Secret Antiquities 01 (DCC)

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Esoteric American

Patrons
Contents
Introduction---------------------------------------------------------------3
Esoteric American Patrons---------------------------------------------6
Uncle Sam, Patron of the United States of America-------8
The Anti-Sam, Patron of the American Nightmare------25
The Old Man of the Mountain, Patron of Knowledge-------40
Stagger Lee, Patron of Badasses------------------------------------54
The Dead Rock Star, Patron of Fame and Excess--------------71
Emperor Norton I, Patron of the Benevolently Mad---------85
Mrs. O’Leary’s Cow, Patron of Arsonists------------------------89

Credits
Concept and Writing: Michael Curtis
Art: Michael Curtis, François Le Douarin, Bradley K
McDevitt, Jacob A. Riis, and WikiCommons

Secret Antiquities Vol. 1 No. 1 “Esoteric American Patrons”


Copyright 2017 Michael Curtis
A Freak Flag Press Creation
http://secretantiquities.blogspot.com/

This product is based on the Dungeon Crawl Classics Role Playing


Game, published by Goodman Games. This product is published
under license. Dungeon Crawl Classics and DCC RPG are
trademarks of Goodman Games. All rights reserved. For additional
information, visit www.goodman-games.com or contact
[email protected].

2
Introduction
Everything you’ve heard is true.

Witches practiced black masses in the woods around Salem. Frozen alien
bodies are stored in clandestine government installations. Washington
D.C. was designed by geomancers to harness ley lines. The shot that killed
President Kennedy was a magic bullet. Phantom hitchhikers travel the
country’s highways, bound for a location no living soul should ever see. A
secret war is being waged for the soul of the country. And without you
even knowing it, you’re caught in the crossfire.

Somewhere out there lies an America unknown to the majority of its


residents. Hidden beneath the spacious skies and majestic purple
mountains is a secret America. For those of us who know which
way to turn at the crossroads and how to ask Legba to open the
gates, reaching this Esoteric America is a trivial matter. The only
question that remains is “Do I dare venture there?”

Esoteric America is a setting for DCC RPG, one inspired by my own


interest in the folklore, weird history, and strange happenings that
make up the story of America. Those of you who’ve read and
enjoyed my work on The Chained Coffin and explored the fantasy
Appalachian setting of the Shudder Mountains already know I
believe that fantasy roleplaying doesn’t need to be set in the
traditional faux Western European medieval period so common to
the hobby. With the proper askew worldview and a dedicated love
for history and folklore, there’s no reason why one’s own backyard
can’t be transformed into a setting as fantastic as Middle-Earth,
Hyboria, or Nehwon. And that’s precisely what I intend to do with
Esoteric America.

This campaign setting largely eschews the Appendix N that DCC


RPG draws inspiration from and instead drinks from the wellspring
of our cultural consciousness. American history (both pre- and post-
European contact), folklore, music, urban legends, pseudo-science
television documentaries, and tall tales comprise the headwaters
from which the Esoteric America setting flows. Add a dash of pop
culture to the mix and you have a delicious stew to serve to the
players.

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Esoteric America and the materials provided for it in the pages of
this and future issues of Secret Antiquities is focused primarily on
the geographical and cultural region comprising the United States
of America, simply because this is what the author is most familiar
with. We may jump across borders both north and south on
occasion, much as the peoples who make up the USA have done
both in the past and the present, but I’m content to limit the focus
on the fifty states.

Likewise, while Esoteric America games can be set in any region of


the country and in time periods ranging from when the first settlers
crossed the land bridge from Asia up until the modern age, I will
refrain from mining the rich vein of Wild West folklore for
supplemental material. Both Black Powder, Black Magic and Dark
Trails are already doing great work with that aspect of legendary
America and, unless I have something vastly different from what
they’ve already published, I’ll leave it to them out of both
professional courtesy and personal friendship. Some Esoteric
America material will nevertheless be easily imported into both
Black Powder, Black Magic and Dark Trails, so fans of those
publications won’t be left in the cold by Secret Antiquities.

Much as the pulp sword & sorcery writers felt little need to stick to
a strict timeline with their characters, instead telling stories as
inspiration demanded, Secret Antiquities and the Esoteric America
material will not be presented in any shape, sense, or order. If
you’re looking for a “read and run” campaign sourcebook, this isn’t
it. Instead, much like the original inhabitants and the later settlers of
this country, we’re going on a journey. This highway runs through
the occult underworld and the mythic borderlands of the nation, so
there’s no telling where we’ll end up or when we will get there. If
you’re the kind of person who enjoys the journey more than the
destination, climb aboard! Otherwise, you may want to wait until
we’ve come back with a stack of pictures and postcards
documenting this strange trip.

This inaugural issue of Secret Antiquities looks as some of the


patrons that dwell in the etheric otherworld touching Esoteric
America. This sample is but a handful of the many weird patrons
4
that exist, but two of them are important figures in the secret war
being fought behind the scenes. Hopefully, these patrons will
provide the reader with a clearer idea of what the intended tone and
scope of an Esoteric America DCC RPG campaign is and will serve
as a top-down introduction to the Land of the Freak and the Home
of the Strange. Don’t despair, however, if you don’t intend to run an
Esoteric America campaign. All the supplemental DCC RPG
material in this and future issues of Secret Antiquities is easily
adaptable to your home game. No matter if you’re running “pure
DCC,” a Shudder Mountain campaign, exploring the Purple Planet,
or even looking into the post-apocalyptic future of Mutant Crawl
Classics, the game material herein can be used at your table with a
little fine tuning and imagination.

That covers everything we need to discuss before we hit the


haunted highways of Esoteric America. I’ve got Robert Johnson on
the radio, a copy of the unexpurgated Warren Commission report in
the glovebox, and a mojo bag hanging from the review mirror. Let’s
ride!

Michael Curtis
October 7, 2016

A special note to non-American readers: Don’t worry if your


familiarity with American culture, history, and folklore is limited to
what you’ve seen on TV or the movies, or read about in books or on
the internet. Esoteric America regularly draws on events and
characters that have been widely glamorize, celebrated, and/or
demonized by the arts, literature, TV, and motion pictures. You’ll
likely be able to use and enjoy Esoteric America material even if you
don’t live in the real world version. In fact, a measure of distance
from the actual thing is probably beneficial to envisioning the place
I’m chronicling with these works.

5
Esoteric American Patrons
America is a land filled with mythic figures, both real and
imagined. Stories of these legends are told in schoolhouses,
backlots, barrooms, and around campfires. With each telling, the
legends grow a little more. Some have observed that America itself
is a legendary land, a place where everything lacking elsewhere
could be imagined to exist. It is no wonder that Esoteric America is
a placed rife with supernatural patrons.

Patrons in Esoteric America need never have existed in reality. All


that’s required is that enough people believe in the patron to grant it
power and thereby will it into existence. Although there is the usual
gamut of powerful, once-living individuals who have become
patrons in Esoteric America, one also finds fictional beings,
philosophies, and even landmarks among their numbers. Each of
these patrons is capable of taking on servants and granting them
boons in return for their subservience, regardless of origin.

The following seven patrons are just a tiny sample of the


supernatural entities found in the occult underworld of America.
Hopefully, this selection will give the reader an overview of the
patron possibilities available to seekers of esoteric knowledge and
inspire judges to create new patrons in the same vein. Future
installments of Secret Antiquities will contain additional patrons as
time and interest allows.

Each patron write-up contains several description entries. While


invoke patron, patron taint, spellburn, and patron spells are familiar
to DCC RPG judges and players, a few of the entries bear
elaboration.

First Manifestation is the time period or date when the patron first
came into existence. This is helpful for judges looking to determine
if the patron is available during the timeline of their individual
campaigns.

Status indicates whether the patron is still active in the 21st century.
Some patrons have been destroyed or lost their power due to a lack
of belief, while the fate of others is unknown. This is simply a
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guideline and the judge is free to revive or destroy patrons as the
campaign requires.

Alignment is simply which side the patron falls on in the cosmic


struggle. Patrons usually only accept servants of similar alignment,
but they have been known to make exceptions if the potential
servant shows promise of being a useful and powerful pawn.

Demands are the primary directives and tasks the patron places on
its servants. When the patron wants its servant to repay the aid it
has granted them, they will almost always be tasked to perform
some service that meets one of the patron’s demands.

Other Campaign Settings are suggestions on how to adapt the


patron to campaigns set outside Esoteric America. Although the
author is bewildered why anyone would choose not to play in
Esoteric America, he recognizes such people exist and wishes to
make their lives easier. Almost every Esoteric America patron can
be reskinned for traditional fantasy settings and this entry provides
guidance on how to do so.

7
Uncle Sam, Patron of the United States of America

First Manifestation: War of 1812


Status: Active
Alignment: Lawful

The pride in and of one’s homeland is a powerful force, a fervor that


rivals faith in extreme cases, leading one to believe that their native
soil is nearly divine in nature. From these depths of pride and
nationalism rise supernatural forces that assume the guise of the
beloved land, transforming themselves into the personification of a
nation, a manifestation of all that is good and noble of a populace, a
guardian that stands by its beloved against all enemies. These
national personifications have many guises and names.

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The patron of America is widely known as “Uncle Sam,” a lanky,
lean figure, white-haired and whiskered, dressed in a swallow-tail
coat, stripped trousers, and a tall hat. His cheeks are red with either
mirth or anger, and, while Uncle Sam is kindly to those he defends,
his righteous wrath falls unflinchingly on those who would oppose
his nieces and nephews both at home and abroad. Uncle Sam is
both kindly and stern, bestowing gifts and comfort on those that
require it and striking out furiously at the enemies of his servants.

Scholars of the occult opine that Uncle Sam is a new manifestation


of a previous personification known as “Brother Jonathan,” the
supernatural entity that lent his support to the patriots against the
British during the American War of Independence. An opposing
theory is that the two national personifications are each unique
entities, and that Brother Jonathan’s power has been usurped by
Uncle Sam’s ascension, leaving the previous personification a mere
shell of its former self. An even darker theory suggests that Brother
Jonathan may be the true identity of the dark entity known as the
Anti-Sam (see p. 25).

Uncle Sam is the patron of those who desire to serve the noble aims
of America, providing a haven to those enslaved, either bodily,
economically, or socially, defending its shores against enemies at
home and abroad, and striving to remain a beacon of hope and
prosperity around the world. The servants of Uncle Sam include
soldiers, social activists, clergy, Boy Scouts, traditionalists, and
statesmen.

Demands: Uncle Sam desires his servants to defend the true spirit
of the United States of America, the golden vision of a nation where
anyone can seek escape from persecution, to live their lives free
from tyranny, and be granted the opportunity to make the best
possible life for themselves and their loved one. He commands his
servants to oppose anyone who would thwart this American
Dream, especially combating the desires of his foul twin, the Anti-
Sam.

9
Other Campaign Settings: Uncle Sam can be used to represent a
patron devoted to the welfare of any nation, realm, or other ruled
region. He can be the patron saint of a kingdom or the spirit of the
realm’s founder who has pledged to return in times of great need.
This profile can also be for guardians of freedom or defenders of the
downtrodden, making it a good basis for the head of knightly
orders or heroic paladins of old.

Invoke Patron Spell Check Results in Esoteric America


Campaigns
Unless specifically noted in the patron’s description, servants who
successfully cast the invoke patron spell can choose an effect equal
to or lower than his spell check if a less powerful result is more
desirable. The chosen effect manifests using the caster’s original
spell check for the purposes of determining DCs and spell-like
effects.

