Gfa 2024
Gfa 2024
2024
A free Dungeon Crawl Classics RPG zine
written, illustrated, edited, and produced
by the GFA Community.
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.
All published content belongs to its respective author or artist. If you would like to
include, copy or use a derivative of any published content, please contact the
original creator.
CREDITS
ADMINS
Yamil Camacho, Matt Robertson, Shyloh Wideman
ASSISTANT ADMINS
Eddie Bartlett, Craig Langrall, John Rak, Aaron Wolk, Josh Yoder
AUTHORS
Eric Anderson, Eddie Bartlett, Daniel J. Bishop, Stella Condrey,
Justin Davis, Michael David Davis, Ed Jacobs, Kyle Jameson,
Stuart Killian, Erica King, Michael McKeown, Stephen Mitsch,
Max Moon, Marc Nocerino, Matt Pelfrey, James A. Pozenel, Jr.,
John Rak, Greg Setliff, JoanofArc DesTroyer, Chris Thomason,
Chris Volion, Shyloh Wideman, Aaron Wolk, Josh Yoder
EDITORS
Jonathan Kurts, Craig Langrall, Jonathan Nichol, John Rak,
Matt Robertson, Jesse Smith, Bryan Spellman, Stefan Surratt,
Dieter Zimmerman
LAYOUT ARTISTS
Andy Edmonds, Stella Condrey, Sean Rawley, Matt Robertson,
Shyloh Wideman, Jon Wilson
PROOFREADERS
Yamil Camacho, Matt Robertson, Shyloh Wideman
You’re no hero.
Florida Man Classics (FMC) is a rules hack for DCC RPG that
allows players to live their best life as a Florida Man (or any Florida
gender), drawing upon the powers of drugs, alcohol, and all things
Florida.
1-1
1-2
CHARACTER CREATION
• Class: Characters are all human (and usually from Florida)
• Stats: Roll 3d6 in order, for stats (Strength, Agility, Stamina,
Intelligence, Personality, Luck)
• Birth Augur: Roll a d30 on the Birth Augur table
• Starting occupation: Roll a d30 on the Occupation table
• Starting equipment: Roll a d20 on the Equipment table
• Weapon training: Proficient in swords, clubs, firearms, and
your starting weapon
• Alignment: Chaotic
• Hit Points: 1d4, modified by Stamina
• Starting money: 1d20 dollars
• Armor Class: 10, modified by Agility
• Modifiers to saves: +0 to Willpower, Fortitude, Reflex saves
• Starting Crit die: d4
• Starting Fumble die: d4, use the Warriors crit table for weapon
and unarmed attacks
LUCK SCORE
OCCUPATION
d20 Item
1 Backpack
2 Broken beer bottle
3 2d4 candy bars
4 1d6 cans of warm beer
5 Chain, 10’
6 Collapsed cardboard box
7 Crowbar
8 1d6 days of outlet store bread
9 Flask, 1d6 swigs of alcohol
10 Holy symbol
11 Inflatable pool float
12 Instrument: 1 = accordion, 2 = fiddle, 3 = harmonica, 4 =
kazoo, 5 = unbreakable comb and 1d6 feet of wax paper, 6
= washboard and metal spoon
13 Lawn chair
14 Loose change: 1d6 quarters, 1d10 dimes, 1d20 nickels, and
1d100 pennies
15 Matchbook with 2d10 matches
16 Milk jug, gallon, empty
17 Mirror, hand-sized
18 Pillow with pillowcase
19 Rope, 50’
20 Traffic sign: 1 = do not enter, 2 = railroad crossing, 3 =
speed limit, 4 = stop, 5 = turn only, 6 = yield
1-6
QUANTUM CRAWL
CLASSICS PRIMER:
FUNNEL QUICKSTART
By Shyloh Wideman
Illustrations by Stefan Poag
You’re no hero.
You’re a body-jumper:
a psychic,
a time traveler,
an interdimensional explorer,
a high-tech sleeper agent able to become anybody.
There are lives to be lived, and you will live them all…
Quantum Crawl Classics (QCC) is a rules hack for DCC RPG that
allows players to play as themselves or their PCs, body-jumping
through the multiverse and time, inhabiting the bodies of various
characters (referred to as “hosts”). Whether you’re leaping through
dimensions, reliving your ancestors' lives, or playing in a “real
world” DCC RPG setting, the possibilities are endless!
1-9
• Personal awareness: You retain all of your personal
knowledge, including anything you’ve ever seen, heard, read, or
otherwise experienced or been exposed to and remember.
LUCK SCORE
1 - 11
VARIANTS
The following rules override the rules above, tweaking it based on
the type of body-jump occurring.
EVIL KIRK
FRIGGIN’ FRIDAY!
You share headspace with the host and work together to be the best
“you” you can be.
• Whenever a roll is required or a skill is used, use whichever
character sheet gives you a better advantage (such as to attack,
deal damage, sneak, hide, save, or use Luck).
• Whenever a roll is required, use the character sheet that gives
you a better advantage.
• Gain the benefits or penalties of both birth augers.
• Gain the host’s starting language and personal awareness.
• Use the host’s weapons, equipment, and money.
• On your next body-jump, the host personality remains and your
personality jumps.
1 - 12
TWO MINDS FIGHTING FOR CONTROL
PLOT HOOKS
1. As a time traveler, you face off against an organization bent on
changing the timeline. Every jump lands you in the middle of
the high-stakes conspiracy that spans centuries.
2. One moment you’re rolling dice around the game table, the next
you’re transported to a realm of swords and sorcery! Can you
survive long enough to get back home?
3. Relive the defining moments of your past and future lives by
inhabiting the bodies of your ancestors and descendants. Each
leap reveals hidden secrets and buried truths.
4. The Necronomicon is in your possession, granting you the
ability to traverse the multiverse. As you slip between worlds,
can you stave off the dark forces that seek its powers?
1 - 13
5. You’ve been murdered and now your ghost has taken over a
living person’s body. You have 24 hours to solve the case
before you are banished forever!
6. Each jump requires you to solve a problem for your host before
you can move on. Fail, and you’re stuck in their life forever!
7. You’ve swapped bodies with someone who is hellbent on
making sure you never get it back. It’s a case of kill or be killed!
8. A billionaire from a dystopian future seeks to upload their
consciousness into your body to cheat death. Can you escape
their clutches and save the future?
9. As a spy or assassin, advanced technology lets you inhabit
another’s body. With this, you can infiltrate and execute with no
one the wiser. Is it the technology or the host that allows the
infiltration and execution?
Time for your next mission!
10. You’re an ambassador on a distant planet being hosted in an
alien body, while your real body is kept safe at home.
Diplomatic tensions rise when a nearby star goes nova.
11. A voyeur of life, you have mastered the art of astral projection.
You take over the bodies of the sleeping, comatose, and weak-
minded to live out your wildest and darkest fantasies without
risk of personal harm.
12. Your mind has been uploaded to an android, granting you
immortality as long as you have access to a charging station. No
longer considered human, you must survive in a world that
hunts robots for sport.
13. Someone has been digging up graves and assembling a new
body. Your brain is the final piece! Are you still human, or are
you the monster they say you are?
14. You find yourself back in your childhood body. Relive your
youth and change the course of your life - if you can!
15. A curse has placed you in the body of your enemy, forcing you
to live their life and understand the consequences of your
actions. Relive past atrocities from your adversary's perspective!
16. You discover you are not alone in your head, struggling for
control as a potentially more dominant mind tries to subjugate
your own. Who will prevail?
1 - 14
MORE PLOT HOOKS
1 - 15
THE DEVASTATING
DAGGER OF
OUTRAGEOUS FORTUNE
By Eddie Bartlett
This item takes crit hits to the max. It's rather silly and only suitable
for the most gonzo and "rule of cool" games.
In the time before man, a temple dedicated to the Three Fates was
desecrated and despoiled. A foolish troll swallowed a shard from the
broken statue of the Three Fates. This stone sat brewing in stomach
acid until eventually being worn into the crude shape of a dull, stone
dagger. When the Fates decreed, this dagger was their instrument of
revenge, bursting forth from the troll, creating wounds that would
not heal. Adventurers later stumbled across this slowly dying troll
and claimed the prizes in its lair as well as this odd stone dagger.
Now the Three Fates have placed it along your path.
DEVASTATING DAGGER
1 - 16
THE DEVILS MATCHBOX
By Erica King
Illustration by Andy Edmonds
Upon inspection this item looks like any ordinary matchbox that has
an advertisement for the 9th Circle Casino. The box is an ashen
gray, the advertisement front is deep red, and the tinder strip along
the right side is black and has a scaled texture to it. When opening
the box, the player will find a full set of twenty matches. The wood
of the matches is black, and the heads of the matches are white
phosphorus.
After acquiring this item, the character will have a hard time putting
it down and a great reluctance to give it away, requiring a DC20
Will check to do so. After failing the Will check, this item will
always stay with the character. If for any reason the owner should
lose this item (stolen or lost), it will return to their pocket a minute
later.
1 - 17
When the matchbox is in a character’s possession, they will always
feel the urge to smoke. Whenever a player considers smoking, a
cigar or cigarette will appear in a convenient pocket (assuming none
were there previously). To many, this may seem like a boon of free
tobacco.
Upon lighting the 13th match (gaining the 13th free Luck point)
time slows to a stop. At that moment the Devil (Old Scratch) comes
to collect. He appears in a puff of smoke (describe the Devil as GM
decides), “So, is it you who have been using my matches? I
wondered where they went. See here, you’ve been using the Devil’s
Own Luck, and I come to collect. Now we didn’t have a fair and
square contract, so you can choose to pay me back for the Luck you
used, or we can play a game and go double or nothing. If you win, I
will even give you a little something for the trouble, but if I win,
well, I’m going to take a little something from you for the trouble
you’ve put me through.”
If the player decides to just pay up, they must give back the
matchbox and lose 12 Luck points, although the Luck will return to
normal as time progresses. If they don’t have enough Luck to pay
up, they must play the Devil’s game. If their Luck stat should
1 - 18
become 3 or less, they will have the worst possible day, and
everything that is bad that can happen, will happen.
If the player decides to, or must play a game, the Devil manifests a
circular black mahogany playing table and asks them to choose a
game.
At the conclusion of the game the Devil gets up with a smile, grabs
his matchbox and says, “see you around kid!” and disappears. Time
returns to normal, and combat/noncombat returns to normal with
bonuses or penalties from the card game applied to the character
immediately. If a character should find themselves at zero Luck,
they die from a heart attack.
1 - 19
LOST ARTIFACTS
OF A DROWNED KING
By Josh Yoder
Illustrations by Whitney Dalby
+1 to AC
1 - 20
CHEST PLATE OF THE DROWNED KING
+8 AC
Check Penalty: -2
Speed Penalty: none
Fumble Die: d8
1 - 21
SWORD OF THE DROWNED KING
SET BONUS
1 - 22
ARMOR, PIECEMEAL
By Stella Condrey
Illustrations by Ryan Kearins
Armor points: For every 100 armor points a character has their AC
is increased by 1.
1 - 23
Illustration by Ryan Kearins
1 - 24
Armor
Material Item Points/ Cost
Penalty
Points
Chest Piece 25/0 125 cp
Gauntlet 8/0 5 sp
Padded Helmet 20/0 25 cp
Leg Piece 8/0 75 cp
Pauldron 8/0 5 sp
Chest Piece 50/25 5 gp
Gauntlet 23/25 2 gp
Leather Helmet 60/0 1 gp
Leg Piece 23/25 3 gp
Pauldron 75/50 11 gp
Chest Piece 75/50 11 gp
Gauntlet 23/38 45 cp
Studded
Helmet 60/0 2 gp
Leather
Leg Piece 25/25 67 sp
Pauldron 23/38 45 sp
Chest Piece 75/75 75 sp
Gauntlet 23/38 3 gp
Hide Helmet 60/0 15 sp
Leg Piece 38/38 45 sp
Pauldron 23/38 3 gp
Chest Piece 100/100 20 gp
Gauntlet 30/50 8 gp
Scale Mail Helmet 80/0 4 gp
Leg Piece 50/50 12 gp
Pauldron 30/50 8 gp
Chest Piece 125/125 38 gp
Gauntlet 38/63 15 gp
Chainmail Helmet 100/0 75 sp
Leg Piece 63/63 22 gp
Pauldron 38/63 15 gp
Chest Piece 150/150 63 gp
Gauntlet 45/75 25 gp
Banded Mail Helmet 120/0 12 gp
Leg Piece 75/75 37 gp
Pauldron 45/75 25 gp
1 - 25
Armor
Material Item Points/ Cost
Penalty
Points
Chest Piece 200/200 300 gp
Gauntlet 60/100 120 gp
Plate Mail Helmet 160/160 60 gp
Leg Piece 100/100 180 gp
Pauldron 60/100 120 gp
If a judge is trying to adapt an armor set from another book use the
following guidelines to turn them into partial armor:
Chest Piece
• 25% cost and weight
• 25AP per +1 armor bonus
• 25 PP per -1 check penalty
Gauntlet
• 10% cost and weight
• 7.5AP per +1 full armor bonus
• 12.5 PP per -1 check penalty
Helmet
• 5% cost and weight
• 20AP per +1 full armor bonus
• 0 PP
Leg Piece
• 15% cost and weight
• 12.5AP per +1 full armor bonus
• 12.5 PP per -1 check penalty
Pauldron
• 10% cost and weight
• 7.5AP per +1 full armor bonus
• 12.5 PP per -1 check penalty
1 - 26
WHAT’S IN THAT HOLE?
By Chris Volion
Illustrations by Chris Volion
1 - 27
28 An unsettling 29 A kerchief 30 A functional
religious icon compass
31 A broken 32 A leather cord 33 A jar of ointment
compass
34 A pouch of 35 A handful of 36 A single playing
colored sand small, polished rocks card
37 An incomplete 38 A lute string 39 Centipedes!
deck of cards
40 An animal skull 41 An infant skull 42 A written riddle
1 - 28
73 A small, 74 A small pearl 75 A treasure map
decorated egg that leads to this hole
76 Note with a wish 77 Honeycomb with 78 A cache of nuts
written on it black honey
79 A disfigured doll 80 A disfigured sock 81 A dirty dress
puppet
82 Broken shackles 83 A pouch of dried 84 A paint set
beans
85 Stale biscuits 86 Five feet of string 87 Fire ants!
1 - 29
MORDIGGIAN,
THE CHARNEL GOD
By Marc Nocerino
20-23 The caster is filled with Necrotic energy and given a brief
glimpse into the immediate future of his/her Timeline. This
is represented by a +1 plus CL on unarmed/melee attacks
and any Necromantic spells, and +1 plus CL to initiative for
the next 1d5 rounds.
28-29 As above, but all results are +1d3 plus CL, and at this level
of success the caster may implore Mordiggian to only affect
his enemies (Judge decides whether that request is granted).
1 - 31
30-31 As above, but all results are +2d4 plus CL, and at this level
of success Mordiggian is pleased enough that he will only
affect the caster’s enemies.
WRITHING TENDRIL
Level: 1
The caster can summon one or more small tendrils from the nether
void, like the tendrils that lash out blindly when Mordiggian
manifests on a material plane. This spell requires something
recently dead as a focus point for the tendril’s manifestation;
specifically, the tendril channels through the life essence from the
corpse. A sacrificed animal, a fallen foe (or friend), even a fresh
corpse (no more than a few hours dead) could work.
12-13 One small tendril erupts from the corpse, lashing out and
striking the nearest living creature within 5’ for 1d3 damage
before disappearing. The caster may not direct the attack,
and it is as likely to hit foe or friend if in range. This
consumes the life essence of the corpse, and it may not be
used as the focus for any further spells, nor may it be raised
by any means short of a Divine Intervention, although the
corpse remains behind.
1 - 32
14-17 As above, but larger tendrils and more of them. 1d3 tendrils
appear, and each strike for 1d4+CL damage in a 10’ radius
before disappearing. Each tendril may strike the same or
different targets, determined randomly by the judge. This
consumes the life essence of the corpse, and it may not be
used as the focus for any further spells, nor may it be raised
by any means short of a Divine Intervention, although the
corpse remains behind.
18-19 The caster can summon 1d4+CL tendrils from the corpse,
which strike out as above (1d4+CL damage, 10’ radius), but
they stay and continue thrashing for 1d3+CL rounds. This
consumes the life essence of the corpse, and it may not be
used as the focus for any further spells, nor may it be raised
by any means short of a Divine Intervention, although the
corpse remains behind.
20-23 The caster can summon 1d4+CL tendrils from the corpse,
which lash out for 1d6+CL damage in a 15’ radius and
inflict 1d3 Stamina damage on a failed Fort save. Any
living creatures reduced to 0 Stamina in this fashion fall
dead and sprout 1d2 tendrils of their own. This consumes
the life essence of the original host but does not consume
the life essence of any corpses created in this fashion, which
may be used for further spells.
24-27 At this level of success, the caster calls forth the tendrils as
on the previous result, but they also inflict 1d3 Personality
damage on a failed Will save. They are fully under the
control of the caster and will only attack as directed. Any
living creatures reduced to 0 Stamina or Personality in this
fashion fall dead and sprout 1d2+CL tendrils of their own.
This consumes the life essence of the original host but does
not consume the life essence of any corpses created in this
fashion, which may be used for further spells.
28-29 As the prior entry, but 1d6+CL tendrils appear, and corpses
created by ability damage sprout 1d4+CL new tendrils of
their own. The corpse is utterly consumed by this magic,
ripped to shreds, leaving behind only pools of blood and
gore, along with clothing and belongings.
1 - 33
30-31 As the prior entry, but 1d10+CL tendrils appear and strike
for 1d8+CL damage, 1d5 Stamina and 1d5 Personality
damage.
32+ The tendrils are the very stuff of the darkest of legends. As
above, but 1d12+CL tendrils are summoned; each hit for
1d8+CL damage to hit points, Stamina, and Personality,
and there is NO SAVE against the ability damage.
Level: 2
Judge’s Note: see noted spells for success results and modify
accordingly.
ANIMATE DEAD
Level: 3
As the Cleric spell of the same name (DCC RPG, p. 285) except that
Mordiggian requires a bit of the caster’s own life force to power the
spell. For each 2 HD of un-dead created by this spell, the caster
must spellburn one point of ability score (rounded down, minimum
of one). These ability scores recover per the normal spellburn rules
with the following change: one ability point must remain “burned”
for each 4 HD of un-dead created (rounded down, minimum of one)
until the un-dead servants are no longer animated. If the caster finds
willing partners to help in the casting, then spellburn can be shared
among those partners in a ritualized version of this spell.
1 - 34
The long-term spellburned ability scores can be from those willing
participants; however, at least one point of the overall spellburn
must be from the caster. These additional participants need not be
Wizards, but they do need to be followers of Mordiggian. This is
not the same as circle magic (DCC RPG, p. 124). Note that people
who are magically charmed (i.e., under the effects of a charm spell,
hypnotized by some potion or creature ability, etc.) are not
considered “willing participants” for the purposes of this spell, and
any attempt to recruit a person who is charmed will result in an
immediate Will save for the person to break the effects of the charm
they are under.
SPELLBURN: MORDIGGIAN
1 - 35
PATRON TAINT: MORDIGGIAN
Roll Result
The second time this is rolled, the caster ages a further 25%,
and this results in -1d3 to all physical attributes, but +1d2 to
all mental attributes. Luck remains unchanged. The physical
changes are much more obvious at this point, and the
character appears to be in the autumn of her life.
1 - 40
THE HANTING OF LOW
BOG: DOWN BY THE RIVER
A Shudder Mountains-inspired encounter
for The Wild Woods
By JoanofArc DesTroyer
BACKGROUND
Ancient ages ago, Lewizy Leroy Clem with his mule Louise fell
into the river down in the valley of the Wild Wood. The story of
Lewizy Leroy Clem and Louise began with what the Shudfolk call
the Haunting of Low Bog near the confluence of Smitegone river.
The Shudfolk tell the stories of Lewizy and his mule Louise, who
roamed the areas around and in he Wild Woods. They say that
Lewizy found him a spoil within the Low Bog at the confluence of
the creeks leading into Smitegone river.
