2016 Gongfarmer's Almanac Consolidated Edition Vols 1 8 PDF
2016 Gongfarmer's Almanac Consolidated Edition Vols 1 8 PDF
2016 Gongfarmer's Almanac Consolidated Edition Vols 1 8 PDF
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
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Each article, art & associated material, belongs to their respective artists & authors. If you
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Table of Contents
Volume 1: Men, Magic & Drink
PC Classes
Hot-Dog Suit Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Halfling Hucker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Rituals & Spells
Fantastic Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Enhanced Spellburn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Skeletal Heap (Thief Spell) . . . . . . . . . . . . . . . . . . . . . . 30
Drunk’s Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Random Tavern Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Fantasy Food Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
House Rule: Adventuring Companion . . . . . . . . . . . . . . . . . . . . 46
The Art of Infighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Missing Player Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Peasant Draft. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Get ready to kill monsters with flyers for Mr. Peppy's Sandwich Shack!
HIT POINTS - A Hot-Dog Suit rolls a d6 for their hit points each Level.
ACTION DICE - You are lucky to even have a d20 Action Die. Count
your blessings.
BAFFLE - When combat starts, and when wearing the hot-dog suit
(assuming that's not all the time), a Hot-Dog Suit gains +2d6 to their
AC. No one and no thing can quite figure out what to make of the hot-
dog suit. Sometimes (on a 1-in-12) creatures with a low Intelligence are
completely freaked out by the hot-dog suit and will not attack the Hot-
Dog Suit for any reason, staying no less than 20' away from them if
possible.
4
5
control over these slips of 5 by 8 inch paper... You can fold them into
intricate origami with pure thought! You can use them like paper-thin
hands at a distance! You can shoot them out at lightning speed to
paper-cut your opponents to death! Your control extends to these
pieces of paper, and these pieces of paper only, out to a range of 30'.
When used as weapons, they deal 1d3 damage, using their thinness to
maximum advantage, even wheedling into small gaps in heavy armor.
They may be used to strike an un-armored opponent 1d3 times before
becoming useless. Most uses of these flyers will render them useless
immediately thereafter, but the Judge may allow them to be recovered
and used again, if the task is not too punishing to the paper.
ONE LUCKY BASTICH - If it weren't for the Universe just taking a shine
to your stupid waffle-headed ways, you would've burnt out long ago.
You gain spent Luck points back at a rate of your current Level every
25 hours. That's right, 25 hours. That's just the way it is, loser.
LUCKIER BASTICH - When you spend Luck, you gain benefits at twice
the value, e.g., if you burn 2 points of Luck, you get 4 points with
which to adjust your results. You can distribute these as you prefer,
e.g., burn 2 Luck, add 1 to your to-hit and 3 to your damage.
6
MORE LUCKIER BASTICH - You can spend Luck to reduce the rolls of
opponents when their actions threaten you. For each point of Luck you
burn, you can reduce a single opponent's Attack Roll, Damage Roll,
Spellcheck or opposed Ability-check by 1d3 points. If others are aided
along with yourself by this adjustment, that's fine, but you can't 'target'
others to gain this aid.
ENOUGH WITH THE LUCK ALREADY - When you gain a new Level
(including 1st), you gain 1dLevel Luck, to a maximum of 18. So, 1
point at 1st Level, 1d2 at 2nd, 1d3 at 3rd, and 1d4 at 4th Level.
8
Barbarian Class
By Diogo Nogueira
You are a savage from the cold north, capable of fighting bears with
your bare hands. You are a fierce hunter from the southern jungles,
stalking your enemies with the stealth of a panther. The wilderness
was your home, the place where you grew up and learned the skills
you needed to survive. Nature, and the beasts themselves, were your
teacher - and you learned your lessons well.
9
Now, something attracts you to the civilized lands. It may be
curiosity, or you may be searching for glory, gold or just the thrill of
facing new challenges.
10
Luck: Barbarians do not choose a weapon type to which their Luck
modifier is added, as warriors do at first level. Also, barbarians
cannot spend Luck points to avoid fumbles on attack rolls.
Smell sorcery: Barbarians can smell the foul odor of sorcery from
afar. Being a product of the wild, they instinctively reject magic and
can sense its presence as animals can smell prey. In game terms, this
ability works like the casting of the Detect Magic spell. The
barbarian rolls a die according to the class table, adds his level and
his Luck modifier. When using this ability, barbarians do not suffer
corruption, gain disapproval and are unable to spellburn. This ability
can only be used once per hour.
In addition, a barbarian will try to resist the effects of any spells cast
on them, including beneficial ones. This means the barbarian makes
saving throws against any spell cast upon them, even those intended
12
to be beneficial - including healing spells. If the saving throw
succeeds, the spell has no effect.
Attack Crit
(Deed Die/ Threat Savage Smell
Lvl Die) Table Range Action Die Ref Fort Will Skills Sorcery
1 +d3* 1d12/III 19-20 1d20 +1 +1 +0 +2 1d14
2 +d4* 1d14/III 19-20 1d20 +1 +1 +0 +3 1d14
3 +d5* 1d16/IV 19-20 1d20 +1 +2 +1 +4 1d14
4 +d6* 1d20/IV 19-20 1d20 +2 +2 +1 +5 1d16
5 +d7* 1d24/V 18-20 1d20+1d14 +2 +3 +1 6 1d16
6 +d8* 1d30/V 18-20 1d20+1d16 +2 +4 +2 +7 1d16
7 +d10+1* 1d30/V 18-20 1d20+1d20 +3 +4 +2 +8 1d20
8 +d10+2* 2d20/V 18-20 1d20+1d20 +3 +5 +2 +9 1d20
9 +d10+3* 2d20/V 17-20 1d20+1d20 +3 +5 +3 +10 1d20
10 +d10+4* 2d20/V 17-20 1d20+1d20+1d14 +4 +6 +3 +11 1d20
13
`Halfling Hucker
An alternate class by R.S. Tilton
14
Alignment: as Halfling.
Lucky Tosser: The Hucker isn’t the typical halfling Lucky Charm,
however they can make incredibly lucky throws with thrown
weapons, including larger weapons such as spears. The Hucker may
spend a point of Luck to add a Luck Die to the attack and damage
roll of all thrown weapons for the round. Huckers they regenerate
Luck daily as a Halfling (see DCC core rulebook) .
15
The Halfling Hucker uses Table 1-18 (see DCC core rulebook) for
other attributes.
Level Title
1 Tosser
2 Hucker
3 Bellringer
4 Skullcracker
5 Grand Hucker
16
Fantastic Familiars
By Bob Brinkman
17
Blessed Leech
18
Brown Jenkin
“Witnesses said it had long hair and the shape of a rat, but that its
sharp-toothed, bearded face was evilly human while its paws were
like tiny human hands. It took messages betwixt old Keziah and the
devil, and was nursed on the witch’s blood—which it sucked like a
vampire. Its voice was a kind of loathsome titter, and it could speak
all languages.”
– H. P. Lovecraft, Dreams in the Witch House
Found as the familiar to a witch with the ability to warp both time
and spatial dimensions, Brown Jenkin is a singular creature and, as
such, can only be in service to a single witch or wizard at a time. The
only way to fully bond Brown Jenkin as a familiar is to murder his
current master/mistress.
19
Brown Jenkin: Init +0; Atk claw +0 melee (1d2) or bite +1 melee (1d3
plus disease); AC 10; HD 1d10; hp 6; MV 40’ or climb 30’; Act 1d20;
SP disease (DC 15 Fort save or be struck unconscious by fever for
1d4 hours), linguist; SV Fort +1, Ref +2, Will +1; AL C.
Coagula
These creatures are made from blood spilled by 10th level wizards
during a phlogiston disruption. When magical energies run rampant,
these creatures can be formed, ripping spell knowledge from their
former host and keeping it with them. One wizard’s loss is another
wizard’s gain as it allows for the familiar’s master to cast the
coagula’s spell once per day.
20
Coagula: Init +0; Atk slam +2 melee (1d6+1) or spell; AC 12; HD
2d8; hp 9; MV 30’; Act 1d20; SP Spell (a coagula knows one,
randomly determined, wizard spell of any level); SV Fort +3, Ref
+1, Will +3; AL N
Lightning Hawk
The size and general shape of a large bird of prey, the lightning
hawk is a creature of pure electrical energy capable of moving with
astonishing speed. Rather than the cry of a raptor its shriek is that of
a fully powered, and discharging, Tesla coil. The air around it
crackles with ambient electricity and, as a result, the hair of its
wizard always stands on end.
21
Lightning Hawk: +0; Atk talons +3 melee (1d4); AC 13; HD 4d8; hp
18; MV 20’, fly 120’; Act 1d20; SP ambient electricity, lightning (as
per Lightning Bolt spell DCC RPG rulebook page 222); SV Fort
+2, Ref +3, Will +2; AL L.
Ambient Electricity: Metal armor clad foes struck by the talons of the
lightning hawk suffer an additional 1d5 points of electrical damage.
Lightning: The lightning hawk can transform its entire body into a
solid bolt of electrical energy as a form of attack with a d16+4 action
die.
Scorline
Horrifying creatures, looking at
first glance to be furry
scorpions, these eight-legged
pedipalps were originally
spawns by a phlogiston
disruption that warped a
simple housecat into an eight-
legged monstrosity with a
poisonous stinger. The
forepaws of the Scorline are
not used for locomotion,
instead being held aloft for
striking with its wicked claws.
Scorline: Init +0; Atk claw +1 melee (1d3) or sting +3 melee (1d4 plus
poison); AC 12; HD 2d7; hp 7; MV 30’ or climb 20’; Act 1d20; SP poison
(DC 10 Fort save or death), tremor-sense; SV Fort +0, Ref +2, Will +0; AL
C.
The following rules extend the Spellburn rules in the DCC RPG core
book.
23
Communal Spellburn: If an adventuring party contains multiple
magic-users of the same class, and all participating magic-users are
willing, the caster of a spell may draw upon the life force of those
other willing magic-users. The non-casting magic-users choose the
amount of points sacrificed and the ability score to be sacrificed.
Each magic-user may sacrifice a different number of ability points
from different abilities than each other, as long as the spell and the
entreated entity allow for it. The enhancements listed below may all
be applied to a Communal Spellburn, except for an Ultimate
Sacrifice.
24
Avaricious Entities: Some entities might only accept sacrifices of
specific abilities and may be angered by sacrifices other than desired.
The reasons for this predilection are left up to the judge. If the magic-
user gives the entity only what it desires, as specified above, the +2
is given for each point sacrificed. However, if the magic-user gives a
mixture of ability points, including some of the ability which the
entity desires, the magic-user is only given +1 for each point spent
since the sacrifice is of lower quality. If the magic-user gives the
entity only ability points other than the specific ability desired, each
point of sacrificed ability is only worth ½ point of spellburn, rounded
down, if the entity is still willing to accept the sacrifice at all. If the
entity is angered by the caster’s sacrifice, the judge should consider
other nasty consequences on top of the listed spellburn results for
offending the entity.
25
Permanent Magical Effects: Even if the judge does not allow
Permanent Sacrifices as part of spellburn, one place where it could
be appropriate would be the creation of permanent magical effects.
Magic-users wishing to cast a spell so that the effect becomes
permanent in the world can permanently spellburn one or more
ability score points in order to make the effect perpetual.
When Permanent Sacrifices are allowed the risks are huge as well. If
the magic-user has made a Permanent Sacrifice and rolls a natural 1
on the spell check, all of the effects listed in the Permanent Sacrifices
section above still occur, and all spells cause one or more greater
corruption results that cannot be avoided by using Luck. If the spell
failure result calls for minor corruption, then the magic-user suffers
greater corruption. If the spell failure result calls for major
corruption, then the magic-user suffers two greater corruptions. If the
spell failure result calls for greater corruption, then the magic-user
suffers three greater corruptions.
Lastly, there is a 20% chance of the caster being devoured, body and
soul, by the entity to which the Permanent Sacrifice was made.
26
Ultimate Sacrifice: In instances of great need, or great want, the
magic-user, acting alone, may sacrifice the whole of his body and
soul to an otherworldly entity to power a single spell. As a dying act,
the magic-user casts a final spell that automatically achieves the
maximum effect listed in the spell description, with the addition that
the effects of the spell are tripled (as appropriate) and any dice are
bumped one up the dice chain. For example, a magic-user casting
magic missile as an Ultimate Sacrifice would cast 9d5+6 missiles for
3d12+3*CL damage per missile, rather than the normal 3d4+2 missiles
at 1d10+CL.
Any spell cast in this manner should alter the reality of the place
where it is cast commensurate with the nature of the spell. For
example, the judge might rule that the after effects of the above
magic missile leave permanently smoking, magically active, craters
wherever the missiles explode, and if multiple missiles explode in
the same area, the crater is wider and deeper based on the number
of missiles that impacted the area (perhaps even leveling buildings
or entire towns). The judge should make it an effect that changes the
world, altering the course of civilization, and leaving a permanent
magical reverberation in that place. A caster performing an Ultimate
Sacrifice should be remembered for the act performed, either for
good or for ill.
27
Spellburn Actions for Non-Physical Attributes
This table is to be used like Table 5-1: Spellburn Actions in the core
rulebook (p109). See the section on “Sacrifice of Non-Physical Ability
Scores” above for more information. This damage is permanent if it
is the result of a “Permanent Sacrifice” otherwise it lasts until the
ability damage is recovered.
d24 Result
1 The wizard suffers a severe stroke leaving him with
slurred speech (-2 to all social interactions).
2 The wizard can only speak when casting a spell. Any
other attempt to communicate verbally causes the wizard
to cast one spell randomly from his spell list at the
intended recipient of his communication.
3 The wizard swears an oath to a minor demi-god, who aids
him but curses him with mutism until the oath is fulfilled.
4 The wizard suffers a severe stroke leaving him with a limp
(MV -5’).
5 The wizard begins suffering night terrors every night
causing him to always be exhausted.
6 The wizard becomes belligerent and abusive to everyone
he encounters.
7 The wizard swears an oath to a minor demi-god, who aids
him but curses him with hearing loss until the oath is
fulfilled.
8 The wizard suffers varied hallucinations.
9 The wizard loses one of his prepared spells for the day.
10 The amount of time required for the wizard to prepare and
cast spells is doubled.
11 The wizard enters a catatonic state for an entire day. He
may only act to flee from danger, unless given a specific
request by a trusted person (e.g. a friendly party member).
He may then choose to perform that action, flee, or remain
inactive.
12 The wizard begins to suffer kleptomania.
28
13 The wizard begins to suffer agoraphobia.
14 The wizard begins to suffer claustrophobia.
15 The wizard becomes vulnerable to the cleric turn unholy
power.
16 The wizard swears an oath to a minor demi-god, who aids
him but curses him with blindness until the oath is
fulfilled.
17 The wizard agrees to teach his most powerful spell to an
outsider.
18 The wizard’s ability to read his spellbook is hampered. In
order to read it as normal he must hold it up to a mirror
and read the mirror image.
19 The wizard agrees to give up knowledge of one of his
highest level spells. He must relearn that specific spell as
if learning it for the first time in order to regain it.
20 The wizard agrees to be possessed by a powerful outsider
for 1d6 hours. During that time the wizard must win an
opposed Personality check against the creature to take any
action not desired by the outsider.
21 The wizard agrees to be possessed by a powerful outsider
for 1d6 days. During that time the wizard must succeed on
a Personality check to take any action not desired by the
outsider.
22 The wizard agrees to be possessed by a powerful outsider
for 1d6 weeks. During that time the wizard must win an
opposed Personality check against the creature to take any
action not desired by the outsider.
23 The wizard agrees to be possessed by a powerful outsider
for 1d6 months. During that time the wizard must win an
opposed Personality check against the creature to take any
action not desired by the outsider.
24 Roll again twice.
29
Skeletal Heap (Thief Spell)
by Jarrett Crader
30
lost for the day, but otherwise they suffer none of
the listed effects. Thieves may cast this spell using
a d16 but must burn 1 point of Luck
PERMANENTLY - yes, you may never recover it,
ever!
31
1 The bones of the fallen fail to achieve the desired state due
to a lack of sufficient necromantic energy. The caster's own
bones begin to pop from his body to supplement the
creature. Suffer 2d4 Luck loss (permanent, cannot be
restored, ever - but you won't live long enough to regret it,
anyway!) Each round, the caster must pass an incrementally
more difficult Fort save, beginning at DC 14, or suffer the ill
effects of their own bones being sucked out through their
skin as they attempt to join the heap (lose 1d5 points of
Strength, Agility, or Stamina). Three successive saves will
halt the process and return the dead to their slumber,
leaving the caster in awfully bad shape otherwise.
2-8 The heap begins to take shape but needs more, more, more!
Suffer 1d7 Luck loss (permanent, cannot be restored, ever -
stop messing around with the wizard's spell book, thief!) to
supplement the creature's growth. The resulting heap has
the following stats: Init -4; Atk limb +0 (1d3); AC 10; HD 2d6;
MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will
+0, AL C. Creature only has one usable limb for attacking
and will randomly lash out at the nearest target, usually the
caster. This heap will continue to attack random targets for
1d3 rounds before falling into a pile of its component bones.
9 - 11 The heap begins to take shape but you can't control it!
Suffer 1d3 Luck loss (permanent, cannot be restored, ever -
what, you think magic is easy?!) to supplement the
creature's growth. Also, make an opposed Personality check
(heap gets +4 to this check - leave the dead where they rest,
fool!) or the heap will randomly attack the nearest target,
usually the caster. If you gain control of the heap this way, it
will function for 1d3 rounds at your command before falling
apart into its component bones. Init -4; Atk limb +0 (1d3);
AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort
+1, Ref +0, Will +0, AL C.
32
12 - 13 It's alive! The heap has formed and will remain under the
caster's control for 1d4 rounds or until destroyed. Init -2; Atk
limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead
traits; SV Fort +1, Ref +0, Will +0, AL C.
14 – 17 Getting stronger, now! The heap lasts for 1d4 rounds or until
destroyed. Init -2; Atk limb +0 (1d4); AC 12; HD 2d6; MV 20';
Act 1d20; SP un-dead traits; SV Fort +2, Ref +0, Will +0, AL C.
18 - 19 That's better! The Heap lasts for 1d4 rounds or until
destroyed. Init -2; Atk limb +0 (1d5); AC 13 + special; HD
2d7; MV 20'; Act 1d20; SP un-dead traits, can block one
attack with an extra limb as though carrying a shield (+2
AC), which then splinters; SV Fort +2, Ref +0, Will +0, AL
C.
20 - 23 Now we're cooking! The heap lasts for 1d5 rounds or until
destroyed. Creature only has one usable limb for attacking
but now has a melee weapon in its grip. Init +0; Atk limb +0
(1d5) or melee weapon +0 (1d6); AC 13 + special; HD 2d10;
MV 20'; Act 1d20; SP un-dead traits, can block one attack
with an extra limb as though carrying a shield (+2 AC),
which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
24 - 27 It's getting bigger! The heap lasts for 1d5 rounds and now
has two usable limbs for attacking, both of which grip melee
weapons. Init +0; Atk limb +0 (1d5) or melee weapon +0
(1d6); AC 14 + special; HD 3d10; MV 20'; Act 2d16; SP un-
dead traits, can block one attack with an extra limb as
though carrying a shield (+2 AC), which then splinters; SV
Fort +2, Ref +1, Will +0, AL C.
28 - 29 Look at the size of that thing! The heap lasts for 1d5 rounds
and has two usable limbs for attacking, both of which grip
melee weapons. Init +0; Atk limb +0 (1d6) or melee weapon
+0 (1d8); AC 16 + special; HD 3d12; MV 20'; Act 2d20; SP un-
dead traits, can block one attack with an extra limb as
though carrying a shield (+2 AC), which then splinters; SV
Fort +2, Ref +2, Will +0, AL C.
33
30 - 31 We're gonna need a bigger boat! The heap lasts for 1d6
rounds and now has three usable limbs for attacking, all of
which grip melee weapons. Init +1; Atk limb +0 (1d6) or
melee weapon +0 (1d10); AC 18 + special; HD 3d16; MV 20';
Act 3d20; SP un-dead traits, can block one attack with an
extra limb as though carrying a shield (+2 AC), which then
splinters; SV Fort +2, Ref +2, Will +0, AL C.
32+ Over 9000! The heap lasts for 1d6 rounds and has three
usable limbs for attacking, all of which grip melee weapons.
Init +1; Atk limb +0 (1d8) or melee weapon +0 (1d12); AC 20 +
special; HD 3d20; MV 20'; Act 3d20; SP un-dead traits, can
block up to two attacks with an extra limbs as though
carrying a shield (+2 AC), which then splinters; SV Fort +3,
Ref +2, Will +0, AL C.
34
Drunk’s Luck
By Diogo Nogueira
It's an iconic scene in many Sword & Sorcery stories: the adventurers
are all gathered in a seedy tavern, sharing tales of their daring
adventures and drinking beer and wine, as if they had no worries. In
a setting where magic healing isn't as common as other genre-fantasy
worlds, a sip of wine can give a breather for a beaten warrior, but it
can cost them their reflexes too.
The following rules were created for a game with no magic healing
and with a desire to make the consumption of alcohol by the
characters somewhat important in the game. A drink can help you
recover hit points, but you can get drunk doing that. If that happens,
as it's said, then Lady Luck may favor you.
Luck Favors the Drunk: Once per game session, when the character
has drunk more than his Alcohol Limit, they receive a point of Luck.
The character, however, cannot be drinking alone and need at least
another companion drinking with him.
With these simple rules, the role of drinking in the fiction of the
game can be really enhanced and made more iconic to the story, as it
should be considering the literature that inspired it.
36
Random Tavern Generator
By Keith A. Garrett
37
Barkeep Personality (d6)
d6 Result
1 Friendly and helpful
2 Gruff
3 Busy or inattentive
4 Holds a grudge against a PC for some reason (e.g. for race or
class reasons)
5 Greedy (overcharges, waters down drinks, etc.)
6 Eccentric (e.g. sings, uses magic, has an unusual
background)
38
Location (d10)
d10 Result
1 The slums
2 Near the center of town
3 A bustling merchant district
4 A peaceful residential district
5 Amid the rubble of a disaster (either recent or long ago)
6 Down by the river
7 In a wealthy neighborhood
8 At a crossroads far from any town
9 Underground
10 Exotic (another plane, under water, hovering, etc.)
39
Notable Customers (d20)
d20 Result
1 None; the place is empty
2 Easily angered half-orcs
3 A bard entertaining the crowd
4 A thief picking pockets
5 Two citizens arguing about local politics
6 An annoying drunk
7 A group of city guards
8 A tough guy who wants to arm wrestle everyone
9 A cleric trying to convert people to his faith
10 A wizard attempting to look inconspicuous
11 Hirelings eager to accompany the party
12 A kid looking for his/her parent
13 A noble who will tolerate no disrespect from anyone
14 A local celebrity surrounded by fans
15 A table of gamblers eager to lure in a new sucker
16 A woman being shunned by the other patrons due to rumors
she's a witch
17 A merchant eager to make a sale
18 A relative, friend, or acquaintance of one of the PCs
19 A nutjob spouting a lot of nonsense (or is it?)
20 Enemies of the PCs from a past encounter
40
Fantasy Food Generator
By Keith A. Garrett
If you ever need an answer to that question, use these tables! Roll on
one or more of the tables below, or choose something you find
interesting. You can use some of the tables individually (such as the
Meal Time table), while others are intended to pair up with other
tables. Some sample table combinations include:
41
If a combination doesn’t make sense (such as Meat Source
“Minotaur" with Food Type “eggs,”) just re-roll one or more results or
choose an item that’s a better fit. Or declare that, contrary to
expectations, Minotaur young come from eggs.
42
Cooking Method (d20)
d20 Result
1 Baked 11 Flambéed
2 Barbecued 12 Fried
3 Blackened 13 Grilled
4 Boiled 14 Pickled
5 Braised 15 Poached
6 Breaded 16 Puréed
7 Broiled 17 Roasted
8 Creamed 18 Sautéed
9 Deviled 19 Steamed
10 Dried 20 Stuffed
43
Meat Product (d10)
d10 Result
1 Bacon
2 Brisket
3 Chops
4 Legs
5 Loin
6 Ribs
7 Roast
8 Steak
9 Wings
10 Offal (subtype d10: (1) brains, (2) ears, (3) eyes, (4) feet, (5) giblets, (6)
intestines, (7) liver, (8) testicles, (9) tongue, (10) tail)
44
21 Dwarf 68 Phoenix
22 Elemental 69-70 Pixie
23 Elder brain 71-72 Primeval slime (a/k/a
jelly, ooze, pudding,
slime)
24 Elf 73 Pterodactyl
25-26 Faerie 74 Redcap
27 Gargoyle 75-76 Roc
28 Ghost (aka spectre, 77 Salamander
wraith)
29 Ghoul 78 Satyr
30 Giant 79-80 Sea serpent
31-32 Giant animal 81 Selkie
33 Gnome 82 Serpent-man
34 Gnoll 83 Shrooman
35 Goblin 84 Sphinx
36 Gremlin 85-86 Sprite
37 Griffon 87 Toadfiend
38 Halfling 88 Troglodyte
39 Harpy 89-90 Troll
40 Hell hound 91 Underdark slug
41 Hippogriff 92 Unicorn
42 Hobgoblin 93-94 Warg
43 Hollow spawn 95-96 Wyrm
44 Human 97 Wyvern
45 Hydra 98 Yeti
46 Imp 99 Zombie
47 Jackalope 100 Roll (or choose) two
48-49 Kobold
50 Kraken
45
House Rule: Adventuring Companion
By Diogo Nogueira
Sword & Sorcery tales (like the those of Fafhrd and Grey Mouser) are
a big influence in my games and are a reason why I end up wanting
to run a game with a strong Sword & Sorcery bent (meaning no
demi-humans, no clerics, or genre-fantasy stuff). That means the nice
and cool feature of sharing the halfling’s Luck points is off the table.
Adventuring Companion
The life of an adventurer is not an easy one, especially far away from
the connections they had before leaving to risk all in search for gold
and glory. That's why so many of them end up creating strong bonds
with their fellow adventurers.
46
Advantages
● The player character can spend Luck to affect the dice rolls of
the Adventuring Companion as if they were his or her own.
● At the end of an adventure, the character can recover one point
of Luck if he or she spent Luck points to help the Adventuring
Companion in dramatic situations (at the judge’s discretion).
● At the end of an adventure, the character recovers a point of
Luck if they finished the adventure together, safe and (mostly)
sound, and they share a drink in front of a fire.
● At the judge’s discretion, the character can earn Luck points for
other significant actions that affect the Adventuring
Companion—e.g., risking life and limb to save the Adventuring
Companion, etc.
Disadvantages
● The character loses a point of Luck each time the Adventuring
Companion drops to zero hit points while adventuring with the
PC (even if healed afterward). This is a stressful situation for
both of them.
● The character loses a point of Luck each time he or she willingly
takes actions to damage, undermine, or betray the Adventuring
Companion (at the judge’s discretion).
● If the Adventuring Companion dies, the character loses 1d4
points of Luck and has to wait at least 1d4 months before being
able to choose another Adventuring Companion and forge
another strong bond.
With any luck, this rule will bring a little more dynamism to the
table and encourage the group to forge connections between their
characters and create interesting moments when the companions
share their fate and work hard to help one another.
47
The Art of Infighting
By R.S. Tilton
When fighting in close proximity to your foe, you want to get in and
mix it up without getting gutted by a longsword. For more on Mighty
Fumbles and Criticals, see Steel and Fury by Purple Duck Games. If
you do not have access to Steel and Fury, ignore the Fumble and
Critical results.
48
Fisticuffs
The art of bare-fisted fighting.
49
Grappling
The ancient art of grappling.
50
5 Bear Hug. A mighty bear hug, foe must make a Fort
save (DC 10 + PC Level) or begin to suffocate.
6 Headlock. You wrap your mighty thews about your
foe’s head and squeeze. Inflict +2d4 damage. You
may also move your foe 5 feet in any direction.
7+ Mighty Heave. With a mighty heave your grab your
foe and drive them into the ground causing an
additional 2d6 damage and knocking them prone.
Critical Snap the Neck. You are able to get a your thews
about the foe’s neck and heave mightily attempting
to snap it’s neck. Foe must make a Fort save (DC 13
+ PC Level) or be paralyzed and die in 1d4 rounds.
Inflict +2d6 damage.
Grappling attacks can be held with an opposed Strength check to
escape.
51
Dagger
The dagger relies on lightning fast attacks and precise strikes.
52
Missing Player Tables
by Mike Markey
I can’t make it to the game this Saturday, but I don’t want Mike
running my character for me…
Throw caution to the wind and let the dice run your character for
you! When the judge wants to know what you’re doing, he rolls a
d24 on the appropriate table to find out. Be sure someone has your
character sheet for reference!
Directions
Relative directions
d24 Result
1-5 Left
6-10 Right
11-15 Up (otherwise left)
16-20 Down (otherwise right)
21-24 Forward/Straight
Cardinal directions
d24 Result
1-6 North
7-12 South
13-18 East
19-24 West
53
Spells (Wizards, Elves, Clerics)
I cast ___!
d24 Result
1-12 Signature spell (player’s usual go-to spell)
13-24 Number spells on the character sheet and roll for it
Will you lay on hands? (Clerics add disapproval range to the die roll)
d24 Result
1-20 Yes
21-24+ No
54
Interpersonal Communication (add personality modifier to the die
roll)
d24 Result
≤1 Sucker punch!
2 – 6 Yawn...I defer to you
7 – 15 I disagree/no
16 – 24 I agree/yes
Other
d24 Result
1-3 I search for treasure
4-6 I search for traps
7-8 We should camp here for the night
9-10 Listen! ...do you smell that?
11-12 Open mailbox
13-14 I go poke it
15-16 I attack the darkness
17-18 Whelp, looks like pudding time
19-20 Kill it with fire!
21-22 Adumbrate elephant
23 _____________________ (judge’s choice)
24 _____________________ (judge’s choice)
55
Peasant Draft
Third: Deal a number of peasants from the deck face down in the
center of the table; this is the “kitty”. The number of peasants dealt
to the kitty should be equal to the number of players. Choose who
will go first -- highest d20 roll, numbers in a hat, whatever the group
agrees on. Here are a couple variant suggestions on drafting the final
peasant:
Blind Kitty
Once the selection order is determined, the player who goes
first picks up the kitty of peasants in the center and selects
the one they want. The kitty is placed back on the table
face-down for the next person to select from. This continues
until everyone has their last peasant.
White Elephant
Place each of the peasants face down on the table and do a
White Elephant - yeah, just like those awful Christmas
parties.
57
It will probably behoove you to institute some sort of
swapping limits so that the exchanging doesn’t get out of
hand. Under no circumstances is the player’s original hand
part of the swap, just their final peasant!
The Peasant Draft has been a lot of fun in our group. Some players
pick the funniest characters or the ones they want to roleplay the
most. Others develop a group of similar types (either along racial or
professional lines) and establish shared interests, backstories and/or
goals for their group of peasants. It can be a terrific ice-breaker for
pick-up games at a store or, if there’s enough time, during a con.
58
59
Credits
Contributing Authors – VOLUME 1
Bob Brinkman, bygrinstow, Jarrett Crader, Keith Garrett,
Doug Keester, Mike Markey, Diogo Nogueira, James Pozenel,
Ron Tilton, James V. West
Editors
Forrest Aguirre, Steven Bean, Daniel Bishop, Jon Carnes,
Keith Garrett, Jason Hobbs, Tony Hogard, Michael Jones,
Duncan McLastName, Jonathan Nichol, James Pozenel,
Jim Skach, Tim Snider, Noah Stevens, Doyle Tavener,
David VC, Laura Rose Williams, Paul Wolfe
Proofreaders
Reece Carter, Samuel Dester, Jason Hobbs, Tony Hogard,
Aaron Koelman, Ryan Moore, Jonathan Nichol, Jim Skach
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, contact info@goodman-
games.com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original
creator.
Table of Contents
Volume 1: Men, Magic & Drink
PC Classes
Hot-Dog Suit Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Halfling Hucker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Rituals & Spells
Fantastic Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Enhanced Spellburn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Skeletal Heap (Thief Spell) . . . . . . . . . . . . . . . . . . . . . . 30
Drunk’s Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Random Tavern Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Fantasy Food Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
House Rule: Adventuring Companion . . . . . . . . . . . . . . . . . . . . 46
The Art of Infighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Missing Player Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Peasant Draft. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Centuries ago, Ćire was a client wizard of the Djinn patron Urhatta.
He served her for many years, accumulating vast knowledge of
dimensional magics. During his study he discovered the existence of
several pocket dimensions that were created or maintained by the
will of Dead Gods. Sensing an opportunity for immortality, Ćire
broke with Urhatta and launched an assault on several of these
pocket dimensions, destroying the masters that ruled them. Ćire is
now the master of those realms - he, and he alone controls who
enters and leaves them. While in his demesne, he is effectively
immortal. He is known to patronize mortal wizards and use them as
captains and pawns to push his agenda.
12-13 Ćire does not think the caster’s problems worthy of his
efforts. The shame of disappointing Ćire spurs the caster to
try harder! +1 on all rolls for 1d7 rounds.
14-17 Ćire winds back a thread of time, allowing the caster to recall
a previously lost spell. If the caster has not lost a spell the
next result of lost spell is simply a failure and the spell is not
lost. Any corruption, misfire or patron taint still applies.
18-19 Ćire realizes the caster's plight and grants one improvement
on the die chain for the caster's next 3 spell checks.
20-23 Ćire wants to see what the caster is really made of. He grants
him a temporary +5 bonus to his Luck score as well as a
minor magic item specific to the caster’s current, or a near
future, obstacle. The Luck and the magic item will disappear
after 24 hours.
5
28-29 Ćire sees great potential in the caster and boosts all of his
spell checks for the remainder of the day by two
improvements on the die chain.
32+ Ćire whisks the caster, and any followers, immediately to his
pocket dimension. There they are healed of all damage and
any condition, fed, bathed and cared for. Any missing
equipment is replaced and time is permitted for all to regain
spells. Once all ills are remedied Ćire sends the entire group
right back to the moment in time from when he plucked
them, with the addition of 8 Bronze Legionnaires to serve
the caster for 1 full day.
Spellburn: Ćire
4 Chicks dig scars, and so does Ćire! The caster must cut
enough flesh from his skin to leave a 2” scar per point of
spellburn. The pain and loss of blood manifests as stat loss.
Dogs of War
Level: 1 (Ćire)
Range: 30'
Duration: Varies
Casting Time: 1 round
Save: None
8
Tarsierii: Init +1; Atk tiny sword -2 melee (1d4-1); AC 11; HD 1d4; MV
20' or climb 30'; Act 1d20; SP infravision 100’; SV Fort -2, Ref +1, Will
-2; AL N.
Sirius Grunt: Init +1; Atk spear +1 melee (1d6); AC 15; HD 1d8; MV
30'; Act 1d20; SP infravision 60’; SV Fort +1, Ref +1, Will +0; AL N.
Galactic Ranger: Init +4; Atk laser pistol +6 (3d5); AC 17; HD 3d8;
MV 40'; Act 1d24; SP dimensional tracking; SV Fort +3, Ref +4, Will
+5; AL N.
Galactic Rangers are tall humanoids with elongated, skinny arms and
legs. They only have two fingers and an opposable thumb on each
hand. They typically wear tight fitting leather suits and helmets made
of a strange reflective material. They have the ability to 'smell' the
dimensional residue of creatures, making them superior trackers. If
appearing within 1 hour of the presence of a creature, or given an
item the creature has touched in the past 24 hours, the Galactic
Ranger has a 75% chance to successfully track that creature, even if
they shift planes, dimensions or time-streams. The Ranger cannot
travel or send other creatures through time or space but can relate
where the tracked creature has gone sufficiently for spellcasters to
count as 'familiar' with the location.
9
The Bronze Legionnaire is the shock troop of Ćire's armies. They are
some kind of intelligent statue or sentient metal race. They stand 7'
on average and weigh nearly 600 lbs. without equipment. They are
exceptionally well disciplined soldiers who revel in combat. When not
fighting they engage in gambling, drinking and cursing like inter-
dimensional soldiers. They grumble often, even as they are executing
their orders flawlessly.
10
the spell; (3) swirling bits of particles coalesce and spin in tiny
funnels, slowly building the troops from the ground up; (4) a giant
hole opens in a wall, the floor or the ceiling and two parallel wooden
rails, connected by wooden planks issue out. At the end of the casting
a segmented vehicle that rides on the rails clatters to a stop within
the range of the spell and the troops disengage lap bars to exit the
vehicle.
14-17 2d2 Tarserii are summoned for 2d4 turns. Any clearly
suicidal orders or commands contrary to their nature have
a 50% chance of releasing the Tarserii from service.
18-19 3d4 Tarserii and a Sirius Grunt sergeant are summoned for
3d5 turns.
Level: 2 (Ćire)
Range: Varies
Duration: Varies
Casting Time: 1 round
Save: None
12
1 Lost, failure and patron taint.
14-17 The caster summons a portal that lasts for 1d4 rounds and
can terminate anywhere within 20'.
18-19 The caster summons a portal that lasts for 1d4 rounds and
can terminate anywhere within 100'.
20-23 The caster summons a portal that lasts for 3d8 rounds and
can terminate anywhere within 50'.
24-27 The caster summons a portal that lasts for 3d8 rounds and
can terminate anywhere within 250'
28-29 The caster summons a portal that lasts for 1d4 hours and
can terminate anywhere within 200'.
30-31 The caster summons a portal that lasts for 1d4 hours and
can terminate anywhere within 1000'.
32-33 The caster summons a portal that lasts for 1 day and can
terminate anywhere within 1 mile. In addition, any creature
that passes through the dimensional shortcut is healed for
4d6 damage.
13
Patsy, Patron God of Henchfolk
By Duncan McPhedran
Patsy protects those who hire on with adventurers and those who
hire henchmen, and punishes those who abuse their contracts.
Henchmen pray to him for safe passage through the labyrinth, and
adventurers pray for henchmen who are both useful and foolish
enough to sign sweeping contracts. When he appears, he is preceded
by the soft clop-clop of coconut shells being struck together.
