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XCC 2 Tropicrawl Cataclysm - Z0LBwx

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100% found this document useful (1 vote)
835 views18 pages

XCC 2 Tropicrawl Cataclysm - Z0LBwx

Uploaded by

Jake and Krystal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TROPICRAWL Writer: James M.

Spahn•Cover artist: Chuck Whelon

CATACLYSM
Editor: Rev. Dak J. Ultimak•Cartographer: Stefan Poag
Interior Artists: Doug Kovacs and Stefan Poag
Art direction: Matt Hildebrand•Layout: Caitlin Stamper
Developer: Michael Curtis•Publisher: Joseph Goodman
AN ADVENTURE FOR 4-6 CHARACTERS Playtesters: Justin Derickson, Nathaniel Hancock, Anna Horvath,
Zak Lane, Brendan LeSalle, Kayla MacGrath, Andy Shoop, Steven
OF 2ND LEVEL Shoop jr., Dan Steeby, Emily Victoria, Jeffrey Webb, Allen White
Xcrawl is a trademark of Brendan LaSalle, licensed with
permission. DCC RPG and this adventure are copyright © 2024
Goodman Games LLC. “Dungeon Crawl Classics”, “Mutant Crawl
Classics” and “DCC RPG” are registered trademark of Goodman
Games LLC. All rights reserved. Printed in China. First printing.
goodman-games.com
I f you’re a Division III rising star looking to attract a big Sponsors (Pick One):
name sponsor, there are fewer better places to go than Sponsor Bonus benefit to each team member
Miami’s Tropicrawl. The cash flows fast in the sunshine
Dragonblast
peninsula without the spotlight that tends to focus on West +2 Fame, 100 free cases of
Xtreme Energy
Coast crawls and all the wannabes scrambling for scraps of Dragonblast energy drink
Drink
that L.A. attention. Unfortunately, Xcrawler who manage
to book the annual Miami Tropicrawl will have to contend Riptide Personal +1 Fame, one free Riptide brand
with DJ Flexxx. This charismatic former Xcrawler retired Watercraft jetski
then rose to true fame as a Hollywood action star, before +1 Fame, one free first class
returning and taking up the mantle of Dungeon Judge be- Adventure Galley
Caribbean or Alaskan cruise per year
cause, in his words, “The Flexxx never rests.” Cruise Lines
(provided they do meet and greets)
The player characters receive an invitation to the Miami
Tropicrawl sometime after their last crawl, either through
DJ FLEXXX

D
their agent or by direct invitation. As rising Xcrawl stars, the
inevitable media blitz builds around the upcoming event J Flexxx, aka Brett “The Whetstone” Wexler,
and reporters come scrambling for the scoop on how they was a famous Xcrawl Athlete who drew le-
plan on conquering DJ Flexx’s notoriously brutal event. gions of fans in spite of his persona as a heel.
Two weeks before the event is due to take place, the PCs A year before retirement, he turned face and drew legions of
receive offers from three corporate sponsors. In return for new admirers before retiring on top and, after a brief string
wearing branded gear during the crawl and briefly thank- of successful Hollywood films and a best selling autobiog-
ing their sponsor in the pre-crawl interview, the corporate raphy, became Miami’s premier Dungeon Judge. Known for
sponsor agrees to pay for all their expenses related to Trop- his muscular physique, undeniable charm, and the ability to
icrawl. This includes travel, lodging, and a small amount of come off as being in full support of the Xcrawl teams he is
petty cash for personal expenses. These interviews and this trying to kill, DJ Flexxx loves to ham it up for the audience
stipend increases each teammate’s Fame and Wealth by +1. as much as any up-and-coming Division III stars.
Known for his self-aggrandizing catchphrases that range
from “Mess with the Flexxx, die like the rest,” “The Flexxx
wrecks are in effects,” and “Couldn’t help but Flexxx on ya
Page 2
there, crawlers!” he favors using creatures and challenges The AVS system fills with the image of a shirtless and impossibly
that inspire love from his hometown and require physical well-muscled DJ Flexxx raising an eyebrow as he flashes his trade-
prowess to overcome, though he’s not above the occasional mark grin and curls a chiseled arm to show off his herculean form.
deadly use of low cunning traps or unexpected environmen- The camera then cuts through clip after clip of DJ Flexxx’s glory
tal hazards. days as an Xcrawler, slaying monsters with his broadswords, bare
hands, and sheer bravado. Whether it’s ripping the head clean off
DUNGEON SPECS a hydra to riding a chimera like a rodeo warrior, his legendary
exploits are on full display. Cut to images of Xcrawlers from years
Unless otherwise noted, all doors are tough security doors past who dared to challenge the Tropicrawl. Some are being con-
(DC 15 Strength check to break down, or 15 points of dam- stricted by snakes, others being impaled by bamboo spikes spring-
age), and all ceilings are 15’ high. Running along the top of ing from arena panels covered in vines and foliage.
the dungeon walls are a line of AVS monitors that stream
endless ads from Tropicrawl sponsors. The Crowd DC is 15 Finally, the screen projects DJ Flexxx in his full glory. An open
when the event begins, but decreases to 12 if the characters Hawaiian shirt reveals his still-perfect physique. The twinkle in
reach area 1-10: Sea of Eels as both the crowd and even DJ his eye is almost visible behind a pair of wrap-around sunglasses
Flexxx begins to cheer them on. and his square jaw breaks into a knowing grin. He raises his arm
as the crowd explodes as Flexxx raises a hand to his ear, calling
Area 1-1 Green Room: A craft service is wrapped in the for more. After almost a solid minute of endless cheers he raises a
scent of fresh coffee, old sushi, and seafood of questionable quality. hand for silence.
A long, thinly padded bench lines the opposite wall and the whole
room is drenched in colorless fluorescent light that buzzes from “Thank you all so much. The Flexxx is here for ya and for the glory
bulbs high above. Mounted over the bench is a trio of massive AVS of the Empire. But did you hear? Some young punks are trying
plastered with the grinning image of a square-jawed DJ Flexxx, to come into our house, thinking they got the big game to handle
the masterful maestro and Dungeon Judge of Miami Tropicrawl. Miami swag. What do you think? Are they the real deal?”
A heavy security door is set into the wall between the bench and
craft service table, flanked on each side by a pair of referees—one The crowd cheers, a bit less than before. Flexxx nods in agreement.
human and one half-orc. Both are clad in the traditional black “You’re right, you’re right. They’re good. I mean we’ve heard of
pants and striped shirt of Xcrawl officials, with the half orc sport- <PC TEAM NAME>, and that ain’t nothin’. But there’s only one
ing a sawed-off shotgun in his meaty grasp, while the human is question you need to ask yourself and that you better pray to Jupi-
sporting a holstered pistol on her hip and an uncomfortably large ter that these Division III’ers are gonna ask themselves. Just one!”
crowbar in her right hand. They’re both bathed in red light from He pauses for effect, letting a long silence hang over the crowd for
the bulb above the door that marks the entrance to the dungeon and a second. “If you’re gonna walk into the House of Flexxx, can you
seem to have little interest in you or your team mates. handle the wrecks?!”