Down by the river, the Low Bog sits blacker than a Shudfolk
Mountain night. When Lewizy found it, though, it was a pristine
clear pond, ripe and beautiful, with a bottom speckled of gold. He
and his mule Louise could not seem to leave the area around Low
Bog. “Well,” as the Shudfolk would say, “Lewizy had found him a
Mother Load of wealth. But it did him no good, as he and his mule
slowly done turned to black.”
Despite the strange sense the area gave Lewizy, and the reaction
made by his mule Louise, Lewizy was so enamored by the
twinkling of gold on the bottom of the pond that he disregarded the
sensation of dread and the baying of his mule Louise. After a matter
of weeks, possibly days – no Shud really knows for sure – Lewizy
and Louise succumbed to the spoil of Low Bog.
2-1
The stories of Lewizy Leroy Clem and his mule Louise tell of their
uncommon trails through the Black Mountains of Appalachia.
Lewizy was known to carry the only gun within a hundred miles (if
only the Shudfolks knew that many miles). It may be possible that
the player characters find his spoiled gun at the bottom of Low Bog.
ENCOUNTER
Your travels from holler to holler have led you to the west of The
Wild Wood in the southeast parts of the Shudder Mountains. You
were told by the nearest Shudfolk of the Haunting of Low Bog at the
confluence of Smitegone River. The tale included the finding of a
Mother Load of gold along the banks of the creeks that come
together to form the beginning of the river. Standing here you can
see the crystal clear water of the creeks flowing into the river.
Just north of the fork created by the creeks flowing into the river is
a low area. It is pitch black at the bottom, and from it comes a mist.
You are drawn to the bank of the creek with the allure of what
sparkles within the pebbled bottom. You can’t wait to bend down to
pick up as much as you can and place it into your pockets.
Ask those PCs who made their Will Save what they are doing as the
others gather glittering gold. Once the players have said what they
are doing, have all players make another DC 16 Will Save.
Once all PCs have made three successful saves, the adventurers
have gathered enough gold pieces, 1d24 GP each.
As the PCs are dividing up the sparkly gold, Lewizy and his mule
Louise’ hants rise from Low Bog. They are not going to allow the
player characters to steal the gold, as it belongs to them.
2-2
Lewizy Leroy Clem & Louise (“Hants”) - (2): Init +2; Atk touch
+6 melee (1d6 plus frigid touch) or poltergeist gun +4 ranged (1d8);
AC 10; HD 2d12; hp 11 each; MV fly 40’; Act 1d20; SP frigid
touch, immune to non-magical weapons, un-dead traits; SV Fort +2,
Ref +4, Will +6; AL C.
Frigid touch: If the hant lands a touch attack, the target must
succeed on a DC 10 Fort save or suffer 1d3 damage to a physical
ability score of the target’s choice.
Lewizy’s Gun: Affected by the burn spoil of Low Bog. The gun is
animated as per the breathe life spell. Determine spell check result
using d10+20 for burn spoils.
Keep track of Rounds, as this will determine the Spoil Effects on the
PCs and their weapons. (See Spoil Effects table on page 25 of The
Chained Coffin by Michael Curtis). Any living creature exposed to
a burn spoil for more than one minute must make a DC 15 Fortitude
save or suffer 2d6 points of damage and be affected by the burn
spoil.
2-3
THE INVERTED PYRAMID
BY J. Edwards Jacobs
Illustrated by Wulf Mungus
2-4
INTRODUCTION
BACKGROUND
When the land of Bastion was young and the gods warred, they
made the mortal races to fill their armies. Millennia upon millennia
the Gods War raged on battlefields littered with the bodies of
mortals. The mortal races, realizing that the immortal gods would
wage their war without end, devised a magical weapon that would
drive the gods out and bring peace to their home. The magical
energy released from this weapon left the land surrounding it a
barren desert. Realizing that this device, the Finideus Rod, should
never be used again, the leaders of the now freed mortals
constructed a tomb from which this rod should never be removed.
Word of the weapon was scrubbed from every history, and its name
has become legend. But one mage may have found the truth. And
now he needs a party of adventurers to retrieve it.
General Features: The air in the dungeon is dry and dusty. The
walls are 8 feet tall and are constructed of large blocks. Closer
inspection reveals that the walls and floor are held together with a
strange sandstone mortar. There are no light sources unless noted.
2-5
LEVEL 1
When the PCs approach the site of the Inverted Pyramid, they
discover only an empty sandy desert. Divination magic tells them
that the rod is somewhere beneath them. A DC 25 knowledge check
reveals a corner or a flat stretch of worked stone (Roll 1d5, 1: NW
Corner, 2: NE Corner, 3: SW Corner, 4: SW Corner, 5 Flat stretch
of stonework). Judge’s should consider PC’s search locations and
decisions when determining which entrance the PCs find. Possible
entrances are R4, 11, 13, 15, or 16. Each entrance from the top
appears the same. A 5x5 block of stone with an iron rod handhold
crossing an indentation on each of the 4 corners. A combined DC 40
Strength Check is required. 4 PCs may combine their STR checks,
one at each corner.
2-6
1. A perfectly square room, a single door on all four sides. A stone
bollard is mounted next to a missing block in the floor at the center
of the room.
This room appears to be empty as the PC’s traverse it. Searching for
secret doors (DC 10 Int) reveals a crystal shaped indentation on the
wall south. The gargoyle's crystal (R8) fits this indentation and will
open the door.
4. When the PCs enter the hallway from above, they see a message
written four times on the east wall, once in Elven, once in Common,
once in Dwarven, and once in Halfling. “This is not a place of
honor. No highly esteemed deed is commemorated here. What is
here is dangerous and must never be removed. Defenses have been
placed to ensure the safety of all mortals. Do not continue. You will
be killed. You have been warned.”
2-7
secret door on the east wall (DC 15 INT to find) is sealed shut with
mortar and must be chiseled open.
6. A chapel, sealed off for many years. The pews are filled with
skeletons contorted in positions of agony. Several of the pews have
large green liquid stains on them. At the far end of the room is an
altar engraved with ravens on the front. A chalice filled with a
green viscous liquid sits in the center of the altar. To the East of the
altar is an empty archway with stone raven statues perched on the
top corners.
The chalice is the Cup of Agony. The liquid in the cup is a poison.
Any character who ingests or is injected with the poison must make
a DC 20 Fort save or take 1d10 damage. After failing the Fort check
the victim must make a DC 20 Will save or lose all actions for that
round as they writhe in pain prone. As an action, a character in
possession of the Cup may fill it with one dose of poison. A Handle
Poison action must be used to apply the poison.
As the PC’s lamp or torch light moves through the room, they
may see a flitter of movement on the edges of the light (Int DC 12
to notice). As the PCs pass into the center of the room, they are
beset by 4 Shadows, creatures of darkness that attempt to kill
them.
A hidden door is plastered into the north wall of the room (DC
20 INT to find).
Any attempt to take the crystal or touch the Gargoyle wakes the
creature who immediately attacks.
Gargoyle: Init +0; Atk claw +5 melee (1d6); AC 21; HD 2d8 (12);
MV 30’ or fly 30’; Act 3d20; SP resistant to non- magical weapons,
stand still; SV Fort +8, Ref +0, Will +0; AL C.
11. Below the large stone block is a large square room. Statues
surrounding the room depict cloaked figures, long swords held
point down in their folded hands. Over the only door leaving the
room to the east is carved three crows that seem to follow the
Adventurers as they traverse the room.
12. Eight sarcophagi, four per side, line the north and south walls of
this room. Each coffin is marked with the sign of the Crow. Clerics
recognize the symbol as the sign of Malotoch, Lord of Crows.
If any PCs touch any sarcophagus all of the lids fall off and
skeletons of Clerics long dead crawl from them and attack the PCs.
2-9
Skeleton Cleric: Init +0; Atk claw +8 melee (1d6) DC15
Fort save or 1d10 Necrotic Damage; AC 17; HD 30 (4d8+6); MV
40’; Act 2d20; SP Undead, immune to critical hits, immune to
mind-affecting spells, vulnerable to fire; Resistant to Slashing and
Piercing weapons, May cast Paralyze as a SC 15 roll. SV Fort +10,
Ref +2, Will +2; AL C.
PCs that search for a secret door find one at the mural of Malotoch,
(DC 14 Int).
14. No light can be seen beyond the door of this room. Torchlight
stops less than 5 feet beyond the threshold.
15. The walls of this room are covered in gold, reflecting any light
that enters the room into every corner. A door on the north wall
depicts Malotoch with her arms open, her hood pulled back to
reveal her face.
The door is locked if any PCs check. After the door lock is picked
(DC 10 Lock Pick check), when opened, all the PCs see is a flat,
grey stone wall. The PCs hear a click and the ceiling collapses in on
them. PCs in the room take 2d10 damage, (DC 15 Ref for 1/2
damage). PCs above the room fall as well taking 1d10 damage (DC
15 Ref to avoid).
2 - 10
16. A plain stone hallway with sandstone floor and walls extends in
front of the PCs. Three doors line the north wall, each labeled with
a number 1 through 3 left to right.
Skeleton Knight: Init +0; Atk Sword +10 melee (1d8); AC 20; HD
29 (4d8+6); MV 40’; Act 2d20; SP Undead, immune to critical hits,
immune to mind-affecting spells, vulnerable to fire; Resistant to
Slashing and Piercing weapons, May cast Paralyze as a SC 15 roll;
SV Fort +10, Ref +2, Will +2; AL C.
LEVEL 2
2 - 11
1. There is a hole in the ceiling of this hallway leading to the level
above. A long hallway extends north and south. Doors open to the
east and west. At the south end of the hallway, a yawning crow’s
head as big as a portal stands. The mouth of the crow is empty, but
infinitely black. Light sources dipped into the mouth are
extinguished.
2. As the PCs enter the room, the sandstone floor seems to shift and
slide. Their feet touch the floor, which appears to be quicksand!
The quicksand floor immediately tries to pull the PCs under. Each
round in the sand requires a DC 12 Ref save or the PC is dragged
1d5 feet into the sand. The entrances to the room are 30’ apart and
the room halves all movement. Rope or a pole may be used to
retrieve PCs from the sand on a Str check DC 10 + the number of
feet that the victim has sunken. PCs who are completely submerged
begin to drown in the sand, forcing a Fort Save DC 20. Failure
results in a loss of 1d5 temporary Stamina.
4. Along the walls of this room are six mirrors, three each along the
north and south walls. On the east wall is a fresco of Malotoch, her
arms open as wings and her hood pulled low on her face. Torchlight
is reflected off the mirrors onto the floor and ceiling creating a
crisscross of light across the sandstone surfaces.
Any PC who gazes into a mirror is grabbed and pulled in (Str Check
DC 16 to resist). PCs who are grabbed in this way wake up in
complete darkness in R11. A luck check is made for Weapons,
Armor, Gold, and any magic item in their possession. Any item
which fails the luck check is teleported to L5R1.
2 - 12
5. This appears to be some sort of storage room. The sides of the
room are filled to the ceiling with sealed clay jars.
Removing one from the top level requires a Str Check DC12. Inside
the jars is a noxious green/black viscous liquid. PCs who open them
and any within 5’ must make a Fort save DC10 or immediately
vomit. Anyone able to stomach down the liquid takes saves as
though they drank the poison from the Cup of Agony.
As the last member of the party enters the hallway (pause for
dramatic effect if necessary) a billowing blue smoke fills the
chamber. PCs must make a DC15 Fort save or be immediately
knocked unconscious. The PCs who remain awake hear a
thunderous boom as a stone juggernaut rolls down the hallway. PCs
will roll init against the Juggernaut (Juggernaut Init is +0) Any PCs
still in the hallway when the juggernaut reaches its initiative take
2d10 damage (Ref Save DC 17 for 1/2). Unconscious PCs get a
reroll of their Fort save on their turn, but automatically fail the Dax
save on the Juggernauts turn.
2 - 13
8. Three skeletons sit with their backs against the North and east
walls. A chalice sits on the ground between them, the stone floor at
the mouth of the chalice is pocked and eaten partly away.
9. A small, 15x15 room. The floor tiles are marked with different
symbols.
When the PCs enter the room, the sarcophagi lids fall to the floor, as
4 wights and a skeletal knight attack.
2 - 14
LEVEL 3
2. The walls of this room are covered with frescos detailing the
creation of a mummy. Organs removed, vile potions poured into the
body, all while three crows fly over the bodies displayed in the
paintings.
While the PCs take this splendor in, the floor opens up, revealing a
mummy who attacks the PCs.
2 - 15
Mummy: Init +0; Atk choke +5 melee (1d4 / 2d4 / 3d4 / etc.) or
club +3 melee (1d6+2); AC 16; HD 68 (8d12+8); MV 20’; Act
1d20; SP damage reduction 5, mummy rot, vulnerable to fire, un-
dead traits; SV Fort +4, Ref +2, Will +10; AL C.
As the PCs walk into the room, scarab beetles start to crawl out of
the walls, a few dozen at first, then hundreds. Flooding the floor the
scarab beetles rush for the PCs. PCs carrying a torch and any
withing 5’ of them are safe from scarab attack. Other PCs, including
PCs with a lantern, are not safe. PCs being attacked by the scarab
beetles must make a Ref save DC 15 to keep the scarab beetles from
burrowing under their skin. Scarabs the burrow into a PC do 1d6
damage/round until someone (the PC themselves or someone else)
makes a DC 18 Agi check to remove the scarab from them.
A secret door is plastered into the northern most end of the western
wall (DC 20 to find).
The first PC to enter the room feels a tile shift under their feet and a
loud sound of machinery gears turning fills the room. All rolls to
find traps in this room fail. There are no traps in this room.
2 - 16
5. There are 4 bodies lying on the floor, hoods covering their faces,
flesh barely hanging on to bones.
If the PCs approach, the bodies rise and engage the PCs, attacking
with claws and teeth. Unbeknownst to the PCs, above them 3
Vombis leeches lay in wait for them to engage the Vombis Zombis.
PCs looking for traps can detect the Vombis Leeches on a DC 18
Check (Int or Find Traps). If they are not seen, the Vombis Leeches
drop down on the unsuspecting PCs after the first round of combat
with a +4 bonus to hit.
Vombis leech: Init -1; Atk bite +0 melee (0); AC 10; HP 5 (1d6+1);
MV 15’; Act 1d20; SP cranium bore; SV Fort +1, Ref -2, Will
Immune; AL N.
Cranium bore: The round after a sucesssful attack the vombis leech
begins eating though the skull of the victim, inflicting 1d8 damage
per round unless removed. After 4 rounds they break through to the
brain turning them into a vombis vombie.
Destroying a zombie does not slay the affixed leech. The leech’s
unknowable intelligence renders the zombie immune to attacks with
Will effects
6. The room is empty save for a shallow pit in the middle of the
room. The pit has an engraving of three crows at the bottom and is
large enough to hold one human sized being or 2 smaller ones.
The doors to the North and South slam shut as the PCs enter the
middle of the room. Spikes protrude from the ceiling that slowly
begins to lower. Nothing can stop the ceiling from lowering or open
the doors. The ceiling stops dropping as the spikes are about 10”
from the floor. A single spike then drives into the pit in the center of
the room, dealing 2d6 damage to anyone in it. The ceiling retracts
and the doors open.
2 - 17
7. The room is empty, sandstone walls extend smoothly from ceiling
to floor. The floor shifts as soon as an Adventurer steps into it,
runes on the walls start to glow, revealing writing in all four
languages, reading, “You Were Warned”.
2 - 18
LEVEL 4
2. Ovens and cabinets line the walls, tables for cooking food
dominate the center of the room. Adventurers who enter can clearly
hear the sounds of revelry and celebration from the door to the
Southwest.
3. The air in this room is stale and stagnant. The walls are adorned
with frescos of the inverted pyramid.
PCs who examine it and pass a DC 15 Int check are shown where
the secret doors in the Pyramid are. DC to find the
doors in those rooms are reduced to DC 10.
2 - 19
4. A golden cushion sits atop a pedestal, atop which sits a pure
white diamond rod. It radiates a slight magical aura.
5. The hallway ahead is clear, the dust on the floor covered in dark
red spots that appear to be blood.
The doors to this room slam shut as soon as any PC crosses the
midpoint of the room. A booming voice echoes off the sandstone,
“One must die to leave this room! One Soul to retrieve the Finideus
Rod!” If a PC is killed, the voice says, “That one was not worthy!
Another sacrifice is required!” This message repeats for every PC
killed. The doors are not locked in place and may be lifted with a
DC 30 Str Check. 3 PC may help.
6. Three Crows are engraved over the door to the east, the other
two doors are unadorned.
If the PCs continue down the hallway, once more than half of them
are past the midway point (approx. 10 ft) the floor starts to slant
down towards the south end of the hallway. If the PCs don’t
immediately start to move back towards the north door, all
remaining PCs must make a DC 17 Reflex save or be slid down
towards the bottom of the tunnel slide, that ends in a massive
burning furnace which does 2d10 fire damage/round. If there are no
PCs on the slide, it returns to its normal position, trapping any PCs
in the furnace.
2 - 20
LEVEL 5
1. Each of the four walls in this room have the same message
written in each of the four languages as in entrance to the pyramid;
“You were warned”. At the center of the room is a giant hourglass,
half embedded into the ceiling filled with sand. The Finideus Rod is
embedded in the neck of the hourglass, preventing the sand from
falling.
The rod has claw like appendages on its ends, making it impossible
to remove the rod without damaging the hourglass. Next to the
hourglass sits a skull, adorned with jewels for its teeth and eyes.
Once the rod has been pulled from the hourglass, the PCs have 15
out of game minutes (10 if they significantly damage the hourglass)
to escape the temple. Each room requires a DC 10 Reflex save to
move on as the temple collapses around them. Untripped traps will
activate as normal. Undestroyed enemies will attack. If the PCs do
not escape by the timer’s end, they are buried in the temple and die.
Thus ends the Inverted Pyramid. As I said, Deadly and Unfair. I’d
like to extend special thanks to my group, the Gongfarmers Local
3106 Gobotron Located in Gig Harbor, WA and my close friend and
fellow Game Master Josh Maddox who helped me come up with the
most devious of this dungeon’s traps. I hope you enjoyed the
adventure.
2 - 21
THE KOBOLD’S ANTIDOTE
By Jason Youngdale
Illustrated by Dan Smith
BACKGROUND
OVERVIEW
2 - 22
SNIK’S VENDETTA
Snik’s hatred for the village runs deep—a grudge etched into his
scaled heart. Long ago, the villagers drove his tribe from their
ancestral home, burning their warrens and stealing their treasures.
Snik’s family perished in the flames, and he vowed revenge.
The caverns echo with secrets, and Snik’s vendetta burns brighter
than ever.
"When shadows stretch and hope wanes low, seek the caverns
where kobolds sow. Their chieftain’s greed, a serpent’s pact, holds
the cure— the antidote’s exact.
Three trials await, the brave shall face, in darkness’ grip, their fate
embrace. From fungus blooms to crystal’s gleam, the path unfolds—
a twisted dream.
First, the centipede guards the key, its venom hides the remedy.
Next, the bridge of fraying thread, where archers’ arrows seek your
head.
In the puzzle’s heart, riddles lie, unlock the door to realms awry.
Alchemy’s secrets, scroll unfurled, Reveal the path to heal the
world.
2 - 23
Crystal guardian, silent sentinel, defeat or bypass, choose well. And
in the nursery, pups at play, the vial awaits, concealed away.
Finally, the chieftain’s lair, Snik awaits, his cunning rare. Will you
bargain, fight, or flee? The prophecy unfolds—choose wisely."
SILVERBROOK
2 - 24
7. Cobble & Stitch: A quaint shop filled with rows of leather boots,
colorful slippers, and patched shoes. Old Mrs. Thistlefoot, the
cobbler, hobbles about, muttering to herself as she repairs worn
soles. Some of these shoes seem magical.
The kobolds believe that the Silverflow River is a gift from their
ancient dragon deity. They perform rituals at its banks in the
Nursery (Area 9), seeking blessings and guidance.