Invoke Patron check results


12-13 These colors don’t run! Uncle Sam invests the caster with
courage, granting him a +2+CL bonus on all saving throws
against fear effects. The caster can bestow this bonus on as
many allies as he desires in a 30’ radius by spending 1
Luck per ally.
14-17 Land of the Free. Uncle Sam sunders any and all bonds in a
20’ diameter centered on the caster. Shackles break, locks
open, ropes snap, and other non-magical restraints or
fasteners fail. The caster can break a single magical bond or
restraint if the invoke patron spell check exceeds the spell
check for the restraining spell (if applicable) or is 25+ in the
case on enchanted chains, locks, or similar non-spell-
created restraints.
18-19 This land is your land. Uncle Sam assists in protecting the
caster so long as he remains standing on American soil. All
damage suffered by the caster is reduced by a number
equal to his caster level so long as he physically touches
the ground. This effect lasts for 3d4+CL rounds or until the
caster’s contact with American soil is broken. Note that
certain places outside the national boundaries of America
may be considered “American soil” for the purposes of this
10
spell effect. Embassies in foreign nations, the burial
grounds of fallen American soldiers, and similar locations
should be treated as native soil for the purpose of this spell
effect.
20-23 Patriot prowess. Uncle Sam grants the caster an attack and
damage bonus equal to his CL for 1d10+CL rounds. This
bonus is doubled if the caster is attacking enemies to the
American Way of Life. It is left to the judge to determine if
an opponent represents a threat to the American Way of
Life, but enemies such as Communists, Nazis, anarchists,
Martians, etc. likely qualify depending on the time period
of the campaign.
24-27 American Knowhow. Uncle Sam grants the caster and a
number of allies up to his CL a +2d bonus on a single spell
check, attack roll, saving throw, skill check, or ability check
of the recipients’ choosing. The bonus is lost after applied
to a chosen roll or a number of days equal to the caster’s
level+1d5 have passed. A creature can only be under this
effect once at any given time. If this result occurs a second
time while the bonus is still pending, the recipient does not
gain another bonus, but the time limit is reset.
28-29 Your tired, poor, and huddle masses. Uncle Sam imparts the
power to restore the wellbeing of the masses to the caster.
The caster can choose a number of creatures equal to his
CL×10 to affect. The chosen individuals are immediately
revived, losing all negative consequences of exhaustion,
hunger, thirst, and sore muscles. They heal 1 die of damage
and can make another saving throw to resist any poison or
disease affecting them. The caster may choose to spend up
to three Luck points when imparting this effect. Each Luck
point grants a +1 modifier to the hit die or saving throw
roll when determining the number of hit points healed or if
the poison and/or disease is resisted. This effect is
instantaneous and must be used immediately when
granted.
30-31 Abolish corruption. Uncle Sam removes a single form of
corruption from the caster or from a single subject touched
by the caster. This corruption can be either from a specific
spell or from the minor, major, or greater corruption tables.
This spell effect does not remove patron corruption (even
11
Uncle Sam’s own) of any type, however. The corruption
affected can be chosen by the caster or designated target if
they succeed in a Luck check; otherwise the judge
determines randomly what corruption trait is abolished.
32+ Manifest Destiny. Uncle Sam steps in to aid the caster in the
most efficient way possible depending on the situation.
This assistance may manifest as healing his servant (and
allies) fighting the good fight, unleashing righteous
destruction on America’s enemies, or providing useful
intelligence to overcome a problem. This aid comes in the
form of the effect of a 32+ spell check of any 1st level
wizard or cleric spell the caster chooses with the judge’s
approval. For example, if the caster is surrounded by
enemies and achieves a invoke patron spell check of 32 or
more, he could petition the judge to decree that Uncle Sam
unleashes 3d4+2 magic missiles as per the magic missile
spell’s 32+ spell check result or grants the servant and his
allies the benefits of holy sanctuary at that same level of
effect. The magical effect takes place instantly regardless of
normal casting time and if special conditions are usually
required by the spell (spellburn, special components, etc.)
they are not necessary in this case.

Paton Taint: Uncle Sam


When patron taint is indicated for Uncle Sam, roll 1d6 on the table
below. When a caster has acquired all six taints at all levels of effect,
there is no need to continue rolling any longer.

Roll Result
1 The caster’s head hair, whiskers, and eyebrows turn white if
not already that hue. If this taint is rolled a second time, the
caster’s hair and whiskers grow longer, becoming identical
to the locks and beard of Uncle Sam. If this result is rolled a
third time, the caster’s body becomes tall and spindly,
completing his resemblance to Uncle Sam.
2 The caster’s blood becomes a bright and unnatural shade of
red, leaving his skin with a ruddy complexion. If this result
occurs a second time, his blood becomes two-toned,
acquiring both red and blue colorations. The hues remain
separate and do not mix together under any circumstances.
12
If this result is rolled yet again, the caster’s blood gains a
third coloration: brilliant white. He truly bleeds red, white,
and blue from now on.
3 The caster gains a faint streak of zealotry towards his
homeland, believing it to be the greatest nation in the world.
He never fails to remind foreign nationals of America’s
greatness whenever the opportunity presents itself. If this
taint is rolled a second time, the zealotry increases and the
caster cannot stand idle when another American is insulted
or attacked. He must leap to their aid immediately. If he
cannot, he suffers a -2 penalty to all attack, saving throws,
and spell checks until he can provide assistance to the target
or otherwise make amends (judge’s discretion). If this result
is rolled a third time, the penalty increases to -4.
4 The caster develops a love for weaponry and has a
compulsion to collect arms of all types. He must spend at
least 5 gp each month to acquire a new weapon for his
collection. Failure to do so results in a cumulative -1 penalty
to spell checks for each month a new weapon goes
unpurchased. If this taint is rolled a second time, the caster
must spend at least 20 gp per month on new weapons and
the penalty for failing to do so increases to a cumulative -2.
If this taint occurs a third time, the caster must make a DC
10 Will save whenever confronted with a situation that can
be resolved with violence. If failed, the caster immediately
attacks the opposition instead of communicating.
5 The caster is compelled to speak the truth whenever
questioned. He can only lie (even by omission) if he
succeeds in a DC 10 Will save. If this result is rolled a second
time, the DC increased to 15. If this taint occurs a third time,
the caster becomes incapable of lying under any
circumstances, including magical compulsion.
6 The caster’s association with Uncle Sam becomes
discernable by his enemies, marking him as a true Son (or
Daughter) of America. When this taint is first rolled, the
association is only noticeable by those who serve the Anti-
Sam. Servants of Uncle Sam’s dark twin automatically notice
the caster if within 50’ regardless of magical or mundane
disguises or obfuscation. If this taint is rolled a second time,
mundane opponents of America (Nazis, Communists,
13
Martians, etc. as the judge deems fitting) notice the caster as
above. If this result occurs a third time, the caster cannot
hide from anyone within range as he seems to exude a red,
white, and blue aura. As a small benefit, however, the caster
imparts a +1 bonus to attack and saves vs. fear to all
American allies within 50’ so long as he remains conscious.

Patron Spells: Uncle Sam


Beloved nieces and nephews of Uncle Sam eventually learn the
following three spells:

Level 1: Pledge of Allegiance


Level 2: Rockets’ Red Glare
Level 3: Uncle Sam’s Magical Champions

Spellburn: Uncle Sam


Uncle Sam favors those casters who are either unafraid to step in
when and where their sorcery is necessary or who oppose the
machinations of the Anti-Sam. He rewards these champions with
greater spellcaster prowess. When a caster utilizes spellburn, roll
1d4 on the table below or build off the ideas below to create an
event specific to your home campaign.

Roll Spellburn Result


1 The caster rolls up his sleeves, spooling his flesh along with
his clothes. The mangling of his skin and muscles manifests
as stat loss.
2 Uncle Sam is prone to aid those who require salvation from
tyranny. If the caster is employing magic in the cause of the
downtrodden (slaves, subjects of a tyrannical despot, the
sick or poor, and so forth), the personification matches the
caster’s spellburn on a 1-to-1 ratio up to a total of five points
(for a +10 total spellburn bonus).
3 The caster can tap into the psyche of a nation if he
spellburns at a location favored by Uncle Sam. Such
locations include monuments to influential American heroes
(the Washington Monument, for example), the site of an
important battle in American history (Gettysburg, VA, for
example), or a place where an America tragedy occurred
(Dealey Plaza, for instance). The caster gains an additional
14
+1d5 points of spellburn (and possibly more at the judge’s
discretion) when spellburning at these places.
4 Uncle Sam assists the caster freely if he employs spellburn
against the servants of the Anti-Sam. Up to three points of
spellburn can be spent without inflicting temporary stat
damage to the caster. Any spellburn beyond these three
points causes ability damage as normal.

Spell Pledge of Allegiance


Level 1 (Uncle Sam)
Range Self or more
Duration 1 round or more
Casting Time 1 action
Save N/A
General The target(s) of this spell experience an
invigorating sense of patriotism and devotion to a
shared cause, granting them benefits when
defending that cause or belief. The caster must
state what cause, belief, or nation those receiving
the spell must swear to protect, and the subjects
only receive the benefits of the spell so long as
they act in the defense of the stated cause. For
example, the caster might declare that the subjects
pledge to defend “this bridge against all enemies
trying to take it” or to defeat “the bloodthirsty
orcs who now dare to ravage the honest citizen of
Springfield.” The subjects of this spell would gain
its benefits so long as they defended the bridge or
battled the orc army, but would enjoy no
advantages if they charged away from the bridge
to fight elsewhere on the battlefield or turned
their attacks on a cadre of animated skeletons that
suddenly appeared to threaten the city. They
regain the spell’s benefits if they return to the task
of upholding their pledge.

The judge has final say on what constitutes a


valid pledge, but it should be localized and of a

15
finite scope. Pledging to defeat “everyone and
everything that dares attempt to harm me” is not
an appropriate pledge, but swearing to “protect
the President from all enemies until he escapes
the city” might be.
Manifestation Roll 1d4: 1) an eagle’s cry resounds through the
immediate area once the spell is completed; 2) a
faint, ghostly banner of red, white, and blue
appears behind those under the effects of the
spell; 3) a brass band fanfare worthy of John
Phillip Sousa blasts the air; 4) an ethereal Uncle
Sam appears to place a blessing on each affected
creature before vanishing.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 The caster gains a +1 bonus to attack rolls,
damage rolls, and spell checks for CL rounds.
14-17 The caster gains a +2 bonus to attack rolls,
damage rolls, and spell checks for CL+1d4
rounds.
18-19 The caster gains a +2 bonus to attack rolls,
damage rolls, and spell checks, plus a +1 bonus to
AC for 1 turn.
20-23 The caster gains a +3 bonus to attack and damage
rolls, plus a +2 AC bonus for 1 turn OR the caster
can choose a number of creatures (including
himself) equal to his CL. These chosen targets
gain a +2 bonus to attack rolls, damage rolls, and
spell checks, and a +1 AC bonus for 1 turn.
24-27 The caster gains a +4 bonus to attack and damage
rolls, plus a +3 AC bonus for 1 turn OR the caster
can choose a number of creatures (including
himself) equal to his CL+1d3. These chosen
targets gain a +3 bonus to attack rolls, damage
rolls, and spell checks, and a +2 AC bonus for 1
turn. Additionally, the ground in a 10’ radius
around the caster is treated as American soil for
the purpose of an invoke patron (Uncle Sam) spell
check result of 18-19

16
28-29 The caster gains a +5 bonus to attack and damage
rolls, plus a +4 AC bonus for 3 turns OR the
caster can choose a number of creatures
(including himself) equal to his CL+1d4. These
chosen targets gain a +4 bonus to attack rolls,
damage rolls, and spell checks, and a +3 AC
bonus for 3 turns. Additionally, the ground in a
15’ radius around the caster is treated as
American soil for the purpose of an invoke patron
(Uncle Sam) spell check result of 18-19
30-31 The caster plus a number of allies equal to his
CL+1d6 gain a +6 bonus to attack and damage
rolls, plus a +5 AC bonus for 1 hour.
Additionally, the ground in a 20’ radius around
the caster is treated as American soil for the
purpose of an invoke patron (Uncle Sam) spell
check result of 18-19
32+ The caster plus a number of allies equal to his
CL+1d8 gain a +6 bonus to attack and damage
rolls, plus a +5 AC bonus for as long as they
strive to uphold their pledge. The benefits are lost
as soon as they either succeed or fail in their
sworn pledge or if magically dispelled. In
additional, those under the spell’s effects also
receive the benefits of an invoke patron (Uncle Sam)
spell check result of 18-19 for as long as the
pledge remains in effect. All ground the effected
subjects stand upon is treated as American soil.