14-17 Patsy sends a torchbearer to light the way. She will remain
until Patsy has need of her elsewhere (DC 20 spell check
every hour, or he leaves).
14
20-23 Patsy sends a shield bearer to protect the caster. The shield
bearer will take any physical damage meant for the caster.
Her ability to be in many places at once is incredible to
behold. She leaves after 2d6 rounds.
32+ A half coconut, 20’ in diameter, falls from the sky, crushing
the enemies of the caster. Henchmen miraculously survive.
Anyone inside the ring must make a DC 15+CL Ref save or
take 2d6 damage from the sonic boom.
2 The first time this result is rolled, the caster’s skin becomes
grimy with the dirt of months on the road. The second time,
a pervasive smell of months-old body odor wafts from the
caster’s body. These are permanent; both results return as
soon as the caster has finished bathing.
3 On the first roll of this result the caster gains sudden insight
into the desires of henchmen. He finds it easier to find good
15
help at a lower price and is better at negotiating broader
and more ridiculous terms. On the second roll, each time
the caster hires a henchman, their sibling is also available for
hire at a discounted rate.
4 When the caster casts any spell he may choose to have the
result also affect a henchman for one point of spellburn per
level of the spell.
6 Each time this result is rolled the caster will find a magic
hidden pocket inside their clothing/cloak. The pocket will
remain forevermore and is capable of holding objects up to
10’ in height and width. When it first appears it contains the
following (1d10): 1) a pair of dice, 2) ten frogs legs, 3) an
angry kobold (roll for initiative!), 4) two half coconut shells,
5) a dagger, 6) thieves’ tools, 7) a ten foot pole, 8) holy
water, 9) flint and steel, 10) a pony - DC 10 Ref save to avoid
being crushed by the sudden appearance of a pony in their
pocket or take 1d5 damage.
16
Spellburn: Patsy
Patsy’s concerns are not for adventurers, but for those they contract.
The sacrifices he requires reflect this, and so may not help him or
the adventurers, but rather the henchmen. Roll 1d4 on the table
below to determine the cost of the request.
17
A Packbearer is Always Prepared
Level: 1 (Patsy)
Range: Touch
Duration: Varies
Casting Time: 1 round
Save: None
A good pack bearer always has what the party needs. The caster can
use this spell to ensure that the band is never caught without a
needed item. The Caster may choose any lower result.
Manifestation (1d4): The caster reaches into his bag and (1) A
blinding light spews forth from the mouth of the bag stunning any
within 20’ (DC10+CL Fort save or be blinded for 1d3 rounds): (2) A
multitude of bats, birds, and bugs fly forth; (3) The caster is sucked
into the bag where he sees fields of gear strewn about, but before
he can get picky he is sucked back out to his waiting band; (4) A
bright flash and puff of smoke reveals a squat, ugly, frizzle-haired,
vaguely feminine figure in a skirt who rushes forward to dump the
equipment unceremoniously at the caster’s feet before disappearing
with another flash of smoke.
18
12-13 Roll 1d24 on Table 3-4: Equipment (core rulebook pg. 73).
The item can be used 1d6 times before it evaporates.
18-19 Roll 1d24 on Table 3-1: Weapons (core rulebook pg. 71). The
weapon lasts for the duration of combat.
20-23 Roll 1d24 three times on Table 3-1: Weapons (core rulebook
pg. 71). The weapons last for the duration of combat.
24-27 Roll 1d10 on Table 3-3: Armor (core rulebook pg. 72). The
armor dons itself on to the caster, and does not interfere
with spells. The armor lasts for the duration of combat.
28-29 Roll 1d10 two times on Table 3-3: Armor (core rulebook pg.
72). The armor dons itself on to the caster and designated
ally, and does not interfere with spells. The armor lasts for
the duration of combat.
30-31 Roll 1d24 three times on Table 3-1: Weapons (core rulebook
pg. 71) and 4d24 on Table 3-4: Equipment (core rulebook
pg. 73). Duration of each item is 1d6 hours.
32+ Roll 1d10 four times on Table 3-3: Armor (core rulebook pg.
72), Roll 1d24 three times on Table 3-1: Weapons (core
rulebook pg. 71) and 1d24 four times on Table 3-4:
Equipment (core rulebook pg. 73). Duration of each item is
2d6 hours.
Henchboon
Level: 2 (Patsy)
Range: Party
Duration: Varies
Casting Time: 1 round
Save: DC10+CL
19
All the benefits of a stable of henchfolk with none of the risks,
contractual obligations, or responsibilities.
14-15 The adventurers find that all their clothes are starched,
pressed, and any tears and tatters are mended.
16-19 The smell of fresh bread wafts up under the noses of the
adventurers. In their pockets and backpacks they find fresh
bread and cheese enough to last 1d3 days.
20-21 The murder-hobos give off a faint glow. They cast enough
light to see 60’ for 2d6 turns.
26-29 Weight is lifted from the party’s shoulders. All of the baggage
not related to the task at hand is weightless for 3d6 turns.
30-31 The caster is able to feel drafts from any secret door he
passes within 30’ of unobstructed (not through other doors
or walls) for 1d3 turns.
20
32-33 In the caster’s bag is found a compass. This compass points
in the direction of the nearest treasure of large value (500
gp or more). It functions for 2d3 turns faithfully, before
becoming a regular compass.
Full Staff
Level: 3 (Patsy)
Range: 30’
Duration: Varies
Casting Time: 1 round
Save: None
Manifestation (1d4): (1) you hear scuffling, cursing and heavy labored
breathing heading in your direction quickly, and your new henchman
arrives, panting and sweaty, at the caster’s side. (2) A rumbling in
21
the ground precedes the appearance of a small mole-hill at the
caster’s feet, out of which pops the dusty and dirty henchman. (3) A
pulsing blue light and whooshing of air heralds the arrival of a tall,
strangely constructed blue box at the back of your party. A door
opens and out steps your new henchman, before the box disappears
in the same way it appeared. (4) The hair on the back of each party
member’s neck rises as they feel electricity fill the air. To loud peals
of thunder, your party watches your new henchman ride towards
you on a dragon made of lightning, jumping nimbly from its back to
land at the caster’s side. Allies and enemies alike must make a DC
10+CL Fort save or be blinded by the lightning dragon for 1d2 rounds.
The henchman is exempt.
18-21 Gundrada Drunfoot, 1st-level halfling. She will remain for 1d6
turns and aid the party. Strength 12, Agility 10, Stamina 3,
Intelligence 17, Personality 15, Luck 12; hp 4; armor: leather;
weapon: dagger.
22-23 Alfred the Hungry, 1st-level warrior. He will remain for 1d6
turns and aid the party. Strength 13, Agility 13, Stamina 7,
Intelligence 16, Personality 7, Luck 12; hp 3; armor: chainmail;
weapon: long sword.
22
10, Intelligence 4, Personality 11, Luck 10; hp 10; armor: leather
and shield; weapon: axe.
27-31 Bethelda Elven Face, 2nd-level elf. She will remain for 1d8
turns. Strength 14, Agility 10, Stamina 14, Intelligence 17,
Personality 8, Luck 12; hp 9; armor: leather; weapon: long
bow; spells: Charm Person, Enlarge, Invoke Patron, Mending,
Patron Bond, Ropework.
23
Sisssnagagarrasssh
A DCC Petty Patron (as per It's a Patron Generation and Patron
Worksheet by Paul Wolfe on Mystic Bull Games blog)
By James A. Pozenel, Jr.
24
Sisssnagagarrasssh is a minor demon and master at crafting poisons
and using them who, of course, covets more power. In days of yore,
he was able to create and place powerful minions with his sycophants
across the multiverse. These minions were snake-like and bore a horn
that maintained a connection to himself even after the minion’s
death.
14-17 A horned shadow snake leaps into being from the snake
horn. It attacks the nearest creature in sight that is not the
wielder for 1d4 rounds. If that target is slain, the snake moves
on to the next nearest until its time expires.
2 Barbed Scales: when this taint is first rolled, the caster’s skin
takes on a vaguely scaly appearance. If this taint is rolled a
second time the scales become more pronounced and begin
to rise up into barbs; the caster permanently loses 1 point of
Personality and tighter fitting clothes become impossible to
wear as they catch and rip on the caster’s scaled body. If
rolled a third time, the scales harden and provide a +1 bonus
to armor class and anyone grappling the caster takes 1 point
of damage each round while maintaining a hold on the
caster.
27
4 Horned: when this taint is first rolled, the caster develops a
prominent bump on his forehead. The second time this taint
is rolled, the bump turns into the beginning of an actual
horn, his hair begins to fall out in a patchy manner and his
skull noticeably thickens; the caster permanently loses 1 point
of Personality and his skull is treated as if he’s wearing a
steel helmet. The third time this taint is rolled, the caster’s
horn grows into an actual weapon capable of inflicting 1d5
points of damage with an unarmed attack roll.
Spellburn: Sisssnagagarrasssh
When a caster utilizes spellburn, roll 1d4 on the table below when a
request is made.
The character lucky enough to survive Portal Under the Stars and
have the horn from Sissssuraaaaggg, the immortal demon-snake, is
now in the possession of a Lesser Demonic Snake Horn.
Lesser Demonic Snake Horn: Once per day the user can meditate on
the horn and – with a DC 12 Spell check – is able to cast invoke
patron. Treat the horn as a +0 magical dagger if used as a weapon.
29
Designer’s Notes:
30
31
The Children of Ibyk
By David Powers
32
In ancient times the islanders of Kraath worshipped Ibyk, bull-headed
Lord of the Black Sun, god of war, wealth, dancing, and
lasciviousness. But as time passed, the old rites were forgotten. By
the time of King Midas, all worshipped the Seven Archons, governors
of the Celestial Spheres, who taught mankind to love law, order, and
the fruits of civilization.
There were some who whispered in secret that the Archons were
usurpers, unholy daemons who wished only to enslave the people of
Kraath. One day Baak, the artist, began to dream of Ibyk and his vast
labyrinth. He became obsessed by his visions, and began crafting
strange sculptures and frescoes based on them.
The cultists were persecuted by King Midas and the priests of Kraath;
for the cultists refused to acknowledge the Seven Archons, and
insisted that without the blessing of Ibyk, the king's rule was
illegitimate. They managed to survive by allying with several
prominent noble houses, who also resented the king's rule. After a
period of chaos and conflict, King Midas was overthrown. Cultists
desecrated the Temple of the Celestial Spheres, erected a golden idol
to Ibyk, and drank the blood of the priests of the Seven Archons,
while howling ecstatically, leaping over flames, and chanting the 999
barbarous names of Ibyk. A theocracy was established, and Baak,
high priest of Ibyk, ruled with the support of the Seven Holy
Patriarchs, who were chosen from the seven most prominent noble
houses.
It has been three hundred years since King Midas fell. For many
generations now, the followers of Ibyk have been building their
33
Labyrinth beneath the former Temple of the Celestial Spheres. This
Labyrinth is no ordinary maze; it is a portal into a dark, intangible
plane of existence beyond the comprehension of mortal minds. It is
said that those who enter the Labyrinth without the mark of Ibyk
soon go mad, and are doomed to wander the corridors for all
eternity.
Baathas, grandson of Baak, is now high priest of Ibyk. With the help
of his many spies and assassins, he maintains tight control over the
island of Kraath. Occasionally some of the Seven Holy Patriarchs plot
against him, but for the moment, none have dared to openly
challenge his rule.
The Children of Ibyk hold great power now in the world; their spies
are found throughout the world's kingdoms; they have secret
enclaves in many cities; and soon, their Labyrinth will be complete...
Ibyk, bull-headed Lord of the Black Sun, god of war, wealth, dancing,
and lasciviousness, seeks to overthrow the Seven Archons and restore
the old ways. His children dutifully work to complete his labyrinth,
and, with each passing moment, Ibyk grows stronger. Soon, the
ancient prophecies will be fulfilled...
34
Invoke Patron Check Results:
20-23 A golden bull appears and carries the caster to a nearby, safe
location; for the duration of the journey, caster and bull
cannot be harmed.
28-29 A 100’ avatar of Ibyk appears, causing all of the caster’s foes
to flee in terror. If the caster faces some other form of
danger, the avatar will also perform a single action to negate
or remove the source of danger.
First time: The caster grows a tail. -1d to all reaction rolls.
Second time: The caster grows horns, and can no longer
36
wear a helmet, but gains +1 to AC, and can make a head-butt
attack for 1d6 damage.
Third time: The caster grows hooves, reducing speed to half
the normal rate.
Level: 1
Range: Varies
Duration: Varies
Casting Time: 1 round
Save: Varies
37
1 Lost, failure, and patron taint.
14-17 The target sees a vision of a glowing, golden bull, and falls
to their knees while babbling incoherently for 2d4 rounds.
18-19 The target believes they are lost in Ibyk’s labyrinth, and
wanders about in confusion for 3d6 rounds.
28-29 The caster’s enemies are all transformed into angry but
stupid bulls, and lose all memories of their former selves.
30-31 The caster’s enemies all burst into flame. There is 50%
chance that they are completely incinerated by the flames;
otherwise, use the “catching fire” rules from the DCC RPG
rulebook.
*Bull-daemon: Init +1; Atk kick +2 melee (1d8), gore +2 melee (1d10);
AC 14; HD 6d10; MV 50’; Act 1d20; SV Fort +2, Ref +3, Will +2; AL C.
38
Torvak, the Enslaved Ape God
By Jeff Call
Torvak, the colossal ape god rages. You do not hear his rage, because
you are not deep in the earth. You are not near the subterranean
Apeman city of Voodos. If you were, you would see him towering
over you, roaring and swinging all four massive arms with power
that could bring the great cavern down. You would see him held
prisoner by a giant sophisticated gyroscope of Apemen design. You
would see him spinning end over end, this way and that, tirelessly
pursuing his freedom, overflowing with boundless anger and hatred
for his captors. You would see his power harnessed and converted
into electricity, lighting Voodos and bringing life to its machines.
And perhaps most astonishing, you would see the Apemen warlocks
use the rage of Torvak, their once-god-now-slave, to power their
magic.
A caster who
wishes to take
advantage of the
enslaved ape god,
Torvak, as a patron
must first obtain
the special headset
and bracers of the
Apemen warlocks, then cast invoke patron within the Voodos city
limits. The results of that spell are a manifestation of signal strength
between the equipment, the caster and the gyroscope's transmitter.
Once the connection is established, the signal is strong enough to
reach the caster anywhere on the planet (and possibly further).
12-13 Torvak's spinning rage has ebbed for the moment. The lights
of Voodos flicker. The caster receives a +1d5 to the next spell
check.
39
14-17 The spinning of the great ape god suffuses the caster with
energy. The caster receives +2d5 to a spell-check, attack or
saving throw of his choice within the next minute.
18-19 Torvak's rage echoes out from the caster. The caster and his
companions are overcome with Torvak's rage and make
attacks for 1+CL rounds at +4 to hit.
24-27 Torvak screams for revenge through the caster's mouth. All
enemies who can hear him must make a DC 16 Will save or
begin frothing at the mouth and attacking each other for
1+CL rounds.
28-29 Torvak "shares" his prison with the caster's enemies. All
enemies within 50' of the caster are suspended in the air and
spin rapidly for 2d5 rounds. At the end, each enemy makes
a DC 20 Fort save or takes 3d6 damage.
30-31 Torvak lashes out through the caster. Four colossal molten
arms under the caster's command rush out from his sides
and can be used to reach out independently up to 60' from
the caster, for 2 rounds. If used to attack, each arm attacks
at +10 to hit and inflicts 3d6+6 damage.
4 The caster is unable to hold still. On the 1st roll, the caster
becomes jittery and is constantly moving a leg or tapping
fingers. On a 2nd roll, the caster quivers constantly. -1 to hit.
On a third roll, the caster must constantly stay in a state of
motion but no longer needs to sleep and never grows tired.
41
He takes an additional -1 to hit penalty but gains +2 to AC.
Additional instances of this result have no extra effects.
5 The caster feels imprisoned. On the 1st roll, the caster feels
uneasy in any space with a roof. On a 2nd roll, the caster
must make a DC 5 Fort save anytime he enters an enclosed
area or suffer a -1 to all rolls, as he is constantly searching
for a way out. On a third roll, the caster passes out anytime
his arms or legs are bound, from the stress of imprisonment.
Additional instances of this result have no additional effect.
Spellburn: Torvak
4 Torvak pours his rage into the caster’s body. The caster must
lash out at a living creature each round, for a number of
rounds equal to the number of points spellburned to avoid
taking a stat loss, or suffer 2 points of temporary stat loss
each round he does not.
43
44
Crom!!!
DCC Deity Write-up: Crom, the StarSmasher
By Ian Wyckoff
47
8 The Trial of Savagery: Crom grows tired of the 'civilized'
manners of his servant, and yearns for the days when men
were wild and free! The cleric's intelligence is dropped to 3,
he loses the power of speech and can barely understand
language, becoming highly aggressive and impulsive. During
this time the cleric gains +1d to physical checks (including
combat) and spell checks as he learns to call on Crom
without words.
48
12 The Trial of Poison: Crom demonstrates the vile nature of
poison by infecting the cleric with a slow-acting toxin. At the
start of each day, the cleric's maximum HP is lowered by 1.
At the end of each day, the cleric rolls a Fortitude save as
his body attempts to develop an antigen, DC (21 - number
of HP lost). When the cleric passes his Fortitude save, he
recovers all lost HP after a full night's rest, and gains a +1 to
all saves against poison.
17 Drafted! The cleric (and his party members per the judge's
discretion) are instantly taken as per the Eternal Champion
spell to aid the followers of Crom at some place and time of
the Judge's choosing. The Judge may play through the day's
events, or randomly determine the effect on the cleric,
including XP gained, damage suffered, and adventures had!
Recommendations include a siege of The Infernal Factory, a
defense of Hill 7Z on the 4th moon of Pluto, or a "bug hunt"
to rescue captured warriors on Klendathu (a suicide mission
of one type or another). Characters killed during the spell
are returned alive with the rest, but as if they had succeeded
on a roll-the-body check. All characters conducting
themselves heroically receive +1 Luck.
50
20 Riddle of Steel: Time stops, and the cleric suddenly finds
himself standing before Crom and his greatest warriors in
Valhalla! Crom immediately demands the cleric answer him
the Riddle of Steel. The player has 30 seconds to come up
with a short, epic speech concerning valor, steel, and the
human soul. The cleric rolls a DC 20 Will save, modified up
to +/-5 points based on the quality of the speech. If failed,
Crom bellows "NOT GOOD ENOUGH, MORTAL!" as he
scoops the cleric up in his fist and hurls him to earth. The
cleric smashes into the ground, creating a medium-sized
crater and suffering 1d3 permanent physical ability score
damage, assigned randomly, as his body is sundered from
the impact. All creatures within 20' of the cleric are knocked
prone and suffer 1d6 damage from the shockwave, and the
cleric is dazed for 1d3 rounds. If the cleric passes the test,
Crom bellows with laughter as he recognizes the cleric's
growing understanding. Crom places his mark of favor upon
the cleric, and the cleric gains a permanent +1 to Personality
and +2 to attempts at Divine Aid.
51
52
I Fought the Law (& the Law Won): Making Law
in DCC as Badass as Chaos
An Unabashed (if not Unapologetic) Editorial by Steve Bean
Whatever the reason, I submit that this love affair didn’t exist in our
early gaming days. In the late 70s and early 80s, we wanted to play
paladins. We were even willing to role-play within the strictures of
the lawful good alignment in order to earn the privilege of riding a
summoned warhorse and wielding Fedifensor (though I’ll admit that
we all probably played at least one AD&D assassin, and then the
Dragon magazine anti-paladin came out…).
53
But nowadays among DCCers, Chaos seems all the rage. IMHO this
love affair means that Law has gotten short shrift.
The idea of Law and order as the forces of creation that bring the
mortal worlds forth from the raw stuff of Chaos is the kind of view
of Law that can bring it up to the same level of “badass-ness” that
Chaos currently enjoys within the DCC community. What follows
are Eight Pillars of Law – eight ways of operationalizing a badass
version of Law in a DCC campaign world. These pillars are offered
as a natural, in-game extension of the conceptualization of Law as
the prime force behind the creation of the mortal worlds:
54
The power of Law is awe-inspiring
Law used its power to wrest the creation of the mortal worlds
out of raw, boiling, seething Chaos - make the power and majesty
of Law evident everywhere in the mortal worlds in great works
of creation. If, in your campaign, the eternal balance has tipped
far in favor of Chaos, there should still be great, latent lawful
power imbued into artifacts, ruins and remaining institutions.
Give Law great affinity and efficacy with the power of creation.
Law should wield spells like Choking Cloud, Magic Missile, Magic
Shield, Wizard Staff, Sword Magic, Food of the Gods, Bolt from
the Blue and Spiritual Weapon with special potency.
The gods of Law continue to order, create and shape the world
The gods of Law are not deists – they did not create the world,
set it in motion and then leave. Just as the lords of Chaos appear
with their demon hordes to bring down civilizations or bring
forth the apocalypse, so too should the gods of Law walk across
the mortal worlds engaging in great acts of creation, defense and
ordering. These gods and their high-ranking mortal agents
should seek out PCs - rare and unique individuals - and enjoin
those with an affinity for Law in these great works. These gods
and their agents should use the majesty and grandeur of their
miraculous works to try and convert PCs whose allegiance lies
elsewhere to the side of Law. Joining a god of Law in enacting a
great work should lend PCs new powers, though these should be
temporary and have a cost associated with mortal channeling of
divine power.
58
59
Credits
Contributing Authors – VOLUME 2
Steven Bean, Jeff Call, Eric Hoffman, Duncan McPhedran,
David Powers, James Pozenel, Ian Wyckoff, James V. West
Editors
Forrest Aguirre, Steven Bean, Daniel Bishop, Jon Carnes,
Keith Garrett, Jason Hobbs, Tony Hogard, Michael Jones,
Duncan McLastName, Jonathan Nichol, James Pozenel,
Jim Skach, Tim Snider, Noah Stevens, Doyle Tavener,
David VC, Laura Rose Williams, Paul Wolfe
Proofreaders
Reece Carter, Samuel Dester, Jason Hobbs, Tony Hogard,
Aaron Koelman, Ryan Moore, Jonathan Nichol, Jim Skach
60
The 2016 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, contact info@goodman-
games.com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original
creator.
Table of Contents
Volume 1: Men, Magic & Drink
PC Classes
Hot-Dog Suit Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Halfling Hucker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Rituals & Spells
Fantastic Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Enhanced Spellburn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Skeletal Heap (Thief Spell) . . . . . . . . . . . . . . . . . . . . . . 30
Drunk’s Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Random Tavern Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Fantasy Food Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
House Rule: Adventuring Companion . . . . . . . . . . . . . . . . . . . . 46
The Art of Infighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Missing Player Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Peasant Draft. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
WARNING!
Do not read this encounter straight through from beginning to
end. During the encounter you will be asked to make choices and
dice checks. Some of the decisions you may make will have fatal
consequence! Weigh each choice carefully and make sure your
lucky d20 is nearby!
Before reading, roll up stats for each of the six DCC RPG ability
scores (Strength, Agility, Stamina, Personality, Intelligence, Luck)
as per the character creation rules on page 18 of the DCC RPG
Core Rulebook.
4
The Giant’s Gullet
By Clint Bohaty
A warbled, high pitched voice squeals from behind, “Finally awake I see. Quick! We
haven’t much time before he’s finished his stew!”
Stew? Your stomach grumbles. You haven’t eaten since that cheap breakfast burrito. The
cage continues to turn slowly upon its chain, and soon you are face to face with a grizzled
warty dog-man. Like you, the creature is locked in a cage suspended from the ceiling.
Beyond him, you see the back of a gigantic lumpy humanoid, at least 60’ tall, tending to a
boiling cauldron.
You get the feeling that this creature is hiding something, but the situation seems dire.
Perhaps instead you could tattle on this dog-man and earn the giant’s favor?
If you warn the giant that Narafoo plans to escape, turn to page 8.
If you lean in close and listen to Narafoo’s plan, turn to page 18.
5
The Arrows of Anra
By James A. Pozenel, Jr.
Illustration by Robert Cameron
Anra was an elven Bow-Mage and a hero of long ago times. She is still remembered in song
and story and is sometimes just referred to as The Fletchermancer. Anra was renowned
for crafting her own enchanted arrows which she used to deadly effect against evil crea-
tures. They are acknowledged to be some of the finest ever made by mortal hands, able to
fly straight and true and so well-constructed that they often survive numerous uses. Each
arrow head is inscribed with mystical symbols and a piece of poetry or prose is written in
delicate, minute, Elven script on the shaft. The fletching on the arrows is a rich golden red
and no one has ever seen such plumage, leaving sages to ponder their origin. When she was
slain in the Battle of Highbarrow by a horde of serpentmen, many of her arrows were lost
and scattered. A cache of three of these arrows were said to make their way into the hands
of the warrior Anslem the Archer. Another of her great masterwork arrows said to be able
to slay a demon is purported to be in the possession of Gaedelwyne the Bold.
6
If a sage is found with sufficient knowledge in hero, elf or magical artifact lore, they can
confirm that the markings on this projectile correspond to what are known as Anra’s Ar-
row Versus Ogres. Such a sage would also know that the arrow is especially ensorcelled to
kill ogres. A master sage would know that Anra called this arrow “Na Hongwir Namárië”
or “Poem Against Ogres,” and that speaking the poem before use unleashes certain death
on an ogre.
Notes: Under normal circumstances, this arrow functions as a +1 magical weapon. In addi-
tion to its magical characteristics, it provides an additional 50% range to the weapon firing
it and is unusually strong -- hardy enough to avoid breakage after normal use. It can break
and forever be useless if the user rolls a natural ‘1’ on attack followed by a ‘4’ on the Fumble
Table. No other effect should befall the character if this should transpire.
When used against ogres this projectile provides the attacker with an additional +1 attack
and +3 damage. If the poem on the shaft is spoken aloud before firing at an ogre, the arrow’s
full magicks are released. After recitation of the incantation, the target ogre is automati-
cally hit and must make a DC 25 Fort save or die instantly. If by some miracle the creature
survives, it suffers double damage (2d6+8). Whether the creature saves or not, the arrow is
consumed in the deadly strike.
7
The Giant’s Gullet
Make a DC 14 Personality check.
If you failed...
You rattle the iron bars of your cage and shout “‘Scuse’me s’serr. Dis’ *HICK* dog-man
tryin’ ‘scape”, punctuated by a loud *BURP*! Still sloshed, you squint to better look at
the giant as he marches toward your cage. For some reason, you never imagined a giant
could have such a bountiful… figure.
The giantess presses her large nose against the bars of your cage and gives a powerful
sniff. Your shirt is pulled up over your head, blinding you.
“Been add’da bottle ‘ave we?”, she screeches. “Well, a drop-a-ale’s just what dis’ recipe
needs!”
Before you can fix your shirt, the giantess opens the cage and pulls you out. Like a
wet rag she holds your body by arms and legs over the boiling cauldron. Reading off a
poorly written recipe page, the giantess recites, “And one kettlespoon of ale!”
Suddenly you feel your body twist. Your skin tightens. Your bones crack. And the last
thing you hear is the splash from every ounce of your own body-fluid raining into the
stew below.
THE END
If you succeed…
You begin to rattle the iron bars of your cage and shout “Giant! This dog-man is trying
to escape!”
Taken by surprise, Narafoo stammers “No-no! It was the man who talked of reaching
the scroll and escaping, not me!” You notice Narafoo’s eyes dart past you to a nearby
cupboard, atop of which sits a tattered scroll.
“Recipe’says dog-man first. Man-man secon’” the giant declares as he seizes Narafoo in
his huge seven-fingered hand.
“Damn you hairless demon!” Narafoo whimpers before being plopped into the giant’s
stew. If you swing your cage, you could easily reach the scroll on top of the cupboard.
But if you really swing your cage, you could probably reach the key!
If you swing your cage toward the scroll, turn to page 31.
If you swing your cage toward the key, turn to page 26.
8
Two Roaches for
Your Adventures
By Daniel Bishop
Illustrations by Benjamin Marra
IRONROACH SWARM
An individual ironroach is about an inch points equal to the damage which the magic
long, with a hard carapace made of rust- missiles would otherwise have done.
flaked iron. They feed on flesh and plant
matter, as well as on iron and steel, which An ironroach swarm always attacks the
they use to build up their armoured cara- most heavily armoured creature, seeking to
paces. When they attack as a swarm, iron- devour its armour as well as its flesh. The
roaches are dangerous foes. swarm reduces the AC bonus of metal ar-
mour by 1 for every 1d4 weeks spent de-
An ironroach swarm is a conglomerate of vouring it, so there is a chance to recover
crawling ironroaches (they are too heavy lost armour if a party does not wait too long.
to fly) that covers a roughly 5-foot diameter A body is devoured much more quickly, and
space. Multiple swarms may be encoun- is reduced to bones in a matter of 1d6 days.
tered together to cover more space. Like all
swarms, ironroaches are only vulnerable to Ironroach swarm: Init +0; Atk bites +0
area affecting attacks and magic. Ironroach- melee (1d6); AC 20; HD 3d8; MV 20’; Act
es, however, are immune to magic missiles, 1d20; SP swarm traits, gains bonus hp from
which dissolve when they come into contact magic missiles; SV Fort +4, Ref +4, Will +0;
with the swarm, giving the swarm bonus hit AL N.
9
CARPROACHES
An unpleasant admixture of insect and fish, even the smallest carproach is a foot long, with
sharp mandibles. The creatures have six legs, swimming fins, and fishlike tails. They can
survive on land or in fresh water with equal ease, and can climb walls (although not sheer
surfaces) and ceilings, so long as there is anything for their pincer-like claws to grip. Giant
carproaches grow to a length of 5 feet, but cannot climb as well as their smaller kin.
Carproach: Init +5; Atk bite +0 melee (1d3); AC 12; HD 2d6; MV 20’ or swim 30’ or climb
10’; Act 1d16; SP infravision 30’; SV Fort +5, Ref +3, Will +0; AL C.
Carproach Swarm: Init +3; Atk swarming bite +4 melee (2d3); AC 8; HD 10d6; MV 20’
or swim 30’ or climb 10’; Act special; SP swarm traits, infravision 30’; SV Fort +10, Ref +0,
Will +0; AL C.
Giant Carproach: Init +3; Atk bite +5 melee (3d3); AC 18; HD 5d6; MV 30’ or swim 30’ or
climb 5’; Act 1d20; SP infravision 60’; SV Fort +9, Ref +1, Will +0; AL C.
10
The Giant’s Gullet
For a second your eyes lock with the cockeyed glare of the giant. You pray that
somehow you’ll be able to survive 7d6 falling damage!
CRASH!
If you succeed...
Again the world begins to spin around you as the cage rolls across the floor and
smashes to a halt against the baseboard of the wall.
The bars of the cage are twisted wide enough for escape, and there is a large
crack in the baseboard nearby. You hear the giant roar in anger behind you as
he scrambles on all fours toward the cage. Without a second to spare, you rush
through the crack of the baseboard!
Go on to page 27.
If you failed...
You frantically search your pockets for seven six-sided dice. Just as you roll
them for damage, the cage slams into the stone floor. Your skull rattles with
searing pain and your vision bursts into a kaleidoscope of stars...
You momentarily regain consciousness at the bottom of the hotel stairs. You
try to sit up, but your body aches in disagreement. Before falling back into a
pained slumber, you pray to Sezrekan for a better Luck check when the hotel
maid rolls your body over in the morning!
THE END
11
GAZETTE-FEAR!
MONSTER STATS based on the Creature in the Corner feature from
the Goodman Games Gazette
Of-The-Night: Silletheene is
normally intangible and silent. She
is repelled and kept at bay by
bright lights, though much less so
by smaller lights, such as candles
and small or dying torches. She can
hide-in-shadows at night with almost
100% efficacy (only failing on a 1-
in-30).
12
HOLBOG (January 2015, 1st Issue, circa The Purple Planet)
Init +0; Melee claw +3 (1d8); Ranged The Call +5 (special, 100' 60°
cone); AC 10; HD 2d6; MV 20; Act 1d20; SP Infravision 40', water-
breathing (as well as air), magic immunity; Fort +1; Ref +4; Will +8; AL N
The Call: The holbog have the power to control the signals in sentient
minds. They may command targets with their tremulous voices to Halt
(Will DC 14 to resist) or to Die (Will DC 14 or suffer 1d6 damage per
round). One Attack roll is compared to all targets. The effect lasts until
the commanding holbog is killed or actively releases the subject. A
holbog may command up to six targets within the cone of effect,
though many holbog may combine their efforts within the same cone to
command more targets.
13
VENNEC The WIZARD (July 2015, 3rd issue)
Init +0; Melee bite +0 (1d6), kick +1 (1d4); AC 13; HD 3d10; MV 40;
Act 4d14; SP great leap; Fort +5; Ref +4; Will +4; AL N
His former personality is slipping away from him, along with his vast
knowledge of history and arcane lore. He can share what knowledge
remains but at the cost of a memory from the seeker. Stealing the
memory acts as a bulwark in Vennec's mind and let's him keep what is
left to him a bit longer. The deeper and more important the memory is
to the person giving it up, the more use it is to the pitiful former wizard.
Additionally, each
time he is struck,
he can make a
leap so awesome
and acrobatic that
he can charm the
easily impressed;
failing a Will Save
(DC 11) leaves
them in a stupor
for 1d24 Turns.
14
TIGERFLY (April 2016, 4th Issue)
Init +6; Melee bite +0-to-5 (1 to 1d10), AC 12 +special; HD 3d8+4;
MV 10, fly 20; Act 1d20; SP size control; Fort +2; Ref +5; Will +1; AL N
From the realm of Faerie, Tigerflies are pests within that realm — and a
terrible threat when in the mortal world. They're typically encountered
in the Faerie Realm in swarms of all your funky dice rolled at once. In
the mortal world, they tend to number merely 3d8 at a time.
They can change size at will (once per round), from mite-sized up to 9
feet in length (nose to tail), or any size in-between. The attack bonus
and damage for their bite should be selected from within the range
given, based on their current size when making the bite. When striking
from mite-size into full size, they gain +1d8 on the attack roll, unless
the target makes a DC 16 Reflex Save (or can easily see miniscule
things).
They can also shrink to avoid being struck. They must make a Reflex
Save vs. the attack roll, and afterward they cannot adjust size again
on the next round.
15
FROZZAX (March 2016, 5th Issue)
Init +4; Melee beryllium short sword +1d6 (1d5+2); bite +1d8
(1d7+2); Ranged by weapon +0 (as normal); AC 14; HD 6d6; MV 40;
Act 1d20+1d16; SP circlevision, strange senses, mighty deed of jaws;
Fort +4; Ref +3; Will +2; AL L
Upon the Purple Planet, Frozzax is the last of his kind. Traveling the
star-ways, his vessel crashed and his compatriots were killed thereby,
leaving him alone on a strange world. He strides the strange soil,
fighting his way into and out of trouble, rescuing maidens and foiling
men of evil intent as he goes.
The 'fronds' on their heads are sensory organs that are difficult for
other races to understand, and for the Roxifalloppitorivoolhoovians to
explain, having no suitable frame of reference. The mysteriousness of
these organs are best preserved by never having them work the same
way twice. Sometimes, Frozzax may be able to describe the contents
of a locked box, and other times not. He may be able to divine where
water is 50 miles away on alternate Thursdays. He may see through
disguises and illusions as if they weren't there, but only at mid-day. All
of this is down the Judge's whim, and should be as unpredictable as
possible. If quizzed about abilities that did work but now don't, or why
he couldn't have detected something in the past that he can detect
now, Frozzax stares blankly at the questioner, regarding them as if
they asked why the stars shine or why water is wet.
16
— Monsters given stats by bygrinstow
17
The Giant’s Gullet
You lean in close and Narafoo whispers in haste, “Up there, atop the cupboard is a
spell of shatter.” You look up to the top of a nearby cupboard and see the corner of
a tattered scroll.
“If you swing your cage you may be able to reach it, and with it I’ll set us both
free!”
As you eye-up the cupboard, you notice a large iron key hanging upon the wall. If
you swing out far enough, you could probably reach the key instead. Do you swing
toward the scroll as Narafoo suggested, or swing toward the key?
If you swing your cage toward the scroll, turn to page 31.
If you swing your cage toward the key, turn to page 26.
18
The Cowwitch
By Robert Runyon
Years ago, a seductive and vain enchantress was defeated by a cleric of Ildavir, and for her
crimes against nature, the cleric cursed her with the most degrading punishment possible:
she would live the remainder of her life as a common dairy cow. Yes, some aspect of her
would remain behind those glassy eyes, watching and impotent within her prison of beef
and leather.
The cow would pass hands again and again until its provenance became muddied by a se-
ries of handshake deals and quid pro cows. Over the years, cow became quite impressive,
producing milk, butter, and cheese with a delectable sweetness. It was with her final owner
that her milk reached its apex. Upon her owner drinking a glass of her sweet and refreshing
milk, the sorceress felt something new: she could not only sense the thoughts of her owner
- she could control them through a lactopathic link. By the end of the day, she had not only
the farmer under her control, but the rest of his family, and the whole of the dairy as well.
The Cowwitch preys upon weary travelers looking for aid, enlisting them into her horrific
army. A single sip of her milk is enough for her to overwhelm their senses and control their
bodies. She often sends her enslaved milklings along major pathways to provide cheese
and butter to weary travelers in order to swell her ranks. However, the further away from
the Cowwitch a drinker is, the longer it takes for the link to be established. Often, traveling
groups whose members sample her wares wake up to find party members gone, with only a
trail of steps through the long grass toward the dairy as evidence.
If an enchanted traveler’s friends attempt to retrieve him, the Cowwitch is quick to defend
herself by forcing her enchanted minions on their former allies. The enchantment is evi-
dent, as there are wet spots from lactation on the enchanted person’s chest, and dried milk
dribbling down the sides of his mouth. When in a combat situation, she will have followers
place chainmail and leather blankets over her body in order to serve as armor. Often, to
begin an encounter, she will buff her enchanted servants by having them drink of her milk
directly from the udder, which reinforces the link and has a side effect of enlarging them as
per the spell (d30 spell check, and ignore misfires or corruption results).
Her handler will often play her Charming Bell, which allows her followers to cast charm
person on one enemy per encounter.