Features
• Crystal Pools: Along its course, the Silverflow widens into
crystal-clear pools. These pools hold magical properties:
drinking from them grants temporary resistance to poison.
• Whispering Currents: The river murmurs secrets— ancient
tales of lost civilizations, forbidden spells, and forgotten gods.
Those who listen closely might gain insight or madness.
Merfolk and Sirens may be the source.
• Bioluminescent Fish: Fish dart through the water, their scales
shimmering like tiny stars. They are prized by alchemists for
their healing properties.
• Guardian Nymph: At the heart of the Silverflow (not shown),
resides Lysandra the Water Nymph. She guards the river’s
2 - 25
source—a hidden chamber where the antidote blooms in liquid
form. She is a powerful spellcaster.
• Perilous Rapids: Downstream, the river narrows, forming
treacherous rapids. Kobolds use these rapids to dispose of
unwanted intruders.
6. Puzzle Room: A locked stone door blocks the way. Solve the
riddle carved in a wooden sign on the door (“What has keys but
can’t open locks?”) to proceed (ANSWER: dead jailer or piano).
Saying the answer out loud unlocks the door. Runes are also carved
into the floor, but they do nothing.
Antidote Haiku
In vial’s shimmering,
Hope blooms—a cure for the ill,
Life’s fragile balance.
Leadership: Snik rules the kobolds with an iron claw. His word is
law, and disobedience is punished swiftly.
2 - 28
Secrets and Ambitions: Snik knows more than he lets on. He
possesses forbidden knowledge about the antidote’s true origins and
its side effects.
2 - 29
12. Secret Kitchen and Forge: There is a secret door on the west
wall to enter this room from the Fungus Garden. The air here smells
of burnt meat and stale ale. Wooden tables bear the scars of
countless meals.
13. Kobold Treasure Room: This small room is where the good
stuff is kept for Snik and Rrargrin to use. The treasures scattered
about this room:
2 - 30
• Moe’s Cast Iron Stein: warm to the touch, whispering secrets
(recipes for mixed alcoholic drinks). When tapped, it produces a
random beverage. Usable three times a day.
2 - 31
Summoning Minor Demons (usable only by Kobolds): The
shamans also use the nexus to summon minor demons— imps,
quasits, or dretches. These fiends serve as spies, fetching forbidden
scrolls or tormenting captured adventurers. The kobolds offer blood
sacrifices, inscribing demonic sigils on the floor to bind the
creatures. The ritual to summon a demon is long, so the Kobold
Shamans do not have enough time to summon one if the player
characters find them in this room.
Within the kobold warrens, aside from the kobolds themselves, one
might encounter:
CONCLUSION
2 - 32
APPENDIX A: ALLEGIANCES
Coatl
• The kobolds believe they worship a dragon, but it is actually a
Quetzalcoatl, a feathered serpent deity. This once Lawful
ancient being has been warped by their rituals into a Chaotic
guardian of the antidote.
• The Quetzalcoatl guides the kobolds, granting them knowledge
of traps, alchemy, and old magic. In return, they protect its lair
and perform rituals to sustain its power.
Forced Alliances
• The kobolds may manipulate their foes into conflict. For
instance, they lay traps that force intruders to face giant spiders,
cave trolls, or swamp hags (creatures they’d rather avoid).
APPENDIX O:
RANDOM OVERLAND ENCOUNTERS
2 - 33
7. A lone Medusa lurks in the ruins nearby, her gaze turning
adventurers to stone.
8. A pack of hungry Wolves ambushes the party while they are
marching to the dungeon.
9. A Rust Monster gnaws on the party’s weapons and armor at
night.
10. A Hag shuffles into camp offering a dark bargain: a powerful
curse in exchange for a favor. She is not a fan of the Kobolds or
the adventuring party.
11. A pair of Ogres argue over a stolen treasure, oblivious to the
party’s presence.
12. An ancient Treant awakens, mistaking the adventurers for
loggers.
Mount Bane: the largest and most active volcano on this continent.
Giants, ogres, and trolls inhabit the area. Numerous skirmishes have
taken place in the hills southwest of the volcano.
2 - 34
Khirn Lodhir: one of two major strongholds for the dwarves of this
continent. A large bustling city surrounds the main castle, and all
manner of guilds can be found here. The best dwarven weapons and
armor are made here. The best metalsmiths learn their trade here.
APPENDIX P:
RANDOM POTION EFFECTS
2 - 35
ILDAVIR, GODDESS OF
GENESIS
By Michael David Davies
14-17 The caster can perceive traces left by the auras of those who
have passed through an area. Paths appear faintly on the
ground, colored by alignment as above, indicating direction
of travel. This could become more detailed with further use
(discerning number of individuals, vague impressions of
events). The effect lasts 1d3 rounds, successfully stacked up
to 1d3 turns.
2 - 36
20-23 The caster perceives a potential future event through a
sudden, potent natural phenomenon. This could be a flock
of birds taking an unusual flight path, a particular tree
blooming out of season, or stones suddenly shifting to
reveal a pattern. Highly symbolic and open to interpretation.
28-29 The caster can influence a larger area up to 60’, altering the
natural environment to a significant degree for 1d7 rounds.
They might call forth a sudden downpour to mask activity,
bend trees to create a natural shelter, or stir up a dust storm
to disorient foes.
32+ The caster calls upon Ildavir to unleash immense power. For
1d8 rounds, the caster gains limited control over a specific
storm type of increasing intensity: rainstorm, blizzard,
sandstorm, localized earthquake, etc. The higher their
patron taint, the more precise their control and the larger the
area affected. Each level of taint covers half a mile of land.
2 - 37
PATRON TAINT: ILDAVIR
Roll Result
1 The caster pangs for the minerals of the earth and will
absentmindedly pick up small pebbles and lick them or
express a fondness for unwashed root vegetables. If this
result is rolled a second time, the caster actively seeks out
and consumes small amounts of dirt or clay, finding comfort
in the taste.. If the result is rolled a third time, the caster
develops a compulsion to consume significant quantities of
dirt and clay, often forgoing normal food altogether. They
might even start digging holes to access the delicious earth
beneath the crust.
SPELLBURN: ILDAVIR
2 - 40
Roll 1d4 and consult the table below, or draw inspiration from these
suggestions to craft a chilling consequence tailored to your
campaign's unique tapestry.
2 - 41
WIND WHISPERS
Level: 1 (Ildavir) Range: Varies
Duration: Varies Casting Time: 1 round Save: None
General: Followers of Ildavir are attuned to nature and have learned
to listen to the wind of the wilderness around them. Generally, this
spell can only be used in the wilderness. By listening to the voices
of nature carried by the wind, the caster can glean information about
the environment.
Manifestation: Roll 1d4: (1) a small whirlwind envelops the casters
hands; (2) the caster’s ears double in size after each cast for 1d4
days; (3) the caster’s eyes become milky gray-white as an overcast
day for 1d4 days; (4) their movement speed is doubled and nearly
silent for 1d4 days.
Roll Result
1 Lost, Failure. Patron taint.
18-19 The caster can infuse a short message into the wind. It will
be carried to a specific individual known to the caster, who
will hear it as a faint whisper the next time a strong breeze
blows past them.
2 - 42
28-29 The wind carries faint echoes of past events that transpired
in a location. The caster experiences a jumble of voices,
sounds, and strong sensory impressions from a moment in
the past, potentially revealing important clues.
2 - 43
GRASPING VINES
Level: 2 (Ildavir) Range: Self
Duration: Varies Casting Time: 1 round
Save: Sometimes (Reflex; see below)
General: Followers of Ildavir are allowed to ask the vines of the
wilderness around them to assist and protect them. This spell can
only be used outdoors without hinderance as vines are readily
available. If used indoors or places where vines may not naturally
occur, there is a -2d dice chain penalty to cast.
Manifestation: Roll 1d4: (1) the caster’s veins become more
prominent as they twist and gnarl around their body; (2) any water
near the caster is absorbed through their skin restoring +1 to health;
(3) any hair on the caster’s body falls out in place of feathery bark;
(4) the caster has the ability to grab onto anything and their fingers,
toes arms and legs will vine out and assist with grabbing, climbing,
etc.
Roll Result
1 Lost, failure, and patron taint.
12-13 Caster can direct visible vines to ensnare a target for 1d4
rounds, target must DC 7 Ref save to avoid. Target is
immobile with -2 to AC and +2 to DMG from attacks.
18-19 Vines hold 1D4 target(s) firmly, dealing 1d4 damage each
1d4 round due to their thorns.
20-23 The vines erupt with additional force, entangling 1d6 targets
and dealing 2d4 damage each round.
30-31 As above(120' and 1d6 rounds), vines and natural fibers surge
with a life of their own, dealing 3d4 damage each round and
potentially dragging the target into the ground to be
consumed.
32+ Thick, gnarled vines, both visible and unseen burst forth
from the terra and surge upwards with unnatural speed.
They writhe and coil like serpents, ensnaring any
unfortunate souls within 4d6 x 25' radius. With a sickening
crack, the ground beneath all targets gives way. The vines
empowered by Ildavir’s energy, rip through the terra,
pulling those caught in their grasp into yawning chasms
200' down. The screams of the victims are quickly muffled
as the earth closes over them, leaving behind a scene of
devastation and an ominous silence. PCs and NPCs must
make a DC 15 Ref saving throw or be out of range to escape
the vines. Those consumed by the ground are encased and
will be crushed as the terra closes back up. A PC may
attempt a DC 18 Str check to pull a target out of the vine’s
grasp. With a successful check the PC must still avoid all
other vines during their movement speed until outside the
impacted radius.
2 - 45
CALL OF THE WILD
Level: 3 (Ildavir) Range: Varies
Duration: Varies Casting Time: 1 round Save: None
General: Followers of Ildavir are allowed to enlist the wilderness
creatures around them. This spell can be used outdoors and indoors
with equal regal. The caster must mimic bird chirping, animal calls,
or guttural thrashings. Only living beings of the natural world order
respond to the caster.
Manifestation: Roll 1d4: (1) when casting, any visible animals will
come running towards the caster out of instinct, any foes or friends
must make a DC 5 saving throw to prevent from being hit by an
animal; (2) the caster is only able to make sounds like the last
animal seen for 1 day; (3) any visible flesh will harden like leather
+2 to AC for 2 rounds; (4) a mischief of rats come out of the
ground, walls and sewers to parade behind you for 1d4 days.
Roll Result
1 Lost, failure, and patron taint.
14-17 Caster can ask one visible small animal to do a task lasting
1D6 turn(s), though the animal can resist with a DC 10 Will
save at the end of each turn."
2 - 46
24-27 More aggressive creatures answer the caster’s call,
including wolves, boars, or even bears. They act defensively
but can be directed to attack 1d6 rounds. The caster may
call one of these animals to aid them by intervening
between oncoming attacks, granting the caster +5 AC. If
asked to attack friendly targets, the creatures may resist with
a DC 5 Will save each round
2 - 47
NEW PATRON SPELL:
Level: Range:
Duration: Casting Time:
Save:
General:
Manifestation:
Roll Result
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13
14-17
18-19
20-23
24-27
28-29
30-31
32+
2 - 48
Ballad 74
by Kyle Jameson
Lady Margaret Illustration by Sally Cantitino
Background
The Child Ballads are a collection of English and Scottish folk ballads
compiled by Francis James Child in the late 19th century. Some songs date
from as early as the 1200s and many from the 1600s. One unique feature of
the ballads in Child’s collection are the dark themes explored in these
songs, including but not limited to: romance, enchantment, obsession,
jealousy, forbidden love, insanity, half-human creatures, family strife,
outlawry, abuse of authority, lust, death, punishment, sin, morality, vanity,
dignity, nobility, honor, loyalty, omens, fate, deception, revenge, violence,
murder, dueling, courage, and exile.
Upon this backdrop, there is plenty of material to mine for adventures
and roadside encounters. This adventure is based on Ballad 74, an English
ballad also known as “Fair Margaret and Sweet William”. The long and
short versions performed by Noel’le Longhaul and Sheila Kay Adams,
respectively, are recommended listening.
Introduction
Ballad 74 is designed as a one-off encounter between larger adventures.
The party arrives at a small, insular village the morning after a wedding
has taken place. Flower garlands still crisscross between the roofs, and
drifts of flower petals line the street. It seems that the entire town is out in
the street. Some townsfolk are still making their way home after a night of
revelry, disheveled as they stagger through the town. In and amongst the
shamblers, small groups of people stand in clusters shouting at other
groups; sometimes fights even break out between groups before they are
quickly quelled.
These agitated groups have been terrorized all
night by herds of wild boars stampeding through
their homes, and some even report supernatural
illustration by bygrinstow
3-1
Talking to the villagers will reveal the following information:
1. William’s family lives up on the manor on the hill. It is their duty to
throw an epic party every so often.
2. William arrived with his bride-to-be in the morning, two days ago.
3. There was some disturbance around Lady Margaret’s home after
William arrived with his bride-to-be and her family, but it has been
quiet since then.
4. Lady Margaret’s family did not go to the wedding. There are
numerous theories why not.
5. Many people swear they saw Margaret at the wedding, and the
celebration after. She was dressed in white, but no one spoke to her.
6. William was rumored to be in an entanglement with Margaret.
7. William’s mother arranged a marriage with a merchant’s daughter
from the previous village the party passed through.
8. The whole village lives in fear of William’s mother, but none more so
than William.
9. The boars have caused great damage to the homes and gardens of the
villagers. Boars have never been an issue in the village before now.
10. The boars were probably sent by the other village as revenge for
taking the merchant’s daughter.
11. Some of the groomsmen are covered in blood. They report that they
awoke to a flood of blood surging down the stairs from the master’s suite.
12. The blood-drenched bride is currently locked in the master suite, the
groom’s men believe she is a powerful sorceress responsible for all of
this commotion.
13. The bride is demanding to return with her family, declaring that the
village and its inhabitants are cursed.
14. William was last seen by a stable boy early this morning. He looked
half mad, and rode off in a rush.
William’s Manor
As the party approaches the manor on the hill they will notice several
things. The front door sits askew, half off its hinges. The ground is all
churned up by hoof prints that fan out from the front door of the house, and
wind throughout the village. From inside, there is a slow viscous trickle of
blood leaking out of the doorway and spreading onto the ground, filling the
hoof prints nearest the door. Inside the manor there is a knuckle-deep layer
of blood covering the front rooms, as more blood slowly navigates down
the stairs.
Several voices rise together shouting over each other from inside the
manor. In the parlor, William’s mother is standing on a chair to avoid the
blood, looming over the bride’s family. They are demanding her release,
while the matriarch insists that the marriage is final, and the bride now
belongs to her – well, in a familial sense anyway. Both sides are set in their
positions and the standoff will continue indefinitely, neither side having
enough of an advantage to overpower the other.
3-2
Sweet William's family believes something supernatural has happened.
In their manor house last night, before William was discovered missing,
there were several unexplainable events:
Behind the house in the stable, the stable boy is shoveling out the
stalls; it seems like that’s all he ever does. He will tell the party that his last
encounter with William was just like all the other times he would sneak out
early in the morning to visit Lady Margaret, though this time he did not
seem very happy about it.
3-3
Investigating the grounds, players will discover the animals in the barn
are growing restless and will bolt out if the door is opened. A reflex save is
required to avoid being trampled by the animals within. The barn’s
inhabitants are determined as follows: roll 1d6 and consult the chart below
(option 7 is available for emergency use; Judges may use the Deep Ones
stat block from the DCC RPG Rule Book). The reflex save DC is listed
after the animal, and the damage suffered from failure is listed after that.
1. Rabbits - DC 3; 1d1
2. Chickens - DC 6; 1d2
3. Sheep - DC 11; 1d3
4. Pigs - DC 14; 1d4
5. Cows - DC 17; 1d5
6. Horses - DC 20; 1d6
7. Horrible frog men drawn from across the tides of time and space
toward the magic outpouring coming from within the house, that must
be fought immediately.
The front door to the house is shut but unlocked. Inside the house is
dark and still. Vines grow and trail along the walls, climbing throughout
the house. There are people sitting in the parlor and standing in the
hallways, seemingly frozen in place. All of them are dressed in black, and
the women’s faces are covered in long black veils.
The mourners are not enchanted, will respond to the players by
moving away, and will only respond to questions with grief-stricken wails.
If the party can manage to communicate with them, Margaret's family
reports that she has died two days ago, either by her own hand or of a
broken heart, when Sweet William brought his new bride-to-be to town to
prepare for the wedding. If asked about the whereabouts of Lady Margaret
and William, they will point toward the back of the house.
In exploring the home and gardens, the party will find that Margaret is
in fact dead and that Sweet William visited last night, after the wedding.
He told Margaret's brother that he would have rather married Margaret but
could not. While searching the home, players may find an ivory comb.
Characters with the ivory comb get +1d attack bonus vs all hair-based
enemies, including Lady Margaret herself.
In the back of the house, the thorny vines grow thick. The party must
hack and slash their way to the source of the vines: Lady Margaret’s coffin.
If the party checks Margaret’s coffin, they find it wrapped with thorns
and roses. Inside William and Margaret are embracing. Both of them are
dead. Did Margaret force him into the coffin?
Opening the coffin requires a DC 14 Fortitude save vs poison. Upon
failure, the character realizes their shot at true love has passed them by. In
1d7 nights they are visited by an apparition that looks like the farmer's kid
who they grew up with and was always sweet on them. Their former
beauty, eaten away by a pox, they attempt to drag the character away so
that the two can be together forever. They grasp with stinging thorns that
emerge by bursting through sores on their corpselike form.
3-4
Characters who make the save vs poison dream of their hometown
sweetheart for the next 1d7 nights. If they succeed on a luck check, their
luck score increases by one, and, when they are within 5 feet of roses, luck
checks are made at +1d.
There is great power released in the last embrace of true love. Bards,
skalds, and minstrels from every land sing of it. The most common sign is
the true love’s knot of roses and briar. To pick it is risky.
Players may pick roses from the coffin; these roses are supernaturally
long-lasting and resilient. Giving one of these roses to another allows the
giver to cast charm person on the recipient at 1d20+2.
If the coffin is disturbed, Lady Margaret stirs. Margaret's long yellow
hair is now full of thorns and is used to entangle enemies. As the vines
slowly snake out to entangle the characters, Lady Margaret (or whatever is
moving her body) professes its love for the characters. Characters who
return the sentiment are wrapped in the vines and drawn into the coffin,
never to be seen again. Characters who resist its advances are attacked by
the creature.
“Lady Margaret”: Init +0; Atk thorn vines +2 melee (1d4+1); Crit M/d8;
AC 14; HD 1d4+1; (hp 15); MV 30’; Act 1d20; SP Love Will Tear Us
Apart; SV Fort +2, Ref - 1, Will +2; AL C.
Love Will Tear Us Apart: On a hit from Lady Margaret’s thorn vines, the
character loses their choice of 1d4 hit points or 1d4 Personality and must
make a DC 12 Willpower save vs the creature's declaration of love. If they
fail, the character is wrapped in the vines and drawn into the coffin, as above.
3-5
by Stephen Mitsch
Illustration by Ryan Kearins
3-6
Background
The town of Oichita at the mouth of Dark River is rife with tales of a
foul witch, Zemkarth, rumored to be living in the abandoned stilt houses
upriver. Having been banished from town for using foul magic on the
banks of Dark River, she took shelter with the river goblins and studied
their dark magic. The Witch plots to ruin all towns and cities on the river
for her vengeance. Zemkarth moves up and down Dark River, strangling
cities with her fell witchery and goblin attacks until the inhabitants, having
suffered enough, leave to find peace in new lands. Her incessant raids have
left a trail of empty and forgotten towns littering the banks of Dark River.
Her most recent conquest is the once bustling nearby stilt house city,
Ugdahl.
Zemkarth has turned her gaze to Oichita, the town in which the party
has stopped. Saliva drips from Zemkarth’s sharp pointed teeth as she
watches the town, plotting its downfall from a crumbling stilt house in
Ugdahl.
Boats shipping supplies downriver have been found sundered and
broken on the banks. River sailors have returned unable to speak, wide-
eyed and suicidal. Even the animals seem to have abandoned the river,
except for the insects. Where before the squawking, chirping, and moaning
of various river creatures could be heard, there remains only the incessant
buzzing of mosquitoes and flies.