17
Spell Rockets’ Red Glare
Level 2 (Uncle Sam)
Range 100’
Duration Instantaneous
Casting Time 1 action
Save See below
General The caster creates a number of magical
pyrotechnic effects to dazzle, blind, or injure his
enemies. They can also be directed safely away
from living creatures to produce fantastic
firework displays.
Manifestation Roll 1d5 to determine the appearance of the
pyrotechnic burst: 1) Orange and red sparkles; 2)
blue and green sizzling flowers; 3) red, white, and
blue stars; 4) particolored flames; 5) silver and
gold exploding orbs.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster creates a blossom of pyrotechnic fire
that inflicts 2d3+CL damage to a single target.
18
The target must make a Reflex save vs. check
result or catch fire, inflicting another 1d3 damage
each round until extinguished with a DC 15
Reflex save. Additionally, the target and all others
within 10’ must make a Will save vs. the check
result or be blinded for 1 round.
16-19 The caster creates a blossom of pyrotechnic fire
that inflicts 2d4+CL damage to a single target.
The target must make a Reflex save vs. check
result or catch fire, inflicting another 1d4 damage
each round until extinguished with a DC 15
Reflex save. Additionally, the target and all others
within 10’ must make a Will save vs. the check
result or be blinded for 1d3 rounds.
20-21 The caster creates a large pyrotechnic blossom
that affects all creatures in a 20’ diameter area.
Affected targets suffer 2d5+CL damage and must
make a Reflex save vs. check result or catch fire,
suffering another 1d5 damage each round until
extinguished with a DC 15 Reflex save.
Additionally, they and all within 20’ of the burst
must make a Will save vs. check result or be
blinded for 1d4 rounds.
22-25 As 20-21 above, but the caster creates two large
pyrotechnic blossoms. These bursts cannot
overlap, but may otherwise be placed where the
caster desires within the spell’s range,
26-29 The caster creates an explosive pyrotechnic
display in 30’ square area directly in front of
himself (no further than 10’ away). All creatures
within the area of effect suffer 2d6+CL damage
and must make a Reflex save vs. check result or
catch fire, suffering another 1d6 damage each
round until extinguished with a DC 15 Reflex
save. The display culminates with a massive
boom that knocks prone any creature in the area
of effect failing a DC 15 Strength check. Creatures
and objects vulnerable to sonic energy (judge’s
discretion) suffer 1d6 damage from the
thunderous blast.
19
30-31 The caster blankets the area with exploding
pyrotechnic blossoms, creating up to 2d6+CL
blasts. Each blossom covers a 20’ diameter area
and can overlap to catch targets in multiple areas
of effect. Each blossom inflicts 2d8+CL damage to
all inside it. Each victim must make a Reflex save
vs. check result or catch fire, suffering another
1d8 damage each round until extinguished with a
DC 15 Reflex save. Targets inside the fiery blooms
are automatically blinded for 2d4 rounds.
32-33 The caster blankets the area with exploding
pyrotechnic blossoms, creating up to 2d6+CL
blasts. Each blossom covers a 30’ diameter area
and can overlap to catch targets in multiple areas
of effect. Each blossom inflicts 2d10+CL damage
to all inside it and each victim must make a
Reflex save vs. check result or catch fire, suffering
another 1d8 damage each round until
extinguished with a DC 15 Reflex save. Targets
inside the fiery blooms are automatically blinded
for 2d6 rounds.
34+ The caster creates a pyrotechnic firestorm
centered on himself and extending in a 40’ radius
around him. All creatures inside the firestorm
(except for the caster) suffer 3d20+CL damage
and must make a Reflex save vs. check result or
catch fire, suffering another 1d10 damage each
round until extinguished with a DC 15 Reflex
save. The thunderous booms of the pyrotechnic
display knock creatures inside the area of effect
prone if they fail a DC 20 Strength check. All
except the caster inside the blast are also
automatically blinded and deafened for 1d6
hours. Deafened creatures suffer a -1d to spell
checks and their spells automatically misfire if
their spell checks fail. They are also easily
surprised and any creature attempting to sneak
up on them gains a +2d bonus to their stealth
efforts.

20
Spell Uncle Sam’s Magical Champions
Level 3 (Uncle Sam)
Range 30’
Duration Varies
Casting Time 1 round
Save None
General This spell summons up magically-created
defenders to serve the caster and the cause of
Uncle Sam. These strange warriors appear
dressed in heavy sage green cotton uniforms with
a steel helmet (often covered in a mesh netting
adorned with greenery for camouflage). The
magical champions are adorned in camouflage
war paint that covers their faces and carry M1
Garand rifles with bayonets. Magical champions
never run out of ammunition for their weapons.
Any gear and armaments they carry disappears
once their tour of duty is over or they are slain.

Magical champions fight to the death or until


their duration expires. If reduced to zero hit
points, magical champions can attempt a DC 10
Fort save to avoid being slain. If successful, the
champion is reduced to 1 hit point and can
continue to fight. If reduced to zero hit points a
second time, the champion is then slain
permanently.
Manifestation Roll 1d4: 1) the champion marches onto the
battlefield accompanied by the rapping of a
drum; 2) a landing craft appears to disgorge the
magical champions, then disappears; 3) ropes
drops from the sky as the magical champions
rappel from an invisible helicopter hovering over
the combat zone; 4) the champions appear in a
shower of red, white, and blue light.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 A single magical champion appears. This

21
combatant is equivalent to a 2nd level warrior
with 20 hit points and AC 13, +2 to all saves and
ability checks, and attacks with either bayonet +2
melee (1d8) or rifle +2 ranged (1d10 damage;
range 100/200/300). The champion serves for two
hours or until slain before vanishing.
18-21 Two magical champions appear. These
combatants are equivalent to 2nd level warriors
with 20 hit points and AC 13 each, +2 to all saves
and ability checks, and attack with either
bayonets +2 melee (1d8) or rifles +2 ranged (1d10
damage; range 100/200/300). The champions
serve for two hours or until slain.
22-23 Two magical champions led by a sergeant
champion appear. The magical champions are
equivalent to 2nd level warriors with 20 hit points
each and AC 13, +2 to all saves and ability checks,
and attack with either bayonets +2 melee (1d8) or
rifles +2 ranged (1d10 damage; range
100/200/300). The sergeant champion is treated
as a 3rd level warrior with 30 hit points and AC
14, +3 to all saves and ability checks, and attacks
with either bayonet +3 melee (1d8) or rifle +3
ranged (1d10 damage; range 100/200/300). These
champions serve for four hours or until slain.
24-26 Three magical champions led by a sergeant
champion appear. The magical champions are
equivalent to 2nd level warriors with 20 hit points
and AC 13 each, +2 to all saves and ability checks,
and attack with either bayonets +2 melee (1d8) or
rifles +2 ranged (1d10 damage; range
100/200/300). The sergeant champion is treated
as a 3rd level warrior with 30 hit points and AC
14, +3 to all saves and ability checks, and attacks
with either bayonet +3 melee (1d8) or rifle +3
ranged (1d10 damage; range 100/200/300). These
champions serve for four hours or until slain.
27-31 Four magical champions led by a sergeant
champion appear. The magical champions are
equivalent to 2nd level warriors with 20 hit points
22
and AC 13 each, +2 to all saves and ability checks,
and attack with either bayonets +2 melee (1d8) or
rifles +2 ranged (1d10 damage; range
100/200/300). The sergeant champion is treated
as a 3rd level warrior with 30 hit points and AC
14, +3 to all saves and ability checks, and attacks
with either bayonet +3 melee (1d8) or rifle +3
ranged (1d10 damage; range 100/200/300). These
champions serve for six hours or until slain.
32-33 Five magical champions led by two sergeant
champions appear. The magical champions are
equivalent to 2nd level warriors with 20 hit points
and AC 13 each, +2 to all saves and ability checks,
and attack with either bayonets +2 melee (1d8) or
rifles +2 ranged (1d10 damage; range
100/200/300). The sergeant champions are
treated as 3rd level warriors with 30 hit points and
AC 14 each, +3 to all saves and ability checks, and
attack with either bayonets +3 melee (1d8) or
rifles +3 ranged (1d10 damage; range
100/200/300). These champions serve for six
hours or until slain.
34-35 Five magical champions led by two sergeant
champions and commanded by a lieutenant
champion appear. The magical champions are
equivalent to 2nd level warriors with 20 hit points
and AC 13 each, +2 to all saves and ability checks,
and attack with either bayonets +2 melee (1d8) or
rifles +2 ranged (1d10 damage; range
100/200/300). The sergeant champions are
treated as 3rd level warriors with 30 hit points and
AC 14 each, +3 to all saves and ability checks, and
attack with either bayonets +3 melee (1d8) or
rifles +3 ranged (1d10 damage; range
100/200/300). The lieutenant champion is a 5 th
level warrior with 50 hit points and AC 15, +5 to
all saves and ability checks, and attacks with
either bayonet +5 melee (1d8) or rifle +5 ranged
(1d10 damage; range 100/200/300). These
champions serve for eight hours or until slain.
23
36+ The ground rumbles as a magical champion in
the form of an M4 Sherman tank appears. The
tank champion has 100 hp and an AC of 20. It
moves at a Speed of 50’. It has Fort +10, Ref -10,
and Will N.A. saves and adds +20 to Strength
checks to break down doors, breach barriers, and
similar applications of brute strength. The tank
has four weapons: its main gun, a turret-mounted
.50 caliber machine gun, and two .30-06 machine
guns. The main gun is a +8 ranged attack (6d6 to
all targets in a 30’ diameter area; DC 15 Fort save
for half; range 300/600/900) that can fire every
other round. The turret-mounted .50 caliber
machine gun is a +6 ranged attack (3d6; attacks
all targets in a 15’ square area; range
100/200/300). The twin .30-06 machine guns are
+5 ranged attacks (3d6; attacks all targets in a 10’
square area; range 100/200/300). The tank is a
solid magical construction and cannot be entered,
but can be ridden atop by up to twelve man-sized
creatures. The tank serves the caster for ten hours
or until destroyed.

24
The Anti-Sam, Patron of the American Nightmare

First Manifestation: The 1960s (possibly earlier)


Status: Active
Alignment: Chaotic (or perhaps horrifically Lawful)

It is whispered among esoteric scholars that the Anti-Sam’s coming


was heralded in fusillades of gunfire in the 1960s, his conception
marked by the shots that echoed in Dallas in 1963 and in Los
Angeles, Memphis, and Mai Lai in 1968. His birth cry resounded
25
over Kent State in 1970, announcing a terrible new era and
launching a civil war that battles for the American consciousness to
this day. Other learned individuals, especially those whose
ancestors perished from plague blankets or came to America in
chains, claim the Anti-Sam has been here all along.