Miami Tropicrawl begins at noon sharp and, as is tradition, The crowd goes nuclear with excitement.
the team have arrived about an hour before the event to suit The camera cuts to the PCs, DJ Flexxx addressing them di-
up and prepare. Traditionally, a production assistant or in- rectly. Unlike his previously friendly demeanor, he is sar-
tern comes in 15 minutes before the event begins to give the castic, dismissive, and arrogant. Yet his puckish grin and
Xcrawlers their ten minute warning, instead none other than easy charm never cuts into the crowd’s enthusiasm. Team
DJ Flexxx himself comes into the green room, leaving his members that throw back particularly witty retorts earn
entourage just outside. He greets the characters with a warm a nod of begrudging respect from Flexxx, but those who
and genuine smile, a hardy handshake, and wishes them shrink become prime targets. After a few moments of trad-
good luck in today’s event. Just before leaving, he points ing barbs, he goads them with one last opportunity to walk
finger guns at them and fires a wink their way, saying “I’m away before turning his attention back to the crowd.
rooting for you guys!” Looking at his own image on the AVS
system, he remarks how good he looks and departs. Anyone “They think they can handle the Flexxx, so with all glory to Em-
making a DC 13 Intelligence check is able to tell that Flexxx peror Ronald I, the Uniter, and the only man with more charm
really means what he’s saying and seems like a genuinely than yours truly, I declare this dungeon open! Go forth and forfeit
good guy. your lives for the glory of the Empire, the Emperor, and the Gods
we all serve!
A few minutes after he’s gone the North American Empire
national anthem begins to play—it’s almost go time! As the The light goes from red to green. It’s go time.
rousing rendition comes to an end and the applause dies With all the cameras on them, the PCs can now enter the
down, the announcer’s voice echoes across the arena and dungeon.
through the Green Room’s PA system.
Area 1-2 Down the River: The door to this room opens to
“Ladies and gentlemen, you know him, you love him, he needs no reveal a long hall no more than ten feet wide and almost 120 feet
introduction: The Wrecking Whetstone! The Relentless Rocker! long sloping down at what appears to be almost a thirty degree
The People’s Pummeller! Second Stud only to Emperor Ronald I angle. Water rushes in from large grates set into the walls on each
himself! Give it up for your Dungeon Judge for this year’s Miami side, creating a rushing torrent that’s almost knee-deep from the
Tropicrawl: DJ Flexxx!” looks of it. Monitors line some of the walls, blasting ads that are
barely audible over the rumble of the makeshift river. What isn’t

Page 3
covered in advertisements or drenched with water is decorated whether it’s thirty feet or one hundred feet across the swampy
with vines and jungle-themed decor. The strange, sloping rapids terrain to the next room. Behind the glass you see rows of live
end in a drain that’s just short of a heavy security door at the end spectators looking on, waving banners—many of them depicting
of the hall. the grinning visage of DJ Flexxx. Flexxx’s voice rings out from a
PA system buried somewhere in the brush. “Ya’ll be careful in the
Traversing the slope and not being swept away requires bayou, now. It’d be a damn shame if you ran into some gators…”
an DC 18 Agility check (DC 14 for those moving cautiously
at half speed). Characters that fail are immediately swept This massive arena runs almost 200 feet across and 150 feet
down to the bottom of the slope. Concealed in the rush of wide. Filled with murky water that’s about 2 feet deep, tiny
water is a set of long spikes set against the wall just below artificial islands are scattered about the entire area. Wading
the door to area 1-3. Those that failed their Agility check through this water reduces movement by one-half. Each is-
slam into these spikes, taking 2d6 damage. PCs reaching this land is decorated with plastic palm trees and fog machines
area can make a DC 12 find trap check to notice the spikes. create a mist that hangs low in the room obscuring vision
Careful examination of the area and roll 16 or higher on their beyond thirty feet while in this area.
find trap check notice a small hinge in the drain that can be
lifted with a successful DC 12 Strength check. Inside they Characters who can manage to get to one of the islands
find a small chest. When opened, one of the AVS monitors can slip out of the water. Those stuck in the water suffer a
broadcasts the image of an Xcrawl model revealing the play- -2 penalty to their AC due to their inability to maneuver,
ers have won 150 gp each and a free Neptune’s Best wetsuit while gnomes, halflings and other small creatures suffer
and snorkel gear. -1d on all attack rolls because the water is very nearly chest-
deep to them. The fog in the room reduces visibility to 30
The door to area 1-3: The Bayou is unlocked and untrapped. feet, making all missile fire beyond this distance effectively
blind firing.
Area 1-3 The Bayou: The door opens to reveal a small arena,
open to the clear blue sky above you, with thick protective glass One round after the last player enters the room, the entrance
running along the walls to your left and your right and rising door into the room slams shut and the sound of engines can
nearly one hundred feet in the air. The ground is marshy and soft, be heard echoing in the fog. Suddenly a number of gator-
with thick vegetation, probably fake—planted to transform this men, hulking humanoid-alligator hybrids equal to the num-
chamber into a makeshift swamp. You can’t quite see the end of ber of characters, come out of the fog on high powered jet
the room through all the foliage, making it impossible to determine skis and armed with machetes. They use hit and fade tactics,

