2016 Gongfarmer's Almanac Consolidated Edition Vols 1 8 PDF

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The 2016 Gongfarmer’s Almanac:

A Dungeon Crawl Classics RPG Zine

Written, Illustrated, Edited and Produced by


the DCC RPG G+ Community

MEN, MAGIC & DRINK


VOLUME 1 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

Volume 2: Patrons & Gods


Cire - Interdimensional Patron . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Patsy, Patron God of Henchfolk . . . . . . . . . . . . . . . . . . . . . . . . . 14
Sisssnagagarrasssh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Children of Ibyk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Torvak, the Enslaved Ape-God . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Crom!!! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
I Fought the Law (& the Law Won) . . . . . . . . . . . . . . . . . . . . . . 53

Volume 3: Monsters & Treasure


The Giant’s Gullet Roll Your Own Encounter . . . . . . . . . . . . . 4
Monsters
Two Roaches for Your Adventures . . . . . . . . . . . . . . . . 9
Gazette-Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Cowwitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Treasure
Arrows of Anra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Ring of Gelatinous Form . . . . . . . . . . . . . . . . . . . . . . . . . 22
Thieving Hand of Glamox . . . . . . . . . . . . . . . . . . . . . . . 28
The Wandering Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Minor Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . 35, 37
2
Volume 4: Complete Adventures
The Orm Lies Down on Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Until the Sun Goes Down Forever . . . . . . . . . . . . . . . . . . . . . . . 12
Zeron Protocol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Volume 5: Drop-in Adventures


The Forgotten Library of the Toadfiend . . . . . . . . . . . . . . . . . . . 5
Tzolk’in Crawl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Big Trouble in Little Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Forgotten Hall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Crawling Through a Hell of One’s Own Making . . . . . . . . . . . 33
Beyond the Portal Under the Stars . . . . . . . . . . . . . . . . . . . . . . . 39

Volume 6: Crawljammer & Interdimensional Travel


The Techno-necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Crawljammin’ on the Red Planet: a Barsoom Bestiary . . . . . . . 13
To Halls of Valhalla…And Back Again! . . . . . . . . . . . . . . . . . . . 24
The Oblivion Syndicate and the Millennial Mead . . . . . . . . . . 30
Inter-dimensional Portal Weirdness Die-Drop Table . . . . . . . . 41
The Oculus: a Spacefaring Artifact for Crawljammer . . . . . . . 44

Volume 7: Tables & Tools Part I


The Many Divisions of the d120 . . . . . . . . . . . . . . . . . . . . . . . . . 4
What’s This Crap!? A Self-Generating Crud Tool-Kit . . . . . . . 7
What’s This Crap!? d30 Crud Creature Compendium . . . . . . . 10
What’s This Crap!? d50 Crud Color and Texture Calculator . . 40
What’s This Crap!? d50 Crud Effects Machine . . . . . . . . . . . . . 44
What’s This Crap!? d50 Crud Odor Description Generator . . . 55
What’s This Crap!? d50 Crud Naming Device . . . . . . . . . . . . . .57

Volume 8: Tables & Tools Part II


d50 Names for your Zero-Level Characters . . . . . . . . . . . . . . . . 4
d50 Cursed Magic Trinkets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
d50 Fantasy Foods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
d50 Memorable Personality Quirks . . . . . . . . . . . . . . . . . . . . . . . 19
d50 Smells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
d50 Tavern Names and Their Crusty Crotchety Proprietors . . 23
d50 Treacherous Temple Name Generator . . . . . . . . . . . . . . . . . 25
DCC RPG Master ‘Zine Index – Updated through July 2016 . . 31
3
HOT-DOG SUIT
A Low-Class Class for DCC RPG

You're no reaver, no cut-purse, no heathen-slayer... You're a screw-up.


Have been your whole life. The clearest example: you fell through
some kind of dimensional portal or whatever, while wearing nothing
but a hot-dog suit. The guy next to you had a chainsaw and a hand
grenade. Some other dude had nun-chucks and Chuck Taylors. The
woman in the business skirt? Even she had mace and a hold-out pistol.
You? YOU HAVE YOUR HOT-DOG SUIT AND THAT'S IT!

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.

ARMOR AND WEAPONS - A Hot-Dog Suit is considered trained in one


randomly determined weapon, as well as their Zero-Level weapon.
Why did you even take up fooling around with that thing in Junior
College? Ah well, I guess it wasn't a complete waste of time.
They aren't trained to wear any armor, beyond the hot-dog suit they
are wearing.

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.

PINK PAPER FLYERS - Something happened to these flyers for Mr.


Peppy's Sandwich Shack when you came though that hole in reality or
whatever it was... It's like now they obey your brain! Roll 1d30 +1d20
+1d10 +1d5 +1. That's how many flyers you had in your hand when
time and space took a dump on you. You have masterful telekinetic

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.

IGNORED AND OVERLOOKED - You pick up information that no one


else does. Everyone assumes you amount to nothing, and then they
forget you and sometimes have conversations in front of you that they
otherwise wouldn't have. The Judge should totally be giving you
information that other characters would have to pay for, or hunt
around for, but you simply overheard it somewhere along the way. This
doesn't mean you know everything, but you have plenty of oddball
facts in your head that no one else does. Many of these brain nuggets
make no sense, until the relevant context is apparent.
If you want to request something from the Judge, you have to roll
under your Luck score by 4 points. You can use that roll once per
session at most, unless the Judge gives you extra tries.

ELEMENTAL INTERACTIONS - The hot-dog suit is flame retardant and


non-conductive, so you take fire and electrical damage at two steps
down the Dice Chain lower than usual. It's also really hot to wear,
which is good in cold environments (less hindrance/damage), but a
problem in hot environments (extra hindrance/damage).

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.

ADVANCEMENT - At some point, you've got to leave the suit behind...


After four Levels of Hot-Dog Suit, the loser has proved that maybe he's
not such a waste-of-space after all, and can take a level of any other
Class into which the Judge allows him to advance. He assumes the
Action Dice and Crit Table of the new Class, but adds his Hot-Dog Suit
Attack Bonus and Saves to those of the new Class. The Ignored and
Overlooked ability carries over, but new information is not garnered.
7
The Luckier Bastich ability also carries over. If any Pink Paper Flyers
remain, they may be used as described under that ability, until they are
used up.

Lvl Atk Action Die Fort Ref Will Crit Title


1 +0 1d20 +1 +0 +0 1d6 / I Waste-of-Space
2 +0 1d20 +1 +1 +0 1d7 / I Loser
3 +0 1d20 +2 +1 +1 1d8 / I Dumb-Ass
4 +1 1d20 +2 +1 +1 1d8 / I Tolerated

-- J. Kitchen posted the photo,


Kevin Heuer said it,
bygrinstow wrote it up.

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.

Barbarians differ from typical warriors by being more instinctive and


less formally trained. Barbarians are more primitive; but what they
lack in focus, they gain in natural instincts and endurance.

Hit points: A barbarian gains 1d14 hit points at each level.

Weapon training: A barbarian is trained


in the use of the battleaxe, club, dagger,
dart, flail, handaxe, javelin, longbow,
long-sword, mace, polearm, shortbow,
short sword, sling, spear, staff, two-
handed sword, and warhammer.
Barbarians can wear whatever armor they
can find. However, any armor heavier
than hide prohibits the use of the
following class abilities: Loincloth,
Animal Instincts, Savage Skills, Armed
With Anything, Smell Sorcery.

Alignment: Barbarians are a product of


savage nature and are more comfortable
in the presence of fierce beasts than in
the presence of “civilized” culture. Therefore, barbarians are almost
exclusively of neutral or chaotic alignment. This represents the
natural rejection of rules, laws, and patterns present in the civilized
world, as well as the bond with the primal forces of nature.

Attack modifier: Like warriors, barbarians receive a randomized


attack modifier, or deed die. At first level this is a d3 and advances as
shown in the class table.

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.

Mighty Deed of Arms: Barbarians can perform Mighty Deed of Arms


the same way warriors do.

Critical hits: Similar to warriors, barbarians have an improved critical


hit threat range, as indicated in the class table.

Improved initiative: A barbarian adds their class level to their


initiative rolls.

Loincloth: A barbarian not wearing any armor adds their Stamina


modifier to their AC.

Animal instincts: Having lived in the wilderness, side by side with


animals and savage beasts, barbarians have developed keen instincts
similar to those of the creatures around them. A barbarian’s initial
Luck modifier is added to all perception and surprise checks made
by them. If their Luck modifier is zero or lower, they still add +1 to
those checks. In addition, barbarians are still granted a check, even if
distracted or not actively searching for something. Finally, the
barbarian can spend a single Luck point to turn a failed surprise
check into a success.

Savage skills: Surviving in the wild without the comforts of


civilization teaches barbarians an impressive set of skills. This
allows them to shine in situations where savage beasts would be
comfortable, to overcome obstacles and hazards with animal grace.
In game terms, any time a barbarian attempts a task similar to an
action in which a wild animal would be skilled, they can roll 1d20,
adding the appropriate ability modifier (per judge's discretion) and
the Savage Skill modifier from the class table. These checks includes
tasks such as jumping over chasms, climbing surfaces, stalking prey,
tracking, finding shelter, hunting, etc.
11
Armed with anything: When it comes to weapons, barbarians are
master of improvisation and are therefore highly capable of using
anything within reach as a weapon. In game terms, barbarians can
use any hard object as a weapon and are considered trained. When
using an improvised weapon, small objects do 1d4 points of damage,
objects of medium size do 1d6 damage, large objects do 1d8 damage,
and extra large and/or heavy objects that are handled with both
hands do 1d10 damage. However, any critical hit or fumble will cause
the improvised weapon to break.

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.

Superstitions: Due to their natural rejection of magic, barbarians


suffer restrictions regarding the use of magic items and spells.
Barbarians will not carry or use magic items for which they do not
see an immediate and practical use in combat or for survival. In
general, this means barbarians are restricted to owning one or two
weapons, a piece of armor, a shield, a helm, a girdle, a pair of
bracelets and a pair of boots. However, if the magical nature of any
of these items is not of immediate use in combat or for survival (for
example, a helm that allows the wearer to view and interact with the
spiritual world) the item must be discarded. Any item carried beyond
these restrictions imposes a -1 Luck penalty to the barbarian. This
Luck penalty is cumulative; each item that violates this restriction
adds another -1 to the Luck penalty.

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.

Primitive: Since they come from lands beyond the civilized


kingdoms, barbarians are considered primitive. They are illiterate
(that means that some occupations will not work with this class) and
they have trouble working with more civilized concepts and devices.
Each time a barbarian attempts to interact with civilization in a
meaningful way, an Intelligence check is advised (per judge’s
discretion).

Titles: Barbarians use the same titles as warriors.

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

* A barbarian’s attack modifier is rolled anew, according to the


appropriate die, with each attack. The result modifies both attack
and damage rolls. At higher levels, the barbarian adds both a die and
a fixed value.

13
`Halfling Hucker
An alternate class by R.S. Tilton

Weapon Training: Huckers prefer to battle with a small throwing


weapon in each hand. A Hucker is trained in the use of the
boomerang, dagger, handaxe, javelin, short sword, and of course
rocks. Huckers usually wear armor – it’s much safer, you know.

14
Alignment: as Halfling.

Two-Fisted Thrower: Huckers use the the same two-weapon fighting


rules as standard halflings (see DCC core rulebook) for two-weapon
fighting, except that the rules apply only to small thrown weapons.

Huckers have the same Infravision, Language Bonuses, Small Size,


and Slow speed (20’) as the standard Halfling (see DCC core
rulebook).

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) .

Prizewinner: Every Halfling Hucker has a prizewinning hucker,


which is both their lucky stone and Achilles Heel. The Hucker loses
the Lucky Tosser ability for a day if he loses his Prizewinner. He has
to take time to either acquire a new Prizewinner or familiarize
himself with with a lesser stone. A Hucker adds his Luck bonus
(minimum +1) to attack and damage rolls.

Level Luck Die


1 d3
2 d4
3 d5
4 d6
5 d7
6 d8
7 d10
8 d12
9 d14
10 d16

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

Weapon Range Damage Cost


Hucker 10/15/20 1d4 -
Hucker, 15/20/30 1d4+Luck mod -
Prizewinner
Rock, random 5/10/15 1d3 -
Boomerang 20/40/80 1d6 10 gp

Hucker: A smooth flat stone, which flies far and true.

Boomerang: A flat obtuse angled club with an convex top surface.


When thrown by a proficient character, a missed boomerang will
return to within 1d6 (-Luck modifier) x 5 feet of the thrower. Catching
a boomerang requires a DC 15 Agility check. On a DC 5 it returns
exactly, but failure inflicts normal damage to the thrower. A
boomerang thrown in tight quarters such as a dungeon has no
chance of returning, and risks the normal ammunition breakage. A
boomerang thrown in open spaces ignores the ammunition rules.

16
Fantastic Familiars

By Bob Brinkman

With the wide variety of spellcasters there are also an equally


diverse number of potential familiars. Presented here is a sampling
of some of the more fantastic creatures that have been known to
bond with spellcasters. While there are a bevy of interesting
selections in the DCC RPG rulebook, sometimes a wizard needs
something a little more…special.

17
Blessed Leech

This tiny, worm-like creature is highly prized as a familiar by


spellcasters of all alignments. Easily concealed and difficult to
discover, many wizards with “no familiar” carry with them this tiny,
flat worm. The familiar survives by draining a point of temporary
Stamina, once per month.

Blessed Leech: Init +0; Atk none; AC 5; HD 1d2; hp 1; MV 1’ or


swim 10’; Act 1d20; SP Healing (heals host 1 hit point per turn); SV
Fort +0, Ref +0, Will +0; AL N.

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.

Linguist: Brown Jenkin can understand all spoken languages and


confers that ability to its master (range 50’).

Coagula

Covered in darkening scabs and growing to stand 3’, these scabrous


homonculi have no features other than their bloody crust.

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 lightning hawk is a whirlwind of energy with a vaguely birdlike


shape.

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.

Tremor-Sense: Able to track prey via vibrations in the ground, scorline


are immune to the effects of being blinded and likewise see through all
forms of invisibility and concealment when dealing with moving targets.
22
Enhanced Spellburn
By Doug Keester

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.

Sacrifice of Non-Physical Ability Scores: Spellburn is the sacrifice of


part of the magic-user’s body and/or soul to an otherworldly entity (a
demon, a demi-god, a god, or something else). Sometimes those
entities may not want a physical sacrifice and require something less
tangible. Enhanced spellburn extends the possible sacrifice to all six
ability scores. All sacrifices should be roleplayed appropriately. For
example, a Wizard who sacrifices Intelligence might feel a sensation
of the world changing as part of his brain burns out, ceasing to
function. This damage heals at the same rate as normal spellburn
damage. A new spellburn table for non-physical abilities
(Personality, Intelligence, Luck) is provided below.

Sacrifice of Named Abilities: At the discretion of the judge, some


entities may want to specify which of the six abilities it desires from
the magic-user. Some demons might crave Strength; some might
crave Personality. Giving the entity that which it desires doubles the
effect of spellburn. For example, if the entity craves Luck, then each
point of Luck sacrificed gives a +2 to the casting, rather than the
normal +1. If the magic-user sacrifices other abilities, the normal +1 is
given.

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.

Permanent Sacrifices: The magic-user may choose to make any


spellburn sacrifice permanent. If the magic-user chooses to do this,
all points sacrificed for the casting must be permanently sacrificed.
The magic-user cannot choose to make only part of the sacrifice for
the spell permanent. Each point sacrificed on a permanent basis
gives a +4 to the spell check. Permanent ability score sacrifice
represents an act that is so against nature, and which puts the caster
in such close contact with the otherworldly, that it automatically
gives the caster corruption. The sacrifice forces a roll on the core
rulebook Table 5-3: Minor Corruption (p116) before the spell check is
rolled. The act should be permanently scarring in some significant
way, such as cutting off of whole appendages (i.e. fingertips are not
enough, whole fingers or the entire hand is required), permanent
scars which are horribly disfiguring, permanent mental changes, etc.
This should be immensely painful to the magic-user, with long-term
negative consequences, and roleplayed as appropriate. Any damage
suffered this way cannot be removed; the scars, and corruption, are
permanent.

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.

Failed Spellburn: When using these rules for Enhanced Spellburn


the rewards are greater, so the risks should be greater as well. If the
magic-user is not making a Permanent Sacrifice and rolls a natural 1
on the spell check, the normal spellburn failure occurs, with the
exception that the corruption is more powerful and Luck may not be
spent to avoid it. If the spell failure result calls for minor corruption,
the spell instead causes major corruption. If the spell failure result
calls for major corruption, the spell instead causes greater corruption.
If the spell failure result calls for greater corruption, the spell not
only still causes greater corruption, but also causes a minor
corruption in addition to the greater corruption.

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

Level: 2 Range: 20’ Duration: Varies


Casting Time: 1 round Save: N/A

General Thieves from North Kovacistan have a tendency


to steal spell books from their wizard traveling
companions. This spell is as much a defense
mechanism for the wizard's spell book as it is an
actual spell that the wizard can cast. If casting as a
wizard, for all results below 12 the spell fails and is

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!

The caster attempts to summon forth a hideous


necromantic warrior from the piles of bones of
long-dead creatures. Alas, even failure has its
price!

Manifestation The bones of long-dead friends, foes or others


come together with the screeching sound of
unreleased voices silenced in violent combat,
knitting themselves together in stop-motion and
exhibiting the general shape of the bones'
previous form, albeit crudely pasted together (for
example, a skeletal heap conjured from ape-man
bones might have long arms where its legs should
be and short, squat legs growing from it's back or
head, while a heap formed from triceratops bones
may have one arm with three spikes protruding
from it). Judges are encouraged to embellish the
attacks listed below as they see fit in regards to
the component bones available.

Corruption None. The results of the spell are corruption


enough (see below).

Misfire None. Though when cast by a thief, all results


produce some form of skeletal heap, most beyond
the caster's control.

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.

Alcohol Limit: Each character has a maximum number of drinks


they may consume per day without the risk of getting drunk. This
number is 4 modified by the character's Stamina modifier, varying
from 1 to 7 doses. A dose can be either a mug of beer of a tiny glass
of a really strong spirit.
35
A Drink to Soothe the Pain: After a combat or action encounter
where the character lost HP, the character can rest for a full turn and
drink a dose of alcohol to recover some of the lost HP. He can roll his
Hit Dice downgraded by 1d on the dice chain for the amount of HP
regained. The character can't recover more HP than he lost on his
last combat though. For example, a PC with a d10 HD could take a
drink and roll a d8 for healing.

Drunk's Foolhardiness: After drinking a dose of alcohol, the


character enjoys a +1 bonus on Will saves for 1d4 turns. Drunken
people are always more courageous than they should be.

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.

Getting Drunk: When a character drinks more than his Alcohol


Limit, he needs to pass a DC 15 (+2 for each additional drink) Fort
save or suffer a –1d penalty for all actions until he is sober again
(making another Fort save with the same DC – the DC get reduced
by 2 by each hour thereafter).

"Drunk's Luck": While a character is drunk (see above), and only


while he is drunk, he may spend a point of Luck to increase a roll
(any roll) one step on the dice chain. He can do that as much as he
wants, until the die reaches d30.

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

Ah, the humble tavern. The beginning of so many adventures. The


next time your game involves a tavern, go ahead and spice it up a bit
with our handy tavern generator.
To generate a random tavern, roll a fistful of dice (d4, d6, d8, d10, d12,
and d20) and consult the corresponding tables below. Or, if you
prefer, pick and choose whatever details appeal to you. It's your
tavern!
(If you also need a name for your tavern, please consult the 50
Tavern Names and Their Crusty, Crotchety Proprietors, in the
Gongfarmer’s Almanac 2016, volume 8.)

Size & Amenities (d4)


d4 Result
1 Small and basic, only offering drink and possibly food
2 Small with rudimentary lodging (2-4 rooms)
3 Medium (several rooms, possibly a 2nd floor)
4 Large (2 or more floors, plenty of rooms for lodging, large
dining room)

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)

Decor & Upkeep (d8)


d8 Result
1 Dusty, as if the place is rarely used
2 Run down and in urgent need of repair
3 Grimy but functional
4 Moderately clean
5 Clean and in good condition
6 Well-furnished but not too fancy (items cost 2x normal price)
7 Expensively furnished and decorated (items cost 3x normal
price)
8 Exhibits an opulence that rivals that of a king's banquet hall
(items cost 5x normal price or more)

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.)

Special Features (d12)


d12 Result
1 Especially good food
2 Food so bad it’s famous…or dangerous
3 Regionally-renowned beverages
4 Brothel
5 In-residence cleric who may offer healing
6 An acting troupe putting on a show
7 Establishment contains (or is adjacent to) a religious
shrine
8 Patrons are having a contest (arm wrestling, drinking, etc.)
9 A stockpile of something tempting to thieves (jewelry,
artwork, potions, etc.)
10 Tension due to the presence of two factions unfriendly
toward each other
11 Bounty board showing wanted criminals (hope none of
the PCs have legal troubles...)
12 One feature of the tavern that’s not what it seems

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

The party reaches a tavern after a hard day of adventuring and


demands dinner. Or they’re invited to the duke’s palace and meet
him for a grand banquet. Or, most commonly, they start out in a
tavern and need to pick out some drinks. Quick, what’s on the
menu?

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:

 Cooking Method + Meat Source (e.g. braised shrooman)


 Cooking Method + Meat Source + Food Type (e.g. flambéd
satyr fondue)
 Meat Source + Meat Product (e.g. giant bacon)
 Meat Source + Food Type (e.g. banshee rings)
 Meat Source + Beverage Type (e.g. sparkling mummy wine,
or possibly mummified sparkling wine)

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.

Meal Time (d5)


d5 Result
1 Breakfast
2 Brunch
3 Lunch
4 Dinner (optional dinner course d3)
(1) Appetizer
(2) Main Course
(3) Dessert
5 Snack

Food Type (d10)


d10 Result
1 Bread (optional subtype d7: (1) breadsticks, (2) buns, (3)
cornbread, (4) dumplings, (5) muffins, (6) rolls, (7) toast)
2 Casserole
3 Eggs (optional subtype d4: (1) custard, (2) omelet, (3) roe, (4)
soufflé)
4 Fondue
5 Meat (optional subtype: see Meat Products table)
6 Rings
7 Salad
8 Sauce (optional subtype d3: (1) cream, (2) gravy, (3) syrup)
9 Sandwiches
10 Soup (optional subtype d5: (1) bisque, (2) broth, (3) chili, (4)
chowder, (5) stew)

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

Beverage Type (d10)


d10 Result
1 Ale
2 Beer
3 Distilled liquor (optional subtype d4: (1) brandy; (2)
gin; (3) rum; (4) whisky)
4 Hot (subtype d4: (1) cider; (2) chocolate; (3) coffee;
(4) tea)
5 Juice (optional subtype d3: (1) fruit juice; (2) punch;
(3) vegetable juice)
6 Liqueur (flavored sugary liquor)
7 Mead (based on fermented honey)
8 Milk
9 Water
10 Wine (optional subtype d4: (1) port; (2) sherry; (3)
sparkling; (4) vermouth)

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)

Meat Source (d100)


d100 Result
1 Ape man 51 Levithan
2 Banshee 52 Lizardman
3 Basilisk 53 Man-bat
4 Behemoth 54 Mandrake
5-6 Bugbear 55 Manticore
7-8 Cave cricket 56 Mermaid/merman
9 Cave octopus 57 Mimic
10 Centaur 58 Minotaur
11 Changeling 59 Mummy
12 Chimera 60 Nymph
13 Cockatrice 61 Ogre
14 Cyclops 62 Oliphaunt
15-16 Deep one 63-64 Orc
17-18 Demon 65 Owlbear
19 Dragon 66 Pegasus
20 Dryad 67 Peryton

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.

That's until I thought about it and created the Adventuring


Companion house rule. Inspired by the companionship between
Fafhrd and Grey Mouser and the mechanics of another fantasy
game, the players can choose another player character with whom to
have a special bond—and to share some benefits and hindrances too.
This has an impact on the way they spend, regenerate, and lose
Luck in the game, as their fates will be interconnected.

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.

Each player character can (though is not obligated to) choose


another player character (preferably from a different player) as his
Adventuring Companion. It's best that this decision be made after
they reach at least 1st level in a class, when they will already have
experienced dangerous situations together, forming a friendship and
trusting each other with their lives. Doing so provides advantages
and disadvantages, as follows:

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.

Deed Die Result:


Fumble Your foe reads your attack and may immediately
make a counter attack.
3 Close the Gap. Gain a +2 bonus to AC if your foe is
armed with a weapon larger than a dagger. Inflict
+1d3 damage.
4 Right on the Button. A solid strike to the nose.
Attack causes 1d6 damage, and foe suffers a -2 to AC
and rolls he makes next round.
5 Bellringer. You pummel your foe’s head, staggering
them. Make an immediate free attack.
6 Knock em out. A solid blow to the jaw. Foe must
make a Fort save (DC 10 + PC Level) or be knocked
out for 1d4 rounds.
7+ Skullcracker. You break the skull of your foe, driving
bits of bone into the brain. Inflict +2d6 damage and if
foe in not wearing a helmet 1d4 permanent Int loss.
Critical Neck Breaker. You lay a perfect strike across the
jaw, wrenching the neck around. foe must make a
Fort save (DC 13 + PC Level) or be paralyzed and die
in 1d4 rounds. Inflict +2d6 damage.

49
Grappling
The ancient art of grappling.

Deed Die Result:


Fumble Your foe reads your attack and may immediately
make a counter attack.
3 Tie Up. Your foe loses his next attack as he fights
off your grappling attempt.
4 Arm Lock. You grapple your foe’s arm in a wrist
lock, the pressure on the joints forces them to drop
their weapon or suffer 1d6 damage.

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.

Deed Die Result:


Fumble Your foe reads your attack and may immediately make a
counter attack.
3 Twist the Blade. You wrench the blade from your foe’s
body. Inflict +1d4 damage and foe is stunned for 1 round.
4 Tendon Slice. You slice a major tendon, causing 1d3 Agility
damage and disarming the foe.
5 Double Strike. You strike with lightning speed, inflict
double damage.
6 Impaled Organ. You impale a vital organ. Inflict +1d10
damage and foe must make a Fort save (DC 13 + PC Level)
or fall unconscious from shock and blood loss.
7+ Flurry of Blades. Your attack puts you in position to inflict
multiple stab wounds. Inflict +4d4 damage.
Critical Go for the Jugular. You are able to get a clean strike at the
jugular, Foe must make a Fort save (DC 20 + PC Level) or
die in 1d4 rounds. Inflict +3d4 damage.

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

Combat (Dwarves and Warriors add mighty deed)


d24 Result
1-10 Cast if available, otherwise close to attack
11-15 Cast if wizard, otherwise shoot from here/move to range
16-24 Shoot from range if wizard, otherwise close to melee and
attack

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

Mighty Deeds (Warriors and Dwarves)


d24 Result
1 - 10 Signature Deed
11 - 12 Blinding
13 - 14 Disarming
15 - 16 Pushback
17 - 18 Trip/Throw
19 - 20 Precision Shot
21 - 22 Rallying Maneuver
23 - 24 Defensive Maneuver

Will you throw me some luck? (Halflings)


Make opposed Personality checks. The Halfling gets +2 per point of
Luck after the first.

Will you lay on hands? (Clerics add disapproval range to the die roll)
d24 Result
1-20 Yes
21-24+ No

Will you check for traps/disarm a trap/pick a lock? (Thieves)


d24 Result
1 - 24 Yes

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

A Fun Mechanic for the Start of 0-Level Funnels


By James A. Pozenel, Jr.

The 0-Level funnel is a fun and engaging way to start a campaign.


Funnels give the surviving characters a great backstory, plausible
reasons as to how they accumulated their wealth and possessions,
and, as oft mentioned, foster a real sense of attachment to the
character.

Inspired by such drafting games as Sushi Go, Dominion, Quarriors,


etc., I’ve added an additional mechanic that has put even more fun
into funnels at my table. It is called the Peasant Draft. It’s a pretty
simple drafting system for building out each player’s regular
allotment of four peasants.

The steps are simple:

First: Generate a pile of peasants, and if you are using a generator


like Purple Sorcerer’s, cut the sheets into four separate characters.
Shuffle that pile together and that is the “deck”.
56
Second: Deal each player three characters from the deck in any
manner you chose. Players pick up their “hands”, select one of the
three peasants, and pass the rest to the next player. The hands
continue to be passed (right, left, across -- you decide) from player to
player until everyone has selected three characters.

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.

The first person selects a face down peasant. Everyone gets


to examine the peasant. The next person can select a
peasant from someone else or pick one from the face-down
pile. This continues until the last player has selected from
the pile. Game ends when everyone stands pat and doesn’t
steal. The first person usually gets an opportunity to steal at
the end if no one stole from him the entire game.

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

Cover Illustrator – VOLUME 1


Doug Kovacs

Title Page Illustrator – VOLUME 1


Marc Radle

Contributing Illustrators – VOLUME 1


David Coppoletti, Stefan Poag, Wayne Snyder,
Mez Toons, Shield of Faith Studios/Matt Jordan
Some artwork copyright William McAusland, used with permission

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

Printing Offset Contributors


Forrest Aguirre, Steven Bean, Julian Bernick,
Eric Fields, Laura Rose Williams, and the
patrons of the G+ GFA community

Creative Vision & Direction, Layout and Graphic Design


Doug Kovacs, Harley Stroh, Jon Hershberger
Marc Bruner, Matt Hildebrand, Michael Jones
60
The 2016 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine

Written, Illustrated, Edited and Produced by


the DCC RPG G+ Community

PATRONS & GODS


VOLUME 2 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

Volume 2: Patrons & Gods


Cire - Interdimensional Patron . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Patsy, Patron God of Henchfolk . . . . . . . . . . . . . . . . . . . . . . . . . 14
Sisssnagagarrasssh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Children of Ibyk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Torvak, the Enslaved Ape-God . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Crom!!! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
I Fought the Law (& the Law Won) . . . . . . . . . . . . . . . . . . . . . . 53

Volume 3: Monsters & Treasure


The Giant’s Gullet Roll Your Own Encounter . . . . . . . . . . . . . 4
Monsters
Two Roaches for Your Adventures . . . . . . . . . . . . . . . . 9
Gazette-Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Cowwitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Treasure
Arrows of Anra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Ring of Gelatinous Form . . . . . . . . . . . . . . . . . . . . . . . . . 22
Thieving Hand of Glamox . . . . . . . . . . . . . . . . . . . . . . . 28
The Wandering Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Minor Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . 34,36
2
Volume 4: Complete Adventures
The Orm Lies Down on Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Until the Sun Goes Down Forever . . . . . . . . . . . . . . . . . . . . . . . 12
Zeron Protocol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Volume 5: Drop-in Adventures


The Forgotten Library of the Toadfiend . . . . . . . . . . . . . . . . . . . 5
Tzolk’in Crawl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Big Trouble in Little Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Forgotten Hall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Crawling Through a Hell of One’s Own Making . . . . . . . . . . . 33
Beyond the Portal Under the Stars . . . . . . . . . . . . . . . . . . . . . . . 39

Volume 6: Crawljammer & Interdimensional Travel


The Techno-necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Crawljammin’ on the Red Planet: a Barsoom Bestiary . . . . . . . 13
To Halls of Valhalla…And Back Again! . . . . . . . . . . . . . . . . . . . 24
The Oblivion Syndicate and the Millennial Mead . . . . . . . . . . 30
Inter-dimensional Portal Weirdness Die-Drop Table . . . . . . . . 41
The Oculus: a Spacefaring Artifact for Crawljammer . . . . . . . 44

Volume 7: Tables & Tools Part I


The Many Divisions of the d120 . . . . . . . . . . . . . . . . . . . . . . . . . 4
What’s This Crap!? A Self-Generating Crud Tool-Kit . . . . . . . 7
What’s This Crap!? d30 Crud Creature Compendium . . . . . . . 10
What’s This Crap!? d50 Crud Color and Texture Calculator . . 40
What’s This Crap!? d50 Crud Effects Machine . . . . . . . . . . . . . 44
What’s This Crap!? d50 Crud Odor Description Generator . . . 55
What’s This Crap!? d50 Crud Naming Device . . . . . . . . . . . . . . 57

Volume 8: Tables & Tools Part II


d50 Names for your Zero-Level Characters . . . . . . . . . . . . . . . . 4
d50 Cursed Magic Trinkets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
d50 Fantasy Foods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
d50 Memorable Personality Quirks . . . . . . . . . . . . . . . . . . . . . . . 19
d50 Smells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
d50 Tavern Names and Their Crusty Crotchety Proprietors . . 23
d50 Treacherous Temple Name Generator . . . . . . . . . . . . . . . . . 25
DCC RPG Master ‘Zine Index – Updated through July 2016 . . 31
3
4
Ćire - Interdimensional Patron
By Eric Hoffman

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.

Invoke Patron check results:

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.

24-27 Ćire opens a dimensional portal just behind the caster. It


stays open for 2 rounds. Anyone or anything that steps
through the portal is teleported to a safe(r) location 5d20
miles away.

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.

30-31 Who dares threaten the servant of Ćire?! Time stops in a 2


mile radius centered on the caster for 3d4 rounds. The caster
may 'unfreeze' a creature by touching them. Frozen
creatures take damage from weapons, spells and other
effects as normal.

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.

Patron Taint: Ćire

1 The caster is punished for wasting Ćire's time by losing time


of his own. The first result ages the caster 1d3 years. If the
result is rolled a second time the caster ages 3d3 years. A
third, and any subsequent result ages the caster 5d3 years.
The caster may quest for Ćire to regain some, but never all,
of the stolen years.

2 The terrible shame of failure saps the casters confidence and


manifests itself by subtle transformation into one of Ćire's
lesser servitors. On the first result, the caster's eyes and ears
grow to 2 times the size of those normal for his race. On a
second result the caster shrinks to approximately half his
normal height, his legs double in length but can never fully
elongate and he develops a soft fur over his entire body. On
a third result the caster turns completely into a Tarsierii.

3 The caster is convinced the spell that caused this result is


tainted and refuses to cast it ever again. If the spell is a
patron spell of Ćire, the caster instead must attempt to
purify his version of the spell, spending 2d100 x spell level in
6
gold over a 2 week period as soon as he is able to research
another way to cast it. Manifestation and Mercurial Magic
are rerolled.

4 Failure to control the forces of dimensional magic are


causing the caster to slowly lose touch with space and time.
The caster's body is constantly on pins and needles and the
distraction causes a -1 to all spell checks and skill rolls. The
second result causes the caster’s body to fade further from
the mortal coil, visibly showing a translucency that ebbs and
flows. He suffers a -2 to all physical tasks such as attack rolls,
reflex and fortitude saves; strength, constitution and agility
checks, etc. On the plus side he ignores the first 5 points of
damage from any physical attack. On the third result the
caster is no longer able to interact with the physical world
at all. He gains a movement of 20' flying but cannot attack,
manipulate physical objects, speak or cast any spell with a
physical effect nor use any magic item. He gains the Hide
skill of a thief of equal level and alignment. He ignores the
first 10 points of damage from any physical attack.

5 The caster feels


compelled to spend time
absolving himself of
impurities in the pocket
dimension of The Master. He
must petition to be called
home through a special
ritual (costing 1d5 x 100 gp)
within 1 week. Ćire will
answer the request
sometime within 3 days of
the petition. The caster must
spend 2 weeks in the pocket
dimension refocusing his
scattered mind.

6 Ćire demands the


caster quest for an artifact
important to one of his
inter-dimensional schemes.
7
The quest typically will not take more than 1d5 days and be
only moderately dangerous to the caster. The second, and
any subsequent results, demand a quest that may take up to
1d30 days and be moderately dangerous, or 1d5 days and be
very dangerous (casters choice!).

Spellburn: Ćire

1 You can't make an omelet without breaking a few eggs! Ćire


demands blood to prove the casters seriousness. The blood
loss manifests as stat loss.

2 Minor vibrations of every known (and some unknown)


dimensions assault the caster’s body at the same time. The
severe shock and drain manifest as stat loss.

3 March or die! The fatigue of a thousand leagues enters the


casters limbs.

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

The caster summons mercenary troops from the inter-dimensional


armies of Ćire. Unless otherwise noted the troops will arrive ready
to fight, and if necessary die, for the caster. The troops come fully
equipped with weapons and armor although they hunger, thirst and
need rest as normal for the duration of the spell. When the spell
ends and if any troops die, the body as well as all equipment the
troops arrived with return to their dimension of origin. Troop stats
and description for Dogs of War are:

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.

Tarsierii are pitiful primate-like creatures from a misbegotten


dimension that Ćire discovered in his research. They have huge eyes
and ears for their body size, which is a little smaller than a Halfling.
They are covered with an extremely soft fur, which is highly prized
by furriers in certain places that know of Tarsierii. In their homeland
they travel in huge packs that are prey for dozens of terrible
predators. They are abject cowards unless bullied into action by a
more powerful creature.

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.

Sirius Grunts are anthropomorphic dogs that serve as corporals and


sergeants in the inter-dimensional armies of Ćire. They are mean
bullies but capable fighters and seem to keep the Tarserii in line.

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.

Bronze Legionnaire: Init +0; Atk sword +5 melee (1d8+3); AC 22;HD


4d8; MV 20’; Act 1d20; SP immune to critical hits; SV Fort +6, Ref
+1, Will +3; AL N.

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.

Manifestation: (1) A shimmering portal of normal door proportions


opens and the summoned troops walk through; (2) holes open up in
the floor or ceiling and the summoned troops pop up or fall down
and softly land on the floor in random locations within the range of

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.

1 Lost, failure and patron taint.

2-11 Lost. Failure.

12-13 A single Tarserii is summoned to do the caster’s bidding for


2d4 turns. Being alone, he is cowardly and afraid and there
is a 35% chance he ignores any order given and goes into
cataleptic shock.

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.

20-23 1 Galactic Ranger, or 2d3 Sirius Grunts are summoned for


2d3 hours.