The Anti-Sam is the herald of a Dark America, a time and place


where the American Dream has decayed into the American
Nightmare. The Anti-Sam stands for those who only stand for
themselves, profiting on death, misery, and hatred. His servants
exchange secret signs in the halls of the Pentagon, in covert labs
underneath the Southwest deserts, in the boardrooms of major
corporations, and in dimly-lit cellars adorned with the symbols of
fascism.

This patron seeks the destruction of his twin, Uncle Sam, so that he
may assume the reign of America’s sovereign patriarch. The two are
locked in a constant battle that pits their servants and agents against
one another in a shadowy war for the soul of the country. The
conflict’s collateral damage spills over into the lives of millions of
Americans, leaving them wondering why their nation is splitting
itself at the seams and feeling unable to prevent its ruin. At the
moment, the Anti-Sam is winning, much to the misfortune of
millions. Should he triumph in the conflict, only those who bend
their knee to his reign will profit in the years ahead—assuming he
doesn’t destroy the nation in his quest to control it.

Demands: The Anti-Sam most commonly demands his servants


thwart the goals of Uncle Sam and his agents whenever possible,
even commanding them to perform near-suicidal assaults against
his twin’s resources and servants. Servants are also expected to
further the Anti-Sam’s own machinations, performing surveillance,
harassment, and even assassination in the line of duty. Lastly, the
Anti-Sam’s agents are commanded to recruit—by force if need be—
allies to aid his domination of America.

Other Campaign Settings: The Anti-Sam can represent any


inherently evil or greedy entity that ultimately serves itself. The
patron should have some connection with temporal power, such as
a legendary major domo or vizier to a king, or a treacherous power
26
behind the throne like a secret serpent-man sorcerer. Certain
patrons of thieves and assassins may also be represented by the
Anti-Sam.

Invoke Patron check results


12-13 Shadow Government. The caster plus a number of allies
equal to his CL become dim and difficult to spot by sight.
Each gains a +6 bonus to all stealth-based ability and skill
checks. The caster can end this effect at will. It otherwise
ends after 30 minutes or when any of the cloaked
individuals attacks or draws blatant attention to
themselves.
14-17 Nominate Scapegoat. The caster makes another his patsy,
passing blame and hatred to that individual to escape the
consequences of his own actions. The chosen scapegoat
must be within sight of the caster. Once a scapegoat is
nominated, any other creature attempting to inflict harm
on the caster must make a Will save vs. the spell check. If
this fails, the enemy attacks the scapegoat instead. This
effect lasts for 1d6+CL round or until the scapegoat is slain.
18-19 Rich get richer. The caster chooses 1d4+CL individuals
within 150’ feet. The targeted creatures immediately lose
any carried coin or gems as their treasure is teleported to
an equal number of creature of the caster’s choosing
(including himself if desired). The caster does not know
how much treasure a particular target is carrying when
this effect occurs and must use his best guess when
determining which individuals are targeted and who
receives their wealth. Monies takes from one target are
transferred in total to its recipient and treasure cannot be
divided amongst multiple targets (e.g. if a targeted
creature has 100 gp, one individual chosen by the caster
receives that sum. The 100 coins cannot be divided up in
any manner amongst multiple recipients). Only non-
magical wealth is affected.
20-23 Arms Race. The Anti-Sam allows the caster to improve the
weaponry of his allies, making them more formidable in
battle. The caster chooses a number of allies equal to his
caster level. These individuals gain a +1d increase to their
damage die for 1d8+CL rounds. While this effect is in
27
place, the allies’ weapons transform into large, deadlier-
looking versions of their chosen armament. A sword might
increase in size and gain a saw-toothed edge, a gun’s barrel
would increase in large bore or perhaps gain a laser sight
with an eerie green beam, a musket might gain a second
barrel and a flaming bayonet and so forth. Affected
weapons retain any other properties they might possess
due to magic or craftsmanship.
24-27 Media Assassin. The Anti-Sam sends a devious assassin to
remove one of the caster’s enemies. This media assassin
follows its chosen quarry, who must be visible (either
through direct observation or via video) to the caster when
this effect is invoked. The assassin manifests as a media
glitch. It might appear as distortion in a video broadcast,
pixelization in streamed media, or static on a radio
broadcast. It then hunts the chosen target, moving from
media stream to media stream until it strikes with surprise.
The media assassin is identical to a Shadow (see DCC RPG
p. 425) and remains in the caster’s service until it slays its
quarry, is itself destroyed, or 12 hours passes. The media
assassin can only attack its prey when its target is near or
engaged with some form of electronic-based media (TV,
radio, telegraph, computer, cellphone, etc.), but that is
seldom a hindrance in this day and age.
28-29 Man in Black. The Anti-Sam sends a single supernatural
entity to assist his servant. The creature is a Type I demon
with the following stats: Init +2; Atk touch +2 melee
(paralyze) or silenced demon pistol +4 ranged (1d8+2;
100/200/300 range); AC 13; HD 3d12; MV 30’; Act 1d20; SP
demon traits, paralytic touch (DC 12 Fort save or paralyzed
for 1d3 hours); SV Fort +3, Ref +2, Will +1; AL C. The
demonic Man in Black appears as a non-descript human
male or female dressed in a black suit and wearing dark
glasses. It remains to aid the caster until destroyed,
banished, or 1 hour elapses.
30-31 Men in Black. As 28-29 above, but two demons are
dispatched to aid the caster. They remain to serve until
destroyed, banished, or two hours elapse.
32+ Plausible Deniability. The caster can nullify a single bad
consequence that would otherwise affect him in the next 24
28
hours. The negated event includes arrest, injury, magical
bondage, disease, poison, curses, and even death. The
Anti-Sam steps in at the last second and whisks the caster
away to a safe location of the patron’s choosing but
provides no other additional aid or protections. The caster
can choose when to enact this patron assistance, but
otherwise has no say in the results. This spell effect can be
enacted even if the caster is unconscious, incapacitated,
immobilized or otherwise unable to use magic, and can be
used at the very moment before death claims him. The
caster ignores the nullified event entirely, suffering no
damage, conditions, or other consequences that would
normally take place. The judge has final decree as to where
the caster ends up and what the Anti-Sam might desire in
return for this assistance.

Paton Taint: The Anti-Sam


When patron taint is indicated for the Anti-Sam, roll 1d6 on the
table below. When a caster has acquired all six taints at all levels of
effect, there is no need to continue rolling any longer.
Roll Result
1 Money tarnishes, becomes worn, or is otherwise affected
when handled by the caster. If this result is rolled a second
time, the money becomes bloodstained when the caster
touches it. If this result occurs a third time, the caster’s
visage becomes burned into the currency, perhaps replacing
the face depicted on the coins or bills. This will not only
make others perceive the money as counterfeit, but also
leaves a clear trail for those looking to “follow the money.”
2 The caster notices a shadowy figure observing him from the
crowd, in the window of an adjacent building, or other
inaccessible location. This figure is spied once every 1d7
weeks. Any attempts to confront the figure fail as the
ominous individual vanishes before the caster reaches it.
Only the caster sees the figure. If this result is rolled a
second time, the caster begins seeing multiple figure
(1d4+CL) every 1d3 weeks. If this result occurs a third time,
strange men in black pursue the caster wherever he goes
and unmarked helicopter occasionally fly over his location.
At this level of effect, others can see the ominous agents and
29
their presence may draw attention to the caster when he
doesn’t desire it. These figures may ultimately take direct
action against the caster if and when he rolls result #6 below
three times.
3 A dark blotch appears somewhere on the caster’s body,
discoloring the flesh. If this result occurs a second time, the
blotch assumes a rectangular shape with striations covering
three quarters of the affected skin area. If the result is rolled
a third time, the discoloration assumes the appearance of an
inverted United States of America flag. Instead of the stars
on a blue field, however, the field is jet black and bears a
pentagram made of white bones.
4 Symbols of honest patriotism are affected by the caster’s
presence. Initially the effect is small and easily dismissed as
happenstance. A recording of the national anthem might
skip or fail when the caster is nearby, a flag might fall down
when the caster enters the room, or a Boy Scout might
stutter or forget his oath when the caster is present. If this
result is rolled a second time, the effects become more
pronounced. Brass eagles gain a creeping verdigris, replica
copies of the Constitution or Declaration of Independence
become grimy, or depictions of Uncle Sam start to smolder.
If this result occurs a third time, the consequences are most
severe and the caster is conspicuous as the cause. Flags
might burst into flames at his touch or entire bands playing
the National Anthem sicken at the sight of him.
5 The caster is nauseated by utterances of momentous
American speeches or literature. Reciting excerpts from the
Gettysburg Address or Kennedy’s Inaugural Address, for
example, make him queasy, but have no other physical
effect. If this effect is rolled a second time, reading the
Declaration of Independence or similar material aloud
causes abdominal pains that impart a -1 penalty to all
attacks, spell checks, skill checks, and saving throws. If this
result occurs a third time, the caster can be turned as if
unholy by any true believer in America reading or speaking
excepts from important American writings or utterances.
The believer makes a Personality roll adding his level and
consults the Turn Unholy table on DCC RPG p. 97.
6 The Anti-Sam rewards those who serve him with power, but
30
he is only assisting them so that he may steal their power
when it benefits him. When this result is first rolled, a single
resource or ally of the caster is irreparably lost. An
investment fails, assets are lost, a trusted ally becomes a
turncoat, or other setback occurs as determined by the
judge. If this result is rolled a second time, another resource
or ally is lost, but with a greater degree of severity. The ally
might attempt to assassinate the caster or his bank account
might be wiped out entirely. If this result occurs a third
time, the caster loses all vestiges of his power and influence,
and is targeted for death by other potent servants of the
Anti-Sam. Unlike normal patron taint, the above affects
don’t occur instantly when corruption happens, but may
manifest later when the judges deems it appropriate.

Patron Spells: The Anti-Sam


Those who devote themselves to the Anti-Sam eventually learn the
following three spells:

Level 1: Classified Information


Level 2: Biological Warfare
Level 3: Accidental Death

Spellburn: The Anti-Sam


The Anti-Sam is the sworn enemy of Uncle Sam and the American
Dream. He rewards those who help advance his cause with their
spells and requires affirmations of his goals when spellburning.
When a caster utilizes spellburn, roll 1d4 on the table below or build
off the ideas below to create an event specific to your home
campaign.
Roll Spellburn Result
1 The Anti-Sam works directly against those who serve his
goodly twin. When spellburning to work magic against a
servant of Uncle Sam or those who fight to preserve the
good intentions of the American Dream, the caster gains 2:1
benefit on spellburn up to a number of points equal to his
CL.
2 Strips of the caster’s flesh are torn from his body. Each is the
size of and resembles a dollar bill inked in the caster’s blood.
The “blood money” results in stat loss.
31
3 If the caster destroys iconic pieces of Americana while
working his spell, he gains a spellburn bonus equal to his
Personality modifier or +1, whichever is higher.
4 The caster screams a litany of broken treaties and unjust
laws. The force of this recounting is such that his physical
body is wracked and strained, which manifests as stat loss.