Page 4
attempting to drive by and either decapitate, bite, or run Area 1-4 Why Did It Have To Be Snakes?: As the door
over the crawlers on their high-speed jet skis. One round af- behind you slams shut, leaving the crocodile menace in the past,
ter the gatormen begin their attacks, four crocodiles hidden you find yourself standing on a small ledge that runs wall to wall
on the islands begin moving towards the closest player char- but extends no more than five feet out before dropping nearly thir-
acters, attempting to ambush them under the water, leaving ty feet into what appears to be a pit of green foliage. The roof rises
the players fighting battles both above and below the water. to nearly thirty feet above you, with a tangle of long vines hanging
down to nearly brush your head. Rising from the strange greenery
Clever players may attempt to knock the gatormen from below are three twenty-by-twenty platforms, each on a single post.
their jetskis and even seize the vehicles for themselves. This DJ Flexxx’s voice booms through the PA system and you see the
can include an appropriate Mighty Deed, or a character can surface of these platforms actually activate into an AVS display
attempt to yank one of the gatormen off the jetski with a showing his toothy grin. “Good luck, crawlers! Sexy Flexxxy’s
successful DC 16 Strength check. Once aboard the jetski, the rootin’ for ya. Watch your step!” Suddenly, the three platforms
character gains a movement of 60’ while aboard. Operating that lead across the room to the exit begin to rise and fall, seeming-
it while firing a two-handed weapon requires a DC 12 Agil- ly at random and the tiny platform you stand on slowly starts to
ity check each round or the rider will lose their balance and withdraw into the wall.
fall. There is no room for passengers. A moving jetski has
AC 15 and 10 hp. Ramming someone in the water with a Leaping the distance from the entry lip to platform 1 requires
jetski inflicts 2d6+2 points of damage on the target and the a DC 13 Strength check. After 2 rounds, the lip has retracted
jetski itself, though the target can make a DC 12 Reflex save fully into the wall, dropping the anyone still on the entry
for half damage. ledge onto the ground below (see below for effects). Once
the first character lands on platform 1, the platforms begin
Gatormen (1 per PC): Init +1; Atk machetes +3 melee (1d8, moving up and down on pistons mounted on their single
+4 with bonus); Crit III/d8; AC 13; HD 2d8+2; hp 12 each; support pole. Platforms 1 and 3 move up 5 feet on the first
MV 30’; Act 1d20; SP jetski attack damage bonus; SV Fort +1, round, while platform 2 moves down 5 feet. All three plat-
Ref +2, Wil +0; AL N. forms then move back to their original positions on the sec-
The gatormen receive a +4 bonus to their melee damage ond round, then back to their alternate positions on round
rolls if they moved the full movement of their jetskis before 3. This process repeats until the first crawler reaches the exit
making an attack roll. door on the far side of the room. Once the first player lands
on the ledge on the far end of the room all platforms lock in
Crocodiles (4): Init -3; Atk bite +4 melee (3d4); Crit M/d8; place and a new problem reveals itself. Platform 2 immedi-
AC 13; HD 3d8; hp 14 each; MV 20’ or swim 40’; Act 1d20; SP ately tilts 45 degrees in one direction, while platforms 1 and
automatic crit on surprise; SV Fort +2, Ref -2, Will -2; AL N. 3 tilt 45 degrees in the opposite direction. To avoid slipping,
The crocodiles will attempt to sneak up and attack player anyone on these platforms must immediately make an DC
characters—especially small ones. Characters who state that 15 Agility check. Specialists can make a DC 15 climb sheer
they are specifically keeping an eye on the water can make a surfaces check instead.
DC 18 Intelligence check to notice the crocs slipping through Clever characters can attempt to use the hanging vines to
the water. Those that fail are surprised and the crocodiles swing across the room without ever touching the platforms.
attack with a +4 bonus and automatically get a critical hit on This is slow going. Characters using the vines travel at one-
their initial surprise attack. half their normal speed and each round of travel requires a
Characters who search the island marked on the map find DC 6 Strength check for the first round, but it increases by
it has crossed palm trees. Noticing this requires a DC 13 In- +2 for each additional round the character hangs from the
telligence or find trap check. Those that dig up the ground vines.
beneath the palms find a small wooden chest buried in a Falling into the pit, whether from the platforms or from the
shallow pit. The chest is trapped with an incendiary device vines causes 1d6 points of damage, with the damage re-
that explodes, inflicting 3d6 on everyone within 10 feet of duced by one-half with a successful DC 14 Reflex save. Un-
the chest (DC 13 Reflex save for half). The trap can be detect- fortunately, the seemingly thick foliage which broke their
ed with a DC 13 find trap check and disarmed with a DC 13 fall is littered with countless Burmise pythons, who immedi-
disable trap check. Inside the PCs find a voucher for a 1-year ately attack. Characters will need to avoid 1d4 attacks each
supply of Pirate Booty Rum and DJ Flexxx comes on saying round from these horrible predators. Moreover, in order to
they’ve discovered a cache of booze left behind by ancient get back up, another player will need to either lower a rope
rum runners who must’ve buried it years ago. or make clever use of the vines hanging from above.
After all the threats are defeated a scantily-clad barker in a Pythons (12): Init +4; Atk bite +4 melee (1d4 +constrict); Crit
pirate outfit will come out and tell the players and the audi- M/d6; AC 16; HD 1d8; hp 5 each; MV 30’; Act 1d20; SP con-
ence the crawlers have won 150 gp for their victory. There is striction 1d6; SV Fort +0, Ref +1, Will +0; AL N.
an NoGo door on the southern wall of the room that crawl-
ers can use to exit the encounter if it becomes too much, but If a character is bitten, the python will move in and attempt
doing so disqualifies the team member for the remainder of to constrict. Constriction is done after an initially success-
the crawl. ful attack roll and automatically inflicts the listed damage.
Breaking free of a snake’s constriction requires a DC 18