24-27 3 Galactic Rangers, or 2 Bronze Legionnaires, or 3d5 Sirius


Grunts are summoned for 2d6 hours.

28-29 3 Galactic Rangers, or 2 Bronze Legionnaires, or 3d5 Sirius


Grunts are summoned and remain for up to one full day.

30-31 4 Bronze Legionnaires arrive, grumbling and complaining, to


serve the caster for a full day.

32+ A small army arrives to crush the caster’s enemies! 1d5


Bronze Legionnaires, 1d3 Galactic Rangers, 2d4 Sirius Grunts
and 2d24 Tarserii. They remain for up to one week provided
the caster can meet their needs for sustenance. An army
marches on its stomach after all.
11
Dimensional Shortcut

Level: 2 (Ćire)
Range: Varies
Duration: Varies
Casting Time: 1 round
Save: None

The caster calls upon the knowledge he has gained of dimensional


spaces to create a shortcut through space to another location on his
current plane. The caster need not be familiar with the place he
wishes to open the other end of the portal. If he chooses a location
that a creature cannot enter (such as solid rock), the spell will fail
when the first creature tries to enter. In addition the caster will take
2d6 damage. The creature who attempts to use the portal takes 4d6.
Fortitude save equal to spell check for half damage.

Manifestation: (1) An iron bound wooden door appears near the


caster. Creatures using the dimensional shortcut appear out of thin
air at the destination; (2) a shimmering blue portal rises from the
ground while tinny but inspiring music can be heard lightly in the
background. An identical portal opens at the destination; (3) a hole
opens up in the ground and any who use the portal land heavily at
the destination (DC 10 Ref save or end up prone); (4) a metal and
glass booth rises up from the ground with 5 arcane, blocky symbols
written at the top. Creatures using the portal exit from a similar
booth. Many more creatures than seems possible can fit in the booth.

12
1 Lost, failure and patron taint.

2-11 Lost. Failure.

12-13 Failure, but spell is not lost.

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.

34+ The caster summons a portal that is permanent until


dispelled. It can terminate anywhere within 5 miles.
Alternately, the caster may choose to forcibly teleport one
creature within his sight to a pocket dimension prison. The
creature may make a DC 20 Will save to avoid the effects.
While in the pocket dimension prison, the creature is in
stasis, with no requirement to eat, sleep, breathe or rest. The
next time the caster casts Dimensional Shortcut, the creature
will exit the destination portal.

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.

Invoke Patron check results:

12-13 Patsy is busy aiding some poor villager trapped by a vile


adventurer in a deep part of a dungeon and cannot come to
your aid. The caster’s hands glow like torches for 1d6 hours.

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).

18-19 The protector of henchmen sends a loot carrier to ease the


loads of the party. He is an absurdly strong man and can
carry as much as five warriors. He 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.

24-27 Patsy sends a bowman, who fights as a 2nd-level warrior.


She will first attack any enemies threatening the party’s
henchmen, then the most powerful opponent. She remains
for 2d6 rounds.

28-29 The protector of henchmen sends a swordsman capable of


fighting as a 3rd-level warrior. The warrior wears no armor,
and fights like a man possessed. Whenever possible he
protects the party’s henchmen first then the caster, then
anyone else. He remains for 2d6 rounds.

30-31 Patsy sends an avatar capable of carrying a great quantity of


loot, bearing a torch and fighting as a 5th-level warrior. He
also sends a shield bearer who protects the caster from all
physical attacks. They remain for 2 turns.

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.

Patron Taint: Patsy

1 Whenever the caster casts a spell, the sound of a hundred


coconut shells aping horse hooves rings out. This is a boon
for his allies. They receive a +1 bonus to hit on their next
attack due to high morale.

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.

5 As soon as the spell is cast, a henchman in the party turns


and whistles loudly into the distance. 1d3 of their pet dogs
come running forth to do the caster’s bidding forevermore.
The pets cannot be dismissed. Roll 1d6 for each type of dog:
1) teacup pomeranian, 2) dachshund, 3) basset hound, 4)
great dane, 5) german shepherd, 6) border collie

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.

1 Patsy requires blood from the caster to aid in saving a


henchman. A sparrow carrying a coconut arrives. The blood
is to be poured into it.

2 A henchman in another realm has died, and Patsy requires


the caster’s aid in informing the family. For an instant, the
caster speaks a foreign tongue, tears well from his eyes as
he hears the family’s screams of anguish. He returns to
himself, drained and weaker.

3 In this instance Patsy allows the caster to defer his spellburn


to another whom he compensates, or whose family he
compensates. The caster may burn up to 10 points. He must
contract with a henchman or commoner to remove 1 finger
for each point of spellburn. If he cannot find a suitable
person within 24 hours, he takes the damage himself.

4 Two henchmen approach the caster. One holds him down


while the other cuts open the caster’s abdomen and removes
organs, selecting particularly useful parts, and then sews the
caster up again. Roll 1d7 to determine which organ: 1) spleen,
2) kidney, 3) gallbladder, 4) appendix, 5) tonsils, 6) wisdom
teeth, 7) all body hair.

Patron Spells: Patsy

The protector of henchmen grants the following three spells:

Level 1: A Packbearer is Always Prepared


Level 2: Henchboon
Level 3: Full Staff

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.

1 Lost, failure, and patron taint.

2-11 Lost. Failure.

18
12-13 Roll 1d24 on Table 3-4: Equipment (core rulebook pg. 73).
The item can be used 1d6 times before it evaporates.

14-17 Roll 1d24 three times on Table 3-4: Equipment (core


rulebook pg. 73). The items can be used 1d6 +CL times
before they explode in flames.

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.

Manifestation (1d4): (1) There is a loud pop as the material realm


adjusts to the changes caused by the spell. (2) The material universe
melts away into sand and from the ethereal sky comes a contraption
built of ideals crewed by thoughts and they climb out and rebuild
reality in its new order. (3) A door appears next to the caster and
out comes a grubby street urchin, who before anyone can stop him
arranges reality according to the result. (4) Reality pops out of focus
and the band can see the primeval weavers knitting time and space,
when one of them curses and takes out a pair of scissors and cuts
out a square and stitches in a new one in place.

1 Lost, failure, and patron taint.

2-11 Lost. Failure.

12-13 Failure, but spell is not lost.

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.

22-25 Within the breast pocket of the caster is found a chronicle


of the deeds of the band. Their exploits are written about in
glowing terms.

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.

34+ The band’s map is suddenly expanded by 40’ in every


direction around their current location.

Full Staff

Level: 3 (Patsy)
Range: 30’
Duration: Varies
Casting Time: 1 round
Save: None

A household of good standing must always have a staff with sufficient


personnel to fulfill each role set before it. The caster can call forth a
henchman for any occasion, and often this can be his very own
travelling court.

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.

1 Lost, failure, and patron taint.

2-11 Lost. Failure.

12-15 Failure, but spell is not lost.

16-17 For 1d6 turns the mother of a henchmen in the party, a


squat, ugly, frizzle-haired, vaguely feminine figure in a skirt,
arrives to harangue the caster about their life choices and
disappointment to the family. -1 to all rolls for the duration
due to distraction. Can still act as a torchbearer or take part
in battles (Strength 4, Agility 16, Stamina 3, Intelligence 15,
Personality 5, Luck 9; hp 2; armor: none; weapon: broom (as
club).

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.

24-26 Charles the Mostly Alright, 2nd-level dwarf. He remains to


aid the party for 1d8 turns. Strength 11, Agility 12, Stamina

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.

32-33 Zermish Angst, 3rd-level wizard. He will remain for 2d4


turns and aid the party. Strength 13, Agility 10, Stamina 8,
Intelligence 16, Personality 7, Luck 6; hp 4; spells: Ekim’s
Mystical Mask, Feather fall, Knock, Magic Missile, Sleep,
Ward Portal.

34-35 A clutch of henchfolk appear. The caster may choose 3 of


the above 6 to appear to aid the party. They stay to aid the
party for 1d6 turns.

36+ A bevy of henchfolk appear. All 6 of the henchmen detailed


in the above results appear and stay for 2d6 turns.

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.

Sisssnagagarrasssh has a barbed-scale snake body and head with the


eyes and arms of a praying mantis. A huge horn sprouts forth from
between his multi-faceted eyes. A sickly green liquid is continuously
dripping from his mandibles and snake-like fangs.

Sisssnagagarrasssh lives in an abyssal pit where he is constantly


breeding snake minions and selecting them for their various
venomous qualities. He is always attempting to gain more followers
or artifacts to increase his powers, plotting for the day when he will
be powerful enough to once again place his minions everywhere and
take revenge on those who have reduced him to this state.

At this point in time his powers are at a low ebb; Sisssnagagarrasssh


is only able to aid a supplicant while a Demonic Snake Horn (see
Foci section below) is held in the caster’s hands. Should his followers
be able to aid Sisssnagagarrasssh in his quest for power, he could
outgrow this limitation and even provide spells and more powerful
invoke patron spell check results.

Invoke Patron Check Results:


12-13 Sisssnagagarrasssh answers the petitioner's plea and the
caster receives +2 to his next attack and damage while using
a demonic snake horn focus.

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.

Shadow snake: Atk bite +2 melee (1d4); SP ignores armor


AC, dissipates if damaged for 10 hp, can only be struck by
magic weapons.
25
18+ As above but the snake lasts 1d4+1 rounds. The user can
direct the snake to attack a specific target. If none given, it
attacks the nearest creature as above.

Shadow snake: Atk bite +3 melee (1d4+1 plus poison); SP


ignores armor AC, dissipates if damaged for 10 hp, can only
be struck by magic weapons, poison (DC 16 Fort save or lose
1d6 Strength, healed by magic only).

Patron Taint: Sisssnagagarrasssh

Sisssnagagarrasssh is a master poisoner and his skills have surpassed


the mundane weakening of the body and mind to include mutagenic
effects. Sometimes he teaches his followers the ways of a poisoner.
Sometimes the exchange is experimental and the follower is his
creation’s latest lab rat. Sometimes he needs something to further
his research or expand his powers.

When patron taint is indicated for Sisssnagagarrasssh roll 1d4 on the


table below. When a caster has acquired all four taints at all three
levels of effect, there is no need to continue rolling any more.

1 Poisoner: the first time the caster rolls this,


Sisssnagagarrasssh shares secrets of poisoning; the caster
develops the skill of Handle Poison as per a Thief of the same
alignment as the caster. The caster’s Thief level is equal to
half his own character level, if the caster is already a Thief
they gain a +1 bonus to their Handle Poison skill checks. The
second time this taint is rolled the caster’s Thief level for
determining his Handle Poison skill is equal to his own level,
if the caster is already a Thief they gain an additional +1
26
bonus to their Handle Poison skill checks. The third time this
taint is rolled, the caster is “skilled” at brewing and creating
poisons and gets a +2 bonus to skill checks.

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.

3 Sisssnagagarrasssh requires the character to fulfill a


particular mission. The first time this result is rolled, the
mission is relatively simple, requiring no more than 1d4 days
of travel, and mandating the defeat of a foe who is 1-2 levels
(or Hit Dice) below the caster. The second time this is rolled,
the mission is more difficult. It may require 1d4 weeks of
travel, and the greatest foe is equal in level (or Hit Dice) to
the caster. If this result is rolled a third time, the mission
requires 1d4 months of travel, and the foe has 1d4 more
levels (or Hit Dice) than the caster. Failure at a mission
affects the character’s relationship with Sisssnagagarrasssh
at the Judge’s discretion.

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.

1 The Demonic Snake Horn inexplicably turns on the wielder


and deals him a small puncture wound that oozes venom.
As the venom courses through the wielder, his body weakens
(expressed as Strength, Agility, and Stamina loss).

2 The caster grows a demonic horn from his forehead. It


sprouts forth over 1d4 rounds then falls off and turns to
dust. The physical distress of this experience is expressed as
Strength, Agility, and Stamina loss.

3 Sisssnagagarrasssh offers the caster twice the spellburn he


has requested at no cost, so long as the caster undertakes a
task for him.

4 Irritated at the caster, Sisssnagagarrasssh requires twice the


normal spellburn for the benefit gained. The caster’s skin
becomes scaly and immediately starts to molt and peel off.
The process of shedding the skin takes 1d2 days. During that
time the caster is -1 to Personality for social interactions.

Patron Spells: Sisssnagagarrasssh

Sisssnagagarrasssh does not grant any patron spells at this point in


time…should he grow in power through his followers’ actions, a
reversed version of the 2nd level cleric spell Neutralize Poison or
disease would be one of this author’s first suggestions.
28
Foci: Sisssnagagarrasssh

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.

Once a character has participated in a successful patron bond with


Sisssnagagarrasssh, he may hint to his new follower that another
more powerful horn exists elsewhere. It may or may not be attached
to an even bigger creature...

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.

Greater Demonic Snake Horn: As Lesser Demonic Snake Horn with


the following changes: Meditation Spellcheck to cast invoke patron
is DC 10. Casting invoke patron comes with a +2 bonus on the
spellcheck. Treat the horn as a +1 dagger if used as a weapon. A
greater horn can also unlock another entry on invoke patron spell:

20+ As above. Snake lasts 1d4+2 rounds.

Shadow Snake: Atk +5 melee (dmg 1d4+2 plus poison); SP


ignores Armor AC, dissipates if damaged for 10 hp, can only
be struck by magic weapons, poison (DC 18 Fort save or lose
1d6 Strength, healed by magic only).

29
Designer’s Notes:

At a number of points in this text I’ve alluded to increasing


Sisssnagagarrasssh’s powers. What I’ve presented here is a patron
that is ready to be developed up by you, the judge, and your players.
Portal Under the Stars is a terrific adventure that has several strong
plot hooks to expand upon. The goal of this work is to give you a
head start on what happens after Portal Under the Stars. More
invoke patron results need to be added and patron spells need to be
created as Sisssnagagarrasssh’s power increases. I wanted to flesh
out the snake horn and its creator, but at the same time I didn’t
want to provide you with a full-blown DCC Core Book patron.

Paul Wolfe’s work on patrons has heavily informed me during the


creation of this patron. He has given the DCC community an
interesting look at how to develop patrons with differing power
levels. How your players and you level up Sisssnagagarrasssh or any
other patron is ultimately up to you.

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.

Baak's bold work captured the imaginations of other artists, and


almost overnight, Baak found that he was the leader of an artistic
movement. Young artists flocked to him, leaving family and fortune
behind in the hopes of learning the secrets of Baak's art. Baak,
declaring himself the true high priest of Ibyk, soon founded a cult.
He led his followers to desolate hilltops and remote caves, where it
is said they sacrificed bulls and men, and engaged in archaic and
unspeakable rites.

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.

Some sages proclaim that when the Labyrinth is finally complete,


Ibyk will arise again, leading an army of abominations. It is
prophesied that Ibyk will annihilate empires, purge the world of
infidels, and reestablish the rule of the cruel Elder Gods.

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.

As the building of the Labyrinth has progressed, the nature of Kraath


itself has begun to change. Its inhabitants stroll about aimlessly at
night, lost in reverie as they chant the 999 names, their faces twisted
into permanent grins. It is said that some are addicted to the taste
of flesh, and seek out foreigners to feed upon. Others consort with
incubi and succubi, losing themselves in shadowy embraces, and
become twisted beings, warped by chaos.

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 - Patron Information

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:

12-13 The caster experiences a surge of divine power, and gains a


+4 bonus on their next roll.

14-17 The caster is surrounded by an impenetrable wall of fire, and


protected from all danger for the next d6 rounds.

18-19 The caster is transfigured by Ibyk’s divine energy, and


appears in a godlike form, causing all nearby enemies to
avert their eyes and cower in terror for the next 2d6 rounds.

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.

24-27 The caster and their companions are immediately


transported to the safety of Ibyk’s temple on the island of
Kraath.

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.

30-31 The caster is completely possessed by Ibyk, and gains a +15


bonus to the next 3 rolls.

32+ In recognition of the caster’s deep devotion, Ibyk appears


and directly intervenes on behalf of the caster, aiding them
in their current mission.

Patron Taint: Ibyk

1 The caster is lost in reverie, dreaming of Ibyk’s labyrinth.

First time: Caster is lost in reverie for one full turn.


Second time: Caster is lost in reverie for an entire day.
Third time: Caster is permanently lost in reverie and is
unable to function. Caster will waste away within 3d6 days
due to lack of food and sleep.
35
2 The caster is obsessed with helping to complete Ibyk’s
labyrinth, and donates their wealth to the Children of Ibyk
to assist their cause.

First time: Caster donates ⅓ of all wealth earned to the


Children of Ibyk.
Second time: Caster donates ⅔ of all wealth earned to the
Children of Ibyk.
Third time: Caster lives on bread and water, and donates all
material possessions to the Children of Ibyk.

3 The caster experiences uncontrollable lust.

First time: When in the presence of a beautiful person, caster


must make a DC 15 Will save or immediately begin to flirt
with the object of desire.
Second time: When in the presence of a beautiful person,
caster must make a DC 25 Will save or immediately make
blatant sexual overtures towards the object of desire.
Third time: Caster must engage in sexual acts once a day, or
they will be driven mad by thoughts of lust, and lose all
interest in adventuring.

4 The caster is entranced by the sight of flames.

First time: In the presence of an open flame, the caster must


make a DC 15 Will save or they will be paralyzed for one
turn while staring at the flames.
Second time: In the presence of an open flame, the caster
must make a DC 25 Will save or they will be paralyzed for
one turn while staring at the flames.
Third time: In the presence of an open flame, the caster is
always entranced. If possible, they will begin leaping over the
flames. If the fire is not in a form that makes this practical,
the caster will attempt to start such a fire.

5 The caster begins to take on Ibyk’s form.

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.

6 The caster goes berserk during combat.

First time: The caster receives +1 to attack rolls and +1 to


damage dealt for the next day. Any time the opportunity for
combat presents itself, caster must make a DC 15 Will save
to avoid immediately and recklessly initiating hostilities.
Second time: The caster receives +1 to attack rolls and does
double damage for the next day. However, at the end of each
combat, the caster must make a DC 20 Will save or begin
attacking allies; after each slain ally, the caster may make
another Will save using a lower roll on the dice chain, until
their bloodlust is sated.
Third time: Once the caster enters combat, they are unable
to distinguish between friend and foe, and won’t stop
fighting until they are dead.

Patron Spell: Barbarous Invocation of Ibyk

Level: 1
Range: Varies
Duration: Varies
Casting Time: 1 round
Save: Varies

General: Ibyk delights in confounding his opponents and crushing


his foes, and those who invoke his barbarous names and are found
worthy, are able to channel a portion of Ibyk’s vast power to defeat
their enemies.

Manifestation: (1) The sound of rushing wind and a stampeding herd


of bulls fills the air. (2) A circle of flames appears around the caster.
(3) Blood appears to flow from the caster’s ears and eyes. (4) The
caster appears to glow, and seems to briefly flicker in and out of
existence.

37
1 Lost, failure, and patron taint.

2-11 Lost. Failure.

12-13 The target has a vision of dancing maidens, and is paralyzed


by overwhelming desire for d4 rounds.

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.

20-23 One bull-daemon* appears and fights on behalf of the caster.

24-27 Three bull-daemons appear and fight on behalf of the caster.

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.

32+ The earth shakes and a hole opens up in the ground,


swallowing the caster’s enemies. In addition, all individuals
within 200’ of the caster who are not Children of Ibyk must
make a DC15 reflex check or fall into the bowels of the earth.

*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).

Invoke Patron Check Results:

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.

20-23 The heat of Torvak's


rage causes the caster's
body to burst into
flames. All enemies of
the caster or of Torvak
within 30' of the caster
take 2d6 points of
damage from the heat,
and must make a DC 15
Ref save or take another
1d6 points of fire
damage the next round.

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.

32+ As previous entry, but for 1 hour.


40
Patron Taint: Torvak

When patron taint is indicated, roll 1d6 on the table below:

1 The rage of Torvak overwhelms the caster’s mind. The 1st


time this result is rolled, the caster begins to see enemies
everywhere. On a 2nd roll, the caster becomes angry over
small things: unnecessary delay, bad jokes, small insults, the
biting of insects, spilled milk, etc. On a 3rd roll, these small
events or greater cause the caster to become violent, and he
must make a DC 15 Will save or attack the source of the
problem. Additional instances of this result have no extra
effects.

2 The caster forms a sympathetic link to Torvak. On the 1st


roll, the caster begins to feel a measure of guilt over the ape
god's imprisonment. On a 2nd roll, the caster yearns to set
him free. He can hear Torvak's screams at all times, distantly.
On a 3rd roll, the caster must make a DC 11 Will save or feel
compelled to go to whatever lengths to set Torvak free. Each
additional time this result is rolled, the Will save must be
made again and the DC goes up by 1. Regardless of the result,
the caster can hear Torvak's cries of anger at all times,
drowning out about half the caster's normal hearing range.

3 The caster transforms into an apeman. Each time this result


is rolled the caster transforms further. His forehead lowers,
he grows more hair, his feet turn into hands, and more. The
4th time this result is rolled, the transformation is
completed, and additional instances of this result have no
effect.

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.

6 The signal strengthens. On the 1st roll, the caster becomes


hotter than average. On a 2nd roll, the caster's heat
increases. Snow and ice melt around his feet. On a 3rd roll,
the caster's body becomes the signal conductor and he no
longer requires the headset and bracers to channel power
from Torvak. Additional instances of this result have no extra
effects.

Spellburn: Torvak

Torvak is held against his will and he has no driving agenda.


However, his patronage still is not without certain sacrifice and risk.
When a caster utilizes spellburn, roll 1d4 on the table below or use
them as inspiration for the judge.

1 Spikes set in the headgear and bracers drive themselves into


the caster’s brain to boost the signal. The resultant
discomfort manifests as stat loss.

2 Torvak is in an especially fierce anger and his rotations


especially powerful. The heat generated by the energy causes
painful tissue burn (manifesting as stat loss). However each
point spellburned counts for double.

3 Torvak utilizes the signal to lash out at his captors. In


addition to the spellburned points, the caster loses 2d8
temporary points of Intelligence, regained after a night’s rest.
42
A caster reduced to zero Intelligence points goes into a coma
and awakens 1d4 days later with only ape intelligence.

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

Crom. The Mountain King. Lord of Valhalla. StarSmasher.


"Crom is the god of men and steel. Long ago,
the giants that live in the earth tricked Crom
and took from him the riddle of steel. Crom
killed the giants with fire and earth and threw
their bodies into the ocean. But in the fury of
battle, the gods forgot the secret of steel on the
battlefield, and those that found it are simply
men. Not gods, nor giants, but men.
Some claim that Crom was once a man, that he
led the armies of the Wild Men the day they
broke the strength of the Elder slavers. Perhaps,
but no matter. For now Crom continues the
eternal battle against Colaxis and the serpent-
wizards of Praxis IV across the stars."

The Cleric’s Life: Clerics of Crom are intergalactic warriors, pledged


to the service of Crom in the eternal war against the serpents of
Colaxis. Their lives are typically short and glorious. It is divine
mandate to crush their enemies, seek out glory and great frivolity,
and to suck the marrow out of life’s bones.

Alignment (Neutral): Crom is a balanced force who thrills for battle.


He fights for a future where men choose their own destiny and are
free from the overreaching of Law and Chaos.

Healing: Clerics of Crom heal by distributing the wounds of their


subjects across all the host of Crom’s followers. Eventually the cleric
will be called upon to bear his portion of these wounds…

Unholy: Serpents, serpentine humanoids, planar (law/chaos)


creatures, dark sorcerers and magical constructs, giants, poisoners,
deceivers, subhumanoids (not including elves, dwarves, and hobbits
- though Crom is not overly fond of them).
45
Holy Symbol & Boons: Clerics of Crom carry a longsword or two-
handed sword crafted by a master smith as their holy symbol. As
one of their beginning spells, clerics of Crom cast Divine Symbol as
a 1st-level cleric spell (+2 to spell checks), and may Spiritburn (i.e.
spellburn) when casting this particular spell.

Clerics of Crom must utter a sacred catch-phrase when activating


their holy sword through the spell Divine Symbol. Suitable examples
include:
 “Thunder, Thunder, Thunder, Thundercats, Ho!!!”
 “By the Power of Greyskull!”
 “I Have the Powah!”
 “Form Blazing Sword!”
 “Care Bear Stare!”
 “By the Power of Crom, I am Captain Planet!”

In addition to the might of their holy sword, clerics of Crom emit a


sonic boom when clasping one another in the sacred Dillon-Dutch
Predator Handshake (treat as Gust of Wind spell of appropriate
spellcheck). This boom is an echo of the handshake shared between
Crom and his ally Gossar after the Battle of Nuzon Prime.

The Disapproval of Crom

All effects last until disapproval resets, unless specified otherwise:

1 Meditation: Crom senses fear in the heart of the cleric. The


cleric loses all spellcasting ability until he spends one hour
in meditation, after which he recommits his life to a violent
end. +2 to the next spell check.

2 The Visage of Crom: The cleric doubles over with pain as


Crom warps his physical form to be closer to Crom's ideal
(all forehead and biceps). The cleric is at -2 to all physical
checks for the next hour until he becomes accustomed to
the modifications.
46
3 Enough!!! Crom grows tired of these constant requests for
aid and bellows his divine rejection in the cleric's ears. The
cleric is struck deaf for the next 1d6 hours, all surrounding
individuals are struck deaf for 1d6 turns.

4 Suffer for the Cause (Minor): The cleric is called upon to


bear minor wounds sustained by other followers of Crom.
Gashes and bruises appear across his body. -1 to Strength,
Agility, and Stamina, which heal normally.

5 The Fist of Crom: The cleric calls on Crom, interrupting the


Mountain King's frivolities in Valhalla. Crom slams his divine
fist (roughly the size of a man) into the body of the cleric,
knocking him out cold. The cleric stays unconscious for 1d3
turns, and remains groggy (-4 penalty to all rolls) for one
hour after waking.

6 The Battle Rages in a Distant Galaxy: Crom's forces are


currently occupied in a pitched battle with the LizTars of
Colaxis near the Gorblarn Nebula. With Crom unable to
provide aid, the cleric may only redistribute hit points with
his healing ability from among willing participants for a
period of 1d2 days.

7 The Mead of Valhalla: Crom has seen uncountable numbers


of men live and die in battle. To teach the cleric to relish life
and the thrill of glorious battle, Crom fills the cleric's belly
with the mead of Valhalla, making him stinking drunk for a
period of 1d6 hours. The cleric becomes joyful and
uninhibited, but his actions become sloppy, resulting in -1d
to all actions requiring concentration or finesse (judge's
discretion).

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.

9 Suffer for the Cause (Major): The cleric is called upon to


bear major wounds sustained by other followers of Crom.
His muscles are torn and bones are bruised as open slashes
appear across his body. -3 to Strength, Agility, and Stamina,
which heal normally.

10 Join the Fight! The cleric is surrounded by the ghostly shapes


of Crom's warriors and Serpent-Men caught in a pitched
battle on an alien planet. Suddenly, several of the Serpent-
Men (per the judge's discretion) materialize in the cleric's
location as Crom sends them to be cut down by his holy
warrior.

11 Tithe: Crom demands the cleric donate one third of his


material possessions to the followers of Crom, preferably in
the form of weapons and armor, training, and fortification.
Until the cleric accedes to this demand, he suffers a -4 to his
spell checks.

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.

13 A Tour in The Mech Corps: The cleric is pressed into service


as a psychic pilot of a Mark X5 Hunter-Killer Unit carrying
out operations on a forward base of Colaxis. For the next 1d5
nights, the cleric's consciousness is transferred into the unit,
where he experiences savagery that cannot be believed (X5
Units provide faithful pain and sensory input to the user, to
increase success rates). Each morning the cleric wakes
exhausted and harrowed, losing 1d2 temporary Personality,
and only recovering half of his disapproval, but gaining 1d4
XP. At the end of his tour, the cleric is discharged with a
chit that can be redeemed with Crom for +2 to any
spellcheck.

14 Quest: Crom orders the Cleric on a quest to deliver a savage


blow to the foes of men. The cleric suffers -2 to all spell
checks until he is actively pursuing the quest.

15 Suffer for the Cause (Critical): The cleric is called upon to


bear critical wounds sustained by other followers of Crom.
The cleric's body is left a crumpled mess as his bones crack
and deep tissue bruises appear over his entire body. The pain
is excruciating. Crom grants the cleric a minor blessing as a
reward for this burden. -6 to Strength, Agility, and Stamina,
which heal normally, and +1 to Luck.

16 Trial of Gravity: Crom tests the cleric's will. The effect of


gravity is doubled on the cleric, resulting in half distances
for jumps, and -1d to all physical checks. At the end of each
day, the cleric has a 5% cumulative chance to physically
49
adapt to this new environment, after which Crom removes
the effect and the cleric gains +1 to the physical attribute of
his choice. The cleric may also beg Crom to take away this
burden, resulting in a permanent -1 to Personality as the
cleric is forever stained by his failure.

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.

18 Incoming Warp Signatures Detected! The cleric is made


known to a significant enemy of Crom and unwittingly
becomes a part of the galactic conflicts of the StarSmasher.
Expect potential inbound starships and light orbital
bombardment.

19 The Curse of Death: Crom warps fate, sparing one of his


most favored followers from death by switching his destiny
with that of the cleric. For the next 48 hours, as the spirit
of death seeks to rectify the imbalance, the cleric and any
who ally with him are treated as having a 3 Luck as anything
that can go wrong does go wrong. The judge may change
the outcome (succeed/fail) of any three rolls in an attempt
to kill the unfortunate cleric. If the cleric survives this period,
he may assume the title "He Who Laughs at Death," and
gains +2 Luck. Forever after, the cleric is personally known
to Death, who considers him an admirable rival.

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

WHERE THE PANDEMONIUM EMPYREAN LAW


OF CHAOS PROFFERS… INSTILLS…
IMPULSIVENESS DISCIPLINE
INSIDIOUSNESS STEADFASTNESS
TREACHERY LOYALTY
WANTON AGGRESSION COURAGEOUS ACTION
BLIND VENGEANCE JUST RETRIBUTION
CONCEIT SELFLESS SACRIFICE
ANARCHY AUTHORITY
CORRUPTION RIGHTEOUSNESS

CHORANUS THE LORD-CREATOR’S EIGHT PILLARS OF AN ORDERED WORLD

DCCers have a love affair with Chaos.

There, it’s out on the table. I said it.

Why do we harbor this love? Maybe it’s because we see ourselves as


the rebellious anti-heroes of modern RPGing. Or maybe it’s because
many of us grew up in gaming at a time when it made us social
outcasts, and we act out our desire to tear down the Establishment,
the institutions that mocked us – the football teams, cheerleading
squads and homecoming courts – at the gaming table. It sure seems
reflected in how many of us embrace a chaotic, gonzo-style of
gaming.

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.

There, I said that too.

I am even going to go so far as to say that compared to Chaos, Law


in DCC is emasculated (apologies to my gamer sistren). I think it’s
loooooong past time we give Law some bigger balls in DCC (again,
apologies), and in this article I aim to start the re-invigoration.

Let me begin in the usual DCC fashion by contextualizing this call


in Appendix N. Consider Law and Chaos as laid out in my favorite
Appendix N work, the Chronicles of Amber by Roger Zelazny. In the
Chronicles, the universe was originally just the raw, boiling, seething
stuff of Chaos. A prime force of order, the unicorn, helped a lord of
Chaos inscribe the Pattern and bring into being the first fixed world,
Amber, thus ordering the universe.

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.

Law does not leave people to find their own way


Taking action, ordering and shaping things is intrinsic to Law –
after all, that’s how Law created the mortal worlds in the first
place. Law does not embrace the notion of free will in the
Christian theological sense – it does not leave people to decide
for themselves what the right or expedient thing is to do and
whether or not to do it. Mortal institutions of Law are not hands
off – they act proactively, decisively and forcefully to bring order
and lead people down the right path.

Law is always recruiting and it strongly prefers to engage


converts in its crusades over mercenaries. The agents of Law will
be less interested in working with adventurers as freelancers
55
versus trying to enlist PCs into their military and religious orders
and wizard guilds. Such membership will deliver great resources
and benefits to the PCs. Members of such orders and guilds will
have access to masterwork armor and weapons, to libraries of
lore and to special training that can reduce the amount of
experience they need to attain levels or will grant them additional
powers when they do. They might even be loaned magical
artifacts to use on their quests, since lawful orders can reasonably
expect lawful allies to take great care of such items and honor
agreements to return them.

Through the ordering and organization of its resources, Law


can be more powerful than Chaos
By its nature Law more easily orders and organizes its resources
than Chaos does. Your campaign world should be populated with
military orders of paladins, knight-templar clergies, councils of
arch-mage evokers and secret, ancient orders of assassin-spies
(that operate within a strict honor-code), all answering to the
gods of Law. These groups should have great renown, but that
renown should be well-deserved and your PCs should yearn to
be invited to join such groups. Should your PCs have the privilege
of adventuring with members of such groups, a shared quest
should produce an unbreakable bond between the PCs and NPCs
– one that both sides can call upon in the future for mutual
support. Similar relationships can exist between PCs and the
lawful primal servant races such as shedu, ki-rin, devas, metallic
dragons, androids (it is the Three Laws of Robotics after all), etc.

Law enjoys certainty about its rightness


This certainty forms the foundation from which Law constructs
three Ps: precedent, policy and procedure. Certainty and the
three Ps enables Law to act swiftly. While the agents of Chaos
are mired in mutual suspicion - maneuvering around each other
and hoping to gain individual advantage over both Law and their
rivals - the forces of Law will have already made advance plans
and preparation, made a decision and set their plans in motion
with rapid efficiency.

Unless Chaos has been able to disrupt the forces of Law to an


unusual degree, those forces should be able to respond more
rapidly to developments than the forces of Chaos can and have
56
contingency plans they can enact quickly to support PCs who
serve the cause of Law. Stockpiled resources can be made
available for PCs who are allied to Law-furthering causes and
such PCs should be advantaged by the ability of lawful elites to
command organizations and institutions.

Civilization prefers Law over Chaos


Elites, such as royalty, the nobility, merchants and trade guilds
all benefit from an ordered society possessing the rule of Law.
And while the first preference of commoners - farmers, tavern-
keepers, tinkers, peddlers, etc. – is neutrality, if forced to choose
between Law and Chaos, they see themselves much better off
under Law than under Chaos.

In civilized lands, PCs who demonstrate an affinity for Law


should be well treated. They should enjoy the hospitality of rulers
and be offered the best fare, the best lodging and the best goods
at a fair, if not discounted, price. They should be afforded honors
and accolades, should be included in important functions and
should be privy to special councils and counsel.

Law is not synonymous with good


The servants of Law can be as relentless and ruthless as any
agent of Chaos, they can be inquisitors, witch-hunters, and
crusaders. Law has no aversion to violence and no qualms about
dealing death. Law views death as part of order: “all things must
come to an end” is natural law (and, at the same time,
paradoxically, is also an axiom of Chaos - ah the joys of
philosophy). And thus, Law is perfectly comfortable with using
lethal force to bring about order. Furthermore, in the pursuit of
order, Law may also employ vicious methods, e.g. torture. Law
has absolute certainty about the rightness of its ends and holds
as a principle that the needs of the many outweigh any
consideration of the individual.

Don’t hold lawful PCs or NPCs to a standard of behavior that is


about being good rather than lawful. Challenge them to explain
their actions in terms of how they advance the causes of the rule
of Law and an ordering of the world. Remember that many of
the principles of Law are “badass:” retribution, conversion,
certainty, righteousness, authority. As awful as it sounds, in our
57
own world many genocides have been justified by law, so lawful
PCs don’t have to have any qualms about taking life or holding
back their zealotry.

In an ordered world, lawful actions are rewarded


The gods of Law are not fickle like the gods of Chaos – service
is rewarded predictably and expediently and additional power is
granted to those who prove their worth. Zealotry, pursued in
accordance with the aims of Law should be rewarded generously!
Lawful patrons should not show the same capriciousness as
chaotic patrons. If such patrons are allowing or facilitating the
failure of individual servants because they are sacrificing these
servants to further some higher purpose or stratagem of Law,
they should as open about this as they can to PCs. Bonuses
should be given to Invoke Patron spells that are cast in the
earnest effort to further the goals of Law.

Gods of Law should not heap punishing disapproval upon PC


clerics, especially if the cleric is doing their best to complete a
quest that furthers the cause of Law. Except in cases where a
cleric has transgressed against Law, the gods of Law will seek to
instruct and correct their clerics, not punish and hamstring them.
Judges should consider modifying the deity disapproval for lawful
clerics or giving them a bonus on the disapproval roll if they are
doing their best to complete a quest that serves the cause of Law.