Spell Classified Information


Level 1 (The Anti-Sam)
Range 20’ or more
Duration 1 turn or more
Casting Time 1 action
Save Will vs. spell check
General The caster causes others to forget him and his
actions, blurring their memories and even
destroying physical evidence of his presence at
the scene. At higher levels, the caster becomes a
non-entity, almost impossible to track by
mundane means.
Manifestation Roll 1d4: 1) Black bars like those from an
expurgated report briefly appear about the caster;
2) the sound of a dialup modem connecting
resounds in the air; 3) the smell of burning files
and magnetic tape emanates from the caster; 4)
the caster’s physical body blurs for a moment.
1 Lost, failure, and patron taint.

32
2-11 Lost. Failure.
12-13 The caster causes a single creature within 20’ to
forget meeting the caster unless the subject
succeeds in a Will save. The caster modifies the
target’s memory of the last ten minutes (1 turn),
effectively editing himself out of it. The subject
may recall interacting with someone during the
altered time period, but has no clear recollection
of the caster’s name, appearance, any discussion
that occurred, or other details of the encounter.
Physical evidence of the caster’s presence (tire
tracks, cigarette butts, recorded audio and video,
etc.) are unaffected and careful inspection may
lead to clues about the caster’s identity.
14-17 As above, but the subject can be up to 40’ away
from the caster and be affected, and the spell edits
the subject’s memory for the past hour.
18-19 The caster can affect the memories of multiple
subjects within 60’ of him. The memories of up to
CL+1d6 subjects are edited as described in 12-13
above, and the caster can remove himself from
the subjects’ memories for a period of up to two
hours. Alternately, the caster can affect a single
non-living recording medium (video recording,
audio recording, computer hard drive) and erase
all evidence of himself on that medium. The
recorded information is not edited, but
completely removed, appearing to be the result of
faulty equipment or other natural failure. Non-
living medium is automatically affected unless
protected by magical warding or other defenses
capable of resisting spells.
20-23 As 18-19 above, but the range is increased to 100’
and the spell affects up to three hours of memory
from CL+2d6 subjects. Alternately, the caster can
affect up to three non-living recording media
sources in the area (video, computer records, etc.)
and remove all evidence of his presence.
24-27 The caster can remove all evidence of his

33
presence at a single location, removing signs of
him being there for up to 1 hour. The caster can
affect an area up to 100’ square from a distance of
500’ away. People present at that location fail to
remember him unless they make a successful Will
save. Physical evidence such as tire tracks,
audio/video recordings, credit card transactions,
spent shell casings, and even spilled blood,
vanish without a trace.
28-29 As 24-27 above, but the caster can also obfuscate
the presence of a number of additional creatures
equal to his CL. The time frame affected is
extended to 2 hours.
30-31 The caster removes all evidence of himself from a
single repository of his choosing within a one
mile range. Any stored medium or person present
at the affected location loses all memory of the
caster’s existence. Physical evidence is
permanently misplaced. Entire databases erase
the caster’s records, civil servants “accidentally”
shred records of the caster and forget interacting
with him, and the caster’s form and voice vanish
from recorded medium while leaving the rest of
the recording intact. There is no time limit to the
information affected, but only the information
stored at a single location (judge’s discretion as
what constitutes as single location) is erased.
32+ At this level of effect, the caster effectively
become a ghost in the machine. All records of his
life disappear from their repositories,
photographs of him spontaneously combust or
fade, and even his fingerprints vanish. Everyone
he ever met forgets the caster unless he chooses to
allow an individual to recall him. People meeting
the caster forget him within ten minutes of him
departing the area. Even magical attempts to
locate or scry upon him suffer a -20 penalty to the
spell check. This effect is permanent until
dispelled by magic cancellation effects that
exceed the original spell check.
34
Spell Biological Warfare
Level 2 (The Anti-Sam)
Range 60’ or more
Duration See below
Casting Time 1 action
Save Fort vs. spell check
General The caster infects one or more people with a
magical disease, hampering them or even killing
them. The disease resists natural healing
(imparting a -5 penalty to skill checks to treat the
disease), but can be cured with magical healing if
the spell check for the healing spell or lay on hands
exceeds the spell check of the infecting
incantation.
Manifestation Roll 1d4: 1) Myriad tiny flying insects emerge
from the caster’s mouth and fly about the
target(s); 2) the caster coughs up strands of vile
phlegm that strike the target(s); 3) ghostly Army-
issued blankets wrap themselves around the
victims and then dissipate; 4) miasmic, ill-
seeming vapor streams from the caster’s mouth
and nose to touch the spell’s victims.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster chooses a single target within 60’ to
infect with disease. Unless the subject
successfully saves against the spell check, he
becomes infected. The disease imposes a -2
penalty to all attack, damage, saving throws, skill
checks, and spell checks made by the victim. The
disease lasts for CL+1 days or until cured.
16-19 The caster chooses a single target within 60’ to
infect with disease. Unless the subject
successfully saves against the spell check, he
becomes infected. The disease imposes a -4
penalty to all attacks, damage, saving throws,
skill checks, and spell checks made by the victim
and inflicts 1 point of temporary Stamina damage

35
each day the subject is infected. The disease lasts
for 1d4+CL days or until cured.
20-21 The caster chooses a single target within 60’ to
infect with disease. Unless the subject
successfully saves against the spell check, he
becomes infected. The disease imposes a -4
penalty to all attacks, damage, saving throws,
skill checks, and spell checks made by the victim
and inflicts 2 point of temporary Stamina damage
each day the subject is infected. The disease lasts
for 1d7+CL days or until cured.
22-25 The caster infects 1d4+CL targets within 100’ with
disease if they fail their saving throws. The
disease causes an immediate 2d6 damage to the
victims and imposes a -4 penalty to all attacks,
damage, saving throws, skill checks, and spell
checks. The infected creatures move at half speed
as well. The subjects also lose 2 Stamina points
each day the disease persists. The disease lasts for
1d10+CL days or until cured.
26-29 The caster infects 1d6+CL targets within 150’ with
disease if they fail their saving throws. The
disease causes an immediate 2d6 damage to the
victims and imposes a -4 penalty to all attacks,
damage, saving throws, skill checks, and spell
checks. The infected creatures move at half speed
as well. The subjects also lose 1 point of Strength,
1 point of Agility, and 2 Stamina points each day
the disease persists. The disease lasts for 2d6+CL
days or until cured.
30-31 The caster infects 1d8+CL targets within 200’ with
disease if they fail their saving throws. The
disease causes an immediate 2d6+3 damage to the
victims and imposes a -4 penalty to all attacks,
damage, saving throws, skill checks, and spell
checks. The infected creatures move at half speed
as well. The subjects also lose 1 point of Strength,
1 point of Agility, and 2 Stamina points each day
the disease persists. The disease lasts for 2d8+CL
days or until cured.
36
32-33 The caster infects 1d12+CL targets within 200’
with disease if they fail their saving throws. The
disease causes an immediate 2d6+6 damage to the
victims and imposes a -4 penalty to all attacks,
damage, saving throws, skill checks, and spell
checks. The infected creatures are incapacitated,
too weak to move under their own power. The
subjects also lose 1d3 point of Strength, 1d3 point
of Agility, and 1d3+1 Stamina points each day the
disease persists. The disease lasts for 2d10+CL
days or until cured.
34+ The caster infects the region with a terrible
plague. A locale up to the size of a small town is
exposed to a magical disease that swiftly strikes
down anyone not making a Fort save vs. the spell
check. This disease immediately inflicts 3d8
points of damage. Assuming the victim survives,
they are incapacitated for the duration of the
disease. Each day they are infected they lose 1d6
points of Strength, Agility, and Stamina. Anyone
coming into close proximity of the infected must
make a Fort save vs. a DC equal to half the
original spell check or become infected. The
disease is so deadly that even magical healing has
only a 75% chance of successfully treating the
plague. The disease lasts for 2d14+CL days or
until all the infected are dead.

37
Spell Accidental Death
Level 3 (The Anti-Sam)
Range 160’
Duration See below
Casting Time 1 hour
Save Fort vs. spell check
General This spell causes the death of a single victim. The
caster must have a specimen of the subject’s
physical body (blood, hair, fingernail parings,
etc.) to enact this spell. If the victim recovers the
stolen physical matter before the spell runs its
course, he can destroy the link and prevent his
death. Otherwise only a successful remove curse
that exceeds the spell check will save the victim’s
life.

The death of the victim always appears to be from


natural or accidental causes such as automobile
accident, suicide, sudden illness, heart attack, or
another unpredictable but unremarkable cause.
Death is not instantaneous, but occurs after 24
hours per victim’s Hit Dice have passed. Zero
level creatures die within 12 hours of being
successfully targeted by this spell.
Manifestation Roll 1d4: 1) The caster draws occult sigils around
a photograph of the victim, then places the stolen
physical matter atop the image; 2) the caster
creates a magical doll containing the victim’s
physical matter, then inflicts horrible wounds
upon it; 3) the caster forces a small animal to
consume the stolen physical matter and then
slays the beast when the casting is complete; 4)
the caster places the stolen physical matter in a
sachet along with a photo of the victim, then
submerges the bag in foul liquid matter until the
subject’s death occurs.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.

38
16-17 The caster dooms a single creature with 1 or less
Hit Dice to death.
18-21 The caster dooms a single creature with 2 or less
Hit Dice to death.
22-23 The caster dooms a single creature with 3 or less
Hit Dice to death.
24-26 The caster dooms a single creature with 4 or less
Hit Dice to death.
27-31 The caster dooms a single creature with 5 or less
Hit Dice to death.
32-33 The caster dooms a single creature with 6 or less
Hit Dice to death.
34-35 The caster dooms a single creature with 7 or less
Hit Dice to death.
36+ The caster dooms a single creature with 8 or less
Hit Dice to death.

39
The Old Man of the Mountain (a.k.a The Great Stone
Face), Patron of Knowledge and the Land

First Manifestation: Before 5000 B.C.


Status: Presumed deceased as of May 3 rd, 2003.
Alignment: Neutral

For millennia, men, first those of the indigenous tribes and later
European settlers, would ascend into the White Mountains in search
of a fantastical landmark. Adorning the side of Cannon Mountain
was the profile of a tremendous, wise-looking man who looked
down upon land. Daniel Webster wrote of the Great Stone Face:
“Men hang out their signs indicative of their respective trades; shoe

40
makers hang out a gigantic shoe; jewelers a monster watch, and the
dentist hangs out a gold tooth; but up in the Mountains of New
Hampshire, God Almighty has hung out a sign to show that there
He makes men." Whether the Old Man of the Mountain was
divinely fashioned and imbued with sentience by the Almighty or
perhaps willed into being by the imaginations of those who looked
upon its countenance, the Great Stone Face was a powerful and
wise entity that possessed the potency of the mountains and the
wisdom of the ages.

Native American shamans would chant beneath the grand profile,


waiting for the Old Man to grant them potent dreams rich with
symbolism. Artists, poets, writers, and dreamers flocked to Cannon
Mountain to gaze upon the Face and seek inspiration. When
thunderstorms rattled the mountains and rivers overflowed their
banks, more than a few residents whispered somewhat
blasphemously pagan prayers to the Old Man beseeching it for
protection. Certain occult scholars theorize that it was the power of
the Great Stone Face that kept the White Mountains free of the mi-
go deprivations that plagued the Green Mountains of Vermont.

Although seemingly as eternal as the mountain which it adorned,


the Old Man of the Mountain’s existence came to an end in the early
morning hours of May 3rd, 2003 when the stony profile collapsed in
roar of falling rock. Locals left flowers at the base of Cannon
Mountain, touched by a loss that they could not adequately explain.
Even those unaware of America’s esoteric underworld knew the
nation had lost something vital and powerful, and sought to pay
homage to that which was gone forever.

The Old Man of the Mountain is believed to no longer exist


following the Face’s collapse, but the truth of the patron’s existence
is left to the judge to decide.