The witch is using runaways and missing persons as fodder for her
dark rituals. Feeding Oichita townsfolk to the cauldron or using their meat
to feed the goblins. This town has lost enough citizens to the witch. It is
time for retribution.
Player Start
You stand on the banks of the river before the deserted city of Ugdahl. A
ruin full of fat buzzing flies, where it is rumored that a witch has claimed
the abandoned stilt houses as her own. The witch is believed to be the
source of the accidents and abductions of late.
Seven stilt houses stand before you. Each atop four slender poles 20’ off the
ground. One stilt house has fallen from its poles and lies crumbled on a
large mound of mud on the bank of Dark River.
3-7
1. Pull a large boot from the hole.
2. Pull a long silver chain with a locket containing a picture of a dashing
young man worth 6 sp.
3. Pull an ornately decorated mask from the hole. When worn, the
character will appear as if they are finely dressed for a royal party no
matter what they are wearing, worth 25 gp.
4. Pull a short sword from the hole.
5. Pull a shivering and frightened white rabbit from the hole.
6. Pull a rotting hand from the hole.
You feel sharp teeth sink into your arm and pull you into the hole up to
your shoulder. As you writhe in pain, you hear seven scratchy voices hiss,
“SACRIFICE, SACRIFICE, SACRIFICE!” And the seven stilt houses
begin to sink into the mud slowly. You see that when the houses reach the
ground you will be trapped. The river at your back, and seven sinking stilt
houses at your front.
Players not trapped in a hole can take only one action or move before the
stilt houses reach the ground. Once they reach the ground, seven river
goblins burst out. They do not fight to kill, but to subdue players to use for
the witch’s dark rituals or to fatten up for meat. Any character reaching
zero HP is subdued by a goblin, and must await their fate at the hands of
Zemkarth.
River Goblins (7): Init -1; Atk bite -1 melee (1d3) or as weapon -1 melee;
AC 10; HD 1d6-1; MV 20’; Act 1d20; SP infra vision 60’; SV Fort -2, Ref
+1, Will -2; AL C.
At the end of the 1d4 rounds resulting from the trapped players roll, read or
paraphrase the following:
The muddy mound that holds you begins to shake and you rise up as the
hole pulls you into the air. Out of the mud lifts the huge catfish-like head of
the Dark River Witch as she stands up. You hang dangling from her wide
mouth.
The witch bites down hard. Any trapped characters must succeed on a
DC15 Strength check to resist her bite. Upon success, they push apart the
witch’s jaws and escape. Failure results in the witch biting down on the
trapped characters arm. Roll a D5 on the following table, modified by the
character's Strength.
3-8
2-3 Character must roll a D5, they lose that many fingers on the
trapped hand.
4 Player’s pinky is bitten off.
5 Player’s pinky is bitten off but Zemkarth chokes on the digit.
She must spend the next round hacking it up.
Zemkarth: Init -2; Atk bite -2 melee (1d6-1) or curse (DC16 Will Save) or
spell; AC 12; HD 4d6; MV 20’; Act 1d20; SP familiar (toad), curse, spell
casting (+8 spell check); SV Fort +4, R ef +0, Will +8; AL C.
Now the players must deal with any remaining goblins and Zemkarth.
Dealing 35 HP damage to Zemkarth kills her. If any goblins survive the
witch, they no longer have the will to fight and dive into the river and
swim away.
Players approaching the witch’s dead body are attacked one last time.
The witch uses the last of her energy to try and bite the character that
struck the fatal blow, upon success or failure, the witch dies for good. A
ring with 2 green glowing gems is on her finger. Characters brave enough
to reach into the witch’s wide catfish like mouth after she dies will find a
jeweler’s pouch covered in stomach acids with the jeweler’s severed hand
still clutching the pouch. The pouch contains 1d10 precious stones per
player character and a jeweler’s loupe. Around the witch’s neck hangs a
necklace of small fish skulls with the chaos rune burned into them. Any
dead goblins have 1d4 cp in their pockets.
Ring of the River Witch: players wearing this ring can command any
goblins once per day, up to seven goblins. Worth 75 gp.
Necklace of the Dark River Witch: Chaotic wizards wearing the necklace
gain +1 to spell checks. Worth 125 gp.
After the last of the players take what they will from Zemkarth read or
paraphrase the following,
A loud scream assaults your ears. Three dark figures are seen emerging
from the fog across the river. The first has the glistening purple body of a
beetle. Six chitinous arms scuttle beneath her as she turns her deformed
head towards the party. Two mandibles jut out from her jaw as she screams
in agony towards the fell witch. The second to emerge is huge. With coarse
dark hair covering her gigantic biceps, shoulders, and neck. Two vicious
tusks project from her severe underbite. She issues a guttural snort of
agreement. The third scuttles on her belly in the mud quickly around the
other two. Staying low to the ground. She unhinges her wide jaw as her
lizard shaped head rises. Fire spews from her throat before she snaps her
wide jaws shut again. The first screams, “I, Croleoptra, sister to Zemkarth
vow REVENGE! And curse her killers!” The second, “Susscrofa will crush
your bones! REVENGE for my sister! Curses for the murderers!” The third
hisses, “Remember the name Samimandra, for I will roast and eat all of
3-9
you to AVENGE ZEMKARTH! Curse on all who touch her!” As the last
echo of their screams fades into an uncanny silence, the three forms drift in
three different directions across the river.
At the judges discretion, the three sisters will visit their wrath upon the
party at random times throughout their campaign. Surprising the party
when they least expect it with a curse and a battle. All three are powerful
witches, so the judge should feel free to disguise them through any means
that allows them to get close to the party. They lost their sister, and they
now focus all their dark energies on visiting peril upon her killers. All
curses must be removed by a powerful deity or continue throughout the
campaign.
Croleoptra: Init -1; Atk bite -1 melee (1d6-1) or curse (DC16 Will Save)
or spell; AC 12; HD 4d6; MV 20’; Act 1d20; SP familiar (Cat sized
Beetle), SP - choice to hold PC on successful melee, next round she brings
them to her maw and gnaws on their limbs causing permanent loss of
fingers/toes, curse, spell casting (+8 spell check); SV Fort +3, Ref +1, Will
+7; AL C.
Susscrofa: Init -3; Atk bite +1 melee (1d6+1) or curse (DC16 Will Save)
or spell; AC 12; HD 4d6; MV 20’; Act 1d20; SP familiar (Boar), SP - Rush
and gore with her tusks causing 1d4 bleeding damage in addition to melee
damage, curse, spell casting (+8 spell check); SV Fort +4, Ref +0, Will +8;
AL C.
Curse of Susscrofa: Cursed player rolls D3 after every rest: 1) PC’s nose
turns into a pig snout (re-roll if PC has snout already), 2) PC grows coarse
stinking hair all over their torso (re-roll if PC has hair already), 3) PC rolls
1D6 after every long rest, on a result of a 1, they can only speak in porcine
oinks until the next long rest.
Samimandra: Init +1; Atk bite -2 melee (1d6-1) or curse (DC16 Will
Save) or spell; AC 12; HD 4d6; MV 20’; Act 1d20; SP familiar (Fire
Salamander), SP - unhinges jaw and spews a cone of fire causing 2D4 fire
damage (half damage for successful DC 15 Ref save), curse, spell casting
(+8 spell check); SV Fort +1, Ref +3, Will +3; AL C.
3-10
savage sub Terranean
SLiMERs OF
HARRISoN
HOLLER
An Umerica-inspired Funnel Adventure
BACKGROUND
In the hills of Tucky, a group of small humanoid miners found a stash of
Slime-0 toys from before the Great Cataclysm. The strange magics of the
Cataclysm warped the toys and the greenish slime mutated all it touched.
The miners became dedicated to Chaos from the old stash of Slime-O toys
and rarely traveled to the surface. The strange magic has also warped
several creatures in the area. The miners wanted additional help for the
mine so they’ve started raiding the surface.
They’ve also captured a female band member from a popular group
from a cavern deep underneath the mine and are holding her ransom.
3-11
INTRODUCTION
In the wide rocky hills of eastern Tucky, on the banks of the Tugg Farkk
River, you found a place to lay your head or heads, after a long journey.
That night you found tasty food and banjo music in the tavern next to the
old Harrison motel where you and your friends found rooms. Outside, the
constant clicking of a passing train quietly echoes then quickly passes. You
get a restful sleep, not worrying about the tiny radioactive roach in the
worn blue bathtub, but then are suddenly awoken by a fat Fossorian in a
flannel shirt and orange overalls. You recognize him as Bart, the clerk at
the motel front desk. Behind him stand two other townsfolk. A mutant
woman with orange hair and a man dressed in dirty olive overalls.
The three explain that a group of children were taken in the night by
raiders from an old, abandoned mine. They say that four children were
taken by short humanoids. They weren’t sure what direction the raiders
were headed. If the characters search the area for tracks have them make a
DC 15 Intelligence check, if successful they locate the tracks of a group of
eight small humanoids. Some of the tracks are child sized. They tell the
party that they've heard rumors of the raiders striking other villages in the
area but not theirs.
Characters can purchase standard equipment (under 75 gp) in the
town, if needed.
The inside of the mine is dark and requires light or infravision to see
beyond 5 feet. The walls are black. A set of mine car tracks runs down the
tunnel.
If the characters examine the sides of the tunnel have them make a DC
8 Intelligence check, if successful they notice that the tracks continue down
the tunnel.
Four subterranean slimers sit around an old wooden table in metal chairs. A
poster hangs on the wall . It reads “Live from Menzzo-Bra-Soom – The
Spider Princesses.” It depicts four coal black skinned women with pointed
plastic ears wearing goth gear holding instruments. A painting of the god
Kizz stands in the background.
3-12
With their superior senses, unless the players state they are attempting
to be quiet, the slimers will act first and attack.
Slimers (4): Init +1 Atk hooked sword +1 melee (1d6+1) or bite +1 melee
(1d6+1) or javelin +1 missile fire (1d6); AC 13; HD 1d6, hp 4; MV 30';
climb 20'; Act 1d20 SP immune to poison, infravision 60', vulnerable to
bright light (-2 penalty to attack rolls and Ref saves that rely on sight when
in bright light, spellcasting (+2 spell check), toxic slime trail; Spells (1st)
chill touch, Fort +0, Ref +3, Will -2, AL C Crit III/d6.
3-13
A-4 Chasm
The judge should ask about the party’s light sources as the party moves
down the corridor.
As you travel further into the mine you spot a short chasm splitting the
floor of the tunnel. The tunnel continues onward past the chasm.
A-5 Barracks
Inside this room are six metal bunks. Dirty blankets and an old sleeping
bag cover the bunks. At the foot of each bunk sits a small chest. On the
wall hang belts and a cloth banner. Dirty used Buddy O’Burger wrappers
line the center of the room. The smell of old gym clothes floats in the air.
There are no creatures currently in the room. Each chest contains old
clothes. Dirty clothes lie underneath the bunks. One of the chests is trapped
with giant ant poison. (Determine randomly) If the character opens the
chest they must make a successful DC 16 Fortitude save or take 2d4
Stamina damage. A DC 15 Intelligence or Find Traps check locates the
trap. Inside the chest are 50 gp, a 9mm pistol, 30 9mm rounds, 50’ of rope,
a grappling hook, a dagger and a back pack.
The cloth banner reads “Tucky Wild Cats.” It depicts a puma holding a ball.
The slimers keep two mole-like creatures as pets. The Spiny Burrowers
will attack any non-slimer creature that opens the door.
This strange mole-like creature is the size of a large dog, but its thick,
barrel-shaped body looks as heavy as a full-grown dwarf and bug like eyes.
A ring of tentacles sprouts above a mouth dominated by spade-like
incisors. It has no visible ears and possesses only tiny, cataract-filled eyes,
but it seems to sense its environment nonetheless. It has thick black spines
on it’s back and a horses leg sticking out of it’s belly.
If the spiny burrower draws blood from a worm like creature, it goes mad
and gains a +2 to attack and damage, 2 extra hit points per hit dice but a -2
to AC. The madness lasts for 2 rounds.
3-141592653
Spiny Burrowers (2): Init +4 Atk bite +4 melee (1d6+2) or kick +1 melee
(1d4+2) or claw -1 melee (1d4+2); AC 16; Armor die: 1d3; HD 3d8+6, hp
19; MV 30'; burrow 10 ft, swim 10 ft; Act 1d20/1d14; SP blindsight 30 ft.,
scent, spiny ridges, worm rage; Fort +6, Ref +6, Will +2, AL N Crit M p
392/1d6.
3-15
A-7 Magic Phone on Wall
Hung on the wall next to a door marked “Store room” is an old style
wooden hand cranked phone. Off to the front and side, two human miners
dressed in gray coveralls and yellow plastic hats work to extract coal. One
of the humans smiles and whistles a song.
illustration by bygrinstow
tone, an operator with a different voice
answers the phone. The operator is the
powerful servant of a god. The operator
says “Office of (blank god) and asks
how can I help you?” The operator
won’t give specifics but says “Do you
want help?” If the player answers
“Yes”, have the player roll percentile
dice. If they are respectful the servant/
operator grants them the following, (See
below) if the character is rude then the
operator hangs up and the character
can’t make another call.
If the character is a cleric of the god,
then after the item appears the servant
asks if they’ll undertake a quest in the gods name then the servant says that
they will gain an additional 250 gp if they agree to undertake the quest
(GM discretion)
3-16
27-33 Grokk — if the character is neutral a wooden club in great
condition appears in the characters hand, it does +1 extra damage
vs undead, otherwise it’s a regular wooden club.
34-40 Santa — one piece of random equipment pg 50 if they are lawful,
otherwise a lup of coal.
41-47 Petrolex — a pint of gasoline appears in their hands, it refills
each day. It does 1d6 fire damage if lit. f they are neutral
otherwise the character takes 1 point of fire damage, DC 8 Reflex
save prevents the damage.
48-54 Kizz — a small (2’ long) guitar appears in the characters hands if
they are neutral otherwise nothing.
62-68 Ra, Lawful Egyptian god of the Sun — if the character is lawful
a flashlight in good condition appear in their hands, the light
shines for 70’ and the battery recharges after 2 days. The light
lasts a full day then is down for 2 days. Otherwise the character
finds 1 gp in their pocket.
69-75 Thor — if the character is Lawful a metal hammer in good condition
appears in their hands. Can be used as a weapon for 1d5 damage, it
does +1 damage versus giants, otherwise it’s a regular hammer.
76-82 Technois Discos — if the character is chaotic then they receive a
CD with music from the god, the CD lights up and acts as a
flashlight when it plays. If the character is Lawful then they must
make a DC 8 Fort Save or take 1 point of damage from loud
music. If they are neutral they find 1 gp in their pocket.
83-89 Poseidon, Greek god of the Sea — if the character is neutral they
receive a potion of water breathing DCC rpg Table 3-4 otherwise 1 gp.
90-96 Whaaar! — a serrated dagger that does +1 extra damage to
herbivores, Lawful Ref Save DC 8 or take 1 point of damage.
97-99 3 pieces of random equipment DCC Core Rulebook, Table 3-4.
00 If the player rolls a 100, the servant will grant them +1 permanent
increase to the character’s highest stat.
Each character can gain only one item/call, if the player presses for anther
call, the operator hangs up and no dial tone is present on the next time the
player dials the phone.
The door is solid metal. It’s locked and cannot be opened or broken down.
Have each player make a DC 12 Luck check, if successful they notice a
small door on the opposite wall that says “Lost and Found” If opened they
find a key to the storage room inside.
3-17
On a successful Luck check (DC 8) a character searching the room
interior finds an item. The player searching can roll 5d12 twice for each
item they find, pg 50 USG.
Also inside the store room is a speaker hanging from the wall playing
music over and over. “Welcome to Rock and Coal Mine Radio… One…
Two… Three Let’s Go!” it says. If a character concentrates on the music
they must make a DC 12 Willpower save or become distracted by the
music. If they fail, they suffer a -1d penalty to all rolls for the duration of
the adventure.
The speaker is made of indestructible fake wood and cannot be
damaged. There’s no wires or power source visible.
3-18
gnomes. It’s takes a DC 22 Strength check to topple it. Any character near
it must make a DC 15 Reflex save or be splashed with the slime. If
splashed with the slime, the character must make a Fortitude save, or suffer
1 point of temporary Stamina damage.
After the children calm down, they are insistent that they don’t want to
leave. They whine and complain that their parents are too strict and won’t
let them eat Buddy O’Burger and make them eat more healthy food. A DC
15 Personality check convinces them to return home.
A coal black skinned woman with pointed plastic ears wearing goth
gear sits behind the statue. Her hands and feet are bound and her mouth
gagged. If rescued, she’s thankful and offers the party free tickets to her
band’s next show and retrieves her belongings and gives each party
member a CD of their last album. She introduces herself has Shimyra
Kilrae, She says the name of her band is the Spider Truckers. If pressed,
she says that the slimers and her people are rivals and they kidnapped her
hoping for a ransom. But her people don’t like her band’s music anymore
and have turned to Kizz so they didn’t provide the reward. But she says
that her band loves Kizz but just adopts a different style when playing the
music. If the GM wishes to expand the adventure, Shimyra might ask the
characters to escort her home as there are bandits, giant mutant lizards and
strange magic fungi along the way. There’s also rumored to be a hidden
shrine of fish men.
Two orange skinned mutated creatures make their home at the end of the
tunnel. They will attack the party on sight.
Irradiated Arachnids (2): Init +3, Atk bite +1 (1d4, poison) or web +2
ranged; AC 12; HD 1d8+1; HP 6; MV 30’ or climb 20’; Act 1d20; SP
poison (DC 11 Fort save for 2 Stamina else 1d4 Stamina), web ; SV Fort
+1, Ref +2, Will -2; AL N.
If the party cuts down the corpse they find the dried body of a Gray
(USG pg 66). If they search the body, with a successful Luck check they find
50 gp and a laser pistol (USG pg 122) with power remaining for six shots.
The slimers try to leave the spiders alone and avoid this area.
If the characters start digging into the pile of rubble, a Toothy Thaumaturge
emerges.
3-19
This rat like creature has large teeth and an intelligent glint in it’s fly like
eyes and an orange glow surrounds it’s hairy body. Black ooze cover’s it’s
huge incisors.
Toothy Thaumaturge: Init +4; Atk bite +2 melee (1d8+1 plus disease);
AC 13; HD 1d6+2; hp 5; MV 30’ or climb 20’; Act 1d20; SP anti-magic
field, disease (DC 7 Fort save or additional 1d6 damage); SV Fort +4, Ref
+2, Will +1; AL N.
Gnashing Teeth - If the creature does not normally have a bite attack, it
gains one, inflicting 1d6 damage. If it already has a bite attack, the damage
is increased by +2d.
Anti-magic Field - This creature’s body pulses with strange energies that
disrupt spell energies. Any attempts to cast a spell within 100’ of the
creature suffer a -10 to the casting roll. Casters within this area of effect are
somewhat conscious of this affliction.
A-13
This area is left blank in case the judge wishes to expand the adventure.
Inside this room is the slimers' shaman. He sits behind a desk and will
attack the party as they enter. The map displays a picture of mine. As a
possible plot hook, the GM might wish to add new layers to the mine to
expand the adventure. The characters can use the map to explore other areas.
3-20
zero-gravity pen, a sharp steel letter opener (as dagger) and a scroll of
magic shield. The stapler is magic, if a character ever loses the stapler it
returns to the owner the next day. It also has damage resistance 3.
3-21
CREATURES
Subterranean Slimer
Base Stock: based on gnome from GFA 2021
Init +1 Atk hooked sword +1 melee (1d6+1) or bite +1 melee (1d6+1) or
javelin +1 missile fire (1d6); AC 13; HD 1d6, hp 4; MV 30'; climb 20'; Act
1d20 SP immune to poison, infravision 60', vulnerable to bright light (-2
penalty to attack rolls and Ref saves that rely on sight when in bright light,
spellcasting (+2 spell check), toxic slime trail; Spells (1st) chill touch, Fort
+0, Ref +3, Will -2, AL C Crit III/d6.