58
59
Credits
Contributing Authors – VOLUME 2
Steven Bean, Jeff Call, Eric Hoffman, Duncan McPhedran,
David Powers, James Pozenel, Ian Wyckoff, James V. West

Cover Illustrator – VOLUME 2


Doug Kovacs

Title Page Illustrator – VOLUME 2


Marc Radle

Contributing Illustrators – VOLUME 2


Robert Cameron, Benjamin Mara,
Danny Prescott, Shield of Faith Studios/Matt Jordan
Some artwork copyright William McAusland, used with permission

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

Printing Offset Contributors


Forrest Aguirre, Steven Bean, Julian Bernick,
Eric Fields, Laura Rose Williams, and the
patrons of the G+ GFA community

Creative Vision & Direction, Layout and Graphic Design


Doug Kovacs, Harley Stroh, Jon Hershberger
Marc Bruner, Matt Hildebrand, Michael Jones

60
The 2016 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine

Written, Illustrated, Edited and Produced by


the DCC RPG G+ Community

MONSTERS & TREASURE


VOLUME 3 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

Volume 2: Patrons & Gods


Cire - Interdimensional Patron . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Patsy, Patron God of Henchfolk . . . . . . . . . . . . . . . . . . . . . . . . . 14
Sisssnagagarrasssh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Children of Ibyk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Torvak, the Enslaved Ape-God . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Crom!!! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
I Fought the Law (& the Law Won) . . . . . . . . . . . . . . . . . . . . . . 53

Volume 3: Monsters & Treasure


The Giant’s Gullet Roll Your Own Encounter . . . . . . . . . . . . . 4
Monsters
Two Roaches for Your Adventures . . . . . . . . . . . . . . . . 9
Gazette-Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Cowwitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Treasure
Arrows of Anra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Ring of Gelatinous Form . . . . . . . . . . . . . . . . . . . . . . . . . 22
Thieving Hand of Glamox . . . . . . . . . . . . . . . . . . . . . . . 28
The Wandering Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Minor Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . 35, 37
2
Volume 4: Complete Adventures
The Orm Lies Down on Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Until the Sun Goes Down Forever . . . . . . . . . . . . . . . . . . . . . . . 12
Zeron Protocol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Volume 5: Drop-in Adventures


The Forgotten Library of the Toadfiend . . . . . . . . . . . . . . . . . . . 5
Tzolk’in Crawl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Big Trouble in Little Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Forgotten Hall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Crawling Through a Hell of One’s Own Making . . . . . . . . . . . 33
Beyond the Portal Under the Stars . . . . . . . . . . . . . . . . . . . . . . . 39

Volume 6: Crawljammer & Interdimensional Travel


The Techno-necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Crawljammin’ on the Red Planet: a Barsoom Bestiary . . . . . . . 13
To Halls of Valhalla…And Back Again! . . . . . . . . . . . . . . . . . . . 24
The Oblivion Syndicate and the Millennial Mead . . . . . . . . . . 30
Inter-dimensional Portal Weirdness Die-Drop Table . . . . . . . . 41
The Oculus: a Spacefaring Artifact for Crawljammer . . . . . . . 44

Volume 7: Tables & Tools Part I


The Many Divisions of the d120 . . . . . . . . . . . . . . . . . . . . . . . . . 4
What’s This Crap!? A Self-Generating Crud Tool-Kit . . . . . . . 7
What’s This Crap!? d30 Crud Creature Compendium . . . . . . . 10
What’s This Crap!? d50 Crud Color and Texture Calculator . . 40
What’s This Crap!? d50 Crud Effects Machine . . . . . . . . . . . . . 44
What’s This Crap!? d50 Crud Odor Description Generator . . . 55
What’s This Crap!? d50 Crud Naming Device . . . . . . . . . . . . . .57

Volume 8: Tables & Tools Part II


d50 Names for your Zero-Level Characters . . . . . . . . . . . . . . . . 4
d50 Cursed Magic Trinkets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
d50 Fantasy Foods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
d50 Memorable Personality Quirks . . . . . . . . . . . . . . . . . . . . . . . 19
d50 Smells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
d50 Tavern Names and Their Crusty Crotchety Proprietors . . 23
d50 Treacherous Temple Name Generator . . . . . . . . . . . . . . . . . 25
DCC RPG Master ‘Zine Index – Updated through July 2016 . . 31
3
Order of the Quill Presents
Roll Your Own Encounter
A DCC Solo-Encounter for 3rd-10th Level Readers

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

YOU PROMISED YOURSELF


ONLY ONE LAST DRINK. But when the cleric starting buying a
round after each disfavor, you couldn’t resist! One faithless cleric and a TPK
later, you stumbled back toward your hotel room, mulling over the tragic
death of your warrior Zinthia and cursing your unlucky d20. Tomor-
row you’d finally throw it away! Soon your vision began to blur and
the room numbers became harder to read. Does it say 304? or
809? As you tried to align your keycard with the cardreader, a
wave of dizziness hit you and the world began to spin.

Is this how Zinthia felt when she was beheaded by that


goat-crab Mongondu?

You wake up on a hard warm floor. Your back aches


and your face is puddled in drool. You slowly sit up
and wait for the world to stop spinning. But it never
does! You realize that you are suspended 70’ high in a
cage like a canary.

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.

“My man-name is Narafoo, but my pack call me Gruff-gerrr-snruff-bark-thack*!”, snorts


the dog-man. “The giant is almost ready to boil us alive. But I have a plan for escape!”

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

Arrows of Anra are an open-ended collection of unique, magical arrows.


The one detailed below is a conversion of the AD&D classic arrow of slaying.
The judge can alter this arrow by rolling on Appendix L: Languages of the
DCC RPG rulebook and substituting ogre with the new creature.
Other arrows can be created and attributed to Anra if you so choose,
or maybe this one is the only one left!

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!”

“Scape!?! Nobody’s ‘scaping to nowhere!” thunders the giant as he stomps toward


Narafoo. You watch as he pulls a large iron key off a nearby hook.

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!

Make a Luck check!

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

SILLETHEENE (June 2015, 2nd Issue, circa The Monster Alphabet)


Init +1d14; Melee staff +6 (1d12); Ranged staff energy +8 (1d10,
+slowing, 20/40/60); AC 18; HD 6d8+12; MV 40; Act 1d20; SP of-
the-night; Fort +6; Ref +8; Will +6; AL N

Silletheene was an assassin in life. Failing in an important assassination


for a sorcerer warlord, she was cursed to become the night, only
existing in darkness and only effective against others afflicted similarly
to herself. She can know no pleasure, not even warmth. She stalks the
world, seeking the descendants of the target she missed all those
decades ago. She bears a small urn of magical oil. Pouring this oil
over a target, they become as much
a part of the night as she herself.
She can then attempt to kill them; in
ending the bloodline, she returns
herself to life.

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).

The energy from her staff causes


targets effected to slow. Failing a
DC 12 Fort Save causes a target's
Speed to drop by 10, and Action
Dice to drop one step each down
the dice chain. These effects are
cumulative and last for 1d24
minutes.

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

Awash in strange energies, the holbog


are tenacious and irrational. Once
they may have been Humankind or
perhaps Dwarfkind, but they have
long since moved beyond such a
heritage. They exist in a particular set
of crumbling sea caves, dotted with
luminescent crystals. Their limbs are
bleached chitin, while their torsos and
heads are a bloated, puffy, jaundiced,
milky, wobbling flesh. They dress in
salvaged tatters.

A holbog collects. They collect


whatever man-made items they can
find, but only one of each thing,
unless the second example is of a
radically different design. They make of their sea caves nightmare
manor houses, with a mismatched array of random items carefully
placed in a madman's semblance of order, restoring things after each
high tide. This extends to 'guests', as well, living or not...

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.

Magic Immunity: Holbogs have great resistance to arcane forces. Treat


all spell checks against them as if they are 10 points lower (this cannot
push a result into corruption). Judges will have to make a ruling on just
how this affects items of a magical nature. Clerical magic being
derived from the gods is always at full-effect, however.

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

Vennec wants your memories.

As a human wizard, Vennec raged and stormed and took what he


wanted. He was a terror to the lands around his mighty tower, until his
Patron, Gol-Galta of the Iron Harp, grew tired of his distractions and
molded him into a new form. Now Vennec wanders the deepest forests
in search of the only prey that will sustain him: the newborn of the
bandersnatch.

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.

He can leap great distances, such as chasms or great heights, up or


down. Giving up an Action Die, he can leap 40' horizontally or
downward, or 20' upwards. He can use this when falling to avoid
damage. Multiple Action Dice can be used to extend the distance.

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.

When attacking in melee, he can attempt a Mighty Deed of Jaws. If


there is any maneuver he could attempt to pull off by biting, nipping or
otherwise using his enormous mouth, along with an attack, he may
attempt it. When making the attack roll, if his attack bonus die (Dental
Die) should come up a natural '4' or higher AND his attack lands, his
Deed is successful. This Dental Die number cannot be modified by Luck,
such as by a friendly Halfling (though the overall total of the attack
may be altered to create a success).

Roxifalloppitorivoolhoovians, such as Frozzax, stand around 5 feet


high, with a circumference of nearly 100 inches. Their circlevision
allows them to see around themselves in all directions along a
horizontal plane at once, so they are surprised only on a 1-in-6.

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

— Monsters designed by Doug Kovacs.


Thank you, Doug!

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.

Distance from Cowwitch Will Save


In sight None, automatic control
1-5 miles DC 20
5-10 miles DC 17
10-15 miles DC 13
15-20 miles DC 11
20+ miles DC 5

20
The Giant’s Gullet

Make a DC 10 Stamina check.

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

“One ring to gloop them all


One ring to blind them
One ring to glop them all
And in a jelly, slime them!”
— Xeegon the Odd, heard singing madly
down a street before his disappearance

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?

Xeegon had secreted


himself away before his
disappearance, claiming
that he had been inspired
by his lord to enact a
deed which would lead
to a transcendent form
of transformation. The
pernicious nature of the
ring suggests that upon
creating and donning it,
he lived out his remaining
days as a sentient gelatin.

The ring is always


found in the gelatinous
(often desiccated)
remains of its previous
owner. Each wearer
eventually becomes es-
tranged from allies and
completely addicted to
the experience of life

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:

• Immune to mind altering effects (sleep, fear, control, etc)


• Agility and Intelligence at -3
• If Intelligence goes below 1, wearer becomes a mindless slime and will attack allies or
try to escape. Remove Curse or similar magic can reverse this condition, causing the
ring to become expelled
• Agility cannot be reduced below 3
• Can climb walls and move along ceilings
• Speech is impossible (spells requiring voice now impossible to cast)
• Movement rate reduced to 10’
• Engulf attack: on natural 20, wearer can engulf a victim, causing automatic corrosive
damage per round. Treat as a grapple
• Almost invisible in water
• Cut off parts instinctively move to rejoin
• May separate into multiple smaller selves (at cost to HP and abilities per “self ”, divide
by number of separate parts)

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

Make a DC 15 Agility check!

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.

If you tattled on Narafoo, turn to page 21. Otherwise continue reading...

“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?

If you pass the key to Narafoo, turn to page 35.


If you leave Narafoo to his fate, turn to page 21.

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!

Make a DC 10 Strength check.


If you succeed...
The massive rat screeches and lunges toward you, barring its two broadsword-like inci-
sors! You clutch at its fur and with all your might throw the beast past you. It squeals with
pain as its body is driven deeply into an exposed nail.

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.

As the story goes, Glamox was


apprentice to Krill the Crafty, an
adventuring wizard. After many
years of service and training (re-
dacted here, for space), Glamox
was disturbed when Krill
failed to return from what
was thought to be a routine
trip out to the wilds with
his adventuring buddies to
“acquire” a few components.
Glamox kept his master’s
place up and continued
his studies for weeks with
no word, always hoping
his master would return
soon. Eventually, Trymtor,
one of Krill’s companions
(and great trapsmith/thief)
showed up at his doorstep.
Krill was struck down, but
Trymtor was fortunate enough
to hide, and eventually escape,

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).

Each finger on the hand provides a different benefit:


• Index finger - Stores hidden picks. No more risk of being discovered with
thieves tools!
• Middle finger - 1/day, cast Magic Missile (with spell check 18, pg 144).
• Ring Finger - 2/day, can cast the following (with spell check 18) - Knock (pg 175),
Feather Fall (6 Rounds) (pg 140), Invisibility (pg 172) or Neutralize Poison (pg 277).
• Pinky - 1/day, replicates and increases ambient noise of local area. Provides thief
+6 to move silently.
• Thumb - 1/day, can “crack” the knuckle to give +2 to the next Luck roll.

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

Make a DC 5 Agility check.

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!

If you tattled on Narafoo, turn to page 37. Otherwise continue reading...

“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?

If you hand the scroll to Narafoo, turn to page 38.


If you read the scroll yourself, turn to page 37.

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

An elegant crystal tumbler sits beside a ewer of perfectly clear water.

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.

• 1 round of examination reveals large magical items


such as doors or chests.
• Each subsequent round, roll an Intelligence check
with a DC set by the size and distance of the magical
object. The image can be continuously studied
to keep attempting these checks until successful.
• Duration is only limited by how long the glass can be
kept filled with water. Focusing on the image while
moving may call for a Reflex save,
especially over uneven terrain.
• Invisible or concealed items are not revealed.
Less-than-pure water or a less-than-full cup adds
+5 to the DC to detect magic.
• The range of the effect is the limit of vision.
However, the smallness of the
image imposes
practical limitations.

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.

Make a DC 17 Intelligence check.

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

Cover Illustrator – VOLUME 3


Doug Kovacs

Title Page Illustrator – VOLUME 3


Marc Radle

Contributing Illustrators – VOLUME 3


Robert Cameron, David Coppoletti, Benjamin Mara, Mez Toons
Some artwork copyright William McAusland, used with permission

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

Printing Offset Contributors


Forrest Aguirre, Steven Bean, Julian Bernick,
Eric Fields, Laura Rose Williams, and the
patrons of the G+ GFA community

Creative Vision & Direction, Layout and Graphic Design


Doug Kovacs, Harley Stroh, Jon Hershberger
Marc Bruner, Matt Hildebrand, Michael Jones

42

40
The 2016 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine

Written, Illustrated, Edited and Produced by


the DCC RPG G+ Community

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

Volume 2: Patrons & Gods


Cire - Interdimensional Patron . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Patsy, Patron God of Henchfolk . . . . . . . . . . . . . . . . . . . . . . . . . 14
Sisssnagagarrasssh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Children of Ibyk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Torvak, the Enslaved Ape-God . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Crom!!! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
I Fought the Law (& the Law Won) . . . . . . . . . . . . . . . . . . . . . . 53

Volume 3: Monsters & Treasure


The Giant’s Gullet Roll Your Own Encounter . . . . . . . . . . . . . 4
Monsters
Two Roaches for Your Adventures . . . . . . . . . . . . . . . . 9
Gazette-Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Cowwitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Treasure
Arrows of Anra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Ring of Gelatinous Form . . . . . . . . . . . . . . . . . . . . . . . . . 22
Thieving Hand of Glamox . . . . . . . . . . . . . . . . . . . . . . . 28
The Wandering Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Minor Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . 35, 37
2
Volume 4: Complete Adventures
The Orm Lies Down on Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Until the Sun Goes Down Forever . . . . . . . . . . . . . . . . . . . . . . . 12
Zeron Protocol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Volume 5: Drop-in Adventures


The Forgotten Library of the Toadfiend . . . . . . . . . . . . . . . . . . . 5
Tzolk’in Crawl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Big Trouble in Little Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Forgotten Hall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Crawling Through a Hell of One’s Own Making . . . . . . . . . . . 33
Beyond the Portal Under the Stars . . . . . . . . . . . . . . . . . . . . . . . 39

Volume 6: Crawljammer & Interdimensional Travel


The Techno-necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Crawljammin’ on the Red Planet: a Barsoom Bestiary . . . . . . . 13
To Halls of Valhalla…And Back Again! . . . . . . . . . . . . . . . . . . . 24
The Oblivion Syndicate and the Millennial Mead . . . . . . . . . . 30
Inter-dimensional Portal Weirdness Die-Drop Table . . . . . . . . 41
The Oculus: a Spacefaring Artifact for Crawljammer . . . . . . . 44

Volume 7: Tables & Tools Part I


The Many Divisions of the d120 . . . . . . . . . . . . . . . . . . . . . . . . . 4
What’s This Crap!? A Self-Generating Crud Tool-Kit . . . . . . . 7
What’s This Crap!? d30 Crud Creature Compendium . . . . . . . 10
What’s This Crap!? d50 Crud Color and Texture Calculator . . 40
What’s This Crap!? d50 Crud Effects Machine . . . . . . . . . . . . . 44
What’s This Crap!? d50 Crud Odor Description Generator . . . 55
What’s This Crap!? d50 Crud Naming Device . . . . . . . . . . . . . .57

Volume 8: Tables & Tools Part II


d50 Names for your Zero-Level Characters . . . . . . . . . . . . . . . . 4
d50 Cursed Magic Trinkets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
d50 Fantasy Foods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
d50 Memorable Personality Quirks . . . . . . . . . . . . . . . . . . . . . . . 19
d50 Smells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
d50 Tavern Names and Their Crusty Crotchety Proprietors . . 23
d50 Treacherous Temple Name Generator . . . . . . . . . . . . . . . . . 25
DCC RPG Master ‘Zine Index – Updated through July 2016 . . 31
3
BY TERRY OLSON
ILLUSTRATION BY BENJAMIN MARRA
The Orm Lies Down on Punjar is best served when the PCs are
recovering from their latest exploits, and are carousing and carelessly
spending their hard-earned gold. Although the title references Punjar,
this adventure can take place almost anywhere. “Punjar” is chosen
for its familiarity among DCC veterans, as well as having the same
number of syllables as “Broadway” (this romp is inspired by the well-
known progressive rock opus by Genesis). Due to it being a short-
format adventure, read-aloud area descriptions and level-specific stat
blocks are not provided; the judge is encouraged to tailor the journey
appropriately for heroes, demigods, or gongfarmers as needed.

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.

The fun begins when a PC eats the worm.

Consuming the bottle’s inhabitant causes the PC to see a spectral


worm emerge from his palm; the apparition has a viridian glow, with

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.

Area 1-Gelatinous Tears:


The PCs awaken, each suspended in a giant, gelatinous tear-shaped
pod that is partially filled with water. Numerous pods hang 10’ above
the ground forming the shape of a seven-pointed star. A fleshy orb

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.

Area 2A and 2B-Anima and Animus:


These fleshy chambers are identical in function, but differ in content.
Both contain surfaces with tiny nubs that extend and retract, creating

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.

Area 3-Pulsing Chamber of the Lily:


The party finds themselves in a room that rhythmically expands and
contracts. Except for the floor, a pink, luminous membrane surrounds
the chamber. Besides the entrances to 2A and 2B, there are ten
large tubes in the walls, each of which either suck or expel air in a
complex rhythmic pattern, accompanied by a faint thumping. The
floor is covered in soft, freshly tilled earth, in which a solitary white
lily grows. Any PC examining one of the tubes is sucked inside and
expelled out another (DC 14 Ref save to avoid); the exit is random
even if the same tube is entered. The journey is too quick for PCs to
gauge how they are traveling, but the expulsion causes damage.

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.

Area 4-Pink Pond of Id:


The tunnel leads to yellow spongy room, with odors reminiscent of
rotten eggs. A large, 3’-deep pond of pinkish liquid spans the chamber,
and must be traversed to reach the other side, which transitions to

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.

Area 5A and 5B-The Unperceived Portal:


Chalky corridors lead to areas 5A and 5B which are (seemingly) empty
white-stone chambers. Entering either chamber causes a bluish portal
to silently appear in the other. The only way for the portal to stay in
place is for both rooms to be occupied simultaneously. PCs wishing
to use the portal have to figure out how to get the last person through,
since the portal always moves to the empty room. The party may use
the body of a deceased PC, an eel’s corpse from area 4, or a body
from one of the pods in area 1 to occupy a given room, so that the
portal stays in the other. The portal leads to the Shapeless Friends in
area 6.

Area 6-Shapeless Friends:


Upon entering the portal, the PCs are teleported to a chamber with
firm gelatinous surfaces and a solitary metal door. Oozy humanoids
step out of the gel, and speak to the PCs in bubbling voices, as if
underwater. “Clever, clever,” they say, and present the party with a
huge net made of tiny, green, crystal links (extremely helpful in area
7). They speak in unison, as if sharing the same mind. Any melting-
necked PC who poisoned himself in area 4 is given a scroll of alien
hide; one side is tough and durable, the other is highly reflective. The
scroll must be unrolled to see its reflective side. If a PC asks why he’s
receiving the scroll, they reply, “Because you remind you of you.”
Note that the ooze creatures have no reflection.

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:

PCs: “Where are we?” Creatures: “You are in It’s in you.”


PCs: “How do we leave?” Creatures: “You have to get in to get out.”

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.

Area 7-Mocking Shade:


This is a gigantic cavern, the top hidden in a gray mist. The bottom is
bowl shaped, with a 10’ hole in the middle leading to darkness. The
chamber’s floor may be accessed either by descending the 40’ cliff
from area 4, or through the door from area 6, which is not visible
from this side of the chamber. The area is otherwise empty until the
PCs come within 20’ of the hole in the floor; at this time, a Mocking
Shade rises from the hole and attacks.

A Mocking Shade is a flying un-dead creature akin to a shadow,


but more substantial in form. Each round, it forms part of its body
to parody one of the PCs. The PC being mocked must make a Will
save to act that round, and takes the same damage the shade does.
In order to determine which PC is parodied, have the players roll
1d20, adding their character’s Luck score (not modifier). The PC with
the lowest result is mimicked, with the lowest Luck score used to
resolve ties. Netting the shade with the green crystal net from area
6 has multiple benefits: the shade cannot change who it is mocking;
the party gains +1d on all attacks; the shade is penalized -1d on
all attacks. The shade may be turned, but this should be extremely
difficult. Clerics who consumed the worm at the adventure’s start are
spiritually unable to turn the creature. If the party uses the Shapeless
Friends’ reflective scroll as a mirror, then upon seeing itself, the shade
must succeed on a Will save or its mocking duplication melts away
for one round. This encounter should be scaled appropriately by the

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.

ENDING THE ADVENTURE


After the PCs jump into the chute, they appear where and when the
judge desires. Perhaps they wake up back in Punjar, having passed
out in a tavern (which may or may not be flattened by the carcass of a
giant, alien worm). Perhaps they find themselves on the Purple Planet,
or in the Shudder Mountains, or in Lankhmar’s Silver Eel. Regardless,
the PCs should be rewarded appropriately by increases to Luck,
removal of deity disapproval, etc., and also gain an insight specific to
some unsolved problem. If they had gifts from the Shapeless Friends,
then they still have them, but must discover their relevance in this
new existence.

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.

Note: four distinct strands of mucus falling somewhere on or around


the stairway and identified by arrows on the map serve as an alarm
device for Snug’goo in area 5. If any of these strands are disturbed
or interacted with in any way, Snug’goo will be alerted to the PCs
presence, and will also intuitively know the alignment and general
condition of the PC who has touched the strand. Spells focused on
any of the strands will be transmitted directly to Snug’goo, who will
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14
react according to the judge’s discretion and may be required to make
a saving throw against those spells.

Area 2-NARCOLAMPREY AMBUSH. PCs moving along the ledges


of the chasm will notice bodies among the pillows and bedding
material crammed into the chasm. The bodies are emaciated but
have a look of placid calm on their dead faces. It is quickly apparent
that people have willingly entered the chasm to sleep among the pile
of softness, and have apparently wasted away from starvation and
dehydration. There is a natural bridge overlooking the middle portion
of the chasm. Six narcoleper cultists squat on the bridge with pots
full of narcolamprey sleep parasites. They quietly and lazily wait for
intruders, and will empty the pots onto the PCs once they reach the
point in the chasm marked with arrows. Roll 7d7 to determine the
number of narcolampreys that strike the PCs. Each narcolamprey
inflicts 1 point of damage, which is equally divided among the
party. Any party member reduced to 0 HP is not killed, but instead
is knocked prone, and has accidentally ingested 1d7 narcolamprey
(they are about the size of goldfish crackers™). PCs suffering from
narcolamprey infestation will feel content and well-rested, and will
wake up from slumber feeling refreshed, though they will externally
show signs of physical fatigue and languor. No hit points will be
recovered from sleeping once infested, and the host will be unaware
of this condition due to the flood of soothing endorphins that
impresses a sense of restful ease upon the host at all times. While
infested, dreams will begin to lose color and assume a muted tone.
Narcolamprey reach maturity after they have sucked out a full week’s
worth of sleep from their host, at which point they rapidly swell up
to the size of coconuts and erupt from the stomach (1d16 damage,
Luck check to avoid). Mature narcolamprey are extremely fragile,
having only 1 HP, and will burst if they suffer a fall greater than six
inches. Spilling out of a stomach will usually cause them to burst,
leaving behind a pool of sl’ooze and seven newborn narcolamprey,
ready to be harvested and milked.

Area 3-(BRAIN) SAND IN YOUR (THIRD) EYE. The walls in this


square room are covered with carvings of eyes with holes in the
middle. Each carving is the size of a hand. Close examination reveals
that some of the eyes are fully open, while others are half-closed
with drooping eyelids and are nearly shut. This room promptly seals
shut the first time someone looks into a hole in the wall. Once
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sealed, sand begins to slowly sift into the room from the bottom
row of eyeholes (it will take 10 months to fill the chamber). Any PC
looking up at the room’s ceiling must make a DC 13 Will save. Failure
indicates the PC must roll on Table Q as their parietal eye becomes
rapidly calcified by an invisible beam of energy shooting down from
a microscopic gemstone set in the ceiling. The second PC to look in
any eyehole will have their parietal eye sucked out of their forehead,
causing 1d14 damage from the rupturing skull and skin. PCs missing
a parietal eye will develop narcolepsy as per result 13 on Table Q. If
any trapped PC suffers from a parietal eye being removed, or from
calcification of their third eye, the far door will open whumpishly
after a 3 round delay (the door leading into the room remains
sealed).

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.

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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.

There is a bizarre effigy of Snug’goo here, which


dominates the center of the cave-room standing at 12’ tall. It appears
to be a huge sentient Snuggie™ wrapped around a giant wad of
mucus and bundled up nerve tissue (note: the judge should describe
this as an effigy, but this is ACTUALLY SNUG’GOO, he is just asleep. He
will never awaken unless someone disturbs one of his mucus strands.
He only ever wants to sleep, and he wants others to join him). Pooled
around the base is a substantial amount of sl’ooze, almost an inch
deep. Four big, meaty strands of mucus branch off from the pool and
snake along the floor where they appear to terminate in the stone
wall behind a mass of soggy bedspreads (indicated by arrows on the
map).

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.

Visitors are welcomed by the cultists to join in restful slumber,


and those that resist are gently encouraged in a most lazy manner.
Nobody will stop visitors from leaving and no cultist will attack
unless the effigy or book is disturbed. If combat breaks out here, the
six cultists from the stone bridge on area 2 have a 33% chance of
joining combat in 1d3 rounds.

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.

Snug’goo is not a violent entity. In fact, Snug’goo might be the least


violent entity in all of existence. He just wants to sleep. And he wants
everyone to join him. In combat, Snug’goo will attempt to snuggle
opponents within his strands of mucus so that he can drag their
comatose bodies close enough to be absorbed. Any victim absorbed
by Snug’goo is transported spiritually to an afterlife of eternal,
blissful slumber (in a snuggie™). The only remains left behind is a
pineal gland, which floats in Snug’goo’s snot-like inner body. He uses
these to watch collected dreams and accumulated memories during
his endless sleep cycle.

Area 6-POOLS OF CORRUPTION: This is the chamber where Mosh


Sedation originally turned his back on sleep and separated himself
from his parietal eye. Now he exists in a hyperalert state, always
desperate for the next inventive idea to spring into his mind. He seeks
complete connected superconductive thought, utilized by a sort of
bizarre psychostatic network that links Mosh with his 1,093 spells
in a kind of arcane parasitic electrobiosis (he calls this the ‘krone
lamp effect’). His ultimate invention, the Silver Sun, allows him to
screen corruption from his physical form, compelling it to exit in a
manner similar to excreted sweat forced from a superheated block
of holiday ham. Inventing and practicing so many assorted spells
over the years has caused a massive buildup of corruptive magical
energy that Mosh has attempted to keep sealed in a lead-lined vat
66 miles deep. It is connected via ducts in the earth’s crust that lead
to the circular markings in area 6. The synaptic seepage from this
vat has crept up from the earth’s porous crust over the years and has
accreted into the being known as Snug’goo, who now exists in area
5. The leftover corruptive substance now stews in a volatile, almost
mobile state and wishes to rejoin Mosh and acquaint him with the
sweet embrace of eternal slumber. Visitors to this room will notice
two cleanly carved holes 5’ wide that shoot straight down through
the stone floor. Across the room is a stone ramp leading up to a
glowing latticework structure of crystalline tubes. Inspecting the two
floor-holes reveals a glimmering oily substance just below the lip.
Touching the oily skin of the substance imparts a minor corruption.
Plunging a hand or limb through the skin of the substance imparts a

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!

Area 7-MOON VOLCANO VENTS: The stone ramp terminates at the


entrance of a 3’ wide shimmering multicolored crystalline tube that
worms upwards at a slight angle. The inner walls of the tube are warm
and smooth, but resilient and covered with bumps that make fine
handholds for climbing. Most cultists don’t bother coming this way
because the light makes it difficult to sleep. These tubes are fossilized
corruption tendrils that attempted to push up from area 6 but were
calcified into hollow, coral-like structures by the waves of intense heat
and magical energy produced by the Silver Sun. These structures now
serve as vents, funneling minute quantities of corruptive energy from
the vats into the Silver Sun, attempting to mutate it into a bloated,
mucusy moon over the course of 666 years. PCs may discover untold
dangers or wonders by exploring the uncharted branches, but that’s
entirely up to the judge. Following the vents to one of the four end

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).

Area 8-The SILVER SUN of MOSH SEDATION, the wizard of KRONE


LAMP: Mosh is a brilliant madman. He has invented 1,093 spells (he
has invented another 1,239 outside of Punjar but those don’t count
within the context of this adventure). When I said earlier that Mosh is
brilliant...I meant that literally and metaphorically. He is surrounded
by intense electrical light, solidified and spherical in form. He calls
it his Silver Sun - this 115’ diameter sphere protects Mosh from
corruption and allows him perfect sanctity in which he may develop
his latest inventions and spells, but the ever-present-and-now-
sentient byproducts of his frenetic research have accumulated to
the point that Mosh is now a literal prisoner of his own devices, and
he must spend every waking moment and every ounce of willpower
and determination to keep the built up corruption from overtaking
his tenuous field of wakefulness and privacy. The inside of the Silver
Sun is hot and oppressively dry, and gravity is subjective. Visitors
may hover or ‘fly’ at a rate equal to their normal movement rate
while inside the Silver Sun. A static charge fills the air, causing skin to
prickle and hair to stand on end. The light here is overpowering and
comes in waves, washing over the skin in a flood of radiation that is
both energizing and warming. The wizard Mosh Sedation hunches
in the center of the Silver Sun, hovering in a cloud of tangled wires,
knotted typewriters, and clusters and daisychains of just about
every electrically conductive garnishment thought possible. It is
simultaneously astounding and confusing to look at. Beads of sweat
appear on his brilliant skin and instantly evaporate because of the
heat and dryness. He looks overstressed to the point of perpetual
living death.

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.

The effects of Snug’goo or Mosh Sedation rising to power or being


destroyed entirely up to the discretion of the judge. It could become
an embroiled massive conflict on a global scale, or little more than
another cult battle in the deep, dank sewers of Punjar.

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.

His followers, the


sleep-deprivers, are all
now long since dead,
having been sacrificed
to demons for power
and knowledge, or
converted into new
workstation printers to
increase productivity.

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.

Coma cultists who successfully smother impose a -1d penalty to the


victim’s next action, and that victim may not move next round.

When coma cultists engage in combat, which is extremely rare,


they tend to gang up on one opponent, attempting to smother that
victim collectively in a maneuver they call a “group snug.” Cultists
of this variety are usually encountered in a half-asleep state, which
accounts for their initiative
penalty. Coma cultists dress
themselves in comfortable wool
sleeping attire, which is rarely
washed, and they will often carry
spare pillows or blankets tied or
fastened to their clothing or draped
around their necks. They claim no
great knowledge or secrets, and
will yawn in response to most
questions, though they
may occasionally
suggest ‘you should
sleep on it.’

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

After purifying a shrine dedicated to an


ancient hero of Law, the party cleric’s connection
with his or her god becomes increasingly erratic.

BACKGROUND

Orvun the Healer was a paragon to an obscure order, the


Bethines, dedicated to a long dead lawful god. Throughout
his life, he wandered the land as a beggar, healing the
sick, infirm and mad, as well as seeking out and destroying
demonic influences. When Orvun encountered the demon
Zeron, he found himself nearly outmatched. Though the
Healer triumphed and Zeron was destroyed, the demon’s
blood sank into Orvun’s body and soul, slowly corrupting
him. Afterward, he wandered the land performing
abominable rites and executing blasphemies lost to time,
all under the guise of a simple mendicant healer. Finally
exposed, the Bethine Knights hunted down the corrupted
cleric and killed him. Attendant priests locked his soul into
a tomb within an ensorcelled jade idol and placed the prison
beneath the blessed waters of a natural spring.

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

This set of events is precipitated on the assumption that the


party cleric (who is also assumed to be lawful) has received
deity disapproval, and through his deity’s direction, must
travel to the Shrine of the Bethines in order to purify a
corrupted well. How the party reaches the shrine and even
its location within the game world is left up to the judge.

Within the general area, the inhabitants are familiar with


both the shrine and the well, since the water was once used
for their sheep when times were dry. Rumors associated
with the well all agree – in the last year, the water has
turned foul, stinking of something akin to lamp oil.

THE SHRINE OF THE BETHINES

The wind, heavy with the scent of the sea, moans


as it courses down the limestone canyon. Up ahead,
amid tufts of grass stubbornly clutching at mounded
sand sits the unlikely shrine. Set into the base of the
canyon wall is a small jade plaque above a wide hole,
seemingly drilled directly through the rock. A rope
ladder staked to the entrance sinks into darkness.
As lonely and dilapidated as the shrine seems, this is
the exact place that the vision has led you.

The plaque depicts a bent-backed old man wearing tattered


robes and holding a tall walking staff. Under his heel is
a small, grotesque demon in obvious anguish. Study of
the plaque reveals it to be dedicated to Orvun the Healer,
a saint to a long dead lawful order, the Bethines (DC 15
Intelligence check).

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

The cleric’s deity imparts a ritual that is intended to cleanse


the well and shrine. The ritual requires eight hours of
uninterrupted prayer while the cleric periodically anoints
their body with the water in the well. At the end of this time,
the cleric makes a DC 15 spell check.

Success: The water is purified, fresh and drinkable.


The deity disapproval effects related to this quest are
immediately lifted and their deity disapproval score is set to
1. The cleric also makes a DC 18 Fort save. On a success,
the cleric realizes that they have become corrupted by the
water. There are no immediate effects from the infestation
and any attempt to cure it seems to have no effect (see the
Zeron Parasite section). On a failure, the cleric is unaware of
the corrupting zeron parasites growing inside.

First Failure: The water in the well remains corrupted. The


cleric’s deity disapproval range is reset to 1, however, any
additional effects for active deity disapproval are not lifted
until the cleric successfully completes the ritual. The cleric
makes a DC 22 Fort save. On a success, the cleric realizes
that they have become corrupted by the water. There are
no immediate effects from the infestation and any attempt
to cure it seems to have no effect. On a failure, the cleric is
unaware of the corrupting zeron parasites growing inside.

Subsequent Failures: The water in the well remains


corrupted and the cleric is infected with zeron parasites.
The cleric’s deity disapproval range increases by 1. See the
Zeron Parasite section for more information.

NOTE: Deific sources of information, when asked about the


corruption, are silent at any spell check result. Even a Divine
Aid returns no information. This test must be borne by the
cleric, alone.

29
THE ZERON PARASITE

Mutated zeron larva remain dormant in the cleric’s system


until the cleric experiences an increase in their deity
disapproval range.

NOTE: Upon initial infection, the cleric receives the


Activation/Reset effect (1st Occurrence). Each time the
cleric’s deity disapproval range is reset to 1, the next
Activation/Reset effect becomes active. This progressive
effect is permanent until the zeron parasite corruption is
cured.

When other manifestations occur, consult the Infestation


Chart to determine the cleric’s fate. In each case, the cleric
may make a Will save (DC 9 + current deity disapproval).

On a success, the effects of the infestation seem to wear


off after an hour. Otherwise, the effects are persistent until
deity disapproval range is reduced to 1.

30
DISAPPROVAL EFFECTS
Disapproval
Range Effect 1st Occurrence 2nd Occurrence 3rd Occurrence

Activation/Reset Succor If the cleric is If the cleric is If the cleric is reduced


reduced to 0 or reduced to 0 or to 0 or fewer hit
fewer hit points, fewer hit points, points, they are im-
he or she may the cleric receives mediately healed 1
make a DC 12 Fort a DC 12 Fort save hit point. The cleric
save each round to each round to suffers the same ef-
remain conscious remain conscious fects as if he or she
and alive. If sub- and alive. If this had been successfully
sequently healed, fails, the cleric “rolled over,” each
the cleric suffers receives a +4 bo- time this occurs.
the same effects nus to the Luck
as if they had been check if their
successfully “rolled body is rolled
over.” over.

2-4 Attraction Chaotic creatures When dealing Chaotic creatures


are intrigued by with creatures of of animal-level
the cleric. In com- a chaotic nature, intelligence or lower
bat, there’s a 50% the cleric receives (including constructs,
chance that the a +2 to all Per- mindless undead, etc.)
creature will not sonality checks. will never willingly
attack the cleric. attack the cleric. If
In social dealings, commanded to do
chaotic creatures so, they receive a DC
seem to only want 12 Will save to resist.
to deal with the Creatures of higher
cleric. intelligence avoid
harming the cleric,
attacking only if at-
tacked by the cleric.

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.

8-9 Surge When channeling When channeling Negative energy


holy power (spell holy power (spell bursts from the cleric
checks, lay on checks, lay on -- when channel-
hands, turning, hands, turning, ing holy power,
etc), the cleric etc), the cleric every living thing in
automatically (and automatically a 10’ radius burns
uncontrollably) (and uncontrol- 1d3 points in each
burns 1d3 points lably) burns physical ability. For
in a random physi- 1d3 points in a living things without
cal ability. These random physical physical abilities (such
points are added to ability. These as plants, oozes, etc),
the spell check. points are added the creature burns
to the spell 2d3 hit points or
check. adds 2d3 points per
10’x10’ patch of living
substance (killing the
substance). These
points are added to
the spell check.

10+ Corruption Minor Corruption Minor Corruption Greater Corruption


CORRUPTED VISIONS

Each time the infected cleric receives deity disapproval, he


or she also receives a vision. Whether these originate from
the cleric’s god, the zeron parasites, or the imprisoned soul
of Orvun, none know.

First Vision – The Waters of the Healer

The air suddenly grows cold and thick. You realize


that you are drifting deep under water with colossal
shadowed shapes looming over you. One of these
shapes resolves into a canted stone idol of massive
proportions – a bent-backed man with a walking
staff. Fish dart around the thing avoiding the black
cloud that spills from the idol’s middle.

