyed, point of PER immediately and every morning 25 Attack craters PC’s skull, -1d8 and INT and PER dmg
magic items only 10% of being destroyed thereafter, dying when PER or hp reaches 0. This can and puts the PC into an instant coma.
9+ SEE DCC P389 FOR HIGHER RESULTS only be stopped by powerful magical healing. 26+ SEE DCC P392 FOR HIGHER RESULTS
14+ SEE DCC P391 FOR HIGHER RESULTS

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