Demands: If still active, the Old Man of the Mountain places few
conditions on its servants. It asks only that they develop patience
and seek knowledge. When it has tasks for its agents, they are
usually ones that lead to self-improvement rather than to advance a
cause or agenda.

41
Other Campaign Settings: The Old Man of the Mountain can
represent any eternal (or nigh-eternal) spirit of the land, a powerful
primordial earth elemental, the ghost of a legendary wise mountain
hermit, or the spiritus loci of a dwarven mountain.

Invoke Patron check results


12-13 The caster is imbued with stony prowess. He gains a +2
bonus to Fort saves and a +1 bonus to AC. These effects
last for 1d6+CL rounds.
14-17 The caster is blessed with the immobility and power of the
mountain. He gains a bonus equal to his CL to all Fort
saves and Strength-related checks. In addition, he cannot
be moved from his position unless he chooses to. Attempts
to knock him prone, push him back, or otherwise shift him
automatically fail. Both these benefits last for (CL)d6
rounds.
18-19 The caster’s body assumes the form of stone. His AC is
increased by +6 and he suffers half damage from non-
magical physical attacks. His speed is reduce by -5’. This
transformation lasts for 1 turn.
20-23 The Old Man of the Mountain grants the caster a single
cryptic vision that may or may not be pertinent to matters
at hand. The judge makes a secret Luck check for the caster
and, if it is successful, provides the character with a useful
bit of obscure wisdom that can assist her at the present
moment (an enemy’s location or vulnerability, the resting
place of a useful item, a valuable insight into a pressing
matter, etc.). On a failed check, the information is still
useful, but not immediately. The judge should take this
opportunity to introduce a new adventure seed, a hint at
where a new spell may be learned, the identity of a
powerful potential ally, or similar useful piece of
information.
24-27 The caster gains the wisdom of the land. The caster
automatically knows the answer to one question he
ponders during the next 10 minutes provided the subject of
the conundrum is directly connected to the earth. For
example, the caster could learn the exact position of an
enemy anywhere in the world so long as he is touching the

42
ground or atop an object or creature resting on the land, or
discern the location of a missing item if it is earthbound.
He could not, however, ascertain the veracity of a
statement spoken by someone or know their thoughts, as
these are not concrete subjects directly connected to the
land. There is no range limit to this effect and only
extremely powerful magic that somehow blocks the
subject’s connection with the land can foil this power.
28-29 The caster draws upon the Great Stone Face’s vast
storehouse of wisdom to glean a single esoteric piece of
lore. The question is answered truthfully with the
following limitations: 1) the question must concern
something that occurred between 5000 BC and the current
year (or May 3rd, 2003 if the campaign is set in the modern
period); 2) the question must pertain to something that
occurred on Earth (or the campaign world if not Earth-
based); and 3) the answer is limited to fifteen words or less.
The Old Man of the Mountain always answers to the best
of its ability given the limitations above, but the response
may be cryptic due to limitation in speech. The Great Stone
Face speaks slowly and it takes 12 hours for the mountain
to reply in full. Anything interrupting the Old Man’s reply
could result in the caster receiving only a partial answer to
her question.
30-31 The caster taps into the Old Man of the Mountain’s
mystical wisdom to learn a new magical formulae. The
Great Stone Face teaches one spell of his choosing and the
wizard automatically adds the spell to her repertoire. The
caster can do this even if she is not normally qualified to
learn a spell (such as in between gaining levels). The spell
need not be one the caster can currently invoke, and
gaining knowledge of a spell does not impart the ability to
cast it. In such cases, she must wait until she reaches the
proper level in order to work the spell successfully. The
instruction period from the Great Stone Face takes one day
per level of the spell learned. During this time, the caster
can do nothing but meditate under the gaze of the Face. If
the caster is interrupted, she fails to learn the spell and the
instruction attempt still counts against the number of times
she can invoke this effect.
43
A caster can attempt to learn a spell from the Great Stone
Face a number of times equal to her Intelligence modifier
(minimum once). After that number is attempted—
successful or not—the Great Stone Face no longer grants a
new spell on a spellcheck of 30-31. Instead, the patron
grants the caster a +10 spellcheck bonus on the next spell
she casts within CL hours of achieving this invoke patron
result.
32+ The caster merges with the Old Man of the Mountain,
removing herself from the world to enter a state of long
hibernation and instruction. The caster must be standing
atop bare stone to begin this hibernation. If not, the spell
check produces no effect and the invoke patron fails.
Otherwise, she is drawn into the stone and transported to
Cannon Mountain, where her body enters a long sleep.
Roll 1d14 to determine the length of the hibernation: 1)
One year; 2-3) 10 years; 4-6) 50 years; 7-11) 100 years; 12-13)
500 years; 14) 1,000 years. The caster automatically
emerges from her hibernation at the base of Cannon
Mountain once this time has elapsed.

While in hibernation, the caster does not age, need to eat or


drink, and is immune to all forms of damage. She enters a
dreamlike state and is unaware of events occurring in the
physical world. She cannot exit this slumbering state on
her own until the hibernation ends, but the actions of
outsiders may awaken her at the judge’s discretion. While
hibernating, she taps into the Old Man of the Mountain’s
great storehouse of lore and gleans wisdom from her
patron during her long sleep. The extent of this knowledge
depends on the length of the hibernation. If it last one year,
the caster learns a new randomly determined spell. The
spell is learned even if she has previously reached her limit
on the number of spells the Great Stone Face can teach (see
30-31 above). Hibernating 10 years grants the caster a +1
bonus all spell checks for one randomly determined spell
(judge’s decision). Hibernating for 50 years grants her a
new random spell and a +2 bonus to spell checks with one
particular spell of her choosing.
44
If the caster hibernates for 100 years or more, she gains a
permanent +1 bonus to her Intelligence score for each full
century spent dreaming inside the mountain. No mortal
spellcaster can possess greater than an Intelligence of 30,
however, so multiple long-term hibernations can never
increase the ability score above this point. If the caster’s
Intelligence ever exceeds 30 due to hibernation, her brain
explodes, instantly slaying the caster.

Paton Taint: The Old Man of the Mountain


When patron taint is indicated for the Old Man of the Mountain,
roll 1d6 on the table below. When a caster has acquired all six taints
at all levels of effect, there is no need to continue rolling any longer.

Roll Result
1 The caster becomes reticent to speak, talking to others only
when spoken to first. If the result is rolled a second time, the
caster’s reply to a single question cannot exceed her
Intelligence score in number of words. Her speech ends
abruptly after reaching that word limit and she cannot speak
again until spoken to anew. If this result occurs a third time,
the caster cannot speak more words than her CL in any
given exchange. This limitation does not apply to or affect
her spell casting, only social exchanges.
2 The caster’s skin becomes hard and calloused, and is rough
to the touch. If this result is rolled a second time, small
patches of blue-green lichen appear on her skin. If this taint
occurs a third time, her flesh cracks like old stone, imparting
a permanent 1 point loss of Stamina and Personality.
However, some dwarf and gnome clans see this as a blessing
and they are automatically friendly to the caster when she is
first met.
3 The caster becomes hesitant to travel far from her home
territory. At first, this taint manifests as an enduring
homesickness when the caster is travelling. If this result is
rolled a second time, the caster will return to her home
region whenever circumstances allow, eschewing
opportunities for wealth, employment, and similar material
rewards for the comforts of home. If this result occurs a
45
third time, she cannot travel more than five miles from her
home without suffering physical harm. Doing so inflicts 1
point of temporary Stamina damage each day she is away
from her home territory.
4 The caster weeps tiny pebbles instead of tears. If this result
occurs a second time, the pebbles increase in size and cause
temporary blindness as they aggravate the caster’s eyes. She
is blind for 1d10 minutes after shedding tears of sorrow or
pain. If this result is rolled a third time, the caster’s eyes turn
to stone orbs, permanently blinding her.
5 The caster’s movements grow slow and ponderous. At first,
she merely lags behind and her allies must constantly wait
for her to catch up. If this result is rolled a second time, the
caster suffers a -1d penalty to initiative rolls. If this taint
occurs a third time, her speed is reduced by -10’.
6 The caster develops an allergy to water. Initially, she suffers
minor discomfort when wet and avoids bathing for as long
as she can. If this result is rolled a second time, she suffers
double damage from any water- or ice-based attack. If this
result is rolled a third time, she suffers 1 point of damage
any time she is splashed with water. If she is immersed in
water, 1d6 damage is suffered each round.

Patron Spells: The Old Man of the Mountain


The Old Man of the Mountain teaches three new spells to his
servants:

Level 1: Stone Ward


Level 2: Endurance of the Mountain
Level 3: Lucky Stone

Spellburn: The Old Man of the Mountain


The Old Man of the Mountain is patient and more concerned with
the accumulation and teaching of wisdom than in swift action or
violence. He rewards those who follow this philosophy when they
call upon him to aid their spell workings. When a caster utilizes
spellburn, roll 1d4 on the table below or build off the ideas below to
create an event specific to your home campaign.

46
Roll Spellburn Result
1 The Old Man of the Mountain is patient and rewards those
who share his restraint. If the caster doubles the casting time
of her spell, the Great Stone Face grants her a spellburn
boost equal to her Intelligence or Personality modifier
(caster’s choice).
2 The caster’s search for knowledge is rewarded by the Old
Man of the Mountain. If the caster’s spell is one that imparts
knowledge (detect magic, read magic, consult spirit, etc.)
spellburning 2 points automatically bumps the spell check
result to the next highest bracket. This form of spellburn can
only be done once per day.
3 The Great Stone Face eschews violence for wisdom and
expects his servants to do the same. For each level of
experience possessed by the caster, she can permanently
relinquish an offensive spell from her spellbook, vowing
never to cast it again. In exchange, she may choose one
divination or information-gathering spell in her repertoire
and permanently double the benefit of any spellburn made
when casting that spell. For example, a caster vows to never
cast magic missile again and now gain 2:1 spellburn when she
casts detect invisible. If the caster ever breaks her vow, she
cannot spellburn until she performs an act of contrition as
determined by the judge.
4 Shards of brittle stone emerge from the caster’s body, then
shatter to release the Old Man of the Mountain’s power. The
torn flesh and thunderous report inflict stat damage.