Page 5
Strength check and a character must spend the entire round
doing so, forgoing all other actions.
Hidden in the support pole of the center door is a NoGo
door crawlers can use to exit the dungeon. Surviving this
room results in a prize of 200 gp and the surviving play-
ers choice of either three pairs of snakeskin boots, or a three
piece snakeskin suit—either prize is valued at 150 gp.
Area 1-5 Fountain of Youth: This large, lush chamber is
filled with sparkling waterfalls that spill into gentle pools of water
which frame a massive stone patio. At the center of this beautiful
display is an alluring woman in a provocative summer wardrobe.
A large, brightly colored scarf is wrapped around her head and
she leans over a beautiful stone fountain that serves as the center-
piece of the enter display. Her back to you and your teammates, she
leans over the fountain as if taking a drink. The fountain depicts
a pair of scantily-clad women with beautiful feathered wings, wa-
ter spilling from small stone chalices into the basin. DJ Flexxx’s
voice echoes across the room over the gentle rhythm of steel drums.
“Welcome to paradise, my friends! Ahh, to be young, in love, and
gazing into the sparkling waters of the Sunshine State.”
The woman drinking from the fountain is a medusa and ig-
nores any attempts by the team to call out to her. Instead, she
raises her head, back still turned to the party and appears
to sing. But it is not her singing. It is the two “angelic stat-
ues,” which are singing. These statues are, in reality, harpies
wearing gray body paint. Both harpies will sing on the first
round of combat, hoping to transfix as many members of the
team as possible, while the Medusa will turn and reveal her Once the gel is burnt away the characters can attempt to
visage to the teammate closest to her while making a melee drink the water—though it has no effect. Careful exam-
attack with one of the snakes that serve as her hair. During ination of the pool with either a DC 18 Intelligence check
the second round of combat, one of the harpies will take to or DC 14 find trap check reveals a loose stone. If the stone
the air, attempting to swoop down on the team mates and is pulled away, a small satchel containing three bottles of
claw at them in low altitude dive attacks, hoping to knock Healin’ by MedKit™ (heals 2 HD), three vials of Ointment
some of the teammates into the water of the fountain. of Stony Restoration which can be rubbed on one character
who has been turned to stone to cure them of the condition,
Harpies (2): Init +0; Atk claws +3 melee (1d4); Crit M/d8;
and a Warrior’s Tonic.
AC 13; HD 3d8; hp 18 each; MV 20’, fly 40’; Act 1d20;
SP flight, Orpheus Remix (as spell, check +0); SV Fort +2, Area 1-6 Brachiation: Running just over forty feet from
Ref +3, Will +6; AL C. end to end, and perhaps twenty feet wide, a thick mist obscures the
floor as you enter onto a small platform that rises high above it.
The song sung by the harpies has the equivalent effect of an
The roof is also raised, with countless thick, obviously fake vines
Orpheus Remix spell and is cast using their Action Die.
hanging down between the stage lights. There’s no visible path to
Medusa (1): Init +2; Atk head-snake bite +2 melee (1d4 +poi- the exit - only empty space above and below with just vines and
son) and gaze attack; Crit M/d10; AC 14; HD 5d8; hp 28; empty air.
MV 30’; Act 1d20; SP gaze attack, poison; SV Fort +3, Ref +2,
Crossing the span from entrance to exit requires the team to
Will +3; AL C.
make use of the hanging vines, swinging from vine to vine.
The medusa can make a gaze attack at one target within 60’ On its own, this is not an overly difficult task. Characters
whom she can see. The target must make a DC 14 Fortitude can swing distances up to their normal movement rate, but
save or be turned to stone! Anyone bitten by the poisonous each time they move each character must make a Strength
snakes takes 1d4 damage and must make a DC 13 Fortitude or Agility check with a DC equal to the distance moved.
save or lose 1d4 points of Strength for the next 3 hours. The minimum movement is zero with forward motion be-
ing made in 5 foot increments. Thus a character wishing to
The fountain itself is covered with a thin layer of corrosive move 5 feet must make a Strength or Agility check (their
gel, that inflicts 1d4 damage when touched. It is sticky and choice) with a DC 5, while a character wishing to move 20
anyone touching it must make a DC 13 Reflex save after tak- feet in a single round would need to make the same check
ing damage to flick or scrape the stuff off their body. Failure at a DC 20.
to do so inflicts an additional 1d3 damage each round. Set-
ting fire to the gel causes it to instantly burn away.

Page 7
One round after the first character begins to use the vines, year’s supply of Go-Good Banana Smoothies and Yogurt. Fi-
a low screech is heard from the mist below. On the follow- nally, there is a NoGo door hidden in the center of the room,
ing round, two monkey-bats for every character begin to on the floor, that can be found with a successful search of
scramble up the walls and move towards the Xcrawlers to that area or if the fog is somehow dissipated.
attack. They can move freely and easily across any of the
vines without penalty or needing to make ability checks. Area 1-7 Break Room: A full-on luau is set out before you,
Characters using the vines lose their shield or Agility bo- roasted pig and all. A table laden with pineapples, sweet bread,
nus to AC. In addition, if a player character suffers 5 or mahi mahi, and a variety of drinks. Hammocks are hung across
more points of damage they must make a DC 12 Strength palm trees that have been set up and a note attached to a package
check to maintain their grip and avoid falling. Attack- with your team’s name is set on the table. DJ Flexxx’s voice echoes
ing while hanging from the vines can only be done with over the PA system, “Relax, crawlers. You’ve earned it. Pretty
one-handed weapons and all attack rolls made with those soon, you’ll be facing… trouble in paradise.” His voice fades out
weapons suffer a -1d penalty. and the sounds of cheesy Hawaian music fills the room.