Despite her impressive magical power, the sorceress is doomed to her bovine prison.
Though she can control anyone who drinks of her milk, Ildavir’s taint remains strong and
the sorceress is still unable to control the cow’s body. If her retinue of afflicted followers is
felled, she is no more dangerous than a common cow.
19
Cowwitch: Init -2, Atk SP; AC 16; HD 3d12; hp 25; MV 20’; Act 1d2; SP bell song (casts
Charm Person once per encounter), mother’s milk (followers may drink from udders for
the effect of Enlarge), unable to control own body; SV +2 Fort, -5 Ref, +5 Will, AL C.
Loot: Charming Bell - casts Charm Person on one target once per day. Requires a milking
to ring.
As stated earlier, the strength of the Cowwitch’s lactopathic bond diminishes as the distance
to the Cowwitch increases. Those who consume her milk within her sight immediately fall
under her control. Others may be able to resist. When the Cowwitch is out of sight, lacto-
pathic link can take anywhere from 15 minutes to 6 hours to be established. Roll 1d24 x 15
for the number of minutes to establish the lactopathic link.
20
The Giant’s Gullet
If you succeed...
Acting fast, you leap from the cage and land atop a colossal sack of flour. Momentarily
blinded by a white puff, you hear the giant angrily shout “Not man-bread. Man-stew!” Sud-
denly a monstrous seven-fingered hand passes through the flour-cloud, narrowly missing
you. To the left is a large hole in the wall’s baseboard. You know that if you run now you’ll
have the endurance to make it!
Go on to page 27.
If you failed...
As you jump from your cage, the giant catches you in midair, letting only your head pop-
out from his clenched fist. You worm around desperate for escape, but that only causes the
giant’s fist to tighten.
“A wiggly-man are ya? Good stew needs wiggly-man noodles!”, declares the giant.
He plunges you into the boiling water. But you manage to climb atop a heap of floating
corpses. You hang on for dear life, keeping your legs high above the swirling water as the
giant stirs his stew. Eventually, he reaches down and lifts you out. Too faint to fight, you let
your arms and legs dangle loosely.
“If da’ noodle sticks like glue, ‘den we’re ready for da’ stew”, the giant stammers, dropping
his arm back like a baseball pitcher. Suddenly the world around you becomes a blur as
you cartwheel through the air. Your body smashes with a crack against the wall and your
scrambled organs and bones hold fast to the rough stone. The last thing you hear is the gi-
ant yell “Soup’s up!”
THE END
21
Ring of Gelatinous Form
Written by Stephen Murrish & Edited by James Pozenel
Illustration by David Coppoletti
Though the origin of the unique Ring of Gelatinous Form remains unknown, it is specu-
lated that it was the creation of the Wizard Xeegon the Odd, who had a peculiar obsession
with jellies, slimes, oozes, molds, spores, and fungi and whose Patron was a faceless Chaos
lord of slimes, jellies, and oozes. If he was the ring’s creator, his
bizarre fetish and devotion to
his lord must have impelled
the ring’s manufacture.
Perhaps he wished to know
what it was like to be the
object of his fixation?
22
as a transparent jelly. Ultimately he seeks out some set of damp tunnels in which to ooze
around and feed on organic matter... inevitably meeting his doom.
Wizards or leaders of chaotic, demon-worshiping cults sometimes seek out the ring, after
having had a vision or dream of its whereabouts. They might come to believe that the ring
will transform them into a form more congruous with the powers of Chaos. So, at times,
owning the ring carries with it additional risks.
From a distance, the Ring of Gelatinous Form appears to be a ring made of glass or of pol-
ished crystal. When held, however, it reveals itself to be very flexible, elastic, soft, slightly
damp, and warm to the touch. It has a scent like a mix of camphor, citrus, and sweat.
Anyone possessing the ring must make a DC 13 Will save (or higher, see below) or acquire
a compulsion to play with it when not occupied by another activity. Judges, make the roll
secretly and inform the player that he finds himself playing with the ring. The player’s
character will take off gloves or any hand protection to do so, as the feeling of the ring is
compelling and addictive. During this period, roll 1d6. On a roll of 1, the player will slip
a finger into the ring while playing with it, and the ring will take its magical effect. Repeat
this process for every moment of downtime for the character.
Once worn on bare flesh, its magical effect takes hold. The wearer will feel a warm,
tingling sensation start on the finger and then the sensation will spread all over his body.
After a few moments of wearing the ring, he will then begin to feel a rush of relaxing eu-
phoria. Muscles will become relaxed and limber. He will look as if drunk. Skin will flush,
the body will become relaxed, and the character will begin to break a sweat. He will not
want to take off the ring and must make a DC 13 Will save (or greater, see below) to do so.
The wearer will also fight off attempts by others to remove the ring while under the ring’s
mental compulsion.
The ring creates addictive sensations of bliss. Every use of the ring and hour spent in
gelatinous form adds a +1 to the DC of the Will save against compulsive use and staying
in the form, starting at 13. The DC of the Will save maxes at 19.
After five minutes of wearing the ring, the wearer’s skin will become translucent and his
clothes will become permeated with “sweat.” This sweat is very thick, slick, gelatinous, and
acidic. Various clothes and items worn by the character begin to take acid damage per the
chart below. He will realize his belongings are being damaged and can act accordingly, but
cannot remove the ring if he has failed the Will save. All parties touching the character at
this point must make a DC 15 Fort save or take 1d4 acid damage for each round of physi-
cal contact.
After 10 minutes, he will become gelatinous, except for his bones. The character will
maintain a humanoid appearance and can choose to keep distinct features. New senses
will replace his usual ones. These senses are chemical, electrical, and tactile in nature. At
this point, all of the items worn on his body become saturated with corrosive gel and take
damage per round per the chart below. He will be unable to hold heavy items, as gravity
will make them slowly slide through the gelatinous form.
23
The humanoid gelatinous form conveys the following advantages and disadvantages:
• ½ damage from blunt weapons, not applied to magic weapon damage bonus (only
the + amount from magic bonus, not entire damage amount)
• ¼ damage from slashing weapons, not applied to magic weapon damage bonus
• ⅛ damage from piercing weapons, not applied to magic weapon damage bonus
• Crit diminution: takes max of weapon die from crits (1d8 sword can only do max of
8 hp damage on a crit), immune to crit effects involving organs/body parts, except for
bones when in humanoid form
• May re-attach limbs which are hacked off; may control movement of severed parts
• Decapitation does not mean death, brain and senses are decentralized
• Immune to electricity, poison, paralysis, polymorph, disease, and stunning
• Does not need to sleep
• Does not need to breathe
• Fire/desiccation does double damage
• Speech is impaired in humanoid-gel form, spells requiring vocalization are cast
at a -5 penalty
• AC is 10
• Movement speed is reduced to 15’
• New senses create effective infravision of 60’, but wearer is unable to discern fine
visual details or read lettering smaller than 1 inch in height and width
• +5 to detect hidden, sneaking, or invisible organic beings
• Fine manual dexterity is practically gone, requiring a DC 18 Ref save to accomplish
• Acid damage: whatever the wearer strikes or touches in this form causes acid damage
per the chart below.
• Healing magic affects the wearer normally
• Addictive quality counts as a major curse and can be reduced with a remove curse
spell, additional saves allowed by successful intervention occur at DC 13 (the addic-
tion DC gets reset)
The acid of the gelatinous form is extremely corrosive to metals in general and only
slightly less corrosive to organic materials, except bone.
24
Once the wearer has made it through an initial transformation, subsequent transforma-
tions from normal to gelatinous humanoid form take only 1 minute.
The wearer has an option to assume a completely gelatinous form (amorphous) in which
the his bones melt and merge with the gelatinous form. This transformation takes a one
round.
The fully gelatinous form is even more addictive. Each hour (round up) spent in the form
adds a +2 to the difficulty of the Will save against the ring’s allure (max 19). In order to
move back to humanoid form, the wearer must make a Will save against this value (the
ring does not have to be taken off to shift back to humanoid gelatinous form).
In order to take off the ring, the wearer must make a Will save against this value. If in fully
gelatinous form, once the ring is removed, the character will begin a painful transforma-
tion back to normal which takes 10 minutes. During this time, the character is helpless.
If the character is in humanoid form, the transformation once the ring is removed takes
only a minute and is not painful. However, movement is the only kind of action which
may be taken during this duration.
The volume of the fully gelatinous form is roughly equivalent to the volume of the body of
the wearer. The gelatinous form may move through cracks as small as ¼ of an inch, how-
ever, doing so will take time. The form can move through a 1” bottom door-frame crack
within 5 minutes. For every fraction of that size, multiply 5 minutes by the numeral in the
denominator. That is, a ½ inch crack takes 10 minutes (5 minutes times 2) and a ¼ inch
crack takes 20 minutes (5 minutes times 4).
In addition to the abilities and vulnerabilities of the humanoid gelatinous form, the fully
gelatinous form conveys the following:
Eventually the wearer will wish nothing more than to seek out a nice, dark, and dank place
which is rife with decaying organic matter, so he can gloop, glop, and ooze around to his
“heart’s” content, living the simple life. It is usually around this time that some tragedy
strikes and the ring starts attracting itself a new owner.
25
The Giant’s Gullet
If you failed...
You sway your hips back and forth, throwing your full weight behind each swing. The
chain’s links above pop and rattle as the cage nearly reaches the ceiling. Suddenly you
hear a screeching metallic clang overhead, and your stomach drops as the cage plum-
mets.
Go on to page 11.
If you succeed...
You sway your hips, swinging the cage so high that it nearly touches the ceiling. The
chain above pops and rattles as you get closer and closer to the key. During one final
swing, you reach out with both arms and clutch the shaft of the large iron key. The
giant seems so occupied with his recipe that he gives no notice of your antics. Quickly,
you unlock your cage.
“Pssst. Over here! Toss it over here!”, Narafoo pleads. His eyes dart between you and
the key with impatience and his muzzle foams with drool. You can’t help but to think
of Aunt Kathy’s chihuahua Pinto when he begs for food. You know that dog-men can
be treacherous, but perhaps a second escapee will give you better odds of survival?
26
The Giant’s Gullet
You sprint into the crack, narrowly evading the giant’s clamoring hands. As you wipe the
sweat from your brow, a warm puff of rotten hair blows into your face. Your eyes adjust
to the darkness within the wall, and you see a horse-sized rat hunched before you! Fresh
blood drips from his whiskers as he finishes swallowing his last meaty morsel!
Ahead you see the moonlight spilling in between two exterior stone bricks. You climb
through to your freedom. As the moonlight washes over your eyes, you lose focus and
your mind churns in confusion...
“Escuse me sir? Can I help you back to your room?”, the hotel worker politely asks. With
her assistance you stumble back to your bed and manage to get a few hours sleep before
your morning game session.
Little did she know that you’d just narrowly survived “The Giant’s Gullet!”
THE END
If you failed...
The massive rat lunges at you, sinking its broadswords-like incisors into your side. You feel
your gut knot, as a burning liquid bubbles up your throat. You wrench and heave, tem-
porarily losing consciousness. When consciousness returns, you find yourself face to face
with the inside of a toilet bowl! It seems you were unable to survive “The Giants Gullet”, so
how can you possibly make it to the rest of the Con?
THE END
27
Thieving Hand of Glamox
By Michael Bolam
Illustration by Benjamin Marra
Inspired by the Lifthrasir’s ring in DCC 85: Making of the Ghost Ring, I created this artifact
when the party’s thief lost his hand to a exploding trap. The adventures related to the hand
have been quite popular, particularly the interactions with the Zenshire, the Halfling Mafia
of Cave-In-Rock, a village located not far from the the party’s homebase. Preparing for
the worst, the party soon discovered the Zenshire to be a shadow of their former power. It
was just a bunch of graying halflings, some of them missing a hand, who were much more
interested in a good sandwich and a smoke than any sort of organized crime. I renamed the
village of Thorum (from Crawl! 4) to Cave-in-Rock and placed the Hand of Glamox in the
nearby dungeon, but obviously, the artifact can be placed anywhere in your campaign world.
Provenance:
Most wizard apprentices learn of Glamox the Great at some point in their tenure. The
story’s origins are unknown, but many believe them to be nothing more than a morality
tale with the goal of teaching aspiring wizards of the benefits of being a good and obedi-
ent servant. The tale is quite long, and details each of the many menial tasks that made
Glamox a better man, and eventually a
better wizard. The parts relevant to the
Thieving Hand are as follows.
28
from the foul cave-dwelling, deformed humanoids. While they dragged one of the other
corpses away, Trymtor checked the body of his old friend, but it was too late. Krill’s final
words were, “Deliver my spell tome, my greatest treasure, to Glamox.” Trymtor grabbed
the wizard’s tome and exited the caves, only to find their horses slaughtered. He was
clearly worse for wear from the grueling trip on foot, but managed to return to the tower
and deliver the tome to Glamox. Glamox continued his studies, and eventually started
traveling with Trymtor.
A few years later, Trymtor’s luck ran short again, and he lost his right hand to a particular-
ly nasty scything blade trap. Realizing that a one-handed thief wasn’t much use to anyone,
Trymtor resigned himself to a mundane life of sleight of hand and other parlor tricks in
the local tavern. Glamox lost his adventuring companion, and slipped into a deep depres-
sion. Glamox retired from active adventuring, but continued his studies, and was deter-
mined to bring his old friend back. After recovering from the bout of depression, Glamox,
with Trymtor’s severed hand in tow, began studying the depths of necro-mechanical
reanimation. He recruited Grimple Stonehands, a master dwarven tinker/engineer. The
two toiled, experimented, spell-burned. Glamox made a few less than prudent arrange-
ments with questionable patrons, but eventually, through mechanics and dark magic, they
were able to bring the hand back to life, with some added features. The stories end there,
with the assumption that through hard work, study, collaboration, and dedication, any
hardships can be overcome.
Current Location:
Unfortunately, the reality of the situation was less triumphant. The loss of the hand, and
living from performance to performance in the tavern, were too much for Trymtor. Too
many days filled with rotgut and poor diet dulled the the rogue’s mind, agility, and motiva-
tion. Out of respect for this second mentor, Glamox still gifted the hand to Trymtor. The
defeated cutpurse never returned to his old ways, though, and eventually succumbed to
the abuse placed on his body. The hand was returned to Glamox, who held onto it for a
while, but the sight of it only made him long for his lost friends. He eventually gifted it to
Grimple, and at Grimple’s death, The hand was placed in The Great Temple of Daenthar in
his native Picksburgh (a great Dwarven city northwest of Greensburg, known for it’s three
underground rivers!!), representing an exemplar of Dwarven/Human collaboration and
design.
One night, the artifact was stolen from the temple by Katz the Sly, a well known, and not
much favored cutthroat. Katz escaped on the Oohi River, heading west toward Cave-In
Rock, the halfling-centric village and home to the Zenshire, also known as the Halfling
Mafia. Katz used the hand to pay off a debt to the Zenshire, and it has remained with them
until recently.
In criminal halfling circles, rumors abound about the veracity of any of this. Some hold
that the artifact does exist, and was used by many of a member of the Zenshire. Those to
be gifted with The hand had their loyalty to the Zenshire tested greatly, as they would be
required to sever their perfectly functioning hand to use it. Other tomes, of varying prov-
enance, state that parts are true, but the hand itself was lost in a dungeon, or never actually
completed. Many more believe all of this is mere fiction, meant to force young apprentices
into servitude.
29
Appearance:
Greyish withered hand, smells of charcoal and lavender, with metal cuff and mechani-
cal structure covering palm, back, and fingers. All metal components are carved with
dwarven and human runes (successfully casting Read Magic will give clues as to what each
finger will do, dependent on the spell check)
Features:
The hand is designed to replace a severed right hand. The wound can be fresh or must
be reopened, as the user’s own blood helps to power the device. Thieves with both hands
must sacrifice their right hand in order to use the device. Thieves who have already expe-
rienced the misfortune of losing a hand will have to reopen the wound. When the hand
is attached the runes will briefly glow a faint purple then fade. Other classes can wear the
hand, but the benefits may not be as great.
The hand acts as dominant hand (for left handed thieves, adds ambidextrous trait, provid-
ing a +1 bonus to agility based thief skills when both hands can be used).
Weaknesses:
Any attack that crushes the hand has a 25% chance of destroying the artifact.
Dwarven followers of Daenthar may know of the stolen artifact and look to return it to it’s
proper resting place in the primary temple of Daenthar in your campaign.
Due to the mechanical parts, the hand is clearly unnatural and difficult to hide. It will not
fit into a standard glove, though creative thieves will find methods to hide it. The thief in
my campaign has taken to wearing a sling any time the party isn’t in adventuring mode.
Due to the temperament of the creator during the rituals, each day, the wearer has a
cumulative 10% chance of experiencing grief with each use of “finger” abilities of the
hand. The grief is unexplainable and lasts for 1d3 turns. While experiencing the Grief of
Glamox, the wearer is -4 for all Personality based checks. It is impossible to move silently/
quietly, due to the wearer openly sobbing and occasionally wailing. The sobbing/wailing
may attract/alert nearby creatures (judge’s discretion).
30
The Giant’s Gullet
If you failed...
You sway your hips back and forth, throwing your full weight behind each swing. Before
you can make it halfway toward the scroll, a screeching metallic clang clashes overhead
and the cage plummets!
Go on to page 11.
If you’re successful...
You sway your hips back and forth, building up a swing large enough to put you within
reach of the scroll. When the swing is at its highest point, you reach out and manage to
pinch the scroll between your middle and pointer finger! The scroll feels dry and fragile.
You’ve never cast a spell before, but you did play a wizard once!
“Excellent!”, yelps Narafoo in glee. “Now quickly give it here so I may free us!”
You know that dog-men can be treacherous, but could this situation possibly be a bond
between man and beast? Or, should you cast the spell yourself to guarantee your own
freedom?
31
The Wandering Eye
Written by Stephen Murrish & Edited by James Pozenel
Illustration by Mez
The Wandering Eye is an artificial eye with cheap plastic, gaudy coloring that can replace
a missing eye. Roll 1d8 for iris and again for pupil and/or sclera, as desired: 1) red, 2)
orange, 3) yellow, 4) green, 5) blue, 6) indigo, 7) violet, 8) white.
Wandering Eyes are wondrous items created by the Patron Ronco, mysterious Lord of
Inventions. They are given as gifts to worthy devotees who are wise enough to call now
while supplies last.
The eye must be inserted into an empty socket to activate its powers and bond with the
owner.
32
The gaze of the eye continually wanders--independently of the other eye(s) (if present)
and will of the “wearer.” Character is -2 to Personality while eye is in place and visible. On
first use, the eye is stuck in (DC 15 Fort save to remove per day) and causes disorientation
for 1d6 minus Luck modifier days (the eye will not fall out during this period, see below).
During this period of time the character is at minus whatever day (count backwards, 6, 5,
4, etc.) it is to all rolls involving vision and coordination on that day.
If the eye is removed and then re-inserted, continue the count as per initial roll and re-
quire another Fort save to remove.
If two eyes are put in, the character is completely incapacitated until one of the eyes is
removed. The wandering nature of both eyes overwhelms the brain with an incongruous
flood of visual data.
Afterwards, the character gains +5 to all visual perception rolls and may pop out and send
the eye up to 60’ away, floating on its own, and see whatever it is the eye sees. While the
owner directs the levitating movement of the eye, the eye’s gaze wanders about and cannot
be controlled. The owner cannot make the eye scrutinize things. During this ocular excur-
sion, there is a 25% chance the eye will wander in a random direction, contrary to the
owner’s wishes. Roll d8, d9, or d10 depending on which directions are available: 1) North,
2) NE, 3) NW, 4) South, 5) SE, 6) SW, 7) East, 8) West, 9) Up, 10) Down.
If there is something visually interesting in a direction other than what the owner wishes
(art, jewels, colorful birds, glowing runes, exotic plants, naked people, unusual trash, hor-
rific things, etc.), the chance goes up to 75% that the eye will wander in the interesting di-
rection instead. Judges may wish to take an inventory of various interesting looking things
and scenes, list and number them, and then roll a die to determine where the eye goes.
While in, the eye confers a +5 to saving throws against all gaze related attacks, Medusa’s
gaze, blindingly beautiful nymphs, and spells like Color Spray are included in this. In ad-
dition, the eye confers infravision for 60’, can see through illusions, adds a +5 to percep-
tion rolls, and prevents sneak attacks from opponents in front of the character.
Every day there is a 10% minus Luck modifier chance the eye will pop out, fall, and roll in
a random direction. If the character is hit on the head, the eye has a 30% chance of pop-
ping out. Every time eye pops out by accident, make a Luck check; on failure, the eye hits a
hard surface and takes 1d6 damage. The eye has 10 hp. At 0 hp, eye shatters into thousands
of small plastic shards and cannot be repaired at all.
Characters may not sleep while the Wandering Eye is in a socket. The eye remains open,
looks about, and fills the character’s brain with visual information, preventing the onset of
sleep.
33
Minor Magic Items
By Mike Markey
Goblet of Seeing
Inspired by Jacques Belasis’s Scopus,
from “Jonathan Strange & Mr Norrell”, by Susanna Clarke
Pouring water into the cup activates an effect similar to Detect Magic. Look-
ing through one of the five flat sides of the glass shows an upside-down
image of the surroundings. Close examination reveals that any magical or
enchanted items in the field of view are right-side up.
34
The Giant’s Gullet
You pass the key to Narafoo and begin planning your descent. At first the distance
seems insurmountable, but you think you could jump to the crown of a nearby chair,
scale down to the oversized table, and then safely climb to the floor. As you prepare
to jump, you hear Narafoo yelp in surprise as his cage squeakily unlatches. You look
up in time to see Narafoo hurl the key at your chest! Knocked back and pinned under
the large key, you struggle for air and watch as Narafoo leaps on all fours from chair
to table to floor.
“The man’s trying to escape!”, Narafoo howls before escaping through a crack in the
wall’s baseboard. Suddenly the giant turns and glares at you!
“No ‘scape! Need man for man-stew!”, he bellows out as he charges your cage!
It seems Narafoo also thought his odds were better with two.
Go on to page 21.
35
Minor Magic Items
By Mike Markey
Candle of Finding
Inspired by “Shiver in the Pines”, by Manly Wade Wellman
A pillar candle nearly one foot tall and three inches in diameter, made from a
lumpy grayish tallow wax. The wick is a thick white twine.
Various sizes of these can be made, and they burn for up to 1 hour per inch of
height. The candle cannot be lit without concentrating on and naming some item
to be found. This can be any item, general or specific, as long as it is on the cur-
rent plane of existence. Once lit, the flame will subtly point toward that item, even
against the wind. It cannot be extinguished until it is within 10’ of the named
item, at which point it will go out of its own accord and refuse to be relit. Each
candle therefore only functions once.
36
The Giant’s Gullet
You untie the scroll’s leather binding and fix your eyes upon its strange letters and glyphs.
As you mumble the words inked on the paper, an energy builds up around you, causing
your feet and hands to go numb. It’s unlike anything you’ve ever felt before.
If you’re successful...
All at once your mind sharpens like a chisel, and you reach out mentally toward the iron
locks of your cage. You feel deeply connected with the iron and flex your muscles, working
into the metal the same way you’d wiggle into a tight fitting shirt. At the sound of a ham-
mer striking steel, you snap back into your own body and see that the iron lock has indeed
shattered.
Go on to page 21.
If you failed…
Misfire! Right as the spell leaves your tingling lips, your mind strays, unable to focus on
the lock before you. Like the sound of a glass jar of pennies hitting the floor, all buttons,
clasps and locks shatter. Your kickass DCC belt buckle unlatches causing your pants to fall
around your ankles. The giant’s cauldron falls from its stand, spilling boiling soup across
the floor. The link holding your cage to the ceiling fractures, sending iron shards across
the room and plunging you toward the floor!
Go on to page 11.
37
The Giant’s Gullet
You pass the scroll over to Narafoo, and watch as he eagerly unrolls the parchment. He
begins to mumble and snarl to himself, before letting his eyes glaze over. You nervously
look toward the giant, who continues to chop carrots into his stew. Suddenly, the metal of
your cage begins to vibrate. At the sound of a hammer striking steel, the lock on your cage
shatters. You look over at Narafoo to thank him, but find his cage empty.
“The man’s trying to escape!”, you hear Narafoo howl. You look down at the kitchen floor
and mark Narafoo standing at a hole in the wall’s baseboard, lifting his burlap robe and
wagging his flabby posterior.
“No ‘scape! Need man for man-stew!”, the giant bellows out as he charges your cage!
Go on to page 21.
38
Credits
Contributing Authors – VOLUME 3
Daniel Bishop, Clint Bohaty, Michael Bolam,
bygrinstow, Mike Markey, Stephen Murrish,
James Pozenel, Ryan Runton, James V. West
Editors
Forrest Aguirre, Steven Bean, Daniel Bishop, Jon Carnes,
Keith Garrett, Jason Hobbs, Tony Hogard, Michael Jones,
Duncan McLastName, Jonathan Nichol, James Pozenel,
Jim Skach, Tim Snider, Noah Stevens, Doyle Tavener,
David VC, Laura Rose Williams, Paul Wolfe
Proofreaders
Reece Carter, Samuel Dester, Jason Hobbs, Tony Hogard,
Aaron Koelman, Ryan Moore, Jonathan Nichol, Jim Skach
42
40
The 2016 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
COMPLETE ADVENTURES
VOLUME 4 OF EIGHT BOOKLETS
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, contact info@goodman-
games.com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original
creator.
Table of Contents
Volume 1: Men, Magic & Drink
PC Classes
Hot-Dog Suit Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Halfling Hucker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Rituals & Spells
Fantastic Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Enhanced Spellburn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Skeletal Heap (Thief Spell) . . . . . . . . . . . . . . . . . . . . . . 30
Drunk’s Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Random Tavern Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Fantasy Food Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
House Rule: Adventuring Companion . . . . . . . . . . . . . . . . . . . . 46
The Art of Infighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Missing Player Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Peasant Draft. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Like its inspiration, The Orm Lies Down on Punjar could be interpreted
as something that really happens, a bad drug trip, a dream sequence,
a metaphysical exploration of the self, or something else entirely.
The intent is to provide a few hours’ worth of entertainment when
something slightly “off the books” is needed or when the judge needs
a catalyst for transporting the party elsewhere (or elsewhen), giving
the PCs an opportunity for reward along the way.
INTRODUCTION
The PCs have acquired an entire bottle of ultra-rare Purple Rhost,
a hard, throat-scorching, mind-altering liquor known by its glowing
green worm writhing within. Purple Rhost is actually an arcane
hallucinogenic distilled from the blood of an Orm-Master deep
within the Purple Planet’s Under Plateau. Its power is such that all
who partake of a given worm’s liquor share the same “trip” - eating
the worm is simply the catalyst. There are a number of places the PCs
could have acquired the drink:
● Punjar’s Black Market;
● a gift from Dim Lane’s Old Thom;
● the Silent Maid’s secret stash;
● left in a PC’s pack by a mischievous quasit.
5
a forearm’s girth. This PC gains a temporary +2 to their Luck, which
must be spent during the adventure. The worm seems endless as it
penetrates and wraps around all who shared the liquor. Other PCs
drinking from the bottle must make a DC 15 Fort save. If they fail,
they also see the specter and gain a temporary +1 to their Luck. Use
the Luck gain as a lure for those who haven’t partaken of the rhost.
If PCs succeed on their save, encourage them to try again to get the
temporary Luck bonus by drinking the last drop, really believing, etc.;
subsequent saves are made at a cumulative -1d penalty. Note that this
is when PCs may choose whether or not “to go on the adventure.”
Those that see the apparition and gain the temporary Luck have no
escape from what follows unless successfully treated for poisoning.
Once the saves have been resolved, the worm’s tail exits the eater’s
hand and the ghost dives into the floor. The ground trembles as a
large worm bursts through the floorboards and attempts to swallow
the entire party. PCs may make a DC 12 Ref save to avoid being
swallowed. Those who succeed see an even larger worm extrude from
the ground, swallowing the first worm and attempting to swallow the
survivors. Successively larger worms arrive until all PCs are consumed
(increase the DC of the Ref save by 4 for each subsequent worm). The
sensation of being swallowed is pleasant, and each PC passes out
while seeing a warm light glowing from within his stomach.
AREA DESCRIPTIONS
PCs may believe that they are in the carcass of the worm that
swallowed them; this is not the case, although the map bears some
similarities to a worm’s anatomy. The PCs are trapped in a multiversal
intersection of their physical beings, shared subconscious, and the
arcane transplanar energy of an Orm-Master’s blood. Any attacks
made against the chambers’ fleshy surfaces also damages the PC that
ate the Purple Rhost’s worm.
6
dangles from the ceiling in the star’s center, sending jolts of electricity
to the pods. The chamber is made of a chalky white rock. The pods
can be easily punctured by PCs attempting to escape. Anyone opening
a pod that doesn’t contain a party member either finds a naked
dead body visually identical to his own, or finds a Punjar resident
(if a replacement PC is needed). On the wall, two skin-like portals
alternate opening and closing. Each may be pried or forced to stay
open, but when doing so the other remains tightly closed.
7
the sensation of a moving floor (MV 15’) going toward area 1. Subtract
15’ from a PC’s MV when determining his movement toward area
3: MV 15’ stands still; MV 25’ moves forward at MV 10’; MV 10’
moves backwards at MV 5’, etc. Area 2A contains flying tadpole-
like creatures with vicious bites; they only attack male PCs. Area 2B
contains flying prickly spheres that drip with acid; they only attack
female PCs. 2A and 2B are joined by a secret corridor found by
prying apart the fleshy wall (DC 14 Intelligence check). If the corridor
is open at both ends then the PC with the lowest Luck makes a Luck
check. Upon success, the inhabitants of 2A and 2B attack and destroy
one another, otherwise their union creates a violent creature from the
party’s past.
A secret tunnel lies 5’ below where the lily is planted. PCs may dig for
the exit, although if they water the lily, it grows instantly and reveals
the tunnel by removing dirt with its roots. At full growth, the lily’s
sticky stigma is capped by a humanoid head which tells the party,
“Narcissim is poison” (a hint for area 4). The judge is encouraged to
make the head identical to someone the party has met or will meet in
the future. If the PCs do not have water, they may use liquid from the
pods in area 1. Picking the flower causes it to turn to dust and another
to grow back the next round.
8
a white-stone shore. Large stunner eels hide in the pond’s sandy
bottom and attack the party as they attempt to cross. This should be
a challenging fight; stunner eels have a ferocious bite and can shock
PCs to helplessness or team up to hold a PC underwater while others
freely attack him. There are as many eels as there are party members.
When an eel is killed, it floats to the top of the pool, and its head
transforms to look like one of the PCs. Each PC is represented by
an eel’s corpse, without duplication. If a PC eats a portion of the
eel representing himself, then he is severely poisoned, and his neck,
chin, and shoulders grow flaps of flesh that seem to melt together.
However, if a PC eats a portion of an eel representing someone else,
then the represented PC is healed 1 HD of damage. The white-stone
shore near areas 5A and 5B does not stink, due to a draft coming up
the cliff from area 7.
9
The creatures ask the PCs about where they come from, and why
they are here. All answers are met with polite jiggling chuckles of
disbelief. If asked questions, the creatures are either silent or answer
cryptically with metaphysical contradictions, for example:
If the PCs attack their hosts, then a TPK is probable. The oozy
humanoids become highly adhesive, as do the chamber’s floors and
walls, which close in on their assailants, attempting to suffocate them
as they stick in place by oozing into the PC’s ears, noses, and mouths.
10
judge to present a significant challenge for the PCs. Upon its defeat,
the shade transforms into a large black bird wearing a green crystal
crown and flies away, dissipating moments later.
The bowl’s hole begins as a 10’ diameter fleshy, oily chute, ending
in a portal; the entire chute is masked with darkness and silence.
PCs cannot see into the darkness, hear anything from it, or gauge its
depth. They have to make a leap of faith.
11
UNTIL THE SUN GOES
DOWN FOREVER
By David Coppoletti
The coma cult known as the narcolepers has one goal, and one goal
alone: to put out all the lights, everywhere, so they can get a decent
night’s sleep (forever). They convert unbelievers by promising ultimate,
unimaginable comfort in the soothing embrace of eternal drowsiness,
dulling themselves against the pain and trauma of everyday life.
Catatonic slumber and lucid dreams are their deepest desires. They
are opposed by a zealous organization known as the cult of sleep
deprivation. The deprivers are led by the reverse-vampire Mosh Sedation
(he is energized by sunlight and is weakened by darkness) and his
restless legion. Mosh wants to overclock everyone’s neurotransmitters
and steal the synaptic energy in something known as a cascading field
dampener. It is a stupid idea.
ROOMS
Area 1-CLOACA ENTRANCE. This cavern is the entrance to a system
of dank, dark abandoned sewers known as a CLOACA, long-rumored
to be a den of cult activity. A wide hole ripped through the sewer’s
molden walls leads into a chamber dimly lit by mucus that glows
with a milky silvery light. PCs actively observing the glow find it
somehow comforting. A thin layer of the mucus covers the ground
and lambent strands stretch from the ceiling to the floor, some thick
as an arm, others too thin to pinch. PCs stooping to investigate the
mucus on the floor find that it is pooled around the base of a stony
stairway leading up to area 4. Touching the strands causes a pleasant
numbness that spreads through the fingers and goes up the arm.
The numbness feels soothing - the PC will feel like she has healed 1d3
hit points of damage, although there is no change in actual hit point
total. In the corner of the cavern there is a narrow opening that leads
to a chasm flanked by narrow rock ledges. The chasm is stuffed with
sodden blankets, pillows, and plush accouterments of the sleepy.
Area 4-SL’OOZE SLUICE. Most coma cultists who have their parietal
eye calcified or removed move up the ranks to become lamprey
milkers (comatote rank). This job is actually a lot more fun than it
sounds, because milking the narcolamprey means you have to touch
their narcotic mucusy sheaths. Narcolamprey were designed to feed
off of a host’s sleep. They provide an enzyme that releases massive
quantities of calming endorphins in the host, leaving them feeling
well rested even though physically they may still be fatigued. The
digested sleep energy is separated into dream frequencies, which
are collected by Snug’goo for power, and sleep ooze (or sl’ooze), the
slimy byproduct that still produces a rush that is mildly euphoric,
but also kind of shitty. The actual ‘milk’ of the lamprey is a highly
concentrated anesthetic that causes instantaneous rapturous sleep
for 1d30 hours, with no saving throw. Sleep of this kind is so deep
and pure that the slumber-succumber must suffer points of damage
equal to the remaining hours in order to be forcibly awoken. Purified
narcomilk of this variety is rare and difficult to collect. Six comatotes
languish here, tending to three oversized stone troughs holding
narcolamprey swimming in their own slime. They will occasionally
visit the grate to dump buckets of excess mucus. The grate is 5’ wide
and is made of rusty metal, requiring a DC 10 Strength check to force
from either side. The comatotes will fight to defend the troughs and
lamprey, but will not move to attack unprovoked or even to defend
themselves, unless a trough or lamprey is somehow disturbed in the
process. They use the same stats as coma cultists, but also have 1
dose of narcomilk and no less than 2 sleep disorders each. They will
use narcomilk to defend themselves as a thrown weapon (+0 bonus,
causes sleep as above) if combat does ensue.
16
Area 5-TEMPLE OF SNUG’GOO.
This natural stone cavern is almost
unrecognizable as stone, or natural.
It has been converted into a temple
of Snug’goo and it looks like an
immense, haphazardly organized
pillow fortress shrouded in comfy
dimness. Streamers of sweat-
stained blankets twisted together
with urine-reeking cotton sheets
stretch from the edges of the cave
to the central topmost stalactite,
like some kind of deranged
maypole. Pillows, comforters,
quilts, and various other devices
of sleep lay about the entirety
of the cave, almost covering
every inch of stone on the wall
and floor. Ten coma cultists
(dormancer rank) exist here in
various stages of repose. They are
dressed as standard cultists, but have
pillows stuffed inside their clothing for
added comfort and protection. They
suffer half damage from any kind of
impact or crushing force.
17
At Snug’goo’s base is a plush-bound book, which is amply padded
with the softest stitching. The fact that this book is free of stains
or dampness suggest its magical nature. This is the Narco Libre, the
book of sleep. It is just a book of bedtimes stories. Reading or even
glancing at its contents will cause a sleep per the first level wizard
spell to affect the reader, using a +0 modifier and a d30 for spell
results. If the Narco Libre is placed inside an empty pillowcase, it can
be swung in combat as a +1 mace, but it will never cause a foe to drop
to 0 HP, they will instead drop to 1 HP and be knocked asleep with a
narcomilk effect. Only the high snoozer knows how to use the narco
libre in this way but he is off on an important mission for Snug’goo,
or possibly napping.
18
Snug’goo, the Sentient Snuggie™: Init -22 (always asleep); Atk
absorb +2 melee (1d30+SP) or snuggle +1 melee (SP); AC 2; HD 10d8;
hp 55; MV 20’; Act 1d20; SP absorb (on a result of 18-20, victim is
absorbed by Snug’goo), snuggle (causes 1d30 hours of sleep, as
narcomilk); SV Fort +10, Ref -5, Will +5; AL N.
19
major corruption and seizes the PC with a cold, frightfully numbing
sensation that deals 1d10 damage and will paralyze that limb
permanently (judge’s call on modifiers). If full immersion occurs,
the victim will be molecularly absorbed by the substance and the
only physical remainder of the victim will be a peanut shaped brain
gland that magically appears inside Snug’goo’s mucusy bulk. If both
pools are disturbed enough to impart corruptions of either degree,
a greater corruption ooze will boil forth into the room and attempt
to destroy the PCs, then slither up the stone ramp and through the
Moon Volcano Vents of area 7, finally attempting to join combat with
Mosh in his Silver Sun (see area 8).
Greater Corruption Ooze: Init -10; Atk mucus lash +4 melee (1d3+1d5);
AC 10; HD 3d8+1; MV 10’; Act 1d20; SP half damage from slicing and
piercing weapons, mucusy tendril does 1d5 damage from stinging icy
numbness, absorb identity (every 5 hitpoints of damage inflicted by
the ooze will permanently steal one facial feature from the victim. Roll
1d5: 1) eyes, 2) ears, 3) nose, 4) mouth,5) eyebrows; and adds 5 new hit
points to the ooze); SV Fort +5, Ref -5, Will -8; AL C.