47
Spell Stone Ward
Level 1 (The Old Man of the Mountain)
Range 30’ or more
Duration 1 round or more
Casting Time 1 action
Save See below
General The caster turns the very ground against her
enemies, making it difficult or even dangerous to
stand upon the warded area. This spell must be
cast on open ground, exposed soil, bare rock, or
earth-connected material. It has no effect if cast on
wood, metal or other substances.
Manifestation Roll 1d4: 1) The ground rumbles as if in the grips
of a small earthquake; 2) a great booming voice
echoes about the area, causing the ground to
ripple; 3) the caster thrusts her hands into the
earth and the ground undulates at her touch; 4) a
shadowy silhouette of the Great Stone Face
appears on the affected area then vanishes.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 The ground in a 10’ square area within the spell’s
range grows 1” long stone spikes. Any creature in
the area of effect or entering it while this spell is
active must make a Reflex save or suffer 1d3
damage. The effect lasts 1 round.
14-17 The ground in a 15’ square area within the spell’s
range grows 2” long stone spikes. Any creature in
the area of effect or entering it while this spell is
active must make a Reflex save or suffer 1d6
damage. Moving while inside the spikey area
requires another Ref save to avoid damage. This
effects last 2d3 rounds.
18-19 The ground in a 20’ square area within the spell’s
range grows 3” long stone spikes. Any creature in
the area of effect or entering it while this spell is
active must make a Reflex save or suffer 1d8+CL
damage. Moving while inside the spikey area
requires another Ref save to avoid damage. This

48
effects last 2d4 rounds.
20-23 As 18-19 above, but the damage increases to
1d10+CL. Additionally, the caster can choose one
type of creature (humans, goblins, Deep Ones,
etc.). Creatures of that type must make a Will
save vs. the spell check to voluntarily enter the
area of effect. Those inside the area of effect when
the spell takes place must make their save or be
expelled from the warded section of ground.
Expelled creatures must make a DC 10 Agility
check or be knocked prone outside the warded
area. This effect lasts 2d5 rounds.
24-27 The ground in a 30’ square area within the spell’s
range grows 4” long stone spikes. Any creature in
the area of effect or entering it while this spell is
active must make a Reflex save or suffer 1d12+CL
damage. Moving while inside the spikey area
requires another Ref save to avoid damage.
Additionally, the caster can ward the area against
one type of creature as described in 20-23 above.
This effect last 3d6 rounds.
28-29 The ground in a 40’ square area within the spell’s
range becomes dangerous to all creatures not
granted protection by the caster at the time of the
spell’s casting. The caster can choose a number of
creatures equal to 1+CL to be immune to the
ward’s effects. Any non-protected creature inside
the area must make a Fort save vs. the spell check
or spontaneously combust, suffering 1d6+CL
damage each round until they exit the warded
area and make a DC 10 Reflex save to extinguish
the flames. Unprotected creatures outside the
ward must make a Will save vs. the spell check to
willingly enter the area of effect. This effect lasts
for 3d10 rounds.
30-31 The ground in a 50’ square area within the spell’s
range becomes dangerous to all creatures not
granted protection by the caster at the time of the
spell’s casting. The caster can choose a number of
creatures equal to 3+CL to be immune to the
49
ward’s effects. Any non-protected creature inside
the area must make a Fort save vs. the spell check
or spontaneously combust, suffering 1d8+CL
damage each round until they exit the warded
area and make a DC 10 Reflex save to extinguish
the flames. Unprotected creatures outside the
ward must make a Will save vs. the spell check to
willingly enter the area of effect. This effect lasts
for 3d12 rounds.
32+ The caster wards a 100’ square foot area of
ground. Any creature not specifically granted
permission by the caster at the time of the spell’s
casting who enters or is inside the area of effect
suffers (CL)d6 damage. In addition, the affected
creatures must make a DC 20 Fort save or
spontaneously combust, taking 1d8+CL fire
damage each round until they exit the warded
area and extinguish the flames with a DC 10
Reflex save. Lastly, conjured or summoned
creatures cannot appear in the warded area
unless the conjuring or summoning spell’s spell
check exceeds the stone ward spell check. This
effect last for 1 hour per CL.

50
Spell Endurance of the Mountain
Level 2 (The Old Man of the Mountain)
Range Touch
Duration 1 round or more
Casting Time 1 action
Save See below
General The caster calls up the strength of the mountain to
infuse her mortal form with improved resilience.
Manifestation Roll 1d4: 1) the caster’s flesh assumes a rocky
gray hue; 2) crystalline lattices rises from the
ground and wrap themselves around the caster’s
body; 3) the sound of an avalanche echoes from
the caster’s mouth as she finishes casting the
spell; 4) the caster’s face briefly assumes the
appearance of the Old Man of the Mountain.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster gains a +2 bonus to AC and a +1 bonus
to Fort saves for 1d6+CL rounds.
16-19 The caster gains a +3 bonus to AC and a +2 bonus
to Fort saves for 1d8+CL rounds.
20-21 The caster gains a +4 bonus to AC and a +3 bonus
to Fort saves for 1 turn.
22-25 The caster gains a +4 bonus to AC and a +3 bonus
to Fort saves. She also suffers half damage from
fire and lightning attacks. If the attack allows for
a saving throw for half damage, a successful save
reduces the damage to 1/4th. This effect lasts for 3
turns.
26-29 The caster gains a +6 bonus to AC and a +4 bonus
to Fort saves. She also suffers half damage from
fire and lightning attacks. If the attack allows for
a saving throw for half damage, a successful save
reduces the damage to 1/4th. This effect lasts for 1
hour.
30-31 The caster gains a +6 bonus to AC and a +4 bonus
to Fort saves. She also suffers one-quarter damage
from fire and lightning attacks. If the attack
51
allows for a saving throw for half damage, a
successful save negates all damage. This effect
lasts for 3 hours.
32-33 The caster gains a +8 bonus to AC and a +5 bonus
to Fort saves. She also is immune to fire and
lighting attacks, and suffers only half-damage
from non-magical weapons. This effect lasts for 6
hours.
34+ The caster gains a +10 bonus to AC and a +8
bonus to Fort saves. She is immune to harm from
fire, lighting, and all non-magical attacks. Magical
weapons inflict only half-damage to her unless
they possess a bane against earth elementals.
Additionally, the caster heals 1 die of damage
every turn if she is standing on bare rock or soil.
This effect lasts for 12 hours.

Spell Lucky Stone


Level 3 (The Old Man of the Mountain)
Range Self
Duration Varies
Casting Time 1 turn
Save None
General The caster channels the Old Man of the
Mountain’s mystic energy into herself to create a
number of lucky stones containing the patron’s
power. These fist-sized stones follow her about
for the spell’s duration, floating at eye-level
immediately behind her. The caster can expend
one or more of these lucky stone to grant herself
or allies a bonus to rolls or to protect themselves
from harm. Assisted allies must be in the caster’s
line of vision.

Each lucky stone grants a +3 bonus to any attack


roll, spell check, saving throw, skill check, or
other action die-based roll. A lucky stone can also
be used to reduce the damage suffered from an

52
attack by 1d3 points. The caster can expend a
number of lucky stones equal to her CL each
round and can act out of initiative order to assist
another or reduce damage.
Manifestation See spell description
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 The caster creates 1d3+1 lucky stones. These
follow her until used or 2d4 rounds elapse.
18-21 The caster creates 1d5+1 lucky stones. These
follow her until used or 1 turn elapses.
22-23 The caster creates 1d6+2 lucky stones. These
follow her until used or 3 turns elapse.
24-26 The caster creates 1d7+2 lucky stones. These
follow her until used or 1 hour elapses.
27-31 The caster creates 1d8+3 lucky stones. These
follow her until used or 2 hours elapse.
32-33 The caster creates 1d12+4 lucky stones. These
follow her until used or 3 hours elapse.
34-35 The caster creates 1d14+5 lucky stones. These
follow her until used or 6 hours elapse.
36+ The caster creates 1d20+8 lucky stones. These
follow her until used or 8 hours elapse.

53
Stagger Lee (A.K.A. Stackalee, Stack-o-Lee, or
Stagolee), Patron of Badasses

First Manifestation: Christmas Day, 1895


Status: Active
Alignment: Chaotic

Stagger Lee is the patron of badasses, the one growled prayers are
made to before violence ensues. He is the One Who Walks Free, the
Mack, and the Original Bad Ass Who Threw Satan off His Throne.
According to legend, the entity that is Stagger Lee was born in Bill
Curtis’ saloon in St. Louis, Missouri on Christmas Day of 1895,
birthed in a cloud of gun smoke, a pool of spilled blood, and a
mangled Stetson hat. He is said to carry a .44 pistol that never
misses, has the power to assume to form of animals, and was born
with a caul over his face, granting him the power to see ghosts.
Legend holds that Stagger Lee soul his soul to the Devil and
received an oxblood Stetson hat with uncanny powers in return. It’s
further said that the Devil came to regret that bargain. When
Stagger Lee died in 1912, he came straight down to Hell and kicked

54
Satan off his throne, turning the Pit into a paradise for murderers,
pimps, and badasses.

Stagger Lee is a patron of the streets, often venerated by African-


American males inhabiting the criminal underworld or living lives
predicated on violence, but Stack’s patronage cuts across racial and
economic lines. Although a common patron of street fighters,
pimps, and gamblers, some magic-workers align themselves with
Stack-o-Lee, especially hoodoo priests and black magic sorceresses.
Stagger Lee is respected by all of these types for his ability to
commit crimes and oppose the forces of law without fear of
retribution. In life, it’s said that the St. Louis police feared to arrest
him after he gunned down Billy Lyons for the crime of touching his
oxblood hat.

Those who serve Stagger Lee often adopt his trademark .44 pistol
and Stetson hat, and dress in finery current to their era
supplemented with gold jewelry.

Demands: Stagger Lee has no respect for his servants that are not
respected in turn. As such, the patron requires they avenge any
slight or disrespect directed towards them, even going so far as to
withhold his aid until the insult is addressed. Stagger Lee also
demands his servants keep his memory alive in the minds of the
living. This can be done by spreading his legend through song and
story, or by committing violent acts in remembrance of him.

Other Campaign Settings: Stagger Lee can represent any


legendary, infamous outlaw or a mythical assassin. In campaign
world where firearms are not prevalent, simply swap ranged attack
effects and bonuses for melee ones. The Make the Mojo Hat spell can
be changed to create any form of magical clothing or jewelry.

Invoke Patron check results


12-13 Stagger Lee calls on his affinity with firearms to defend the
caster from ranged attacks. He gains a +4 AC bonus against
all non-magical missile attacks for 1 turn.
14-17 Stagger Lee rewards the caster with the gift of a steady hand
and clear eye, increasing his prowess with ranged attacks
and spells. Any ranged weapon or spell requiring an attack
55
roll is made with a +4 bonus to the caster’s attack roll. This
power lasts for 1d5+CL rounds.
18-19 Stackalee protects the caster from ranged attacks. In
addition to granting him a +8 AC bonus versus ranged
attacks, all non-magical missile attacks inflict half damage.
Magical and melee attacks are unaffected. This effect lasts
for 1d4+CL turns.
20-23 Stagger Lee rewards the caster with the gift of a steady hand
and clear eye, increasing his prowess with ranged attacks
and spells. Any ranged weapon or spell requiring an attack
roll is made with a +6 bonus to the caster’s attack roll.
Additionally, the caster rolls damage dice twice and takes
the better result. This power lasts for 1d5+1 turns.
24-27 Stackalee gifts the caster his ability to see invisible
supernatural creatures such as ghosts, faeries, demons, and
other entities obscured by magical spells or abilities. This
power manifests as a detect invisible spell check result of 20-
21. Additionally, the caster can harm ghosts, wraiths, spirits,
and other incorporeal un-dead as if his weapons were
magical, silver, cold iron, or other substances necessary to
damage them. Both of these abilities last for 2d4 turns.
28-29 Stagger Lee defends the caster against all forms of ranged
attacks. He becomes immune to non-magical ranged
weapons and magic missile spells. Magical ranged weapons
inflict 1 point of damage plus their magical bonus (if any).
The caster suffers half damage from ranged spells such as
burning hands, scorching ray, fireball, lightning bolt, and similar
incantations. If the ranged spell attack allows a saving
throw to reduce damage, a successful save by the caster
results in no damage taken. This effect lasts 1d3 hours.
30-31 The caster transforms into a lean, dark-furred wolf with
teeth made of gold. While in this form, the caster gains a +1
bonus to initiative rolls, AC 14, a bite +4 melee (2d4+STR
bonus) attack; MV 40’, SP +10 bonus to stealth checks at
night or in city environments; +2 bonus to Fort and Ref
saves. He can change back and forth between his wolf and
human forms as often as desired during this effect’s
duration. The transformation takes 1 full round. At the end
of the duration, he returns to his normal human form. This

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power lasts for 1d5+CL hours.
32+ Stagger Lee gifts the caster with a shard of his original
badass soul, granting him a number of supernatural powers.
While in possession of part of Stagger Lee’s soul, the caster
is immune to non-magical attacks. He gains +8 to attacks,
damage, saving throws, spell checks, and AC. He also gains
+30 temporary hit points. These points are lost first when
the caster is injured. The caster becomes capable of striking
creatures normally only affected by magical attacks and
inflicts double damage to all infernal and demonic entities.
Additionally, the caster automatically inflicts a critical hit
when he strikes a divine or holy creature. The caster can
impart fear with a glance. Any creature with HD or levels
less than the caster’s level flees his presence for 1d8 rounds.
Creature with HD or levels equal to or greater than the
caster’s level must make a DC 15 Will save or flee for 1d4
rounds. This invoke patron result lasts for CL turns.