3-22
3-23
PRINCE DIKARYA
Underlord of the Mycorrhizal Kingdom
Written by Marc Nocerino
rince Dikarya is a Neutral fungal entity who forms and oversees the
fungal network which connects all forms of higher mycelial “life”,
both on Aereth and across dimensions. The Mycorrhizal Kingdom
exists underground in the interconnected roots of various fungi, and in
extraplanar space as it connects fungi from multiple realms to the central
Realm of Myconia, an extra-dimensional plane that acts as the root of all
planet-based fungi across the multi-verses.
Prince Dikarya often takes the form of a bipedal humanoid mushroom
with arms and legs and a face under the cap, looking much like an
anthropomorphic Psilocybe Cubensis or Fly Agaric, though he can take the
form of any fungus (puffball, slime mold, etc.) with or without
anthropomorphic qualities. His followers tend to be Neutral, and often
Elves, though Prince Dikarya will also answer the call of Lawful Elves and
Wizards. He rarely sponsors Chaotic spellcasters, although it is not wholly
unheard of.
18-19 Prince Dikarya hears the caster’s call for attention but is not
inclined to offer much, being involved in other matters of greater
import at the moment. Prince Dikarya gifts the caster with 1d3+CL
mushrooms, which are psychoactive; each grants the caster a +1 to
Spell Checks for 1d3 rounds when consumed. Each mushroom also
3-24
causes 1 hp of damage when eaten, and they disintegrate into
unusable microscopic spore dust if not used within 24 hours. Any
number of mushrooms can be eaten at one time, which takes a full
round. If anyone other than the caster consumes these mushrooms,
they take the damage but do not gain any positive effects unless
they also worship (or are Patron-bound to) Prince Dikarya.
28-29 As above, but all results are +1d3 plus CL and last for 1d6 rounds.
At this level of success the caster may implore Prince Dikarya to
only affect their enemies (Judge decides whether or not that
request is granted).
30-31 As above, but all results are +2d2 plus CL, and the spores linger in
the air and cling to nearby surfaces for 2d4 rounds, affecting all
who enter the space. At this level of success, Prince Dikarya is
pleased enough that he will only affect the caster’s enemies.
32+ Prince Dikarya decides that you should be the tool of his
magnificence on this world and temporarily grants the caster
access to a Magic Staff made of a tough, wood-like mushroom. It
will remain in existence for 24 hours, at which time it will
dematerialize in a puff of hallucinogenic spores (as result 24-27,
above). The staff confers a +1 to all melee attacks, does 1d6
damage, and any living creature hit must make a DC 15 Fort save
or suffer a -1DC to all actions for 1d4 rounds as they are
overwhelmed by the noxious spores it releases on a successful hit.
More importantly to most casters, however, is that the staff also
bestows a +CL bonus to all spell checks, while held. Additionally,
the staff also grants one extra daily casting of the Patron Spell
Spore Cloud (see below) with a +5 bonus to the result. The staff
only works for the caster; it is considered a normal, non-magical
staff for anyone else who attempts to wield it.
3-25
Patron Spells
Spore Cloud
Level: 1 Range:Varies Duration: Varies Casting time: 1 action Save: Varies
This spell calls forth a cloud of fungal spores, with a variety of effects. The
caster can always choose an effect lower than their roll, if that better suits
their needs.
14-17 As above, but larger and more of them. 1d3+CL targets can be
designated by the caster, with effects the same as above.
18-19 As above, but the spores are psychoactive. All effects are doubled
(penalties, length, etc.), and creatures affected by the spore cloud
take an additional 1d4 Personality and Intelligence damage, lasting
3d4 minutes.
24-28 At this level of success, the caster calls forth a Faerie Ring of huge
proportions, easily filling a 10x10 area with all the effects
described above. Further, the caster can designate allies within the
area. These allies are not immune to the effects, but they do get to
add double the caster’s level to their Will save to avoid the effects.
3-26
29-31 The Faerie Ring grows to 20’x20’, and the caster can designate
allies who are wholly unaffected. All other effects are as 24-28.
Spellburn
1. If the target of the spell is Neutral or somehow dedicated to nature, and
it is a beneficial spell, then the spellburn cost is halved (rounded down,
minimum of 0). If the target is Chaotic, and it is a harmful spell, then
the spellburn cost is halved (rounded down, minimum of 0).
2. Roll 1d3 + Luck modifier. Prince Dikarya accepts the caster’s sacrifice
and: [1] “gifts” you with a level of Patron Taint but halves the spellburn
cost (rounded down, minimum of 1); [2] doubles the spellburn cost
(rounded down); or [3+] has no extra effects beyond the normals
Spellburn cost.
3-27
Patron Taint
Those who are bound to Prince Dikarya often begin to adopt mycelial
features or invoke fungal infestations in their locales. Roll 1d4 to
determine Patron Taint when indicated.
2. Bed of Spores — Every time the caster sleeps for at least 4 hours,
mushrooms sprout along the silhouette of his body. These remain (and
can be easily detected by anyone searching or tracking) unless
harvested. Roll 1d6 to determine the type each time this Taint is rolled:
i. Basic “normal” mushroom with stem and cap, no special properties
ii. Same as i
iii. Slime mold, no special properties
iv. Same as iii
v. Hallucinogenic psilocybes (if harvested and consumed, DC 15 Fort
save or hallucinations [-1d to all physical actions, +1d4 temporary
Personality].
vi. Toxic slime mold (if harvested, add 1d3 poison [DC 10 Fort save] to
any coated weapon)
3-28
time this is rolled is similar to the first time, except it becomes a
lifelong condition — they must consume at least one mushroom every
month or suffer the weekly-compounding ill effects of not doing so.
The third time this Taint is rolled, they becomes wholly dependent on
mushrooms for sustenance and must consume at least one mushroom
daily or be unable to properly digest other foods, causing a -1 to all
rolls and an additional -1 to Stamina for each day they do not consume
at least one mushroom. The effects at this level are cumulative, and the
caster will die if their Stamina reaches 0. All mushrooms consumed at
all levels of this Taint must be naturally occurring or farmed;
mushrooms created by spells and spell-related effects (such as spellburn
or other Patron Taint effects) are not sufficient to nourish the caster.
3-29
NOTES FOR PLANNING YOUR ARTICLES FOR NEXT YEAR'S
GONGFARMER'S
ALMANAC:
3-30
3-31
HAVE FUN COLORING IN THIS IMAGE OF ILDAVIR!
illustration by bygrinstow
3-32
THE BLACK WIND
By Stella Condrey
Illustrated by Jason Youngdale
The Black Wind is not invoked lightly. The scorned and furious
never mean to reach out to It. Yet It finds a way into their ears.
Its songs enthrall as they rise from the cold stone of the earth.
Very few contacted by The Black Wind ever turn it down.
INVOKE PATRON
SPELL CHECK RESULTS
Upon a successful casting, the wizard may choose to invoke a spell
check result equal to or less than their spell check result.
20-23 Venomous Heart. For the following day the caster’s spit is
venomous. The venom can be applied to weapons one lick at
a time or used with a direct bite. The venom causes perma-
nent blindness and slows down the movement of the crea-
ture by 15' for the next day on a failed save, and blindness
for a minute on a successful save.
(Fort Save vs Spell Check result)
4-1
“How sweet the revenge will be. Oh how sweet,
and all you need do is give in and embrace your true desires.
I can give you everything you ever wanted if you swear by me.”
4-2
24-27 Zephyric Weapon. The caster can summon any weapon
they are trained in the use of out of thin air. The weapon
remains in the casters possession for CL turns. The weapon
deals +1d more than a mundane version of the weapon
normally would, and caster adds half their CL rounded up
to their Attack Rolls. If the caster crits with the weapon the
target is suspended in the air unable to move in addition to
any other result that may happen.
28-29 Darkness Manifest. For the next hour the caster becomes
invisible when not in direct sunlight.
PATRON TAINT:
THE BLACK WIND
When patron taint is indicated for The Black Wind, roll 1d6 on the
table below. When a caster has acquired all six taints at all levels of
effect, there is no need to continue rolling any more.
4-3
2 The caster’s quest for revenge becomes more cemented in their
mind, they suffer a -1 penalty to Personality check cumulatively
for each spell they cast so far that day. If this result is rolled
a second time the penalty is increased to -1d. If the result is
rolled a third time they suffer 1 Personality damage every time
they cast a spell.
4-4
PATRON SPELLS:
THE BLACK WIND
The Black Wind grants three unique spells, as follows:
SPELLBURN:
THE BLACK WIND
All The Black Wind wants you to do is give in a little more, embrace
it just a bit more, It is glad to reward whatever you are willing to do
to further your vengeance. When a caster utilizes spellburn, roll 1d4
on the table below or build off the suggestions to create an event
specific to your home campaign.
The caster’s mind is focused on what set them down the road of
revenge in the first place, it dominates their mind and fuels their
hatred. The caster becomes single minded, and dour (expressed as
Personality loss).
The caster flies into a rage, their body pushing past barriers they did
not know they had. For the following hour they will never surrender,
and will give no quarter. After the hour is over the caster crashes
(expressed as Stamina loss).
4-5
SYMPATHETIC WOUNDS
Level 1 (The Black Wind) Range: 50'
Duration: CL+1 rounds Casting Time: 1 action
Save: Will
General: The caster can inflict the wounds they suffer onto those
who have slighted them. All wounds that appear on the caster for the
duration of the spell appear on the target simultaneously. The target
must make a Will Save against the Spell Check. If the creature has
physically harmed the caster before, the caster receives a +2 bonus.
12-13 Until the spell ends, all damage suffered is also suffered by
the target in equal measure.
14-17 Until the spell ends, all damage suffered or status inflicted
is suffered by the target. (eg if the caster’s arm is broken the
target’s arm will also break)
18-19 Until the spell ends the target suffers damage equal to the
amount the caster suffered that round +1d4. All status
inflicted are shared between the two.
24-27 Until the spell ends the caster can suffer no more than 12
damage per round, but the target suffers the full brunt of the
injuries suffered by the caster +1d6 damage. Any statuses
inflicted upon the caster are suffered by the target.
30-31 Until the spell ends the caster can suffer no more than 10
damage per round, but the target will suffer double the
damage as the caster. Any statuses inflicted upon the caster
are suffered by the target.
4-6
32+ Until the spell ends the caster will suffer no more than 5
damage per round, but the target suffers four times the
damage inflicted upon the caster. Any statuses that would be
inflicted upon the caster only affect the target. Anything that
would normally kill the caster will not kill them but instead
instantly kill the target.
RESIST EXTREMES
Level 2 (The Black Wind) Range: Self
Duration: 1 Hour Casting Time: 1 action
Save: None
4-7
26-29 Uncaring Cold. The caster suffers no ill effect from being
frozen solid.
30-31 Toxic Clouds. All air the caster breathes is purified, negating
any poison or disease.
34+ The Void of Space. The caster can survive in the void of
space, and can breathe freely.
General: The caster creates a connection between the plane they are
on and The Black Storm, the home realm of The Black Wind, and
the source of all vengeful thoughts.
4-8
22-23 A black gate opens, everything within 70' of the gate is
violently sucked 50' towards the portal. If a creature makes
contact with the gate they vanish for 1 hour. Any creature
that is sucked towards the gate but does not touch it suffers
2d6 damage, a roll of a 6 on either damage die indicates a
broken bone.
24-26 A black gate opens, a howl drowns out all other sounds;
everything within 70' of the gate is sucked into it instantly.
All creatures are trapped in another dimension for an hour.
4-9
SPELLS OF THE
HYLANDS
By Stella Condrey
Illustrated by Ryan Kearins
4-10
WIZARD SPELLS
CHANNEL MALICE
Level: 2 Range: Varies
Duration: From instantaneous to permanent
Casting Time: 1 Action Save: Varies
General: The caster draws upon the lingering hatred of the world
and turns it physical. On a successful casting, the caster may choose
to invoke an effect of lesser power than their spell check roll to
produce a weaker but potentially more useful result.
Manifestation Roll 1d3: (1) The caster’s hands begin to pulse with
red light before the malice instantly forms; (2) a black fog begins to
bellow around the target, before coalescing into pulsing red sludge;
(3) waves of billowing red and black liquid pour out from the
caster’s mouth.
Misfire Roll 1d3: (1) The caster is able to summon the malice
but cannot successfully move it away from them, having a result
of 14-15 self inflicted; (2) the spell lies dormant within the caster,
next time they suffer damage the spell automatically casts, with no
ability to choose to the result; (3) malice forms a veil over the eyes
of the cast, blinding them for 1d6 rounds.
4-11
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or
less) corruption + patron taint + misfire; (1-2) corruption; (3)
patron taint; (4+) misfire.
16-19 The caster issue’s forth a cone of pure hatred, 40' long 50'
wide. Those within the cone must make a will save or suffer
a -1d4 penalty to their next damage roll as they are sapped
of their energy. For every point of penalty applied to the
damage roll the victims suffer the caster gains that much as a
bonus to their next damage roll.
26-29 The caster can create a webbing of malice that can prevent
passage through an opening up to 10 x CL' wide. Anything
touching the webbing suffers 1d6+CL damage. The webbing
can only be destroyed if 20+ damage is dealt to it in a single
blow, it is immune to elemental sources of damage.
4-12
30-31 The caster creates a massive ball of liquid malice centered
within 100' of the caster. This ball splashes down and
solidifies, coating everything within 30'. everything caught
within the diameter of the splash suffers 1d10+CL damage
and must make a DC 18 Ref save to remove the malice from
them. While the malice still says on the victims they suffer
1d7+CL damage.
MAGNESIS
Level: 1 Range: Varies | 200'
Duration: Instantaneous | Varies Casting Time: 1 Action
Save: Ref | None
There are two primary ways to use the spell: first offensively, taking
many small metallic objects and turning them into projectiles, or as
a utility mainly focused on the movement of large objects. Upon
learning the spell they may choose one version, the other version
counts as a reverse version of the spell.
4-13
This spell counts as a fulmination spell for the sake of arcane
affinities. Elves suffer a -1d penalty to cast this spell.
Manifestation Roll 1d4: (1) One of the caster’s eyes glows a bright
blue, the other red; (2) a bright blue glowing horse shoe appears
above the head of the caster; (3) beams of light burst forth from the
caster’s hands towards the metal objects a deep purple near the caster
and a bright orange where it touches the metal; (4) the metal object
glows with a soft yellow light as it moves.
Corruption Roll 1d10: (1) 1d6 of the casters fingertips turn to iron*;
(2) The caster becomes enticing to lightning, all lightning damage
taken is increased by +1d; (3) the caster’s hands begin to repel each
other, any Agility check requiring hands to be close together is made
at a -2 penalty; (4) The caster becomes ever so slightly magnetic,
missile weapon attacks with iron (arrow heads, ect.) do not suffer a
penalty to hit the caster at long range; (5-8) minor; (9-10) major.
Misfire Roll 1d4: (1) the nearest small magnetic object is drawn
to the caster with great speed: if that object is a weapon it inflicts
damage as normal, otherwise this collision only suffers 1d4 damage;
(2) the caster is drawn to the nearest large magnetic object, becoming
stuck to it until they make a successful DC 15 Strength check; (3) All
magnetic objects within 20' of the caster buckle and bend; swords
are rendered useless, chainmail unlinks, anyone inside of platemail
is crushed for 1d12 damage; (4) All magnetic items within 20' are
pushed away from the cast 1d10' with a DC 15 Strength check to
keep held items in hand.
12-13 Offensive: The caster whips forth a single small metal piece
at a target within 20', inflicting 1d6 damage on a failed
reflex save. Utility: The caster may move a magnetic item
weighing up to 10 pounds at a rate of 10' per round for a
minute.
4-14
14-17 Offensive: As above but the missile inflicts 1d6+CL damage.
Utility: As above but the caster maintains the ability to move
magnetic items for CL minutes.
28-29 Offensive: The caster can shoot forth two missiles, one
missile inflicting 2d12+CL damage and the other 1d12+CL
damage. Victims wearing metal armor apply their armor
check penalty to their reflex save to avoid the damage.
Utility: As above by the object must be bound within 25' in
any dimension.
PROTECTIVE RICHES
Level: 1 Range: Touch
Duration: Varies Casting Time: 1 Action
Save: None
Manifestation: Roll 1d3: (1) Purple light swirls around the caster;
(2) ghostly golden armor appears around the caster; (3) an owl mask
with a flowing white mane appears on the caster’s head.
4-16
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or
less) corruption + misfire; (1-2) corruption; (3+) misfire.
18-19 The target shimmers, as the are protected for 2d4 +CL
minutes. While protected the target may reduce incoming
damage by 1d3+CL, consuming gold at a rate of 4 GP
per minute.
4-17
4 - 18
CLERIC SPELLS
ALDIN'S FIRE
Level: 2 Range: Varies
Duration: Instantaneous Casting Time: 1 Action
Save: Ref, Varies
General: The cleric calls upon the fiery vigor of the goddess
Aldin, igniting everything around them. At lower levels this merely
singes living creatures but as it gains more power it sets them
aflame. The DC to “stop drop and roll” to put out the fire is equal
to the spell check. Once ignited the victim suffers damage as listed
with the spell results each round, the fire goes out after the damage
die rolls a 1.
Manifestation: Roll 1d4: (1) The cleric begins to breathe fire that
spirals out of their mouth (2) The cleric begins to glow a bright red,
the air around them shimmers with supernatural heat (3) Ethereal
magma begins to pour out from where the cleric stands, dissipating
as quickly as it appeared (4) flames bellow forth from the caster in
one big burst.
1-13 Failure.
14-15 All creatures within 15' of the caster are struck for 1d4+cl
damage. All flammable items are ignited within range.
16-19 All creatures within 15' of the caster are struck for 1d6+cl
damage and ignited with a 1d6 damage die. All flammable
items are ignited within range.
22-25 All creatures within 40' of the caster are struck with 1d8+cl
damage and are ignited with a 1d14 damage die.
4-19
26-29 As above but the cleric can choose up to CL creatures to be
unharmed by the flames.
30-31 A wave of hot death emerges from the cleric, all within 50'
suffer 1d16+CL damage and are ignited with 2d14 damage
die. The cleric may maintain the spell’s casting for multiple
rounds if they maintain concentration, the spell check is
treated as 1d5 lower each round. If this results in the spell
being a failure the cleric gains disapproval as normal.
32-33 As above but the initial burst inflicts 1d20+CL damage and
targets are ignited with a 1d24 damage die.
LENAYU'S LOVE
Level: 3 Range: 10' Per CL
Duration: Varies Casting Time: 1 Round
Save: None
General: The cleric calls upon the love of the goddess Lenayu,
preventing either themselves or others from suffering harm.
At lower levels the spell only protects from attacks but at higher
levels of casting it begins protecting from other sources of damage.
Manifestation: Roll 1d3: (1) the skin of the target gently pulses
with blue light every few seconds (2) the target becomes encased in
a field of translucent energy in the shape of an octahedron (3) water
4-20
materializes in front of any source of damage stopping it right
before it would have landed.
1-15 Failure
THEROR'S WIND
Level: 2 Range: Up to 1000 miles
Duration: 1d6+CL Hours Casting Time: 1 Round
Save: None
1-13 Failure.
14-15 The cleric can warp to their determined point if they are
within 5 miles of the location. Warping requires the use
of 1 action die.
16-19 The cleric can warp to their determined point if they are
within 10 miles of the location. Warping requires the use
of 1 action die.
20-21 As above but the cleric may warp up one ally they are in
contact with as well.
22-25 The cleric can warp to their determined point if they are
within 50 miles of it, bringing along with them up to CL
allies that are all in contact with each other. Warping requires
the use of 1 action die.
30-31 With the power of the goddess flowing through them the
cleric is able to warp 1d4+CL allies they can see to their
determined point at will, if they are within 300 miles of it. If
the point is beyond 300 miles only the cleric may warp.
4-22
AZHRARN,
NIGHTS MASTER
By James A. Pozenel, Jr.