Other’s Perspective: The cleric slips into a catatonic state


for 1d3 rounds and cannot be roused by any means.

Save: DC 12 Will

Failure Effects: Unnerved – The cleric suffers -1d to all


actions for the day. The vision repeats each night and the
cleric must make a new save each morning. The cleric’s
disapproval range cannot be reset until the vision is
interpreted.

Success Effects: Revelation – The vision reveals the


location of the tomb of Orvun the Healer, sunk deep below
the Shrine of the Bethines.

32
Second Vision – The Shambles of the Living God
(Occurs during daily prayers/meditations):

You sit in a comfortable candlelit room, reading


an ancient tome. The words seem to blur together,
but somehow you understand the writing. The text
describes stories of blasphemous and evil deeds
done by men and women in the name of their gods
of Law. Wars, rapine, and dark deals with demons
abound. A story about an ancient martyr and his
misdeeds seem to repeat throughout the vision.

Other’s Perspective: The cleric’s face is shadowy -- no


amount of light can illuminate it. The cleric cannot see this
effect -- even in a mirror.

Save: DC 14 Will

Failure Effects: Disconnected – On a failure, the cleric


loses one randomly selected spell for the day. Each night,
the cleric sees the vision again and must make a new save
until they succeed on understanding it.

Success Effects: Knowledge – The book is an artifact of


ancient evil: The Shambles of the Living God (described
below). The cleric has a persistent “memory” of the location
of the book.

33
Third and Subsequent Visions: Teeth of the Zeron

A flash of impossibly black light appears and from it steps


a creature from a nightmare. The tall, emaciated humanoid
opens the jagged mouth at the top of its head, emitting a
croaking blasphemy against your god. The single eye in the
middle of its chest burns as it moves to attack.

NOTE: Zerons are not affected by an infected cleric’s


Attraction effect, if active (see the Zeron Parasite section).

Other’s Perspective: The cleric suddenly begins fighting


with a shadowy opponent that drifts in and out of existence.

Save: DC 16 Will (NOTE: This save is made after the combat


is resolved).

Failure Effects: The cleric receives Major Corruption, as per


the core rules.

Success Effects: The cleric understands the nature of their
corruption – the larva of the demon Zeron. In subsequent
encounters, the cleric receives a +1d to attacks, spell
checks and turn attempts against these creatures.

Zeron Servitors (1): Init +4; Atk claw +5 melee (1d3); AC


17; HD 4d8+3; hp 35; MV 30’, Teleport 300’; Act 2d20; SP
limb paralysis, teleport, shifting form; SV Ref +8, Fort +4,
Will +10, AL C.

Zeron servitors are tall, emaciated humanoid creatures


with jagged mouths at the top of their pointed heads and
a single eye in the middle of their chests. Creatures struck
by their claws must make a DC 14 Fort save or experience
deadening in one or more limbs. Roll 1d4 – 1) Left Arm, 2)
Left Leg, 3) Right Leg, 4) Right Arm. Deadened limbs are
unusable for 1d4 turns. Additionally, an aura of unease
surrounds the creatures. Those within melee range must
make a DC 12 Will save or suffer a -1d to all attacks against
them. NPCs in the character’s service must immediately
make a morale check.

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.

In addition, the creatures can shift their matter in and


out of existence such that they appear fully for only one
combatant. Though they are corporeal, all combatants other
than the chosen combatant have a -1d on attacks against
the zeron and any given attack misses 50% of the time.
Zerons servitors, being unrepentant demon worshippers,
can be turned by clerics of any faith that finds them unholy,
but receive a +2 to Will saves against such attempts.

Treasure: The dead zeron servitor evaporates after 1d3


rounds, leaving behind 1d24 black onyx teeth (see below).

Shambles of the Living God

Shambles of the Living God is a book of pure evil, meant to


corrupt those devoted to the gods of Law. Within its covers
are lurid stories of men and women who have succumbed to
worldly corruptions, failed their gods’ edicts and descended
into evil. The book also provides a cleric infected with the
zeron parasite coded instructions on how to remove the
corruption and reseal the prison of Orvun the Healer.

Judges may place the book anywhere within their campaign


– just note that the infected cleric should eventually receive
a vision as to its whereabouts (see the Corrupted Visions
section).

Using the Book

Anyone can attempt to use the book for information. Like


any arcane artifact, those unskilled in magic roll a d10
on the spell check when making the attempt. Each use
requires 1d3+spell check result in hours of study to glean
information.

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.

12-13 Knowledge imparted provides a +1d Deity disapproval increased by 1.


to Personality checks when using The cleric is branded on the left palm
intimidating tactics. User receives with the symbol of the Bethines -- a
minor corruption. series of concentric squares. The
cleric understands the location and
method for entering the Prison of
Orvun the Corrupted (see Ritual of
the Teeth and area 1a).

14-17 Knowledge imparted provides infor- Deity disapproval increased by 3.


mation about major corruption with- The cleric receives the previous ef-
in a current active Lawful religion. fects along with the ritual needed to
All interactions with devotees of this purify Orvun’s prison.
religion are made at -1d to the roll.
User receives minor corruption.

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

At certain spell results, the infected cleric may glean helpful


rituals that assist in reaching or moving through Orvun’s
prison.

NOTE: Spellburn requirements for these rituals can be


from any willing wizard or elf, though the cleric can only
spellburn if he or she has received the Surge result on the
Infestation table.

The Ritual of the Teeth

This ritual transforms zeron teeth into minor artifacts. Eight


hours of continuous prayer and 5 points of spell burn are
required to complete the ritual. On a spell check result of
15+, 1d4+CL zeron teeth may be enchanted. Enchanted
teeth provide both water-breathing and free-action while
under water for 1d10+spell check result in turns after the
tooth is immersed in water.

On a failure, disapproval range is increased by 3 and the


cleric suffers minor corruption.

The Ritual of Purification

This ritual purifies and prepares the Prison of Orvun


the Corrupted for re-consecration. The ritual must be
performed within the prison, requiring four hours of
continuous prayer and 5 points of spell burn. On a spell
check result of 15+, the ritual is performed correctly.

On a failure, disapproval range is increased by 5, and the


cleric suffers major corruption.

37
The Seal of Consequences

A magical seal in the ceiling of area 3 within Orvun’s prison


contains instructions for a ritual to pass into the Tomb of
Orvun the Corrupted (area 7). These instructions, however,
are false and trigger a deadly trap. The true ritual may be
learned by study of the Shambles of the Living God (spell
check result 20-23). The seal may be passed if the caster
engages in four hours of continuous prayer and spends
5 points of spellburn. On a spell check result of 12+,
everyone within the bounds of the seal is transported to the
tomb.

On a failure, the cleric’s disapproval range increases by 3


and the cleric suffers from temporary (1d3 hours) minor
corruption.

The Ritual of Consecration

This ritual reseals Orvun’s prison and contains Zeron’s


corruption. It must be performed within Orvun’s tomb (area
7). The ritual requires 24 hours of continuous prayer and
15 points of spell burn. On a spell check result of 22+,
the ritual is performed correctly – the prison is sealed and
consecrated, and the cleric is cured of their infestation
of zeron larva. The cleric and anyone in the prison must
escape in 1d4 turns+Spell check result or stand forever as a
guardian of the prison (see area 5).

NOTE: On a spell check result of 32+, the cleric is healed of


all magical corruption. This includes corruption from using
the Shambles of the Living God.

On a failure, the cleric receives deity disapproval and


greater corruption.

38
THE PRISON OF
ORVUN THE CORRUPTED

39
THE PRISON OF ORVUN THE CORRUPTED

When the Knights Bethine slew Orvun the Corrupted, they


imprisoned his infected soul within a giant jade statue
three hundred feet below the Shrine of the Bethines within
the aquifer feeding the freshwater spring there. Within the
statue are several ceremonial chambers used to perform the
rituals that eventually sealed the prison against escape, as
well as an arcane “lock” that further sealed the heart of the
prison, where Orvun’s body and tainted soul remains.

Though the rituals were properly performed, what the


priests and knights of the Bethines didn’t know was
that Orvun the Corrupted was not just tainted – he was
possessed by the shattered remains of Zeron itself. The
spirit of Zeron eroded the consecrated seals of the prison
and its larva infected the spring at the Shrine of the
Bethines. Though the party cleric cleansed the “symptom”
earlier in the adventure, the cure lies within the prison.

Reaching the Jade Statue

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.

Unprotected, the crushing depths deal 10d6 damage per


round, and characters begin to drown.

AREA DESCRIPTIONS

Unless otherwise noted, the interior of the prison is dark,


damp and silent.

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.

Simply touching the symbol with a holy symbol of the


Bethines causes the jade plate to slide away. This fills area
1 with water. A knock spell with a spell check result of
22+ also opens the portal (see area 1 for consequences).
Physical means to open it fail.

Area 1 – The Entry Hall: Rough carved symbols and


glyphs cover the walls of this spacious, but otherwise bare
L-shaped room. To the south stands a massive round stone
seal, the symbol of the Bethines carved upon its face.

If the secret door at area 1a was opened using a Bethine


holy symbol, water immediately drains from the room. If
opened via any other method, the water remains.

The glyphs and symbols on the wall are a pictographic


language used by the Bethine orders and describe in parable
form how to operate the portal to area 2. A spellcaster
may study the writing for 1d5-CL turns (minimum 1) and
make a DC 12 Intelligence check in order to understand
the process. A comprehend languages spell allows for
automatic success in understanding the process.

The southern alcove of this room is situated over area 2 (the


dotted line on the map indicates the northern wall of area
2, below). The stone seal operates as a one-way portal to
area 2. In order to activate the seal, a cleric must touch the
center of the Bethine symbol and cast any level 1 spell with
a spell check result of 15+. Everyone standing within the
southern alcove is transported to area 2.

On a failure, the cleric’s disapproval range increases by


3 and he must make a DC 10 Ref save or receive a jolt of

41
arcane energy dealing 1d3 Strength damage. Success or
failure, this consumes the spell, preventing further casting
for the day.

Area 2 – The Blessed Arch: The floor of this chamber is


damp and slick. To the north, a stone seal similar to the
previous room stands embedded in the wall. To the south
an archway decorated with intricate bronze bas-relief exits
to a darkened chamber.

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.

Corrupted Algae Slime Monster (1): Init -4; Atk slimy


limbs +2 melee (1d4, acid touch); AC 10; HD 6d6+4; hp 22;
MV 10’; Act 3d16; SP acid touch; SV Ref -2, Fort +0, Will -3,
AL C.

The algae slime monster mindlessly attacks everyone in


the room and pursues fleeing characters into area 3. The
slimy pseudopods of the monster deal 1d4 acid damage
each round to victims struck. Non-magical equipment and
clothing affected must make a DC 12 Fort save (using the
owner’s bonus) per round or be destroyed in 1d4+2 rounds.
This includes weapons which strike the creature. The effects
of the acid can be neutralized by washing off the affected
area or equipment with water or other liquids.

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.

The ritual of pacification requires that a cleric spends 1


round and expends a 1st level spell at spell check result
14+. If successful, while in the presence of the dead priests
or guardian knight in areas 5 and 6, the creatures are
pacified and provide the party with a boon.

Passing through the archway without performing


the stations of the Bethines (see above) has harsh
consequences. Persons of chaotic alignment are struck
dumb (unable to speak). Those of neutral alignment are
struck deaf. Those of lawful alignment are struck lame (MV
decreased by ½). In the unlikely event that a character is
a devotee to the ancient Bethine religion, that character is
burned to ash. The condition lasts while the afflicted are
within Orvun’s prison (though the unlucky Bethine remains
ash). Chaotic characters that perform the stations of the
Bethines rouse the ancient spirit of the Bethine god. It
extends a weak curse, causing a -1d to all actions for 1d3
turns (DC 15 Will save to resist).

Area 3 – The Hall of Consequences: A wide stone hallway


stretches off into darkness. Faint dripping can be heard and
the place smells of algae and age.

Characters that pass a Luck check hear faint clicking and


buzzing echoing from the far end of the hallway. Those
that have encountered zeron servitors before recognize the
sound.

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.

Zeron Servitors (4): Init +4; Atk claw +5 melee (1d3); AC


17; HD 4d8+3; hp 23, 22, 28, 23; MV 30’, Teleport 300’;
Act 2d20; SP Limb paralysis, Teleport, Shifting form; SV Ref
+8, Fort +4, Will +10, AL C.

In the ceiling of the hallway rests a 20’ diameter round


stone seal carved with Bethine pictographs. Spellcasters
may study the pictographs for 1d5-CL turns (minimum 1)
to understand the ritual. The glyphs describe expending
a 1st level spell while touching the center of the seal.
Unfortunately, this ritual is false and triggers a deadly trap.
Expending the spell causes the seal to glow bright orange
for 1d6 rounds before both ends of the passageway open
and flood the chamber with rushing water from outside.

NOTE: A comprehend languages spell immediately detects


the false ritual and reveals the trap. The true ritual is
described in the Shambles of the Living God – see the
Seal of Consequences section. If the seal is successfully
opened, everyone within the circle of the seal (overhead) is
transported to area 7.

Those that take refuge in area 2 are unaffected by the water


– the archway holds the waters back. All others are crushed
between two walls of water (each wall dealing 3d6 damage)
and they begin to drown. Living characters may attempt to
swim to area 2 – unencumbered characters swim at a rate of
10’ per round due to the buffeting waters.

The hidden trap door is not locked, but requires either a


Luck check to notice or a DC 15 Intelligence check to find
while searching. The door leads to a cramped stairway down
to Area 5.

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.

The zeron servitors kept here destroyed the seal to their


cell as the spells binding the prison began to break down.
The bodies were once deathless knights that patrolled the
hallway.

Investigating the dismembered skeletons reveals three chain


shirts – each with the holy symbol of the Bethines woven
into the chain with silver wires. The shirts are non-magical,
however, wearing one in the presence of the spirit of Zeron
(area 7) provides the wearer with +1d to attacks, turn
attempts and Will saves against the demon, as well as other
effects described in later areas.

The blasphemous prayers on the walls cause unease in all


but chaotic spellcasters. These characters must make a DC
15 Will save or become fascinated by the knowledge and
insights they impart. Fascinated characters sit and watch
the crawling words for 1d3+2 turns before they are allowed
another save (which may be forgone). Those that remain
for 1+CL hours learn patron bond and invoke patron spells
for Princess Naach’, Zeron’s demon lord mistress (see the
Mystic Bull website for more information).

Area 5 – Hold of the Devoted: As you descend the stairs,


a long room comes into view. Lighted by smokeless
torches set into golden sconces, rows of robed and hooded
humanoids crouch, their heads bowed to the floor. On the
western wall, the symbol of the Bethines glows with an
arcane light.

There are 32 mummified corpses in this room – the


priests that sacrificed their lives to ensure Orvun remained
imprisoned. As the characters step onto the floor of the
chamber, the corpses rise in unison. Any PCs unmarked

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.”

Devoted (32): Init +2; Atk claws +2 melee (1); AC 9; HD


1d4; hp 2 each; MV 20’; Act 2d16; SV Ref -1, Fort -1, Will
+4, AL L.

Those that join the devoted in prayer for 1 hour receive


the equivalent of a blessing spell (spell check result 20-23,
“when cast on an ally”) which lasts until the character leaves
Orvun’s prison.

Area 6 – Tomb of the Paragon: At the back of this large


domed room sits a jade throne, occupied by a skeletal
figure in bright chainmail and a black armet helmet –
concealing the figure’s face. A tall ashen staff topped by the
iron holy symbol of the Bethines stands beside the throne.

The figure is Armand Tergen, Knight Commander of the


Bethines. When the characters approach, the figure raises its
hand and motions for them to halt. Those marked with the
symbol of the Bethines are beckoned forward individually. If
any others approach beyond the entrance, Tergen rises from
the throne, takes up the staff and attacks – targeting chaotic
characters, followed by those not marked with the holy
symbol. Others are ignored, unless they attack Tergen. The
knight ceases to attack if the offending party members leave
the room or if the cleric enacts the ritual of pacification (see
area 2).

Knight Commander Armand Tergen, Paragon of the


Knights Bethine: Init +10; Atk Stave of the Bethines
+1d10+6 melee (1d8+1d10+6); AC 21; HD 10d12; hp 93;
MV 20’; Act 2d20+1d14; SP mighty deeds, repulsion of
Chaos; SV Ref +4, Fort +6, Will +3, AL L.

The stave exudes an aura of Law so powerful that


opponents of chaotic alignment must make a DC 15 Will
save or suffer -1d to all action dice against the knight. The

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.

If properly approached, Tergen speaks to those under the


symbol of the Bethines.

I am Knight Commander Armand Tergen of the


Knights Bethine. Many an age ago, I sacrificed my
life to ensure that Orvun the Corrupted remained
imprisoned within his tomb – but time and evil have
eroded the wards. If you be truly devoted to the
Bethine cause, step forward that I may take your
measure.

After a time, the dead knight speaks again.

Within Orvun’s tomb lurks his vile spirit, still


scratching against the prison walls. If you would
pledge to destroy this spirit, I would grant you a
boon. The Stave of the Bethine protected me when
all other weapons failed. Imbued with the spirit Zar
the Inquisitor, High Anointed of the Order, the stave
seeks out evil and gives you the power to drive it
from this world. Who shall take up the stave and
pledge to the Bethine order?

Any character of lawful alignment may take up the stave.


Chaotic and neutral characters should reconsider before
touching the weapon. See Appendix M for a full description.

Once done, Tergen sinks back onto his throne, forever


silent.

Area 7 – The Tomb of Orvun the Corrupted: You stand


in cavernous stone chamber, its bounds well outside your
light. The floor is dry and dusty, and the air smells faintly of
camphor and spices. Looking nearby, you see that the dust

47
has been disturbed, as if someone dragged a heavy sack or
body away to the north.

Following the trail leads to Orvun. Once spotted, he speaks.

A hunched and desiccated corpse in rotted clothing


lies against the rounded wall of the tomb. A dry
crackling whistle pierces the silence, and you realize
that the corpse against the wall actually speaks!

“So, you have come at last,” the creature says. “And I


see, at the behest of the ‘scions’ of the faith.”

“I expected that someone would arrive once the


bonds of this place began to break down. Perhaps
you think me monster, or victim, or character in
a morality tale to teach the novices about grace,
and hubris, and the temptations of the world. I
am none of these. I am a saint, you know, within
their pantheon. Still they worship me – though less
of late – I hear their pleas and I intervene against
corruptions of the body, mind and soul…Still to
help.”

The corpse laughs, a ragged whistling cackle.

“Do what you’ve come for. Destroy me, that this


everlasting corruption be dispelled and that I can
finally know peace.”

Orvun is easily struck down – he has 1 hp and puts up no


resistance to attacks (automatic hit). However, continuing
to speak with the disgraced saint may provide wisdom that
could prove invaluable to a cleric of Law. Orvun is initially
irascible (DC 18 Personality check to get him to talk), but
once engaged waxes poetically about his faith, rise, and fall,
as well as the similar path of the Bethine orders. The cleric
may talk to Orvun for three turns and then make a DC 15
Will save. On a success, the cleric receives wisdom in the
form of one of the following bonuses, permanently: +1d
to spell checks for one spell, turn unholy, or lay on hands.
Additionally, the cleric receives 1 Luck.
48
Killed or not, once done, the spirit of Zeron, the demon
that possesses the saint, boils out of his body, which
simultaneously releases Orvun’s soul to its final reward
(whatever that might be).

Zeron, Possessing Demon (Type I): Init +3; Atk Smoke


claws +4 (1d3 + strength drain; while in smoke form),
steel claws +6 (1d6+4); AC 20 (smoke form) 16 (physical
form); HD 5d12; hp 55; MV 20’ (smoke form) 40’ (physical
form); Act 2d16; SP strength drain, domination (physical
form only), summon zerons, half damage from non-magical
weapons and fire (physical form only) ; SV Ref +4, Fort +6,
Will +3, AL C.

Zeron appears as a cloud of black smoke for 1d5 rounds


before its form solidifies. During this time, it is immune to
normal weapon damage, receives a +1d to all saves against
turning and spells cast by idol magic (i.e. clerics), has AC 20
and +2 to all saves from magical attacks. The strike of its
smoky claws deal 1d3 damage, and victims must make a DC
15 Fort save or lose 1d3 strength, as well.

In physical form, Zeron stands 12’ tall and appears as a


humanoid-shaped void that crawls with neon maggots with
the heads of mortals that have fallen under Zeron’s control.
Instead of attacking, Zeron may speak to one character
telepathically and attempt to dominate their mind (DC 15
Will save to resist). On a failure, the character is completely
under Zeron’s control until the demon is destroyed. The
body of victims killed by Zeron are added to the maggots
that crawl through its void-hell. Additionally, Zeron in
physical form takes half damage from non-magical weapons
and fire.

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.

If destroyed, the void of Zeron expands to fill the room and


the characters are surrounded by the wailing cries of his
victims as they pop into non-existence, one-by-one.

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.

Appendix M: The Stave of the Bethines

This eight foot long ash staff is topped by a


large iron symbol of the Bethines (concentric
squares). When wielded by a cleric of Law,
the staff allows the wielder to turn unholy
as a cleric two levels higher. In addition, the
staff deals 1d6+2 damage to opponents
and may be used from the second rank of
a formation. When wielded by a Neutral
character, the staff deals 1d4+1 damage and
provides a +2 bonus to Will saves against
creatures unholy to Law. In the hands of a
chaotic character, the staff is non-magical.
Both neutral and chaotic characters must
make a DC 12 Will save each day that the
staff is wielded. On a failure, the character
suffers a conversion to the path of Law. The
nature and consequences of this sudden
enlightenment are left up to the judge.

50
Credits
Contributing Authors – VOLUME 4
David Coppoletti, Terry Olsen, Paul Wolfe, James V. West

Cover Illustrator – VOLUME 4


Doug Kovacs

Title Page Illustrator – VOLUME 4


Marc Radle

Contributing Illustrators – VOLUME 4


Jeff Call, David Coppoletti, Doug Kovacs, Claytonian JP,
Benjamin Mara, Diogo Nogueira, Jürgen Mayer,
Danny Prescott, Shield of Faith Studios/Matt Jordan

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

Printing Offset Contributors


Forrest Aguirre, Steven Bean, Julian Bernick,
Eric Fields, Laura Rose Williams, and the
patrons of the G+ GFA community

Creative Vision & Direction, Layout and Graphic Design


Doug Kovacs, Harley Stroh, Jon Hershberger
Marc Bruner, Matt Hildebrand, Michael Jones

52
The 2016 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine

Written, Illustrated, Edited and Produced by


the DCC RPG G+ Community

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

Volume 2: Patrons & Gods


Cire - Interdimensional Patron . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Patsy, Patron God of Henchfolk . . . . . . . . . . . . . . . . . . . . . . . . . 14
Sisssnagagarrasssh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Children of Ibyk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Torvak, the Enslaved Ape-God . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Crom!!! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
I Fought the Law (& the Law Won) . . . . . . . . . . . . . . . . . . . . . . 53

Volume 3: Monsters & Treasure


The Giant’s Gullet Roll Your Own Encounter . . . . . . . . . . . . . 4
Monsters
Two Roaches for Your Adventures . . . . . . . . . . . . . . . . 9
Gazette-Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Cowwitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Treasure
Arrows of Anra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Ring of Gelatinous Form . . . . . . . . . . . . . . . . . . . . . . . . . 22
Thieving Hand of Glamox . . . . . . . . . . . . . . . . . . . . . . . 28
The Wandering Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Minor Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . 35, 37
2
2
Volume 4: Complete Adventures
The Orm Lies Down on Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Until the Sun Goes Down Forever . . . . . . . . . . . . . . . . . . . . . . . 12
Zeron Protocol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Volume 5: Drop-in Adventures


The Forgotten Library of the Toadfiend . . . . . . . . . . . . . . . . . . . 5
Tzolk’in Crawl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Big Trouble in Little Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Forgotten Hall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Crawling Through a Hell of One’s Own Making . . . . . . . . . . . 33
Beyond the Portal Under the Stars . . . . . . . . . . . . . . . . . . . . . . . 39

Volume 6: Crawljammer & Interdimensional Travel


The Techno-necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Crawljammin’ on the Red Planet: a Barsoom Bestiary . . . . . . . 13
To Halls of Valhalla…And Back Again! . . . . . . . . . . . . . . . . . . . 24
The Oblivion Syndicate and the Millennial Mead . . . . . . . . . . 30
Inter-dimensional Portal Weirdness Die-Drop Table . . . . . . . . 41
The Oculus: a Spacefaring Artifact for Crawljammer . . . . . . . 44

Volume 7: Tables & Tools Part I


The Many Divisions of the d120 . . . . . . . . . . . . . . . . . . . . . . . . . 4
What’s This Crap!? A Self-Generating Crud Tool-Kit . . . . . . . 7
What’s This Crap!? d30 Crud Creature Compendium . . . . . . . 10
What’s This Crap!? d50 Crud Color and Texture Calculator . . 40
What’s This Crap!? d50 Crud Effects Machine . . . . . . . . . . . . . 44
What’s This Crap!? d50 Crud Odor Description Generator . . . 55
What’s This Crap!? d50 Crud Naming Device . . . . . . . . . . . . . .57

Volume 8: Tables & Tools Part II


d50 Names for your Zero-Level Characters . . . . . . . . . . . . . . . . 4
d50 Cursed Magic Trinkets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
d50 Fantasy Foods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
d50 Memorable Personality Quirks . . . . . . . . . . . . . . . . . . . . . . . 19
d50 Smells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
d50 Tavern Names and Their Crusty Crotchety Proprietors . . 23
d50 Treacherous Temple Name Generator . . . . . . . . . . . . . . . . . 25
DCC RPG Master ‘Zine Index – Updated through July 2016 . . 31
3
3
4
The forgotten library
of the toadfiend

A single room encounter for any dungeon or


dire temple dedicated to the Evil Lord of Amphibians.
by m a r z i o m u s c e d e r e

Once used by Bobugbubilz’s most learned disciples as a place


of arcane research and profane studies, this age-haunted
sanctum now lies forgotten and shattered, lost to the ravages
of dread antiquity. Sinister and ancient as the very shadow of
death, the forgotten library of the Toadfiend still teems with
astounding mysteries and abominable lore for any who dare
its unhallowed gloom.

Read or paraphrase the following once the chamber is


reached:
The dismal gloom of the chamber yawns before you, surging with
the odor of long-imprisoned mustiness mingled with the cloying rot
of elder desolation. A sickly-green glow emanates deep within a large
pond in the chamber’s center — its poisonous gleam casting everything in unnatural shadows and
alien gloom. The pond’s bank is a viscous mire of fetid slime, alive with the sinister movements of
unseen things that writhe and squirm within the vile muck.

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.

This massive chamber serves as a repository of profane knowledge passed down by


Bobugbubilz to his most loyal vassals over the centuries. Part esoteric archive, part sacred
crypt, the remains of the Toadfiend’s greatest disciples are entombed here — displayed
along the walls in all their hideous majesty.

Disciples of the Toad


A closer examination of the mummified corpses reveal their hideous batrachian
deformities. Strange elongated legs, great bulbous eyes, and wide gulping mouths mar the
otherwise human aspect of these entombed devotees.

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.

SCRIPTUM PUTRIDIS DECIPHERING TABLE


D20 + INT MOD EFFECT

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.

8 Character’s mind constantly haunted by a great cacophony of bass croaking.


Character permanently loses 2 points of Luck.
9 Character develops an obsessive habit whereby they continuously and
uncontrollably lash out with their tongues as if catching flies. Character
permanently loses 2 points of Personality.
10 Reader becomes enthralled by the scriptures in slime and its dark secrets.
Character refuses to leave the library and attacks anyone if made to do so.

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.

BLOOD SACRIFICE TABLE


HD of Living Sacrifice or
RESULT
Amount of Ability-Burn

1-2 Supplicant establishes a simple rapport with the spirit and


understands the nature of the entity to which he speaks. The
supplicant has enough time to ask 1 simple question and hear
an answer.
3-4 As above, but the supplicant may ask 2 simple questions.

5+ As above, but the supplicant may ask 3 simple questions.

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

1 Imix A swollen crocodile This figure represents Small green shoots


with an oversized the world. The PC who grow from skin
head and jaws carries the jade figurine and pores. If left
of Imix can never be untended, they
knocked down. flower, releasing a
pleasant scent.
2 Ik A tall man carrying a This figure represents The PC is pursued
bellows the wind. When carried, by a feeling of
the PC can cast Gust wanderlust and can
of Wind once/week as never stay in one
per the 3rd level wizard location or town for
spell (d10 action die for longer than a night.
non-spellcasters).
3 Akbal Hooded figure This figure is symbolic The PC is sensitive
of the underworld. This to light and incurs a
figurine grants the PC -1 to attack rolls in
+1 to attacks at night or any light stronger
in darkness. than a torch.
4 Kan Handsome youth with Abundance, harvest. PC is abnormally
a net The PC gains the thirsty and requires
additional occupation twice the normal
of farmer for purposes amount of drinking
of related skill checks. water per day.

5 Chicchan A long snake with stars The celestial serpent. N/A


for scales PCs possessing this
figurine always can find
true north. This figurine
is one of the three keys
required for the exit.
6 Cimi A grotesquely masked Death. Companions of Death follows the
figure the PC gain a +1 to roll PC, always ready to
the body checks, and claim its prize. The
successful rolls result in PC bleeds out in one
no attribute loss. round regardless of
level.
7 Manik A deer with a large set The sign of the Lord of PC can only eat
of antlers the Hunt. PCs with this raw meat. Eating
figurine roll a d30 action anything else induces
die on all hunting, extreme nausea (DC
tracking, or foraging- 16 Fort save or 1d4
related checks while in temporary Stamina
wilderness. loss).
8 Lamat A rabbit carrying four Sign of the planet Venus The PC has -1 to all
small ears of corn in a and sunset. When hide and stealth
pouch carried, the PC gains +1 checks.
to all personality checks.
TABLE CONTINUES >

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.

TABLE CONTINUES >

11
ALCOVE DEITY REPRESENTATION DESCRIPTION CURSE

16 Cib A two-sided figure The death-birds of night Hunted. The PC has


with an owl and and day. The PC cannot a feeling of always
carrion bird faced be surprised as long as being pursued. In
opposite directions he carries the figurine. combat foes will
always attempt to
strike the PC first.
17 Caban A huge figure wrestling The figure represents Animals act skittish
the world earthquakes. PCs around the PC,
carrying this figurine and if pressed, will
gain a +1 to Reflex attempt to run away
saves. from his location.
18 Etz'nab A woman wielding an Sacrifice. The PC gain Spellburn recovery
obsidian knife +1 to spell checks when is at half of the
using spellburn. normal rate.
19 Cauac A dragon coiled The god of thunder The PC burns Luck
around a mountain and lightning. The at twice the normal
movement rate of the rate.
PC is increased by 5’.

20 Ahau A man carrying the The radiant sun god. N/A


sun The PC can bless allies
once/hour per the 1st
level cleric spell as if
cast with a result of
12-13. This figurine is
one of the three keys
required for the exit.

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.

TABLE CONTINUES >

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).]

ARRIVAL IN LITTLE FAVELA


ARRIVAL IN LITTLE FAVELA
The place is all stirred up with a giant funeral procession weaving
The place is all stirred up with a giant funeral procession weaving
through the streets. It's like New Year's Eve, Independence Day and a
through the streets. It's like New Year's Eve, Independence Day and a
NOLA Second Line, all rolled into one uber-bombastic thing. As the
NOLA Second Line, all rolled into one uber-bombastic thing. As the
PCs search for the hideout of The Lords of Deepwater, they are
PCs search for the hideout of The Lords of Deepwater, they are
challenged by gang members who take their presence as an affront to
challenged by gang members who take their presence as an affront to
the funeral, and who will literally kick them out of the area. Use
the funeral, and who will literally kick them out of the area. Use
assorted Bandit stats from the Rulebook, and maybe an assassin, if you
assorted Bandit stats from the Rulebook, and maybe an assassin, if you
like. The thing is, rival gangs dog-pile on, fighting the first gang and
like. The thing is, rival gangs dog-pile on, fighting the first gang and
then each other until it's just a mess, and who knows who's against or
then each other until it's just a mess, and who knows who's against or
for whom...
for whom...
During that, the heavily-enameled casket of the funeral should enter
During that, the heavily-enameled casket of the funeral should enter
the region of the street fight. If the PCs don't make tactical use of this,
the region of the street fight. If the PCs don't make tactical use of this,
shame on them. If need be, one of the gang members cracks the coffin
shame on them. If need be, one of the gang members cracks the coffin
open in some grandiose maneuver, and the crowd all flees rapidly. The
open in some grandiose maneuver, and the crowd all flees rapidly. The
dead sorcerer rises, blue fire in his eye sockets and a oily black snake
dead sorcerer rises, blue fire in his eye sockets and a oily black snake
where his tongue should be... He starts blasting gang members with
where his tongue should be... He starts blasting gang members with
purple lightning bolts and they die instantly, partly from fear (+4 to hit,
purple lightning bolts and they die instantly, partly from fear (+4 to hit,
damage 1d6+1d8 from fear). The PCs have no idea who this guy is, so
damage 1d6+1d8 from fear). The PCs have no idea who this guy is, so
they suffer no fear damage.
they suffer no fear damage.
5
25
5
Abruptly,
Abruptly, aa figure
figure from
from the
the fleeing
fleeing crowd
crowd grabs
grabs one
one of
of the
the PCs
PCs by
by the
the
arm,
arm, and
and will
will attempt
attempt to
to lead
lead the
the PCs
PCs away.
away. Every
Every line
line of
of his
his face
face
screams
screams that
that they'll
they'll die
die if
if they
they don't
don't leave
leave now.
now. He
He knows
knows stuff
stuff about
about
the sorcerer.
the sorcerer.
Make
Make itit a
a restaurant
restaurant or
or flop
flop house
house or
or the
the back
back of
of a
a pawn
pawn shop
shop where
where
this dude, Ninnim, leads everyone to hide out*.
this dude, Ninnim, leads everyone to hide out*.
Ninnim
Ninnim explains
explains that
that the
the sorcerer
sorcerer isis Oll
Oll Zen,
Zen, said
said to
to be
be from
from thethe dawn
dawn
of
of time.
time. He
He 'dies'
'dies' every
every 10-20
10-20 years
years andand spends
spends a a year
year inin the
the grave
grave
before
before resuming
resuming his his life.
life. He's
He's got
got his
his fingers
fingers in in multiple
multiple pies
pies here
here in
in the
the
Little
Little Favela, running things quietly through fear of his sorcery. This is
Favela, running things quietly through fear of his sorcery. This is
why the funeral was like a party — there was going to be a year
why the funeral was like a party — there was going to be a year
without
without fear...
fear... Ninnim
Ninnim knowsknows that
that Oll
Oll Zen's
Zen's headquarters
headquarters is is located
located inin
the
the center of the favela, hidden by magic, but now that the PCs have
center of the favela, hidden by magic, but now that the PCs have
seen
seen OllOll Zen's
Zen's face,
face, they
they cancan see
see through
through the the magics
magics that
that hide
hide his
his
headquarters.
headquarters. Oll Zen is cursed to both live and die at the same time,
Oll Zen is cursed to both live and die at the same time,
thus
thus his
his crazy
crazy life-cycle;
life-cycle; while
while living
living hehe is
is always
always dying,
dying, andand in
in death
death
comes
comes backback to
to life.
life. He
He cancan break
break the
the curse
curse by by marrying
marrying a a woman
woman with
with
one green eye and one blue eye — such as Other Molly.
one green eye and one blue eye — such as Other Molly.
If
If getting
getting the
the story
story about
about Other
Other Molly,
Molly, Ninnim
Ninnim expects
expects she
she is
is likely
likely held
held
at The Cloister, the sort of place where you can rent someone's
at The Cloister, the sort of place where you can rent someone's
company
company for for a
a bit
bit (for
(for maybe
maybe two
two bits).
bits). This
This is
is one
one of
of Oll
Oll Zen's
Zen's
operations, overseen by the Lords of Deepwater.
operations, overseen by the Lords of Deepwater.

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.

OLL ZEN'S HEADQUARTERS


This is a huge building hidden in the center of the favela. There are five
major areas of Oll Zen's headquarters that are most relevant. Please
invent other areas as logic and your needs demand. Each of the major
areas is defended by one of Oll Zen's special guards who have
magical powers. They block the path to the Banquet Hall where the
wedding is taking place right now.

•• ENTRY WAY •• This long hallway leading to the main doors


into Oll Zen's sanctum is guarded by the first of his trained assassins.
When in melee, he extends his neck to about 2.5' in length and it
becomes as hard as iron. This adds 1 point to his AC as he uses it like a
shield. Each further round, he can transform one other limb into a head
with a similar iron neck (and an additional +1 to AC), or give up an
Action Die to transform an additional limb, eventually becoming a
flying starfish thing of iron necks and biting heads.

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.

•• ART HALL •• The vast room is full of


statuary of all sorts, standing warriors,
ferocious animals on plinths, mythical beasts,
strange abstractions, etc. At the far end of the
room, standing motionless and easily mistaken
for a statue is another of Oll Zen's special
guards. Abruptly, he leaps into the air, except
he's not leaping — his legs stretch to ridiculous
length! He starts running around the room, with
each foot on top of a statue. He has a small
crossbow, which he can fire every other round
from on high. He can also knock over a statue
he is standing atop onto a PC.

Longstrider, Baddy Long-Legs, The Long-


Limbed
Init +0; Melee kick statue +2 (1d10); Ranged
crossbow +1 (1d4); AC 16/18; HD 3d8+6; MV
30; Act 1d20/3d16; SP -; Fort +1; Ref +6; Will
+2; AL C

When stretched out, he has 3d16 Action Dice,


instead of the regular 1d20 Action Die. His
elevated position and ridiculous flexibility give
him the higher AC when stretched out. If
stretched and standing on the ground among
the statues, he'd be lowered to a 14 AC,
having to dance around all the statues,
standing or fallen.