Characters that fall into the fog pooling in the bottom of the The team can relax here for up to 30 minutes before a referee
room suffer 3d6 from the fall, but may make a DC 13 Reflex will enter and tell them that they must continue or forfeit the
save to reduce this damage by half. They find their vision ob- remainder of the match.
scured by the mist, suffering -1d on all melee attacks and -2d The note has been left by the team’s sponsor, along with a
on all missile fire. Perhaps a greater threat is the massive gorilla reward based on the amount of Fame earned during this
hiding in the fog that ambushes anyone who is stuck in the fog. event only as detailed on the table below.
Finally, once the player characters reach the exit, the door Area 1-8 Charge of the Coubras: A tall field of wild
is locked and requires a DC 15 pick locks check to open it. grass, that rises two feet from the floor, almost covers the entire
Alternatively, it can be bashed down with a successful DC room. You can hear the rush of water and see a large waterfall
20 Strength check, or if it suffers 20 points of damage (AC spilling down a wall of rocks far off in the southwestern portion
10). Failure to pick the lock, bash the door, or the first time of this room. Air vents blow an uneven breeze through the room,
it suffers any damage releases a new bank of fog, causing it causing the grasses to sway as the door closes behind you. One
to rise to 20 feet, obscuring anyone’s vision who isn’t in the hundred feet away, you see the opposite end of the chamber. It ends
vines. A second failure or if the door is not destroyed after in a large wall of wet stones, with a wide fissure cut into its center.
two attacks increases the fog to fill the entire room. Once the
room is filled with fog, the bat-monkeys reveal their last sur- This space is 100 feet in length and 50 feet wide. The grasses
prise: Bat-like wings open from their backs and they begin to conceal a deadly threat: hybrid beasts known as coubra men,
attack via diving attacks made in flight. a magical blending of Florida cougars, zebras, and even hu-
mans. This has created a loping, aggressive beast capable of
Monkey-Bats (2 per PC): Init +2; Atk bite +2 melee (1d4); remaining concealed in the brush, moving with great speed
Crit M/d6; AC 16; HD 1d8+1; hp 5 each; MV climb 40’ or and with a strange loping gait, before rising to the standing
fly 40’; Act 1d20; SP flight; SV Fort +0, Ref +4, Wil +1; AL N. form of a human, and attacking with crude weapons. There
Gorilla (1): Init +2; Atk slam +4 melee (1d6+2); Crit III/d8; are two such beasts concealed in the brush for each member
AC 13; HD 3d8+3; hp 22; MV 20’ or climb 30’; Act 2d20; of the team. Players specifically stating they are keeping a
SP +10 to hide checks due to mist; SV Fort +4, Ref +3, wary eye on the brush must make a DC 16 Intelligence check
Will +0; AL N. to avoid being surprised.

If the player characters bother to climb to the top of the vines Coubra Men (2 per PC): Init +3; Atk slam +3 melee (1d8+2);
hanging from the ceiling and look around a DC 13 Intelli- Crit III/d8; AC 13; HD 2d10; hp 11 each; MV 40’; Act 1d20
gence check reveals a single golden ticket which can be re- (+1d20 when charging); SP pincer tactics, charge attack,
deemed for 150 gp. Completing the room also earns them a knockdown; SV Fort +2, Ref -2, Will +0; AL N.

Total Fame Reward


Earned
0-5 A note wishing the team luck
6-10 As above, plus a voucher for 250 gp gift certificate with their sponsor.
11-15 As above, plus three bottles of Healin’ (heals 2 HD) (for Dragonsbreath sponsorship), or three sticks of Oxy-
Chew L3-M (water-breathing for 1 hour duration) (for Riptide sponsorship), or one tin of Mystic WaterWax
(water-walking for 1 hour duration) (for Adventure Galley sponsorship).
16-19 As above, plus a pair of extra-cool shades that grant a +2 bonus to Personality checks (for Dragonsbreath
sponsorship), or a wetsuit enchanted to function as +2 leather armor (for Riptide sponsorship), or a tiny
cruise ship model (3” long) that can be commanded to turn into a raft capable of holding four passengers and
traveling across the water at a speed of 20’for up to 1 hour (for Adventure Galley sponsorship..
20+ The personalized congratulatory video recording from their sponsor company’s CEO. This heartfelt message
grants +2 Mojo points to every team member.

Page 8
Coubra men are clever predators, they work in pairs to en-
gage in “pincer” attacks against targets by attacking from
opposite sides. Doing this grants any coubra man a +2 bo-
nus to their attack roll if another of their own kind is also
attacking the same target in the same round.
Charging coubras men who have moved at least 30’ before
attacking can even make a leaping rake that grants them a
+1d to their attack roll, allowing them to pounce and inflict
damage from two claw attacks at once. Anyone struck but
such an attack must make a DC 14 Reflex save to avoid be-
ing knocked prone.
The pool of water in the northwestern corner is created by
a waterfall that spilled down over a stone wall that rises al-
most to the ceiling of the arena. The truth is that water is
being pumped from area 1-10: to create the falls. The water
itself is cold and clear and without danger. Careful exam-
ination of the pool and the falls reveals a hidden door con-
cealed behind the cascading water if the character makes a
successful DC 18 Intelligence check or DC 14 find trap check.
This secret door is a narrow tunnel, requiring the characters
to squeeze through one at a time. It is at the water level and
floods with water from area 1-10 if opened. It leads directly
into the waters of area 1-10 and allows the team to bypass
area 1-9 if found, though they will have to deal with the im-
mediate threats of the water in that area.
Area 1-9 Hotfoot: Stepping through the narrow stony fissure
you and your team find themselves in a stone cave, whose immer-
sive environment would be absolutely complete were it not for the
cameras mounted into the rock walls. The heat is both immediate the synthetic stone, in which is set a large chest. The chest
and brutal. Initially, the only light comes from the glint off the is locked, but is not trapped. The lock is complex, taking
glass of the cameras and whatever can spill in from the previous 3 rounds to pick if the Xcrawler makes a successful DC
room, but then an orange glow casts shadowy illumination from 15 pick lock check. Characters rolling 17+ reduce the time
below and you realize you’re standing on metal grate flooring. The to 2 rounds and those that roll 20+ can pick the lock in a
passages are narrow, making broad movements difficult and the single round.
ceiling here is barely seven feet high. DJ Flexxx’s voice reverber-
ates against the stone, seeming to come from everywhere and no- Unfortunately, when the chest opens, a fire-breathing sal-
where. “Aww yeah, crew. Ya’ll got skills, I’ll give you that—but amander drops from a trap door (see the area marked “T”
what happens when ol’ Flexxx has to turn up the heat and see what in area 1-9) in the ceiling and moves to attack whomever
you’re really made of. Best hot-foot it outta here!” opened the chest or any other nearby targets.