Illustrated by Jason Youngdale
4-23
INVOKE PATRON
CHECK RESULTS:
12-13 The Dark Lord does not deign to directly answer the
petitioner’s pleas. One of his unspeaking Eshva appears
and grants a +2 bonus or a -2 penalty to one of the caster’s
physical ability scores (the blessing or curse occurs with
equal chance). Azhrarn will no longer entertain additional
requests for aid until the next sunrise when the effect ends.
4-24
14-17 Azhrarn touches the caster with his pearl ring. For the next
24 hours, the caster understands the speech of dwarves, elves,
halflings, and gnomes. Dialects or distinct native human
languages other than Common and the jargon and slang of
all alignment tongues are also understood during this time.
20-23 Azhrarn sends his love of the hunt along the banks of the
River of Sleep in a wisp of smoke that enters the caster’s
mouth. The caster may shoot any bow 50% further than
normal. While using a bow, the caster gains the mighty
deed of arms class ability as if they were a warrior of the
same level. The gift lasts for a number of turns equal to
their caster level.
28-29 The caster may create a wall of blue fire up to 60' away.
The wall is 20' high and 15' long per caster level or
ring-shaped with a radius of 10' plus 5' per caster level.
Creatures within 10' of the wall suffer damage equal to
1d6+CL. Creatures passing through the wall suffer damage
equal to 4d6+CL. The wall stands for as long as the caster
concentrates or 1 round per level if the caster chooses not to
maintain the barrier.
30-31 The caster may transform into a creature with Hit Dice less
than or equal to one and a half times their level (rounded
up). Some aspect of the assumed form (clothing, eye color,
etc.) must be black, in reverence to the Lord of Shadows.
In addition, the caster can use one of the creature’s racial
powers or abilities. The change lasts 1 hour per level.
4-25
32+ Azhrarn appears as a great sable eagle and transforms the
caster and their party into black feathers. As he swoops
past, the feathers tumble into the air and attach themselves
to Azhrarn’s wings. After some time, the passenger plumes
detach and slowly fall to the ground. Whether Azhrarn
provides the party with salvation or leaves them in a new
predicament is subject to his whim.
PATRON TAINT:
AZHRARN
When patron taint is indicated for Azhrarn roll 1d6 on the table
below. When a caster has acquired all six taints at all levels of effect,
there is no need to continue rolling any more.
2 The caster develops a strong dislike of gold and will not possess
the metal if at all possible. The second time this result is rolled,
all the caster’s magic is reduced in functionality while a target
is physically in contact with gold or a golden item is a subject
of the spell. Spells are cast with a -2 penalty on the spell check.
Variable spell effects such as damage or duration are reduced
by -1d. The third time this result is rolled, the caster becomes
extremely sensitive to the touch of gold and develops the same
vulnerabilities to the metal as an elf experiences with iron (see
the DCC RPG rulebook, p. 57).
4-26
3 The caster begins to adopt the nocturnal habits of the
Underearth’s demons and grows to dislike sunlight. The caster
suffers a -1 penalty to all attacks while outside during the day.
The second time this result is rolled, the caster genuinely hates
seeing the sun and its ugly daytime. While in the rainbow-
colored land of day, all their actions suffer a -1d penalty.
The third time this result is rolled, the caster becomes truly
nocturnal. They sleep during the day and only venture out after
the sun has set. If forced into action during the day, the caster is
violently ill and has a -2d penalty on all rolls.
4-27
5 Frequent contact with Azhrarn has made the caster more glib
of tongue and quick of wit. The caster’s Personality score is
permanently raised by 1. The second time this result is rolled,
Azhrarn amuses himself by cursing the caster with an aura of
desire, discord, and jealousy that extends from the caster in a
30 ft. radius. Anyone of the caster’s own race has a desire to
please the caster in any manner they are capable. If more than
two members of the caster’s own race are within the area of
effect, they fall into bickering and infighting. Depending on the
circumstances, violence and rioting may also occur. Prolonged
contact with the caster of a week or more diminishes the
compulsion. The malediction is considered major for purposes
of removing with magic; however, doing so will anger Azhrarn.
The third time this result is rolled, Azhrarn appears to the caster
smiling yet glaring stonily; he enunciates the caster’s failures,
perceived slights, and faithlessness. As he promises vengeance,
the caster’s bond with Azhrarn is broken and Azhrarn works
towards the downfall and death of the caster.
PATRON SPELLS:
AZHRARN
Azhrarn grants access to the following spells, as follow:
4-28
SPELLBURN:
AZHRARN
When a caster utilizes spellburn, roll 1d4 on the table below when a
request is made.
4-29
4 Azhrarn, Master of Night, appears and lightly caresses the caster,
extracting the promised vitality. The touch feels as if a spear
has been thrust through them, yet, at the same time, a sense of
elation passes over the caster. Until the ability score damage
is healed, the caster is in constant pain (all attacks at -1d) but
oddly happy and joyous (+1d on all saves).
SMOKE STEED
Level: 1 (Azhrarn) Range: Self
Duration: Varies Casting Time: 1 round
Save: N/A
Manifestation: Roll 1d4: (1) smoke billows from a spot near the
caster coalescing into the demonic mount; (2) a small blue light
rushes from a point on the horizon to the caster shifting into a
physical form as it nears; (3) the earth bursts open near the caster
and the steed appears; (4) a pillar of smoke whirls into being before
the caster – a moment later the pillar resolves into a smoky horse.
12-13 The summoned mount will convey the caster for an hour.
The caster cannot directly harm the smoke steed nor may
they give it any commands other than direction and speed
of travel. It will neither engage in combat nor take flight
(except in circumstances where it might avoid danger).
4-30
14-17 The summoned mount will convey the caster for eight hours.
The caster cannot directly harm the smoke steed nor may
they give it any commands other than direction and speed
of travel. It will neither engage in combat nor take flight
(except in circumstances where it might avoid danger).
18-19 The summoned mount will convey the caster for eight hours.
The caster cannot directly harm the smoke steed nor may
they give it any commands other than direction and speed
of travel. It will not take flight (except in circumstances
where it might avoid danger). If engaged in combat, it will
primarily act in self-defense with little care for the rider.
During each round of combat, the caster must make a skill
check to remain in the saddle as if the mount was spooked
(see Mounted Combat in the DCC RPG rulebook, pg. 87).
20-23 The summoned mount will convey the caster while night is
upon the land. The caster has full command of the demonic
mount and may command it to fly or direct it in combat as
long as the commands do not directly harm the smoke steed.
4-31
30-31 The caster summons a number of smoke steeds equal to
2d4+CL. The summoned mounts have extraordinary speed
(+10' on land, +20' flying ) and will convey the caster and
their allies anywhere while night is upon the land. The
riders have full command of the demonic mounts and may
command them to fly or direct them in combat as long as the
commands do not directly harm the smoke steeds.
SHADOW FORM
Level: 2 (Azhrarn) Range: Touch
Duration: Varies Casting Time: 1 action
Save: N/A; Will vs spell check
4-32
1 Lost, failure, and patron taint.
16-19 For the next turn, the caster becomes an inky billowing
cloud. All their equipment is left behind during the
transformation, but they acquire the ability to fly 40' and
may flow through small cracks and holes. Due to their
shadowy, incorporeal nature they always move silently
and gain a +5 on all hide checks.
20-21 For the next 1d6+CL turns, the caster becomes an inky
billowing cloud. All their equipment is left behind during
the transformation, but they acquire the ability to fly 40' per
round and may flow through small cracks and holes. Due to
their shadowy, incorporeal nature they always move silently
and gain a +10 on all hide checks.
22-25 For the next 1d6+CL turns, the caster becomes an inky
billowing cloud. They acquire the ability to fly 40' per round
and may flow through small cracks and holes. Due to their
shadowy, incorporeal nature they always move silently and
gain a +10 on all hide checks.
26-29 For the next hour, the caster becomes an inky billowing
cloud. They acquire the ability to fly 60' per round and may
flow through small cracks and holes. Due to their shadowy,
incorporeal nature they always move silently and gain a +10
on all hide checks.
4-33
30-31 For the next 1d6+CL hours, the caster becomes an inky
billowing cloud. They acquire the ability to fly 60' per round
and may flow through small cracks and holes. Due to their
shadowy, incorporeal nature they always move silently and
gain a +10 on all hide checks.
32-33 For the next 1d6+CL hours, the caster and one other ally
become inky billowing clouds. They acquire the ability to fly
60' per round and may flow through small cracks and holes.
Due to their shadowy, incorporeal nature they always move
silently and gain a +10 on all hide checks.
32-33 For the next 1d6+CL hours, the caster and one other ally
become inky billowing clouds. They acquire the ability to fly
60' per round and may flow through small cracks and holes.
Due to their shadowy, incorporeal nature they always move
silently and gain a +10 on all hide checks.
34+ For the next 2d6+CL hours, the caster and 1d6+CL allies
become inky billowing clouds. They acquire the ability to fly
60' per round and may flow through small cracks and holes.
Due to their shadowy, incorporeal nature they always move
silently and gain a +10 on all hide checks.
General: Azhrarn purports this spell is older than the Flat Earth
itself. As such, the gods that created the earth might be its source.
Whether true or not, the spell provides powerful protections to
anyone placed under its aegis. It must be noted that the spell has
no power over water nor creatures from the sea. The rulers of the
chaotic ocean do not recognize the eldritch power of those who
created the land of the Flat Earth.
4-34
Manifestation: Roll 1d4: (1) a nimbus of white light grows then
fades from the point of touch; (2) the imprint of the caster’s lips
glows momentarily and then fades; (3) a sheathe of pink light grows
from the point of contact and covers the target’s body completely
before fading; (4) both caster and target experience an intense bout
of goosebumps.
4-35
27-31 With a kiss on the brow, the target is granted damage
resistance of 8 versus any magical & non-magical weapon,
fire, stone, wood, iron, or steel for the next 8 hours. The
target resists the first 8 points of damage from any of the
above sources caused by any strike. Additionally, the target
is immune to any mundane or magical poison.
Author’s Note: Tanith Lee’s Tales of the Flat Earth series of books
are an absolute treasure. I’ll be bold enough to declare that’s not an
opinion, it is a fact. I am overjoyed with the thought of translating
her works into DCC RPG and producing them in print. My only
wish is to bring you one of the most interesting patrons your table
may ever know. Night’s Master is the starting place for further
reading and understanding of Azhrarn. I recommend it and all the
other books in the series.
4-36
EBINAR'S TINY CUTS
A spell for XCC
by Eric Anderson
Illustrated by Andras Baracskai
Corruption: Roll 1d6: (1) The caster’s hands open up in tiny cuts,
they have -1 to all missile attacks; (2) The caster’s face opens up in
tiny cuts, the caster loses 1D3 points of Personality; (3) The caster’s
arms open up in tiny cuts, the caster is at -1D to use any melee
weapon; (4) The caster’s tongue opens up in tiny cuts, the caster is
now mute; (5) The caster’s legs open up in tiny cuts, the caster has a
-5 to his movement rate; (6) The caster’s neither region opens up in
tiny cuts, the caster is loses 1D3 points of Stamina.
Misfire: Roll 1d4: (1) The spell is cast on the caster at DC 12; (2)
The spell is cast on a random creature within 30' of the caster (not
including the caster); (3) The spell is cast on all creatures within 30'
of the caster (not including the caster); (4) The spell is cast on all
creatures within 50' of the caster (including the caster).
4-37
1 Loss, Failure, and (1d6, modified by Luck): (0 or less)
Corruption + Misfire; (1-2) Corruption; (3+) Misfire.
12-13 A single target of the caster’s choice, that they can see
within range, gets 1d6 lacerations and suffers a -1D to any
action this round. Each laceration does 1 point of damage.
A successful saving throw means that the target feels the
lacerations but takes no damage but suffers a -1D to any
action this round.
4-38
14-17 A single target of the caster’s choice, that they can see
within range, gets 2d4 lacerations and suffers a -1D to any
action this round. Each laceration does 1 point of damage.
A successful saving throw means that the target feels the
lacerations but only takes half damage (rounding down) but
still suffers a -1D to any action this round.
18-19 1d3+1 targets of the caster’s choice, that they can see
within range, gets 2d4 lacerations and suffers a -1D to any
action this round. Each laceration does 1 point of damage.
A successful saving throw means that the target feels the
lacerations but only takes half damage (rounding down) but
still suffers a -1D to any action this round.
20-23 2d3 targets of the caster’s choice, that they can see within
range, gets 2d4 lacerations and suffers a -2D to any action
this round. Each laceration does 1 point of damage. A
successful saving throw means that the target feels the
lacerations but only takes half damage (rounding down) but
still suffers a -2D to any action this round.
24-27 2d6 targets of the caster’s choice, that they can see within
range, gets 2d4 lacerations and suffers a -2D to any action
this round. Each laceration does 1 point of damage. A
successful saving throw means that the target feels the
lacerations but only takes half damage (rounding down) but
still suffers a -2D to any action this roun
4-39
MANIFESTATION & CORRUPTION
SKETCHES
4 - 40
CURSE OF THE
CHIMERAMEN
By Greg Setliff : Bug Professor
Illustrations by Joe Porkio
INTRODUCTION
Chimeramen are magical hybrids combining the most fearsome
traits of the legendary chimera with human intelligence, personality,
and abilities. They are terrifying adversaries on the battlefield who
loyally serve as champions and elite foot soldiers in the beastman
armies of their makers.
BACKGROUND
The sorcerer Mixelblez set his great and powerful mind to raising an
army to aid him in winning the wizard wars off in another dimension.
Dedicating considerable resources and time, he acquired and
eventually mastered the secret rituals and forbidden alchemy used to
create the chimeras of old. Never satisfied with simply fielding wild
and undisciplined chimeras, and most eager to display his wizarding
acumen, Mixelblez used this stolen knowledge to create the first
chimeric-human hybrids. By melding the best traits of the chimera
(strength of the lion, venom of the serpent, fortitude of the ram, and
fire of the dragon) with human intelligence and the ability to follow
orders and wield a sword, he would finally have the forces he needed
to defeat his pompous magical rivals.
5-1
Mixelblez’s chimeric masterpieces became the captains of his army.
His mighty chimeraman champions have the arms and torso of
a well-formed human soldier crowned by three heads of chimeric
origin: lion, ram, and dragon. They also bear a serpent-headed tail, a
pair of powerful dragon wings, and the ram’s faun-like hindquarters.
Chimeraman foot soldiers lack dragon wings and serpent-headed
tails, and in place of a dragon’s head they sport a venomous serpent’s
head. They otherwise resemble the champions of their race and are
no less fierce in battle. Typically, there is 1 chimeraman champion for
every 10 chimeraman foot soldiers. There is a 40% chance that each
chimeraman company includes 15–30 rank-and-file beastmen and a
30% chance they are accompanied by 1d3 chimera.
Battering horns: The curled horns of the ram head cause 2d4 damage
and knock the opponent prone; a DC 15 Reflex save negates being
knocked prone. The DC decreases to 10 if the opponent is larger than
the chimeraman champion.
Lion maw: The vice-like grip of the lion’s jaws causes 2d6 damage
and forces an opposing Strength check or the opponent is grappled.
5-3
Serpent-headed tail: Chimeramen champions with a serpent tail
cannot be surprised from behind and can attack opponents behind
them with their venomous fangs attack.
Battering horns: The curled horns of the ram head cause 2d3
damage and knock the opponent prone; a DC 13 Reflex save negates
being knocked prone. The DC decreases to 8 if the opponent is larger
than the chimeraman foot soldier.
Lion maw: The vice-like grip of the lion’s jaw causes 2d4 damage
and an opposing Strength check or the opponent is grappled.
5-4
CHIMERAMAN
A playable race for DCC RPG
You’re no hero.
You’re a monster:
a chimeric henchman,
an abomination hated by all,
a mistake in the grand machinations of your maker.
During your creation, a fly flew into the transmutation vat ruining
the entire batch of amalgamates. Thus, you possess only a subset of
the desired characteristics of the chimera and are cursed with several
less-desirable traits.
5-6
The following chimeraman character creation tables can also
be used to create a plethora of highly variable, interesting, and
unusual chimeric adversaries. Simply use the base stats and
special ability descriptions that accompany the chimeraman
foot soldier or champion above and have fun rolling up
modifications to your heart’s content.
5-7
1d14+Luck Body modification Traits and Special Abilities†
1 or less No arms (serpent cannot use standard weapons, armor,
style!) shields, or equipment*
2 6 fly legs replacing cannot use standard weapons, armor,
arms and legs shields, or other equipment*, but can
climb walls (roll of 12 on spider climb,
see DCC RPG p. 156)
3 goat arms and legs surefooted, cannot use standard
ending in hooves weapons, armor, shields, or equipment*
4 lion tail no additional benefit
5 serpent hindquarters in slither on serpentine belly, +10’ Move
place of legs
6 lion arms ending in 1d6 + Str claw attack, but cannot use
clawed paws standard weapons, armor, shields, or
equipment*
7 fly wings at shoulders able to slow descent, but cannot fly
8 dragon wings replacing fly 30’, but cannot use standard
arms weapons, armor, shields, or handheld
equipment*
9 goat head in place of battering horns, cannot be surprised
tail from behind
10 2 serpent-like arms venomous fangs, but cannot use
ending in snake heads standard weapons, armor, shields, or
replacing the arms and equipment*
hands
11 goat’s faun-like surefooted +2 Ref save
hindquarters
12 serpent-head tail serpent tail
13 dragon wings at fly 30’ +1 Agi
shoulders
14+ roll twice on this table consult with the judge to resolve any
conflicts arising from this result
5-8
Special Abilities
Battering horns: The curled horns of the ram head cause 2d3
damage and knock the opponent prone; a DC 13 Reflex save negates
being knocked prone. The DC decreases to 8 if the opponent is larger
than the chimeraman. At level 4 this attack’s damage increases to
2d4 and the DC increases to 15 and DC 10 for larger opponents.
Lion maw: The vice-like grip of the lion’s jaw causes 2d4 damage
and an opposing Strength check or the opponent is grappled. At level
4 this attack’s damage increases to 2d6.
5-9
Hit points: A chimeraman gains 1d10 hit points at each level.
Alignment: Perhaps more than any other race, chimeramen are the
living embodiment of chaos, thus they lean toward that alignment.
Their chimeric nature makes them targets for fearmongering and
disdain from virtually all other races. The gods of neutrality and
their adherents particularly despise chimeramen, considering them
gross perversions of nature, deserving only death. The neutral god’s
vitriolic prejudice against them means that chimeramen never receive
magical healing from neutral clerics, even when the administering
cleric is willing to risk their god’s immediate disapproval. Any such
healing instead inflicts the same amount of damage to the afflicted
chimeraman. Understandably, chimeramen are rarely if ever neutral.
Though rare, lawful chimeramen make natural leaders due to their
varied abilities, strong personalities, and predilection for strategy and
martial organization.
5 - 10
Action dice: As they level up, chimeramen gain a second action die
sooner than other races and classes. At level 1, a chimeraman can
take one action with 1d20 action die, e.g., attack with a weapon or
bite with serpent-head tail but not both. Starting at level 2, they gain
a second d14 action die that can only be used for a chimeric head
action, i.e., breathe fire, battering horns, lion maw, or venomous fang.
Action dice progression due to level advancement is shown in the
table below.
Level Attack Crit Die/ Action Dice Ref Fort Will Max 2nd
Table* Class Level
1 +1 1d8/M or III 1d20 +1 +1 +1 0
2 +1 1d10/M or III 1d20+1d14† +1 +1 +1 0
3 +2 1d12/M or III 1d20+1d14† +2 +2 +2 1
4 +2 1d14/M or IV 1d20+1d16† +2 +2 +2 1
5 +3 1d16/M or IV 1d20+1d16† +3 +2 +2 2
6 +3 1d20/M or V 1d20+1d20† +3 +2 +2 2
7 +4 1d24/M or V 1d20+1d20† +4 +3 +3 3
8 +4 1d30/M or V 1d20+1d20† +4 +3 +3 3
9 +5 2d20/M or V 1d20+1d20† +5 +3 +3 4
10 +6 2d20/M or V 1d20+1d20+ +5 +4 +4 5
1d14†
5 - 11
Word of Mixelblez’s departure from the realm spread quickly, and
no less than a week had passed since he abandoned you in his manse
before another magician and his minions laid claim to your valuable
parcel of magical real estate. The new owner’s house staff decided
that you were too weird to eat and too untrustworthy to properly
serve their master, and so you and your kin were unceremoniously
evicted from the only home you have ever known.