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.

Beeracuda, The Never-Breathing Street Shark


Init +2; Melee arm blade +2 (1d6); AC 15; HD 3d8+4; MV 30, swim
30; Act 1d20; SP no need to breathe; Fort +6; Ref +2; Will +2; AL C

The exit from this room leads via stairs down to:

•• CEREMONIAL ROOM •• Not a small


chamber, this is where ceremonial clothing is
donned by large numbers of Oll Zen's
organization, for dark worship and other
twisted fetes. As the alcohol flows in ankle
deep and the sodden PCs stumble in, the
guard here sets the alcohol on fire. It burns at
a low temp, doing only 1 hp damage per
round after the first round of exposure. The
guard is immune to the effects of all fires. NB:
the ceremonial clothing present can possibly
be used to smother the flames on someone, or
limit the effects of fire in other ways.

Flaming Moe, The Fireproof


Init +3; Melee kick +2 (1d7); Ranged blowgun +2 (1d4+poison); AC
17; HD 3d8+2; MV 30; Act 2d20+1d16; SP flame immunity; Fort +4;
Ref +4; Will +4; AL C

The poison requires a DC 13 Fort Save, or else the target falls


unconscious for 1d4 rounds.

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.

Let chaos ensue.

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.

Beerspitter, The Giant Cheeked


Init +6; Melee kick +0 (1d5); Ranged jet of spit +4 (1d8); AC 16; HD
2d8+10; MV 30; Act 2d20; SP endless spit; Fort +6; Ref +4; Will +4;
AL C

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.

THUS ENDS BIG TROUBLE IN LITTLE PUNJAR

— Special Thanks to ProdigalWilliam, jeff c, and Fenris Ulfhamr


The only original Iron Freebooters!

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

You’re woken by a massive rumbling, and


the echo of of large stones crashing below
resonates through the ground. A cloud of dust
is seen over a nearby hillock. Your party crests
the rise to see a sinkhole as wide as a tower
spewing dust from it. As you drop a torch into
the massive sinkhole, you see it drop hundreds
of feet to the polished marble floor below.

Judge’s Notes: This one-page is designed


to be different every time; as such it’s
designed to use the Monster Alphabet (MA)
and Dungeon Alphabet (DA) extensively,
and the encounter location notes are for
quick reference. This is an ancient titan
hall, so everything found within is 10-15
times normal size. The mounds of rubble
are hills reaching up to 80’ in height, so
while this appears to be a single room, it
can be treated as an entire dungeon.

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

Unlike recent pen-and-paper RPGs in which character death is so unlikely as to be a


practical impossibility, DCC embraces an old school ethos where death is a constant
threat. But DCC owes its ethos to more than old school games — it is steeped in the lore of
Appendix N. In Appendix N, the mythology that informed it, and in much of the modern
fantasy literature it inspired, death is not just a physical condition or transformation of the
spirit, it is a geographical location, a place, whether it be the Hades of ancient Greece, the
Shadowland of Newhon or the Dragaeran Hall of Judgment.

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.

DEADLANDS BOUNDARY TABLE


D11 DUNGEON OR URBAN SETTING OUTDOOR SETTING

1 Well or cistern Pool


2 Crypt Cave
3 Narrow alley or column-lined corridor Slot Canyon
4 Smoking braziers or censers Mists
5 Rune-carved frieze Toadstool fairy ring
6 Archway A stone henge or a hollow in a large tree
7 Far side of an architectural feature: Far side of a landmark: a skull-shaped
past the spray of a fountain, in the boulder, stone wall, cairn, ruin, a tree split by
shadows behind a statue, etc. lightning, etc.
8 Stairway up or down Cliff, escarpment or waterfall
9 Amphitheater Secluded swale or small valley between knolls
10 Hovel (urban) or monk’s cell (dungeon) Hermit’s shelter
11 Other side of a curtain or through a A tree line or ring of trees different from
tapestry

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

LEVEL ABILITY CHECK DC WILL SAVE DC TO RE-ENTER THE MORTAL WORLD

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..."

The Forest Of the Dryad

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.

Throw in whatever "forest dangers"


suit your campaign, your world, your
recent sessions, or your mood. Some
ideas follow:

1. A saber-tooth tiger or similar


'extinct/prehistoric' beast
appropriate to the setting (use the
owlbear's stats if others are not
handy).
2. The floor of the forest itself folds
around the party, ensnaring them.
39
11
('grab' Reflex DC 14 (1d3), Str 18, AC 8, HD 12d12, MV -, SV +0,
AL N; missing the plant carries risk of hitting an ally, 2-in-5).
3. A pit trap set by bunnies and birds with human intelligence.
4. A mighty, roaring river splits the forest. Care, expertise and/or Luck
will be needed to cross it.
5. A false dryad (from appendixm.blogspot.com)
6. "The Umber Woods" entry in the One Page Dungeon Contest 2016
has a slew of ideas (available online at onepagedungeon.info).

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:

1. Scaling a rocky outcropping to gain the sacred spot (three successful


climb checks DC 16, proper equipment drops the DC by 1d3).
2. A boulder must be moved to gain
access. This is a Str-check DC 17 (for
every point the DC is missed, 1 hp
may be spent to raise the result to a
success; those muscles will heal
eventually).
3. Clearing a tunnel through a
massive bulwark of dirt. If you just
go over it, you're not in the right
place. If you clear the tunnel of
debris, it takes you to the exact

40
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.
41
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....

"...ignite it with the spark of a living fire..."

The Spark Of Living Fire

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.

Where does the information ultimately come from...?

1. A stone tablet dredged up from


the bottom of the sea, from
amid some sunken ruins. That's
either from an incident the PCs
were involved in directly, or
part of a haul of some other
entity: a man searching for
clues to the whereabouts of his
missing family, or pirates
searching for lost gold, or
fishmen building a wall just
under the surface of the water
to confound a fishing village.
2. A star-traveller shares the information with the PCs. The luminescent
creature is benevolent, but brings sad tidings that others of their
kind are spreading out along the starways, intent on conquest.
When asking about the PCs' endeavors in order to get to know
them, if they bring up the quest for living fire, the star-traveller
42
14
answers as if it was as obvious as the bifurcated oxygen-collection
apparatus centered on their rather peculiar brain-boxes.
3. If any of the PCs are getting obsessed with trying to figure it out, it
comes to them in a dream: They open a drawer in their abdomen
and take out a tiny jewel. They place the jewel in an empty candle
holder and watch it rise up to become an out-sized candle with a
towering flame atop it. The flame makes them warm and glows with
a pleasant amber light. [GM Fun: Who sent this dream?]
4. An ancient Order holds the secret. They will not easily share it with
those who simply ask. They may require that someone of the party
join the Order, or fulfill some quest for the Order before the secret
can be shared.
5. A PCs patron may have the answer, but require some duty or task
be performed before they share it. Make your Wizard or Elf jump
through hoops before they are told.

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

44
16
45
46
47
Credits
Contributing Authors – VOLUME 5
Steven Bean, Marc Bruner, bygrinstow,
Marzio Muscedere, Ron Tilton, James V. West

Cover Illustrator – VOLUME 5


Doug Kovacs

Title Page Illustrator – VOLUME 5


Marc Radle

Contributing Illustrators – VOLUME 5


Danny Prescott
Some artwork copyright William McAusland, used with permission

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

Printing Offset Contributors


Forrest Aguirre, Steven Bean, Julian Bernick,
Eric Fields, Laura Rose Williams, and the
patrons of the G+ GFA community

Creative Vision & Direction, Layout and Graphic Design


Doug Kovacs, Harley Stroh, Jon Hershberger
Marc Bruner, Matt Hildebrand, Michael Jones

48
48
The 2016 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine

Written, Illustrated, Edited and Produced by


the DCC RPG G+ Community

CRAWLJAMMER & INTERDIMENSIONAL TRAVEL


VOLUME 6 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

Volume 2: Patrons & Gods


Cire - Interdimensional Patron . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Patsy, Patron God of Henchfolk . . . . . . . . . . . . . . . . . . . . . . . . . 14
Sisssnagagarrasssh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Children of Ibyk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Torvak, the Enslaved Ape-God . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Crom!!! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
I Fought the Law (& the Law Won) . . . . . . . . . . . . . . . . . . . . . . 53

Volume 3: Monsters & Treasure


The Giant’s Gullet Roll Your Own Encounter . . . . . . . . . . . . . 4
Monsters
Two Roaches for Your Adventures . . . . . . . . . . . . . . . . 9
Gazette-Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Cowwitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Treasure
Arrows of Anra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Ring of Gelatinous Form . . . . . . . . . . . . . . . . . . . . . . . . . 22
Thieving Hand of Glamox . . . . . . . . . . . . . . . . . . . . . . . 28
The Wandering Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Minor Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . 35, 37
2
2
Volume 4: Complete Adventures
The Orm Lies Down on Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Until the Sun Goes Down Forever . . . . . . . . . . . . . . . . . . . . . . . 12
Zeron Protocol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Volume 5: Drop-in Adventures


The Forgotten Library of the Toadfiend . . . . . . . . . . . . . . . . . . . 5
Tzolk’in Crawl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Big Trouble in Little Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Forgotten Hall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Crawling Through a Hell of One’s Own Making . . . . . . . . . . . 33
Beyond the Portal Under the Stars . . . . . . . . . . . . . . . . . . . . . . . 39

Volume 6: Crawljammer & Interdimensional Travel


The Techno-necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Crawljammin’ on the Red Planet: a Barsoom Bestiary . . . . . . . 13
To Halls of Valhalla…And Back Again! . . . . . . . . . . . . . . . . . . . 24
The Oblivion Syndicate and the Millennial Mead . . . . . . . . . . 30
Inter-dimensional Portal Weirdness Die-Drop Table . . . . . . . . 41
The Oculus: a Spacefaring Artifact for Crawljammer . . . . . . . 44

Volume 7: Tables & Tools Part I


The Many Divisions of the d120 . . . . . . . . . . . . . . . . . . . . . . . . . 4
What’s This Crap!? A Self-Generating Crud Tool-Kit . . . . . . . 7
What’s This Crap!? d30 Crud Creature Compendium . . . . . . . 10
What’s This Crap!? d50 Crud Color and Texture Calculator . . 40
What’s This Crap!? d50 Crud Effects Machine . . . . . . . . . . . . . 44
What’s This Crap!? d50 Crud Odor Description Generator . . . 55
What’s This Crap!? d50 Crud Naming Device . . . . . . . . . . . . . .57

Volume 8: Tables & Tools Part II


d50 Names for your Zero-Level Characters . . . . . . . . . . . . . . . . 4
d50 Cursed Magic Trinkets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
d50 Fantasy Foods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
d50 Memorable Personality Quirks . . . . . . . . . . . . . . . . . . . . . . . 19
d50 Smells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
d50 Tavern Names and Their Crusty Crotchety Proprietors . . 23
d50 Treacherous Temple Name Generator . . . . . . . . . . . . . . . . . 25
DCC RPG Master ‘Zine Index – Updated through July 2016 . . 31
3
3
4
THE
TECHNO-NECROMANCER
A C H A R AC T E R C L A S S F O R D C C /C R AW L J A M M E R
by Tim Callahan

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!

Most techno-necromancers remain hidden in their lab-crypts and science-


temples; the few who emerge into the world are the curious sort. With
hordes of cyberzombies and skelematons these intrepid researchers assault
long-lost, floating temples and unearth the truth behind the legends of the
ancients to further your corrupted reach. Adventuring techno-necromancers
thrive on exploration and discovery, seeking new spells and technologies for
their profane rites. Investigators into the mysteries of man, machine, and the
metaphysical membranes between the worlds, the techno-necromancer is
rarely appreciated for his vile techniques, but is nonetheless a useful addition
to any band of adventurers seeking gold, glory, and survival.

Hit points: A techno-necromancer gains 1d4 hit points at each level.

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.

Alignment: Defying nature and the order of the universe, techno-


necromancers are devotees of Chaos. This does not mean that they are evil,
necessarily, but their practice of creating animated corpse-constructs through
technomagic is a pure violation of everything held sacred by the galactic
agents of Law such as Paladins, as well as those devoted to Neutrality, such as
Druids. All techno-necromancers are of chaotic alignment, and any change

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).

Techno-magical Accessory: Techno-necromancers are constantly tinkering,


trying to meld technology and magic in innovative, seemingly impossible
ways. At level 1 and each time the techno-necromancer attains a new level,
one of many ongoing projects comes to fruition in the form of a usable techno-
magical accessory. What usable accessory emerges can be determined by
rolling on Table TN-3. (Alternately, judges may work with players to select
or custom-create something appropriate to their campaign.) At first level, a
d12+1 is rolled to determine the result. At each level above 1st, a d12+character
level is rolled. Unless otherwise noted, for the purposes of breakage checks,
each techno-magical accessory created in this way is considered to have an AC
of 15 and 5 hp. Once an accessory is destroyed, it cannot be repaired.

Magic: Through a bizarre commingling of self-experimentation, insight


into the divine providences of life and death and natural talent, techno-
necromancers possess innate spellcasting power. They need no spellbooks,
and though some necromancer-specific incantations and rites may be
recorded for posterity, techno-necromancers cannot “read” magic in the
typical sense. They cannot cast spells from wizard scrolls or spell books and
they cannot identify arcane runes except for runes in which necromancy is
central to the magic that created them.

Techno-necromancers’ innate spellcasting power channels certain kinds of


spells and the list of spells accessible by the techno-necromancer is found in
Table TN-2. Table TN-1 indicates the number of spells available per level. All
spells are cast with an Action Die determined by level (see Table TN-1) then
modified by Caster Level and Intelligence. Thus a level 2 techno-necromancer
with a 15 Int would cast a spell with a roll of a d20+3.

Like wizards, techno-necromancers may spellburn to increase any spell check


roll by the same number as the number of points deducted from physical
abilities prior to making the roll. But a Techno-necromancer’s access to
spellburn comes from his connection to the divine mystery of life and death.
Thus, in order to regain ability points lost to spellburn, a techno-necromancer
must perform a necromantic sacrifice: kill a living creature and bathe in its
blood in a four-hour-long ritual. For each HD of the creature killed, the techno-
necromancer regains 1d4 ability points that may be distributed among the
points lost to spellburn. The ritual only works once per day, and only one
creature’s blood may be used in any single ritual.

Non-dependence on Techno-artifacts for Spellcasting: Techno-


necromancers’ fluency with magic comes from some combination of natural
talent, extended exposure to arcane alchemies and metaphysical insight.
Thus, techno-necromancers, unlike their “cousins” the technomancers, do

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.

Cyberanimate Dead: All techno-necromancers have


the ability to animate the dead using “inspired
technology,” creating grotesque, mechanically-
enhanced mockeries of life. Manufacturing
an undead construct requires at least one
partially-intact corpse and at least 1 turn of
uninterrupted concentration per corpse. The
process involves the intricate attachment
and integration of various magic-mechanical
devices and enhancements to the corpse and
then a final fueling of the constructed cyber-
corpse with necrotically-synthesized anti-life force.

Cyberanimation acts like a spell: the techno-necromancer


performs a spell check with all relevant bonuses and modifiers on Table TN-4:
Cyberanimate Dead. Though this class ability does not require a “spell slot,”
it may be lost for the day like any other spell; spellburn may be used to “recall”
it so it can be cast after being lost. For this purpose the ability is treated as if
it were a level 2 spell (i.e. 2 points of spellburn may allow a single use of the
ability if it was otherwise lost for the day).

Cyberanimated beings have no will of their own, no memories of their past,


and no ability to function outside of the control of the techno-necromancer.
They are, in effect, programmed meat puppets rather than traditional un-
dead and are thus unaffected by spells or clerical abilities that would affect
un-dead types.

Luck: Techno-necromancers choose to apply their Luck modifier either to


their Will saving throw bonus or to their Cyberanimate Dead spell checks. This
application of Luck is determined when the character reaches level 1 and is set
for the life of the character.

Languages: A techno-necromancer knows Common. If the character has a


positive Int modifier, then he knows one additional language for each point
of the modifier.

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

TABLE TN-2: SPELLS AVAILABLE TO TECHNO-NECROMANCER, BY LEVEL


W = from Wizard list C = from Cleric list
Level 1 Level 2 Level 3 Level 4 Level 5
1 Cantrip (W) Cure paralysis Animate dead (C) Cause Mind purge (W)
(W) earthquake (C)
2 Chill touch (W) Curse (C) Breathe life (W) Sanctify/ Replication (W)
desecrate (C)
3 Choking cloud Detect invisible Consult spirit (W) Vermin blight (C) Weather control
(W) (W) (C)
4 Comprehend ESP (W) Demon Wizard sense Whirling doom (C)
languages (W) summoning (W) (W)
5 Darkness (C) Invisibility (W) Eldritch hound
(W)
6 Detect evil (C) Knock (W) Exorcise (C)
7 Detect magic (W) Levitate (W) Fly (W)
8 Find familiar (W) Lotus stare (C) Lightning bolt
(W)
9 Magic missile Mirror image (W) Planar step (W)
(W)
10 Magic shield (W) Phantasm (W) Remove curse (C)
11 Paralysis (C) Ray of Speak with the
Enfeeblement dead (C)
(W)
12 Sleep (W) Scare (W) Slow (W)
13 Spider climb (W) Shatter (W) Transference (W)
14 Word of Spider web (W)
Command (C)

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.

TABLE TN-4: CYBERANIMATE DEAD


Works like a spell (does not require a spell slot) - requires a spell check per normal for this class.
Level: Class Ability Range: 10’ Duration: varies Casting Time: 1 turn per corpse (multiple
corpses may be attempted with a single check) Save: N/A
General The caster attaches strange devices and arcane circuitry to the corpse of
a dead humanoid or the carcass of a dead animal. After performing tech-
necrotic magic for one turn per corpse or carcass, the creatures return to a
mechano-mockery of life under the command of the caster. The mechano-
magically animated creatures resemble un-dead in appearance, but are
constructs, and therefore unaffected by any spells or abilities that affect un-
dead. Once animated, the creatures follow the commands of the caster until
they are destroyed or the spell ends. Controlling the creatures is telepathic
and does not require an action by the caster. Regardless of the result rolled,
the number of resurrected creatures can never exceed the number of corpses/
carcasses used in the ritual.
Manifestation Roll 1d4: (1) a flickering crown of ashen serpents emerges from the caster’s
head during the ritual as the corpses float around him, (2) crackles of energy
spark from the mechanical contraptions on the heads of each corpse, jolting
them to life, (3) the caster levitates above the corpses as tears of blood
stream down his face and fall into the cyber-devices affixed to the shoulders
of the corpses, (4) the caster crawls beneath the pile of corpses as if repairing
the axle of a carriage and chants strange phrases until the corpses begin to
shudder to “life.”

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.

TABLE TN-5: TECHNO-NECROMANCER TITLES


Level Chaotic
1 Corpsedigger
2 Blood-bather
3 Resurrectionist
4 Lichseeker
5 Cybervancer

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.

Edgar Rice Burroughs’ stories of John Carter


and his amazing life on Barsoom are chock-full
of hair-razing adventures set in inspiring locales!
From the twin Cities of Helium to the Forest of Lost Men,
from the arid, sun-baked plains to the Valley of Dor,
and from the Marshes of Toonolian to the northern
Ice Barrier and the Kingdom of Okar!

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.

These terrible monsters are possessed of a cunning almost equal to human.


Many seem to have a rough tribal organization, and those that do almost
always use stone clubs. Because of this glimmering of true intelligence,
apes will not always behave as a typical animal. The white apes can be found
everywhere on Barsoom, but frequent the dead cities which provide them
with shelter and hunting.

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.

Darseen is a generic term for a whole family of species of Martian reptiles.


There are small darseen, little chameleon-like lizards, and greater darseen,
huge reptiles capable of severing the head from a man in one bite.

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.

The malagor is a giant flying creature thought extinct by the general


population of Barsoom. In point of fact, however, there are 500 domesticated
malagors in Morbus and the areas surrounding the Tonoolian Marshes. These
domesticated creatures are used as a means of transportation in and around
the Marshes.

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.

Martian Men & Women

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)

The green martains are really Tharks. See Thark below.

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.

These sturdy, black-bearded men are known as Okarians. They live in


domed cities scattered about the northern polar region. As a race they are
exceptionally capable fighters. Their chief weapons are the javelin, and the
“cup shield” and hook sword used together. Any fighter engaging an Okarian
with hook sword and cup shield would not violate the Barsoomian Code if he
were to counter with long sword and short sword. The yellow men comprise
about 10% of the total population.

Orluk (1d12): Init +5; Atk 2 x front-claws +5 melee (2d8), 2 x mid-claws +4


melee (2d6), and bite +5 melee (2d6); AC 14; MV 35’; Act 5d20; SV Fort +6, Ref
+4, Will +2; AL 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

DEAD CITIES (ARID DESERTS) FOREST OF LOST MEN


d20 Result Encounter Type d20 Result Encounter Type
1-3 Banth 1-2 Banth
4-5 Thoat 3 Thoat
6-7 Calot 4 Calot
8-9 Ape, White 5-6 Ape, White
10-12 Thark (Green Martian) 7-8 Sith
13 Darseen 9-10 Forest People (‘green’ variation
of ‘blue’ plant men)
14 Martian – Yellow
11-12 Thark (Green Martian)
15-16 Martian – Red
13-14 Darseen
17 Martian – Black
15 Martian – Yellow
18 Martian – White (Therns)
16-17 Martian – Red
19 Special 1
18 Martian – Black
20 Special 2
19 Martian – White (Therns)
20 Special 1 or Special 2

DIAMOND MINES OF GOTHAL MARSHES OF TOONOLIAN


d20 Result Encounter Type d20 Result Encounter Type
1-2 Calot 1-3 Banth
3-5 Ape, White 4 Thoat
6-7 Darseen 5 Calot
8-15 Martian – Red 6-7 Ape, White
16 Martian – White (Therns) 8-9 Sith
17-18 Cannibal (as subhuman, see 10-11 Forest People (‘green’ variation
core rulebook p429) of ‘blue’ plant men)
19 Special 1 12 Thark (Green Martian)
20 Special 2 13-14 Darseen
15 Martian – Yellow
16 Martian – Red
17 Martian – White (Therns)
18 Cannibal (as subhuman, see
core rulebook p429)
19 Special 1
20 Special 2

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

SPECIAL 2 – OTHER PLANAR CREATURES AND EXTRATERESTIAL ENTITIES


d60 Result Encounter Type
1 Ape-men War-party (Crawljammer #7, p10)
2 Ape-men Warriors (Crawljammer #7, p27)
3 Beholder
4 Bloodworms, Giant (Crawljammer #7, p12)
5 Cactus Men of Alpha Centauri (Crawljammer #2, p3)
6 Corpse Worm (Crawljammer #7, p23)
7 Cyber-hounds (Crawljammer #1, p31)
8 DeathJay (Crawljammer #7, p10)
9 Demon
10 Devil
11 Djinni
12 Dragon
13-15 Efreeti
16 Eldritch Leech (Crawljammer #6, p17)
17 Elemental
18 Evil Android (Crawljammer #2, p25)
21 CONTINUED >
19 Feral Tigerwoman (Crawljammer #2, p26)
20 Flatworms, Giant (Crawljammer #7, p12)
21 Flying Attack Drone (Crawljammer #5, p19)
22 Fungaloid (Crawljammer #4, p14)
23 Giant
24 Githyanky
25 Gorgon
26 Guardina, Invisible (Crawljammer #4, p32)
27 Hydra Worm (Crawljammer #7, p20)
28 Jann
29 Ki-rin
30-31 Lich
32-33 Lizardmen, green (Crawljammer #4, p29)
34-36 Lizardmen, red (Crawljammer #2, p21)
37 Martian Genetically-Altered Rage Zombie (Crawljammer #2, p30)
38 Mechanical Brain (Crawljammer #7, p5)
39 Mechaoid Soldier (Crawljammer #5, p19)
40 Moon Octopus (Crawljammer #2, p3)
41 Moonrock Crawler (Crawljammer #6, p27)
42 Muckworms, Giant (Crawljammer #7, p13)
43 Pale Neptunian (Crawljammer #2, p31)
44 Phase Creature or Shadow Creature
45 Phlogiston Eel (Crawljammer #6, p15)
46 Pseudodragon, Bronze (Crawljammer #2, p30)
47 Ring Bats (Crawljammer #7, p14)
48 Robot (Crawljammer #6, p26)
49 Rock Terror (Crawljammer #6, p17)
50 Shapeshifter (Crawljammer #3, p29)
51 Silvermander (Crawljammer #1, p24)
52 Sky Scavenger (Crawljammer #6, p30)
53 Slaad
54 Space Harpies (Crawljammer #2, p31)
55 Spore Slavers (Crawljammer #2, p4)
56 Titan
57 Vampire
58 Violent Voidspace (Crawljammer #2, p5)
59 Vulkagon Savages (Crawljammer #2, p5)
60 Zanist, Treerangers (Crawljammer #1, p30)

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

The City of Brass… Valhalla… Asgard… Olympus… Limbo…. Tarterus… Hades…


the Abyss… the Nine Hells!

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;

Planar Travel – the Basics


When using planar travel, by whatever means available, there is a base 35%
chance of a planar encounter or a planar mishap of some kind occurring,
meaning that 65% of the time the caster would arrive at the desired destination
just as intended and without having any kind of planar encounter or mishap
take place. This base 35% chance can be reduced by any of the following (but
not generally below 1%, or 5% if the judge is feeling meddlesome):
• B
 y acquiring an enchanted focusing device, such as a magical tuning
fork, an enchanted ocular prism, a pair of magical optics or lenses, or
any other sort of device that helps the spell caster focus their energies
upon the planar destination. (Maximum adjustment to the base
probability from a magical focusing devise should not exceed 15%.)
• B
 y becoming familiar with the desired destination, either by conducting
research and investigative surveys about the destination, or by making
repeated visits to the target destination. (Maximum adjustment to
the base probability from familiarity with the destination should not
exceed 10%.)
• B
 y being of a higher experience level, the caster increases his or her
chances of successful planar travel, and reduces the probability of
an unexpected planar incident. (Maximum adjustment to the base
probability from level progression should not exceed 10%.) Game
Master Tip: consider allowing a 2% improvement in the chance of
successful planar travel for every level the caster exceeds the level
needed to cast the specific spell.

It is left to the individual Game Master or judge to help the characters


figure out the parameters of enchanted focusing devises, the costs and time
required for planar research, and how the caster’s level impacts the degree of
success of planar travel. Game Master Tip: Presenting the characters’ search
for such enchanted focusing devises as a potential opportunity for a quest
could be a great adventure hook.
25
Planar Encounters and Planar Mishaps
As a point of reference, Appendix C of the (First Edition AD&D) Dungeon Masters
Guide suggests checking for encounters at the beginning, the midpoint, and
the end of a planar journey, with encounters occurring 5% of the time.1 That

TABLE A: PLANAR ENCOUNTER OR MISHAP


1d6 Roll Result
1-3 A planar encounter is about to occur. Consult Table B-1.
4-6 A planar mishap is about to occur. Consult Table B-2.

TABLE B-1: PLANAR ENCOUNTERS


2d12 Roll Result
If traveling the Astral Plane, Consult AD&D DMG, Appendix C, page 181 — Astral Encounter Table.
If traveling the Ethereal Plane, Consult AD&D DMG, Appendix C, page 181 — Ethereal
Encounter Table.
2 Basilisk or Cockatrice
3 B’ older (a/k/a Eye Killer)
4 Brain, Elder
5 Characters: party of high level NPCs
6 Couatl
7 Death Knight riding a Nightmare
8 Demon (select randomly or choose from minor, major, or prince)
9 Devil (select randomly or choose from lesser, greater or arch)
10 Djinni or Jann
11 Dragon (select randomly or choose as appropriate)
12 Efreeti (choose between lesser, major, or elder)
13 Elemental (select randomly or choose as appropriate)
14 Giant (choose between storm or cloud)
15 Githyanky assault team
16 Gorgon
17 Ki-rin
18 Lich
19 Night Hag
20 Phase Creature or Shadow Creature
21 Team of Slaad ‘missionaries’
22 Rakshasa
23 Titan (choose between lesser, major, or elder)
24 Vampire

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.

TABLE B-2: PLANAR MISHAPS


2d8 Roll Result
2 Slows planar travel, necessitating additional check(s) for encounter(s).1
3 Intra-planar misdirection: caster is disoriented and lost for 1-10 days, then arrives
at a randomly determined (or judge chosen) location on ‘current’ plane.2
4 Spell corruption: spellcaster experiences a planar mishap which triggers minor
spell corruption. Refer to page 116 of the DCC RPG rulebook for specific Minor
Corruption results.3
5 Planar misdirection: caster is disoriented and lost for 2-20 days, then arrives on
desired plane but at a randomly determined (or judge chosen) location.4
6 Planar misdirection: caster is disoriented and lost for 2-20 days, then arrives on a
randomly determined (or judge chosen) plane.5
7 Planar misdirection: caster becomes disoriented during casting, then arrives on
one of the following energy/other planes: the Positive Material Plane, the Negative
Material Plane, or the Plane of Shadows.
8 Planar misdirection: caster becomes disoriented during casting, then arrives at
a randomly chosen (or judge chosen) location where another high level, plane
traveling spell caster is attempting planar travel, spoiling the ‘other’ caster’s spell.
Roll for initiative!
9 Planar tinge: spellcasting PC (or traveling PC) picks up, or takes on, a tinge of the
destination plane, whereupon a permanent alteration is caused by the specific
planar tinge. As determined exclusively by the game’s Judge, the planar tinge
should reflect the nature and flavor of the destination plane. Although potentially
horrific sounding, the actual effect of the planar tinge should be minor in their
game mechanical effect. For instance, a PC traveling to Limbo might gain a -2
penalty to saves against mind-affecting encounters to reflect their mind being
shaken by exposure to the raw essence of the raw chaos of Limbo.
10 Planar ‘black hole’ appears: 50% of the time it will draw PCs (or their magical gear)
into the void and 50% of the time it will project planar debris across the planar
expanse. PCs sucked into the void suffer damage of 10d6 and end up on another
plane. Debris disgorged from the planar void has a 5% chance of striking a PC,
doing 3d6 of damage. 5% of the debris disgorged is a valuable or magical item.6
11 Temporal, planar, energy or magical displacement affects the traveler(s). Temporal
displacement alters the timeline with regard to the planar travel (forward or
backward in time). Planar displacement alters the destination plane for the
traveler(s). Energy displacement drains (or recharges) magic items with charges
and tech items if possessed. Items fully drained crumble to dust while overcharged
items detonate causing 10d6 damage. Magical displacement causes magical
properties of items possessed to become altered, potentially permanently.7
CONTINUED >

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).

Copyright © 2009-2016 Jon Hershberger and Jon Carnes

[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!

H’Grungthorr can introduce the adventurers to crawljamming and proposes


to get them membership in the Perilous League of their home system if they
help out!

H’Grunth H’Grungthorr: Init+1; Atk TH Sword +d5 melee (1d10+d5) and/


or Laser Pistol +d5 ranged (1d8+d5); AC 16; HD 6d12; hp 55; MV 30’; Act
1d20+1d16; SP Lizard Man Mercenary in CJ #1, Ref +3, Fort +6, Will +2; AL N.

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

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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.

OPTIONAL ADVENTURE DURING TRANSIT


As you approach the cloud-covered planet of Venus, you enter a cloud of silver
gas. Visibility is cut to only a hundred yards in any direction, and H’Grungthorr
gives the order to slow the ship, mentioning that this sort of cloud is sometimes
used by wily pirates to set an ambush. Sure enough, three longships emerge
from aft, lee, and starboard. On the deck of each is a savage minotaur waving
a battle axe and bellowing at his pirate gang, waiting to use their grapples to
board the Vanquisher!

Three minotaur brothers, Kragar, Grakar, and Hemley, have taken up a


life of piracy between Terra and Venus. Each minotaur captain commands
a Floating Longship and has a crew of 10 able-bodied pirates (besides the
crew dedicated to sailing the vessels). These three pirate ships, the Axer,
the Grinder, and the Masher, prey on larger ships by using their numbers to
surround and board opponents, then mercilessly put them to the axe.

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.

The Axe, the Grinder, the Masher


3 Floating Longships: Init +0; Atk Ballista +2 ranged (1d8+1); AC 12; HD 2d8;
hp 10; MV 40’; Act 1d20; SP personal ranged weapons may be fired on deck
at +2 to hit vs. enemy craft; SV Fort +2, Ref +0, Will +2; Composition: wood;
Luck pool: 4.

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.

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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:

1. A Potion of Wondrous Things (Pink)—Whatever the user imagines is true


for d7+1 rounds.

2. A Potion of Woundrous Things (Green with floating solids)—User must


make a DC 10 Fort save or take 2d5 points of damage. If check is made, he
heals 3d7 points of damage.

For more information on Crawljammer ships and battles, see Crawljammer


#1; for Advanced Crawljamming rules, see Crawljammer #6!

2. THE HONEY-HIVES OF GALASHA


After surviving a tense space battle with three minotaur-captained ships, you
find yourself slowly sinking through the pale green clouds of Neith before gently
landing in a vast lake of lavender “water” amongst many other vessels, some
resembling classic seagoing ships, others fish- or even insect-shaped.

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.

The Bee-Elves of Galasha


The blue “Bee-Elves” of Galasha are unique amongst Elf-kind. Though
appearing mostly like normal Elves with the usual Elven grace and wit, they
live in vast hives of crystal and ambergris and brew the highest quality mead
in the Multiverse. The Bee-Elves have insect eyes, which are split into bulging,
multi-faceted organs where their eyes should be. They also sport diaphanous
wings that help lightly armored Elves move faster than regular land-bound
Elves (MV 40’). Lastly, their blood is poisonous and is used in their weaponry.

The Counterfeit Party


When the PCs arrive, their counterparts have already used forged documents

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.

The Celebration of the Millennial Mead


Events at the Honey-Hives should follow the timeline described unless
disrupted by the PCs. If the PCs choose to ignore their counterparts or the
theft, the Judge should improvise the response of the Bee-Elves. (Given their
similarity to the thieves, they would have a tough time explaining their
resemblance and/or why they did not act to prevent the theft!) Of course,
many other adventures can come out of such a gathering; after all, there are
beautiful people, jewelry, plots, and intrigues and perhaps more than one
group of thieves in the crowd.

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!

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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.

Blocking your way is a fierce-looking counterpart to H’Grunth H’Grungthorr


himself. But this interloper’s scales are dyed black, and his eyes burn with an
unearthly blue energy. His voice carries a hollow tone as he readies for your
approach, drawing his two-handed sword. “Stay out of this business and you
may live, fools—for as long as your spit-ball solar system endures anyway. Live
out the rest of your meaningless little lives in peace, or find your death now at
the hands of the Oblivion Syndicate!”

H’Grunth H’Grungthorr’s System 3 counterpart is quite different from


those the PCs have met. As one of the Oblivion Syndicate’s greatest warriors,
this H’Grungthorr was chosen by the evil Perilous Couple to receive the
most profane blessings of their death-cult. Now, H’Grungthorr has been
transformed into a ferocious, thanatos-powered, life-hating warrior known
as THE NECROSAUR.

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.
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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.

Thanatos-powered special abilities:


• Each blow that hits an opponent will strengthen the Necrosaur by one
hit point.
• If the Necrosaur drops an opponent (reduces to zero hit points or
less), the Necrosaur immediately receives d12 hit points. This power
manifests as sparks (or bolts) of sickly blue light and an intense ozone
smell.
• W
 hen/if destroyed, the Necrosaur explodes in a cascade of necrotic
energy—everyone within 15 feet must make a DC 15 Fortitude save or
lose d4 Stamina until such time as they are fully able to get one night’s
rest and recuperation.
• V
 ulnerability—As a being imbued with unholy energies, the Necrosaur
can be turned as an undead creature.

5. PCS FROM SYSTEM 3!


Depending on the battle with the Necrosaur and whether Elf-drone
reinforcements arrive, the PCs will either follow their counterparts into the
Honey-Hive building or encounter them leaving the Honey-Hive. As a rule,
if the Necrosaur is dispatched within 2 rounds, the PCs may catch their
counterparts trying to defeat the various traps detailed below. If it takes
longer than 3 rounds to deal with the Necrosaur, the PCs will encounter their
counterparts in the process of escaping with the mead. The Necrosaur will
do everything he can to cover their escape completely, including sacrificing
himself.

The PCs’ counterparts should be considered armed and equipped with


basically the same gear. The judge should use their optimal attacks and tactics
37
to fight the PCs, but remember that their goal is to escape with the Mead and
return to System 3 (to do this, they need to take off in their battlecraft, the
Violator, and make their getaway). Thus, they will favor attacks that disable,
distract, and occupy the PCs (and any Elf-drones who arrive on the scene).

This is potentially a very difficult encounter; if the judge wishes to be merciful


(!), the judge may rule that some of the counterparts were injured by the
various traps guard the Millennial Mead.

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.

If facing other familiar counterparts (of their companions and well-known


friends), give them a +2 initiative and a +1 attack bonus.

TABLE 5-1: DISTINGUISHING MARKS


OF SYSTEM 3 PC COUNTERPARTS
Random Roll Mark/Characteristic
1 Hideous scar on face
2 Different signature weapon
3 Different skin color
4 Different hair color
5 Walks with limp
6 Missing limb/hand
7 Unique gear/armor — flashy bright color
8 Different gender
9 Different age (10 years older/younger)
10 No difference — character’s body and gear are 100% identical

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.

Once at the honeycombed mead-shelf, identifying the correct bottle is no


easy task. Any character will need to make a DC 20 check to identify the
bottle. Elves receive a +5 to their checks, and relevant backgrounds receive a
+4. Thieves may use their Read Languages bonus to attempt the check against
the DC 20.

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.

Obviously, if the characters have performed competently, H’Grungthorr will


also seek to recruit them into Perilous League, a gateway to many cosmic
adventures throughout the system. If they prefer to return to their home
planet, he will reluctantly return them there by means of the Vanquisher.

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!