These oozes boil and quiver, wheezing with gassy discharges while
phantom facial features drift to the glassy, membranous surface.
They are about as big as a small cottage, but they can smoosh
and deform like an actual wad of mucus, allowing them to fit into
any opening, organic or otherwise. They attack by flailing wildly
with their sticky, lashing tendrils. It is rumored that Snug’goo is a
greater corruption ooze that digested enough identities to grow an
amalgamous sense of id on its own. Way to go, Snug’goo!
20
points reveals a fluctuating 5’ wide membrane of psychic energy that
allows passage into the Silver Sun, though it takes an action die to
push through the 2” thick toughened membranous wall. PCs inside
the tubular vents are protected from the coruscating energy of the
Silver Sun, which is nearly blinding even from inside the crystal tubes.
Strangely, this is the only place to get a decent sleep without risk of
something weird happening. Sleepers here will develop a healthy tan
from the dulled radiance emanating through the crystal walls, though
there is a 1% chance of skin cancer developing (lethal in 1d24 months).
Mosh is 18’ tall, with candle-thin limbs that are bent under the mass
of the many devices and diodes arrayed over and through them.
Seemingly pierced in every pore, Mosh is barely recognizable as
anything even once human. Even his hair follicles have been replaced
with glass filaments cradled in coiled wires made of dwarf pubes,
21
for enhanced conductivity. Ghostly circuit boards occasionally drift
to the surface of his tightly-stretched and translucent glowing skin,
threatening to burst through. Every molecule of his being radiates
energy and electricity, but it is so thinly spread and so overtaxed
that it will deal no appreciable damage during any round that Mosh
spends fully exerted. Mosh has 3d30 action dice normally, but every
round he intends to keep his Silver Sun at full strength he must exert
and spend all 3d30 action dice. His only actions available are psychic
or mental, and even then he is required to focus a majority of his
vast mental power on aligning the quantum regularity field that
binds the Krone Lamp effect to his will. For any mental task, he may
effectively use a d10 action die at no risk and without detracting from
his normal allotment of action die. He can communicate through any
frequency, but his thoughts must be slowed down by a factor of ten
to be understood by most mortals.
Any round that Mosh does not spend all 3d30 action dice on
maintaining the Silver Sun, there is a cumulative 11% chance that
a singularity will form, caused by a corruption tendril forcing an
atom-thick gap in the quantum containment field that protects
the Silver Sun. The singularity appears at the very last square in the
upper corner of the map, and to begin with is 1d4 feet in diameter.
Anything touched by the singularity with a hit point total or mass (in
cubed feet) equal to or lower than the current singularity diameter is
swallowed up forever and ceases to exist. The singularity grows one
step on the die chain each round, its diameter expanding by a factor
of the result (for example, if a 2 is rolled on the d4 first round, then
a 3 on the d5 on the second round, the diameter of the singularity is
2’x3’=6’. If a 4 is rolled on the d6 the next round, then the diameter
becomes 24’. Follow that progression until the singularity is stopped
or it destroys your game world).
If the party convinces Mosh to shut down his Silver Sun, then
Snug’goo will intuitively awaken and move towards area 8 to
confront Mosh, bringing along any surviving coma cultists and any
gathered corruption oozes.
If the party defeats Mosh, his Silver Sun will become unstable and
will shatter after 1d3 rounds of agonizingly blinding fountains of
incandescent energy and cracking silvered glass shards rain down
on the party, inflicting 1d10 damage per party member and dealing
a critical result as a 5th level warrior on the PC with the lowest luck
score. In the ruin of the Silver Sun, PCs can collect 1d100 silver glass
22
shards, worth 1d30 silver pieces each. Generous judges may allow
wizards to glean some magical secrets or spells from the wreckage of
Mosh Sedation’s physical form and his accompanying devices.
Mosh Sedation, the Wizard of Krone Lamp: Init +22; Atk energy
claw +8 melee (3d7) or radiation lance +10 missile fire (1d7 plus
radiation poisoning, range anywhere inside Silver Sun); AC 21; HD
10d8; hp 80; MV fly 80’; Act 3d30 (+1d10 special); SP quantum
casting, radiation poisoning (DC 15 Fort; 1d6 damage on successful
save, 3d6 damage if failed and suffer -1d from sickness as hair begins
falling out), brilliant burst (once per round Mosh may spend 1 action
die to produce a burst dealing 1d30 heat damage to all within the
Silver Sun; DC 15 Ref save to take half damage and avoid permanent
blindness), ablative shielding; SV Fort +16, Ref +14, Will +7; AL C.
He may spend two action die to cast any spell with a +0 modifier
and a d30 casting die. Mosh does not suffer corruption, but if he
casts spells in two consecutive turns he will cause an additional
greater corruption ooze to spawn in area 6. For every 10 hit points of
damage Mosh endures,
he suffers a stacking
penalty of -3 to both
his AC and Fort save
as his improvised
electronic barrier is
shattered into pieces
around him.
23
COMA CULTISTS: Coma cultists are covered in bedsores and are
slow and lazy. They can only fight with weapons that can smother
or asphyxiate, like pillows and plushcord garrotes. They do not pray,
they sleep. Narcolepers, the lowest rank coma cultist, will have 1
disorder from Table Q below. Higher rank cultists - in ascending
hierarchy comatote, dormancer, and high snoozer - can have as many
sleep disorders as the judge deems necessary (the judge may add new
disorders as needed).
Coma Cultist: Init -12; Atk pillow or plush weapon +0 melee (1d3);
smother -6 melee (1d14);AC 9; HD 1d6; MV 10’; Act 1d20; SP half-
asleep, smother, sleep disorder; SV Fort +1, Ref -2, Will -1; AL N.
24
TABLE Q: SLEEPING DISORDERS
(Roll 1d12 modified by Luck)
(-1) You no longer need to sustain your body with food. A good night’s rest
nourishes you fully. your stomach no longer growls, though it sometimes
yawns.
(0) While sleeping, your body ages in reverse (on an hour per hour basis).
(1) Sleep apnea. 2% chance to die during any prolonged rest.
(2) Sleepwalking. “Noctambulism” causes you to sleepwalk whenever it is
inconvenient or amusing for the judge. Judge controls your character as an
NPC until awake.
(3) Lazy limb. Roll a d6 to determine the affected area:. 1) lazy eye, 2) limp wrists,
3) shuffling gait, like professor farnsworth, 4) neck and head droop and loll
around, 5) ass feels tingly numb like you’ve sat on your wallet in the bleachers
all day, 6) hibernating genitals. Numb or limp appendages suffer a -1d to
associated rolls in times of great stress or laziness.
(4) Sleep paralysis. When you go to sleep you will sometimes leave your eyes
open and suffer from bodily paralysis while your mind believes it is sees
horrifying shadow people all around you.
(5) Your face feels as if it is asleep even when you are walking around fully alert.
It’s full facial numbness - puffy, swollen, drooly shit existence. You poor fool.
(6) Fatalism, in the form of an overwhelming desire to sleep forever, no matter
what the consequences. Your first action die is now a d16 instead of a d20.
(7) Ennui.
(8) You believe the waking world is an illusory dreamworld and that your
dreaming state is your native, living world. So basically, you’re an asshole.
(9) Inceptionception. the next time your character falls asleep, he or she becomes
hyper aware that they are a character in a roleplaying game. On the verge of
this realization, the nnnnnnnn will nnnnnnnn in your nnnnnnnn nnn
nnnnn . (unless nnnnnnnn is real).
(10) Bedwetter. Yes, it’s a real sleeping disorder. Now you need adult diapers,
jackass.
(11) Nighttime emissions. It’s embarrassing and we don’t need to go into detail
about it right now.
(12) “Snuffling tuffle sputz” you basically have uncontrollable, annoying snoring.
But you do it all the goddamn time, even while speaking or chewing your
food. It’s disgusting. Even when you try to explain to people that this is just a
sleeping disorder that somehow affects you while awake, they will invariably
think you are lying and accost you with stones.
(13) Narcolepsy. any time you roll a 1 or fail a Luck check, your character falls into
a deep, pleasant slumber for 1d12 hours.
(14) All of them. Just fucking end it, you nitwit.
25
Miscellaneous
Monsters
by
Matt Jordan,
Shield of Faith
Studios
ZERON
PROTOCOL
A Low Level Adventure by Paul Wolfe
BACKGROUND
But the blessings have worn thin over the centuries, and
corruption has leaked from the prison, infecting the waters
with the larva of the long-dead demon, Zeron. The rebirth
of the demon could spell doom for the surrounding area…
27
GENERAL ASSUMPTIONS
A 15’ diameter shaft sinks 30’ into the rock and spiked to
its wall hangs a rope lattice, easily climbed. At the bottom
of the shaft stands a stone platform in a small cavern. The
platform extends over a seemingly pristine 3’ deep pool of
water. A wooden bucket sits on the platform.
28
The water in the well smells faintly of lamp oil, but only if
brought up to the nose. There is no other evidence of oil or
other pollutants in or around the water.
THE RITUAL
29
THE ZERON PARASITE
30
DISAPPROVAL EFFECTS
Disapproval
Range Effect 1st Occurrence 2nd Occurrence 3rd Occurrence
5-7 Beacon The cleric detects The detection The detection extends
the alignment of extends to a 10’ to 60’, and the cleric
Lawful creatures or radius, and the must move outside
objects with Lawful cleric is extreme- this range of any Law-
magical effects ly uneasy when fully-aligned creature
when touching within this range or magical effect.
them. of such creatures
or effects.
Save: DC 12 Will
32
Second Vision – The Shambles of the Living God
(Occurs during daily prayers/meditations):
Save: DC 14 Will
33
Third and Subsequent Visions: Teeth of the Zeron
34
Instead of damaging or paralyzing an opponent, the zeron
servitor may choose to teleport itself and the opponent
struck. This effect has no chance of failure and transports
the victim and zeron up to 300’ away.
35
SHAMBLES OF THE LIVING GOD RESEARCH
Additional Effects for
Spell Check Effect the Corruputed Cleric
1 The book is sealed to this user for Deity disapproval reduced to 1. The
all eternity cleric may re-use the book after
1d3+CL weeks.
2-11 Failure; The book is sealed to this The cleric may re-use the book after
user for 1d10+2 years. 1d3+CL weeks.
18-19 User receives a 1st level spell that is Deity disapproval increased by 5.
cast at +1d on the spell check, how- The cleric receives the previous
ever, each use of the spell imparts effects and a +1d to all action dice
minor corruption. while within Orvun’s prison.
20-23 User receives a 1st level spell that Deity disapproval increased by 10.
is cast at +1d on the spell check. The cleric receives the previous ef-
The spell never fails, however, when fects and receives the ritual required
a failure is indicated, the caster to bypass the Seal of Consequences
receives major corruption, and the (area 3).
spell goes off at its least powerful
result.
24+ User receives dark knowledge Disapproval. The cleric must roll 5d4
about veins of corruption infecting on the Deity disapproval table. The
major Lawful institutions -- lawful cleric receives the previous effects
kingdoms, orders of knighthood, and the ritual of re-consecration.
lawful religions -- all with intercon- The cleric also receives an addi-
nected corruption and evil. The user tional +1d to spell checks and turn
receives a 2nd level spell that is attempts against zerons (anywhere)
cast at +1d on the spell check. Each and the spirit of Zeron within the
casting of the spell imparts greater prison of Orvun.
corruption.
RITUALS
37
The Seal of Consequences
38
THE PRISON OF
ORVUN THE CORRUPTED
39
THE PRISON OF ORVUN THE CORRUPTED
If the party has enchanted zeron teeth, they may swim down
300’ to the jade statue, and area 1a in one turn. If the party
cleric has received all of the visions from their infection,
the secret entrance can be found and opened immediately.
Otherwise, searching the exterior of the statue takes 1 turn
per 20’. With a successful Luck check, the cleric or a halfling
can find the secret entrance in 1d24+6 rounds.
AREA DESCRIPTIONS
40
Area 1a – The Secret Entrance: Above in the gloom lurks a
massive statue covered in interlocking jade plates, smeared
with black algae. One of the plates near the statue’s middle
faintly glows with the concentric squares symbol of the
Bethines. A greyish fluid seems to leak from the symbol
tainting the otherwise clear water around you.
41
arcane energy dealing 1d3 Strength damage. Success or
failure, this consumes the spell, preventing further casting
for the day.
After 1d6 rounds, the slick algae on the floor forms into
a multi-limbed slime monster – a thing formed from
the corruptive influences of Zeron’s larva. The creature
surprises any PCs failing a DC 16 Luck check – up to three
surprised characters are immediately attacked.
42
The bronze archway is decorated with figures and symbols
from the Bethine religion. A spellcaster studying the bas-
relief for 1d5-CL turns (minimum 1) and making a DC
12 Intelligence check understands that the decoration
describes a ritual of pacification, the location of the secret
door to the guardian tomb (areas 5 and 6), as well as the
process for passing through the archway unharmed. In
addition, the cleric learns the stations of the Bethines, a
ritual gesture in which believers touch each shoulder and
each hip before passing through the archway.
43
Unless the party is magically quieted, zeron servitors pour
out from area 4. Each selects a single character as its
“primary combatant,” but can only use its teleport ability to
displace within areas 3 and 4.
44
Area 4 – Zeron Cell: Beyond the shattered seal, this
cavernous room stinks of brimstone and acidic sweat.
Dismembered and desiccated bodies lie in a pile near
the center of the room. The walls are scratched with
blasphemous prayers, the letters seeming to crawl between
every known language.
45
by the symbol of the Bethines or of chaotic alignment are
immediately attacked. The cleric with the Bethine brand may
use the ritual of pacification (see area 2) to appease the
dead priests. Appeased spirits return to their “prayers.”
46
dead knight fights as a peerless warrior, using the Stave of
the Bethine and his mighty deeds to deal non-lethal damage
-- most often to trip opponents, sunder their weapons
or armor, and disable them with well-placed blows to the
limbs. Tergen wears a magical chain shirt (+1), the symbol
of the Bethines inscribed within the chain in golden wire.
47
has been disturbed, as if someone dragged a heavy sack or
body away to the north.
Zeron may also forego attacks to pull his minions from the
cleric’s blood, if the cleric is still infected. The victim must
make a DC 15 Fort save or 1d3 zeron servitors appear.
49
When the ritual of consecration is completed, a shimmering
portal appears where Orvun’s body used to be. Stepping
through the portal takes the characters back to the stone
platform overlooking the spring under the shrine of the
Bethines.
50
Credits
Contributing Authors – VOLUME 4
David Coppoletti, Terry Olsen, Paul Wolfe, James V. West
Editors
Forrest Aguirre, Steven Bean, Daniel Bishop, Jon Carnes,
Keith Garrett, Jason Hobbs, Tony Hogard, Michael Jones,
Duncan McLastName, Jonathan Nichol, James Pozenel,
Jim Skach, Tim Snider, Noah Stevens, Doyle Tavener,
David VC, Laura Rose Williams, Paul Wolfe
Proofreaders
Reece Carter, Samuel Dester, Jason Hobbs, Tony Hogard,
Aaron Koelman, Ryan Moore, Jonathan Nichol, Jim Skach
52
The 2016 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
DROP-IN ADVENTURES
VOLUME 5 OF EIGHT BOOKLETS
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, contact info@goodman-
games.com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative 1 of the work, please contact the original
creator.
Table of Contents
Volume 1: Men, Magic & Drink
PC Classes
Hot-Dog Suit Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Halfling Hucker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Rituals & Spells
Fantastic Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Enhanced Spellburn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Skeletal Heap (Thief Spell) . . . . . . . . . . . . . . . . . . . . . . 30
Drunk’s Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Random Tavern Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Fantasy Food Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
House Rule: Adventuring Companion . . . . . . . . . . . . . . . . . . . . 46
The Art of Infighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Missing Player Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Peasant Draft. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
The chamber walls are of mortared stone, sweat slick with moisture and dotted with recessed shelves
that house mummified corpses swathed in decaying cerements of emerald and scarlet. Each squat in
unnatural batrachian poses — forever trapped in reverent mimicry of their croaking lord. The faint
echo of dripping water breaks the unnatural silence of dead ages that hangs over this forlorn chamber.
5
Scripture in Slime
Read or paraphrase the following to any that approach the slime surrounding the pond:
Fetid slime surrounds the stagnant pond, thick with the mulch of decay, and alive with the squirming
of vile and unclean creatures crawling within its ooze. Salamanders, tadpoles, and creatures unnamed
squirm within the rot — yet their movements are not that of mindless vermin but deliberate and
ordered, possessing a uniformity of intelligence. Within the soft mud their slithering bodies trace out
geometric symbols and lost letters of some forgotten alphabet, alien to both human sanity and reason.
The fetid slime serves as a dark grimoire of sorcerous power. Alive with the writhing of
vile creatures that continuously burrow and slither through the mud, their very tracks
compose a chronicle — the Scriptum Putridis. Written in the forgotten language of the
Toadfiend, this unholy writ is a collection of dark wisdoms passed down by Bobugbubilz
since time immemorial. Any who attempt to read the vile Scriptum Putridis must roll 1d20 +
Intelligence modifier, and refer to the table below. Note that devotees of Bobugbubilz add
a +4 circumstance bonus to the roll.
1 or less Arcane energy pours through the reader’s mind in a torrent of soul-
wracking waves. Manifesting as eldritch slime, the reader’s head swells and
distorts until it explodes in a shower of pink mist and putrid ooze.
2-8 Gazing too long into the fetid slime fills the reader with the putrid ooze
of the Toadfiend. Roll 1d10 on the Toadfiend Taint Table below.
9-17 Reader feels nauseous and dizzy but is largely unaffected, except for a
foul tang of dirt that stings the mouth.
18-19 Reader imbued with esoteric knowledge of Bobugbubilz. The patron
spell Tadpole Transformation (DCC RPG rulebook) is upon the reader’s lips.
The next time the character speaks, the spell is automatically cast. Roll
normally for spell effect and mercurial magic. Once cast, the spell is lost
regardless of success.
20-22 Reader suffused in dark wisdoms of the croaking lord. As above, except the
patron spell Glorious Mire (DCC RPG rulebook) is upon the reader's lips.
23+ Reader bathed in the putrid acuity of the Lord of Amphibians. As above,
except the patron spell Bottomfeeder Bond (DCC RPG rulebook) is upon the
reader’s lips.
6
TOADFIEND TAINT TABLE
D10 ROLL RESULT (Note that ability scores can never fall below 3 or be raised above 18.)
1 Eyes become pronounced and bulbous, and grasp upon reality becomes tenuous.
Character suffers a permanent -2 penalty to Will saves.
2 Feet and hands become webbed. Character permanently loses 2 points of Agility,
but is capable of swimming at twice the normal speed.
3 Character vomits a Swarm of Living Toads. The toads attack nearest targets,
including the caster. Swarm of Living Toads: Init +0; Atk bite +4 melee against all
in 10'x10' space (dmg 1d4); AC 8; hp 40; MV 10’; Act 1d20; SV Fort +4; Ref +0; Will +0;
AL C.
4 Character’s face takes on a distinctly batrachian air, with wide-set eyes and thick
brow ridges. Character suffers persistent migraines and permanently loses 2 points
of Intelligence.
5 Character’s legs twist and elongate. Character's speed permanently reduced by 10',
but is capable of leaping 25’ in a single bound.
6 Character suffers from random and uncontrollable hopping spasms, resulting in a
permanent -2 penalty to initiative rolls.
7 Character becomes cold-blooded, and as such is incapable of adjusting to rapidly
changing environmental temperatures. Character permanently suffers double
damage from any cold or fire based attacks.
Necro-pond
Read or paraphrase the following to any that approach the pond:
You stand at the edge of a carrion black pond, its stagnate waters dimly illuminated by some sickly
phosphoresce deep within its heart. An occasional bubble belches up from its fathomless depths,
bursting upon the slime-thick surface with the putrid stench of a plague hot wind.
This chamber not only serves as the eternal resting place of Bobugbubilz’s disciples, but
also a conduit to their very spirits. The Necro-pond enables an individual to consult with
the spirits of the disciples entombed here. A spirit can only be contacted by offering a blood
sacrifice to the sacred pond. Suitable sacrifices include PC ability-burn or the ritualistic
drowning of a living creature beneath the dark waters. The HD level of the living sacrifice
or the amount of ability-burn determines the result, as per the chart below.
7
Croaking Souls
If a suitable sacrifice is made consult the Blood Sacrifice Table below, and read or
paraphrase the following:
A great cacophony of bass croaking rises from hidden throats as the alien-glow from deep within the
pond comes pouring forth — slowly merging into a shadowy form that vaguely resembles a man. Its
batrachian face gazes upon you with great bulbous eyes that seem to hold the wisdom of untold centuries.
Note that sacrificing a dead creature to the water or entering the pond without first
making a sacrifice offends and infuriates the spirits. Offended spirits manifest in the form
of a ravenous Spirit Toad that bursts forth from the putrid waters to lay vengeance upon
the defilers of the sacred pond. Casting an inanimate object into the pond has no effect,
but does result in the permanent loss of the object beneath the slime.
Spirit Toad: Init +1; Atk bite +7 melee (1d8+2); AC 15; HD 5d12; hp 30; MV 20’ or swim 10’;
Act 1d20; SP swallow whole, crit table DN/d6; SV Fort +4; Ref +2; Will +0; AL C.
On a successful attack, the spirit toad swallows its victim whole (DC 14 Strength check to
resist). Once swallowed, the souls trapped within the toad launch an agonizing spiritual
assault upon the victim, dealing 1d4 Personality damage per round (DC 15 Will save to
resist). A victim whose Personality score reaches zero dies, their soul forever trapped
within the hellish toad. A swallowed victim can successful escape from the creature’s gullet
with a DC 20 Strength check, or by slaying the dread beast.
The size of a large draft horse, this giant toad sports a cavernous mouth lined with needle
sharp teeth. Capable of swallowing a man whole, each time the toad opens its giant maw,
shadowy human forms can be seen swirling within the toad’s gullet, their ghostly faces
frozen in screams of terror and despair.
The spirit toad attacks with abysmal savagery, eager to slake its ravenous hunger for fresh
meat and human souls. It attempts to swallow any who disturb the pond without first
making a suitable sacrifice.
If slain, the spirit toad may have some items of treasure (as per the judge’s discretion)
within it, grim evidence of past transgressors’ demise.
8
tzolk’in crawl
A DCC RPG Mini-Dungeon
by marc bruner
Introduction
This mini-dungeon inspired by the Mayan calendar can be used as a drop-in location
for judges to present an interesting set of encounters and a unique puzzle for a group of
adventurers to solve. The dungeon is comprised of four interlocking gear-shaped rooms
that rotate to present different configurations; the challenge for the players is to solve the
correct sequence of rotations and unlock the exit door before succumbing to the dangers
within. As written, it is intended for parties of level three or higher, but can be introduced
to any level of characters by scaling the difficulty of the listed encounters up or down.
The characters start in location A-1 on the map. This could be a location within an existing
dungeon they are exploring or possibly they arrive in situ via some magical mishap. The
main gear room is circular with 20 regularly-spaces alcoves, each containing a weathered
stone figure representative of a unique force or being from the pantheon of some long-
dead race as described on the table below. At the back of each alcove is an egress, which
is open only when the doors to the smaller gear rooms line up with the main gear room,
otherwise the alcove ends in a blank stone wall. When the PCs enter, all of the alcove exits
are currently blocked except four located at the cardinal directions. See the map for the
initial configuration of the rooms when the PCs arrive.
9
LIST OF DEITIES, DESCRIPTIONS, AND CURSES
ALCOVE DEITY REPRESENTATION DESCRIPTION CURSE
10
ALCOVE DEITY REPRESENTATION DESCRIPTION CURSE
9 Muluc A woman pouring an An aspect of water. The Any iron the PC owns
earthenware jar figurine provides a small rusts within a week.
amount of refreshing,
clean water once/day.
10 Oc A dog carrying a circle The guide of the night sun N/A
of dark flames on its through the underworld.
back The PC carrying the
figurine can see in any
darkness as if it were full
daylight. This figurine
is one of the three keys
required for the exit.
11 Chuen A grinning monkey This figure represents the The PC incurs a
arts and craftsmanship. -1 penalty to all
PCs carrying this figurine initiative rolls.
gain +1 to all knowledge-
based skill rolls.
12 Eb Two youths dancing The twins of Rain and Fires cannot be lit
Storms. PCs carrying by the PC and any
this figurine can move source of flame
completely unseen while carried by the PC is
outside during storms as extinguished.
if invisible.
13 Ben A man holding a The god of growth of The PC suffers from
sickle corn, cane, and man. painful cramps in her
When carried, the PC can limbs that cannot be
cast Enlarge once/week healed and reduce
as per the 1st level wizard movement by 5’.
spell (d10 action die for
non-spellcasters).
14 Ix A jaguar made of The night sun. PCs Each transformation
black jade with this figurine can causes a lingering
Polymorph as per the aspect of the jaguar
4th level wizard spell to be retained, e.g.
into a jaguar once/week whiskers or hair
as if cast with a result of changing to black
18-19. as the PC assumes
more and more cat-
like features.
15 Men An eagle, wings An aspect of wisdom and At nights of near and
spread the moon. PCs carrying full moons, when
this figurine gain +1 to passing pools of water,
Will saves. the PC is drawn to the
reflected moonlight
and unless prevented,
will attempt to dive
into depths to find
the hidden worlds
underneath.
11
ALCOVE DEITY REPRESENTATION DESCRIPTION CURSE
Player Start
When the characters enter the room, read or paraphrase the following text:
You see a large circular stone chamber with evenly spaced, dim alcoves around the perimeter. The
alcoves appear to contain large carved figures, and with the exception of those at each cardinal point,
all appear to end in a blank grey wall. Of the four remaining alcoves, the North, East and South ones
have an open door behind the figures through which another room can be seen. The fourth, West, alcove
also contains a door, which is currently closed. Unfamiliar symbols and grotesque faces are carved into
the dark surface, along with three recesses shaped like smaller versions of the alcoves located around
the room. Before you can examine the room further, a feeling of dizziness and slight nausea overcomes
you. When the feeling passes, you see that all of the open doors have closed showing only the same blank
grey wall as the other spaces.
At the judge’s discretion, characters entering location A-1 from another part of the dungeon
find that whatever entrance they came in through (e.g. a stairwell) has also disappeared,
trapping them in the chamber.
Triggered by the PCs presence, the main gear room has rotated one position, which also
rotated the doors to the smaller gear rooms out of alignment with the main gear, thus
appearing to have “closed”.
12
From within the main gear room, the movement of the gears is silent and intended to be
subtle, only noticeable by the feeling of accompanying dizziness; the otherwise blank and
regular features of the rooms mask the change in gear position. PCs taking precautions to
mark the positions of the alcoves should be rewarded with additional information based
on the judge’s assessment of how successful their attempts are. Dwarves or characters
with masonry-related backgrounds can make a DC 12 Intelligence check to detect that the
room has some type of unusual hidden construction.
Trapped, the PCs must solve the puzzle of the dungeon’s configuration and retrieve the
correct three keys from the smaller gear rooms to unlock the exit door. Unknown to the
PCs, due to the different size of each gear room, the correct combination only appears once
every 260 rotations in the gear positions! Players with a math background or those familiar
with the 260 day Mayan calendar might jump to this deduction after a little investigation,
others may have to brute-force a solution.
The Puzzle
The mechanism to rotate the room is triggered by touching or
investigating one of the stone figures. This causes the main gear
room to rotate counterclockwise 1-20 spaces until the activated
figure is at the top position on the map. Depending on how many
rotations have occurred, this may cause a door to one or more of
the smaller gear rooms (locations A-2, A-3 and A-4 on the map) to
open up. See the map for an example of the resulting configuration
if the PCs active figure 4 after reading the introduction text. The
judge should keep track of the total number of rotations since
the PCs entered the dungeon and compare it to the smaller gear
room tables below as a shortcut to determine the open or closed
status of the doors for each smaller gear room.
When the door to a smaller gear room is open, the PCs can see
into the room from the main chamber, as when they first entered
the dungeon. Like the main gear room, each smaller gear room
is circular, though without any alcoves or additional markings, and except for size, are all
identical to each other. As identified on the map, the smaller gear room location A-2 has
13 gears, location A-3 has 5, and location A-4 has 4. None of the gears of the smaller gear
rooms are visible to the PCs, and can only be deduced based on observing the number of
rotations it takes for the door to return to the aligned position.
The external gear rooms are ‘activated’ based on the figure currently aligned with the
room, and characters entering them trigger an encounter per the location tables below.
After each encounter, an exact replica of the activating figure, but smaller and made of
jade, appears inside the room and can be recovered by the PCs. These jade versions bestow
a minor boon to the first PC that touches them per the deity description table above. The
correct combination of jade figurines are also used to unlock the exit door. Only one
figurine of each deity can exist at a time, and subsequent configurations for the same
activating deity result in no encounter for that room.
13
LOCATION A-2 CONFIGURATION TABLE
TOTAL NUMBER RESULTING ALCOVE
OF ROTATIONS ALIGNMENT WITH
ENCOUNTER
FROM THE START THE GEAR ROOM
CONFIGURATION DOOR
13 13 Stone men silently emerge from the walls and
attack the party. Stone men (13): Init -1; Atk
various farming tools (as pitchfork) +1 melee
(1d8); AC 16; HD 1d8+1; hp 5 each; MV 20'; Act
1d20; SP Elemental Traits (per DCC core rules
p411); SV Fort +2, Ref -1, Will +2; AL Neutral
26 6 PCs entering the room trigger a trap that rotates
the room one space such that any PCs inside are
trapped. Once sealed, the room starts filling with
a noxious yellow gas. The trap requires a DC 15
check for a thief to find and disable. For 2d4+4
rounds, PCs in the cloud take 4 points of damage
each round, and must make a DC 12 Fort save
when first exposed or be poisoned (-2d4 Agility,
duration 1 day).
39 19 Chain lightning! A lightning bolt jumps between
up to four targets inside the chamber. The
lightning bolt cannot loop back to a prior target.
The first target takes 4d6 damage, the second
target takes 3d6 damage, the third target takes
2d6 damage, and the final target takes 1d6
damage (DC 24 Ref save for no damage)
52 12 PCs entering the room trigger a trap that rotates
the room one space such that any PCs inside are
trapped. Once sealed, the room starts filling with
water that drips out of hundreds of small holes
in the ceiling. The trap requires a DC 15 check
for a thief to find and disable. The room will
completely fill in 4 rounds. Once filled, drowning
creatures take 1d6 points of Stamina damage
per round and die when Stamina reaches 0;
lost Stamina is restored immediately if they are
removed from the water.
65 5 PCs stepping into the chamber find themselves
floating in a vast field of stars, the door they
entered from a bright rectangle suspended
behind them. PCs must make a DC 10 Will save
each round or be lost to drift alone in space as
they are overcome by the wonder and beauty
of the universe. PCs making the save can take
actions to return to the door, attempt to rescue
lost drifting comrades, or recover the jade figurine.
14
TOTAL NUMBER RESULTING ALCOVE
OF ROTATIONS ALIGNMENT WITH
ENCOUNTER
FROM THE START THE GEAR ROOM
CONFIGURATION DOOR
78 18 The PCs cannot enter the chamber unless they
burn a total of 13 points as a group of Strength,
Stamina and Agility per the spellburn rules.
Non-wizard characters can contribute to this
spellburn to access the chamber.
91 11 When the PCs enter this room, their perspective
suddenly shifts as they are transformed to the
size of insects. Their clothes and equipment, now
made for giants, clatter around them. The jade
figurine of Chuen looms above on a pedestal.
They must find a way to reach the figurine and
take it out of the room.
A small spider, previously ignored by the PCs, has
made its web in the doorway and its many eyes
glimmer with interest...
Spider, relatively colossal: Init +3; Atk bite
+12 melee (1d10+4 plus poison), shoot web +6
ranged (SP); AC 18; HD 12d10+12; hp 84, MV 50' or
climb 30'; Act 3d20; SP poison (DC 15 Fort save or
death in 1d4 rounds), spin web (a creature that
touches the web is held fast, able to escape only
by a DC 20 Strength or Agility check. The web
can be burned off (possibly wounding captured
creatures) or hacked through with a very sharp
blade by a creature not already caught (AC 16,
5 hp to free one creature). A dull blade or blunt
object will simply become entangled; even a
strike with an exceptionally sharp blade has a
25% chance of entangling the weapon; SV Fort
+9, Ref +4, Will -2; AL N.
104 4 PCs entering this chamber sense the rapid
passage of time and must make a DC 12 Fort
save or age 1d10 years.
117 17 The chamber shakes, throwing PCs to the ground
and raining stone from the ceiling down on them
(2d6 dmg, DC 12 Ref save for none).
130 10 Inside the chamber it is completely dark per
the level 1 cleric spell. From the outside, the
chamber appears normal.
TABLE CONTINUES >
15
TOTAL NUMBER RESULTING ALCOVE
OF ROTATIONS ALIGNMENT WITH
ENCOUNTER
FROM THE START THE GEAR ROOM
CONFIGURATION DOOR
143 3 Growling can be heard coming from the room.
PCs entering are stalked by an invisible three-
headed jaguar. Each attack is either a bite
(+4 attack, 1d10+4 damage) or a fiery breath
weapon (+10 attack, 2d6 damage plus DC 15 Ref
save or target catches fire, suffering additional
1d6 damage each round until the target makes
a DC 15 Ref save).
Three-headed jaguar: Init +4; Atk bite +6 melee
(1d10+4); AC 18; HD 1d10 (7 hp) per head; MV 20’,
swim 40’; Act 1d20 per head; SP crit on 19-20, fiery
breath weapon; SV Fort +9, Ref +7, Will +5; AL C.
156 16 PCs see a body lying on the floor surrounded
by a wake of vultures picking off flesh in ragged
tatters. PCs can easily scare away the birds who
fly up to perches on the ceiling, but continue
to eye the party below. The jade figurine of Cib
is inside the body, and can be recovered by a
strong-stomached PC.
If the PCs attack or kill any of the birds, the
remaining vultures regurgitate their meal on the
PCs (Atk +6 ranged) who must make a DC 20 Fort
save or contract a debilitating disease. The disease
manifests 1d7 days later as terrible shakes and
shivers, inflicting a -4 penalty to Strength and
Agility until cured by magical means.
169 9 The jade figurine of Muluc can be seen at the
bottom of a clear pool in the middle of the room.
The pool is a mirage and is much deeper than
it seems, though the figurine always appears
to be just within reach. PCs diving into the
water to recover the figurine must make a DC
12 Intelligence check. Failing the check, the
PC unwittingly has dived too deep and starts
drowning per the drowning rules (each round the
PC takes 1d6 points of Stamina damage per round
and dies when Stamina reaches 0; lost Stamina is
restored immediately if they are removed from the
water). Returning to the surface takes 1d4 rounds.
TABLE CONTINUES >
16
TOTAL NUMBER RESULTING ALCOVE
OF ROTATIONS ALIGNMENT WITH
ENCOUNTER
FROM THE START THE GEAR ROOM
CONFIGURATION DOOR
182 2 The jade figurine of Ik is located in the center of
the chamber. Entering, PCs feel a slight breeze
starting at the doorway and growing stronger the
closer to the figurine they move. A full-fledged
cyclone, 10’ wide at the bottom and 20’ wide at
the ceiling whips around the center of the room.
Everything touched by the cyclone takes 8d6
buffeting damage.
195 15 PCs entering the room see a game board set up
on a table. The game is a miniature version of the
dungeon with interlocking gears. The PCs must
defeat an unseen opponent by winning more
pieces from the game board.
The game mimics the dungeon in that touching
one of the deities moves the main gear until the
activated figure is on top, and when a smaller
gear room door is aligned with the main gear
room, the player collects the deity piece that is
in front of the room, removing it from play. The
unseen opponent goes after the PCs and will
always rotate the board to the next total rotation
number divisible by four (e.g. 4, 8, 12, 16, 20, 24,
etc.) and collected any resulting pieces.
The game ends when all 20 pieces are removed
from the board. If the PCs win, they get the sense
that their unseen opponent is satisfied - the
game board disappears and reveals the jade
figurine of Men. If the players acquire fewer
pieces or tie, they are returned to the main room
and find location A-2 forever sealed.
208 8 In this chamber, a source of bright white light
hangs from the ceiling, casting elongated shadows
outward in all directions. The faint glimmer of
jade can be seen inside the light. 1d4 rounds after
entering the chamber, the PC’s shadows rise up
behind them as faceless women and men wielding
dark blades. The faceless women and men always
surprise the PCs unless they specifically take
precautions to watch their shadows.
Faceless women and men (number as party
members): Init +4; Atk poisoned dagger +9
melee (1d12 then 1d4, plus poison); AC 14; HD
3d6; MV 30’; Act 2d20; SP poison (DC 18 Fort save
or death, dmg 1d12+1d4 Strength on successful
save), thief skills (disguise, move silently, climb,
hide in shadows); SV Fort +3, Ref +8, Will +4; AL C.
TABLE CONTINUES >
17
TOTAL NUMBER RESULTING ALCOVE
OF ROTATIONS ALIGNMENT WITH
ENCOUNTER
FROM THE START THE GEAR ROOM
CONFIGURATION DOOR
221 1 The chamber appears empty, but a giant stone-
grey crocodile rests curled in the corner of the
room, camouflaged against the walls (+10 to
hide checks). It will wake and strike with surprise
if the PCs make noise or search the room.
Crocodile, giant: Init -1; Atk bite +8 melee (4d4);
AC 19; HD 5d8; hp 27; MV 40’ or climb 20’; Act 1d20;
SP camouflage; SV Fort +4, Ref -2, Will -2; AL N.
234 14 A dark orb spouting black flames hangs from
the ceiling,with the jade figurine of Ix inside. The
air around the orb is unbearably hot, and PCs
approaching the orb without protection take 1d6
heat damage per round. PC within 10’ catch fire.
Targets on fire must make a DC 16 Ref save or take
an additional 1d6 damage each round until the fire
is extinguished with another DC 16 Ref save.