Will you stand against those who took your home and harass your
kind, or will you pass through the ninth shimmering portal, leaving
this world forever to seek revenge on your maker in a strange new
land? Whatever road you choose, you must steel your courage,
trust your strength, and gather your companions, for the life of a
chimeraman knows no peace!
5 - 12
LIVING GRAFFITI
By Eric Anderson
Illustration by András Baracskai
5 - 13
While resting, Living Graffiti cannot be harmed. If the surface they
occupy is attacked, they will attempt to move across the surface if
possible. If unable to do so, they will leap off and assume their three-
dimensional form.
Once Living Graffiti is lowered to zero HP, they revert to chalk dust
that falls to the ground.
Living Graffiti: Init +2; Attack +2 melee (1d6+1); AC: 13; Crit:
M/1d4; HD 2d6; MV 30’; Act 1d20; SP infravision 60’; SV Fort +4,
Ref +4, Will +0; AL N.
5 - 14
ADVENTURER CLASS
AN HOMAGE TO ADVENTURERS OF
APPENDIX N FICTION, ESPECIALLY L.
SPRAGUE DE CAMP'S JORIAN,
THE UNBEHEADED KING
By Max Moon
5 - 15
Upon reaching level 2, and for each level beyond, an adventurer rolls
to randomly determine their next class, gaining the level 1 benefits
of that class. When gaining a class, an adventurer rolls 1d4 with the
following results: (1) Cleric, (2) Thief, (3) Warrior, (4) Wizard. For
each additional level, the die is reduced, and the results are adjusted
until only one class remains. An adventurer may not advance once all
available classes have been learned. If they earn enough XP to reach
level 6, they instead meet a mate, settle down, start a family, and the
character is retired.
Past Lives: Some say the call to adventure comes from being
caught in the cosmic circle of life and rebirth. At each level gained,
an adventurer recalls memories of their past lives and rolls on
the occupation table a number of times equal to their intelligence
modifier. They do not obtain any items as a result of this roll; however,
as lost memories return, so do lost skills. In addition to occupation,
adventurers also gain a randomly rolled lucky sign at each level.
5 - 16
Survivor: Adventurers gain +1 permanent luck per level. If their
luck score ever reaches 20 or higher, they are cursed by the gods,
struck by lightning dealing d100 damage, and their permanent luck
is reduced to 1.
LEVEL ADVANCEMENT
Level Attack Crit Die/ Action Ref Fort Will
Table Dice
1 +0 1d10/III 1d20 +0 +0 +0
2 Per Class Highest of 1d20 Per Class Per Class Per Class
relevant
classes
3 Per Class Highest of 1d20 Per Class Per Class Per Class
relevant
classes
4 Per Class Highest of 1d20 Per Class Per Class Per Class
relevant
classes
5 Per Class Highest of Per Class Per Class Per Class Per Class
relevant
classes
6 No No change No No No No
change change change change change
7 +2 1d12/As 1d20+ +2 +2 +2
Relevant 1d16
8 +3 1d12/As 1d20+ +3 +3 +3
Relevant 1d20
9 +3 1d14/As 1d20+ +3 +3 +3
Relevant 1d20
10 +4 1d14/As 1d20+ +4 +4 +4
Relevant 1d20
5 - 17
THE INVESTIGATOR
A NEW CHARACTER CLASS
FOR DCC RPG
By Stuart C. Killian
Illustrations by Charles Reeder
Investigators can hold their own in combat but try to rely on their
investigator tactics to gain an advantage before drawing blades.
Want to know how many foes are guarding the bridge? Want to know
what the leader of a rebel band looks like? Or, do you want to gather
evidence to prove the Crown Prince is actually a polymorphed toad?
Use your investigator.
Hit points: An investigator gains 1d7 hit points per level, modified
by their Stamina.
5 - 18
Tactical Roll: The dice roll for any investigator tactic (tactical roll,
or TR) is always Action Die + Expertise Die + Luck Modifier, unless
specifically mentioned in the tactic description. Some tactics may
have an armor check penalty and are identified in the Tactics Tables.
Failure may have direct consequences depending on the situation. A
tactic may only be used once per round.
5 - 19
Investigator Tactics: An investigator is a jack of all trades who
learns about people, scientific laws, and magical principles as
they progress in their careers. Because of their large breadth of
knowledge, they develop abilities to be used to attain their objectives.
These tactics help the investigator manipulate people, understand
complex machinery, and even mimic thief skills and magical effects.
Experience in using their tactic is measured by an Expertise Die,
rolled when a tactic is attempted. The expertise die moves up the dice
chain as levels are gained. Investigators acquire tactics of varying
effectiveness as they progress in level. The investigator is required
to tell the Judge which tactic they are using and, depending on the
situation (as described in the tactics tables) the Judge will determine
the difficulty challenge. The Judge may also determine if a tactic is
not appropriate (such as trying to read lips on a slime horror with no
mouth). Investigators can use as many tactics per round as they have
action dice and may continue to use their tactics until they have a
catastrophic failure, explained below. Tactics mimicking thief skills
require the investigator to have a functioning set of thieves’ tools.
Other tactics may require unique components as well.
5 - 20
An investigator choosing neutrality can be counted on to perform
a job so long as they are shown respect, and the pay is acceptable.
They make useful informants, blackmail collectors and counter
spies. They rarely commit themselves to a cause and may complete
several tasks for a wealthy employer, then quit on a whim to avoid
getting too attached. A neutral adventurer is a problem solver who
makes a way when things seem insurmountable. After which, they
will more than likely remind the whole party what a mess they would
be in without them.
INVESTIGATOR
Level 1 2 3 4 5 6 7 8 9 10
Attack +1 +2 +2 +3 +4 +5 +5 +6 +7 +8
Crit Die 1d8 1d10 1d12 1d14 1d16 1d20 1d14 1d16 1d20 1d14
/Table /II /II /II /II /II /II /III /III /III /IV
Action 1d20 1d20 1d20 1d20 1d20 1d20 1d20+ 1d20+ 1d20+ 1d20+
Dice 1d16 1d20 1d20 1d20
Ref +1 +1 +2 +2 +3 +3 +4 +4 +5 +5
Fort +0 +0 +1 +1 +2 +2 +2 +3 +3 +4
Will +1 +1 +1 +2 +2 +2 +3 +3 +3 +4
Expertise 1d4 1d5 1d6 1d7 1d8 1d10 1d12 1d14 1d16 1d20
Die
1 3 5 6 7 8 9 9 10 11 11
by Tier
Tactics
2 - - 1 2 2 3 4 5 5 6
3 - - - - 1 1 2 2 3 4
TITLE BY ALIGNMENT
Level Lawful Chaotic Neutral
1 Scout Hound Informant
2 Sleuth Spy Watcher
3 Operative Mole Inspector
4 Detective Infiltrator Agent
5 - 21
TIER 1 INVESTIGATOR TACTICS
Tactic Effect
1 Acquire* The investigator can pick pockets or covertly snatch an
object out in the open. The difficulty challenge can be
based upon the amount of people in the area and how
watchful they are.
2 Cornering The target is intimidated by an interrogation. They must
Conversation roll a Will save against the tactical roll or be forced to tell
the investigator the full truth of up to 1d3 questions.
3 Cover Tracks The investigator can help their party avoid pursuit and
remove evidence of their actions. The DC to track the
party or reveal their involvement is equal to the tactical
roll.
4 Disguise Similar to the Thief skill, the DC for disguising oneself is
Self* based upon the number of significant changes made to a
person’s physical appearance and mannerisms.
5 Enhanced By spending a turn surveying the area around them or
Memory studying a manuscript, investigators can map an area by
memory or recite text verbatim. The DC is based upon the
number of unique features or length of text to remember.
Text in a non-familiar language creates additional
difficulty.
6 Find/Disable Works the same as the Thief skills of the same name.
Trap*
7 Forge The difficulty of forging a document can vary based upon
Document* whether it is a standard document or if the document must
mimic a specific person’s handwriting and style.
8 Hide* Similar to the Thief skill. However, an investigator can use
other means to hide such as being lost in crowds.
9 Leverage The investigator can remember a little-known secret the
target does not want made public. The target must make
a Will save against the tactical roll or be cornered into
obeying the investigator’s orders. The investigator can
only order the victim to do one action and the action can
not be physically harmful to the target. They CAN be
leveraged to break the law.
10 Pick Lock* Works the same as the Thief skill of the same name.
11 Read the Spending a turn to survey a gathering of people or
Room intelligent creatures can yield insight on a target’s
intentions. For example: the investigator will be able to see
if someone or something is acting suspicious or planning
harm to someone.
5 - 23
Tactic Effect
12 Shadow* The investigator zeroes in on a target and can follow them
undetected. The target can make an Intelligence check
against the tactical roll every 10 minutes to spot being
followed. The target may get a bonus if they are cautious
about being tracked.
13 Sneak Works in the same fashion as the Thief skill of the same
Silently* name.
14 Track Down Using conversation and public sources of information, the
investigator can find a specific target’s location, favorite
inn, home, place of business, or people they do business
and socialize with.
5 - 24
Tactic Effect
5 Lights Out! A non-lethal attack from behind. The target needs to be
unaware of the attack, so this tactic may be combined
with a Hide or Sneak Silently check. If the tactical roll
is higher than the target’s AC, and the target is twice
the investigator’s size or less, the blow knocks them
unconscious for 1d4 turns.
6 Operate Operating unfamiliar machinery can be difficult, but not
Mechanical impossible. The difficulty challenge to successfully operate
Device mechanical devices can depend on the number of controls
(buttons, levers, dials, cranks, etc), the device consists of.
Success allows you to employ the functions of a device.
7 Read Depending on the result of the tactical roll, the investigator
Languages may only have a vague understanding (TR10) basic details
(TR15) or a complete understanding of the text (TR20).
Some magical runes may also be able to be deciphered
(TR23+)
8 Read Lips The difficulty in understanding conversation from a
distance is based upon how many speakers you are
concentrating on, the distance you are from them, and the
number of potential disruptions (people moving about, etc.).
On a successful tactical roll, the words can be written down
or repeated exactly.
9 Set Trap* Every now and then, you just can’t get away from a
determined pursuer, or maybe you just want a full night’s
sleep for crying out loud. The tactical roll sets the DC for
your opponent to disable it.
10 Understand Sometimes it’s what they say, sometimes it’s how they say it,
Intent and sometimes it’s what they don’t say. If an investigator is
listening carefully to a speaker, they can make a tactical roll
against the speaker’s Intelligence check. If successful, the
investigator understands the full intent of the speaker and
whether or not they are trying to deceive.
5 - 25
TIER 3 INVESTIGATOR TACTICS
Tactic Effect
1 Cast Spell Equal to the Thief ability. The investigator uses only their
From Scroll expertise die plus their luck modifier when casting from a scroll.
2 Charm Person While not magical, a smooth tongue and knowing the right thing
to say can have a profound effect on the listener. Use the Charm
Person spell table and the tactical roll to determine the effect.
3 Make Simple chemicals such as strong acids or mild poisons would
Alchemical have a low DC. Mixtures with specific effects such as paralysis,
Solution* black powder bombs, etc. make the DC much higher. Consider the
complexity of the effects and the materials needed.
4 Right in The investigator studies a creature for one round. They may take
the_ !! no action during that round including movement. On their next
turn, they understand what type of attack the creature is most
vulnerable to and all attacks the creature can take against allies.
This tactic requires no tactical roll and is only used once per day.
5 Sabotage You may not know exactly how a construct, attack or spell works,
Action* but you DO know what they don’t like. If the investigator’s
tactical roll exceeds the spell check, attack roll, or a difficulty
challenge based upon the complexity of the object, the effect is
sabotaged, and the action has no effect. This does NOT cause
spell loss, misfire, corruption, or destruction of an object.
6 Use Magical Unlocking the secrets of wands, rings, staves, and other magical
Device items that mimic spells requires studying the item for one week
times the spell effect level to understand its use. Just like the
Cast Spell From Scroll tactic, to use the item effectively, the
investigator uses their expertise die and adds their luck modifier.
5 - 26
THERAPIST
A NEW CHARACTER CLASS
FOR DCC RPG
By Matt Pelfrey
5 - 27
Neutral therapist: The path of the success coach
THERAPEUTIC TECHNIQUES
All therapists have some ability in all skills but, based on their
alignment, have specific areas in which they excel. To use a
therapeutic technique, the player makes a therapy check by rolling
1d20 and adding their Personality modifier and the result of their
technique die roll. They must beat a DC assigned to the situation at
hand:
5 - 28
Motivate: A successful therapy roll grants the patient a bonus on
their next skill check equal to the result on the technique die.
5 - 29
Success mantra: The therapist can help a patient develop a mantra
that grants a +1d bonus on any roll once per 24 hours for a number of
days equal to the therapist’s level.
5 - 30
THERAPIST SKILLS BY LEVEL
AND ALIGNMENT
Bonus for LAWFUL Therapist
(Path of the Healer)
Skill 1 2 3 4 5 6 7 8 9 10
Motivate +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Tough love +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Cure phobia +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Group therapy +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Dream work +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Vision board +0 +1 +2 +3 +4 +5 +6 +7 +8 +9
Success mantra +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Find buried memory +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Peak performance +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Cure dependency +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
5 - 31
Bonus for CHAOTIC Therapist
(Path of the Cult Leader)
Skill 1 2 3 4 5 6 7 8 9 10
Motivate +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Tough love +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Cure phobia +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Group therapy +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Dream work +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Success mantra +0 +1 +2 +3 +4 +5 +6 +7 +8 +9
Find buried memory +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Peak performance +0 +1 +2 +3 +4 +5 +6 +7 +8 +9
Shame spiral* +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Cure dependency +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
5 - 32
The basic roll to successfully process events and avoid post-adventure
trauma is a DC 10 Will save. If the PC fails, the resulting trauma
is expressed as a -1d penalty on all relevant actions associated with
the trauma until the PC receives help from a therapist. Most post-
adventure Will saves will result from the following:
Psychic wounds: Seeing the Iron Mage turn the ground beneath
your feet into boiling water can mess with your sense of reality. Even
worse, how about a Shadow Hag who turns you into a wild boar for
two weeks?
Example: Shock the Monkey, and his fellow seekers wandered into
dangerous ruins. Not only does Shock watch as his three friends are
eaten by a Colossal Lion-Fly (or Flyion, depending on your region of
Terra AD), but he also witnesses the Flyion regurgitate and then RE-
CONSUME his buddies. Trust me, that leaves an emotional bruise.
This event would require Shock to make a DC 13 Will save or suffer
trauma.
5 - 33
THERAPIST
Level Attack Crit Die/ Action Technique Ref Fort Will
Table Dice Die
1 +0 1d6/I 1d20 1d3 1 0 1
2 +1 1d6/I 1d20 1d4 1 0 1
3 +2 1d8/I 1d20 1d5 1 1 2
4 +2 1d8/I 1d20 1d6 2 1 2
5 +3 1d10/I 1d20 1d7 2 1 3
6 +3 1d10/I 1d20+ 1d8 2 2 4
1d14
7 +4 1d12/I 1d20+ 1d10+1 3 2 4
1d14
8 +4 1d12/I 1d20+ 1d10+2 3 2 5
1d16
9 +5 1d14/I 1d20+ 1d10+3 3 3 5
1d16
10 +6 1d14/I 1d20+ 1d10+4 4 3 6
1d20
TITLE BY ALIGNMENT
Level Lawful Chaotic Neutral
1 Analyst Shrink Coach
2 Clinician Guide Motivator
3 Councilor Mentor Trainer
4 Psychologist Master Teacher
5 Alienist Founder Success Coach
5 - 34
DARK INHERITANCES
NEW TOMMYKNOCKER CHARACTER
CLASS OPTIONS FOR
WEIRD FRONTIERS RPG
By Justin Davis
Illustration by Andy Edmonds
5 - 35
MUMMY
Power costs 1 point of Personality.
Kin-folk: Mummy
5 - 36
VAMPYIRE
Power costs 1 point of Personality.
Kin-folk: Vampyire
5 - 37
EMPIRICAL
CONSEQUENCES OF
LOW LUCK
By Chris Thomason
I think we can all agree that the chef’s kiss of DCC is Luck. It
permeates nearly everything, and anything that it doesn’t, it probably
should. So it is my goal to always be working on new and interesting
ways to implement Luck into my games. I’ve only included my number
one use this year, but look forward to sharing other uses in the future.
Hopefully it will spark inspiration for new and interesting ways Luck
can be used throughout the game. Included is the commentary on the
creation of the “rule” below in hopes that it might help you unlock
your own mechanical creativity.
I know one of the hardest things for me when I was starting out in
TTRPGs was taking my ideas and figuring out how to implement
them in effective ways. While mechanics should always be an end to
means and the focus should be on getting the feeling right, each has
their place in creating an enjoyable time at the table. Executing on
them however, is easier said than done.
In all the games I had played before, I felt this burden of continually
having to decide who was to be the target of an attack. It always felt
arbitrary, and because I had nothing to support my arbitrary ruling,
I’d end up delivering the attack to the character with the most armor
5 - 38
and hit points in the interest of “fairness.” It never felt right to me
however. Yes, there should be some value and agency to the “tank”
charging headlong into the fray but there needs to be danger for the
rest of the group too.
5 - 39
lean into those with a high Luck having less chance of being targeted
by those with a Luck score of 16-17 use a d16 and those with a Luck
score of 18 use a d20. In fact, at this very moment while writing
this. I got the inspiration to use this potentially as a boon or bane at
the table. Maybe something incredible happens to a character and
now the die they use moves up or down the chain for this purpose?
Monkey around with it and figure out what suits your table best!
The true magic is how it all comes together quickly and elegantly
at the table. Just a simple “Roll you Luck die” instead of “Roll for
initiative.” The tension this change makes is magical. Not only do
the players have the same tension they would with a normal initiative
roll, but additionally there is this whole additional tension of, did they
roll high enough to be safe from attacks? Once the rolls have been
made I ask “Any 1’s…Any 2’s…Any 3’s…” until all the attacks have
been assigned. There’s this electric energy as everyone looks around
at each other as I begin to count up from one. The cheers and jeers in
this moment are like that of natural 20’s and 1’s. It truly is far more
exciting than it should be, and the impact it has at my table can’t be
understated. Along with the inspiration it can give to me as a Judge
on “Why is this creature attacking this character?” It can be worth its
weight in gold from time to time.
I hope this idea can bring half as much joy to your table as it does
mine. I truly hope the included commentary is helpful in inspiring
you to come up with your own rules, mechanics, etc. to take your
games to the next level and make sure you share them with me when
you do!
5 - 40
HEROES, ZEROS,
AND DUDES:
POWER CHARACTERS IN
THE DCC FUNNEL
By John Rak
Comfort zones aside, many role players want characters who are, to
put it simply, stronger than they are. Tabletop roleplaying games
(TTRPG’s) can be a bit of a power fantasy for some folks,
particularly those coming to DCC from 5e and the like. They want
to be capable of great, heroic deeds, and to be, well, BADASS. I
have nothing but respect for the dedicated tabletop players who are
willing to play a character with terrible stats on paper, should that be
who survives the funnel, but not every player is wired that way. I
have run, and I am currently Judging, games made up entirely of
these power-oriented players (POPs), so I needed to devise a way to
keep them happy without spoiling the spirit of the funnel.
6-1
WHAT’S A DUDE?
Dudes are the final character type – as I use it, the term is meant to
be gender neutral, it just fits the vibe really well. Dudes are not the
coolest people in the room, but they can still hang. They have a few
+1 stats, and maybe one negative, for a modifier total of +1 or +2. A
dude is not the POPs dream, but they won’t be entirely disappointed
if they end up with a dude PC – again, a dude is someone you can
hang with.
6-2
WAIT, WHAT WAS THAT
BIT ABOUT HUMANS?