Note: In either of the above scenarios, the Bee-Elves and/or H’Grungthorr


will be happy to award the counterfeit PCs’ ship, the Violator, to the PCs as
the spoils of war.

If the characters decide to steal the Millennial Mead themselves,


H’Grungthorr will fight relentlessly for its destruction, seeing that as the only
way to safeguard their home system (and prevent future Oblivion Syndicate
incursions from gaining it). If they evade or destroy H’Grungthorr, the PCs
will have many avenues to sell or trade the precious Millennial Mead, but they
will gain the enmity of the Perilous League and the Bee-Elves forever.

This amoral outcome may be the most natural one of all, since, after all,
they’re no heroes…

the end

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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

The Oculus is a floating longship created by an ophthalmically-obsessed wizard


for the interstellar trade of creatures used in his unique experiments. It has
been modified to the wizard’s meticulous specifications, including the addition
of a mechanical iris porthole that opens to reveal a giant eye and a pipe organ,
used to navigate the ship as well as provide entertainment in the evenings.

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.


330° 30°

C
B C#/D
300° 60°

A#/B D

270° A D#/E 90°

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.

The organ works as follows:


• To activate, the organist plays the introduction to a fugue the wizard
grew fond of while one of his many-dimensional travels, one of which
was to 18th century Earth. Starting with a flourish in the upper ranges
of the keyboard, the organist then spirals toward the bottom, playing
a diminished seventh chord, built one note at a time until resolving
into a D major chord. Thereafter, the organist can attempt to either
manually navigate the ship or enter one of the pre-set destinations.

• Manual navigation is performed by playing scales and chords. The


course of the ship is controlled via steps in the chromatic scale (C
representing 0° and F# 180°), with changes in pitch angling the ship
up or down. Speed is increased or decreased via major chords, with C
major indicating full reverse and B major full ahead.

• Refrains for pre-set destinations must be known to the organist and


played after the activating fugue. Once a destination is set, the ship is
on autopilot until it reaches that destination and it can only be turned
off by playing the introductory flourish again. Once programmed, any
attempts at manual navigation result in the ship moving slightly in the
direction indicated, but always drifting gently back to the currently
programmed course.

PCs unfamiliar with the instrument attempting to operate it must make a


DC12 Intelligence check for each attempted change in course or speed. PCs
with music-related backgrounds treat the skill as trained and use d20 die, all
others treat the skill roll as untrained and use a d10. Failure indicates that
the ship is unintentionally placed off-course, or with a fumble, worse.

The Mechanical Iris


The iris is a scrying device created by the wizard to search potential dangers
in the Phlogiston flux. It is covered by a mechanical diaphragm controlled
from inside the ship that opens to reveal the magically-enchanted eye of a
colossal squid peering out from the hull into deep space. Operating the iris
allows the user to cast Wizard Sense once/day as the 4th level wizard spell
(+6 spell check, non-spellcasters use a d10 die).

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.

As an additional defence against boarding actions, the Oculus’ hull has


also been enchanted by the wizard to send an electrical shock through any
creatures standing on the deck. Upon activation, all living targets on the
surface of the ship, including allies, take 2d6 damage (DC 22 Ref save for none).

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

Cover Illustrator – VOLUME 6


Doug Kovacs

Title Page Illustrator – VOLUME 6


Marc Radle

Contributing Illustrators – VOLUME 6


Fred Dailey, Matt Hildebrand, Stefan Poag, Aileen Snyder

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

Printing Offset Contributors


Forrest Aguirre, Steven Bean, Julian Bernick,
Eric Fields, Laura Rose Williams, and the
patrons of the G+ GFA community

Creative Vision & Direction, Layout and Graphic Design


Doug Kovacs, Harley Stroh, Jon Hershberger
Marc Bruner, Matt Hildebrand, Michael Jones

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48
The 2016 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine

Written, Illustrated, Edited and Produced by


the DCC RPG G+ Community

TABLES & TOOLS PART I


VOLUME 7 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

Volume 2: Patrons & Gods


Cire - Interdimensional Patron . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Patsy, Patron God of Henchfolk . . . . . . . . . . . . . . . . . . . . . . . . . 14
Sisssnagagarrasssh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Children of Ibyk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Torvak, the Enslaved Ape-God . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Crom!!! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
I Fought the Law (& the Law Won) . . . . . . . . . . . . . . . . . . . . . . 53

Volume 3: Monsters & Treasure


The Giant’s Gullet Roll Your Own Encounter . . . . . . . . . . . . . 4
Monsters
Two Roaches for Your Adventures . . . . . . . . . . . . . . . . 9
Gazette-Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Cowwitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Treasure
Arrows of Anra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Ring of Gelatinous Form . . . . . . . . . . . . . . . . . . . . . . . . . 22
Thieving Hand of Glamox . . . . . . . . . . . . . . . . . . . . . . . 28
The Wandering Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Minor Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . 35, 37
2
Volume 4: Complete Adventures
The Orm Lies Down on Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Until the Sun Goes Down Forever . . . . . . . . . . . . . . . . . . . . . . . 12
Zeron Protocol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Volume 5: Drop-in Adventures


The Forgotten Library of the Toadfiend . . . . . . . . . . . . . . . . . . . 5
Tzolk’in Crawl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Big Trouble in Little Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Forgotten Hall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Crawling Through a Hell of One’s Own Making . . . . . . . . . . . 33
Beyond the Portal Under the Stars . . . . . . . . . . . . . . . . . . . . . . . 39

Volume 6: Crawljammer & Interdimensional Travel


The Techno-necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Crawljammin’ on the Red Planet: a Barsoom Bestiary . . . . . . . 13
To Halls of Valhalla…And Back Again! . . . . . . . . . . . . . . . . . . . 24
The Oblivion Syndicate and the Millennial Mead . . . . . . . . . . 30
Inter-dimensional Portal Weirdness Die-Drop Table . . . . . . . . 41
The Oculus: a Spacefaring Artifact for Crawljammer . . . . . . . 44

Volume 7: Tables & Tools Part I


The Many Divisions of the d120 . . . . . . . . . . . . . . . . . . . . . . . . . 4
What’s This Crap!? A Self-Generating Crud Tool-Kit . . . . . . . 7
What’s This Crap!? d30 Crud Creature Compendium . . . . . . . 10
What’s This Crap!? d50 Crud Color and Texture Calculator . . 40
What’s This Crap!? d50 Crud Effects Machine . . . . . . . . . . . . . 44
What’s This Crap!? d50 Crud Odor Description Generator . . . 55
What’s This Crap!? d50 Crud Naming Device . . . . . . . . . . . . . .57

Volume 8: Tables & Tools Part II


d50 Names for your Zero-Level Characters . . . . . . . . . . . . . . . . 4
d50 Cursed Magic Trinkets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
d50 Fantasy Foods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
d50 Memorable Personality Quirks . . . . . . . . . . . . . . . . . . . . . . . 19
d50 Smells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
d50 Tavern Names and Their Crusty Crotchety Proprietors . . 23
d50 Treacherous Temple Name Generator . . . . . . . . . . . . . . . . . 25
DCC RPG Master ‘Zine Index – Updated through July 2016 . . 31
3
The Many Divisions of the d120
by Michael Markey

The recently invented d120 can be divided in such a way as to


replace several dice on the dice chain, and even some that
aren’t. To use the d120 as another die, simply refer to the
tables below.

d120 d2 d120 d6 d120 d12


1 – 60 1 1 – 20 1 1 – 10 1
61 – 120 2 21 – 40 2 11 – 20 2
41 – 60 3 21 – 30 3
61 – 80 4 31 – 40 4
81 – 100 5 41 – 50 5
d120 d3 101 – 120 6 51 – 60 6
1 – 40 1 61 – 70 7
41 – 80 2 d120 d8 71 – 80 8
81 – 120 3 1 – 15 1 81 – 90 9
16 – 30 2 91 – 100 10
17 – 45 3 101 – 110 11
46 – 60 4 111 – 120 12
d120 d4 61 – 75 5
1 – 30 1 76 – 90 6 d120 d15
31 – 60 2 91 – 105 7 1–8 1
61 – 90 3 106 – 120 8 9 – 16 2
91 – 120 4 17 – 24 3
25 – 32 4
d120 d10 33 – 40 5
1 – 12 1 41 – 48 6
d120 d5 13 – 24 2 49 – 56 7
1 – 24 1 25 – 36 3 57 – 64 8
25 – 48 2 37 – 48 4 65 – 72 9
49 – 72 3 49 – 60 5 73 – 80 10
73 – 96 4 61 – 72 6 81 – 88 11
97 – 120 5 73 – 84 7 89 – 96 12
85 – 96 8 97 – 104 13
97 – 108 9 105 – 112 14
109 – 120 10 113 – 120 15
d120 d20 d120 d24 d120 d30
1–6 1 1–5 1 1–4 1
7 – 12 2 6 – 10 2 5–8 2
13 – 18 3 11 – 15 3 9 – 12 3
19 – 24 4 16 – 20 4 13 – 16 4
25 – 30 5 21 – 25 5 17 – 20 5
31 – 36 6 26 – 30 6 21 – 24 6
37 – 42 7 31 – 35 7 25 – 28 7
43 – 48 8 36 – 40 8 29 – 32 8
49 – 54 9 41 – 45 9 33 – 36 9
55 – 60 10 46 – 50 10 37 – 40 10
61 – 66 11 51 – 55 11 41 – 44 11
67 – 72 12 56 – 60 12 45 – 48 12
73 – 78 13 61 – 65 13 49 – 52 13
79 – 84 14 66 – 70 14 53 – 56 14
85 – 90 15 71 – 75 15 57 – 60 15
91 – 96 16 76 – 80 16 61 – 64 16
97 – 102 17 81 – 85 17 65 – 68 17
103 – 108 18 86 – 90 18 69 – 72 18
109 – 114 19 91 – 95 19 73 – 76 19
115 – 120 20 96 – 100 20 77 – 80 20
101 – 105 21 81 – 84 21
106 – 110 22 85 – 88 22
111 – 115 23 89 – 92 23
116 – 120 24 93 – 96 24
97 – 100 25
101 – 104 26
105 – 108 27
109 – 112 28
113 – 116 29
117 – 120 30
d120 d40 d120 d60 d120 d60
1–3 1 1–2 1 81 – 82 41
4–6 2 3–4 2 83 – 84 42
7–9 3 5–6 3 85 – 86 43
11 – 12 4 7–8 4 87 – 88 44
13 – 15 5 9 – 10 5 89 – 90 45
16 – 18 6 11 – 12 6 91 – 92 46
19 – 21 7 13 – 14 7 93 – 94 47
22 – 24 8 15 – 16 8 95 – 96 48
25 – 27 9 17 – 18 9 97 – 98 49
28 – 30 10 19 – 20 10 99 – 100 50
31 – 33 11 21 – 22 11 101 – 102 51
34 – 36 12 23 – 24 12 103 – 104 52
37 – 39 13 25 – 26 13 105 – 106 53
40 – 42 14 27 – 28 14 107 – 108 54
43 – 45 15 29 – 30 15 109 – 110 55
46 – 48 16 31 – 32 16 111 – 112 56
49 – 51 17 33 – 34 17 113 – 114 57
52 – 54 18 35 – 36 18 115 – 116 58
55 – 57 19 37 – 38 19 117 – 118 59
58 – 60 20 39 – 40 20 119 – 120 60
61 – 63 21 41 – 42 21
64 – 66 22 43 – 44 22
67 – 69 23 45 – 46 23
70 – 72 24 47 – 48 24
73 – 75 25 49 – 50 25
76 – 78 26 51 – 52 26
79 – 81 27 53 – 54 27
82 – 84 28 55 – 56 28
85 – 87 29 57 – 58 29
88 – 90 30 59 – 60 30
91 – 93 31 61 – 62 31
94 – 96 32 63 – 64 32
97 – 99 33 65 – 66 33
100 – 102 34 67 – 68 34
103 – 105 35 69 – 70 35
106 – 108 36 71 – 72 36
109 – 111 37 73 – 74 37
112 – 114 38 75 – 76 38
115 – 117 39 77 – 78 39
118 – 120 40 79 – 80 40
What’s This Crap!?
A Self-Generating Crud Toolkit
This grand catalog of cephalic corrosive cruds has been
curated by Messieurs Victor Garrison and Forrest Aguirre.

Note: [FA] indicates that the crud creature was conceived,


created, and handled by Forrest Aguirre, whom most likely did
not adhere to strict healthy hygiene practices during the
fermentation of his corrupted, amoebal anomalies. Therefore,
should you notice the development of any new pustulant sores or
oozing lesions on your hands, arms, or eyes, after reviewing this
material, IMMEDIATELY burn your copy of The Gongfarmer’s
Almanac, bury the ashes in a sealed vault, and contact your local
authorities for further instructions. Neither I, nor anyone
associated with this publication assumes any responsibility for
the misuse of any of the following material.

Sincerely, Victor A. Garrison

Introduction: Delving the Realm of Cruds

Manifests of molds, cinched by slime, finagled by fungi and


ancient algaes, lecherous lichen watch and wait, while snail ooze
and slug goo and living unctuous grimes wait to feast on what is
left behind, and so it is in the realm of cruds.

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.

Heliculture Alchemists, on the other hand, vehemently disagree


with the Mycophagysts. This cloistered community of gastropod-
harvesting cultists instead support the theory that all life was
begotten on this rock due to the diligence of wurms and slugs, the
Creator’s first creatures. The Alchemists claim these slimy
creatures toiled to break the rocks of the planet down into soil
before the first ray of light ever entered the universe, making the
way for all other lifeforms to follow. This small island conclave
focuses on the singular task of farming slugs, wurms, and snails
in order to harvest and preserve the goo their quiet and
diminutive brethren ooze. These secretions, collected from a
multitude of species, are used to concoct a myriad of magickal
aperitifs in the divine effort to distill a nectar that will transform
the minds of the Alchemists to experience ‘Slug Mind’, a state of
planetary transcendence and omniscience which they believe the
slugs and snails live in.

The Mucophagyst Magickians are yet another crud camp who


believe that true reality is a slippery non-physical experience
beyond time that human minds are not evolved enough to
experience. According to the Mucophagysts doctrine, our minds
construct a gateway filter that allows us to know only one small
sliver of reality at a time. For the Mucophagysts, the cosmos is an
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infinitely expanded, gelatinous pool of phlegm, its circumference
is immeasurable and its center is quivering everywhere. Aiming
for this true and holy knowledge the Phlegm Priests ingest
various fermented body secretions claiming that the power to
transcend this mundane plane of existence and live beyond the
body among the stars and extra-dimensions of time and space lies
in their motto, “Better Living Through Mucusistry”…

...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.

What’s This Crap?! is a multipurpose tool. On the one hand, you


have a d30 table of ready-made creatures of slime, mold, fungus
and other nasty goo and ooze, all of which we like to refer to
collectively as cruds. You can use these quivering jelly mounds
and poisonous dusts as is, or you can add additional details by
rolling on the d50 crud tables, which include effects, a
compilation of colors & textures, an odor & scent table, and a
name generator. These tables not only customize the ready-made
creatures, but more importantly, allow you to quickly manifest
all-new randomized cruds on the fly...

...just, please, remember to wash your hands when you’re


finished.

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What’s This Crap!?
d30 Crud Creature Compendium

The Realm of Semi-Sentient Slimes, Molds,


and Fungi (Plus Wurm, Slug, & Snail Goo,
and Other Oozes)

Anxiety abounds when trying to create dynamic, yet mostly stationary,


but still deviously dangerous creatures that are, at best, only moderately
aware of their surroundings. Here are 30 cruds (slimes, molds, fungus,
goo, ooze and their hybrids) for you to roll up on the fly and terrorize
your PCs with stank, phlegm, ooze, bile, and grave disgust which
should spell out ‘finis’ for the unwary adventurer who does not heed the
warning trumpet of fungal flatulence, or the gurgling hunger of a
bloated, necrotic slime hiding in the archway. So now, I hereby transfer
my stress of creation to you, dear judge, but please heed the following
advice: an “EWWW” is simply not acceptable! You are not correctly
applying this material to your game if you are not cleaning player’s
vomit off your dice and table!

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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).

Spiraling pig cocker: Init +3; Atk special; AC 1; HD 1d3-1; MV


1’; Act 1d20; SP bore into flesh; SV Fort +0, Ref +0, Will +0; AL N.

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
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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

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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.

Lich lichen: Init +6; Atk strangle +5 melee (1d4+2), or crush +5


melee (1d5+2), or stab +5 melee (1d6+2): AC 15; HD 5d6; MV 20’
+ special; Act 1d20+1d16; SP thunderous roar, absorb, infecting
cut, shift position, vulnerable to fire; SV Fort +6, Ref +8, Will
+6; AL L.

Twilight goat: Init +2 ; Atk kick +3 melee (1d4), or horn butt +3


melee (1d4), or bite +3 melee (1d6+1d3); AC 10; HD 2d6+2; MV
40’; Act 1d20; SP blinding burn; SV Fort +1, Ref +1, Will +2; AL L.

3 Blood jelly fungus - a pulsating, crimson red mass the size of a


pony. Strange mushroom-like sections of irregular size rise and
fall from the creature’s surface in a nonsensical non-pattern.
Each of these appendages are capable of striking out at nearby
creatures. Those hit by it will note blood smeared on the area
where they were hit. This blood, however, quickly sinks into
the PC’s skin (DC 20 Ref save will remove the blood before it
seeps into the skin). Those infected in this way must make a
DC 16 Fort save or temporarily lose 1d4 points of Stamina.
Those brought to 0 Stamina transform into a blood jelly fungus
in 1 turn unless the infection is magically cured. The new blood
jelly fungus will lash out at whomever is nearest and will be, in
all respects, just another blood jelly fungus, retaining none of
the personality or memories of the PC, who is now
permanently dead. [FA]

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]

Witch's butter: Init +3; Atk special; AC 13; HD 1d4; MV 40’;


Act 1d20; SP magic curse; SV Fort +0, Ref +3, Will +0; AL N.

5 Gabriel's stinkhorn - a fungus that grows within one night from


an underground bulb or egg to a 4’ tall phallus-shaped fungus
with a bright red “head”. It is covered in a stinky slime that, if
it comes into contact with humanoid flesh, causes the one
touched to scream uncontrollably for 1d6 turns. The scream,
after a few seconds, becomes a sort of trumpeting sound as the
larynx is damaged. After the screaming/trumpeting subsides,
the person is unable to speak for 1d12 hours as their voice box
must rest and repair itself. Screaming and trumpeting
adventurers are twice as likely than normal to attract wandering
monsters. [FA]

Gabriel's stinkhorn: Init +2; Atk special; AC 12; HD 1d6; MV 0';


Act 1d20; SP touch causes victim to scream; SV Fort +0, Ref -2,
Will +0; AL N.

6 Downy mildew - appears as a cloud of tiny feathers or


snowflakes. Those who see it must make a DC 8 Personality
check or be inexorably drawn closer because of its pleasant - nay
- cute appearance. As the character approaches this little cloud,

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]

Downy mildew: Init +0 ; Atk thrust +2 melee (special); AC 10;


HD 2d8; MV 10’; Act 1d20; SP cute appearance, disease, immune
to all non-fire-based and non-magical attacks; SV Fort +0, Ref
+0, Will +0; AL N.

7 Astral heliozoa (aka, little spiny stars) - sometimes called spiny


earth stars, these are semi-sentient spore creatures that travel in
packs. They range in size from two to seventeen inches.
Believed to be a hardened fungus spore that once fell from the
cosmos, they have a multitude of stiff, spiny micro-tube like
projections jutting straight out from their small spherical, stony
bodies. The length of each microtube is equal to a third of the

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.

Astral heliozoa (1d30+10): Init +3; Atk special; AC 9; HD 1d5;


MV 30’; Act 1d20; SP fling attack, blood-feasting; SV Fort +2,
Ref +1, Will +0; AL N.

8 Shroom apes - sentient, gorilla-sized and shaped bipedal fungal


creatures who dwell in sophisticated treetop colonies. Their
treetop cities are rich in gold, silver and beautiful art objects
crafted by the apes, though little is known about their culture
and few have ever seen their dwellings. Ferociously territorial,
they attack all who trespass their home grounds by diving on
land travellers from the tree cover above. Shroom apes are
incredibly strong, quick, and vicious but lack stamina and are
easily overcome if a struggle drags on. For this reason they
attack in large packs with individuals on vines swinging in and
out of the brawl with spears, heaving weapons from above, or
running in and out of the fray while beating opponents with
clubs. If the apes are attacked with blunt weapons, damage to
their bodies will result in large chunks of fungus breaking off.
Arms, legs, sections of torso, and face will crumble and fall off
if hit hard enough. Surprisingly, the flesh of the shroom apes is
edible and delicious, and enjoyed by many cultures. The corpse
of an ape can easily fetch 125 sp in cities, but hunting them for

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.

burning heap (napalm golem)

9 Burning heap (aka napalm golem) - a 7’ tall sentient slime


that exudes a flammable gel that burns perpetually. If
approached, it launches this flaming material at its

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.

Burning heap: Init +1; Atk flaming fist +2 melee (1d4) or


special; AC 11; HD 2d8; MV 20’; Act 1d20; SP flaming
napalm slime (DC 14 Ref save or burned for 1d4 damage
every round until the gel is extinguished); SV Fort +4, Ref
+0, Will +1; AL N.

10 Fire spore puffball - a rucksack-sized puffball fungus filled


with tens of thousands of spores that pour out into the air
in a strong steady stream when its casing is cracked open.
Contact with oxygen instantly ignites the larger-than-
normal spores, which can burn skin and set dry vegetation
on fire, causing 1d8 damage to nearby creatures (DC 6
Fort save for half). In the spring and summer the skin of
the puffball is white streaked with orange and red. In
autumn the puffball’s color darkens to a shade of umber
that can be seen glowing at night. In this umber stage, the
fire spore puffball is extremely unstable and can furiously
explode at the slightest touch, blasting embers in every
direction up to 25’ and burning everything within its
radius for 1d7 damage (DC 18 Ref save to avoid). In
winter the puffball shrinks to the size of a coconut,
turning black and becoming safe to handle and transport.
The dead winter spores are still explosive and can be used
as a bomb if manually ignited, making them an ideal
weapon of destruction, doing 1d7 damage to everything in
a 25’ radius.

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.

11 Lumbering sludge - born in sewer canal cesspits located


far outside the outskirts of affluent cities, this diseased
crud is a mountainous humanoid-shaped mound of refuse,
slime, offal, and human and animal carcasses bound by
fibrous fungal binding. The lumbering sludge is a fully
sentient, hostile, and aggressive towering creature
standing 25’ tall and reeks of excrement, urine, decaying
flesh, and rotting garbage. It moves in a gliding shuffle
leaving a trail of greasy offal in its wake and absorbing
anything in its path into its shambling form. When
attacking, the sludge will attempt to poison with its
bellowing breath of noxious gasses, including methane,
making it highly flammable. It can also attack by flinging
large masses of offal from its body or by throwing (or
flopping) its body onto its opponents in an attempt to
drown them and absorb the corpses, which immediately
begin decomposing into its mass. Fire and magic are the
only effective attacks against this creature as any
traditional weapon will only be absorbed into its body. If
fire is used to ignite the body, the beast will continue to
attack for 1d6 rounds while it is burning until it realizes it
is on fire and panic, throwing itself into any nearby large
body of water, or rolling on the ground and igniting
anything flammable near it. PCs must roll DC 13 Ref save
to avoid igniting the sludge’s breath (unless that’s their
intention). If ignited during exhalation the breath will act
as a flame cannon causing 1d7 damage for 2 rounds. On
inhalation (or after 2 rounds of exhalation) the flame will
explode the gasses in its lung cavities and blow the
creature up in a fireball, blasting sludge, excrement,

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.

Lumbering sludge: Init +3; Atk special; AC 15; HD 4d8;


MV 30’; Act 1d20+1d16; SP death breath (1d4, -2 Strength
and Agility, and -2 to initiative rolls for 1d5 rounds, DC 14
Fort save to avoid), offal fling (1d3, -3 Personality until
cleaned, DC 14 Ref save to avoid), drown (1d5 each round
trapped, DC 16 Ref save to avoid), immune to non-fire-
based and non-magical attacks; SV Fort +5, Ref +0, Will
+0; AL C.

12 Slough sloth - slow moving beast of unknown species and


origin covered in decaying, necrotic skin slime. It is
absolutely diabolical in its ability to hide from view until
the moment it attacks, although the rank, infection odor
of its decaying flesh can be smelled 25’ away. Its surprise
attack and death grip makes up for its slow movement.
The last thing many of its victims ever see as its lengthy
arms and torso suddenly drop upside down from its perch
is the slough slot’s monstrous, hideous face with patches
of hair and black layers of hanging peeling dead flesh,
yellow eyes oozing pus from their sockets, and the black
cavity where its nose used to be. But the most chilling
sight is its ghoulish, beaming smile of rotten teeth and
gums; a permanent blackened outline of decayed lips that
fell off its face long ago. Attacking from an overhanging
perch, it will snatch a victim in its long arms and
disappear back to its hidden overhang, all the while
crushing the victim against its body and biting at the
victim’s face. Its mouth and necrotic body exudes

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).

Slough sloth: Init +4; Atk special; AC 10; HD 1d8; MV 12’;


Act 1d20; SP diseased touch (1d5, DC 12 Fort save to avoid.
Fort save must be repeated each day to check if infection
has invaded PCs body. Stop check after 5 days of
successful saving rolls); SV Fort +0, Ref +0, Will +0; AL N.

13 Ghost algae - a floating algae that exudes slime-binding


colonies that keep this “lighter than air" algae together. It
is phosphorescent and thus is always mistaken for a
glowing specter floating through the dark. It can sense
and is attracted to body heat and will quickly move to
warm bodies. DC 12 Ref save to avoid contact or the ghost
algae will adhere to PC’s skin and clothing making them
visible at night and in the dark. The phosphorescent goo
is absorbed by skin and clothing and can not be washed
away, taking 1d14+2 days to fade.

Ghost algae: Init -2; Atk none; AC 3; HD 1d8; MV fly 30’;


Act 1d20; SV Fort +3, Ref +5, Will +1; AL N.

14 Sucking mud - a dirt mold colony inhabiting the ground,


often on dusty paths, that only becomes active when wet,
forming a tight bond with the surrounding mud. These
colonies are often three or more feet deep and will suck its
prey quickly in when stepped on. A 6’ deep or more
colony can suck a human-sized creature one foot per
round and completely engulf and suffocate its victim in
five rounds. When dry, the colony is encapsulated in hard
21
dirt and has no effect on passing creatures.

Sucking mud: Init +0; Atk special; AC 9; HD 1d8; MV 0';


Act 1d20; SP suck victims down (pulls victim in 1’ each
round, DC 17 Ref save to avoid or free); SV Fort +0, Ref
+0, Will +0; AL N.

crud burro

15 Crud burro - non-aggressive semi sentient slime beings that


have evolved from reanimator slime, but do not have the
aggressive traits of that species. Crud burros range in size from
that of a small dog to a large rhino, though stories of mammoth
elephant-sized creatures have been recorded. Crud burros, like
reanimator slime, are made of slime growing around a found
22
framework that can be manipulated by the slime for mobility.
Unlike reanimators that exclusively use skeletal remains and
decaying bodies, the framework that this species prefers is
random items from its environment, typically tree limbs and
fallen tree trunks. Other molds, fungi, and small plants are
often found growing on crud burros, and sometimes colonies of
insects, nesting birds, and small animals can be found
inhabiting it. Crud burros are normally encountered wandering
aimlessly in the wilds and have never been encountered near
areas populated by humans. No matter how large an
encountered crud burro is, it is docile, slow, and can be easily
handled and used to transport humans or cargo up to 30% of its
own size. Its unencumbered movement rate is 40’ but drops 10%
for every 10% of its own mass that it is encumbered with up to
its limit, at which point its internal frame will begin to fall
apart. Crud burros cannot survive in arid environ-ments and
need to be watered down daily (1 pint of liquid per 8 cubic feet
of the burro's mass, alcohol will kill any area it touches). The
burro, if not properly watered, will lose 5% of its mass per day
after its 3rd dry day, and its movement rate will slow
exponentially each day it loses mass. Thus, on its 4th dry day it
loses 5% mass and its movement slows by 5%. On the 5th dry
day, it loses another 5%, but slows 10% more. The 6th dry day it
loses another 5% mass, but slows down another 20%, etc.

Crud burro: Init +0; Atk none; AC 4; HD 1d12; MV 40’


hydrated or special; Act 1d20; SP vulnerable to alcohol, de-
hydration; SV Fort +2 hydrated, -4 dry, Ref -4, Will +0; AL N.

16 Summer's siren - summer's siren is a sentient slime that lives in


ponds and lakes. It generates and stores gas in chambers within
its mass and releases the gas through small orifices above the
surface of the water, creating a complex system of sounds that
mimics a young woman's voice humming a soothing song
luring humans and animals alike to its irresistible melody.
Summer's siren is similar to reanimator slime in that it can
manipulate objects such as tree limbs to be used as grasping
weapons. It will use these to pull an unwary victim into the

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.

Summer's siren: Init +1; Atk special; AC 10; HD 2d6; MV swim


30’; Act 1d20; SP pull victims underwater; SV Fort +2, Ref +2,
Will +3; AL N.

17 Fen henchman (aka, black bog baron) - sentient slime-mold


shape shifters that stalk swamps and moors. It morphs into a
black silhouette in the general form of its intended prey before
striking. Survivors often describe their encounter as being
'attacked by their shadow'. The fen attacks by stealthily
adhering to the feet of its victim (DC 15 Ref save to avoid), then
quickly slithering its thin slime mass up the PC’s legs and back
until it envelopes the entire body in a thin membrane of
shadowy slime. The membrane-thin slime is elastic, like being
stuck in a balloon with self-healing properties so it cannot be
ripped or cut open. Once the victim is enveloped in shadow-
slime, the fen henchman slowly suffocates its prey. Any
member of the party attempting to help a PC attacked by the
fen henchman by touching the slime in an effort to cut it, pull
it, wipe it off, etc., must roll DC 15 Ref save or the fen
henchman will begin to cover them as well. The slime can be
burned off with fire but this will also burn any PC it is attached
to. Touching flames to several spots of the fen henchman’s
surface long enough to cause a minimum of 3 total points of
damage to the PC will force the entire slime to retreat and
remove itself.

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.

18 Bore Optic Slime Serpents (aka, BOSS) - this amorphous


crimson sentient slime typically resides in town and village
wells. The crud can exist for years at the bottom of a well
without anyone suspecting that the water is infected. In fact,
the slime only becomes a health threat once the townspeople
become aware of its presence and attempt to remove it from the
well, or if someone hides in the well or enters it for some other
reason. While it can assume most any shape, it typically
chooses to lurk and swim in the dark in the shape of a pencil-
width thin snake, sometimes up to 5’ in length and tapered to
fine points at either end. The body is a colony of micro-
organisms each with the ability to see in the infrared spectrum
and detect body heat. Being extremely territorial, the BOSS
will attack anything living thing that climbs, or falls, to the
bottom of the well, waiting for the chance to wrap around the
victim’s neck and bore into both eyes with the ends of its body.
Additionally, it will leave part of its body in each eye that it
was able to bore into and lie in wait, and when another human
inspects the damaged eyes, it will launch itself (now very thin
and about a foot long) into the eyes of the next human. The
only way to stop it is to use a red hot poker to burn out the eye
sockets of someone currently affected by the slime.

Bore Optic Slime Serpents: Init +4; Atk special; AC 9; HD 1d10;


MV 20’ or swim 30’; Act 1d20; SP bore into eyes (DC 11 Ref save
or 1d3 damage for each eye, this roll also indicates the following:
1) eyesight is impaired, 2) eye can only detect shadow, 3) total
blindness); SV Fort +4, Ref +3, Will +0; AL N.

19 Universal veil - a membrane-thin sheet of bacterial slime; a


living curtain. This is a nearly transparent colony of bacteria
and slime living in cohabitation. It usually grows like a drape
hanging down from tree limbs over pathways or from arches in
buildings or tunnels waiting for something to walk into it and

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.

20 Rucker's ectoplasm - a trans-dimensional thread of slime that


stretches throughout all of time. It can appear anywhere at any
time, but since it exists primarily in the fourth dimension it
seems (to beings limited to a simple three- or four-dimensional
experience) to suddenly appear and then quickly disappear.

To the casual observer the ectoplasm appears as shining,


feathery, multi-hued fibrous tendrils that quickly shoot out of
the air, rapidly growing like wild grasping vines and then
disappearing. Scholarly mages familiar with rucker's ectoplasm
have made an astro-science of attempting to calculate when and
where it will appear next in three-dimensional terra-based
space.

A mage fortunate enough to capture the ectoplasm and harness


its power will, if only temporarily, experience all of time and
space simultaneously. It is believed that afterwards, though, the
mage's ability to communicate with other humans on a three-
dimensional/linear time level is impossible. Because of its
utterly random nature of appearing, there have been incidents
where living things have had rucker's ectoplasm shoot through
or out of their bodies. It has been theorized that talking animals

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.

If a PC comes in contact with rucker’s ectoplasm they instantly


have insight into the history of the universe. They must make a
DC 12 Will save or go insane for 1d24+6 hours. This period of
insanity includes withdrawal from party, inappropriate
behavior, and incoherent speech. Once the insanity passes the
PC may begin to interact with the party again and has gained
omniscient insight. The PC has 2d14 total opportunities to use
this unique ability up to twice per session to gain a deeper
understanding of what is going on at the moment. The PC can
write a question and pass it to the judge who will respond to the
PC in writing, providing a brief and accurate answer. The
question may concern any aspect of the adventure or campaign
world. The idea is that this is information that the PC already
has knowledge of through their experience with the ectoplasm.
If you are a judge and you’re unsure of how you feel about this
action, please do not use it.

Legend says that a small piece of rucker's ectoplasm was


captured in a large crystal and lies hidden somewhere in the
world in a massive impenetrable vault.

Note: no stats for this crud as interaction with it is not possible.


It is a creature that is treated as an event.

27
drumpfungi

21 Drumpfungi - a slimy orange fungus that grows like floppy


elephant ear mushrooms. It exudes a slippery, sticky substance
that is emotionally toxic. When a PC comes in contact with
drumpfungi effluence escape is nearly impossible (DC 21 Will
save, adding any Agility and Intelligence bonuses. For each
failed escape attempt, the PC must make a DC 14 Fort save or
suffers 1d3-1 damage). It wounds victims by secreting an acid
that quickly melts skin, then absorbs its victim’s blood into its
own body like a sponge. The bizarre thing about this attack is
that on a failed DC 13 Will save, adding any Personality bonus,
the PC will find this acid melt and blood-letting pleasureable.

This fungi is encountered in decaying cities and around


collapsing architecture. When encountering drumpfungi, PCs
must make an Intelligence check using a d18 or else they
become mesmerized by the drumpfungi and will want to see it
up close. Attempts to prevent mesmerized PCs from coming in

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.

Drumpfungi: Init +5; Atk special; AC 10; HD 2d8; MV 0'; Act


1d20; SP toxic acid; SV Fort +5, Ref +2, Will +8; AL N.

Rikert's radioleria

22 Rikert's radioleria - a colony of single-celled protozoa typically


the size of a small hut. These colonies create immense and
intricate models of the protozoa’s individual, single cell form.
These are complex awe-inspiring structures with an interwoven
29
frame of spindly bone-like material.

No human architecture has ever approached the detail and


precision created by these single-celled creatures. The entire
outer part of the structure is coated with a thick layer of sticky
translucent yellow ectoplasm. Housed inside is a crimson jelly-
like endoplasmic ooze which acts as a muscular system. The
interior endoplasm of the radioleria colony functions much like
a giant brain, and is a conduit of communication for the hive
mind of the colony. The structure is fully aware of itself as well
as its surroundings. It is capable of nonverbal telepathic
communication and will use this power as a beacon,
broadcasting over a five mile radius and attempting to coax
intelligent creatures to its side. While the radioleria appears at
first to be rigid and inflexible, it can move. If it is touched, it
will fold itself over with blinding speed to capture the
perpetrator, the sticky ectoplasm adhering to its victim while
the spindly network frame opens up and stuffs them inside (DC
19 Ref save). Once it has engulfed its victim in the crimson
endoplasmic goo, the framework will quickly close back up. It
will then keep the victim alive indefinitely supplying oxygen
and food through the plasmic goo and the colony mind will
telepathically merge its mind with the victim in order to
develop an under-standing of the species it has captured. If it is
attacked while holding a PC inside it will begin suffocating and
crushing the PC and will only stop if the attacks cease.

Rikert's radioleria: Init +3; Atk special; AC 14; HD 2d10; MV 0';


Act 1d20; SP capture and consume creatures, non-verbal
telepathic communication; SV Fort +4, Ref +2, Will +1; AL N.

23 St. Christie's bile - it is not uncommon to find this thick


yellowish slime pooling in areas where drumpfungi has spread.
This slime puddles in dark recesses where it swells into patchy
undulating, blobs. When found in the presence of drumpfungi,
it usually manifests as a parasite in a symbiotic relationship,
devouring bacteria and insects attracted to the drumpfungi. The
bile’s attack is a thunderous, offensive, and highly flammable

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.

24 Destroying angel puffball - explosive bright white mushroom


shaped like a large ball. It grows to one foot in diameter and is
packed with poisonous spores and sharp, conical shaped
crystallized sap. The skin of the ball has tremendous tensile
strength, and can handle an immense amount of internal
pressure. When touched and prodded, the destroying angel
explodes, spewing a cloud of toxic spores and sharp crystal
shards 20’ in every direction. The deflated 'skin' of the exploded
puffball has often been noted to resemble a small pair of angel
wings lying on the ground.

Destroying angel puffball: Init +0; Atk special; AC 5; HD 1d4;


MV 0'; Act 1d20; SP toxic spore and shard cloud (DC 13 Ref
save, if failed DC 16 Fort save or suffer 1d5 damage from poison
and 1d3 damage from shards, roll 1d30 to find how many crystal
shards were spewed, then divide equally among those who
failed the toxic cloud save save, maximum of five crystal each
PC); SV Fort +0, Ref +0, Will +0; AL N.