Illumination in this cave is minimal, provided only from Salamander (1): Init +0; Atk bite +4 melee (2d6) or fire-
the orange glow below the grated floor. The maze-like pas- breath; Crit M/d10; AC 15; HD 4d12; hp 30; MV 30;
sages are narrow, with a low ceiling. Tall humans almost Act 1d20; SP fire-breath (10’ wide, 60’ long, once every three
bump their head. Because of the narrow passages, only one rounds, 3d6 fire damage, DC 13 Ref save for half damage),
character can occupy a five-foot square at any given time. immune to fire; SV Fort +2, Ref +4, Wil +1; AL N.
At the beginning of each round, roll 1d4 and consults the
A salamander’s fire-breath engulfs an area 10’ by 60’,
map on page 13 showing the numbered squares in area
all within takes 3d6 damage, DC 13 Reflex save for half.
1-9. Any square matching the number is immediately en-
Salamanders are immune to all fire-based damage, mun-
gulfed in flames for an instant as they blast up from the floor
dane or magical.
below and fill the entire square. Any character standing
in that square suffers 2d6 damage, but may make a DC 14 The chest contains: Damocles of Dundee (long sword +1,
Reflex save to take half damage. This blast of flames is in- +3 vs. reptiles and serpents) provided by local Florida
stantaneous and dissipates almost as soon as it appears. business, Gator-Getter Pest and Monster Control; a well-bal-
Squares labeled with a 0 are safe, and fire never shoots up anced grappling gun (also functions as a crossbow) with
from those squares. 100’ of nylon cord (capable of holding up to 1000 lbs) and a
multi-function spear and hook tip (grants +2 to attack with
Halfway through the chamber there is a long hall on the
it); one jar of Sick Burn blister cream (four uses, heals 1d3
right-hand side. On the far wall is an alcove carved into
points of fire or heat-based damage), and 500 gp.

Page 10
the airboat and maintaining their grip on the rudder stick
makes attacking with a one-handed weapon awkward, im-
posing a -2 penalty on all attack rolls. If the pilot ever fails
their check to operate the airboat, everyone on board must
make a DC 13 Reflex save or be thrown into the water. The
airboats can move at a speed of 30 feet. When not being
operated, the boats come to an immediate stop. The air-
boats have AC 10 and 12 hp each. If an airboat crashes into
a room feature or another airboat then the boat suffers 2d6
damage and both passenger and operator must make a DC
13 Reflex save or be thrown into the water.
The water in this room is 10 feet deep and filled with winged
electric eels, two for each character. All swim within striking
distance of the boats. They attack by launching themselves
from the water, they spread their wings and attempt to spit
lightning at the PCs before descending back into the water.
These winged electric eels are remarkably fast and strik-
ing them requires the players to state their characters are
holding their action until the eels leap into striking distance.
Otherwise, melee attacks are impossible due to the condi-
tions and the speed of the eels. Missile attacks can be made
against the eels in the water, though the damage for such
attacks is reduced by one-half due to the drag water puts on
any crossbow bolts, arrows, and sling stones.
Any character reckless enough to attack the eels directly in
the water does not need to “hold” their action, as previously
described, but can attack freely with their melee weapons.
The drag of the water imposes a -2 attack penalty. Unfor-
tunately, in addition to being able to spit lightning while
Area 1-10 Sea of Eels: Stepping out of the fiery chamber airborne, swimming near the eels make Xcrawlers an easy
and onto a rocky precipice, you and your teammates see a long, target for their electric burst ability, and putting them dan-
crystalline pool of water twinkling under the studio lights high gerously close to being bitten.
above. Where the stone meets the long lake you see a collection of
what appears to be small airboats capable of supporting no more Winged Electric Eels (2 per PC): Init +6; Atk bite +4 melee
than two human-sized occupants. Vast fans are strapped to the (1d6) and electric burst; Crit M/d8; AC 16; HD 2d8; hp 9
back of these boats, operated by a simple rudder and a throttle stick each; MV swim or fly 40’; Act 1d20; SP electric burst (30’
towards the rear. Far across the great crystalline pool you see a range or 10’ radius, 1d8 damage, DC 14 Fort save for half);
stone path rising from the water and winding towards a massive SV Fort +0, Ref +4, Wil +0; AL N.
landing of bright orange and purple towers that twist in beautiful Winged electric eels can issue forth a burst of lighting in a
displays of coral. To your right is a large waterfall that spills into 10’ radius around themselves that inflicts 1d8 damage on
the chamber, casting a thin mist around it. anyone caught in the blast. A DC 14 Fortitude save reduces
The beauty of the scene is broken by long shadows slithering this damage by half. They can do this once per round and it
beneath the water and, as they drift in the depths of the wa- is not considered an action. Instead of biting for the listed
ter, you see a brief flash spark off of them at seemingly random damage above, winged electric eels can also spew a burst
moments and suddenly realize exactly what makes these waters of electricity from their mouth while above water that has a
so sparkling… winged eels! range of 30’.