247 7 PCs entering this room set off a pit trap,
dropping the floor and the PCs 30’ onto a bed of
spikes (3d6+4 damage, DC 12 Ref save to cling to
the edge and avoid falling in). The trap requires a
DC 15 check for a thief to find and disable.
260 20 The PCs are attacked by floating, flaming Crystal
Skulls.
Crystal skulls, flaming (5): Init +4; Atk flame
touch +8 melee (2d4 damage plus DC 15 Ref save
or target catches fire, suffering additional 1d4
damage each round until the target makes a DC
15 Ref save); AC 16; HD 4d8; hp 18 each; MV fly
40’; Act 1d20; SP flame touch, hypnosis; SV Fort
-2, Ref +4, Will +4; AL N.
The Crystal Skulls cast hypnosis at a +6 spell
check; the victim must succeed on an opposed
Will save or be under the control of the skull,
which communicates with the PC telepathically.
Hypnotized creatures appear dazed and will
perform tasks as commanded. Any suicidal or
dangerous task allows a new Will save to resist.
The hypnosis fades after 1d4 hours.
18
19
LOCATION A-3 CONFIGURATION TABLE
TOTAL NUMBER RESULTING ALCOVE
OF ROTATIONS ALIGNMENT WITH
ENCOUNTER
FROM THE START THE GEAR ROOM
CONFIGURATION DOOR
5 10 Entering the room, a random item goes missing
from the PC’s pack. The judge should secretly
record which item was taken and notify the PC
when they attempt to use it that it is no longer
there. Missing items have been collected by a
mischievous wizard’s familiar that can be later
encountered at the judge’s discretion.
10 15 The PCs see an enormous eagle perched in the
room. The great bird riddles the PCs and attacks
if they do not answer correctly. The judge is free
to use any riddles they wish, but the riddles
should always include the numbers 20, 13, 5,
or 4.
Eagle, giant: Init +2; Atk bite +9 melee (2d6) and
claw +5 melee (1d6); AC 17; HD 7d10; hp 51, MV
30' or fly 80'; Act 2d20; SV Fort +7, Ref +8, Will +4;
AL N.
15 20 Entering the chamber, the PCs are momentarily
blinded by a bright flash of light. When
they recover their vision, they see that
representations of their images are now etched
into the walls around the chamber performing
a sequences of actions: picking up the jade
figurine of Chicchan, Oc, and Ahau, placing them
in an ornate carved door, and walking through
the exit.
For the next day, one randomly determined
PC also glows as if suffused in bright sunlight,
becoming the target for any animal-minded
creature that attacks.
20 5 PCs entering the room trigger a trap that rotates
the room one space such that any PCs inside
are trapped. Once sealed, the room starts
constricting like a snake. The trap requires a DC
15 check for a thief to find and disable. The room
will completely squeeze the PCs inside in six
rounds unless the room can be reopened or the
PCs find a means to halt the constriction.
Every five Alcove sequence As result above.
additional rotations restarts from ‘10’
(e.g. 25, 30, etc.)
20
LOCATION A-4 CONFIGURATION TABLE
TOTAL NUMBER RESULTING ALCOVE
OF ROTATIONS ALIGNMENT WITH
ENCOUNTER
FROM THE START THE GEAR ROOM
CONFIGURATION DOOR
4 14 Entering the room, spellcaster PCs sense some
type of growing magical energy. After 1d4
rounds, all wizards and elves must make a DC 18
Will save or be forced to release a portion of their
magical energy in spell form. On a failed save, a
random spell misfires per the spell effects. After
four such misfires, the energy dissipates.
10 15 Inside the chamber, the PCs find a ceremony in
progress. Hooded figures chant as one raises a
blade over the heart of a woman chained to a table.
PCs that elect to take no action see the ceremony
gruesomely concluded, and the scene fade.
If the PCs intervene, the woman on the table
laughs and frees herself, revealing herself as a
witch. She receives one surprise round before
the PCs realize their mistake.
Witch: Init -2; Atk claw -2 melee (1d4-1) or curse
(DC 16 Will save; see below) or spell; AC 9; HD
3d6; hp 12; MV 20’; Act 1d20; SP familiar, curse,
spellcasting (per core rules 4th Edition p434); SV
Fort +4, Ref +0, Will +8; AL C.
12 2 PCs entering the room trigger a trap that rotates
the room one space such that any PCs inside are
trapped. Once sealed, the room starts emptying
of air. The trap requires a DC 15 check for a
thief to find and disable. The room will be a
complete vacuum in 1d4 rounds. Once empty of
air, creatures inside take 1d6 points of Stamina
damage per round and die when Stamina
reaches 0; lost Stamina is restored immediately if
they are put back in breathable air.
16 6 Death claims a victim. One random PC loses a
close friend, ally, or relative.
TABLE CONTINUES >
21
TOTAL NUMBER RESULTING ALCOVE
OF ROTATIONS ALIGNMENT WITH
ENCOUNTER
FROM THE START THE GEAR ROOM
CONFIGURATION DOOR
20 10 The PCs enter the chamber and discover a
labyrinth inside. The door behind them has
turned into a blank wall — they can only move
forward. In the distance, the bellowing sound of
some animal can be heard.
Each round, the PCs must designate someone to
make a DC 15 Intelligence check. Dwarves and
players with navigation-based occupations get a
+2 to the check. PCs must make four successful
checks to reach the center of the labyrinth and
recover the jade figurine of Oc. After three failed
checks, the Minotaur of the labyrinth catches
them and attacks.
Minotaur: Init +8; Atk gore +8 melee (1d8+4) or
axe +8 melee(1d10+4); AC 15; HD 6d8+6; hp 38; MV
30’; Act 2d20; SP bull charge, never surprised; SV
Fort +6, Ref +8, Will +2/+6 versus spells that affect
their mental faculties; AL C.
Every four Alcove sequence As result above.
additional rotations restarts from ‘14’
(e.g. 24, 28, etc.)
22
Unlocking the Door
The solution to the puzzle is based on comprehending the cyclical nature of the dungeon,
and that of its creators, which is reinforced by clues provided during several of the
encounters. PCs must rotate the main gear room a total of 259 spaces from the position it
is in after the introductory text is read until it has completed an entire 260 rotation cycle.
This puts the room back into the original configuration the PCs briefly observed when they
entered the mini-dungeon with all four doors revealed. In math terms, this is because the
lowest common denominator between 20, 13, 5, and 4 — the number of gears associated
with each gear room - is 260. In that configuration, the smaller gear rooms are aligned
with the correct figures to unlock the exit door: Chicchan, Oc, and Ahau (deities 5, 10, and
20 respectively). If the PCs over-rotate, then the cycle repeats, requiring another 260-based
cycle to get into the correct configuration.
Clever PCs working through the solution to the puzzle may hit upon the idea that they
can encounter and retrieve the jade figurines required to unlock the exit door after fewer
rotations, or without having to visit all three rooms. This is because Chicchan, Oc, and
Ahau all line up with the smaller gear rooms multiple times during the complete 260 turn
cycle. For example, as shown on the table for location A-3, all three required figurines, 5, 10,
and 20, can be retrieved after as few as 20 rotations. This could result in a less difficult set
of encounters for the PCs.
While the exit door is always visible, it can only be unlocked once every 260 rotations. To
unlock it, the PCs must place the jade figurines of Chicchan, Oc, and Ahau, in any order,
into the recesses in the door. Once placed, the figurines vanish and the door swings open.
Placing any combination of the incorrect figurines in the door or trying to unlock the door
before 260 rotations causes the main gear room to jerk and quickly rotate a random 1d50
number of spaces, throwing the PCs against the walls and pinning them with centrifugal
force (2d6 damage, DC 12 Ref save for half).
Leaving the dungeon with any of the jade figurines offends the gods of this place and the
PC is cursed per the deity description table. Any attempts to remove the curse such as via a
remove curse spell also negate the figurines’ boon and renders it inert.
23
So, this is the gist of the story. When you tell it, change anything you
can't believe. If you don't believe it, those you tell it to won't believe it
either... So spare them the eyerolls.
Fast Jack and Tophat Charlie went to get Charlie's main, Other Molly,
out of lockup. The Lords of Deepwater were there, too, buying folks
out of prison for some ugly purpose or other. They tried to take some
woman, but another woman called Grace was there to pay off her
bond, so there was a scuffle with no way this Grace could stand up to
The Lords gang. Jack and Charlie chimed in, and in the dust-up the
Lords took Other Molly instead of Grace's friend.
24
4
Jack and Charlie got bloodied up bad, so they and this Grace all
Jack and Charlie got bloodied up bad, so they and this Grace all
trooped over to the Iron Boot tap house to round up the gang.
trooped over to the Iron Boot tap house to round up the gang.
Whoever they can find at the tap house is expected to head over to the
Whoever they can find at the tap house is expected to head over to the
Lords' territory in the little favela of Punjar and teach the Lords
Lords' territory in the little favela of Punjar and teach the Lords
something and get Other Molly back. Because you don't mess with
something and get Other Molly back. Because you don't mess with
Jack or Charlie or anyone from the Iron Boot, and if anyone from the
Jack or Charlie or anyone from the Iron Boot, and if anyone from the
tap house says they've got someone's back, that's everyone who's got
tap house says they've got someone's back, that's everyone who's got
their back.
their back.
If you're with me so far, this is the set up for your low-Level adventure,
If you're with me so far, this is the set up for your low-Level adventure,
or even Zero-Level Funnel. Don't sweat having to wing some of it. Pitch
or even Zero-Level Funnel. Don't sweat having to wing some of it. Pitch
in any ideas that twist your buttons.
in any ideas that twist your buttons.
[For insight into running the scenario, check out The Goodman Games
[For insight into running the scenario, check out The Goodman Games
Forums, specifically: Board index » DCC RPG » DCC RPG Play-By-Post
Forums, specifically: Board index » DCC RPG » DCC RPG Play-By-Post
» Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP).]
» Big Trouble In Little Punjar — (RAPID URBAN FUNNEL PbP).]
THE
THE CLOISTER
CLOISTER
Other
Other Molly
Molly isis not
not here,
here, but
but there
there are
are clear
clear signs
signs that
that she
she has
has been
been
here
here (distinctive
(distinctive items
items of of clothing,
clothing, aa pendant,
pendant, what
what have
have you,
you, left
left
behind).
behind). The
The PCs
PCs will
will probably
probably either
either be
be sneaking
sneaking in in or
or assaulting
assaulting the
the
place.
place. An assault reveals that the ladies who run the place are
An assault reveals that the ladies who run the place are trained
trained
to
to lethally
lethally defend
defend itit if
if need
need be.
be. AA few
few of
of the
the Lords
Lords are
are always
always around,
around,
too.
too.
Skulking
Skulking can
can turn
turn up
up that
that Other
Other Molly
Molly was
was here
here —
— and
and ifif this
this is
is part
part of
of
campaign
campaign play or a Funnel starting a campaign, it can also turn up
play or a Funnel starting a campaign, it can also turn up
individuals
individuals (barristers,
(barristers, city
city officers,
officers, viziers)
viziers) who
who might
might want
want their
their
presence
presence kept private, giving the PCs some interesting relationships to
kept private, giving the PCs some interesting relationships to
play
play on
on later.
later. Skulking
Skulking could
could also
also erupt
erupt in
in mayhem,
mayhem, if if the
the skulkers
skulkers are
are
sloppy.
sloppy.
6
26
6
In the office for the place, the Matron has a set of keys, given to her
for safe keeping. They open the important doors within Oll Zen's
Headquarters, but she can't say which keys go to which doors.
27
7
He Of The Many Iron Necks
Init +4; Melee punch/kick/bite +3 (1d6+1); Ranged throwing stars +2
(1d4/1d10); AC 13+; HD 3d8+8; MV 40, fly 30; Act special; SP -; Fort
+5; Ref +4; Will +2; AL C
Starting with 1d20 Action Die, as iron necks are added Action Dice
progress as follows: 1 iron neck = 1d20 +1d14, 2 iron necks = 1d20
+1d16 +1d14, 3 necks = 1d20 +2d16 +1d14, 4 necks 1d20 +2d16
+2d14, 5 necks = 2d20 +2d16 +2d14. Don't forget that Action Dice
can be used for movement.
28
8
•• STORE ROOM •• This room houses
huge amounts of non-perishable foods,
including four absolutely gigantic casks of
imported alcohol for the celebration after the
wedding. In order to prevent the PCs from
advancing, the guard here will shatter the
casks causing the alcohol to flood the room to
a depth of over 10'. He can hold his breath
indefinitely and fight underwater without any
hindrance. He has blades mounted on his forearms, like fins. PCs'
underwater: movement is halved, lose Agility bonus to AC and Reflex,
and attacks and skills step down the dice chain, as the Judge sees fit.
The exit from this room leads via stairs down to:
29
9
•• OLL ZEN'S BANQUET HALL ••
Why the hell not? As the PCs enter, Oll Zen is saying his "I do" and a
cutthroat with a big sword is standing by to make Other Molly say
hers. A dozen or more gang members are in attendance (adjust
numbers and severity for the circumstances).
I'm just going to assume the PCs launch into some kind of assault now.
Before they can reach Other Molly, she's forced to say her vows; they
are slurred as if she's been drugged. Oll Zen laughs hysterically as she
says them and once she's done he is out of his flipping gourd:
"Jahahajajajhaha! Now! Now for the BOON! 800 years of youthful
LIFE!!" He whips out a wicked knife and has Other Molly carried to a
table so he can cut out her heart.
The special guard here can hold massive amounts of liquid in his
mouth, his head swelling proportionately. He can suck up the entirety
of the spirits present in a hot-tub-sized punch bowl in 2 rounds.
OLL ZEN
Init +7; Melee wicked dagger +3 (2d4); Ranged lightning bolt +4
(1d6); AC 16; HD 3d8+8; MV 30; Act 1d20+1d16+1d14; SP -; Fort
+8; Ref +9; Will +10; AL C
Oll Zen will attempt escape once near half hit points. The marriage
means he is no longer dying-and-living at the same time, and can make
his attempt at 800 years of life again, elsewhere.
30
10
The f o r g o t t e n hall
A cyclopean ruin awaits brave adventurers.
by r . s . t i l t o n
31
1. The Sinkhole: 30’ in width
2. D
en: The den of a large rodent monster. (Use T is for Tail and U is for Unexpected. MA-66
& 67)
3. Titanic Statue: 100’ tall (Use S is for Statue DA-34)
4. Titanic Statue: 100’ tall (Use S is for Statue DA-34)
5. T
he Pool: The floor sunk in this location and the pool is 10’-15’ deep, hiding a tentacled
horror. (Use A is for Aquatic MA-7)
6. T
he Silver Spear: A massive spear lies in the rubble, its 12’ long silver head attached to a
steel shaft. The lack of tarnish suggests its magical nature.
7. P
iles of Black and Green: Large tarnished copper and silver coins lie untouched. Each
pile contains hundreds of coins — the problem is moving them.
8. T
he Throne: 12’ high steps lead to the 50’ tall throne, taking the form of a skull with
jeweled eyes. (J is for Jewels. DA-18, 19)
9. T
he Coin Purse: Home of Vermin or a Serpent. (Use T is for Tail or V is for Vermin MA 66
or DA-38)
10. T
he Grand Portal: What lies beyond the grand portal? (Use I is for Insectoid and C is for
Crossbreed. MA-20 & 36) An ancient inscription marks the portal. (I is for Inscription DA-16)
Feel free to add G is for Giant traits (MA-32) to any monsters as well.
Lore: This was the audience chamber of the titan Vo Kendjahl over a thousand years ago.
The titans were driven from the area by a cadre of wizards working using mighty earth
magics to summon earthquakes and magma. The hall withstood the brunt of of the attacks,
but when the column collapsed, Vo Kendjahl knew his time on these shores was done.
32
crawling through
a he ll of o n e’s o w n m a k i n g
A DCC “Second Chance” Meta-Encounter.
by s t e v e b e a n
DCCers can journey to the realms of the dead in DCC #74: Blades against Death, but have to
be 4th level and complete a sizeable pre-quest to face off against death in Harley Stroh’s
adventure. So this article offers a different take, a lands of the dead “meta-encounter” that
can inserted into almost any adventure and scaled to any level. The judge can make this
encounter omni-present within an adventure, giving PCs an opportunity to try to rescue
their comrades from death — if they’re willing to face the risks.
33
In this meta-encounter, the lands of the dead are a mystical realm that borders the
mortal world anywhere and everywhere. To use this meta-encounter in an adventure,
choose a feature that defines the boundary between the mortal realm and the lands —
the table below offers options for dungeon/urban and outdoor settings. Give the feature
a distinctive look or feeling whenever it appears in your adventure — this identifies the
feature as a gateway to the land of the dead. PCs should be able to see the shades of the
dead on the other side of any boundary feature that doesn’t completely block line of sight
to the lands on the other side.
The lands are populated by the dead in the form of shades – semi-corporeal versions of
individuals’ living selves. Shades have physical substance if touched by another but cannot
affect the corporeal world themselves. In the lands of the dead, shades are stuck in a fugue
state, staring off into oblivion because they are trapped in a “hell of their own making.”
They suffer the very torment that they most dreaded when alive.
Anyone who dies, including PCs, becomes a shade in the lands of the dead. The judge should
instruct the players of dead PCs to secretly describe the torment that his or her shade is
suffering. The judge then secretly assigns an ability to that torment that best fits with nature
of the torment, i.e. the ability required to best endure it. For example, if the torment is an
endless trek through a blazing desert, the judge would assign Stamina or if the torment is a
battle against an infinite horde of goblins, the judge would assign Strength.
The table below provides examples of torments and identifies the ability assigned to them.
This table can be used to randomly determine a torment if the judge needs to speed up
play or if a player has difficulty coming up with their own idea for a torment on the spot.
Under no circumstances should the judge allow a player to choose a torment knowing the
attached ability.
34
TORMENT TABLE
ROLL A D3 ABILITY
NATURE OF TORMENT
AND A D5 CHECK
1 ON D3
1 on d5 The consignee is in a room with their loved ones with a single door Strength
that opens inwards. On the other side of that door is some monster
that terrifies the consignee. Only by holding the door closed can the
consigned keep their loved ones from being killed, but the monster
is slowly forcing its way in. Each time the consignee’s strength is
about to falter, the monster backs away from the door, allowing the
briefest of respite.
2 on d5 The consignee believes that they can escape by building a tower Agility
of stones and climbing it out of the lands. But each time they try to
make it high enough, the tower of stones topples over.
3 on d5 The consignee believes that they have been buried alive and endlessly Stamina
tries to claw their way out of the grave while slowly suffocating.
4 on d5 The consignee sees their loved ones in their mind’s eye and must Personality
watch them grow old, suffer and die without them, over and over,
each lifespan completing within minutes.
5 on d5 The consignee knows that they can leave the Lands if they can Intelligence
successfully navigate a labyrinth. Each time they find the exit, it
leads to a new labyrinth.
2 ON D3
1 on d5 The consignee is suspended in a huge spider web. They desperately Strength
try to wrench free of the tough, sticky strands. Each time the web’s
giant arachnid inhabitant is about to feed on the consignee, they
get close enough to breaking free that the spider must pause and
spin more webbing to keep the consignee from escaping.
2 on d5 The consignee is trapped in a tomb. Ghosts of the many dead Agility
interred there are constantly appearing out of thin air. If the
consignee fails to avoid their lunges, the apparitions suck a small
portion of life energy out of the consignee. The sensation is soul-
wracking.
3 on d5 The consignee must inscribe the statement “I will never question Stamina
the ultimate rulings of the judge” on rows of fresh clay tablets that
stretches over the horizon.
4 on d5 The consigned is shipwrecked in the middle of a sargasso sea while Personality
the most banal individual they know (e.g. in-law, parent, shrewish
spouse, droning clergy-person) endlessly lectures the consignee
on how they should have steered their boat differently to avoid
calamity.
5 on d5 A god-like figure agrees to release the consignee from the lands Intelligence
if they compose a sublime ode of atonement. However, each
time they feel close to finishing a stanza, the consignee simply
cannot recall the one word that would perfect the poetics of the
composition.
TABLE CONTINUES >
35
TORMENT TABLE (CONTINUED)
ROLL A D3 ABILITY
NATURE OF TORMENT
AND A D5 CHECK
3 ON D3
1 on d5 A huge stone is slowly crushing one of the consignee’s body parts Strength
(e.g. arm, leg, head, groin. They can lift the stone enough to relieve
some of the pressure but cannot maintain the effort to suspend
it for long. Eventually, the stone crushes the body part and the
consignee blacks out, only to awaken with the stone pressing down
on a different body part.
2 on d5 The consignee is trapped inside a huge clockwork. Razor sharp Agility
blades protrude from endlessly complex machinery and constantly
swing at the consignee from all angles. If the consignee fails to
avoid a blade, it slices off a thin layer of flesh.
3 on d5 The consignee is trapped naked in a large, perforated metal sphere. Stamina
The sphere rolls about in an endless bed of hot coals. If the consignee
does not keep the sphere moving, the surface touching the bed
quickly heats up and delivers searing burns to parts of their body.
4 on d5 The consignee experiences falling to their death from a great Personality
height, but the shock of hitting the ground startles them awake – it
was just a dream. But each time they start awake, it causes the
consignee to fall again for they were asleep on a ledge, a rooftop,
in a tree, etc.
5 on d5 The consignee knows that all beings and all objects have the ability Intelligence
to communicate. They also understand that all things know a route
out of the lands. The consignee receives a continuous stream of
visitors that speak in excruciatingly painful sounds (e.g. the screech
of a rusty gear, a dripping spigot, a chirping cricket) but each time
the consignee has listened long enough to be on the verge of
understanding a visitor, it leaves and is replaced by something new.
However, all is not lost when a dead PC is consigned to the lands of the dead. Still-living
PCs can enter the lands and attempt to rescue their comrade’s shade and return them to
life. Entering the lands is easy: once the PCs have identified the feature that marks the
boundary between the mortal world and the lands, they simply cross the boundary with the
intention of passing between worlds. Living PCs can see the mortal world from anywhere
just inside the border of the lands of the dead and can re-enter it with a successful Will save
against a DC adjusted for the adventure challenge level (see the table below).
Rescuing comrades from the lands is a more difficult matter. It is done by one or more PCs
aiding a shade’s own continuous effort to free itself from its torment. One attempt to aid a
shade may be performed each round. Any number of PCs can lend aid this way by making
physical contact with a shade and declaring their intention to lend assistance. This grants
the shade an ability check using the ability associated with its torment. The roll is modified
by the modifier of the ability score the shade possessed when it was still alive, also adding
the modifiers of any PCs lending aid. The table below shows the DC of the ability check, by
adventure level:
36
ABILITY CHECK TABLE
0 15 10
1 16 11
2 18 12
3 20 13
4 23 15
5 25 18
Example: Valhallo, a zero-level elven artisan, and Laurent, a zero-level caravan guard, enter the
lands to try to rescue the shade of Loderil, a zero-level elven navigator, from a torment associated with
Intelligence. Valhallo grabs the shoulder of Loderil’s shade and Laurent joins Valhallo in lending
aid. The three PC’s Intelligences of 14, 8 and 12 correspond to modifiers of +1, -1 and 0, respectively,
yielding a net modifier of zero. This means that Loderil’s player will make a DC 15 Intelligence check
with no modifier.
Before the roll is made, one PC lending aid may use a technique similar to spellburn
called “lifeburn” to improve the shade’s chances of freeing itself from torment. Only the
PC who first chooses to lend aid or who declares themselves the lead aide can lifeburn.
Before the ability check is rolled, that PC may burn as many points as they wish from one
or more of their abilities. Every two points lifeburned from ability scores adds a cumulative
+1 bonus to the shade’s ability check roll. Ability points that are lifeburned are deducted
from the PC’s ability score and the stats they influence such as saving throws, hit points,
etc. are reduced accordingly. Lifeburned ability scores cannot be restored by any normal
or magical means within the lands without help from a sufficiently powerful divinity or
patron. Lifeburn can be restored after a PC returns to the mortal world in accordance with
a judge’s preference via normal healing or magical means. Lifeburned luck is not restored.
If the ability check succeeds, the shade is restored to life in the subsequent round,
regaining full hit points and with ability scores identical to what they were immediately
before the PC died. If the ability check fails, all PCs aiding the shade permanently lose one
point from the ability associated with the shade’s torment (at the judge’s discretion they
may be restored in the mortal world by magical means, such as Lay on Hands). If any still-
living PC’s ability scores drops below three while in the lands, that PC becomes a shade.
If the judge wants to make rescuing fallen comrades from the lands even more difficult,
shades need not be the only denizens of the lands of dead. After all, something has to
maintain the lands, patrol its borders, keep watch over its shades, etc. Judges can get as
creative as they like in selecting challenge level-appropriate monsters to “staff” the lands
of the dead. Ghosts could be the remnants of shades whose will, spirit or soul broke under
the strain of endless torment. The lands of the dead might need carrion eaters in the form
of vultures, crows, insect swarms or decomposing oozes. Along the lines of the terracotta
army of the first Emperor of China, the lands might be served by constructs such as iron
37
shadows. Whether you decide that they are guided by the ethos of Law, Neutrality of Chaos,
the lands could be populated by primal servants of its alignment; serpent men and hollow
ones might be interesting base creatures to modify into primal servants. Finally, who is to
say that the spirit or soul might not be fractured by the strain of death and crossing over
the boundary from the mortal world. This could result in one or more extra-dimensional
analogues of each of the deceased roaming the lands. Any living being slain in combat in
the lands of the dead immediately becomes a shade consigned to endless torment.
But in addition to the myriad risks, there could be great rewards - beyond rescuing a
fallen comrade — that come from a foray into the lands of the dead. After all, great heroes
who have fallen in battle often carry their weapons with them in death, and the shades of
powerful wizards restored to life might, out of gratitude, share their deepest lore…
38
BE Y O N D
THE PORTAL UNDER THE STARS
A Post-Portal Under The Stars Toolkit
"They say a dryad has been seen in the forests east of here..."
This should rightfully be a forest the PCs have never ventured into
before, a place where they can't possibly know what to expect... Here
are some notions for making that palpable:
1. The scale of the place shifts as one gets deeper and deeper into it,
as if one is shrinking. But that can't be true — can it?
2. Time stands still. The further into the forest, the deeper the sense of
time losing meaning. It quickly seems like days must have passed,
though there's been no need to eat or sleep.
3. The colors in the forest intensify. The colors are bleeding directly into
your brain. They are so intense that when you leave, the rest of the
world is in greyscale for a week.
4. After the PCs leave the forest, they dream about it intensely for a
week, as if every moment they are asleep is spent in joyous
contemplation of the place.
The heart of this segment of the scenario is this: They will find that to
achieve their goal, they must be ready to see the world and themselves
in a new light...
The dryad that guards the deepest groves in these woods will
challenge the PCs, demanding in a melodious, multi-toned voice to
know their purpose. If they prevaricate, she will harry them until they
relent and explain themselves.
Once they are honest, she will explain how to find a sacred spot in this
wood. Only after visiting that spot will they be worthy of her direct
help. This could be as simple as one member of the party reaching that
spot, or it may be her intention that they all attain that locale and fulfill
it's requirements. Follow your gut on that one. To reach the place
requires great physical exertion in the form of such things as:
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12
same physical spot, but it now looks as described below. Clearing
the debris will take hours of work in the form of 4 successful DC 16
Stamina checks, each check representing an hour's work.
The sacred point is hidden in the densest growth of trees, but is effused
with bright, warm light. An idea occurs to the visitors, forming as words
in their heads, that they should express who they are now, who it is
that they have become. Something has changed within them recently,
and they must acknowledge it to gain the blessing of the grove.
This need not be a couch session, Dr. Freud. One so inclined could
simply say aloud that they were a turnip farmer, but their path is
broader now and they study wizardry... Or they can get highfalutin
and poetic, if they choose. But describing that basic shift from Zero to
1st Level character aloud is the essence of what is expected of them,
and the point would be to have the player state it however they wish to
state it. If it is a bit of a struggle to get them to that idea, that's fine and
even appropriate.
Returning from the sacred point, the dryad can guide them into
collecting the wood they need for their ritual.
This segment of the toolkit uses the "True Dryad" from the Appendix M
Blog. In the interests of space, the full entry is not repeated, since it is
readily available. A shortened version is as follows:
TRUE DRYAD
Init +5; Ranged harrowing +8 (1d6; line-of-sight); AC 19; HD 4d6+4;
MV fly 60; Act 1d20; SP fleeting, limited telepathy; Fort +6; Ref +6;
Will +8; AL N
If mortals enter a dryad's wood with malice or mischief in their hearts, the
dryad can sense it. She will aim to intercept the intruders and harry them into
leaving. Dryads can recall the pain of any who have suffered in their groves,
and call that echo to harrow intruders, inflicting the full intensity of the original
pain and causing hp damage. This damage is negated after the target leaves
the dryad's woods. Any being reduced to zero hit points in this way will enter
a coma, not awakening until the dryad allows them, or until they have been
removed from the woods.
Targeting a dryad with arrow, stone or spell is no easy feat. Anyone trying to
attack a dryad, or even someone merely attempting to speak to one, will have
to make a DC 18 ability check to find the dryad, either Intelligence-based,
Luck-based, or as adjudicated otherwise by the Judge to fit the specific
situation.
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13
The wood of trees from within a dryad's protection can be used for special
purposes by those who know how to unlock their unique properties. A dryad
may make a bargain with collectors seeking such samples; she may allow the
taking of such things, if the collector promises to right a wrong previously
inflicted in her grove. Being far from human, the only way the dryad has to
help a collector do such a thing is to use her harrowing power to bring the
memories to the collector, painful though they will be... And she can only hope
that the collector may glean enough clues from such memories to champion the
subject of the wrongdoing....
Finding fire is not a problem. Imbuing that fire with life — now that's a
problem.
It may take some time to discover how to do this. You may wish to run
other adventures while the party is keeping their ears open for some
clue on how to bring a fire to life.
The secret is based on the idea that to create life, one must give up a
part of their own life to do so. The artist gives up years to perfecting
techniques that give their creations life beyond the artist's own life
span. Parents give up years to provide for their children. Doctor's train
for years and keep training in order to preserve life. And so to give
true life to that which does not have it, a PC must give up a part of
their own life.
There is an apparatus described in the above source that the PCs can
build which makes this possible. It costs 5d30x10 gold to build, and
permanently takes a point from a random attribute (not including Luck).
If the PCs want to be able to choose which attribute is permanently
drained, it takes an additional 5d30x10 gold. Components for the
apparatus may include, any or all of the following:
1. The freshly drawn blood of a rare (but not unique) creature. The
blood can be no older than 2d24x10 minutes when used for the
life-giving process.
2. A previously unheard of material. It exists in a single location in the
world, or in an extra-spacial dimension.
3. Precious metals owned by a citizen of the Realm of Faerie, a Lord of
the Elflands, a Prince in the Domain of the Trollkings, or the
43
15
Demesne of the Eldest Un-living. The metals must not stop being the
owner's rightful property.
4. The skull of a genius.
Once the PCs have the living fire, they must keep it burning until they
can set up the copper brazier with the wood from the dryad's grove.
Combining these elements reveals the location of the other half of the
rod, as described in Portal Under the Stars.
What happens when the other half of the rod is discovered and joined
together with the first half? Well... that's another story for another
time...
— bygrinstow
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47
Credits
Contributing Authors – VOLUME 5
Steven Bean, Marc Bruner, bygrinstow,
Marzio Muscedere, Ron Tilton, James V. West
Editors
Forrest Aguirre, Steven Bean, Daniel Bishop, Jon Carnes,
Keith Garrett, Jason Hobbs, Tony Hogard, Michael Jones,
Duncan McLastName, Jonathan Nichol, James Pozenel,
Jim Skach, Tim Snider, Noah Stevens, Doyle Tavener,
David VC, Laura Rose Williams, Paul Wolfe
Proofreaders
Reece Carter, Samuel Dester, Jason Hobbs, Tony Hogard,
Aaron Koelman, Ryan Moore, Jonathan Nichol, Jim Skach
48
48
The 2016 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, contact info@goodman-
games.com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative 1 of the work, please contact the original
creator.
Table of Contents
Volume 1: Men, Magic & Drink
PC Classes
Hot-Dog Suit Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Halfling Hucker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Rituals & Spells
Fantastic Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Enhanced Spellburn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Skeletal Heap (Thief Spell) . . . . . . . . . . . . . . . . . . . . . . 30
Drunk’s Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Random Tavern Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Fantasy Food Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
House Rule: Adventuring Companion . . . . . . . . . . . . . . . . . . . . 46
The Art of Infighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Missing Player Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Peasant Draft. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
You have learned the secrets of mechano-mystical artifacts and use that
knowledge to penetrate the veil between the life and death. But you are as much
a cleric as you are wizard and alchemist: you manipulate the mechanisms
of life itself, touching the divine every time you thrust your hand into the
stone-cold hearts of the dead. Techno-necromancers use a combination of
thaumaturgically-inspired crafting and arcane evocations to create awesome
devices and animated creature-constructs powered by the unstable energies
of the phlogiston flux. By understanding the differences between life and
death, animate and inanimate and science and alchemy, you move beyond
simple conceptions of “good” and “evil” to achieve your destiny as… a techno-
necromancer!
Weapon training: Uncovering lost crypts and unearthing alien corpses lead
techno-necromancers into situations where some facility with weaponry
is useful. Techno-necromancers are trained in the hammer, laser sword,
longsword, mace, and short sword for melee combat and the laser pistol and
shortbow for ranged attacks. Techno-necromancers may wear any armor,
though the check penalty affects spellcasting, so they prefer to craft their own
custom mysti-mechanical means of protection whenever possible.
5
in their alignment (due to divine intervention, exotic helms, or the like) cause
them to lose all spellcasting abilities (until or unless their alignment reverts
to chaotic).
6
NOT need linked artifacts to cast spells. At the discretion of the judge or if
indicated on Table TN-3, some techno-magical accessories can amplify
techno-necromancers’ spellcasting by acting as linked artifacts.
Action dice: A techno-necromancer can use his action dice for attack rolls,
spell checks or checks for spell-like abilities (e.g. Cyberanimate Dead).
7
TABLE TN-1: TECHNO-NECROMANCER
Max
Crit Die/ Spells
Level Attack Action Dice Spell Ref Fort Will
Table Known
Level
1 +1 1d6/I 1d20 2 1 +0 +0 +2
2 +1 1d8/I 1d20 3 1 +0 +1 +2
3 +2 1d10/I 1d20 4 2 +1 +2 +2
4 +2 1d12/I 1d20 5 2 +1 +3 +2
5 +3 1d14/I 1d20+1d14 6 3 +2 +3 +3
6 +3 1d8/II 1d20+1d16 7 3 +2 +4 +3
7 +4 1d10/II 1d20+1d20 8 4 +2 +4 +4
8 +4 1d12/II 1d20+1d20 9 4 +3 +4 +5
9 +5 1d14/II 1d20+1d20 11 5 +3 +5 +5
10 +5 1d16/II 1d20+1d20+1d14 13 5 +4 +5 +6
8
TABLE TN-3: TECHNO-NECROMANCER ACCESSORIES
Acquires new accessory at each level – roll 1d12+caster level
Reroll if caster already has an intact version of the accessory rolled)
2 Helm of seeing: This ornate steel helmet adds +1 to all Int checks, including spellchecks.
3 Additional arm: This extra bio-mechanical appendage adds an additional action die that
may be used each round. Action die is equal to the highest action die available to the
character at that level -3d.
4 Sphere of unmaking: This small silver sphere simulates the casting of dispel magic at -1d
to the spell check. Takes 1 turn to recharge after each use. Destroyed if a natural 1 is rolled
on the spell check.
5 Regeneration choker: This leather choker laced with cybercircuitry allows the techno-
necromancer to regain ability points lost to spellburn at the rate of 1 point per round,
without the need for any additional rituals.
6 Retractable claws: These weapons provide +2 to hit, deal 1d6 damage. Type of claws (roll
1d4): (1) fingernail blades, (2) two-pronged wrist blades, (3) single wide blade from back of
hand, (4) curved forearm blades
7 Shoulder enhancements of the prophet: This armor of the upper torso and shoulders
provides +2 AC without any check penalty. Specific attempts to destroy this portion of
armor must hit AC 18 and deal 10 damage to these shoulderpads. Appearance (roll 1d6):
(1) green gaping demon maw, (2) gray gravestones on brown armor, (3) red spikes, (4)
golden eyeballs on black armor, (5) crystal shards, seemingly inhabited by the souls of the
dead, (6) bleached, serrated bones.
8 Girdle of devouring: This wide belt with a mechanical mouth may consume flesh of the
recently-deceased (within the past hour) to heal the techno-necromancer 1d6 hp. May be
used once per character level per hour.
9 Reinforced arm: This banded-metal arm guard adds +1 to AC with no check penalty. May
be used as a melee weapon at +1 to hit, dealing 1d6+character level damage.
10 Laser sword: This cylindrical hilt can spring to life with a glowing blade at +1 to hit, dealing
1d8+1 damage. Color of blade (roll 1d6): (1) blue, (2) green, (3) red, (4) purple, (5) white, (6)
prismatic.
11 Staff of Despair: This skull-capped staff provides an aura of sadness and despair which
provides psychic protection for the techno-necromancer. All melee attacks against the
character are performed at -1d.
12 Gauntlet of command: This leather-and-metal glove imbues character with knowledge
of word of command at an additional +1 spell check. If word of command is already known
when this accessory is rolled, the spell check is at +2.
13 Knuckles of detonation: This strip of studded metal around the hand provides “unarmed”
melee attacks at +1 to hit and damage is variable (roll 1d6 if the strike is successful): (1-2)
1d4 damage, (2-4) 1d6 damage, (5) 1d12 damage, (6) 1d16 damage and the target is
knocked back 10 feet unless a Fort save is made vs. the attack roll.
14 Hood of the fallen: This executioner-style hood is laced with powerful technomagic that
provides an additional +1d to any attempts to cast darkness, sleep, ray of enfeeblement,
scare, or animate dead.
15 Skull of the outer reaches: This floating, human-sized green skull hovers around the
techno-necromancer and may blast darkforce energy beams from its three eye-sockets as
an additional d20 action each round, at +3 plus the characters Int modifier, dealing 1d20
necrotic damage. The missile fire blasts have a short range of 100’, medium range of 180’,
and a long range of 250’.