The problem with that is, by and large, POPs love playing meta-
humans. They are “cooler” than humans and have fun racial bonuses
to mess around with. And for me personally, I love judging games
with meta-humans in them. I am an old-school fantasy nerd to the
core: having halflings and elves prancing about just makes me
irrationally happy. In my campaigns, meta-humans are a little more
common which makes me AND my players happy.
Here is where I deviate from 3d6 down the line in order to make that
happen. I’ve done the following for two groups and Crom hasn’t
smote me with a lightning bolt yet, so I’m going to assume he
approves.
With meta-humans, I allow the players to swap their two best rolls
into the preferred stats for the race/class in the following orders:
strength then stamina for dwarves, intelligence then luck for elves,
6-3
luck then either agility or strength for halflings. I then treat them
going forward as I would any other zero, hero or dude.
Before the adventure starts, like many Judges who are running a
funnel, I roll up a bunch of back-up 0-Level PCs to introduce as
captured/lost fellow normies for if/when a player loses too many 0-
level characters. What I add to this process, is that I keep these
backups in two separate piles: dudes and zeros.
During character creation, I keep a list for each player’s PCs and
(unbeknownst to them of course – remember this is supposed to be
for the Judge only) whether those characters are a hero, a zero, or a
dude. I then cross out every PC that falls to the machinations of the
funnel. If we’re early in the adventure and a player is down to one
hero and one dude, I grab a random zero from the pile and that’s
who they pull out of the crudely constructed cage in the den of the
lizard people. That player will need someone expendable to touch
the eerily glowing skull in the next room. If they have only zeros
character types remaining, then instead the POP will end up cutting
a dude from the quivering, vaguely humanoid-shaped wad of giant
spider webbing to add to their group.
Here’s how I stay in Crom’s good graces: It’s always a random pull
and I NEVER give a player a replacement hero for a PC – dudes and
zeros only. If I roll up a total Chad for a backup I throw it away.
Only a player who was slinging dice hotter than a riverboat gambler
during character creation gets to have a hero for a 0-level PC. I’m
not handing heroes out like full-size candy bars on Halloween. DCC
6-4
isn’t that easy. The goal is not to completely stack the deck in the
player’s favor, the goal is to try our best to drag them to the end
with at least one PC they can have fun with.
6-5
THE TAINTED SCROLL OF
ARANHA
By Daniel J. Bishop
Illustrations by Alexander Moore
6-7
Giant spider: Init +5; Atk bite +2 melee (1d3 plus venom) or spider
web; Crit M/d8; AC 13; HD 3d8; MV 40’, climb 40’; Act 1d20; SP
venom (DC 16 Fortitude save, 1 Strength on success or 1d4
permanent Strength on failure), spider web (as spell result 14-15, p.
196); SV Fort +3, Ref +5, Will +0; AL C.
Paralysis: The manifestation for this spell is always venom from the
point of contact, which appears like a spider bite and makes affected
targets take on a livid green pallor. Caster always gets the 18-19
result and does not need to make a spell check. (Level 3 spell)
Spider Web: Spell works as normal, but with the Health Bane (04)
Mercurial Magic effect. The caster must make a normal spell check.
(Level 2 spell)
Each spell can be used any number of times, but the scroll is
fragmentary, so that an Intelligence check (DC 10 + spell level) is
required each time the scroll is used. The scroll still works as
normal on a failure, but there is an additional effect, as determined
by rolling on the chart below. The first time a caster rolls, they roll
1d3. Thereafter, they roll with a +1d on the dice chain for each
instance (e.g., 1d4, 1d5, 1d6, 1d7, etc).
6-8
1d14 Result
1 The caster has a horrible sensation, as of something
watching them from the shadows, which lasts but an instant
before it is gone.
2 At some point during the next 1d4 hours, chosen by the
judge for maximum effect, the caster gains a glimpse of an
ochre-colored face – like a cross between a man and a spider
– leering at them from the shadows with malevolent
intensity.
3 The caster has terrifying dreams each night that they are
shrunken and being pursued by, or caught in the webs of,
ordinary spiders. The caster only gains the benefits of rest
(healing and spell recovery) if they succeed in a DC 10
Willpower save. This condition lasts for 1d14 days (and
nights).
4 For the next 1d7 days, it seems as though every normal
spider the caster encounters are watching them. If the caster
understands the language of spiders, they can also hear the
spiders’ whispery voices discussing their imminent death.
5 The caster wakes up each morning covered in spider bites
and must make a DC 10 Fortitude save to avoid taking 1
point of Stamina damage. This condition lasts for 1d30 days.
6 For the next 1d3 hours, every step the caster takes seems to
lead them into cobwebs, even if they are following others.
Their Movement Speed is reduced by 5’, and they are
distracted, making them easier to surprise (as per judge).
Others may, or may not, see these cobwebs.
7 The caster hears scuttling in the shadows and has a sense of
motion just at the edge of sight, lasting 1d6 hours per spell
level. This distraction causes a -2 penalty to attack rolls, skill
checks, and spell checks so long as it lasts.
8 Over the next 1d3 days, any arachnid foe (e.g., spiders,
scorpions, etc.) attacks the caster in preference to all other
targets if they can.
9 The caster is bitten by a poisonous spider as the spell is cast
(1d4 damage plus DC 12 Fortitude save or suffer 1d3 points
of Strength damage).
10 A constant sense of something malevolent lurking in the
shadows just beyond sight unnerves the caster, so that they
have a permanent -1 penalty to all rolls so long as the
Tainted Scroll is within 10 miles of them. Even if it is
6-9
removed, these penalties return if the caster comes within
this range of the scroll again – except that each time this
happens, the penalty doubles (-2, -4, -8, etc.). This is treated
as a major curse which does not allow a save.
11 A brief glimpse of the blasphemous secrets of the
antediluvian Cult of Aranha forces the caster to make a DC
12 Willpower save or permanently lose 1 point of
Personality. Attempting to recall what was glimpsed is never
successful, but immediately results in a DC 15 Willpower
save to avoid losing 1d3 Personality (which heals normally).
12 1d5-1 (minimum 0) devil scorpions appear and attempt to
slay the caster (see below for statistics). They then attempt
to slay all they can reach until they themselves perish.
13 1d3-1 (minimum 0) black pit spiders appear and attempt to
slay all the caster’s allies within 100’ before returning to
hell. The black pit spiders do not attack the caster, no matter
what the caster does to provoke them. See below for
statistics.
14+ A single man-spider demon appears and attempts to pull the
caster bodily to hell. See below for statistics.
6 - 10
Scorpion swarm: Init +2; Atk swarming sting +1 melee (1 plus
venom); AC 11; HD 4d8; MV 20’ or climb 10'; Act special; SP bite
all targets within 20’ x 20’ space, half damage from non-area
attacks, venom (DC 12 Fortitude save or 1 Stamina damage); SV
Fort +1, Ref +10, Will +0; AL C.
Black pit spider (type II demon of Aranha): Init +2; Atk bite +11
melee (1d6+2 plus venom); Crit DN/d6; AC 18; HD 6d12; MV 30’,
climb 20’, teleport; Act 1d20; SP demon traits, venom (1d6
Strength, DC 18 Fortitude save for half, rounded down), death
throes; SV Fort +5, Ref +8, Will +5; AL C.
These spider demons are the size of a horse and so black that they
seem to drink the light. When a black pit spider is reduced to 0 hp, it
simply ceases to exist. The Lands We Know cannot long tolerate
their presence, and the being that administers the fatal blow gains
+1 point of Luck.
6 - 11
Man-Spider Demon (type III demon of Aranha): Init +4; Atk
claw +9 melee (1d6+4 plus grab) or bite +9 melee (1d6+4 plus
venom); Crit DN/d10; AC 18; HD 9d12; MV 40’, climb 20,
teleport; Act 2d20; SP demon traits, grab (opposed Strength check
vs. +6 or the demon maintains hold), venom (DC 20 Fortitude save
or be paralyzed 2d24 rounds); SV Fort +8, Ref +7, Will +9; AL C.
6 - 12
THREE FOR THE
PRICE OF ONE
By Daniel J. Bishop
Illustrations by Alexander Moore
Delayed gratification is often the most gratifying, and this foray into
the art of the con artist will give you three encounters with the
Brothers Duff. Whether the PCs fall for any of these cons is (of
course) up to them. The judge should not push them one way or
another, except through NPCs. There is no flavor text because each
encounter should appear to be “off the cuff” rather than pre-scripted.
Con artists prey on the twin human weaknesses of greed or fear, and
sometimes both at once. The swindles presented herein are short
cons; longer cons often play on human vanity (greed) and insecurity
(fear) and are a lot more personal. The goal here is to allow the
players the opportunity to feel the sting of having fallen for one or
more cons, with the eventual pleasure of being able to pay back the
con artists. If there is an added bonus it is this – should they ever
run into any of these cons in real life, with luck, they will recognize
the set-up and avoid it!
The Brothers Duff are two brothers and a sister who work together
to con marks. Having determined long ago that no one can actually
earn their way to enormous wealth, they set out to exploit the labor
and risks of others, fleecing them of their hard-earned coin
whenever it was both possible and safe to do so. Their primary
assets are a strong (almost intuitive) understanding of human nature,
glib tongues, loyalty to each other, cunning minds, and a sociopathic
willingness to make others their dupes.
6 - 13
Illustration by Alexander Moore
6 - 14
They are as follows:
Thief Skills: Backstab +0, sneak silently +3, hide in shadows +1,
pick pocket +3, climb sheer surfaces +3, pick lock +1, find trap +2,
disable trap +1, forge document +3, disguise self +1, read languages
+1, handle poison +0, cast spell from scroll 1d12+1.
The eldest of the Brothers Duff, Yakov wears his hair wild and has
no beard (unless disguised). Intense, and somewhat given to
theatrics, Yakov is the only sibling willing to engage in violence.
Nominally the leader of the group, Yakov nonetheless listens to the
input of his sister, Dasha. He is very protective of his siblings.
Along with Dasha, he cheats Tomas of part of his spoils “for his
own good”, as Tomas spends his earnings nearly as fast as he makes
them. He is aware that Dasha is saving a part of her take, and he
approves. He deeply believes that he would never steal her nest egg
but is also deceiving himself.
Tomas Duff (Alchemist and Swindler): Init +0; Atk staff +0 melee
(1d4); Crit I/d4; AC 10; HD 1d4; hp 4; MV 30’; Act 1d20; SV Fort
+0, Ref +0, Will +1; AL N; Str 9, Agi 10, Sta 12, Prs 15 (+1), Int
10, Luck 12.
The most innocent of the siblings, Tomas wears a bit of short beard
which he thinks makes him look dashing. He was apprenticed as an
alchemist, and still uses those skills to help his family, but was only
moderately successful. While he admires Dasha, he doesn’t realize
how much influence she has over Yakov. For the most part, he goes
along with their schemes, and does his part well, but is spendthrift
with his earnings. His siblings know this, and intentionally reduce
his take to about 20% (as opposed to a full third).
Nicknames and Aliases: Tom, Toma, Doctor Akto, Slim.
6 - 15
Dasha Duff (Cutpurse and Swindler): Init +1; Atk dagger +1
melee (1d4+1); Crit I/d4-1; AC 11; HD 1d4+2; hp 4; MV 30’; Act
1d20; SV Fort +2, Ref +1, Will +2; AL N; Str 15 (+1), Agi 13 (+1),
Sta 16 (+2), Prs 17 (+2), Int 13 (+1), Luck 6 (-1).
This con is run in an area large enough to have multiple inns and/or
taverns, and where it is impossible for everyone to know everyone
else – a large town or greater settlement. The intended target is an
innkeeper or tavern owner. The PCs may become victims through
their own greed.
6 - 16
Setup: The Brothers Duff are staying at a different inn. Tomas,
wearing worn clothing indicating a fall from better fortunes,
establishes himself as a regular at the tavern or inn being marked.
He pays a fair amount of attention to a gold signet ring he wears,
ensuring that the serving folk and innkeeper have seen it.
Separately, Dasha also visits the same eatery from time to time, so
that she does not stand out on the day of the con.
On the day that the PCs are present, Yakov and Dasha are both in
the taproom, having arrived separately at different times. Tomas sets
up the con, Yakov plants the bait, and Dasha acts as an observer,
letting her brothers know if something goes seriously wrong.
The Sting: Tomas has a bit more expensive meal than usual. At the
end, he cannot pay – a cutpurse has relieved him of his coin! As the
innkeep glowers, Tomas points out that he has eaten here the last
two weeks and has always paid his fare. He will go to his rooms (at
another inn) now and return with coin. Reluctantly, he offers his
ring – which had been his father’s and his grandfather’s – as
collateral. As the ring is worth far more than the meal, the innkeeper
agrees, and Tomas leaves.
With Tomas out of the picture, the well-dressed Yakov (as James
Goodfellow) finishes his meal, rises to pay, and asks to see the ring.
Declaring himself a jeweler and a dealer in rare artifacts, Yakov
examines the ring minutely before declaring it to be the signet ring
of the lost Feodor dynasty – an item of incalculable value. Although
he must leave for another meeting, he begs the innkeeper to send
Tomas to his shop on the Street of Silver Eels, near the fountain of
Saint Bath (or some other place appropriate to this town), tipping
him a gold coin to do so. “I will gladly pay the man 500 gp for this
ring, so his fortune is assured! Tell him to keep it safe!”
6 - 17
Yakov leaves, and some time after Tomas returns to pay his fare.
Should the innkeeper prove to be an honest man, the swindlers are
out the cost of their meal and 1 gp. However, it is clear that there is
an opportunity to make a large amount of money here. The
innkeeper waives the cost of the meal, proclaiming it free because of
the man’s honesty, and offers to buy the ring for 75 gp. The PCs
may offer more if they so choose; the innkeeper cannot go higher
than 100 gp. Tomas acts reluctant to sell, and will try to get at least
200 gp.
Either way, Tomas then leaves. Dasha remains in the tavern for the
next hour (or longer) to hear the talk.
Note: If the PCs attempt the honorable thing, Tomas offers to sell
them the ring instead, as he must head south early in the morning.
Word has reached him of an ailing uncle.
If the innkeeper was swindled, and the PCs intervened at all, the
innkeep blames the PCs. Indeed, they may even believe that the PCs
were in on the con and attempt to recoup their losses from the PCs.
In any event, the Brothers Duff are on the road that very night,
heading east.
After two or three adventures, the PCs have probably imagined that
they have seen the last of the swindlers. Not so!
This con is being run in a roadside tavern or a rural inn. The fewer
regulars, and the more foot traffic, the better for the con. Running
the actual swindle for more than a week requires making the
taverner into an accomplice and cutting them in on the proceeds.
The actual con had been running for only a few days when the PCs
arrive.
6 - 18
Setup: Just over a week ago, Dasha (using the alias of Dodo)
arrived at the sting location and obtained a job as a server. She spent
the rest of the time establishing that she flirted with young and
handsome customers, regardless of what they were doing. She has
also feigned ignorance about card games and let what few regulars
there are instruct her. These precautions help to bring local
defenders if she is caught.
The Sting: Yakov and Tomas arrive separately to the roadside inn.
Yakov (taking a corner seat) suggests cards to Tomas, and loses
badly. Dasha serves and flirts with Tomas. Others are invited to join
in the game, with Tomas played as the hustler. At first, the other
players seem to get at upper hand, but soon Yakov’s fortunes
reverse, and the Brothers Duff begin cleaning out the other players.
It is at this point that the PCs enter the tavern. Dasha recognizes
them immediately, as does Yakov, but Tomas’ back is to the PCs.
The PCs may recognize Yakov with a DC 12 Intelligence check,
which elves gain automatically. If they interact with the group at all,
they will recognize Tomas as soon as they see his face. The judge
may rule it less likely that the group recognizes the brothers if they
did not get involved with the first swindle. Certainly, they will not
recognize Dasha.
Aftermath: This depends very much on what the PCs do. Yakov
immediately moves to end the card game; Tomas takes longer to
catch on that the PCs are there. Dasha simply stops playing the con
and starts working on serving the PCs – both to distract them from
her siblings and to alert Tomas to the PCs’ presence.
The Brothers Duff do their best to take any confrontation out of the
public eye, attempting to split the party if possible while Dasha/
Dodo asks some PCs what is going on… knowing what potential
marks/ authorities know about you is almost always worthwhile.
Dodo can volunteer that the good-looking one (Tomas) was talking
about a map.
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And that is their cover. Tomas will mention the map (especially if
asked), and Yakov growls at him to shut up. It is only with great
reluctance that Yakov admits they are trying to raise money for an
expedition to recover a lost treasure… a fortune in gems. If pressed
to offer proof, Yakov says he saw Tomas give an emerald to that
barmaid. Tomas really doesn’t know what Yakov is talking about,
but Dasha is carrying her emerald. Even if forced to produce it,
Dasha insists that it was given to her, so it is hers. Should she have
to be robbed because someone else robbed you?
Yakov will try to sell the map to the PCs, declaring that they should
at least get something for their troubles, and begrudgingly accept
anything the PCs are willing to pay. The map shows a cave marked
about three day’s travel to the northeast. The brothers are unwilling
to go along, but, if pressured into do so, Dasha attempts to ingratiate
herself with the party and go as well. At this point, she shows
nothing but contempt for “the swine” (her brothers).
At the next convenient spot, she leaves the group and returns to the
roadside tavern, where she will rendezvous with her brothers.
If the judge desires, the false map may lead (or almost lead) to an
adventure location of their choosing. If this is the case, it is entirely
coincidental, and Dasha/Dodo shows no desire whatsoever to enter
a dangerous hole or ruin.
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SCAM THE THIRD:
MIRACLES IN A BOTTLE
Three or four adventures later, in almost any urban setting from the
smallest village to the largest urban center, the PCs again encounter
the Brothers Duff.
The siblings try to talk their way out of any justice the PCs might
wish to meet out. In this case, they begin by suggesting that the
Cure-All really does work. If this is insufficient, they suggest that
the PCs join them as they travel west, demonstrating the value of the
Cure-All and taking a cut of the proceeds. Yakov is aggressive
about limiting the PCs’ cut, but not so aggressive about it as to
provoke violence.
Given the opportunity, the siblings escape to the south while the
PCs suffer the negative effects of the Cure-All. Kind judges may
have the Brothers Duff show up yet again, to give the players yet
another chance at come-uppance. Less kind judges may allow the
Brothers Duff to disappear from the PCs’ vicinity entirely, unless
the PCs make special efforts to track them down. Perhaps they
might even encounter a vial or two of Miracle Cure-All in some
monster’s lair…
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THE TAURUNE
By Aaron Wolk
Illustrations by John Bilodeau
This class is intended for players brave enough to walk the knife's
edge between order and chaos as they play a member of this noble
race in any DCC compatible campaign.
WEAVING TALES,
ORAL RECORD OF THE TAURUNE
“There is one story shared among the taleweavers. The first story we
learn. A story of us before we were.
When we tell the tale we trace the scars and brands we blazed
through our flesh. We follow the paths our souls have wound
through our lives. Our innocence is lost, burned away in the endless
labyrinth of the only freedom we need. The freedom to choose our
fate.”
- Dinbray Taleweaver
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Hit points: A taurune gains 1d12 hit points at each level.
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Taurune that are able to rest and meditate, regenerate expended
ability points at a rate of 1 point per PC level of each ability burned
for every night they spend building the path. These techniques
cannot take an ability score past its natural maximum.
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TABLE 1-1: TAURUNE
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5 +1d5 1d16/IV 1d20+1d14 +3 +3 +2
6 +1d6 1d20/IV 1d20+1d16 +3 +4 +3
7 +1d6 1d24/V 1d20+1d20 +4 +4 +3
8 +1d6+1 1d30/V 1d20+1d20 +4 +5 +3
9 +1d6+2 2d20/V 1d20+1d20 +5 +5 +4
10 +1d6+3 2d20/V 1d20+1d20+1d14 +5 +6 +4
Creator notes: Taurune are proud people of nobility and reason.
Sadly, their nature has led to a history of violence and mistrust by
outsiders. Much of this mistrust grows from the horror stories of
encounters with savage outcasts from the taurune ranges. Tormented
by their choices and banished by their people, these monstrous
survivors are feared by all who encounter them.
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TAURUNE NOTES
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