This chamber is massive, running 50 feet across and 250 feet Characters that dive to the depths of the water and investi-
in length. The rocky outcroppings leading to area 1-11: Tem- gate the southwestern corner of the room (just west of the
ple Path are 150 feet away, and the water on each side of the entrance), find a pirate chest, complete with a big lock. The
temple path extends for 60 feet beyond that. chest is heavy, requiring a DC 12 Strength check to pull up
from the depths. The lock can be picked with a DC 16 pick
Each of the small airboats can carry only two passengers—a lock check. The chest is also trapped, delivering anyone who
pilot plus one. The operator must keep one hand on the opens it with a sharp electric shock that inflicts 3d4 damage,
rudder stick at all times to keep the boat in motion and though the trap can be discovered and disarmed with a DC
balanced. Doing so requires a DC 8 Intelligence or Agili- 14 find trap and disable trap check. The chest contains a quiver
ty check each round, and prohibits the pilot from moving of 10 Lazore brand arrows (treat as +1), a pair of Mystic Water
or wielding two-handed weapons. This also means the pi- Moccasins (allows the wearer to walk horizontally on water
lot receives no Agility bonus to their AC while operating as if it were dry land), and 300 gp.

Page 11
thereafter, the stone path will fall away, plunging anyone
standing on it into the water. The size of the path that falls
away each round is two adjacent east-to-west 5-foot squares.
This will continue every round up the entire pathway to the
archway into area 1-12: Coral Palace of the Lizard King. If
the skunk ape is cast into the water it is quite the capable
swimmer, but is as likely a target by any lingering electric
flying eels as the player characters. Falling into the water
does no damage, but characters may need to deal with the
skunk ape if it is still alive..
Skunk Ape (1): Init +0; Atk slam +6 melee (2d6); Crit G/d4;
AC 13; HD 7d10; hp 47; MV 40; Act 1d20+1d20;
SP rend (+2d8 damage), horrid stench; SV Fort +9, Ref -2,
Wil +2; AL N.
If the skunk ape successfully strikes a single opponent with
both fists in a single round, it is able to grab the opponent
and will automatically rend them limb from limb for an ad-
ditional 2d8 damage. The creature radiates a truly foul odor
(hence the name) and anyone who comes within 30 feet of
the skunk ape must make a DC 16 Fortitude save or they be-
gin to wretch and vomit from the overwhelming smell. This
vomitous state imposes a -4 penalty to all attack rolls, Reflex
saves, and prevents the target from casting spells. In addi-
tion, any affected target has their movement rate reduced by
one-half while in this state. All targets that remain within
30’ of the skunk ape must make a new saving throw each
round, though any characters who plug their nose receive
a +4 bonus to all saves to resist this effect. Those who do
Area 1-11 Temple Path: Wet, brown, and gray stone ris- succeed in their Fortitude save will still need to make a new
es in a narrow path from the water of the chamber, beginning as save each round they remain within close proximity to the
haphazard rocks piercing the waterline to a full, winding walkway skunk ape.
that leads up to a colorful archway of blazing orange coral. As it
twists and turns upward into a full path, low stones rise barely a Area 1-12 Coral Palace of the Lizard King: As you
foot on each side providing some stability to the structure. From and your teammates step through the grand arch, a courtyard
beyond the archway a hulking beast with blazing red eyes, long framed and decorated in vibrant coral of orange and purple covers
fangs, a long, loping gait strides down the path towards you. A the walls and decorates the floor in seemingly random patches as
putrid stench heralds its coming and you struggle to control your it pokes up through a floor of carved stone blocks. On the opposite
rolling stomach even from this distance. side of this beautiful courtyard is a dias framed with steps that ris-
es to ten feet. At its top sits, if such a term can be used, a creature
The slowly ascending pathway is 10 feet wide and 60 feet that can only be described as both enchanting and aberrant: From
long before it reaches the arch leading into area 1-12: Cor- the waist up it is a human form covered in a thin layer of scintil-
al Palace of the Lizard King. The path is slick with water, lating scales, a head of wild black hair, and strange tribal necklaces
making maintaining a strong footing difficult during the around its neck. Below this it has no legs, only a trunk that is iden-
ascent. Any character is struck for 10+ points of damage tical to that of a massive anaconda. The strange face breaks into
from a single attack while on the path, must make a DC a thin grin, removing a pair of aviator glasses and looking down
14 Reflex save or be cast over the side and into the water at you and your friends with an impossibly hypnotic gaze. He is
below—where winged electric eels may still be present. flanked on each side by the strange gatormen you encountered and
The creature radiating the putrid scent is the strange skunk each of those has a crocodile on a leash as if keeping it as a pet.
ape that normally lurks deep in the jungles of the Forest “Ahh, this is the end, my friends. For I am the Lizard King, lord
Everglades. Now captured and placed in the dungeon, it of this grand domain and your trespass and plundering of my peo-
has been driven mad by both poor treatment and the sheer ple can no longer be suffered. After drawing you into the loving
chaos of being trapped inside an Xcrawl arena. The skunk embrace of my serpentine clutch, we will protect this place from
ape is a brutal melee combatant that charges towards the future interlopers and turn our ire on the true enemy of the realm:
closest PC and attacks with its pounding fists each com- the vile DJ Flexxx.”
bat round.
The Lizard King uses the gatormen and their pets to serve as
The situation is complicated by the fact that 3 rounds after a vanguard which he hides behind and attempts to use his
the first character sets foot on the Temple Pathway it begins charming gaze to turn team members against one another.
to collapse into the water. On the 4th round, and every round Both the gatormen and the crocodiles will fight brutally un-