CONTINUED >
9
16 Eye implant: One of the character’s eyes has been replaced by this artificial construct. It
provides darkvision at a range of 100’, +2 to all missile fire attacks and spell checks at a
range farther than touch. Eye appearance (roll 1d4): (1) yellow serpent eye, (2) green cat
eye, (3) white eye, pulsating with energy, (4) black eye, speckled with throbbing stars.
17 Gravesword: This black, rune-and-circuit-laced two-handed sword feels natural in the
hands of the techno-necromancer. While in possession of this sword, the character gains
an additional +1d6 to his or her Strength ability score (determined when this accessory is
rolled) and may attempt to control any un-dead in the vicinity. This effect simulates the
cleric’s turn unholy class ability, using that table to determine the effect. Any result of “T”
do not turn the un-dead, but instead place the un-dead under the character’s total control
for the corresponding duration. No additional action is needed to maintain the control as
long as the Gravesword remains intact.
18 Demontooth Necklace: This primitive-looking necklace contains high-potency
technomagic granting the demon summoning spell at +1d. If the demon summoning spell
is already known when this accessory is rolled, the character instead gains +1d+2 to cast
that spell but suffers major corruption the first time it is cast.
19 Mirrormask of the departed: This white cloth mask looks like bandages but can reflect
spell-based attacks back upon the original caster. Any offensive spells directed at the
character may be redirected toward the caster if the techno-necromancer successfully
rolls a Will save vs. the spell check or attack roll. The character may “burn” hit points prior
to the roll as an enhancement, and for each hit point spent, add +1 to the saving throw roll.
If the spell is successfully redirected, it resolves against the original caster as determined
by the original roll.
20 The Reaper’s Scythe: This menacing techno-magical scythe may be used as a two-
handed weapon at +2 to hit and dealing 1d16+2 damage. In addition, the weapon grants
+1d spell check to paralysis, curse, animate dead, cause earthquake, whirling doom, and
cyberanimate dead.
10 CONTINUED >
Corruption Roll 1d6: (1-2) minor; (3-6) major. Note, each time a major corruption result is
rolled, add one mercurial magic effect to this spell (rolled at -10%).
Misfire Roll 1d4: (1) techno-magical acessory malfunctions during the ritual, leaving the
caster paralyzed for 1d8 hours, (2) the caster seems unaffected but his willpower is
sapped – he takes a -5 penalty to all Will checks until resting for 24 hours and one
of his techno-magical accessories begins to shrivel and turn to dust after 1d4 days,
(3) the techno-magic explodes in a ring of blue flame, causing every living thing
within 50’ to take 3d6 damage, including the caster, (4) untamed magicks disrupt
the philogiston, creating a rift into the land of the dead.3d6 zombies rise from the
ground to attack the caster.
1 Lost, failure, and worse! Roll 1d6 modified by Luck: (1-2) corruption + misfire; (3-4)
corruption, (5+) misfire.
2-13 Lost. Failure.
14-15 One cyberzombie arises, its body a mechanized, magical puppet under the control
of the caster. The creature will short cicuit after 2d6 rounds, dealing 1d4 damage
to anything touching it at the time, but leaving the corpses available for further
re-animation attempts. Cyberzombie: Init -1; Atk electric claws +1 melee (1d6); AC
10; HD 2d4; MV 20’; Act 1d20; SP takes ½ damage from blunt weapons; SV Fort -2,
Ref -2, Will -2; AL N.
16-19 Up to two enhanced cyberzombies. The technology that animates them will
sputter and fail after 2d6 rounds, leaving the corpses available for further re-
animation attempts. Enhanced Cyberzombie: Init +2; Atk electric claws +2 melee
(1d6+2) or laser vision +1 missile fire (1d4) ; AC 10; HD 2d6+2; MV 30’; Act 1d20;
SP laser vision range = 50’, takes ½ damage from blunt weapons; SV Fort +1, Ref
+0, Will -2; AL N.
20-23 Up to two skeleton-automatons — “skelematons” — arise from the available
corpse(s), technomagical puppets under the control of the caster. The skelematons
will remain operational for 1d3 turns or until the caster attempts this spell again.
After the skelematons fail, their remains cannot be used for further resurrection
attempts. Skelematon: Init +3; Atk razor fists +4 melee (1d10+2); AC 14; HD 3d8;
MV 30’; Act 1d20; SP take a maximum of 1 damage from any edged, non-magical
weapons, immune to mind-control effects or sleep; SV Fort +3, Ref +2, Will +0; AL N.
24-27 Up to three 8’ tall golems, patchworks of parts and flesh joined with welds and
stitched together with crude circuitry, are produced from the available corpse(s).
The golems will be operational for 1d6 turns or until the caster attempts this spell
again. After the synth-flesh golems fail, their remains cannot be used for further
resurrection attempts. Synth-Flesh Golem: Init -1; Atk grab +2 melee (1d12
special); AC 16; HD 4d8; MV 20’; Act 1d20; SP successfully grabbed victims will be
automatically hit with a 1d8 bite attack each round until they break free – requires
an opposed Strength check vs. this creature’s +5 Str to escape; SV Fort +5, Ref -1,
Will -2; AL N.
28-33 Up to four enhanced skelematons arise. The enhanced skelematons will remain
operational for 1d6 turns or until the caster attempts this spell again. After the
enhanced skelematons fail, their remains cannot be used for further resurrection
attempts. Enhanced Skelematon: Init +4; Atk drill fists +5 melee (1d12+2); AC
14; HD 5d8; MV 30’; Act 1d20; SP take a maximum of 1 damage from any edged,
non-magical weapons, immune to mind-control effects or sleep, two or more
enhanced skelematons may interlock their circuity and limbs, combining into a
superior creature which gains +1d to attacks and damage and adding together
their remaining hit points plus an additional 1d8 hp; SV Fort +3, Ref +3, Will +1; AL
N. Note: a combined skelematon only gets one attack per round, no matter how
many have combined together.
11 CONTINUED >
34+ Up to five phlogiston-feeding vampires arise from the available corpse(s). These
pale, pulsating energy suckers remain operational for 1d4 hours or until the caster
attempts this spell again. After that, they vanish into glittering smoke. Phlogiston
Vampire: Init +4; Atk hypnotic gaze + 2 missile fire vs. Will save (special) or bite +4
melee (1d16 + special) ; AC 15; HD 4d8; MV 30’ fly; Act 1d24; SP immune to mind-
control effects or sleep, take ½ damage from heat or cold, take double damage from
wooden weapons, hypnotic gaze attack paralyzes victim within 30’ for 1d6 rounds,
bite attack weakens magical constructs; bite also imposes a -1d penalty on all rolls
by the victim; bite attack also saps magical energies from the target which causes
a -1d penalty to all spell checks for the remainder of the day; SV Fort +6, Ref +5,
Will +3; AL N.
12
Crawljammin
on the Red Planet:
A B A R S O O M B E S T I A RY
Compiled and Converted by Jon Hershberger.
Based on notes from Thomas J. Scott, Allan T. Grohe, Jr,
and the Knights and Knaves Alehouse online Community.
The planet Barsoom and John Carter are copyrights owned by Edgar Rice Burroughs, Inc. The creature names
and likenesses presented in this bestiary are also copyrights owned by Edgar Rice Burroughs, Inc. The Zine
title Crawljammer, all creatures herein referencing Crawljammer, and all character classes herein referencing
Crawljammer, are copyright © 2012-2016 Tim Callahan and Moon Dice Games. The term Crawljammer is a
trademark owned by Tim Callahan and Moon Dice Games. The present work is an unauthorized re-presentation
of portions of the copyrighted material. No claim or challenge is made against the copyrights or to the works
re-presented herein.
13
These Appendix N sources by ERB contain both stark and vivid landscapes,
and the stories present some of the most easily mined pulp science fantasy
material you will find for your Dungeon Crawl Classics RPG Crawljammer
game! This Barsoom Bestiary presents the stats and creature descriptions of
the primary creatures encountered by John Carter while living on Barsoom.
Following the details of the bestiary are a series of random encounter tables,
suitable for use in an ongoing Barsoomian campaign.
Ape, White
Apt
Banth
Calot
Darseen
Malagor
Martian – Black Martian
Martian – Green Martian (a/k/a Thark)
Martian – Red Martian
Martian – White Martian (a/k/a Therns)
Martian – Yellow Martian
Orluk
Plant Men
Sith
Thark (Green Martian)
Thoat
Zitidar
Ape, white (2d4 appearing): Init +3; Atk bite +6 melee (1d10+5) and 4 x claw
+8 melee (1d6+5) or stone club +6 melee (1d6+5); AC 14; HD 10d8; MV 40’ or
climb 20’; Act 5d20; SV Fort +10, Ref +6, Will +2; AL N.
The white apes of Barsoom are very much similar in appearance and build
as the green martians (see Thark), having six limbs and of tremendous size.
The strength of a white ape seems to be about double that of a Thark. The
head of the savage creature is like that of the African gorilla and a shock of
thick, stiff-bristled hair runs from the back of the skull and neck to the upper
shoulders.
14
Apt (1): Init +4; Atk pummel/slam +8 melee (3d6+8); AC 14; HD 12d8; MV 30’;
Act 1d20; SP slam (upon successful attack, target must make a DC 10 Fort save
or be knocked unconscious for 1d4 rounds); SV Fort +12, Ref +5, Will +2; AL N.
Apts are huge white-furred creatures with six limbs, four of which are short
and heavy to carry it through snow and ice; it is a denizen of the Barsoomian
north pole. The remaining two limbs grow forward from the shoulder on
either side of the powerful long neck and terminate in white, hairless hands
which it uses to capture and hold its prey. Its head and mouth are like that
of the hippopotamus with two large, down-curving horns extending forward
from the bottom jaw. Two huge eyes, each composed of hundreds of ocelli,
are oval patches running downward from the center of the cranium to below
the horns on either side of the head. Each ocelli is equipped with its own lid
and the apt can, at will, close as many of the facets as desired. Curiously the
creature goes without sleep for periods of up to a month, then sleeps for a
whole day before beginning anew the hunt for food in the harsh north. The
animal is domesticated by the yellow martians. Apt fur is generally worn by
northern warriors.
Banth (2d4): Init +3; Atk bite +4 melee (1d12+2) and 4 x claw +5 melee (1d4+2);
AC 15; HD 6d8+2; MV 40’; Act 5d20; SP iron jaw (if the banth succeeds in biting
its opponent, its grip locks them in place and any claw attacks that round are
made at +8 melee); SV Fort +6, Ref +4, Will +2; AL N.
This ten-legged beast is the most ferocious carnivore which roams the low
hills surrounding the dead seas of Mars. It is almost hairless, having only
a great, bristly mane about its thick neck. It has a long lithe body that is
powerfully muscled. The huge jaws are equipped with several rows of long
needle-like fangs, and its mouth reaches to a point far back of its tiny ears. It
has enormous protruding eyes of green.
When engaged in battle or taking down its prey, the banth will try to grab
foes in its vice-like jaws while clawing at them with its four front legs.
Calot (5d6): Init +5; Atk bite +3 melee (2d4); AC 13; HD 3d8; MV 60’; Act 1d20;
SV Fort +1, Ref +5, Will -2; AL N.
The calot is essentially the undomesticated Barsoomian dog. About the size
of a Shetland pony, the omnivorous calot has ten short legs. The head bears
a slight resemblance to that of a frog, except that the jaws are equipped with
three rows of long, sharp tusks. Calots have been described as “pop-eyed” in
reference to their protruding eyes. The calot is endowed with extraordinary
strength and stamina. Only the thoat can cover more territory in a single day.
15
Darseen, greater (2d6): Init +4; Atk bite +2 melee (1d6+2); AC 15; HD 3d8+1;
MV 50’; Act 1d20; SV Fort +2, Ref +4, Will +1; AL N.
The largest mentioned is the monstrous albino lizard beneath Kadabra. The
more common of the greater darseen are those that appear to be about half
again as big as a monitor lizard.
Malagor (1-2): Init +1; Atk claw (talons) +3 melee (3d6) or bite (beak) +3 melee
(4d6); AC 16; HD 18d8; MV 10’ or fly 90’; Act 2d20; SV Fort +4, Ref +2, Will +2;
AL N.
With a wing spread of up to 20’, malagor are able to fly great distances at
speeds up to 60 miles per hour. They prefer to fly by day because the creature
does not see well at night.
The martians of Barsoom are basically human except for the variation of
their skin color: red is the dominant skin color, while yellow martians are
found in the north. White martians (also known as Therns) are exceptionally
rare, and black martians are generally known as being pirates, and are less
common than red martians but more common than the white martians.
Green martians are actually Tharks (see Thark).
Black martian (10d30): Init +2; Atk cutlass +5 melee (1d8+1); AC 15; HD
1d8+2; MV 30’; Act 1d20; SV Fort +1, Ref +1, Will +4; AL C.
The black martian is perhaps the single finest type upon all Barsoom, for
its members are above average in both height and musculature. They are
handsome in appearance and brave beyond compare. Furthermore, their
bravery is matched by their fighting ability. They claim to be the “First Born”
of all Barsoomian humans, and this is what they call themselves. Others,
however, know them as the Black Pirates because of their propensity for
raiding and plundering. They comprise about 5% of the population. The black
martians inhabit the underground world of Omean and the “Rift” in the
northern part of the Western Hemisphere.
16
Green martian (a/k/a Thark)
Red martian (10d30): Init +1; Atk rapier +4 melee (1d8-1); AC 14; HD 1d8; MV
25’; Act 1d20; SV Fort +1, Ref +1, Will +0; AL L or N.
The red race of humans is the most numerous upon Barsoom, and its
members run the gamut, from the most superb fighters to the most abject
cowards. It is this race which maintains most of the inhabited cities upon the
planet, and, excluding the Green martians, they account for perhaps 75% of
the population.
White martian (a/k/a Therns) (10d30): Init +1; Atk rapier +3 melee (1d8-1);
AC18; HD 1d8; MV 20’; Act 1d20; SV Fort +1, Ref +1, Will +2; AL N or C.
White martians include the almost extinct Orovarions who have blonde or
auburn hair and the bald Therns who wear yellow wigs. Although the latter
are somewhat ignoble, both types are among the staunchest of fighters. They
regard all races as beneath them, although they are somewhat in awe of the
First Born (black martians). All Therns are not of equal ability, the best are
awarded the title of Holy Therns. These latter constitute perhaps a third of all
Therns. White martians comprise 10% of the Barsoomian population, with
the Orovarions being only about 3%. Orovars are found only in lost cities;
Therns inhabit the Valley Dor at the South Pole and some colonies within red
martian cities.
Yellow martian (10d30): Init +1; Atk hook sword +3 melee (dmg 1d8-1) or
javelin +2 missle fire (1d6-1); AC 16; HD 1d8+2; MV 25’; Act 1d20; SV Fort +1,
Ref +1, Will +0; AL L or N.
An elephantine beast of prey with black and yellow striped fur, it is common
17
to the northern pole region of Barsoom. Their fur is exported to all parts of
Barsoom. Orluk fur is gnerally worn by northern officers. Orluk are about the
size of a jaguar, has four legs, great fangs, and a lust for blood like the little
Jasoomian animal whose form it resembles. Although it has a keen sense of
smell, it has rather weak eyes or else it would be far more deadly than it is.
Plant men (1d10): Init +5; Atk 2 x talons +4 melee (1d8+4) or tail slam +2 melee
(2d8+4); AC 16; HD 8d8+2; MV 30’; Act 2d20; SV Fort +6, Ref +4, Will +1; AL N.
The plant men inhabit the Valley Dor exclusively. They are 10’ to 12’ when
standing erect, with short arms fashioned after the manner of an elephant’s
trunk, supple and sinuous. The body is hairless and a ghoulish blue except for
a broad band of white which encircles the single, protruding eye, the pupil,
iris, and ball of which are dead white. The nose is a ragged, inflamed circular
hole in the center of the blank face, resembling an open wound. There is no
mouth in the head. With the exception of the face the head is covered by a
tangled mass of jet-black hair, some eight or ten inches in length. Each hair
is the thickness of a large angle worm. The body, legs and feet are of human
shape, but of monstrous proportions, the feet being fully three feet long and
very flat and broad. The method of feeding consists of running their odd, dual
purpose hands over the surface of the turf, cropping off the tender vegetation
with razor-like talons and sucking it up through the two mouths, one in each
palm. They are equipped with a six foot long massive tail, quite round where
it joins the body, but tapering to a flat, thin blade toward the end, which trails
at right angles to the ground.
Sith (1d20): Init -2; Atk bite +3 melee (2d4+2) or stinger +1 melee (1d4 +
poison); AC 14; HD 4d8; MV 5’ or fly 50’; Act 1d20; SP poison (DC 8 Fort save or
death); SV Fort +2, Ref +1, Will -3; AL N.
Sith are hornet-like monsters of the forests of Kobal, bald faced and about
the size of a Hereford bull. The sith have frightful jaws on the front of their
head and a poison stinger in their behind. The eyes, of myriad facts, cover
three-fourths of the head, permitting the creature to see in all directions at
the same time.
Thark (green martian, and includes other tribes, such as the Warhoons;
1d8 for smaller tribes or 10d30 for larger tribes): Init +4; Atk 2 x greatsword
+4 melee (4d6) or radium rifle +4 missle fire (3d6); AC 14; HD 10d8+1d4; MV
30’; Act 2d20; SV Fort +1, Ref +1, Will +0; AL N.
Also known as green martians, these creatures have six limbs: two for
walking erect, two used as arms and two in-between which can be used
as either. Eyes are set at extreme sides of heads and above center and can
look in one or two directions without turning the head. Ears, slightly above
18
eyes and close together; small cup-like antennae protruding about one inch
on small specimens. Noses are longitudinal slits entered in face midway
between mouth and ears. The iris are blood-red, pupils are dark, eyeball is
very white, as are the pair of tusks extending from the lower jaw upwards in
a curve toward the center of the face where human eyes would be. They range
in height from 12’ to 15’ tall and weigh up to 400 pounds.
These strange creatures are all nomadic, roaming about the dead sea-
bottoms of Barsoom’s once great seas. There are many tribes of green men,
the largest being the Tharks, and the fiercest being the Warhoons. Smaller
tribes are not noted on the most common Barsoom maps. The green martians
typically take their tribal name from the abandoned city which they have
chosen to house their Jed or Jeddak (Emperor). Of all their warlike abilities,
their marksmanship with the radium rifle is by far the most outstanding.
They are not prone to use their 40’ lances against humans, except in large
battles against many times their own number of red men, for example. They
do, however, employ the lances extensively against other Green peoples. The
greatsword is undoubtedly their favorite weapon!
There are perhaps two millions green tribesmen on Barsoom, with a total
population of perhaps five million when females and children are considered.
Thoat, lesser (4d10): Init +1; Atk hoof +2 melee (1d8) or bite +1 melee (1d3);
AC 13; HD 3d8; MV 50’; Act 3d20; SV Fort +5, Ref +3, Wil +2; AL N.
Thoat, greater (4d10): Init +1; Atk hoof +3 melee (1d12) or bite +2 melee (1d6);
AC 13; HD 6d8; MV 50’; Act 3d20; SV Fort +5, Ref +3, Wil +2; AL N.
The martian horse, or thoat, comes in two sizes. The green martian, or greater
thoat stands 10’ high at the shoulder with four legs to either side; a broad flat
tail, larger at the tip than the root which is held straight out behind while
running; a mouth splitting the head from snout to long massive neck. It is
entirely devoid of hair and is of a dark slate color and exceedingly smooth and
glossy. It has a white belly and the legs are shaded from slate at the shoulders
and hips to a vivid yellow at the feet. The feet are heavily padded and without
nails. Red martians ride a similar though smaller beast. The animal is a food
source as well.
Zitidar (1d12): Init -2; Atk front-claws +3 melee (2d8) and mid-claws +2 melee
(2d6) and bite +1 melee (2d6); AC 16; HD 12d8; MV 35’; Act 5d20; SV Fort +8,
Ref -3, Will -2; AL N.
Zitidar are six-legged mastodon-like draft animals. Their leather hides are
used to make sandals, and they serve as a food source to many Barsoomian
races.
19
BARSOOM BESTIARY ENCOUNTER TABLES
20
THE ICE BARRIER AND THE SPECIAL 1 – ONE OR MORE
KINGDOM OF OKAR NON-PLAYER CHARACTERS
d20 Result Encounter Type d14 Result Encounter Type
1-3 Apts 1 Alchemist
4 Calot 2 Cleric
5-6 Ape, White 3 Ecclesiast
(Crawljammer #5, p33)
7 Thark (Green Martian)
4 Fighter/Warlord
8-13 Martian – Yellow
5 Helmsmen
14-15 Martian – Red
(Crawljammer #6, p6)
16 Martian – White (Therns)
6-7 Lizardman Mercenary
17-18 Orluk (Crawljammer #1, p14)
19 Special 1 8 Merchant
20 Special 2 9 Pitman (Crawljammer #6, p6)
10 Psychic Knight
(Crawljammer #3, p7)
11 Riftrunner (Crawljammer #4, p8)
12 Sage
13 Technomancer
(Crawljammer #2, p6)
14 Wizard
22
Lt. vermis rhomox
O F T H E P E R I LO U S L E AG U E
23
To Halls of Valhalla...
And Back Again!
H O U S E R U L E S F O R E X PA N D I N G P L A N A R T R AV E L
By Jon Hershberger and Jon Carnes
These names conjure up vivid images for those familiar with their uses in
mythology, fantasy literature, and role-playing games. And for good reason
— these locations represent some of the most fantastical, supernatural, and
otherworldly locations we’ve only read about. Through these mediums, we
can at times be transported to many of these otherworldly locations for
exploration and adventure.
Here, then, is a working set of house rules for expanding and fleshing out the
‘travel’ or ‘journey’ aspect of planar travel for fantasy campaigning. The basic
concept for these house rules came from my reading of Jeff Grubb’s “Plane
Speaking” article from Dragon #120, which outlined some guidelines for
dealing with the material component of AD&D’s fifth level clerical spell plane
shift, and from my reading of Larry Granato’s “Plenty of Planar-encounter
Possibilities” article from Dragon #213. My hope is that these supplemental
planar travel guidelines will help you maintain some of the wonder, mystery
and whimsy in your game, characteristics that at times may seem to have
been lost over the years.
24
In DCC RPG, magic users have the third level magic user spell planar step,
which allows the spellcaster to step, quite literally, to another place in the
universe. The spell’s details provide for varying degrees of success, as well as
for spell failure and the resulting misfire. The concepts in this article are not
meant to replace how planar step works in your game. Rather, the concepts in
this article are meant to supplement those rules for instances not specifically
addressed in the DCC RPG rules. For example:
• a
spellcaster might come across a new spell or spell-like ability that
enables the caster to project him or herself into the astral or ethereal
planes;
• a
character might encounter a phase door apparition or device and
wish to see what lies on the other side;
• a
party of adventurers might discover a new magic item that opens a
dimensional portal, or maybe they discover the portal itself, and decide
to see where it leads;
26
approach may be acceptable, or it may be presenting more risk than you’re
willing to subject your players to on a regular basis. Whatever the frequency
of checking you decide upon, once an encounter or mishap is determined to
occur, consult the following tables for the specifics of what your characters
are going to get to deal with on their inter-planar journey.
27
TABLE B-2: PLANAR MISHAPS (CONTINUED)
12 Planar fatigue: too much planar travel causes the caster/traveler to become fatigued
from over use. Rest of 1d4 days required.8 If the spellcaster or traveler desires to
continue to adventure or to continue on his or her planar journey, in spite of planar
fatigue setting in, the spellcaster should be required to spellburn for each day of
required rest that is foregone. The rate of spellburn required to ‘push through’ the
planar fatigue and forgo the requisite rest period is 3 points of physical attribute
burn per day of rest foregone. Thus, a wizard that becomes subject to planar
fatigue and that is required to rest for 4 days would be required to burn 12 points of
temporary physical attribute loss to push through the fatigue and forgo resting.
13 A tear in the planar fabric is caused, drawing really nasty creatures to location of
the caster. Refer to Table B-1 Planar Encounters.9
14 A dud: the spell cast simply lacks sufficient magical energy to function, leaving the
caster at his location at the time of the failed casting.
15 Planar trait: spellcaster (or traveling PC) picks up, or takes on, planar traits
reflective of the destination plane, based on a relatively simple yet escalating table
of effects, to be stipulated and determined exclusively by the game’s Judge.
The lesser effects of the planar trait table should be mild and cosmetic in nature,
and easy to mask or conceal. These effects could be loosely modeled after the
results on Table 5-3 Minor Corruption.10
The middle-level planar traits should be more serious than the lesser effects
above, and should involve physical corruption, representing the harsness of the
Outer Planes, along the lines of the Minor Corruption and Major Corruption,
Tables 5-3 and 5-4, respectively.11
The most extreme planar traits should involve incredibly dangerous psychic, moral,
or magical coruption, making this outcome one to be avoided when possible. For
sample effects upon which to model extreme planar traits, refer to Table 5-5
Greater Corruption.12
16 Death to the caster and anyone traveling with him! Fate can be cruel at times,
and this is one of those times. Due to trans-planar dynamics and/or physical
stresses placed upon the caster at the time of casting, the spell caster dies
unceremoniously (saving throw optional).
[Author’s note: This article is an adaptation of a previous article I wrote several years ago for Knockspell
magazine. Originally titled “The Planes: Playgrounds of the Rich and Powerful”, the original article appeared in
Knockspell No. 3, from the summer 2009.]
Article Footnotes:
1 Gary Gygax, Official Advanced Dungeons & Dragons® Dungeon Masters Guide, rev. ed. (U.S.A.: TSR, Inc., 1979), 181.
Table Footnotes:
1. Gary Gygax, Official Advanced Dungeons & Dragons® Dungeon Masters Guide, rev. ed. (U.S.A.: TSR, Inc., 1979), 181.
2. Larry Granato, Dragon Magazine #213, “Plenty of Planar-encounter Possibilities”, 43-48.
3. Joseph Goodman, Dungeon Crawl Classic Role-Playing Game®, (U.S.A.: Goodman Games, Inc., 2012), 116.
4. Gygax, Dungeon Masters Guide, 181.
5. ibid.
6. Granto, 45.
7. ibid.
8. ibid.
9. ibid.
10. Goodman, Dungeon Crawl Classics Role-Playing Game, 116.
11. Goodman, Dungeon Crawl Classics Role-Playing Game, 116 and 118.
12. Goodman, Dungeon Crawl Classics Role-Playing Game, 118.
28
29
The Oblivion Syndicate
and the Millennial Mead
A C R AW L J A M M E R A DV E N T U R E F O R 4 T H - L E V E L C H A R A C T E R S
by Julian Bernick.
Special thanks to playtesters: Clint Bohaty, Jon Carnes,
John Dahlstrom, Trevor Hartman, Brett Slocum.
INTRODUCTION
Set firmly in the “Crawljammer-verse”, this adventure assumes the judge and
players have a passing familiarity with Crawljammer and the science fiction
conceit of parallel universes and evil counterparts. It’s a perfect way to have
Earthbound characters change it up and enter the worlds of Crawljamming!
Having said that, this adventure can be easily adapted to any Crawljammer
or standard DCC RPG campaign! (For much more information about the
Perilous League and the Crawlajmmer canon, read Crawljammer #3, “The
Secret History of the Perilous League.”)
ADVENTURE BACKGROUND
Beyond the dimensional walls of time and space are countless worlds much
like our own, some vastly different, some nearly identical. But in one wayward
parallel universe, the founders of the Perilous League, Kyria Sunstone and
Lord Levanox, were ambushed psychically on their deathbeds by a monstrous
Black Pearl—brought to them by an unsuspecting adventurer who had no
idea what he was doing.
The Black Pearl psychically assaulted the Perilous Couple, using their fear
of death to fuel its necrotic energies and reinvigorating them with its raw
chaos energy. At their urging, they reconstituted the Perilous League as the
death cult known as the Oblivion Syndicate, which fanned out over the Solar
System in search of magical objects needed to increase the Black Pearl’s
power. They were dreadfully successful. Under the Pearl’s influence, the
Perilous Couple performed the Anomalous Rite, sacrificing one artifact from
each world, thereby turning the Black Pearl into an entropic anti-sun at the
heart of a mutated solar system.
Now, the undying Perilous Couple rule from their mausoleum, treating the
system’s denizens as pawns and reaching out across time and space to try
to make more and more dimensions like their own! At the direction of the
corrupted Perilous Couple, the Perilous League, now re-born as the Oblivion
Syndicate, pursues its ultimate goal—the destruction of every living soul on
the nine planets!
30
Now, the Oblivion Syndicate has breached the cosmic gates and entered your
world... Slowly, the Syndicate’s agents have gathered the artifacts of eight
worlds and now only one remains! Can your players stop their task force
from attaining the last artifact and enacting the Anomalous Rite?
ADVENTURE SETUP
The adventure starts when the PCs are approached by a stranger who wishes
to hire them for a very lucrative and unique adventure. The stranger is the
lizard man, H’Grunth H’Grungthorr, Captain of the Perilous League! (If lizard
men would be exotic in the PCs’ home setting, he is cowled and careful not to
reveal his face.) He tells the PCs how a group of adventurers from far away
have journeyed to the PCs’ home system in order to steal the Millennial Mead
of Galasha, an Elven vintage that matures once a millennium. Their purpose
is to use this precious beverage in a heinous rite.
Very soon, the finally matured mead of Galasha will be opened for a party
of diplomats, royalty, and wizards. H’Grungthorr wants to hire the PCs to
accompany him, infiltrate the celebration, and thwart the interlopers’ plan.
The catch? The thieves are evil counterparts of the PCs themselves from the
parallel world of System 3—and the Elven vineyards of Galasha are on Neith,
a moon of Venus!
ENCOUNTERS
1. Transit to Neith
2. The Honey-Hives of Galasha
3. Impostor Setup
4. The Necrosaur
5. PCs from System 3!
6. Ending the Adventure
31
1. TRANSIT TO NEITH
H’Grungthorr has his battlecraft, the Vanquisher, floating in a nearby bay.
Obviously, unless on a world where crawljamming is well-known, the ship
will need to sail to the open sea, far away from civilization and then lift off
and make for space!
The Vanquisher
Battlecraft: Init +5; Atk Ballista +4 ranged (1d8+2) plus catapult +1 ranged
(1d12); AC 15; HD 4d8; HP 28; MV 50’; Act 1d20; SV Fort +5, Ref +2, Will +2; Crit
d10; Fumble d10; Composition: wood; Luck pool: 4.
The Floating Longships are outfitted with ballistae. The minotaurs whip their
troops into a frenzy before boarding, so they are on deck and vulnerable to
distance attacks once in range. If any of the minotaurs are reduced to 25% of
hit points, they will run below decks. In that scenario, or if any of the three
minotaurs are killed, the slain captain’s ship will break off its attack and
retreat. If two ships retreat, the third will also retreat.
Minotaurs (3): Init +3; Atk axe+4 melee (2d6+3); AC 15; HD 4d8; hp 16; MV
30’; Act 1d20; SP charge (Minotaur may charge and gore with horns for 2d6
damage. Opponents failing Ref save vs. attack roll are pushed up to 10’ back);
SV Fort +5, Ref +1, Will -1; AL N.
Pirates (30): Init +0; Atk short cutlass (1d6); AC 12; HD 1d8; hp 4; MV 30’; Act
1d20; SV Fort +0 Ref +1, Will -1; AL N.
32
If the adventurers manage to board any or all of the minotaurs’ ships, the
characters will find plenty of alien coins, bizarre gems, baffling star charts,
and two vials of green and pink fluid respectively:
H’Grungthorr intends to remain on the ship to keep the crew ready for a quick
take off and to ensure that the Vanquisher is not sabotaged. As you leave the
ship and its crew, H’Grungthorr gives you a writ of invitation for the events at
hand, and he sends you toward a large cluster of buildings that appear to be
made out of yellow, honey-colored crystal. Outside of the buildings is a large
pavilion in which well-dressed creatures from nine planets mingle and chat,
each whispering in hushed tones about the chance to finally sip the Millennial
Mead.
Moving amongst the crowd are your hosts: tall, placid blue Elves, looking like the
fey of your homeworld except for the bulging, multi-faceted organs they have in
place of their eyes. The high officials, wearing striped robes of black and gold,
are guarded by serious-looking soldiers in chitin armor and carrying rapiers
and crossbows.
33
to join the celebration. Their ship, the Violator, is anchored in the lavender
bay with the rest. Since the Necrosaur has joined the counterfeit PCs at the
celebration, thoughtful PCs may be able to take advantage of this and cut off
their means of escape.
Just about any encounter is possible in this gathering, but five ideas are
presented here for fun interactions and possible plot hooks.
• A
bipedal beetle artist (painter) is looking for the world’s most beautiful
man to paint.
• A
beautiful Zanist woman from Venus (See Crawljammer #1) picks the
highest Personality character of the party to flirt with, trying to make
her partner (a Zanist warlord) jealous.
• A
wild-eyed purple-skinned dwarf from Neptune (or perhaps
“Neptune”) raves that he knows the location of an ancient treasure on
Mars. This perfectly shaped diamond skull rests in a black pyramid the
size of a city and is full of screaming zombies.
• A
prim and proper war-nun of the church of Ganymede has journeyed
here in hope of sipping the one taste of alcohol she may experience in
her life according to her religion.
• A
dapper human slaver dressed in crimson is not even interested in
the mead but rather wishes to sell his wares to the rich and powerful
gathered here.
• … And many more!
34
The Millennial Mead
Not only is the mead the subtlest, sweetest, and smoothest alcoholic beverage
that any mortal has ever tasted, it also has one property that is highly
esteemed—it will permanently raise any PC attribute by 1 (player choice).
Drinking multiple servings of mead does not result in more raising of
attributes. The drink is potent! Drinking more than three servings results in
a permanent loss of one point from a randomly determined attribute.
The Lottery
Because many guests are in attendance and the demand for the mead is
high, the Bee-Elves have run a lottery system. Upon showing their writ of
invitation, guests receive a ticket and winning numbers are pulled before
the mead is served. The Syndicate PCs are neither patient nor circumspect
enough to wait to find out if they have a winning ticket, preferring to act with
certainty to win the mead.
3. IMPOSTOR SETUP
It’s entirely possible that the characters won’t need any prodding to locate
their doubles and attack, apprehend, or otherwise thwart them. If they are
slow to act on this, the counterfeit PCs will make the first move, assuming
that the PCs are hostile.
As you mingle with the crowd, lovely bee-girls pass amongst the mingling
guests, distributing nectar-wine and newer vintage mead (as a preliminary).
Small insect snacks are passed out as well, some of them quite tasty! Suddenly,
there’s a hush in the crowd, and you see the guests parting in one direction to
reveal a squad of Elf-drones armed with rapiers and hand crossbows. A bright
yellow-skinned woman in a tight gown of swirling rainbow colors points at you,
“There they are, the ones who took my necklace!”
With this, the 10 Elf-drones begin to surround you. “Put down your weapons and
come with us,” says one of the Elf-drones, stepping forward. As they say this, you
see in the other direction one of your own counterparts just as H’Grungthorr
described—identical save for some superficial marks and accompanied by a
black-scaled counterfeit of H’Grungthorr himself! When your eyes meet, the
counterparts start moving toward the crystal hive-buildings while the black-
scaled lizard man appears to be covering their retreat.
Elf-drones (10): Init+2; Atk rapier +1 melee (1d7+1) and/or hand crossbow
+1 ranged (1d4 + Galashan blood poison); AC 13 (hide/chitin armor); HD 1d8;
hp 6; MV 40’; Act 1d20; SP Galashan blood poison (DC 15 Fort save or 1d4
damage); SV Ref +3, Fort +0, Will +2; AL N.
Due to their hive-oriented nature, the blue Elves of Galasha are less
independent-minded than most of their kin. These guards take their duty to
the hive seriously and will fight to the death. Twenty more Elf-drones will
35
arrive in 10 rounds. If the PCs surrender, they will be taken alive, and the
details will be sorted out by wise Elven “Buzz Wizards”, the leaders of day-to-
day matters for the hive. In assessing the crimes of the PCs, the lives of the
Elf-drones are not held in high esteem; the Millennial Mead on the other hand
is precious beyond measure, and its theft or destruction would be punished
with something literally worse than simple, mundane death.
Danga Mitrzash, the Venusian woman who was robbed by the PCs’
counterparts, quickly fades into the crowd if the PCs easily dispatch the Elf-
drones. She wants no part of combat with dangerous robbers. However, if
the counterfeits are not fully exposed as the true culprits in the following
events, she may very well hire bounty hunters to seek her necklace or her
revenge as the necklace was a family heirloom, and its loss will prevent her
from claiming her hereditary palace on Venus. (Danga’s further actions are
left to the Judge’s discretion.)
The next encounter assumes that the PCs overcome the Elf-drones; the rest of
the crowd is either too weak, too scared, or too jaded to interfere.
4. THE NECROSAUR
As you turn away from the Elf-drones, the crowd gives way and you see your
counterparts disappearing through a large arched entrance into the Honey-Hive
structure.
The Necrosaur (he only dimly remembers and will not answer to his old
name) is wholly committed to the cause of the Oblivion Syndicate, and he will
quite willingly embrace oblivion by laying down what remains of his twisted,
corrupted life by covering his squad’s theft of the Millennial Mead.
Since each opponent’s death makes him stronger, he will attack the weakest-
looking targets first (particularly wizards, halflings, and elves). He will fire
his laser pistol when he is rushed, then draw his two-handed sword to deal
death close-up.
36
The Necrosaur: Init+1; Atk TH Sword +d5 melee (1d10+d5+special) and/or
Laser Pistol +d5 ranged (1d8+d5); AC 16; HD 6d12; hp 55; MV 30’; Act 1d20+1d16;
SP Thanatos power, Crit die d24 on Table V, Lizard Man Mercenary in CJ #1; SV
Ref +3, Fort +6, Will +2, AL C.
Counterfeit Statistics
Get your players’ character sheets ahead of time and consult Table 5-1 to
determine how the counterfeit PCs differ from the player characters. If the
characters hit upon the idea that they should be able to anticipate their alter
egos’ moves, give the PCs a Luck check to try to guess what they will do for a
+4 initiative and +2 attack bonus.