25 Skull dust - a nasty flesh-eating mold that lays dormant and


sleeping until it comes in contact with oils secreted by a
mammal’s flesh. It looks like a grayish orange dust when
encountered in its dormant state but becomes fiery red when

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.

Skull dust: Init +0; Atk special; AC 9; HD 1d12; Act 1d20; SP


devour flesh (DC 12 Fort save or 1d8 damage), immune to non-
fire-based attacks; SV Fort +0, Ref +0, Will +0; AL N.

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

27 Reanimator slime - this is a semi-sentient crud that Astro-


Alchemists believe has astral origins. An ‘extremophile’, this
slime can survive any conditions including fire and extreme
arctic sub zero cold. The reanimator is known for its ability to
grow itself around the remains of animals and humans, whether
skeletal or decaying corpses, and animate the bodies through its
own control over the limbs. The slime is also able to merge
multiple remains into massive hybrid creatures of bone,
decaying flesh, thick layers of fibrous slime and anything else it
can meld together for its ferocious and aggressive attacks. To
randomly determine the body type of a reanimator slime, use
the sub-table that appears after this d30 table (pg 38). Assume
that the slime has a minimum of two legs that can support its
weight, movement, and stability.

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.

28 Whistling widowmaker - the whistling widowmaker is a dense


fungi that is shaped like a tall spiraling cylinder, wider at the
base and narrowing towards the top. It is bright white until it
spreads its two large flaps, which look somewhat like bird
wings. When it does so, it exposes a dark bloody-looking area,
which makes it look somewhat like a wounded bird. It gets its
name from the crying, whistling sound it makes from gasses
escaping through orifices at the top of its body to attract victims
looking for easy prey. Once an animal or human is close
enough, it releases a deadly cloud of spores and noxious gas
(DC 16 Fort save or 2d4 damage). The spores attach themselves
to the victim and grow into more widowmakers that devour the
body over time, then devour each other until only one survives.
Victims that survive attacks still have spores on their bodies
and spread the whistling widowmaker to other areas. Attack
survivors must make a DC 7 Fort save to see if attached spores
are present 3 days later. A failed save causes 1d3 damage due to
the spores eating their flesh and the save must be repeated again
3 days later for every failed save. If the save is successful,
consider the spores removed.

Whistling widowmaker: Init +4; Atk special; AC 6; HD 1d8;


MV 0'; Act 1d20; SP deadly cloud of spores and noxious gas; SV
Fort +0, Ref +0, Will +0; AL N.

35
hagbear

29 Hagbear - hagbears are found in swamps, underground streams,


and stagnant lakes and pools. These hairless creatures, when
mature, are the shape and size of adult grizzly bears but their
faces resemble that of blobfish. They have no bones except their
massive skulls which house incredibly strong jaws and shark-
like rows of teeth. The beasts are never encountered out of the
water because their limbs, while strong and inescapable in the
water, lack of a skeleton making them incapable of supporting
their weight on dry land. Fast, angry, and aggressive, it attacks
by bite or uses its long sharp claws to tear into and snag its
prey. It will then voraciously drag the victim to it, squeezing its
prey in its arms and using its teeth and jaws to crush the head of
its victim. The hagbear exudes massive amounts of slippery
slime through its pores to make its body super slick and thus
avoid capture. The slime and lack of bones also makes it adept
at squeezing through narrow passages and crevasses. It can fit
through any passage large enough for its head.

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.

30 Eckson's sludge mire - this fungus was found growing in sub-


zero arctic climates during Captain Ekson’s arctic quest and
brought back on their return. The fungus actually grows inside
ice. During the expedition it was discovered to be edible and
nutritious, though not very tasty. This was fortunate for the
expedition party since they were quickly running out of rations,
but after their return, many became ill and eventually unable to
eat, experiencing bloating and impossible weight gain. The
sludge mire was growing inside of their intestinal system as it
could not only thrive inside of ice, but also grow rapidly among
gastric acids in the bellies of the crew. It continued to grow
inside the crew’s bodies until their torsos burst open.

Ekson’s sludge mire is an extremophile, a lifeform capable of


thriving in conditions thought to be completely inhospitable to
life (extreme subzero cold and ice, gastric acids, inside rock,
etc.). Upon contact with the air, ekson’s sludge mire spews
spores infecting people and animals within 20’. Breathing or
ingesting spores requires a DC 12 Fort save, an unsuccessful
saving throw means the PC has a fungus growing in their lungs
or stomach. Rolls a 1d4 to determine growth rate: 1) slow
growth. -1 Strength every 3 months, 2) moderate growth. -1
Strength each month, 3) quick growth. -1 Strength each week, 4)
very rapid growth. -2 Strength every week. Once a PC’s
Strength drops below zero, the PC’s body has exploded open,
killing the PC and potentially infecting everyone within 10’ of
the body.

Eckson's sludge mire: Init +0; Atk special; AC 4; HD 1d3; MV


as wind speed; Act 1d20; SP spore infection; SV Fort +0 , Ref +0,
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.

d50 Color and Texture


1 Translucent blue viscous material embedded with multiple
tiny black orbs (eyes).
2 Translucent green slime with network of fibrous nerves
and fleshy nodules (various gastrointestinal, pulmonary
and/or tiny brain like organs). Nerves sparkle with
electricity the closer the PCs get to it.
3 Translucent bile in shades of orange and yellow
shimmering and rippling as it expands and contracts.
4 Glistening khaki slug flesh with lime green leopard spots.
5 Iridescent pearl white slime with clusters of pink red
pustules that occasionally squirt a viscous white fluid up to
10’.
6 Undulating slab of grey worm flesh.
7 Texture and color of a human lung.
8 Thin sinewy red and black fibers intertwined, moving in
slight but jumpy skittering motions.
9 Camouflaged with with surroundings.
10 Oily black liquid with a slowly swirling rainbow sheen.
11 A small greenish-brown powder cloud that floats in the air
by expanding and contracting like a jellyfish swimming in
water.
12 Red grainy sand-like surface with black shiny irregular
spots that expand and contract.
13 Glistening white with gray green streaks and spots. It can
only be seen from the PC’s peripheral vision.
14 Thin grey membrane dripping acidic bile.
15 Texture of excrement, brown with streaks of black.
16 White powdery mushroom caps that squirt and drip a
blood-like liquid if disturbed.
17 Silvery reflective pool with mucus-like bubbles on it's
surface that reflects the surroundings, but not exactly as
the surroundings actually are. None of the scenarios
reflected in the pool are necessarily real or have any future
consequences for the PCs, unless the judge decides so. Roll
1d3: 1) reflection displays one PC murdering another in the
current environment; 2) displays local environment
decayed and decimated, a future apocalyptic environment
with PCs aged and dying. One or more PCs may not be
present in this reflection; 3) the reflection of the current
environment is accurate but there are large angelic, yet
hideous-looking beings hovering over the party in a
threatening manner.
18 Fungal network of thin fibrous squirming stalks that bend
towards anything moving within 20’.
19 Large mound of clear jelly that appears to have a member
of the party trapped and struggling inside. The first PC to
gaze on the jelly has their image absorbed by it. At that
point, the party will become blind to the PC and will only
be able to see the image struggling in the quivering mass of
jelly. Magic can be used to dispel this effect.
20 Mold spores that glow in unison in ever changing colors
and patterns. Roll 1d4: 1) spores are attracted to the most
odiferous member of the party; 2) the spores are attracted
to the party member possessing the most metal; 3) the
spores are attracted to magic users in the party and/or
members possessing magic items; 4) the spores swarm the
entire party. When the spores swarm a member or the
whole party they cling to the targeted PCs causing no
damage, but they will continue to glow in unison. If an
attempt is made to brush or wipe them off, the glowing
effect is intensified and spread over larger areas of the
body. Fire is the only way to completely destroy the mold.
If it is not destroyed, the colony will continue to grow at a
rate of 50% per week. Washing will only reduce the colony
size by 7% once per day.
21 Thick rubbery skin that inexplicably can be felt from up to
10’ away without contact. The texture is telekinetically felt
by the observer in an unpleasant manner and in no specific
area of the body.
22 Sickly greyish green layers upon layers of scab-like
material that breaks off in flakes only to be replaced by
more and bigger layered flakes. As flakes snap off making
a scratchy, hollow cracking noise, each PC believes they
hear their individual name in a hideous dry crackling
whisper.
23 Dark purple with glittering stars. [FA]
24 Thick, translucent outer skin surrounding red, blood-like
smears. [FA]
25 Gritty viscous fluid, like quicksand, glows blue
underneath. [FA]
26 Cottony fibers laced through clear jelly. [FA]
27 Smooth white streaked with various grays and black, like
marble. [FA]
28 Texture of tree bark, bright yellow on surface, ochre
underneath. [FA]
29 Scabrous, weeps blood from under the crust. [FA]
30 Bright blue plasticine skin with bright yellow “beads” in
irregular strands. [FA]
31 Stone-like skin in rectangular red bricks over dark gray
putty. [FA]
32 Tiny black spores connected by thin light gray tendrils,
like a wispy rain cloud. [FA]
33 A fine mist that somehow stays together in one body. [FA]
34 Rubbery dark gray riddled with holes that ooze orange
paste. [FA]
35 Bumpy, yet glossy, off-white surface that continually
undulates. [FA]
36 Man-sized squash-like tube, bright green with dark green
crevasses. [FA]
37 Black blob with bubbles that grow, then burst in
phosphorescent green splatters. [FA]
38 Looks like a simple puddle of water. [FA]
39 Shiny chrome-like skin that reflects everything perfectly -
except vampires. [FA]
40 Flesh-colored blob that assumes the shape of any person it
touches for 1d4 Rounds, then melts back into a formless
mass. [FA]
41 Bronze-colored lumpy mass with sharp crystals
continuously growing out, then collapsing back in on the
main mass. [FA]
42 Vibrating translucent blue jelly, continually in frantic
motion. [FA]
43 Rubbery cylinder that flashes through 200 shades of bright
electric colors each minute. Mesmerizing. Always wins
initiative. [FA]
44 Very thin film, like ragged sheets floating in the wind.
[FA]
45 Like a self-contained river of molten gold whose “waves”
continually “leapfrog” over one another, propelling it.
[FA]
46 Pink, with regular bumps and tiny hairs growing out of
each bump, like chicken skin. [FA]
47 Purple-gray, like a giant liver, that puffs up with air, tears,
releasing noxious air, deflates, then puffs up again, as if
“breathing”. [FA]
48 Black vessels, like a giant system of blood vessels without
any attached body. Crawls along floor and up walls and
can climb on ceilings. [FA]
49 Brain-like yellow-green blob that oozes navy blue liquid
from its grooves. [FA]
50 Continuously “exploding” green slime that bursts into a
mushroom cloud, spatters all over the room, then re-
gathers itself, every round. [FA]
What’s This Crap!?
d50 Crud Effects Machine

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.

d50 Crud Effect


1 Magic Nulling Property. Within sight of the crud, no
matter what the distance, all effects of magic are nullified.
2 Blindness. Afflicted PC loses sight for 1d6 turns (-4 Agility,
automatically loses all initiative rolls).
44
3 Diminished Eyesight. PC loses partial eyesight for 1d6 turns
(-2 Agility, -2 to initiative rolls).
4 Deafening. Afflicted PC loses hearing for 1d6 turns (-1 to
initiative rolls).
5 Anxiety. PC is overcome with dread for 1d6 turns (-2 to
initiative rolls, loses any Intelligence bonus, and nervous
shaking causes -2 to Agility).
6 Disoriented. For 1d6 turns PC experiences a -2 to
Intelligence, Strength and Agility.
7 Sleep. PC falls asleep and cannot be woken for 1d8 turns.
8 Exhaustion. For 1d6 turns, PC suffers -3 to Strength, -2 to
Agility and Stamina, and -1 to initiative rolls.
9 Speeding Effect. For 1d6 turns the PC experiences +2 to
initiative rolls and Strength, +3 Agility, and +1 Stamina.
After the effect ends, they incur -2 to initiative rolls,
Strength, Agility and Stamina, and -3 Personality until fully
rested.
10 Stinging. DC 10 Ref save or victim is stung by the crud.
Afflicted area becomes swollen, red, and painful. The PC
must succeed on a DC 13 Fort save or the judge rolls 1d4 to
determine severity of sting: 1) Deadly. Swelling spreads
from point of contact throughout the victim’s body. Each
turn a new extremity is affected and can no longer be used.
Within 6 turns the PC cannot move, their eyes and mouth
are swollen shut, and they can barely breathe. The victim
will remain in this condition for 24 hours; 2) The swelling
begins in the afflicted area and spreads to the nearest limb
on that side (right or left) of the victim’s body. Swelling
takes a full day to subside. During that time the affected
limbs cannot be used; 3) The stung limb/body part becomes
swollen and cannot be used for half a day; 4) The PC suffers
painful swelling in the area stung, but no additional effects.
The antidote for this stinging poison is to be stung again in
45
the same spot. If the afflicted PC touches the stinging crud
a second time, the swollen area will heal within 2 turns. If
the stinging crud is touched a third time, the above effects
recur but cannot be healed with additional stings.
11 Vomiting. The PC is unable to act for 1d4 rounds and
suffers a -4 penalty to AC. [FA]
12 Clairvoyance. The PC has breathed, touched, or eaten some
crud that causes clairvoyance for 1d24 hours. The player
rolls 1d7 to determine the number of times they can access
this ability. To use this power, the player asks a yes or no
question pertaining to the game environment out loud (for
example: Is anyone hiding behind this door? Is there an exit
down this corridor? Are we being watched? etc.) and then
rolls 1d24. The judge also secretly rolls 1d24. If the judge’s
roll is different than the player’s, the judge indicates a
truthful answer, yes or no, on a piece of paper and passes it
to the player. If the judge rolls the same number as the
player, the clairvoyance ability conveys incorrect
information. The judge writes the opposite answer on the
paper and hands it to the player without letting the player
know it’s incorrect. When the player is made aware of the
clairvoyance ability they should be informed there is a very
small chance that an answer could be incorrect.
13 Singing Nettles. The PC is slightly drugged by the crud
(breathing in spores, eating or touching it) and for 24 hours
whenever the PC becomes nervous or anxious they sing at
the top of their lungs. This includes every time a save roll
needs to be made, during combat, or anything that might be
stressful. The affected PC will also loudly break into song
when the party is trying to hide or sneak up on something,
announcing where they are, or that they are creeping up.
While afflicted, the PC automatically loses all initiative
rolls as they sing details of how they are going to attack, and
46
suffers a -2 Agility.
14 Incredible Strength. The PC experiences +1d5 Strength for
1d10 turns.
15 Healing Power. The PC self-heals all damage immediately
for 2 days. Actually, they just think they do. In reality they
have been drugged with a poison that blocks any feelings of
pain and clouds their ability to understand the seriousness
of any wound.
16 Edible But Causes Uncontrollable Farting. The PC finds
the crud tasty and nutritious, but it causes extremely foul
smelling gas and breath starting 3d3 turns after consumption
(-2 Personality for 1d24 turns). Each time the PC attempts
to hide, sneak, charm, or any other activity that requires
extreme quiet or discretion, they must make a DC 15 Ref
save to avoid accidentally farting loudly.
17 Time Disruption. The party experiences intermittent time
dyslexia. The judge rolls a 1d5 every turn until the party has
left the vicinity of the crud causing this effect: 1) The PCs
go back in time to when they entered the encounter area and
begin the encounter again; 2) The PCs suddenly find
themselves leaving the encounter area with no knowledge
of what happened, and possibly affected by the type of crud
color and texture. For example, “You are stumbling away
from the room you had entered. You are sweaty, disoriented
and exhausted and covered in a glowing powdery substance
(color and texture result 20) ; 3) The PCs repeat the last
turn, including suffering from damage and effects incurred
during previous time traveling events prior to this one; 4)
The party is transported to a previous period of time within
the current or recent game session when a conflict occurred.
The event reoccurs and any changes are now their new
history. They still have their memories of everything that
occurred from that point on and can make new choices
47
based on that knowledge. Any party members that were
injured or killed are where they were stat wise when this
area was first encountered. Any items or magic effects
obtained after this encounter are no longer in the possession
of the PCs; 5) The PCs lurch forward in time an untold
number of turns. Choose another nearby area in the vicinity
where a conflict might take place or a trap might be sprung.
Tell them they have no idea how they just arrived here. Let
them roll for initiative, look for traps; whatever they
choose, they do at a -1 disadvantage due to being
disoriented. They also have any residual effect from the
previous encounter to deal with, if any. Within 1d5 turns
the party suddenly finds themselves transported again. Roll
1d5 again to determine where according to this chart. If “5”
is rolled again continue and repeat as necessary.
18 Causes Paranoia. The PC must make a DC 16 Personality
check for each person in the room or the PC thinks that the
person is trying to kill them. [FA]
19 Causes Irrational Anger. DC 15 Personality check or for 1d10
turns the PC loses themselves in an all-consuming anger
directed at the party, including attacking one or more
members. During this heightened anger, the PC has +2 to
Strength, Stamina, and Agility. Furious screaming, yelling,
and insulting ensues regardless of how sensitive the overall
situation the party is involved in.
20 Causes Extreme Fear. DC 17 Personality check or for 1d4
turns the PC becomes paralyzed with fear with no idea
what it is from. The PC refuses to do anything the party
requires regardless of the situation or how desperate any
needed action is. If forced to do anything, even getting
picked up and carried, the PC will scream and cry.

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

Roll a 1d3: even = no odor present; odd = create a smell by rolling


on the following d50 table.

Roll two or more times. Multiple rolls add layers of complexity to


the smell description. Excrement may be bad enough, but a
'peppery excrement-like odor with undertones of petroleum' is
more suffocating and ghastly. So is a malty halitosis odor. Not
every creature will smell bad. Some vile creatures use pleasant
aromas to lure prey to them.

If judge desires, roll 1d4 for intensity:


d4 Cruds Odor Intensity
1 Barely perceptible. You just caught a slight whiff, you’re
not sure where it is coming from.
2 Smell catches their attention. You have a general idea of
what direction it is coming from. What the hell is that
smell?
3 Strong identification of smell. OMG! You can tell exactly
where it is coming from. DC 10 Fort save or nausea and
gagging occurs causing -2 to initiative rolls.
55
4 Utterly repulsive, suffocating. AAGGGHHH!!!! You
gotta get outta there! DC 14 Fort save; failed save causes
one of the following (1d4): 1) migraine headache for 1d3
turns (moves at half normal, -2 to attacks, -5 to initiative, -1
to all saves); 2) gagging and retching for 1d4 turns (-6 to
initiative, -3 to attacks, -3 to all saves, -3 to spell checks ); 3)
choking for 1d5 turns (cannot do anything but cough and
gasp for air); 4) passes out for 1d6 turns.
Note: even pleasant aromas at obnoxiously intense levels will
cause the above reactions.
d50 Cruds Odors d50 Cruds Odors
1 Dead Fish 26 Sickening Sweet
2 Fresh Seaweed 27 Musk
3 Decaying, Rotting Wood 28 Moldy
4 Mossy Odor 29 Dirt
5 Excrement 30 Patchouli
6 Sulphurous 31 Burning Rubber
7 Decaying Flesh 32 Peppermint
8 Rotten Eggs 33 Lemon
9 Sour 34 Extreme Dirty Foot Stench
10 Vomit 35 Swampy
11 Stomach Bile 36 Cedar
12 Sweet Pastry 37 Pepper
13 Burnt Coffee 38 Crushed Ants
14 Yeasty 39 Malty
15 Alcohol 40 Banana
16 Petroleum 41 Hydrochloric Acid
17 Burnt Chocolate 42 Parmesan Cheese
18 Rancid Meat 43 Musty
19 Swiss Cheese 44 Halitosis
20 Rotting Citrus 45 White Vinegar
21 Garlic 46 Skunk
22 Onion 47 Urine
23 Baby Diarrhea 48 Cabbage
24 Rotting Food Grease 49 Cinnamon
25 Honeysuckle 50 Gardinia

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!

d50 Prefixes Suffixes


1 Devouring Wort
2 Mud Naut
3 Wurm Stalk
4 Mourning Cap
5 Death Drool
6 Skull Face
7 Fly Lace
8 Stink Stool
9 Drooping Lick
10 Scarlet Monger
11 Pearl Hand
12 Fire Dust
13 Null Stone
14 Puffy Crumb
d50 Prefixes Suffixes
15 Slippery Wax
16 Poison Spit
17 Toad Bile
18 Crimson Ooze
19 Fever Monk
20 Ear Sac
21 Dread Fist
22 Doom Jelly
23 Necrotic Pudding
24 Deadly Shade
25 Night Curtain
26 Weeping Dirt
27 Dripping Seepage
28 Silt Coat
29 Ebony Blanket
30 Blood Skin
31 Unctuous Pelt
32 Glassy Glop
33 Powdery Muck
34 Creeping Sludge
35 Evil Must
36 Demon Rot
37 Crawling Mire
38 Prickly Fat
39 Sour Oil
40 Bubbling Jam
41 Flatulent Nits
42 Molten Veil
43 Feather Jacket
44 Hairy Crust
45 Downey Shank
46 Slug Treacle
47 Porcupine Clabber
48 Milky Honey
49 Fink Horn
50 Devil's Cup
Credits
Contributing Authors – VOLUME 7
Forrest Aguirre, Victor Garrison, Mike Markey

Cover Illustrator – VOLUME 7


Doug Kovacs

Title Page Illustrator – VOLUME 7


Marc Radle

Contributing Illustrators – VOLUME 7


David Coppoletti, Anna Costa, Rick Kammer, Billy Longino,
Danny Prescott, Shield of Faith Studios/Matt Jordan
Some artwork copyright William McAusland, used with permission

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

Printing Offset Contributors


Forrest Aguirre, Steven Bean, Julian Bernick,
Eric Fields, Laura Rose Williams, and the
patrons of the G+ GFA community

Creative Vision & Direction, Layout and Graphic Design


Doug Kovacs, Harley Stroh, Jon Hershberger
Marc Bruner, Matt Hildebrand, Michael Jones

60
The 2016 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine

Written, Illustrated, Edited and Produced by


the DCC RPG G+ Community

TABLES & TOOLS PART II


VOLUME 8 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

Volume 2: Patrons & Gods


Cire - Interdimensional Patron . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Patsy, Patron God of Henchfolk . . . . . . . . . . . . . . . . . . . . . . . . . 14
Sisssnagagarrasssh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Children of Ibyk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Torvak, the Enslaved Ape-God . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Crom!!! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
I Fought the Law (& the Law Won) . . . . . . . . . . . . . . . . . . . . . . 53

Volume 3: Monsters & Treasure


The Giant’s Gullet Roll Your Own Encounter . . . . . . . . . . . . . 4
Monsters
Two Roaches for Your Adventures . . . . . . . . . . . . . . . . 9
Gazette-Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Cowwitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Treasure
Arrows of Anra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Ring of Gelatinous Form . . . . . . . . . . . . . . . . . . . . . . . . . 22
Thieving Hand of Glamox . . . . . . . . . . . . . . . . . . . . . . . 28
The Wandering Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Minor Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . 35, 37
2
Volume 4: Complete Adventures
The Orm Lies Down on Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Until the Sun Goes Down Forever . . . . . . . . . . . . . . . . . . . . . . . 12
Zeron Protocol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Volume 5: Drop-in Adventures


The Forgotten Library of the Toadfiend . . . . . . . . . . . . . . . . . . . 5
Tzolk’in Crawl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Big Trouble in Little Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
The Forgotten Hall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Crawling Through a Hell of One’s Own Making . . . . . . . . . . . 33
Beyond the Portal Under the Stars . . . . . . . . . . . . . . . . . . . . . . . 39

Volume 6: Crawljammer & Interdimensional Travel


The Techno-necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Crawljammin’ on the Red Planet: a Barsoom Bestiary . . . . . . . 13
To Halls of Valhalla…And Back Again! . . . . . . . . . . . . . . . . . . . 24
The Oblivion Syndicate and the Millennial Mead . . . . . . . . . . 30
Inter-dimensional Portal Weirdness Die-Drop Table . . . . . . . . 41
The Oculus: a Spacefaring Artifact for Crawljammer . . . . . . . 44

Volume 7: Tables & Tools Part I


The Many Divisions of the d120 . . . . . . . . . . . . . . . . . . . . . . . . . 4
What’s This Crap!? A Self-Generating Crud Tool-Kit . . . . . . . 7
What’s This Crap!? d30 Crud Creature Compendium . . . . . . . 10
What’s This Crap!? d50 Crud Color and Texture Calculator . . 40
What’s This Crap!? d50 Crud Effects Machine . . . . . . . . . . . . . 44
What’s This Crap!? d50 Crud Odor Description Generator . . . 55
What’s This Crap!? d50 Crud Naming Device . . . . . . . . . . . . . .57

Volume 8: Tables & Tools Part II


d50 Names for your Zero-Level Characters . . . . . . . . . . . . . . . . 4
d50 Cursed Magic Trinkets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
d50 Fantasy Foods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
d50 Memorable Personality Quirks . . . . . . . . . . . . . . . . . . . . . . . 19
d50 Smells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
d50 Tavern Names and Their Crusty Crotchety Proprietors . . 23
d50 Treacherous Temple Name Generator . . . . . . . . . . . . . . . . . 25
DCC RPG Master ‘Zine Index – Updated through July 2016 . . 31
3
1d50 NAMES compiled by

FOR YOUR ZERO-LEVEL CHARACTERS bygrinstow

Yet MORE randomization for your Zero-Level character creation!


True, there is a shortage of female names on the list (I blame the
publishing industry of the 20th Century) — feel absolutely free to tweak
the names to suit your mood and preference.

1. John 18. Margaret 35. Rice


2. Leigh 19. Gardner 36. Fritz
3. Edgar 20. Howard 37. Brackett
4. Lyon 21. Plunkett 38. Andre
5. Anderson 22. Fred(eric) 39. St. Clair
6. Merritt 23. Carter 40. Wade
7. Farmer 24. Alice 41. Zelazny
8. Roger 25. Jack 42. Robert
9. Lin 26. Bellairs 43. Ervin
10. Brown 27. August 44. Lovecraft
11. Fletcher 28. Tolkien 45. Vance
12. Jose 29. Arthur 46. Ronald
13. Andrew 30. Fox 47. Moorcock
14. De Camp 31. Derleth 48. Sprague
15. Drax 32. Norton 49. Reuel
16. Phillip(s) 33. Poul 50. Burroughs
17. Leiber 34. Michael

4
50 Cursed Magic Trinkets

By Jon Hershberger

d50 50 Cursed Magic Trinkets


0 Amulet of Immolation - This enchanted device appears like
any other of its beneficial kin, until adorned to one’s cloak,
robe or other apparel. The device requires a period of
attunement of up to 24 hours, as it seeks to align itself
with the wearer’s aura. Once that is done, the amulet will
burst into flames unexpectedly within 24 hours of
becoming attuned, igniting whatever consumable
materials are close-by. The immolation will continue for
up to five rounds (d5), causing burning damage to the
wearer, if left unchecked. This immolation will continue
to occur randomly once per week until the curse is
removed and the amulet disposed of.
1 Armature of Talia - This maleficent contraption appears as
either a metal or wooden box with a series of metal gears,
spindles, bolts, shafts, and posts on both the inside and the
outside, and at least one crank handle adorning the
exterior surface of the box. Used to generate a low-watt
current of “magical” electricity for alchemical experiments
and other minor innocent purposes, this device can be re-
configured to deliver dangerous or even lethal doses of
electricity to the unsuspecting helper, patient, or user.
2 Bandolier of Potion Negation - This leather, over-the-
shoulder, bandolier is constructed of the finest hides
available. It features a large brass buckle, and numerous
leather holders for securing potion bottles or vials.
However, the longer that potions are left in the security
holders of the bandolier, the higher the probability that the
bandolier will leach off the inherent magic of the potions,
rendering them less and less effective.
3 Belt of the Muskrat - This wonderfully crafted belt shows
the craftsmanship of a Master Leatherworker. But, within
24 hours of being adorned, the belt will start releasing its
wild musk smells, which will be so strong as to be
offensive to other humans and demi-humans nearby, and
will act as a musk-lure for all manner of wildlife.
4 Beans of the Many-tentacled Beast - These magical beans
appear like normal, non-magical beans. However, when
cast upon or planted in the ground, within 24 hours they
will grow to become a multi-tentacled black creature from
the dark recesses of the mind. The creature will be
mindless, uncontrollable, and will seek to feed
immediately, preferring the soft flesh of humans and
demi-humans.
5 Boots of Quicksand - These magically dweomered boots
don’t reveal their magical properties when examined or
studied. Rather, their properties must be discovered
through wearing them. The boots do not restrict the
movement or speed of the wearer in any way when
traveling normally or walking calmly. But, as soon as the
wearer attempts to run, flee, or take action at an
accelerated pace, he will find that the boots have him held
in place as if the wearer was standing in knee-deep
quicksand. Movement will be so restricted until the
wearer regains their composure and attempts to slowly
walk away from the scene. Remove curse will also enable
regular movement, for a time.
6 Boots of Stumbling and Tripping - These magically
dweomered boots don’t reveal their magical properties
when examined or studied. Rather, their properties must
be discovered through wearing them. The boots do not
restrict the movement or speed of the wearer in any way
when traveling normally or walking calmly. But, as soon
as the wearer attempts to run or flee, the wearer will begin
to stumble and trip, resulting in a movement rate that is
one-half to one-fourth the normal movement rate. Remove
curse will allow the wearer to resume normal movements.
7 Bottle of Lightning Attraction (“lightning in a bottle”) - This
magically charged clear bottle contains a strange dark
liquid. When studied for a period of time, the observer
will note that there appears to be a mini thunderstorm
taking place in the bottle. Otherwise, the bottle seems
unimpressive. However, whenever the bearer of the bottle
of lightning attraction is near to a lightning source, whether
that source is a naturally occurring lightning or a
magically triggered lightning, the bearer has increased
chances of being struck by the lightning as the lightning
bolts seek to find their ‘home’ in the bottle.
8 Brazier of Noxious Aromatics – This magical device appears
to be a normal holder for burning coals or incense, or
making sacrifices. But, when a fire is started within the
brazier, the burning coals or incense will give off large
clouds of dark smoke which contain noxious fumes that
will render all within the cloud cover nauseous to the
point of vomiting and losing consciousness. The fire and
smoke will continue until the combustible fuel is
consumed. Remove curse will squelch the burning fuel and
render those subject to the noxious fumes merely weak
and needing rest.
9 Candles of Irritation - These candles are indistinguishable
from their magical and non-magical kin. However, when
lit, and continuing until extinguished, these candles will
give off an aroma that at first seems soothing but within a
round or two will start to irritate the eyes of all those
nearby. The irritation may be so significant as to render
those affected blind until treated for blindness or until the
curse is removed.
10 Chalice of the Crown Prince - This magically endowed
chalice does not reveal its magic properties until a fine
wine is drank therefrom. Once wine is consumed from the
magical vessel, the imbiber goes through a mental
transformation, in his or her own mind, in which he or she
believes their Personality is raised to 18 and they believe
they are of royal lineage. The character should be advised
that they consider themselves above most others they
encounter, including their fellow countrymen and close
companions.
11 Chest of the Money Changer - This small wooden-and-metal
chest appears to have been the property of one of the City-
State’s prominent money changers. However, it is really
the creation of an ingenious and greedy wizard, whose
ambitions led him to the four corners of the known world.
Coins placed in the chest are, for a 12-24 hour period,
converted to another form of currency, as directed by the
chest’s owner (gold to copper, copper to silver, silver to
gold, etc.). After the conversion period expires, however,
the coins previously changed will revert to their original
form. The wizard that created this item became
immeasurably wealthy and wanted on three continents.
12 Cloak of the Assassin - This seemingly normal traveling
cloak will over time seek to corrupt the wearer into
believing they are a trained assassin. Left unchecked, the
subtle brainwashing-cloak will start to impart thoughts
and ideas to the wearer in an attempt to pervert their self-
awareness, causing the wearer to seek advantages in
conflicts that play to their strength as an assassin. The
cloak will also begin to impart impressions of distrust and
contempt for those close to the wearer.
13 Crystal Shard of Rending - This innocent looking shard of
crystal is extremely beautiful and will foster a desire to
own it, or at least carry it, under any circumstance.
However, handling or carrying this shard in an
unprotected hand will cause 1d3 points of damage per
round as its edges are razor sharp.
14 Decanter of Fouled Fluids - This plain-looking vessel will
appear slightly magical if being detected for such
properties. If the lid or stopper is removed, the decanter
will discharge one of a variety of fluids designed to cause
dizziness, mild illness, nausea, vomiting, and worse.
Examples include fetid and stale water, foul chum and
seawater, tainted swamp water, smoking red blood (red
dragon), black ichor (demon blood), radioactive water, etc.
15 Eyes of Truth –The eyes of truth are a pair of crystal optics
not unlike the eyes of the eagle or the eyes of charming.
Their magical characteristics are hidden from detection
until and unless the eyes of truth are affixed to ones face. If
the cursed optics are donned, the effect is instantaneous:
the wearer will begin to see the ‘truth’ in every situation,
with the ‘visible truth’ being left to the discretion of the
judge.
16 Eyes of Blind Man - The eyes of blind man are a pair of
crystal optics not unlike the others of its kind. Their
magical characteristics are hidden from detection until and
unless the eyes of the blind man are affixed to ones face. If
these cursed optics are donned, the effect is instantaneous:
the wearer is immediately and irrevocably blinded until
the curse is lifted and the blindness cured.
17 Gem of Echoes - These cursed gems appear as normal
gemstones but for their magical emanations. However,
when carried or in the possession of a character or
creature, these devilish little gems will pick up and re-
transmit sounds from any nearby sources, with an double
or treble increase in the sounds’ volumes.
18 Harp of the Harpies - This magical music instrument
appears to have been constructed from some of the finest
natural woods available, and the music it produces is quite
beautiful to the human and demi-human hearing abilities.
However, playing the harp also summons forth, after 1d3
rounds of playing, a flock of harpies (1d4) which attack
any and all within sight of the harp.
19 Helm of Ignorance - This helm appears to be nothing more
than an ordinary piece of armor for protecting the head – a
helm – of polished iron, steel, or silver. However, when
donned, the helm’s magic takes effect immediately; the
helm can only be removed, and the magic properties can
only be countered, by casting a remove curse upon the helm.
Once donned, the unlucky character so donning the helm
will lose 1d4 points of Intelligence.
20 Helm of Irresistible Repartee - This helm also appears to be
nothing more than an ordinary piece of armor for
protecting the head – a helm – of polished iron, steel, or
silver. However, when donned, the helm’s magic takes
effect immediately; the helm can only be removed, and the
magic properties can only be countered, by casting a
remove curse upon the helm. Once donned, the wearer will
have the irresistible urge to engage all characters
encountered, both player characters and non-player
characters, in an endless stream of witty repartee,
irrespective of circumstance or situation.
21 Horn of Gehenna – This powerful magic item resembles in
most respects its distant relative, the horn of Valhalla, in
that this horn is also able to summon forth a fighting force
from beyond the Prime Material Plane to serve the
possessor of the horn in his time of need, without
hesitation or question. This horn’s curse cannot be
detected; the true nature of this horn can only be
determined through use. However, unlike the good horn,
this horn does not summon berserkers from the planes of
Gladsheim. No, this horn summons lesser devils to do the
wielder’s bidding until dispatched, dismissed or until the
wielder is overpowered by the devils themselves: barbed
devils, bone devils, bearded devils, horned devils, Erinyes,
Lemures, Abishai, spined devils, and other minor powers
from the Lower Planes.
22 Horseshoes of Sinking - These magical horseshoes appear,
when affixed to the hooves of any horse, to enable the
horse and rider to cross bodies of water as if they were
traversing land, with the hooves seeming to never touch
the water’s surface. However, 1d3 rounds after leaving
land, the horseshoes will simply cease to function, causing
both horse and rider to sink below the surface.
23 Hourglass of Misdirection - This seemingly well crafted
hourglass will be perceived to be quite an accurate
timepiece for the aspiring alchemist or sorcerer. However,
the hourglass will not accurately measure time, providing
the user with a time measure that is either 10-30% shorter
(1-3 on 1d6) or 10-30% longer (4-6 on 1d6) than desired.
24 Incense of Irritation - These cursed sticks of incense act in
all respects like the candles of irritation referred to above.
25 Ioun Stone of Misfortune - This seemingly innocent-looking
gemstone has magical properties that mask its true nature
until deployed or in the possession of a character. As such,
it appears like another specimen of the beneficial ioun stone
category. However, this stone casts a negative Luck effect
upon whomever has the ioun stone deployed (i.e., floating
around their head) or in their possession. The Judge
should roll 1d3 to determine the number of Luck points
negated by the magical properties of this magic gemstone.
26 Javelin of Rebounding - The otherwise normal looking
javelin has the bizarre effect of rebounding back upon the
wielder of the javelin; if a hit occurs upon the rebound,
normal damage is caused to the wielder as appropriate.
27 Jug of Poisons - This magical vessel appears to be a normal
looking whiskey jug. However, unlike an alchemy jug, this
jug does not pour forth a variety of liquids upon
command. Rather, this jug will transform water (up to one
gallon) into various types of poison if left in the jug over
night. No additional components or ingredients are
required for this transformation.
28 Kingsman’s Ointment of Inflamation - This magical salve
appears to be one of several other curative ointments
commonly known to adventurers. However, instead of
drawing poison, curing disease, or healing damage, this
ointment instead causes a low- to medium-grade
inflammation wherever it is applied, also causing soreness,
swelling and the like. Additional damage in the amount of
1d3 to 2d6 follows the inflammation until the ointment is
removed or a remove curse is cast.
29 Libram of Forgetfulness - This accursed tome of dark
magic will be completely indistinguishable from
other magical manuals that may tempt the unwary.
Its magical properties will only be discernible
through reading at least 50% of the libram’s contents,
after which time the unsuspecting reader will lose 1d3
points of Intelligence. The Intelligence lost can be
regained through the casting of a remove curse or a
restoration spell.
Manual of Woe - Like many other magical tomes and
30 manuals, the specific nature of this accursed magical book
will only be revealed through extended study and
meditation. Once the reading is complete, the reader will
slowly sink into a pit of immeasurable depression and
potentially even insanity.
31 Necklace of Disfigurement - The necklace of disfigurement is a
terrible magic item, born out of hatred and revenge.
Crafted of gold and bedecked with gemstones of obvious
worth, this necklace will be scorned by all who encounter
it. When donned, the necklace will seemingly lift the
wearer’s spirits, provide confidence and a sense of
empowerment. However, 1d6 hours after donning the
necklace, horrific disfigurements will suddenly appear on
the face and body of the wearer. Naturally these will
reduce the wearer’s Personality, and will continue to do so
until the necklace is taken off and a remove curse is cast.
32 Obelisk of the Oracle – This miniature obelisk is
constructed of black marble and has no obvious openings
or such. Intricate symbols and geo-figures have been
carved into each surface, giving the obelisk an other-
worldly appearance. When carried, the obelisk of the oracle
causes the unlucky character doing the carrying to
question everything about everything, as more and more
knowledge is sought. This should lead to all sorts of fun
role-playing opportunities…for the PC doing the carrying!
33 Organs of the Priest Mage – The organs of the priest mage are
the actual organs (the heart, liver, kidney, etc.) of the evil
Priest Mage Zan-Tar who removed several of his physical
organs during the dark rituals cast in his transformational
journey in becoming a lich. Each of the organs were
preserved in liquid-filled jars and supposedly secreted
away by the lich himself where no mortal could retrieve
them. Supposedly. The adventurers that find one of the
organs will rue the day of their discovery, for each of the
organs act as a magnetic force to bring the Priest Mage
looking for his missing organ. And of course, being a lich,
time and distance are of little concern to Zan-Tar.
34 Pole of the Boatman - This magical pole is a kindred item to
the infamous boat paddle used by the Boatman himself to
ferry lost souls across the rivers Styx and Acheron on the
way to the underworld. When a character comes to
possess this cursed item, they will begin to feel
(psychologically) that death is imminent and will be
inexplicably motivated to seek out Charon and the
afterlife.
35 Robe of the Harlot - This robe is made of the finest
materials and shows that great skill was used in its
construction. By all accounts, this robe should be of great
worth. However, when worn, the wearer will begin the
mental transformation into a ‘woman of the night’ (a
harlot, a slut, a prostitute) and will lead the unsuspecting
wearer to take up ‘her’ new profession as if her life
depended on it. The effects can only be reversed with the
casting of a remove curse.
36 Rope of Knots - This seemingly normal coil of magic rope
appears to be of great strength and quality. However,
when someone tries to use the rope, for whatever purpose,
the rope mysteriously ties itself into a tangle of knots that
will take 1d6 rounds to untangle. Similarly, if the rope is
deployed for climbing or rappelling, the rope will coil
itself up and begin the knotting process again. Treat the
rope as having a Strength score of 18 for purposes of
breaking or untangling the rope.
37 Rug of the Acrobat – This cursed version of the flying carpet
will challenge even the most agile and dexterous
adventurer, for while the rug of the acrobat will fly just as a
flying carpet will fly, it will occasionally buck, flip and/or
roll in flight, causing all riding thereupon to make some
sort of ability check, skill check, or saving throw to avoid
being dumped in mid air and left to suffer their fate.
38 Scarab of Missile Attraction - This magical jewelry acts in
some ways like a missile attracting shield, in that it increases
the wearer’s chances of being struck by missiles of all
types. However, this cursed scarab does not affect the
wearer’s armor class, per se. Rather, it provides a “to hit”
bonus of +2 for any missiles drawn to the wearer by virtue
of the scarab’s magics.
39 Scarab of Whispers - This scarab of magic appears like a
normal piece of jewelry or heraldry. Until, that is, it is
affixed onto one’s garments. Once attached to the
garments of an unsuspecting character, the scarab of
whispers will start emitting soft but distracting whispers
inside the head of the wearer. The language of the
whispers will be unrecognized by the wearer. The level of
distraction will build gradually over time, reaching such a
level that spellcasting will be impossible and insanity may
well be around the next corner.
40 Scroll Tube of Erasing - This seemingly innocent scroll tube
can be a mighty costly item to find, as when magic scrolls
are placed inside its form, the magic and ink from the
scrolls are consumed by the scroll tube, leaving the
parchment intact, but otherwise utterly valueless.
41 Signet of Cassius the Sly - This simple signet ring appears
nothing more than a well made circle of solid silver, apart
from the royal signet emblazoning the surface of the ring.
However, when donned, the unsuspecting character will
begin the transformation into Cassius the Sly, a street-
wise thief of noble birth who fell under the effects of a
charming female were-rat and was disowned by King and
Queen.
42 Sling Bullets of Rebounding - These otherwise normal
looking sling bullets have the bizarre effect of rebounding
back upon the wielder of the sling used to throw these
bullets; if a hit occurs upon the rebound, normal damage is
caused to the wielder as appropriate.
43 Sling of Contrariness - This sling-staff appears to be a
normal missile weapon upon inspection. However, when
used in combat, the sling bullets or pebbles discharged by
this cursed weapon will be far more likely to hit allies of
the wielder than his enemies. In fact, those missiles are
two to three times more likely to strike one’s friends than
to strike one’s enemies. Damage is dealt normally for such
a weapon.
44 Soupstone - This large, smooth river rock will give off a
magical aura. When placed in a stewpot with warm to hot
water and left for several hours, the soupstone will
transform simple water into a robust and aromatic stew
that is sure to put down even the sharpest hunger. But,
within 12 hours of consuming the magically-produced
stew, those partaking in the feast will come down with a
severe case of food poisoning, vomiting and diarrhea.
45 Talisman of Chaos - Much like the helm of opposite alignment,
this talisman’s effects take place as soon as the talisman is
affixed to the garments of the possessor. Regardless of the
alignment of the possessor at that point, they will
immediately sustain a radical transformation…as they
shift to an chaos alignment. The effect can only be
reversed or removed by the casting of remove curse.
46 Talisman of Fear - This gem-encrusted talisman will
increase the wearer’s susceptibility to the fear effects of
any creature or item that produces such affect by a factor
of 200%.
47 Talisman of Indecision - This magical brooch will cause the
unsuspecting wearer to start to be unable to make
decisions and unwilling to commit to one course of action
or another, rendering the wearer to appear to be a flip-
flopper on matters of direction, conviction, or agreement.
48 Tome of Fear - This magical tome is covered in green hydra
hide. The specific magic it imbues to the reader will not be
revealed until the reader reaches the mid-point of the
tome, by which point the reader will be too engaged to
stop of their own accord. Remove curse will free the reader
from the compulsion felt to finish the work. However,
should the reader complete the reading of the entire tome,
they will forever after be subject to the fear spell and/or
magic ability, at no save to avoid.
49 Trident of the Eel – This seemingly powerful magic trident
has a terrible curse woven into its magical properties.
When wielded on land, the trident serves as a +2 spear. But
when grasped by someone in water, or when held by
someone and plunged into water, the trident emits a
magical electrical charge sufficient to cause 1d4 points of
damage per round until the trident AND the character are
removed from the water. While contact is maintained, the
trident may not be released unless a remove curse is cast.