Page 12
til slain. Moreover, the walls of the Coral Palace are covered Gatormen (2): Init +1; Atk bite +3 melee (1d8); Crit III/d8;
in a razor-sharp coral reef. Any character struck in melee AC 13; HD 2d8+2; hp 12 each; MV 40’; Act 1d20; SV Fort +1,
while standing adjacent to one of the Palace’s external walls Ref +2, Wil +0; AL N.
must make a DC 15 Reflex save or be knocked into these
Pet Crocodiles (2): Init +0; Atk bite +2 melee (1d8+lock-
walls of natural razors, suffering 1d4 damage..
ing bite); Crit M/d8; AC 14; HD 2d8; hp 9 each; MV 40’;
If the Lizard King is reduced to 8 or fewer hp, he will whis- Act 1d20; SP locking bite; SV Fort +1, Ref +1, Wil +0; AL N.
per to one of the PCs and ask if they let him live he’ll cut
Any time a crocodile makes a successful melee attack it can
them a deal that’s worth their while. Anyone who takes the
opt to lock its jaws, automatically inflicting its melee dam-
time to see if he’s lying can make a DC 16 Intelligence check
age without making an attack roll each consecutive round.
to tell that, surprisingly, the Lizard King is telling the truth!
Its victim may take an action to make a DC 12 Strength check
He tells the characters to follow his lead and fakes being
to break free.
slain! The crowd goes wild, whether the player characters’
victory is genuine or if the Lizard King’s death is all a farce. At the victory of the team, DJ Flexxx comes out from the
east, and congratulates the Xcrawlers, hyping the crowd up
Lizard King (1): Init +2; Atk whip +9 melee (1d6 + poison,
and taking a moment to interview each of the team mem-
reach of 10’); Crit IV/d14; AC 17; HD 8d8; hp 50; MV 30’;
bers about their experience during the crawl. On camera, he
Act 2d20; SP poison whip, entangle, enchanting gaze;
invites the player characters to join him for surf and turf at
SV Fort +2, Ref +7, Wil +4; AL N.
his Miami Beach bachelor pad, and announces their reward
The Lizard King fights with a barbed snakeskin whip for surviving.
drenched in poison. He’s lightning fast with the weapon,
The team as a whole is rewarded 2,500 gp, a lifetime member-
able to attack twice per round. In addition to the whip’s
ship to the DJ Flexxx’s Xtreme Fitness Center, and an annual
damage, anyone struck by it must make a DC 16 Fortitude
two-week vacation at the largest theme park in Florida—all
save or be paralyzed for 1d4 rounds. Anyone making a me-
expenses paid. Unfortunately in the case of this vacation, it’s
lee attack against the Lizard King must make a DC 14 Will-
a timeshare and they’ll have to spend two full days sitting
power save or be caught under his disorienting serpentine
through presentations from Wexler Real Estate Investments,
gaze, inflicting a -2 penalty on all initiative and attack rolls
DJ Flexxx’s real estate business. In addition, their victory at
for the next 1d6 rounds.
the Miami Tropicrawl will earn them standard Fame points.

THE AFTERMATH
If the team let the Lizard King live, he politely introduces
himself as Morris Douglas, an employee of DJ Flexxx. He ex-
plains that he’s tired of crewing a dungeon, and that while
his charms have saved his life on multiple occasions, he
knows it’s only a matter of time before a skilled Xcrawl team
kills him. He loves the Xcrawl business, but wants to get in
behind the scenes. He asks them to sponsor him for an NAE
Monster Visa. In return for that (and 10% of their winnings),
he’ll act as their agent and help them get future gigs in Divi-
sion III and help them break into Division II. Though he’s a
fast-talker and willing to stretch the truth, he’s surprisingly
honest in his agreement with the player characters and will
work for their best interests. Douglas’s Monster Visa is ex-
pensive, costing 1000 gp in fees and bribes, and one of the
characters will need to sponsor him for one year before he
can become an official citizen. This means any crimes that
Douglas is accused of during this time will be the sponsor’s
responsibility and that person can suffer any legal punish-
ments that may also be inflicted on Douglas himself. How-
ever, retaining Douglas has its benefits and at the beginning
of each match, the PCs will begin with an additional 1d4
points of both Mojo and Fame. Douglas will also work to get
them regular media appearances in whatever organizations
the judge feels is appropriate to their individual campaign.

Page 13
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EARN DUBIOUS FAME ROLL WEIRD DICE

AND

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Ask for the


EMAIL Cyclops

TODAY START YOUR NEXT ADVENTURE TODAY! He or another


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empire of the east
A POST-APOCALYPTIC SCIENCE FANTASY SETTING FOR DCC RPG & MCC RPG

Thousands of years ago, the ashes of nuclear fire changed the world. The • Lost technology of the Golden Age of Man, and its effect on the
weapons of mass destruction ceased to work as the laws of physics altered. In Changeling Earth
their wake came elementals and demons, creatures from the darkest dreams • Statistics for all of the major characters from the trilogy, also usable
and nightmares of mankind. Magic returned to the world. Humankind arose as NPCs in any DCC or MCC campaign
from the ashes and rebuilt society, just as the vile Empire of the East wielded
the demonic powers of Orcus to sweep across the globe. Now it falls to a small • Two short low-level adventures to start your campaign
group of resistance fighters to reclaim freedom for humanity! • And more!
Officially licensed by the estate of Fred Saberhagen, this hardcover sourcebook Using this sourcebook requires the DCC RPG core rulebook. While this source-
offers everything you need to play DCC RPG campaigns in the world of the book contains all you need to play a campaign, Saberhagen’s novels are an
Empire of the East. Inside you will find: invaluable resource in understanding the setting. We highly recommend you
• Rules for magic tailored to the post-apocalyptic fantasy setting of the also read the Saberhagen Empire of the East series, available as a modern
Changeling Earth, including newspells and summonings to enrich compilation or in the original three individual volumes, titled The Broken
any DCC campaign Lands, The Black Mountains, and Ardneh’s World (also published as Changeling
Earth).
• Character options for adventuring in this world
Prepare to enter the Empire of the East!
• A discussion of demons, elementals, and monsters, including stats for
creatures compatible with any DCC and MCC campaign
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