38
The Honey-Hive and the Millennial Mead
Inside the nearest small hive building is a low depression, around 30-foot
diameter, filled with opalescent clumpy liquid. In the center is a raised dais on
which is a shelf with five big (magnum-sized) bottles covered with various labels
and marks in what appears to be the Bee-Elf language.
The honey-wine is stored at the most sacred hive, the egg pit. Wading to the
mead rack is at ¼ movement, and PCs attempting any fast movements such
as running, dodging, or combat must make a DC 10 Reflex save not to fall
into the pearlescent elf-egg goo. Any Elf-drones will not attack PCs while they
are in the egg-pit, patiently biding their time outside the hive and seeking to
apprehend them afterward.
Five nearly identical bottles are stored in the center of the mead-shelf, but
only one is the Millennial Mead. (Counting from left to right, the Millennial
Mead is in the #2 position, whereas the wasp bottles are #3 and #5).
Trap #1: (DC 15 Find Traps to detect the gummy substance on all four of the
other bottles.) The decoy bottles are covered with a mostly clear stringent
glue. If characters handle one of these bottles, their hands will be covered
in the glue, and they will have to make a DC 20 Strength check to remove
the bottle from any hand it’s touched (gloves may be removed). Any removal
causes 1 hp of damage from exposed skin, and if glue (or glass!) still covers the
hand, the character should get any appropriate -2 to -8 penalty for fighting
and spellcasting.
Trap #2: (DC 20 Find Traps to detect the faint buzzing and vibrating of the
trapped bottles.) Additionally, two of the five bottles are actually stoppers
that cap a nest of carnivorous wasps held within the mead-shelf itself. If
either of these bottles is pulled, the wasps fly out in a murderous mass and
will sting (and gnaw) everyone in a 10-foot radius for 3d6 points of damage,
Fort Save DC 15 for half. If a body is left unattended for more than 2 rounds,
the wasps will consume it (the body cannot be flipped). The wasps will not
leave their 10-foot radius centered on the mead shelf.
Trap #3: (DC 20 Find Traps to detect the obscure Elf-magic markings on the
bottle.) In order to discourage thieves and other agents of Chaos, the true
bottle is cursed so that any non-Elf who pulls the bottle off the shelf will be
affected by a Reverse Alignment spell. If the character does not pass a DC
15 Will save, the PC’s alignment is reversed. (Chaos to Law, Law to Chaos; no
effect on Neutrals.) Lawful characters will quickly reconsider whether they
wish to abscond with such a precious artifact, thereby gaining the enmity of
the Elves of Galasha.
39
6. ENDING THE ADVENTURE
This scenario can spin off in many different ways. The judge should let the
characters’ actions and choices dictate the final scene and the aftermath.
If the characters have defeated the Necrosaur and their counterparts and
prevented the theft of the Millennial Mead, the Bee-Elves forgive and forget
just about any other injury or indignity. In fact, the PCs will be feted like
guests of honor, each rewarded with a jar of Buzz-Wizard nectar. This potent
restorative mixture can be ingested to immediately cancel poison effects,
heal ability damage, regenerate one lost limb, or heal 3 hit dice of damage.
(The nectar will always address the most severe condition.) The Bee-Elves
have all sorts of goals to address on Neith and Venus, and they would be
happy to hire the adventurers for future work.
Should the PCs agree to join the Perilous League, it is very likely they will be
assigned to thwart any further plans of the Oblivion Syndicate, perhaps even
venturing into System 3 itself!
If the characters have failed to prevent the theft, they can choose to pursue
their counterparts by means of the Vanquisher. This should be a satisfying
space battle in which the survivors of each group face off over Neith. (Treat
the Violator’s statistics has identical to the Vanquisher.) If the Violator has a
substantial lead on the Vanquisher, the pursuers may follow them through
the worm-hole beside Mercury that takes them back to System 3, and may,
in fact, decide to pursue them—after all, the fate of their home system may
hang in the balance!
This amoral outcome may be the most natural one of all, since, after all,
they’re no heroes…
the end
40
41
42
43
the oculus
A S PAC E FA R I N G A R T I FAC T F O R C R AW L J A M M E R
by Marc Bruner
As with other crawljammer ships, the Oculus flies through the Phlogiston flux
of space via enchantment placed on it by the wizard. The hull has been raised
to support the the addition of a large hold and crew quarters, and much of the
interior is decorated to exotic standards of luxury: expensive paintings grace
the corridors, the library boasts a collection of rare books, including several
well-admired ophthalmological tomes, and the wizard’s personal study holds
boxed displays of valuable specimens of hundreds of eyes, many of which are
from creatures unknown to the world the PCs come from.
0°
330° 30°
C
B C#/D
300° 60°
A#/B D
G#/A E
240° 120°
G F
F#/G
210° 150°
180°
44
Organ Navigation
The Oculus is steered via a pipe organ located in the wizard’s quarters below
decks. Operators playing the right combination of keys can control both the
course and speed of the ship. The destination can also be pre-set by playing
a specific refrain that the ship is programmed to respond to. The wizard
has programmed dozens of locations that he has previously visited to trade
slaves, including all of the known planets of the solar system.
45
Ramming Prow and Electric Field
The Oculus has minimal in the way of offensive and defensive weaponry,
though it includes both a ram and a built-in deterrence for boarding parties.
A reinforced beam of Lignum Vitae spiked with razor-sharp teeth is attached
to the prow, and can be used in ramming attacks against other ships for
2d6+4 damage. Upon a successful attack, there is a 25% chance that the
Oculus gets stuck in the hull of the ship, requiring a DC 15 navigation check
to break free.
The Oculus, floating longship: Init +0; Atk ramming prow +4 melee (2d6+4),
electric field (special); AC 12; HD 2d8; hp 14; MV 40’; Act 1d20; SP ramming
prow, electric field, personal ranged weapons may be fired on deck at +2 to
hit vs. enemy craft; SV Fort +2, Ref +0, Will +2; Composition: wood, eyes, and
teeth; Luck pool: 4.
Similar to other longships, the Oculus features a broad deck from which its
crew can easily attack with ranged weapons or spells. From stem to stern the
Oculus is 140’ long, and its maximum breadth is 20’.
46
47
Credits
Contributing Authors – VOLUME 6
Julian Bernick, Marc Bruner, bygrinstow,
Tim Callahan, Jon Hershberger, James V. West
Editors
Forrest Aguirre, Steven Bean, Daniel Bishop, Jon Carnes,
Keith Garrett, Jason Hobbs, Tony Hogard, Michael Jones,
Duncan McLastName, Jonathan Nichol, James Pozenel,
Jim Skach, Tim Snider, Noah Stevens, Doyle Tavener,
David VC, Laura Rose Williams, Paul Wolfe
Proofreaders
Reece Carter, Samuel Dester, Jason Hobbs, Tony Hogard,
Aaron Koelman, Ryan Moore, Jonathan Nichol, Jim Skach
48
48
The 2016 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, contact info@goodman-
games.com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original
creator.
Table of Contents
Volume 1: Men, Magic & Drink
PC Classes
Hot-Dog Suit Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Halfling Hucker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Rituals & Spells
Fantastic Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Enhanced Spellburn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Skeletal Heap (Thief Spell) . . . . . . . . . . . . . . . . . . . . . . 30
Drunk’s Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Random Tavern Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Fantasy Food Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
House Rule: Adventuring Companion . . . . . . . . . . . . . . . . . . . . 46
The Art of Infighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Missing Player Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Peasant Draft. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
There are those who speculate that wild cruds are of astral origin,
arriving from far-flung galaxies many aeons ago, guided here by
divine providence. The venerated College of Mycophagyst Mages
has long postulated that all life on this planet owes its existence
7
to cosmic crud fallen from the heavens. Thus, they have
generated a highly secretive system of ooze-ingestion magick that
attempts to manipulate the energy patterns of the 78th primal
sludge current and bend reality to the will of the mage. Their
arcane and wizened gunk-slurping centers on establishing a
telepathic connection to a celestial network of slime-swallowers
believed to reside at the center of the universe. No one has ever
penetrated the dank halls of the college’s inner sanctum to record
the mysteries of the Mycophagysts’ ritualized goo-guzzling
performances, undoubtedly due to the fact that no one has the
intestinal fortitude to witness it.
...ah, but, I digress. We came here today to discuss the wild crud
that lies hiding and waiting in dark fetid swamps, the dank
corners of ancient edifices, and the close, musty pine barrens
from which no traveller has ever returned. We seek knowledge of
those slinking, semi-sentient hybrid creatures made from the
juxtapositions of a myriad of species living in colonies of
symbiotic cohabitation, all of which elicit from you the same
horrific gagging response, sometimes, with nausea and vomiting,
but always with a terror filled inner cry of,
“EWWWWWWW!”, as it consumes your catatonic body in
waves of gurgling, pudding-like pustulence.
9
What’s This Crap!?
d30 Crud Creature Compendium
10
d30 Crud Creature
1 Spiraling pig cocker - small (one to two inches in length),
slimy, slug-like creatures resembling cork screws. Encountered
in grassy plains and forests, they cling to animals and humans
passing through the tall wet grass in the early morning. They
are delicate in their touch as they move into boots and clothing,
where they will attempt to bore their way into their prey in a
corkscrew motion. Once half of its body is firmly lodged in
flesh they begin feeding from the victim’s bloodstream, filling
the bottom of the crud like a water sack. If an attempt is made
to pull it out, DC 19 Fort save or it will break in half and the
wound will bleed continuously until healed with magic causing
a -1 to Strength, Agility, and Intelligence every three days, and 1
damage every fourth day. Additionally, the severed pig cocker
will intermittently make squealing porcine-like noises through
the part of its body slightly protruding from the wound. This
will continue until healed, doubling the chance of attracting
wandering monsters, causing a -3 to initiative rolls, eliminating
any chance of hiding, sneaking, or using a surprise attack, and
disrupting the sleep of the entire party. If the pig cockers are
left alone without attempting to yank them out or damage
them, they will gently exit the body in about half an hour after
drawing a half pint of blood. As it exits, it will pump a slime
into the victim’s body that will immediately heal the wound
and give the PC a permanent +1 bonus to Stamina (there is a
lifetime limit of +4 Stamina bonus regardless of the number of
times a PC is bitten by a spiraling pig cocker).
2 Lich lichen, aka, devil goat - while not a true lich and therefore
not undead, the lich lichen is a deadly king of the mountain
forests. Feared from time immemorable, the lich lichen is the
protector of forests and has held a hatred for mankind since
humans first discovered how to make fire. The lich lichen is
nearly 8’ tall, a massive human skeletal frame that is completely
overgrown with layers upon layers of greyish green lichen
11
which looks like crusty, scaly scabs of grey green camouflage.
The lich lichen blends well into its environment and will stand
motionless against a tree camouflaged from view waiting until
his victims are within reach of his 5’ arms. Unless the lich
moves, it is impossible to detect without the use of magic.
When it does move its limbs sound like tall trees creaking in a
stormwind. His physical attacks are preceded by a thunderous
roar as his jaw drops wide open, sounding like dry leaves
rustling together in a powerful storm (DC 13 Will save, or
stunned, -2 Personality, hearing loss, and falling to the bottom
of initiative for 2 rounds). His physical attack will be one of the
following (1d3): 1) strangle with his hands, 2) crush within his
embrace, or 3) stab with sharp, thorny bone hands. When a
victim is killed their essence is absorbed by the green lichen that
encrusts the lich, becoming brighter the more essence it absorbs.
If a PC is able to escape his grasp, check for open wound
injuries (DC 14 Fort save) otherwise the PC has been scratched
or cut, which will heal normally but the is infected. In 1d30 days
the PC will become sick, causing -2 Stamina and Strength for
1d7 days. Afterwards, the PC notices their skin is becoming dry
and scaly, and their nails and hair become grey-green lichen (-3
to Personality until healed by magic).
The lich has no magic ability, but has the unnerving ability to
instantly shift its position by 5’ in any direction at will (1d7,
successful shift on a 1-6), making retreat virtually impossible. It
will also use this shifting ability to avoid any attack. The lich
lichen is especially susceptible to fire attacks, taking double
damage from them.
The lich lichen travels with a goat companion that walks on its
hind legs and is able to speak. Like the lich lichen, its voice
sounds like the rustling of dry autumn leaves in the trees, only
softer and gentler, like on a light breeze. The goat’s coat is the
color of the twilight sky, its eyes are all white, and its tongue is
bifurcated like a snakes. Its horns and hooves are covered in the
same lichen as the lich’s body. The goat will attempt to distract
the party and draw them closer to the lich so he can attack. If
12
the party tries to attack the lich, the goat will attack them with
(1d3): 1) horns, 2) acidic bite, or by 3) kicking. If the goat is
pierced by a weapon, a blinding white shaft of light will pour
from the wound into the eyes of the attacker (DC 13 Ref save or
it immediately causes 1d4 rounds of blindness). Any who are
killed during an encounter will have their flesh devoured by the
goat.
Blood jelly fungus: Init +0; Atk special; AC 10; HD 2d8; MV 10’;
Act 1d20+1d16+1d12; SP stamina drain, infection; SV Fort +0, Ref
+0, Will +0; AL N.
13
4 Witch's butter - a small slimy, greasy creature the color and
consistency of melted butter and the size of a pancake. They are
seemingly innocuous until they come into the presence of a
wizard. If the witch’s butter senses a wizard, it will swiftly
move to touch the spellcaster’s skin. Upon a successful attack,
randomly determine a spell from the wizard’s spell list. For a
period lasting 24 hours, the wizard suffers a -5 penalty to their
spellcheck when casting that spell. The wizard will be unaware
of this fact until they try to cast the spell. Enterprising
individuals have been known to pack witch’s butter into a
sealed glass jar, then hurl the trapped creature at a wizard. This
is a gamble, though, as each day spent in the sealed glass jar
gives the witch’s butter a 10% cumulative chance of dying if it
cannot feed on magic. [FA]
14
it thrust itself toward the character’s nose and mouth, hoping to
be sucked inside. If the attack is successful, there is no
immediate effect except for causing a sneeze and a slight cough.
No other symptoms will manifest for 1d6 turns. If the downy
mildew is not removed from the body by the end of the 1d6
turns (usually through magical means), bad things happen. The
character first notices a slowness of thought and action. All
initiative rolls and Agility checks are at -2. Within another 1d6
turns, chills and a fever set in. Spells used to attempt to remove
the disease are at a -4 on their spell check. After a further 1d6
turns, the character’s Agility, Stamina, and Strength are halved,
rounding up. When the character coughs or sneezes, small
clouds of downy mildew fly out of their mouth or nose. Those
who are in very close proximity will also become infected if a
successful attack roll is made. After another 1d6 turns, the
character loses all bladder and bowel control, and their breath
comes in rattling wisps. Personality score is cut in half at this
point, Agility, Stamina, and Strength are halved again. By the
end of this 1d6 turns, clouds of downy mildew fly out of all the
character’s orifices, forming another, full-strength downy
mildew, which nearby persons must make a DC 8 Personality
check or be drawn in by that cloud. No wonder, then, that this
strange creature is known as “The Death of Heaven on Angel’s
Feathers”. It can only be attacked with fire or by magical means
- weapons have no effect on it at all. [FA]
15
overall size of the heliozoa. They are small but vicious and will
attack any animal or human they become aware of. They move
by rolling on the spiny stalks and are capable of surprising
speed, and attack by flinging themselves at any unprotected
area of their victim (DC 12 Ref save to avoid for each star). On
contact, poison-tipped barbed appendages jut out of the micro-
tubes and lodge inside their prey’s flesh. The poison causes
paralysis of affected limbs (DC 15 Fort save to resist). Once
affixed, the heliozoa begins feasting slowly on the victim’s
blood. The astral heliozoa does this enmasse as a pack, leaving a
victim covered in a multitude of heliozoa, each one attached by
several barbed appendages. Removing them is difficult and
painful, causing 1d3 damage for each appendage. Fire will kill
them, but the lodged barbed appendage will still cause damage if
removed without surgery or magic.
16
food is extremely dangerous.
Close inspection of the shroom ape’s fur coat will reveal that
the fur is not hair. Their fungal bodies are covered in thin black
worms that shelter in the hundreds of thousands of pores
covering the shroom ape’s fungal body. These worms must be
cleaned off before the ape’s flesh can be consumed.
Shroom apes: Init +2; Atk spear +2 melee (1d5) or club +2 melee
(1d4) or thrown weapon +4 missile fire (1d3); AC 8; HD 2d5;
MV 40’; Act 1d20; SV Fort +0, Ref +2, Will +0; AL N.
17
assailant that sticks and burns like napalm. The napalm
golem was magically created by a bitter and resentful
Heliculture Alchemist in his lab nearly one hundred years
ago. It has wandered the continent searching for its
creator, inadvertently setting thousands of villages on fire
while defending itself against attacks.
18
Fire spore puffball: Init +0; Atk none; AC 5; HD 1d6; MV
0'; Act 1d20; SP spore combustion; SV Fort +0, Ref +0,
Will +0; AL N.
19
diseased rotting flesh, wurms, etc., in every direction
within a radius of 200’. DC 15 Ref save to avoid being hit
by flaming offal causing 1d4 damage for every round it
takes the PC to remove the flaming waste from their
body.
20
infection and disease. If the PC is infected, their skin
begins turning black and slippery within a week, smelling
like hell and oozing off (-6 Personality as the rotting odor
of infection becomes too much for the party to withstand.
This infection can only be healed by either amputating
infected limb immediately or by healing magic).
crud burro
23
water. Once its victim is below the surface it will flood the
unfortunate soul’s mouth and nose with slime, then, once
subdued, coat the prey's body. At this point the slime's behavior
can follow three different courses of action (1d3): 1) suffocate its
victim and slowly devour it in the water as the body decays, 2)
suffocate the victim and animate the body, using it like a puppet
to attack the party, or 3) assume a symbiotic relationship with
its victim where it will generate oxygen for the victim to
breathe underwater. If it takes this action the victim will live
the rest of their life underwater and can never move beyond 10’
of the water's edge, lest the slime suffocate it.
24
Fen henchman: Init +4; Atk special; AC 8; HD 3d6; MV 30’;
Act 1d20; SP suffocate (each round, DC 13 Fort save or -1
Stamina and 1d3+1 damage); SV Fort +2, Ref+5, Will +3; AL N.
25
become ensnared. Like a spider web it is sticky and adheres to
its prey. Once caught, it injects poison into the victim through
1d14 barbed proboscis and begins siphoning bodily fluids to feed
the colony. As the universal veil draws blood it fills its thin
sheet body and becomes a thick cushion that will drown the PC
in their own blood in 1d10 turns. Attempts to cut the veil off the
victim will likely be fatal for the PC since all parts can act
independently and the proboscis will continue siphoning the
victim’s blood, draining the body in 3d5+4 turns.
Universal veil: Init +3; Atk special; AC 13; HD 3d8; MV 0'; Act
1d20; SP blood-siphoning with barbed proboscis (DC 15 Ref save
or 1d3-1 damage per round. Ripping a barbed proboscis out of
flesh causes 1d4 damage, DC 18 Fort save to avoid); SV Fort +5,
Ref +0, Will +0; AL N.
26
are a result of this event. This may also be the cause of reports
of spontaneous 'Astral-Consciousness’ and the sudden
ascension of ordinary humans to godhead status.
27
drumpfungi
28
contact with it will cause them to become violent against the
party. Restrained mesmerized PCs will scream, making it
dangerous to try to hold them back when secrecy or discretion
is important.
Rikert's radioleria
30
flatulence. Once an hour the slime becomes over-inflated from
poisonous gasses that ferment within its network of inner
cavities and releases these noxious vapors in a series of roaring
emissions. When it senses body heat in its environment, it
becomes excited and more bloated, and it will use the gasses as
an offensive attack blasting its fumes and a spray of bile out of
several of its numerous orifices. Anyone within 20’ of the slime
must roll a DC 13 Ref save or suffer 1d3 damage. If an open
flame is within ten feet of St. Christie’s bile, the gas explodes in
a 30’ diameter fireball causing 1d7 damage.
St. Christie's bile: Init +0; Atk special; AC 10; HD 2d6; MV 1’;
Act 1d20; SP spew noxious gas; SV Fort +1, Ref -2, Will +0; AL
N.
31
active. It has no odor until it comes in contact with skin, when
it emits a variety of smells (roll for odor). Typically it is
encountered among the skeletal remains of its past victims. An
unwary adventurer may pick up the helmeted skull of a long
dead victim and dust off or blow off the mold. Once airborne it
settles all over the exposed flesh of the fool who disturbed it and
any nearby members of the party within 15’. On contact the PC
must make DC 12 Fort save or it changes to a bright flaming red
and begins devouring layers of flesh. Beware any piles of
weapons, armor, treasure and skeletal remains, that is a good
indication that skull dust lies waiting. Fire is its only enemy.
26 Manky ditch weed - despite the name, manky ditch weed is not
a weed or plant. This is a slime that grows tall weed-like stalks
which actually look like 6”-12” thick hair follicles. Its color
varies (roll for visual description) but it often absorbs color
from its environment. Its odor is strong but varies (use order
table). The top ends of the follicles have what look like small
black seeds, but are actually eyes that only detect light/dark and
motion, but through the use of hundreds of these tiny eyes it
can determine size and distance of moving objects. It grows in
swampy low-lying areas, drawing its name from frequently
being encountered in ditches along the side of lesser traveled
roads. If a PC steps off the path into a patch of manky ditch
weed, the slime will wrap its stalks around the PC’s ankles
attempting to trip them (DC 10 Ref save or fall into the body of
the slime which is like a pool of sticky, slippery, acidic digestive
bile), then the slime stalks will wrap around the PC’s arms,
legs, head and torso, excreting flesh-dissolving acid each turn
they are trapped. Any party members attempting to save the PC
must make a DC 6 Ref save or suffer the same fate.
32
Manky ditch weed: Init +0; Atk special; AC 6; HD 1d4; MV 0';
Act 1d20; SP flesh-dissolving acid (DC 16 Fort save or 1d3
damage each round); SV Fort +0, Ref +0, Will +0; AL N.
mutitan
33
reanimator slime
34
Reanimator slime: Init +4; Atk as body part type +2 melee; AC
11; HD 1d5 for each body the reanimator has merged, MV 20’;
Act 1d20+1d14 for each additional body merged; SV Fort +6, Ref
+3, Will +7; AL C.
35
hagbear
36
Hagbear: Init +3; Atk bite +3 melee (1d3) or claw +3 melee (1d3)
+ special; AC 10; HD 2d8; MV swim 30’; Act 1d20+1d16; SP drag
victim (upon a successful attack, victim is pulled in and
squeezed for 1d4 additional damage and crushed by the
hagbear’s jaws for 2d5 additional damage); SV Fort +2, Ref +1,
Will +0; AL N.
37
Reanimator Slime Body-type Determination Sub-table
a Body type (1d3): 1) single humanoid, 2) single animal, 3) multiple
bodies. If multiple, roll the number of bodies (3d4): odd result)
animal bodies, even result) human bodies.
b Animal body parts. Roll 1d24 for each animal body to determine
type, then roll 1d3 for each type to determine condition: 1)
recently killed, 2) decomposing, 3) skeletal:
1 Vulture head and neck (bite/1d3-1 damage)
2 Deer legs (kick/1d3-1)
3 Snake head and body (bite/1d3-1, poisonous venom DC 12
Ref save)
4 Turkey talons (claw/1d3-1)
5 Wolf head (bite/1d3)
6 Wolf legs (claws/1d3)
7 Extra-large goat head (horn ram/1d3, or bite/1d3)
8 Bear arms and claws (claw/1d6)
9 Bear head, neck and shoulders (bite/1d6+1)
10 Mouse torso and head (special: this body part will always
be attached to an appendage that can come in contact with
an opponent and it is always a recent kill that was rabid
and can still infect others. Bite/DC 17 Fort save or
contract rabies)
11 Extremely large eagle wings, eight foot wingspan (no
attack or damage).
12 Deer stag head, neck, and shoulders (stab with horns/1d5,
or bite/1d3-1)
13 Octopus tentacles (I don’t know how it got them, but it
did. Must be recent. Crush/1d3)
14 Mountain lion legs (claw/1d3)
15 Mountain lion head, neck, and shoulders (bite/1d3+1)
16 Unknown arms (gorilla-like, maybe sasquatch (hit/1d2, or
crush/1d4)
17 Unknown head, neck and shoulders (gorilla-ish but a bit
human like (bite/1d3)
18 Huge 4’ lamprey eel-like body and 2’ mouth with massive
rows of teeth (bite/2d4)
38
19 Shark head (bite/2d5)
20 Massive snail head and portion of torso. Size of a pony’s
head with tall eye stalks. Must be recent. (bite/1d2)
21 Alligator head (bite/2d4)
22 Alligator tail (club/1d4)
23 Cow head (bite/1d2)
24 Egret head and neck (stab with beak/1d3)
c Human body parts. Roll 1d7 for parts, then roll 1d3 for each type
to determine condition: 1) recently killed, 2) decomposing, 3)
skeletal:
1 Woman’s head, neck and shoulders (bite/1d2)
2 Man’s head, neck and shoulders (bite/1d2)
3 Child’s head, neck and shoulders (bite/0)
4 Adult arms (hit/1d2)
5 Child’s arms with sharp jaw bone knife (knife/1d3)
6 Adult legs (kick/1d3)
7 Child’s legs (kick/0)
39
What’s This Crap!?
d50 Crud Color and Texture Calculator
When using this chart for powdery molds, use only the colors
described unless other parts of the description are applicable. Do
not be afraid to mix and match, or roll a few and combine
favorite parts from each description.
Roll d50 and apply the effect. The judge may need to use a bit of
imagination when creating a random crud. Plan sensible
adjustments that will apply these effects in a manner consistent
with any previously determined crud type, color, and texture.
48
21 Temporary Change to Strength. This is a crud magic effect.
After contact, the PC’s Strength changes by 2d3-1 (50/50
chance for either loss or gain) for 1d24 hours. If a “24” is
rolled, the PC is affected for a full day plus an additional
1d24 hours, continuing to add days as needed.
22 Temporary Change to Stamina. This is a crud magic effect.
After contact, the PC’s Stamina changes by 1d3+2 (50/50
chance for either loss or gain) for 1d24 hours. If a “24” is
rolled, the PC is affected for a full day plus an additional
1d24 hours, continuing to add days as needed.
23 Temporary Change to Intelligence. This is a crud magic
effect. After contact, the PC’s Intelligence changes by 1d4
(50/50 chance for either loss or gain) for 1d24 hours. If a
“24” is rolled, the PC is affected for a full day plus an
additional 1d24 hours, continuing to add days as needed.
24 Temporary Change to Agility. This is a crud magic effect.
After contact, the PC’s Agility changes by 1d5 (50/50 chance
for either loss or gain) for 1d24 hours. If a “24” is rolled, the
PC is affected for a full day plus an additional 1d24 hours,
continuing to add days as needed.
25 Temporary Change to Personality. This is a crud magic
49
effect. After contact, the PC’s Personality changes by 1d4+1
(50/50 chance for either loss or gain) for 1d24 hours. If a
“24” is rolled, the PC is affected for a full day plus an
additional 1d24 hours, continuing to add days as needed.
26 Temporary Change to Luck. This is a crud magic effect.
After contact, the PC’s Luck changes by 1d6 (50/50 chance
for either loss or gain) for 1d24 hours. If a “24” is rolled, the
PC is affected for a full day plus an additional 1d24 hours,
continuing to add days as needed.
27 Paralysis of Exposed Limb. Upon contact of any body part
with this crud, the PC must make a DC 12 Fort save or
suffer paralysis of that part lasting for 1d24 turns. When
rolling 1d24, if the result is 8 or over, the PC must make
another DC 10 Fort save at the halfway point of the effect
duration or the paralysis spreads to an additional nearby
body part for the balance of the effect duration.
28 Temporary Omniscience. After ingesting crud orally or
from breathing in spores, mold, or vapor, the PC must make
a DC 16 Fort save or develop temporary omniscience. When
the PC comes in direct contact through touch with an item
or NPC, the omniscient PC instantly knows all there is to
know about it/them. This includes magic items, how an
item functions, understanding any language or symbols,
ancient forgotten knowledge, NPC motives, plans, health,
true feelings...everything, but only if there is direct contact.
An item belonging to an NPC will not reveal knowledge of
the NPC, only information about the item’s own history,
which includes belonging to the NPC. This effect lasts for
1d24 hours. If in a structure, the PC can touch the walls of
the structure and know the layout of the building (plus traps
built into it, when it was built, by whom, how long it took,
materials, etc.), but not what each room contains or where
NPCs might be within it.
50
29 Temporary Omnipresence. After ingesting crud orally or
from breathing in spores, mold, or vapor, the PC must make
a DC 16 Fort save or develop temporary omnipresence. The
PC is overwhelmed with information as everything within
1d5 miles is known and felt simultaneously. Parsing this
information is impossible. The PC is reduced to a quivering
mess for 1 turn as they deal with suddenly sensing, feeling,
seeing, smelling, hearing, knowing everything happening
over a wide area all at once. This effect lasts 1d12 hours.
After the first turn the PC is able to communicate with the
party. The PC can answer questions about what is
happening at the exact moment asked. Precise answers are
given but interpretation of the info is impossible for the PC.
The judge will supply the answers to the PC who will
decide what to divulge, if anything at all. For example, Q:
Where is the Napalm Golem right now? A: 1500 feet away.
Q: Is it heading this way? A: It is facing north (PC can only
see where it is in that split second). Q: Is it moving our
way? A: It has moved (PC is only able to compare this
second to the previous second). Q: Is there an exit from
here? A: There are many exits from this building (PC is
unable to think of the question in reference to themselves
and their immediate surrounding since they are now present
everywhere, mentally occupying every space within miles
of where their physical body is).
30 Duck Lips. Crud slime sprays or spores blast from mold or
fungi. DC 17 Ref save or the PC’s lips are painfully drawn
tight, harden, turn orange, and become elongated in the
course of 1d3 turns, like a duck bill. The effect lasts for 1d14
turns. During this time, the PC suffers a -4 to Personality,
finds drinking and eating difficult, and their speech is
slurred and hard to understand.
31 Extra Dimensional Communication. After ingesting crud
51
orally or from breathing in spores, mold, or vapor, the PC
must make a DC 14 Fort save or immediately become
cognisant of extra dimensions. The PC becomes incapable
of navigating their environment for 1d6 turns as they now
see incomprehensible angles and perspectives and colors
that do not exist, hear sounds that that are felt like
emotions, feel textures without touch but which are instead
experienced as taste, if taste was a mathematical equation
calculated through pain. While affected, the PC feels the
presence of an unseen entity outside of the party’s present
dimension that is trying to give the PC an item, which
appears to be a small, hyper-dimensional, brass colored
metal key. If the PC rejects the item or attempts to fight the
presence, the entity curses the PC then leaves, resulting in
-3 to Luck and corruption of a random body part. Roll 1d5
for the body part: 1) right leg; 2) right arm; 3) head; 4) left
arm; 5) left leg. Roll 1d4 for the corruption: 1) limb replaced
by, or head covered with, fleshy squid- like tentacles; 2) 1d8
horn like shafts; 3) bubbling pustulant raw always burning
flesh; 4) body part is growing volcanic rock that must be
chipped back down to normal size at least once a week. All
corruptions cost the PC -3 to their Personality. If the PC
accepts the item, they have accepted the most destructive
tool that has ever existed in this dimension in all of history.
The key acts as an anchor for the extra dimension tethering
it to this one. Seven keys need to be planted here to
successfully open a permanent portal from that dimension
to this. The key acts as a beacon, attracting the attention of
chaotic mages. Parties that these PCs don’t want to ever run
into are already aware that the first key is here. Many want
to be its keeper. The PCs now top the most wanted list of
the most chaotic evil entities in this universe, but have no
clue what the key is and never will until it’s much too
52
late…unless somebody sniffs some omniscience goo.
32 Causes Difficulty Breathing. For 1d10 turns the PC has
difficulty breathing: -3 Stamina, -2 Strength, -2 Agility, and
-1 Intelligence.
33 Causes Complete Fearlessness. DC 17 Fort save or victim
does not have the ability to assess risk. All bonus modifiers
are doubled for 1d10 turns (this means a +2 bonus becomes
+4, but a -2 penalty becomes -4, etc.).
34 Causes Seizures. The PC loses consciousness and control of
their body. DC 12 Fort save or they suffer 1d3 damage from
the fall and seizures.
35 Psychedelic. The PC is unable to do anything but stare at
psychedelic hallucinations for 1d8 turns. Intelligence and
Personality are temporarily halved, rounded up, and the PC
utters strange phrases like “far out, man” and “Dave’s not
here, man”. [FA]
36 Catatonic State. The PC is unable to move for 1d10 turns,
after which the PC moves at ½ normal movement for
another 1d10 turns.
37 Caustic to Touch. Any part of a body that touches the crud
will be damaged immediately, no saves. If a PC initiates
contact it causes 1d4 damage to that PC. If somehow the
crud initiates contact, the judge rolls 1d5 to determine the
severity of the contact, rolling 1d4 the number of times
indicated on the d5, then tallying the results. If the total
exceeds the PC’s current hit points, the entire limb afflicted
is dissolved and the PC has passed out. If the PC’s head or
torso is afflicted, sorry, the PC is dead. Yeah, it sucks, I
know.
38 Target Falls In Lust With First Person/Creature They See.
The PC has no self-control for 1d6 turns. [FA]
39 Sensation of Bugs Crawling Underneath Skin. [FA]
40 Tickling. The PC is affected by a feeling of extreme
53
tickling. [FA]
41 Loses Memory of Previous Hour. This includes any
memorized spells. [FA]
42 Uncontrollable Screaming. The PC screams uncontrollably
for 1d6 turns, but without any other fearful symptoms. [FA]
43 Complete Loss of Bowel and Bladder Control. The PC
suffers -2 to Personality until cleaned. [FA]
44 Muscular Necrosis. DC 15 Fort save or muscles in area of
contact begin to die and the affected area turns black. The
PC suffers -1 Stamina and -1 Strength every two months
until either healed by magic or affected limb is amputated.
If not resolved after four months the necrosis moves to an
additional body part. [FA]
45 Extreme Hunger. The PC will eat the nearest anything
with abandon for the next 1d6 turns. [FA]
46 Electrical Shock. The PC takes 1d12 damage and must make
a DC 12 Fort save or be stunned for 1d4 rounds. [FA]
47 Instantly Rusts Metal. [FA]
48 Break Out in Itchy Pustules. The PC suffers -1 Agility and
-2 Personality for 1d6 turns. [FA]
49 Hemorrhagic Reaction. The PC loses 1 hp/round for 1d4
turns. [FA]
50 Allergic Reaction. The PC’s eyes swell shut, and mucous
abounds causing -4 to attacks for 1d6 turns [FA]
54
What’s This Crap!?
d50 Cruds Odor Description Generator
56
What’s This Crap!?
d50 Crud Naming Device
Simply roll a d50 twice. The judge decides which result to assign
to the prefix and suffix. Go with whatever order sounds the most
doomed and diseased!
Editors
Forrest Aguirre, Steven Bean, Daniel Bishop, Jon Carnes,
Keith Garrett, Jason Hobbs, Tony Hogard, Michael Jones,
Duncan McLastName, Jonathan Nichol, James Pozenel,
Jim Skach, Tim Snider, Noah Stevens, Doyle Tavener,
David VC, Laura Rose Williams, Paul Wolfe
Proofreaders
Reece Carter, Samuel Dester, Jason Hobbs, Tony Hogard,
Aaron Koelman, Ryan Moore, Jonathan Nichol, Jim Skach
60
The 2016 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, contact info@goodman-
games.com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original
creator.
Table of Contents
Volume 1: Men, Magic & Drink
PC Classes
Hot-Dog Suit Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Halfling Hucker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Rituals & Spells
Fantastic Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Enhanced Spellburn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Skeletal Heap (Thief Spell) . . . . . . . . . . . . . . . . . . . . . . 30
Drunk’s Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Random Tavern Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Fantasy Food Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
House Rule: Adventuring Companion . . . . . . . . . . . . . . . . . . . . 46
The Art of Infighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Missing Player Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Peasant Draft. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
4
50 Cursed Magic Trinkets
By Jon Hershberger
By Keith A. Garrett
- 17 -
15 gelatinous cube shots
16 giant bee honey
17 Gnomish ale
18 gremlin puffs
19 griffon and dumplings
20 hippogriff with dressing
21 juvenile hydra with meatballs
22 kraken scampi
23 lotus-fruit salad
24 mandrake tea
25 manticore skewers
26 mermaid roe
27 minotaur brisket
28 mummy jerky
29 oliphaunt steak
30 orc chops
31 ouroboros rings
32 peryton venison-wings
33 phoenix drumsticks
34 pickled eye of the beholder
35 pixie pie
36 pot pie of holding
37 roasted satyr
38 roc egg omelet
39 sautéed shrooman
40 sea serpent stir fry
41 self-heating dragon ribs
42 Sezrekan’s stout
43 slime dip
44 sprite with lemon and lime
45 treant salad
46 unicorn kebab
47 warg stew
48 wyrm casserole
49 yeti milk
- 18 -
d50 Memorable Personality Quirks
By R.S. Tilton
- 20 -
d50 Smells
- 22 -
50 Tavern Names
and their
Crusty Crotchety Proprietors
By Jon Hershberger
- 23 -
13 The Tipsy Tankard Else Nygaard
14 The Thirsty Stirge Heidi Thorstensen
15 The Salty Pelican Jens Haugland
16 The Double Down Persi Torres
17 The Blue Moon Millicent Windermere
18 The Tankard and Board Augustus Yarborough
19 The Salt Mine Ned Diggins
20 The Other Place Miles Scroggs
21 The Crooked Crocodile Felix Hardcastle
22 The Armadillo’s Hole Mo Crawford
23 The Electric Cactus Pete Jepson
24 The Hitchin’ Post Clark Murfin
25 The Day’s End Inn Simon Ryxx
26 The Fjord’s Crossing Inn Nikolai Brevik
27 The Ent’s Hollow Sibyl de Ville
28 The Gorgon’s Gullet Baldwin Witherden
29 The Hungry Halfling Marco Tallfellow
30 The Kilted Yak Albin Nutt
31 The One-Eyed Troll Emma Olivair
32 The Smuggler’s Inn Colin MacEnroe
33 The Traveler’s Tap Room Evan McCurry
34 Riverside Inn Happy Carlisle
35 The Ram’s Horn Albert the Stout
36 The Marooned Mermaid Raphael Stott
37 The Crow’s Nest William of Brightwood
38 The Anchor Inn Sandy Crenshaw
39 The Port O’Call Sebastian Peake
40 Trader’s Tavern Piers Bainbridge
41 The Salty Dog Walker Fitzroy
42 Two Stoned Trolls Winifred Radcliffe
43 Sailor’s Landing Captain O’Malley
44 Black Bear Lodge Ortolf the Tall
45 Pilsner Haus Jorge Schroeder
46 Beck & Company Johan Beck
47 Paddy’s Paddy O’Conner
48 Mutton Hollow Gibbs McKee
49 Bock’s Inn Fredrick Bock
- 24 -
d50 Treacherous Temple Name Generator
By Jon Hershberger
Illustration by Aileen Snyder
- 26 -
3 Baleful Castle Ample All-hearing Brother
- 27 -
12 Dazzling Demesne Bountiful Crying Eye, The
- 28 -
21 Ghostly Kastle Evil Groaning Half-Sister
- 29 -
30 Mournful Oratory Impish Never-sleeping Mother / All-
Mother
31 Mystical Pagoda Joyous Punishing Old Men
Serpent/Serpent
- 30 -
39 Secret Seat Scarred Teetering
King
- 31 -
48 Woeful Vessel Venerated Weeping Witch-King
Bonus content: At very nearly the 11th hour before the completion of the
present Index, your humble editor came into possession of certain knowledge
about a forthcoming publication – the 2016 Doug Kovacs Sketch Book – which
contains DCC RPG information that would be suitable for inclusion in the
‘Zine Index. Accordingly, the Sketch Book has been mined for content and
index entries referencing that content have been included herein.