Originally published in “Fifty Fantastic Functions for the D50”


by Goodman Games, copyright © 2016 Goodman Games, Inc.
Permission granted for use of this article in the Gongfarmer’s
Almanac 2016.
d50 Fantasy Foods

By Keith A. Garrett

Sometimes a judge needs a quick and easy idea for a weird


food item. If that’s you, and you have a fancy 50-sided die,
use this table! (For more in-depth options, use the related
Fantasy Food Generator article located in the Gongfarmer's
Almanac 2016, volume 1.)

d50 50 Fantasy Foods


0 9th level of the Abyss chili
1 all-you-can-eat troll loin
2 behemoth tail (serves 10-12)
3 blackened salamander
4 bottled water elemental
5 braised basilisk
6 bugbear
7 centaur sausages
8 chilled elder brain
9 cockatrice parmesan
10 deep one gumbo
11 deviled devil dog
12 ectoplasm brûlée
13 Elven-baked cookies
14 faerie fondue

- 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

d50 50 Memorable Personality Quirks


0 happily angry
1 violently lovestruck
2 bloodthirsty coward
3 penniless philanthropist
4 angrily happy
5 dispassionately motherly
6 casually daring
7 caringly casual
8 disgustingly cleanly
9 morbidly curious
10 curiously morbid
11 murderously wanton
12 violently pacifistic
13 strangely normal
14 uncaringly greedy
15 larcenous donor
16 lusty nihilist
17 vengeful gambler
18 fastidious critic
19 unerringly unkempt
20 ignorant scholar
- 19 -
21 magnanimous sadist
22 sycophantic boor
23 crass nobility
24 slovenly dapper
25 poignantly unattached
26 enviously content
27 vulgar virgin
28 meticulously inefficient
29 boisterous bravo
30 viciously benign
31 antisocial dilettante
32 reckless coward
33 honorably malevolent
34 deadly honorable
35 deliriously heroic
36 corrupt hero
37 dignified beggar
38 truant caretaker
39 profiteering patron
40 patronly antagonist
41 adversarial admirer
42 critical advisor
43 sadistic humanitarian
44 cut-throat libertine
45 apologetic bigot
46 inferiority God-complex
47 ignorant know-it-all
48 dogmatic iconoclast
49 roll twice and select two characteristics

- 20 -
d50 Smells

By James A. Pozenel, Jr.

A vial is unstoppered. A player asks, “What does it smell like?”


Grateful for this list, you roll a d50:
d50 50 Smells
0 sulfuric (i.e. rotten eggs, sewage, etc.)
1 fresh-cut wood
2 old sweat
3 green banana
4 oiled leather
5 peppery
6 earthy – roll 1d3: (1) rich, (2) wet, (3) dusty
7 musky
8 minty – roll 1d3: (1) peppermint, (2) spearmint,
(3) wintergreen
9 garlic
10 bread – roll 1d5: (1) freshly baked, (2) sourdough,
(3) toasted, (4) pumpernickel, (5) moldy
11 old beer
12 metallic
13 floral – roll 1d6: (1) rose, (2) honeysuckle, (3) lavender,
(4) marigold, (5) wisteria, (6) poppy
14 sour milk
15 moldy gym socks
16 rusted iron
17 cat urine
18 frosted cake
- 21 -
19 onions
20 citrus – roll 1d4: (1) lemon, (2) orange, (3) grapefruit, (4) lime
21 fried potatoes
22 wet forest
23 cut grass
24 spicy chilies
25 pine
26 rotting – roll 1d4: (1) flesh, (2) wood, (3) cloth, (4) vegetal
matter
27 cooked mushrooms
28 cedar
29 vanilla
30 fresh hops
31 herbal – roll 1d8: (1) anise, (2) rosemary, (3) thyme,
(4) basil, (5) oregano, (6) cumin, (7) cloves, (8) ginger
32 odorless – don’t roll again, even if instructed to do so; any
previous results are also ignored.
33 stale tobacco
34 wild fermented fruit juice
35 smoky
36 burnt – roll 1d8: (1) sugar, (2) hair, (3) wood, (4) flesh,
(5) oil, (6) feces, (7) metal, (8) rubber
37 nutty – roll 1d5 (1) peanuts, (2) pecans, (3) walnuts,
(4) hazelnuts, (5) almonds
38 alcohol
39 rancid cooking oil
40 melon – roll 1d3: (1) cantaloupe, (2) watermelon, (3) honeydew
41 fetid swamp
42 fishy
43 ozone
44 vinegar
45 fresh fruit – roll 1d6: (1) berries, (2) apples, (3) plums,
(4) pears, (5) peaches, (6) pineapple
46 vomit
47 stagnant water
48 dried fruit – roll 1d5: (1) apricot, (2) raisins, (3) cherries, (4)
figs, (5) dates
49 Roll 1d3+1 and roll on this table a number of times equal to the
result and combine the resulting smells. Ignore this result if
rolled again.

- 22 -
50 Tavern Names
and their
Crusty Crotchety Proprietors

By Jon Hershberger

d50 Tavern Names Proprietors


0 The Bottom’s Up Klaus Underhill
1 The Two-Headed Ogre Otto Grunwald
2 The Night’s End Sylvia
3 The Knight’s Inn Sir Reginald Scott
4 The Trail’s End Godfrey Moggs
5 The Slippery Nipple Isabel Trippe
6 The Brass Griffin Oswald Cobb
7 The Brass Ass Rafe Knapp
8 The Grey Griffin Inn Edmund Walker
9 The Hungry Hippo Francis Riddell
10 The Boar’s Head Inn Marcus of Holcombe
11 The Rusty Spoon Henrik Moller
12 The Rusty Spittoon Tobias Rasmussen

- 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

Originally published in “Fifty Fantastic Functions for the D50” by


Goodman Games, copyright © 2016 Goodman Games, Inc. Permission
granted for use of this article in the Gongfarmer’s Almanac 2016.

- 24 -
d50 Treacherous Temple Name Generator

By Jon Hershberger
Illustration by Aileen Snyder

Instructions: To randomly generate a Treacherous Temple name,


roll your handy d50 die once each on Tables A, B, and E, and once
each on EITHER Table C or Table D. Arrange the resulting
words to suit your purposes. If you’re not happy with one of the
resulting words or not satisfied with the generated name
altogether, reroll any or all of the resulting words as needed. Also,
be sure to include words or phrases such as “the”, “of”, or “of the”
as appropriate.
- 25 -
d50 Table A Table B Table C Table D Table E
Location Location Noun God-Figure God-Figure God-Figure
Adjective Adjective Verb (action or Noun or
state of being) Subject
0 Abandoned Abbey Absolute Aching All-Father

1 Alabaster Basilica Adorable Agonizing Bosom

2 Arctic Bethel Alien All-caring Boy-King

- 26 -
3 Baleful Castle Ample All-hearing Brother

4 Black Cathedral Angelic All-seeing Crown-Prince

5 Blessed Cathedral Angry Alluring Darkness

6 Bright Chapel Beloved Beguiling Demon-King

7 Buried Chapel Bewitched Bleeding Dragon-King

8 Concealed Church Black Blinking Dwarven King


d50 Table A Table B Table C Table D Table E
Location Location Noun God-Figure God-Figure God-Figure
Adjective Adjective Verb (action or Noun or
state of being) Subject
9 Crystal Cloister Blessed Bloodied Elven King

10 Cursed Convent Blind Charming Elven Queen

11 Damp Cradle Bloody Crowning Emperor

- 27 -
12 Dazzling Demesne Bountiful Crying Eye, The

13 Deserted Edifice Bright Dancing Fairy-Queen

14 Dreadful Fane Broken Dreaming Father

15 Enchanted Fane Bulbous Dripping Fountain

16 Ethereal Friary Condemned Ever-dying Goddess/God

17 Eternal Grotto Cursed Falling God-Mother


d50 Table A Table B Table C Table D Table E
Location Location Noun God-Figure God-Figure God-Figure
Adjective Adjective Verb (action or Noun or
state of being) Subject
18 Forgotten Hermitage Damned Faltering God-Son

19 Fortified House Denying Frightening Half-Blood

20 Frightful Jarl Dreadful Grieving Half-Brother

- 28 -
21 Ghostly Kastle Evil Groaning Half-Sister

22 Gleaming Keep Fated Harrowing Host

23 Hallowed Kirk, the Forsaken Haunting Jackal


(Scottish)
24 Hidden Lake Frigid Killing King

25 Holy Manse Ghostly Leering Lamb

26 Joyous Masjid Green Limping Lizard-King


(mosque)
d50 Table A Table B Table C Table D Table E
Location Location Noun God-Figure God-Figure God-Figure
Adjective Adjective Verb (action or Noun or
state of being) Subject
27 Lost Monastery Hated Maddening Master

28 Luminous Mosque Holy Mourning Minotaur King

29 Masked Nunnery Innocent Never-resting Most-High

- 29 -
30 Mournful Oratory Impish Never-sleeping Mother / All-
Mother
31 Mystical Pagoda Joyous Punishing Old Men

32 Obsidian Palace Masterful Questioning Prince

33 One (Once) Palace Mindless Returning Princess

34 Radiant Parish Radiant Rising Princess Bride

35 Rotating Presidio Rapt Slithering Queen


d50 Table A Table B Table C Table D Table E
Location Location Noun God-Figure God-Figure God-Figure
Adjective Adjective Verb (action or Noun or
state of being) Subject
36 Sacred Pyramid Royal Suffering Queen-Mother

37 Scorned Rotunda Sacred Suffocating Ransomed


King
38 Screaming Sanctuary Scaly Taunting Rat King

Serpent/Serpent

- 30 -
39 Secret Seat Scarred Teetering
King

40 Shimmering Sepulcher Scornful Tempting Sister

41 Shining Sepulcher Silent Twisting Sorcerer

42 Silent (Silence) Shrine Sorrowful Unflinching Sorcerer-


Queen
43 Smoky Shrine Tattered Unloving Sorcerer-King

44 Sparkling Synagogue Terrible Unmoving Thrall


d50 Table A Table B Table C Table D Table E
Location Location Noun God-Figure God-Figure God-Figure
Adjective Adjective Verb (action or Noun or
state of being) Subject
45 Three (Thrice) Tabernacle Troubled Unsleeping Thrall-King

46 Two (Twice) Temple Twin Vengeful Undying King

47 Veiled Temple Unloved Watching Victor

- 31 -
48 Woeful Vessel Venerated Weeping Witch-King

this article in the Gongfarmer’s Almanac 2016.


49 Wondrous Ziggurat Willful Wishing Witch-Queen

Originally published in “Fifty Fantastic Functions for the D50” by Goodman


Games, copyright © 2016 Goodman Games, Inc. Permission granted for use of
DCC RPG Master ‘Zine Index
The DCC RPG community organizes
and runs games in all sorts of venues
and under all sorts of genres. It has also
birthed a number of ‘zines that
supplement and support the DCC RPG
system. The number of ‘zines currently
available stands at thirteen, and
includes the following: Black Powder
Black Magic, CRAWL!, Crawling
Under a Broken Moon, Crawljammer,
D.A.M.N.!, Dungeon Lord Prayers of
the Forgotten, The Gongfarmer’s
Almanac itself, The Metal Gods of Ur-
Hadad, and the newest ‘zines to hit the
scene – Myassari, Sanctum Secorum,
and The Cities of Zorathi!

This Index incorporates all currently


released issues of these thirteen DCC RPG ‘zines as of July, 2016.

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

Arwich Grinder, The . . . . . . . . . . . . . (0-level funnel) . . . . . . . . . . . CRWL0903


Big Trouble in Little Punjar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160524
Bruno’s Cruel Dungeon . . . . . . . . . . . (mid-level) . . . . . . . . . . . . . . . DLRD0307
Calcified Caves of the Slime Yeti . . . (low to mid level) . . . . . . . . . DLRD0102
Castle Oldskull . . . . . . . . . . . . . . . . . . (level 1 or above). . . . . . . . . . . CUBM0517
Cave of the Maggot Witch . . . . . . . . . . (any level) . . . . . . . . . . . . . MGUH0120
Caves of the Sacred Seven, The . . . . . . . (levels 1-2) . . . . . . . . . . . . . DLRD0106
Circle of Fury, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0121
Cry Freedom and Let Slip the Bat-Men of Venus . . . . (level 1) . . . . . CJMR0118
Demon’s Conscripts, The . . . . . . . . . (mid-level) . . . . . . . . . . . . . . . . . .GA150612
Demon Drums (Crawljammer) . . . . . (levels 2-4). . . . . . . . . . . . . . . . .CJDD0101
Devil’s Cauldron, The . . . . . . . . . . . . . (0-level funnel) . . . . . . . . . . . BPBM0126
Dimvale Dungeon, The . . . . . . . . . . . . (low to mid-level) . . . . . . . . . DLRD0329
Elysia: Land of the Space Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0403
Escape from Innsmouth. . . . . . . . . . . (0-level funnel) . . . . . . . . . . . . . SSEC0910
Fane of Flos Tenebrarum
(May Flowers), The. . . . . . . . (0-level funnel) . . . . . . . . . . . . GA150332
Forsaken Reavers of Praeder Peak . . . . (levels 2-4) . . . . . . . . . . . . . DAMN0102
Hail Bob’s: The Coldest Drinks in the Phlogiston Flux . . . . . . . . . . . CJMR0216
Heist, The . . . . . . . . . . . . . . . . . . . . . . . (any level) . . . . . . . . . . . . . MGUH0308
Hemlock Bones Mystery Adventure #1:
The Coal Snoot . . . . . . . . . . . . . (level 1) . . . . . . . . . . . . . . . . . GA150304
Hidden Shrine of Saint Osthenes, The . . . . . . . . . . . . . . . . . . . . . . . . . POTF0111
Into the Dark Lands . . . . . . . . . . . . . . . . . (any level) . . . . . . . . . . . . CUBM0514
Mall Maul, The . . . . . . . . . . . . . . . . . . . . .(0-level funnel) . . . . . . . . .CUBM0307
Marrow Web Bridge, The . . . . . . . . . . . . (any level) . . . . . . . . . . . . MGUH0324
Marvelous Myriad Myconid Caverns, The . . . . (levels 3-4) . . . . . . . . GA150316
Mysterious Valley, The . . . . . . . . . . . . . . (any level). . . . . . . . . . . . DAMN0126

- 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

Gadgets & Gear

B is for Barter Goods. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0804


Baloon Bombs (Marvelous Myriad Myconids Caverns) . . . . . . . . . . . GA150323
Battlecraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0103
C is for Computers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUMB0806
Can Grenade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1120
Chainsaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1120

- 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

50 Cursed Magical Trinkets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160805


7-Fold Booklet (relic) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0115
Arashir . . . . . . . . . (magic sword) . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0309
Arrows of Anra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160306
Artists’ Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0407
Astral Cloth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0120
Bag of Winds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0142
Barbed Blade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0108
Barbed Mace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0918
Bird Sky Chair, Vancian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0213
Black Root of Abysmal Domination . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0423
Black Onyx Ring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0802
Black Onyx Teeth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160435
Book of Eibon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Broadhead, +1 Long Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0122
Candle of Finding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160336
Crown of the Ape King (Objects of Wonder). . . . . . . . . . . . . . . . . . . . GA150214
Crown of the Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0917
Crystal of Clarity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1107
Delicious Artifacts of Doctor Dippinstein . . . . . . (artifact) . . . . . . . CUBM1221
Demon Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0706
Doubler . . . . . . . . . . . . . . . . (artifact) . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0117
Dragon Crown of Melnibone . . . . (artifact) . . . . . . . . . . . . . . . . . . . . SSEC0408
Ebonite Throne of Harhassan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0143
Ebony Clock, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0310
Elfshot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0107
Elven Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0115
Enchanted Cane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0706

- 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

A is for Aliens . . . . . . . . . . . . . . . . . . CUBM0802


Aetherian War Cat . . . . . . . . . . . . . . CUBM1003
Allosaur . . . . . . . . . . . . . . . . . . . . . . . DAMN0127
Ant Cultists . . . . . . . . . . . . . . . . . . . . DAMN0111
Ants, giant . . . . . . . . . . . . . . . . . . . . . DAMN0129
Ants, soldier, giant . . . . . . . . . . . . . . . CRWL0409
Ant Swarm . . . . . . . . . . . . . . . . . . . . . . SSEC1409
Antimater Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150204
Antelope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0127
Ape-Man Farmers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0709
Ape-Man War-Party . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0710
Ape-Man Warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0727
Ape-Men of Duggabask . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0806
Ash Spirits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0118
- 41 -
Atter-corn #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0104
Atter-corn #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0105
Atter-corn #3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0106
Autogiest, The (Twisted Menagerie). . . . . . . . . . . . . . . . . . . . . . . . . CUBM0720
Azdorian spider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1212
Bammat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0707
Bat, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0140
Bat-Manticore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0111
Bayaka . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0108
Bear, tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0607
Beast of Monster Lake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SEC1514
Beastman Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DKSB16__ __
Beast Which Shall Not Be Named, The . . . . . . . . . . . . . . . . . . . . . . . DLRD0319
Becky Til Hoppard . . . . . . . (undead witch) . . . . . . . . . . . . . . . . . . . . SSEC0707
Bee, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0129
Behinder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0709
Beyonder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0320
Bird, Vancian #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0207
Bird, Vancian #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0207
Bit-Yakin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1410
Blackbell (May Flowers). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150333
Black Swan, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0512
Blight Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150205
Blood Toad Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1411
Bone Chewer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0324
Bounder, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0722
Bounty Hunters of Ur-Hadad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0218
Bowel Tyrant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1005
Cactus Men of Alpha Centauri . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0203
Calobras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0138
Candy Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSCB1507
Cat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0604
Ceratosaurs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0127
Children of Hecate (Hecate). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150245
Chthonic Dogs of Hecate (Hecate) . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150253
Clownauts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1224
Clownug . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1223
Cowwich, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160319

- 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

Demon, minor . . . . . . . . . . . . . . BPBM0135

Demon Spider . . . . . . . . . . . . . MGUH0305


Demon of Tsathoggua (demon, type II) . . . . . . . . . . . . . . . . . . . . . . . CJMR0805
Devoted, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160445
Dino, tiny . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0117
Dinosaur Aberrations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1426
Dinosaur, tiny . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0216
Dire Foxglove (May Flowers). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150334
Disenchanter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0314
Dragon, ice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0148
Dragon, mirror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0121
Dragon of Deva, immature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1109
Dragon of the River (Hargn) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0421
Dryad, true . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160541
Eagle, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160520
Edgar the Giant Spider (Marvelous Myriad
Myconid Caverns) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150320
Eldritch Leach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0617
Elemental, debris (Trash Titan) . . . (Twisted Menagerie) . . . . . . . CUBM0119
Elemental, heavy metal (Rocker) . . . (Twisted Menagerie) . . . . . . CUBM0424
Elemental, snow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSCB1507
Elf, underearth #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0109
Elf, underearth #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0110
Elf-drones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160635

- 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

Mine Wight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0233


Minokar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1214
- 47 -
Minotaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160522
Miserable Flamesquat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DKSB16__ __
Monkey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0137
Monkey, rampaging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0106
Moon Octopus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0203
Moon Octopus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0226
Moon Octopus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0613
Moonrock Crawler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0627
Mossbear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0103
Mutant, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0203
Mutitan (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0216
Necrocornicon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1017
Once-men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1423
Orbus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1019
Ornithomimus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Pale Neptunian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0231
Peasant, Vancian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0210
Penumbral Bees (May Flowers) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150335
Phane #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0211
Phane #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0211
Phlogiston Eel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0615
Phlogiston Vampire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160612
Phororhacos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Pierceblossom (May Flowers). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150335
Pigtipede (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0321
Pit Roses (May Flowers). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150335
Plague of Locusts (Ghrelin). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150222
Primordial Ooze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0140
Pseudodragon, Bronze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0230
Psionic Fungus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0118
Pterodactyl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Pterosaurs, small . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0133
Railipede . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1325
Random Space Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0612
Ravenous Spirit (Ghrelin). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150233
Red Martians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0225
Red Martian, boxer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0225
Rekyr the Nahtanoj, Corrupted Lion Familiar
(Black Blood Pass). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150416

- 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

Sons of the Dragon’s Teeth . . . . . . . DAMN0130

Soul Vulture (Ghrelin) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150225


Space Harpies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0231
Spawn of Yagzarrid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0823
Spider, Azdorian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1212
Spider, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0140
Spider, relatively colossal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160515
Spider-bear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1110
Spider-bear (#2) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1307
Spirit Phantom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0133
Spirit Toad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160508
Spore Slavers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0204
Spore Slaver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0228
Ssethmariss . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
S-s-s-space Pirate Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0216
Starmonger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0329
Starmonger, phase-shifting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0329
Starvation Spirit Swarm (Ghrelin). . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150224

- 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

Adwick (Dwarf) . . . . . . . . . . . . . . DAMN0145


Aggor, Ape-Man Priestess . . . . . . . CJMR0727
Alabbac of Mnardis . . . . . . . . . . . . . SSEC0807
Alberic . . . . . . . . . . . . . . . . . . . . . . CRWL0418
B’Groll B’Nukk, Beetle Wizard . . . CJMR0229
Beeracuda, the Never-Breathing Street Shark . . . . . . . . . . . . . . . . . . . . GA160529
Beerspitter, the Giant Cheeked . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160530
Bessie Curwen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0922
Blacksun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0514
Bob N’ Thorg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0217
Boundless Philosopher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0139
Brigadier Bellows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0138
Cass Alphawave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0221
Cedrick . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0417
Chicken Jeff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0231
Cyron of Varaad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0807
Demi-Lich Rj’Nimajneb~Yor, The (Black Blood Pass) . . . . . . . . . . . . . GA150411
Egrysst (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0122
Eibon, Son of Milaab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0808
Elahai the War Witch (Mummy)
(Tomb of the Thrice-Damned). . . . . . . . . . . . . . . . . . . . . . . . . GA150350
Emperor’s Artist, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0410
Esmeralda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0418
Farmer Roundtree (May Flowers) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150340
Fillis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0420
Flaming Moe, the Fireproof . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160529
Gelt Scholar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0325
Gorp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0110
Grandpa Ike Curwen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0922
Great Santini, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0135
Greel Karaxxus, Zanist Eugenicist . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0128
Grumguzz, Troglodyte Chief
(Marvelous Myriad Myconid Caverns). . . . . . . . . . . . . . . . . . GA150324
Grydris, Alpha Female Ape-Woman . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0722

- 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

PC Classes & Races

Aetherian Hero, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .CUBM0504


Ape-Man. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0729
Assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150104
Barbarian #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1205
Barbarian #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1207
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160109
Barbarian Cimmerian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1405
Barbarian, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0150
Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0604
Battle Chanter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1420
Canine Scientist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1505
Clownight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1207
Con Troll. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0217
Consider the Greenskins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0514
Consider the Kobold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0307
Consider the Ogre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0711
- 58 -
Cyborg, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0703
Deep-One Half-Breed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1004
Deep One Hybrid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0906
Dervish, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150109
Dwarven Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1004
Ecclesiast, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0533
Elven Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1007
Feral Urchin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1115
Gambler, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0216
Gargoyle, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1007
Gargoyle, graven . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1010
Ghosts (Gold & Glory from Beyond the Grave). . . . . . . . . . . . . . . . . . GA150113
Gnome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0610
Gold & Glory From Beyond The Grave . . . . . . . . . . . . . . . . . . . . . . . . . GA150113
Grays (elf alternate) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1316
Half Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0704
Halfling Burglar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1011
Halfling Champion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1013
Halfling Hucker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160114
Hearth Witch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0506
Helmsmen, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0606
Hologram, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1123
Hot-Dog Suit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160104
Human, Earth A.D. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1507
Hybrid, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1509
Kung Fu Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0307
Ledgerdemainist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1104
Lizardman Mercenary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0114
Luchador . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150123
Martial Grandmaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150130
Martian Skeleton Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0833
Masque, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0305
Mek, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0205
Mek #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0108
Mek #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0109
Melnibonean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0405
My Thief, My Way! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0623
My Gongfarmer Can’t Do Sh*t! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0724
Navigator, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0605

- 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

Rituals & Spells

Blood Splash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150137


Dedicate Reliquary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150604
Demon Standard, The . . . (curse) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150620
Enhanced Spellburn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160123
- 60 -
Fantastic Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160117
Blessed Leech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160118
Brown Jenkin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160119
Coagula . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160120
Lightning Hawk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160121
Scorline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA1601122
Fungoid Fistacuffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150327
Healing Spellburn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150140
Hyper-Repair (New Spell for Crawljammer) . . . . . . . . . . . . . . . . . . . CJMR0210
Inter-dimensional Portal Weirdness Die-Drop Table . . . . . . . . . . . . . GA160641
Imbue the Stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1013
Let’s Get Familiar! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0323
Mists of Yyrkoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0416
NPC Magic and Spellcasting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0304
Pholgiston Storm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1215
Ritual of Consecration, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160438
Ritual of Purification, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160437
Ritual of the Teeth, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160437
Rules for Boons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0104
Rules for Boons & Relics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0107
Sacrifice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150145
Seal of Consequences, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160438
Skeletal Heap (thief spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160130
Scripted Illusion (Spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0613
Speed (New Spell for Crawljammer) . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0212
Stone Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0612
Temporary Creation (cleric spell). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150149
Trap Engineering (New Spell for Crawljammer) . . . . . . . . . . . . . . . . CJMR0214
True Name . . . . . (ritual) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0211
Vacuity (spell). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150153
Wizard Cage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1217

Rules, Rumors & Campaign Seeds

Adventuring in Outer Space


and on Alien Planets (campaign) . . . . . . . . . . . . . . . . . . . . . . CJMR0102
Alien Fumble and Crit Table. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMHJ17
Art of Infighting, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160148

- 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

- 62 -
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

- 63 -
Other Miscellany

0-Level PC Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150158


0-Level PC Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160159
0-Level PC Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150257
0-level PC Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160339
0-level PC Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160451
0-level PC Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160545
0-Level PC Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160759
1d50 Names for Your Zero-Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160804
50 Tavern Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160823
50 Things Found in that Bag, Box or Hole – d50 die-drop table . . . DKSB16__ __
d50 Fantasy Foods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160817
d50 Memorable Personality Quirks . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160819
d50 Smells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160821
d50 Treacherous Temple Name Generator . . . . . . . . . . . . . . . . . . . . . . GA160825
d100 Stuff Found on Apocalyptic Roadways . . . . . . . . . . . . . . . . . . . CUBM0623
Seven-Forked Path to Serenity, The . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0114
Advanced Crawljamming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0605
Advanced DCC Psionics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0311
An Interview with Bruno Galan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0321
Barsoom Encounter Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160620
Be Prepared! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0223
Born of the Old Ones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0905
Cheap, AKA Damaged, Goods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1122
Chirumancy - NPC Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150419
Con Crud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1108
Converting Material to DCC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0153
Cosmology of Crawljammer, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0110
Crawling Castle of Grumblethorn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150425
CrawlJammer Metaphysics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0402
Critical Table T: Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0715
Currency from Ur-Hadad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0302
D is for Decay and Ruin. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0808
Demon Ore and Hellstones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0122
- 64 -
Descriptors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0210
Dinotastic Parck!, Welcome to . . . . . . (campaign seed) . . . . . . . . . . CUBM1404
Dryad’s Tree, The. .(fiction). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150452
Dungeon Explained, The. . .(poetry) . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0205
E is for Edibles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0810
Early to Bed, Early to Demise (d24 sleep table) . . . . . . . . . . . . . . . . . DLRD0327
Fantasy Food Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160141
Five Random Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0618
Grove, The (random fruit effects). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150433
Half-Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1015
I Fought the Law (and the Law Won) . . . . (editorial) . . . . . . . . . . . . . GA160253
It’s Only a Flesh Wound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150627
Jollymeal DieDrop Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1214
Killtackleball . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150439
Life Aboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1124
Little Black Book, A . . . . . . . . (fiction) . . . . . . . . . . . . . . . . . . . . . . . . BPBM0140
LOOT! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0204
Lucky Items! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0210
Many Divisions of the d120, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160704
Master ‘Zine Index . . . . . (July 2015) . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150520
Master ‘Zine Index . . . . . (July 2016) . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160832
Mayhem Behind the Wheel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0605
Missing Player Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160153
N is for New Vistas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0902
Not Just A Pretty Face . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1018
O is for Old Ruins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0904
P is for Peddlers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0906
PC Record Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160647
Peasant Draft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160156
People and Trolls d40 Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DKSB16__ __
Q is for Quantum Portals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0908
Quick Monster Stats Matrix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0512
Quickie Wandering Monster Tables . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0517
Random Dungeon Elevation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0104
Random Road Gang Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0616
Random Tavern Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160137
Roguelike Fountains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0707
S is for Scavenging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0912
Self-Generating Crud Toolkit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160707

- 65 -
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

Where to Get the Goods:


Black Powder Black Magic. . . . . . . . . . . . . . . . . . . . . . stormlordpublishing.com
The Cities of Zorathi! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (TBD)
CRAWL! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . crawlfanzine.blogspot.com
Crawling Under a Broken Moon
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . crawlingunderabrokenmoon.blogspot.com
CrawlJammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . crawljammer.blogspot.com
D.A.M.N.!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DrivethruRPG.com
Dungeon Lord. . . . . . . . . . . . (Death Machine Press) . . . . . DrivethruRPG.com
The Gongfarmer’s Almanac . . . . . . . . . . . . . . . . . . . . . the G+ GFA community
The Metal Gods of Ur-Hadad . . . . . . . . . . . . . . . . . . . . . . www.kickassistan.net

- 66 -
Myassari. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . orderofthequill.com
Prayers of the Forgotten . . . . . . . . . . . . . . . . . . . . . . . . stormlordpublishing.com
Sanctum Secorum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . sanctum.media/blog

-- Master ‘Zine Index Credits --

Compiled by: Jon Hershberger


Edited by: Natalie Hershberger, David Pier, and Marc Bruner
Title Page Art: Todd McGowan
Interior Art: Artwork copyright William McAusland, used
with permission

-- Master ‘Zine Index Copyright Notice --

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.

--- NOTES ---

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- 67 -
Credits
Contributing Authors – VOLUME 8
bygrinstow, Keith Garrett, Jon Hershberger,
James Pozenel, Ron Tilton

Cover Illustrator – VOLUME 8


Doug Kovacs

Title Page Illustrator – VOLUME 8


Marc Radle

Contributing Illustrators – VOLUME 8


Todd McGowan, Aileen Snyder
Some artwork copyright William McAusland, used with permission

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

Printing Offset Contributors


Forrest Aguirre, Steven Bean, Julian Bernick,
Eric Fields, Laura Rose Williams, and the
patrons of the G+ GFA community

Creative Vision & Direction, Layout and Graphic Design


Doug Kovacs, Harley Stroh, Jon Hershberger
Marc Bruner, Matt Hildebrand, Michael Jones

68

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