The Index presents the ‘zine articles alphabetically under the following
Categories:
Adventures Patrons
Gadgets & Gear PC Classes & Races
Magic Items Rituals & Spells
Monsters Rules, Rumors & Campaign Seeds
NPCs Other Miscellany
The following reference notation indicates the ‘zine name abbreviation, the
‘zine issue number, and the beginning page number for the listed index entry:
ZZZZYYXX, where
ZZZZ refers to the specific ‘zine name abbreviation,
YY refers to the ‘zine issue number, and
XX refers to the beginning page number
The Index uses the following name abbreviations in place of the actual ‘zine
names throughout the Index to conserve space:
Name
‘Zine Name Abbreviation
Black Powder, Black Magic BPBM
The Cities of Zorathi CZOR
CRAWL! CRWL
Crawling Under a Broken Moon CUBM
Crawljammer CJMR
Crawljammer Demon Drums CJDD
D.A.M.N.! DAMN
Dungeon Lord DLRD
The Gongfarmer’s Almanac GA##
The Metal Gods of Ur-Hadad MGUH
Myassari MYAS
Prayers of the Forgotten POTF
Sanctum Secorum SSEC
Sanctum Secorum Christmas Bonus SSCB
The 2016 Doug Kovacs Sketch Book DKSB
Note: the completed Gongfarmer’s Almanac articles and other content have
been added to the list of Index entries as these articles are available and have
generally been assigned their page numbers. Where those page numbers are yet
to be determined, the page numbers have been left blank (to be added with a
future Index update). The Gongfarmer’s Almanac zine entries in the Index are
referenced as follows ZZZZ = GA## (Gongfarmer’s Almanac Year Number),
YY = volume number, and XX = beginning page number.
- 33 -
DCC RPG Master ‘Zine Index
Adventures
- 34 -
Oblivion Syndicate and the Millennial Mead, The . . . (level 4) . . . . . GA160629
Orm Lies Down on Punjar, The . . . . . . . . . . . (any level) . . . . . . . . . . GA160404
Palace of Alkmeenon, The . . . . . . . . (level 2) . . . . . . . . . . . . . . . . . . . . SSEC1407
Prison of Orvun the Corrupted, The . . . . (low to mid levels) . . . . . . GA160439
Rail Tunnels of the Delphia Beast, The . . (variable level) . . . . . . . . CUBM1310
Recruitment Day for the Perilous League . . . . . . . . . . . . . . . . . . . . . . CJMR0621
Red Planet Rendezvous: The Arcadian . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0218
Red Planet Rendezvous: The Phaseship of the Starmongers . . . . . . . CJMR0321
Secrets of the Serpent Moon . . . . . . . . . (any level) . . . . . . . . . . . . . MGUH0208
Snow Queen, The . . . . . . . . . . . . . . . . . (level 4) . . . . . . . . . . . . . . . . DAMN0144
Space Pirates from Beyond the Grave . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0420
Spine Wizard’s Closet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DKSB16__ __
Starcophagus of the Crimson Prophet . . . . (any lvl) . . . . . . . . . . . . MGUH0224
Street Kids of Ur-Hadad . . . . . . . . . . . . (any lvl) . . . . . . . . . . . . . . . MGUH0108
Tainted Forest Near Thorum, The . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0403
Tomb of the Thrice-Damned War-Witch . . (level 4) . . . . . . . . . . . . . GA150342
Tomb of Zarfulgar the Lost, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .DLRD0122
Until the Sun Goes Down Forever . . . . . . (any level) . . . . . . . . . . . . . GA160412
Vault of Ash, The . . . . . . . . . . . . . . . . . . (level 5) . . . . . . . . . . . . . . . . CJMR0801
Virtual Funnel, The . . . . . . . . . . . . . . . . . (0-level funnel) . . . . . . . . . . GA150644
Weird Worm-Ways of Saturn
(Crawljammer Adventure) . . . . . (level 5) . . . . . . . . . . . . . . CJMR0701
Worm Cult of Laserskull Mountain, The . . . (scaleable) . . . . . . . . . . . GA150355
Wreck of the Dimensional Skiff, The . . . . . . . . . . . . . . . . . . . . . . . . . POTF0116
Zeron Protocol . . . . . . . . . . . . . . . . (low-level) . . . . . . . . . . . . . . . . . . . GA160427
- 35 -
Common Armor Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1118
Common Homemade Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .CUBM1120
Compound Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1120
Crawljammer Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0107
Crawljammer Ships – The Axe, The Grinder,
and The Masher . . . (Floating Longships) . . . . . . . . GA160632
Crawljammer Ships – Battlecraft . . . . . . . . . . . . . . . . . . . . . . CJMR0107
Crawljammer Ships - Booster Transport . . . . . . . . . . . . . . . . CJMR0107
Crawljammer Ships - Deepspace Dreadnought . . . . . . . . . . CJMR0107
Crawljammer Ships - Floating Longship . . . . . . . . . . . . . . . . CJMR0107
Crawljammer Ships - Magically-Charged Rocket . . . . . . . . CJMR0108
Crawljammer Ships – Skullcraft . . . . . . . . . . . . . . . . . . . . . . CJMR0108
Crawljammer Ships - Space Hulk . . . . . . . . . . . . . . . . . . . . . CJMR0108
Crawljammer Ships - The Vanquisher (battlecraft) . . . . . . . GA160632
Crawljammer Ships - Void Ziggurat . . . . . . . . . . . . . . . . . . . CJMR0108
Dialectric Accumulator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1305
Discarded, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0723
Disrepair, Disarray, and Dysfunction . . . . . . . . . . . . . . . . . . . . . . . . CUBM0104
Firearms Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0818
Firearms Appendix I: Invaders . . . . . . . . . . . . . . . . . . . . . . . CRWL0818
Firearms Appendix R: References . . . . . . . . . . . . . . . . . . . . . CRWL0819
Firearms Appendix S: Submissions . . . . . . . . . . . . . . . . . . . CRWL0820
Firearms Appendix T: Firearms Critical Table . . . . . . . . . . CRWL0822
Firearms Fumble Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0823
Forgotten Tech of the Un Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0509
Forgotten Tech – Blast Ray . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0511
Forgotten Tech – Power Harnesses . . . . . . . . . . . . . . . . . . . . CUBM0511
Forgotten Tech – Power Sword . . . . . . . . . . . . . . . . . . . . . . . CUBM0512
G is for Garbage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0814
Grill Tank Bomb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1120
J is for Junkyard Gadgets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0820
K is for Keys & Klaxons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0822
Killin’ Time! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0221
Magic Items and Space Oddities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0317
Meat Fungus Pod (Marvelous Myriad Myconids Caverns) . . . . . . . . . GA150323
Pipe Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1121
Pneumatic Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1121
Power Fence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1305
Pressure Still . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1306
- 36 -
Promethean Lance, The (weapon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0319
R is for Robots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0910
Rare Armor Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1119
Saw Blade Slingers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1121
Scrap Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1121
Slingshot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1121
Solar Saber, The (Patron Object) . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0421
Techno-necromancer Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Helm of Seeing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Additional Arm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Sphere of Unmaking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Regeneration Choker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Retractable Claws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Should Enhancements of the Prophet . . . . . . . . . . . . . . . . . . GA160609
Girdle of Devouring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Reinforced Arm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Laser Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Staff of Despair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Gauntlet of Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Knuckles of Detonation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Hood of the Fallen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Skull of the Outer Reaches . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Eye Implant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160610
Gravesword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160610
Demontooth Necklace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160610
Mirrormask of the Departed . . . . . . . . . . . . . . . . . . . . . . . . . . GA160610
Reaper’s Scythe, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160610
Trains, Planes and Mobile Suits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0705
U is for UFOs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0916
Water Shoes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1306
Weapons of the Wastelands. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0114
Weapons of the Wastelands – Grenades . . . . . . . . . . . . . . . . . . . . . . CUBM0212
Weapons of the Wasteland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1118
Your Animal and You . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0305
Cow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0305
Duck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0305
Goat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0306
Goose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0306
Hen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0306
Herding Dog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0306
Sheep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0306
Sow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0306
X is for Xenotech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0922
- 37 -
Magic Items
- 38 -
Energy Cannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0214
Eye of Argalest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0118
Eye of Obitu-Que, The (The Eye of Obitu-Que) . . . . . . . . . . . . . . . . . GA150254
Eye of Occultation (Objects of Wonder) . . . . . . . . . . . . . . . . . . . . . . . . GA150214
Finding Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0706
Finnrikur’s Silver Torc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0122
Fire Grenade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0214
Flammenshild . . . . . . . . . . . . (artifact) . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0118
Fog of War, The (Items to Die For) . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150212
Frostfire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1211
Glain, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0107
Goblet of Seeing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160334
God’s Flesh . . . . . (armor) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0110
Gorgosaurus Sword (Marvelous Myriad Myconid Caverns) . . . . . . . . GA150325
Grimoire of Eibon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Harrow (Items to Die For). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150212
Heirloom Weapons in DCC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0222
Indigo Signalman’s Lantern, The . . . (artifact) . . . . . . . . . . . . . . . . . . BPBM0335
Indigo Steel Badge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0205
Iron Rings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0308
Items to Die For . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150212
Kringle’s Rod of Holiday Wonderment . . . . . . . . . . . . . . . . . . . . . . . . SSCB1505
Legendary Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0213
Longreaver, +1 Longaxe of Skal Silverhand . . . . . . . . . . . . . . . . . . . . DAMN0122
Magic Wand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0316
Magor’s Manacles (Items of Power) . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0207
Mask of Power (Luchador) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150124
Melnibonean Vitality Drugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0407
Mirror of Memory, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0408
Mirrors of Quick Getaway . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0423
Monolith, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0917
Moonstone Spectacles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0205
Nawa-ta, Soul Phylactery Medallion (Black Blood Pass) . . . . . . . . . . . GA150413
Net, hooked . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0918
Noose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0115
Obezaeth (Tomb of the Thrice-Damned) . . . . . . . . . . . . . . . . . . . . . . . GA150352
Objects of Wonder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150214
Oculus, The . . . (Crawljammer ship) . . . . . . . . . . . . . . . . . . . . . . . . . . GA160644
Orbs of the Crag Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0122
- 39 -
Pelagian Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150216
Pelagia’s Holy Vestments (Pelagian Equipment). . . . . . . . . . . . . . . . . GA150217
Pellet Ejector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0214
Plague Reaper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0312
Plague Specter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0312
Plague Zombie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0313
Portable Jellyfish (Pelagian Equipment). . . . . . . . . . . . . . . . . . . . . . . . . GA150218
Potion of Wondrous Things . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160633
Power Wagon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0213
Prince Prospero’s Candles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0310
Quigley’s Ever-Seeing Charm of True Sight . . . . . . . . . . . . . . . . . . . . SSEC1107
Quigley’s Never-Dulling Sword of Truth . . . . . . . . . . . . . . . . . . . . . . . SSEC1107
Ravenshroud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0119
Red Zinnium Door . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0828
Ring of Eibon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Ring of Gelatinous Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160322
Ring of Zin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0804
Ruby Eyes of Saint Osthenes, The (relic) . . . . . . . . . . . . . . . . . . . . . . POTF0110
Ruby Throne of Melnibone . . . . . . . . . . . (artifact) . . . . . . . . . . . . . . . SSEC0409
Rickenbastard (Axes of the Metal Gods) . . . . . . . . . . . . . . . . . . . . . MGUH0220
Rod of Robhal (Items of Power) . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0206
Sacrificial Chalice, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0828
Sanguine Resonator (Items of Power) . . . . . . . . . . . . . . . . . . . . . . . MGUH0207
Sarron Darkstar (Tomb of the Thrice-Damned). . . . . . . . . . . . . . . . . . GA150351
Shadowsword of Ith-Narmant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0721
Shambles of the Living God . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160435
Shell-headed Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0918
Solar Saber, The (Patron Item) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0421
Spirit Drum, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0108
Sport Riffle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0214
Staff of Hormagor, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Staff of Ice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0148
Stave of the Bethine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160450
Steel Sling-Whip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0215
Steering Wand (Objects of Wonder). . . . . . . . . . . . . . . . . . . . . . . . . . . GA150215
Sword of Diotrychus, The (relic) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0120
Sword of Earl Aubec, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0409
Sword of Merlin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0108
Talismans of Anti-Magic, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0320
- 40 -
Treader in the Dust . . . . . . (tome of magic) . . . . . . . . . . . . . . . . . . . . CJMR0826
Treasures of Eibon
Book of Eibon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Grimoire of Eibon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Ring of Eibon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Staff of Hormagor, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Treasures of Melnibone
Artists’ Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0407
Dragon Crown of Melnibone . . . . (artifact) . . . . . . . . . . . . SSEC0408
Melnibonean Vitality Drugs . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0407
Mirror of Memory, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0408
Ruby Throne of Melnibone . . . . . . (artifact) . . . . . . . . . . . . SSEC0409
Sword of Earl Aubec, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0409
Thieving Hand of Glamox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160328
Wall of Kovacs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150219
Wandering Eye, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160332
Wand of a Thousand Punishments (Black Blood Pass) . . . . . . . . . . . . GA150414
Wand of Teleportation (Marvelous Myriad Myconid Caverns) . . . . . GA150325
Yi’ao, the Flame (Items to Die For). . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150213
Zin’s Wizard Staff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0828
Monsters
- 42 -
Cobra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0137
Cobra, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1409
Compsagnathus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0128
Giant, concrete . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1007
Corpse Worm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0723
Corrupted Algae Slime Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160442
Crab, gigantic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0129
Crag Demon (Oruz) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0114
Crag Demon (Rai-Kren) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0105
Crawjammin’ on the Red Planet: Barsoom Bestiary . . . . . . . . . . . . . . . GA160613
Ape, white . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160614
Apt, white . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160615
Banth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160615
Calot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160615
Darseen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160616
Malagor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160616
Martian – Black Martian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160616
Martian – Green Martian (Thark) . . . . . . . . . . . . . . . . . . . . . GA160617
Martian – Red Martian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160617
Martian – White Martian (Thern) . . . . . . . . . . . . . . . . . . . . . GA160617
Martian – Yellow Martian . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160617
Orluk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160617
Plant Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160618
Sith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160618
Thark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160618
Thoat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160619
Zitidar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160619
Barsoom Encounter Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160620
Creator’s Dragon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0142
Creeping Willow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0513
Coma Cultist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160424
Crocodiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0128
Crocodile, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0103
Crocodile, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160518
Crystal Skulls, flaming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160518
Cyber-Hounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0131
Cyber-Zombies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0128
Cyberzombie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160611
Cyberzombie, enhanced . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160611
Cyclops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0128
Damned Banshees (Tomb of the Thrice Damned). . . . . . . . . . . . . . . . GA150348
- 43 -
Damned Skeletal Army
(Tomb of the Thrice Damned). . . . . . . . . . . . . . . . . . . . . . . . . GA150345
Damned Things . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0919
Dark Lilly (May Flowers) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150333
Deathbot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1009
Deathbot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1320
DeathJay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0710
Death Watch Beetle, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0412
Deep Elders, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1120
Demon Drummer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0108
- 44 -
Elk-women . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0103
Eohippus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0128
Evil Android . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0225
Faerie Slug . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DKSB16__ __
Fairy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0313
Falcon wolf (Cirque de Bizarre) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0210
Feral Tigerwoman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0226
Flower Zombie (May Flowers). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150334
Flying Attack Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0519
Flying Howler Monkey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0137
Flying Laser Ursine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1011
Forest Floor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160539
Forsaken . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0120
Forsaken, reavers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0121
Fridoline (demon, type IV) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0417
Fright of Ghosts (Hecate). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150244
Fruiti-Slush Ooze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1013
Fryder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1225
Fungaloid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0414
Fungoid, guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0511
Fung-Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0520
Fura’s Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0120
Fura’s Eyes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0120
Furious Warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0122
Gazette – Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160312
Holbog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160313
Silletheene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160312
Vennec the Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160314
Tigerfly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160315
Frozzax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160316
Gelt Killblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0110
Gelt Scholar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0108
Ghastly Ratmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0408
Ghost Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1409
Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150206
Ghouls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0129
Ghoul Hags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0314
Ghoul Unicorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0315
Giant Bloodworms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0712
Giant Flatworms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0712
- 45 -
Giant Muckworms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0713
Glarion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .CJDD0108
Gloom Hounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0524
Goblin Forager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0103
Golan, explorers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0133
Golan, hunters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0129
Golan, villagers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0129
Golan, warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Golem, avatar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1226
Golem, mud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0317
Golem, synth-flesh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160611
Golem, undead horror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0116
Goo-Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0223
Gowl, red . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DKSB16__ __
Greater Corruption Ooze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160420
Gray Demons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1414
Grey (Black Blood Pass). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150410
Grub Knight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150207
Hag of Hecate (Hecate) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150246
Harpy, jungle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1409
Hedgehogs, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0411
Hellish Razorback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0412
Hexopus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Hoppard Kin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0709
Horned Monster (Wendigo) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0605
Hornet, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0129
Hounds from Hell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0523
Howling Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0133
Hungry Dead (Hecate) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150245
Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1308
Hydra Worm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0720
Ice Ghouls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0146
Icon of Tsathoggua . . . . . (Area 2-6) . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0816
Imp, undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0810
Ink Wraith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1212
Invisible Guardians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0432
Iormungar, sea dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1213
Jack Frost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSCB1508
Jack-O-rang-utan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1015
Killer Dolly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSCB1508
- 46 -
Klarashton, The (demon, type VI) . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0815
Leopards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Lich . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1213
Living Flesh Mound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0415
Lizard, raker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0104
Lizard, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0133
Lizardmen, green . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0429
Lizardmen, red . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0221
Lobstrosity (Alien Crustacean)
(Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0122
Loper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1308
M is for Mutants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0826
Macrobius’ Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0416
Malcupine, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0329
Malllock (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0321
Man-Eating Cowslip (May Flowers) . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150334
Mannekills (Undead) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0124
Martian Genetically-Altered Rage Zombies . . . . . . . . . . . . . . . . . . . . CJMR0230
Martian Skeleton Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0806
Martian Skeleton Men, advanced . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0808
Martian Skeleton Men, commander . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0809
Martian Skeleton Men, undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0810
Mech, heavy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0712
Mech, light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0711
Mechanical Brain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0705
Mechanoid Soldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0519
Medusa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0142
Men-Beast-with-Elephant-Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0412
Mermaid, Argonian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0511
Migjoyon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Mimic . . . . . . . . . . . . . . . . . . . DLRD0315
Mimic, beaker . . . . . . . . . . . . . DLRD0316
Mimic, chest . . . . . . . . . . . . . . DLRD0316
Mimic, chest . . . . . . . . . . . . . . DLRD0117
Mimic, door frame . . . . . . . . CRWL0414
Mimic, pipe . . . . . . . . . . . . . . . DLRD0316
- 48 -
Reptile Ghouls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0109
Reptilian, chieftain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0108
Reptilian, elite. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0108
Reptilian, female . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0107
Reptilian, female, muscular . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0107
Reptilian, warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0107
Revenant of Zin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0826
Rhamphorhynchus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0135
Rheddosus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0135
Ring Bats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0714
Robo-Lich (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0215
Robonanny . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0216
Robot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0626
Robot Gunner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0433
Robotic Phase-Hounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0326
Rock Monster Eagle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0606
Rock Terror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0617
Rock, traveling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0608
Rot Grub . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0318
Rust Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0318
Sabre-Tooth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Sadodaemon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0119
Sandcat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1309
Scorpion, giant skeleton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0436
Scorpion Monkey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0103
Scorpionoid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1126
Scut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0717
Sea-Slug . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1309
Sea-Slug, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1310
- 49 -
Self-Generating Crud Toolkit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160707
d30 Crud Creature Compendium . . . . . . . . . . . . . . . . . . . . . . . GA160710
Spiraling pick cocker . . . . . . . . . . . . . . . . . . . . . . . . . . GA160711
Lich lichen (devil goat) . . . . . . . . . . . . . . . . . . . . . . . . GA160711
Twilight Goat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160713
Blood jelly fungus . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160713
Witch’s butter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160714
Gabriel’s stinkhorn . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160714
Downy mildew . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160714
Astral heliozoan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160715
Shroom apes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160716
Burning heap (napalm golem) . . . . . . . . . . . . . . . . . . GA160717
Fire spore puffball . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160718
Lumbering sludge . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160719
Slough sloth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160720
Ghost algae . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160721
Sucking mud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160721
Crud burro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160722
Summer’s siren . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160722
Fen henchman (black bog baron) . . . . . . . . . . . . . . . GA160724
Bore Optic Slime Serpent . . . . . . . . . . . . . . . . . . . . . GA160725
Universal veil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160725
Rucker’s ectoplasm . . . . . . . . . . . . . . . . . . . . . . . . . . GA160726
Drumpfungi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160728
Riker’s radioleria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160729
St. Christie’s bile . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160730
Destroying angel puffball . . . . . . . . . . . . . . . . . . . . . . GA160731
Skull dust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160731
Manky ditch weed . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160732
Reanimator slime . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA16073
Whistling widowmaker . . . . . . . . . . . . . . . . . . . . . . . GA160735
Hagbear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160736
Eckson’s sludge mire . . . . . . . . . . . . . . . . . . . . . . . . . GA160737
d50 Crud Color and Texture Calculator . . . . . . . . . . . . . . . . . GA160740
d50 Crud Effects Machine . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160744
d50 Cruds Odor Description Generator . . . . . . . . . . . . . . . . . GA160755
d50 Crud Naming Device . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160757
Sentrybot (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0120
Sergeant Luggbodduggo (hobgobblin)
(Marvelous Myriad Myconid Caverns). . . . . . . . . . . . . . . . . . GA150321
Serpent-manbominations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUG0216
Serpentoid (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0521
Servitorbot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0221
Shapeshifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0329
- 50 -
Shark, prehistoric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0117
Sharkhana (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0117
Sharkworm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0324
Sharkworm Leeches, Baby . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0324
Shimmer Lizards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0715
Silvermanders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0124
Siren . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0514
Skeleton, winged demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0435
Skelematon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160611
Skelematon, enhanced . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160611
Skylynx . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0130
Sky-Scavenger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0630
Slahngis (sea serpent) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0145
Sleestaks! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0216
Snakion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150208
- 51 -
Stomoan, hunters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
Stomoan, shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
Stomoan, villagers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
Stomoan, warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
Stonecrawler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0521
Stone Ape-Men Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0822
Stone Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160514
Swarm of Living Toads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160507
Tarasqu-Ape (Cirque de Bizarre) . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0211
Temple Wrack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1412
Thorn Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150632
Thorum’s White Gorillas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0409
Three-headed Jaguar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160516
Thunder Log (May Flowers). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150335
Toadfish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0715
Trapdoor Toadspider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0323
Troglodyte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
Tunnel Things . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0141
Twisted Horrors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1021
Two-headed Roc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
Two-headed Rocs, nestlings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0142
Two-headed Rocs, adult . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0142
Two-headed Viper, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1410
Two-headed Zombie Hounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0435
Two Roaches for Your Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160309
Ironroach Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160309
Carproach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160310
Carproach, Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160310
Carproach, Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160310
Tyrannocyber Rex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0216
Tyrannosaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0132
Undead Reptile Ghouls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0113
Un-dead Runners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0141
Un-Men (Robotic Tyrant) (Twisted Menagerie) . . . . . . . . . . . . . . . CUBM0523
Un-Men, Drone (Robotic Servitor)
(Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0524
Vaechral . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150210
Varmints! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0232
Wasp, Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0103
Vendibeast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0324
- 52 -
Venomous Deathwolves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0409
Violent Voidspace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0205
Violent Voidspace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0612
Void Mite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0616
Void Ziggurat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0612
Vulkagon, younglings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0125
Vulkagon, savages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0126
Wasteland Zombie (Ghrelin) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150222
Whisperer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0141
White Martian Tribunal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0205
Wild Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0119
Wolves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0906
Woodworm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0105
Worm Men of the Colossus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0110
Worms of Dust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0817
Worms of Dust, monstrous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0820
Xenotaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1023
Xorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0319
Y is for Yestermen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0924
Z is for Zoological Horrors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0926
Zanatar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0132
Zanist, declaimer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0126
Zanist, cellmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0131
Zanist, treerangers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0130
Zeron, Possessing Demon (type 1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160449
Zeron Servitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160434
Zilla . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1025
Zmooph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1027
Zombie Monks of the Cyberhive
(Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0214
Zombies, frost-covered . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0148
Zombies, petrol (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . CUBM0627
Zone Devil . . . . . . . . . . . . . . . . . . . . SSEC1514
- 53 -
NPCs
- 54 -
Gypsies . . . . . . . . . . . . . . . . . . . . . (NPC classes) . . . . . . . . . . . . . . . . . SSEC0509
Gypsy Dancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0509
Gypsy Groom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0509
Gypsy King/Queen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0509
Gypsy Musician . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0509
Gypsy Urchin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0509
Harood of Kalnoora . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0808
He of the Many Iron Necks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160528
H’Grunth H’Grugthorr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160631
Honest Orkoff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0216
Hormagor, the wizard of Abormis . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0809
Iasmin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0419
Illico . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0410
In’Sada (undead lord) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0121
Jaaf Starshard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0434
Jrab’Oast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0316
Junior Curwen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0916
Kaspar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0231
Knight Commander Armand Tergen,
Paragon of the Knights Bethine . . . . . . . . . . . . . . . . . . . . . . . . Ga160446
Krolas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0420
Loke Starshard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0430
Longstrider, Baddy Long-Legs, the Long-Limbed . . . . . . . . . . . . . . . . . GA160528
Lord Kulemides . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0139
Lurlene Curwen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0915
Macrobius . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0417
Mai, Priestess of the Hidden Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0139
Mattock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0148
Maxxazzon, Villainous Blue Lizardman . . . . . . . . . . . . . . . . . . . . . . . CJMR0229
Mektar Starshard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0435
Merlin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0113
Morghi the Inquisitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0809
Mosh Sedation, the Wizard of Krone Lamp . . . . . . . . . . . . . . . . . . . . . GA160421
Necrosaur, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160636
Oll Zen . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . GA160530
Pere Warri . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0138
Pridestar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0229
Prince Nesbitt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0229
Princess Thalidia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0139
Queldoz, White Martian Technomancer . . . . . . . . . . . . . . . . . . . . . . . CJMR0330
- 55 -
Richter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0419
Satrampa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0704
Satrampa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0802
Sheenara Rex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0230
Sheriff Owen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0230
Snug’goo, the Sentient SnuggieTM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160419
Space Pirate Captain Hrusk Valbon . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0426
Space Pirates of Pluto . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0204
Syon Starshard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0426
Syon Starshard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0430
Tora Korv . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0123
Undead High-Priest of Saint Osthenes . . . . . . . . . . . . . . . . . . . . . . . . POTF0114
Utzz the Puff-Ball Wizard of Mycetes-Thrax
(Marvelous Myriad Myconid Caverns) . . . . . . . . . . . . . . . . . . GA150322
Wampl’rji the Pyromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0810
Warrior Lich Skull-Or, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0515
Y is for Yestermen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0924
Zin the Meticulous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0802
Zylac the Enchanter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0810
Patrons
Arioch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0411
Ars-Eleeta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0525
Avatar of Ars-Electra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0526
Atraz A’Zul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0304
Bakemono (demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150619
Billy Jack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0609
- 56 -
Black Tommy (demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0331
Blessed Saint Osthenes the Pure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0109
Buddy O’Burger . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1210
(Buddy) O’Burger Adventure Value Meal . . . . . . . . . . . . . CUBM1206
Buddy O’Burger, The Cannibal Clown Cult of . . . . . . . . . . CUBM1205
Buddy O’Burger, The Origin of the . . . . . . . . . . . . . . . . . . . CUBM1203
Buddy O’Burger, The Second Coming of . . . . . . . . . . . . . . CUBM1204
Chromatic Court, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0314
Cire – Interdimensional Patron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160204
Circus of Friends, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1219
Crom! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160244
Earth-Brain of the Cyberhive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0403
Fiddler, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0710
Garun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0518
Ghrelin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150221
Gods of Eternal Struggle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1209
Astrol (demon prince) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1209
Dwallka of the War Hammer . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1209
Eldrak of the Seven Hells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1210
Elwys the Golden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1210
Omorphon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1210
Gray Directorate, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1319
Great Ebon Hand (GEH), The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150236
Hecate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150243
Ibyk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160231
Johnny Appleseed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150631
Lion-Dragon (demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150620
Mighty Kizz, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0408
Myassari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MYAS0101
Nick’claus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSCB1509
Oni (demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150619
Patsy, Patron God of Henchfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160214
Ram of Light, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CZOR0119
Red Death, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0316
Red Duke, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0317
Sisssnagagarrassh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160223
Sister Ultiva . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0503
Sliggeth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0918
Sending of Sliggeth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0921
- 57 -
Solomon Ghi (John Henry) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0222
Sperato . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0510
Star Child, The (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1515
Stormlord, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0120
Theszolokomodra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0322
Theszolokomodra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0415
Torvak, the Enslaved Ape God . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160239
Van den Danderclanden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0109
Patron Spells of the Supernal Archmage . . . . . . . . . . . . . . . CRWL0309
Weal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0122
Welcome to the New Space Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0502
Will of Obitu-Que (The Eye of Obitu-Que) The . . . . . . . . . . . . . . . . . GA150254
- 59 -
Nu-Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1512
Orc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0508
Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0614
Petrol Head, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0603
Pitman, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0606
Prospector, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0219
Psychic Knight, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0307
Radioactive Waster (0-level PCs) . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0303
Ranger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0619
Ratfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0206
Redcap Gnome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0504
Riftrunner, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0408
Skeleton Warrior (Gold & Glory from Beyond) . . . . . . . . . . . . . . . . . . GA150116
Sky-Sneak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1418
Sorceraptor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1416
Sword Monger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150131
Technologist, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0106
Technomancer, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0206
Techno-necromancer, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160605
Thief class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0208
Three Weird Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1024
Vampire (Gold & Glory from Beyond the Grave) . . . . . . . . . . . . . . . . GA150118
Wizards & Warriors Part 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0105
Yolovar, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0602
- 61 -
Assassins of Ur-Hadad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0104
B is Also for Bonus Table! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0928
Bazaar on Deva, The . . . . . . . . . . (location) . . . . . . . . . . . . . . . . . . . . . SSEC1105
Beyond the Portal Under the Stars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160539
Black Blood Pass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150404
Blood Shed of the Necro Butcher. . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0232
Brimstone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0107
Brimstone: Starting at the Bottom . . . . . . . . . . . . . . . . . . . . . BPBM0107
Brimstone: Rules for Firearms . . . . . . . . . . . . . . . . . . . . . . . . BPBM0116
Brutal Injuries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1115
But He Sure Had Guts! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0923
By the Way . . . . . . (divine rules) . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1127
Cannon Crits . . . . . . (rules) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1114
Cannon Fumbles . . . (rules) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1114
Character Crit Table. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMHJ04
Cities Zorathi, The . . . . (campaign setting) . . . . . . . . . . . . . . . . . . . . CZOR0102
Crawling Through a Hell of One’s Own Making . . . . . . . . . . . . . . . . . GA160533
Critical Table T: Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0715
Crit Table AL:Aliens. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMHJ23
Crit Table RO: Robots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMHJ24
Dark Territories class options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0206
Drunk’s Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160135
F is for Factions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0812
Fantastic Post-apocalyptic Adventure Idea Generator . . . . . . . . . . . CUBM1303
Firearms Fumble and Crit Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMHJ05
Firepower! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0804
Fire-Thrower Crits . . . . . . . (rules) . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1114
Fire-Thrower Fumbles . . . . (rules) . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1115
Forgotten Hall, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160531
Forgotten Library of the Toadfiend, The . . . . . . .
(a single-room encounter) . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160505
From Gold to Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0808
Fumbles in Black Powder, Black Magic . . . . . . . . . . . . . . . . . . . . . . . . BPBM0303
Giant’s Gullet, The . . . . . . . (a solo encounter – levels 3-10). . . . . . . . GA160304
Gong-Farmer's Almanac. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150504
Grenade/Thrown Bomb Fumble and Crit Table. . . . . . . . . . . . . . . . CUBMHJ11
H is for Hazards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0816
Half-Level PCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0320
Helmet Law! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0219
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House Rule: Adventuring Companion . . . . . . . . . . . . . . . . . . . . . . . . . GA160146
I is for Inhospitable Places . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0818
Inter-dimensional Portal Weirdness Die-Drop Table . . . . . . . . . . . . . GA160641
Interesting Places to Die – Blooms Fashions . . . . . . . . . . . . . . . . . . . CUBM0123
Interesting Places to Die – The Citadel of Scrap . . . . . . . . . . . . . . . . CUBM0713
Interesting Places to Die – Floating Tower of the Cyberhive . . . . . CUBM0218
Invasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0813
It’s Explosive! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0327
Kingdom of Aetheria, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0503
L is for Laboratories. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0824
Lost in Endless Corridors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0704
Mental Haberdashery, The . . (campaign seeds) . . . . . . . . . . . . . . . . . CZOR0111
Metal Gods, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0102
Mighty Deed of Arms (New): Fanning . . . . . . . . . . . . . . . . . . . . . . . . BPBM0120
Mighty Deeds of Arms – Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150447
Monsters with Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0504
Monstresor Crypt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0308
Mutations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0204
Mysterious Glowing Dome, The . . . . (campaign seed) . . . . . . . . . . CUBM1403
Nautical Might Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1116
Naval Warfare for Ocean Crawlers . . . . . (rules) . . . . . . . . . . . . . . . CRWL1104
OSR Conversions: Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0125
OSR Conversions: Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0214
Rail Wastes, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0718
Samurai Mighty Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150625
Save or Die! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0121
Sea Ship Propulsion, Fantastic Forms of . . . . . . . . . . . . . . . . . . . . . . . CRWL1118
Secret History of the Perilous League, The . . . . . . . . . . . . . . . . . . . . . CJMR0302
Shattered Shields! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0218
Ship, Examples & Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1106
Spellburning with Demon Ore . . . . (rule variant) . . . . . . . . . . . . . . . BPBM0311
Summary of Common Damage Effects . . . . . . . . . . . . . . . . . . . . . . CUBMHJ03
To Halls of Valhalla…and Back Again . . . . . . . . . . . . . . . . . . . . . . . . . GA160624
Torgo Speaks: The Elder Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0204
Tzolk’in Crawl . . . . . . . . . . . . . . . . . . . . (a drop-in location) . . . . . . . . GA160509
Ur-Hadad, the First City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0103
Variable DCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0122
Welcome to Umerica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0103
Worship, Umerica Style . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1103
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Other Miscellany
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Some Ziggurat . . . . . . . . . . . . (poem) . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0105
Spare Change . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0719
Strange Loot (random table, Black Powder, Black Magic) . . . . . . . . BPBM0315
Strange Space Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0202
Street Foods of Ur-Hadad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0323
T is for Trading Post . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0914
Tales of Travels, Trials & Chance Meetings . . . . . . . . . . . . . . . . . . . . GA150450
Talisman Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0805
Tavern at the End of Time, The . . . . . . (poem) . . . . . . . . . . . . . . . . . DLRD0304
V is for Vapors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0918
W is for Weather of the Wastelands . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0920
Wayne Con 2015 Program Guide. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0223
What’s Under the Hood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0612
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Myassari. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . orderofthequill.com
Prayers of the Forgotten . . . . . . . . . . . . . . . . . . . . . . . . stormlordpublishing.com
Sanctum Secorum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . sanctum.media/blog
The © copyrights to all of the written content contained in this index belong to the
respective authors and/or publishers of the articles and zines referenced herein. All
rights reserved. No claim to such rights is made or asserted by the publisher of this
index.
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Credits
Contributing Authors – VOLUME 8
bygrinstow, Keith Garrett, Jon Hershberger,
James Pozenel, Ron Tilton
Editors
Forrest Aguirre, Steven Bean, Daniel Bishop, Jon Carnes,
Keith Garrett, Jason Hobbs, Tony Hogard, Michael Jones,
Duncan McLastName, Jonathan Nichol, James Pozenel,
Jim Skach, Tim Snider, Noah Stevens, Doyle Tavener,
David VC, Laura Rose Williams, Paul Wolfe
Proofreaders
Reece Carter, Samuel Dester, Jason Hobbs, Tony Hogard,
Aaron Koelman, Ryan Moore, Jonathan Nichol, Jim Skach
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