Patron Taint: Stagger Lee


When patron taint is indicated for Stagger Lee, roll 1d6 on the table
below. When a caster has acquired all six taints at all levels of effect,
there is no need to continue rolling any more.

Roll Result
1 The caster acquires a dark birthmark high on his forehead.
The blemish is oxblood is coloration and about the size of a
dime. While noticeable, it does not affect the caster’s overall
appearance. When this taint is rolled a second time, the
birthmark becomes a bullet hole surrounded by singed flesh.
The wound does not bleed, but is obviously a gunshot
wound and alarms those noticing it. If this result is rolled a
third time, the wound constantly bleeds. This endless gore
never stains the caster’s hat if he wears one, but cannot be
staunched or otherwise prevented from flowing down his
face.
2 A permanent odor of gunpowder accompanies the caster’s
presence. At first, this smell is very faint and only noticeable
by those in close proximity to the caster. When this result is
rolled a second time, the stench increases in potency and is
detectable by everyone within 10’ of the caster. If rolled a
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third time, the smell is overwhelming, quickly filling
enclosed spaces and noticeable from up to 60’ away. The
caster can no longer hide from creatures with exceptional
senses of smell and can always be tracked by scent.
3 The caster becomes supernaturally attached to his
headwear. At first, the caster cannot rest unless his hat is
with him. Normal sleep becomes impossible without the hat
within arm’s reach. If this result is rolled a second time, the
caster becomes enraged if his hat is lost or stolen, lashing out
at either the culprit or a random target of his rage if no
deserving target is present. The caster must attack the target
until he or the caster is slain or incapacitated. If rolled a
third time, the caster becomes intrinsically linked with his
hat. Should the headpiece ever be destroyed, the caster must
immediately make a DC 20 Fort save or die.
4 The caster develops an oral fixation for bullets. At first, the
caster find comfort in sucking on or chewing live rounds of
ammunition, but this taint has no detrimental impact. If
rolled a second time, the caster has difficulty concentrating,
suffering a -2 penalty to all rolls unless he has a bullet in his
mouth. If this result occurs a third time, the caster must
physically consume 1d5 bullets each day or suffer 1 die of
damage that cannot be healed until he eats the requisite
number of live rounds.
5 The caster’s hands become discolored as if stained with
dried blood. If this result is rolled a second time, the caster’s
hands become bright red in coloration. If this result occurs a
third time, his hands are constantly wet with fresh blood
and he leaves gory handprints wherever he goes.
6 The caster develops an irrational desire for finery, choosing
to purchase the best clothes available whenever possible. If
this result is rolled a second time, the caster is compelled to
purchase new, well-tailored clothing at least once per
month. Failing to do so imparts a -1 die penalty to his spell
checks until he visits a haberdashery and acquires new
threads. If this result occurs a third time, the caster must buy
new finery every week or suffer the -1 die penalty to spell
checks. Additionally, if the caster’s clothes become soiled
while wearing them, a -2 penalty to his spell checks and
attack rolls is incurred until he changes into clean clothes.
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Patron Spells: Stagger Lee
Those acolytes of the gun who serve Stackolee are given access to
the following spells:

Level 1: Dirty Shooting


Level 2: Hell is Home
Level 3: Make the Mojo Hat

Spellburn: Stagger Lee


Stagger Lee respects those who engage in violence without fear or
otherwise disregard the rules of law and order so as to increase
their respect among others. A caster quick to violence or a showing
a disregard for law enjoys increased spell prowess. When a caster
utilizes spellburn, roll 1d4 on the table below or build off the ideas
below to create an event specific to your home campaign.

Roll Spellburn Result


1 The caster can double his spellburn bonus if he grievously
injures or kills someone (reduces target’s hit point total to
25% or less) in the round before spellburning. Each point of
spellburn counts as 2 points up to a maximum of ability
points equal to the injured/killed target’s hit dice (e.g., if the
caster injures or kills a 2 HD monster, he can spellburn up to
2 ability points with a 2:1 benefit). The caster can spellburn
additional ability points but does not enjoy the two-for-one
bonus on these burned attributes.
2 Stagger Lee grants the caster an additional spellburn bonus
equal to his caster level. In return, the caster must commit a
criminal act flaunting in the face of society before the dawn
of the following day. This act must be of some consequence
(jaywalking does not count, for example, but destruction of
private property would). If the caster fails to commit a crime
by the deadline, he suffers twice the spellburn bonus in
temporary ability damage.
3 The caster gains a +1d4 spellburn bonus if his casting is
directed against law enforcement officials, politicians, civic
workers, or other authority figures.
4 The caster chews off the tip of his thumb (and other fingers

59
in the case of multiple points of spellburn) and wets his
bullets with his own fresh blood. The injuries manifest as
ability damage.

Spell Dirty Shooting


Level 1 (Stagger Lee)
Range Self
Duration 1 round or more
Casting Time 1 action
Save N/A
General This spell increases the caster’s acumen with
ranged weapons (bows, crossbows, pistols, rifles,
hurled spears, advanced military laser weaponry,
etc.). Stagger Lee grants the caster increased
speed and accuracy, allowing the conjurer to
drop his opponents before they slay him. The
magic of this spell allows the caster to quickly
reload his weapons, granting him the benefit of
additional attacks even if his weapon could not
normally be utilized more than once per combat
round.
Manifestation Roll 1d4: 1) The stench of cordite suddenly wafts
from around the caster; 2) the caster’s hands
move in a blur as he unleashes a flurry of ranged
attacks; 3) an aura of hellfire envelopes the
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caster’s hands; 4) the caster’s weapon assumes the
appearance of a .44 pistol regardless of its true
appearance. If the weapon is a .44, it turns blood
red in color and hellfire erupts from its barrel
when fired.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 The caster gains an additional d14 action die
during his next round. This die can only be used
to make an attack with a ranged weapon. The
caster applies all his normal modifiers for a
ranged attack when rolling this bonus die.
14-17 The caster gains an additional d14 action die
during his next CL number of rounds. This die
can only be used to make an attack with a ranged
weapon.
18-19 The caster gains an additional d14 action die
during his next CL number of rounds. This die
can only be used to make an attack with a ranged
weapon. In addition, the caster gains a +1 bonus
to all ranged attacks made while this spell is in
effect.
20-23 The caster gains an additional d16 action die
during his next CL+1d4 number of rounds. This
die can only be used to make an attack with a
ranged weapon. In addition, the caster gains a +1
bonus to all ranged attacks made while this spell
is in effect.
24-27 The caster gains an additional d16 action die
during his next CL+1d4 number of rounds. This
die can only be used to make an attack with a
ranged weapon. In addition, the caster gains a +2
bonus to all ranged attacks made while this spell
is in effect.
28-29 The caster gains an additional d20 action die
during his next CL+1d6 number of rounds. This
die can only be used to make an attack with a
ranged weapon. In addition, the caster gains a +2
bonus to all ranged attacks made while this spell

61
is in effect.
30-31 The caster gains an additional d20 action die
during his next CL+1d6 number of rounds. This
die can only be used to make an attack with a
ranged weapon. In addition, the caster gains a +3
bonus to all ranged attacks made while this spell
is in effect.
32+ The caster gains an additional d20 action die
during his next CL+2d4 number of rounds. This
die can only be used to make an attack with a
ranged weapon. In addition, the caster gains a +4
bonus to all ranged attacks made while this spell
is in effect. The caster is also granted a single d24
action die that can be rolled once during any
round the spell is in effect. This die can either be
used to gain one additional ranged attack or
“cashed in” to turn a single successful ranged
attack into a critical hit. The caster must cash in
his bonus d24 before damage is rolled for the
successful attack and determines the results of the
critical hit as normal for his level and class.

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Spell Hell is Home
Level 2 (Stagger Lee)
Range 100’
Duration 1 turn or longer
Casting Time 1 action
Save See below
General It’s been said that Stagger Lee could walk
barefoot over hot slag and eat fire without harm.
His imperviousness against superhot substances
only increased when he took up residency in
Hell. This spell grants the caster a portion of
Stagger Lee’s fiery endurance and allows him to
tap into the eternal infernal fires that ring
Stackolee’s throne.
Manifestation Roll 1d4: 1) The smell of brimstone fills the air
around the caster; 2) the caster’s eyes take on a
hellish glow as if reflecting the fires of Perdition;
3) the caster’s flesh becomes dark and charred,
crisscrossed with runnels of fire; 4) the caster’s
footprint blaze with hellfire as he walks about.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster gains a slight resistance to fire-based
damage. He takes 1 less hit point per damage die
from fiery attacks for 1 turn.
16-19 The caster gains a +2 bonus to saving throws vs.
fire-based attacks. He takes 2 less hit point per
damage die from fiery attacks for 1 turn.
20-21 The caster gains a +3 bonus to saving throws vs.
fire-based attacks. He takes 3 less hit point per
damage die from fiery attacks for 1 turn. The
caster can also conjure up a blast of hellfire once
per round. This is a +3 ranged attack (1d8+CL
damage) with a range of 100’. A target struck by
the blast catches fire unless she succeeds in a
Reflex save vs. check result, suffering another 1d6
damage each round until extinguished with a DC
10 Reflex save.

63
22-25 As 20-21 above, but the duration is increased to
two turns.
26-29 The caster becomes immune to non-magical fire
and can walk through infernos without damage
to himself or his belongings. The caster gains a +5
bonus to saves vs. magical fire and ignores the
first 20 points of magical flame-based damage
suffered while this spell is in effect. The caster can
also conjure up a blast of hellfire once per round.
This is a +4 ranged attack (1d10+CL damage)
with a range of 100’. A target struck by the blast
catches fire unless she succeeds in a Reflex save
vs. check result, suffering another 1d6 damage
each round until extinguished with a DC 10
Reflex save. This spell effect lasts for CL turns.
30-31 As 26-29 above, but the duration is increased to
1d6+CL turns.
32-33 The caster is immune to non-magical fire and
suffers only half-damage from magical fire. If the
magical fire allows a saving throw, the caster
gains a +8 bonus to that save and he suffers no
damage on a successful save. The caster can also
conjure up two blasts of hellfire each round. This
is a +6 ranged attack (2d10+CL damage) with a
range of 150’. A target struck by the blasts catches
fire unless she succeeds in a Reflex save vs. check
result, suffering another 1d6 damage each round
until extinguished with a DC 10 Reflex save. This
spell effect lasts for 1d6+CL turns.
34+ The caster becomes a living pillar of hellfire. He is
immune to all fire damage regardless of source
and can hurl hellfire three times a round. This is a
+8 ranged attack (2d10+CL damage) with a range
of 150’. A target struck by the blasts catches fire
unless she succeeds in a Reflex save vs. check
result, suffering another 1d6 damage each round
until extinguished with a DC 10 Reflex save. The
caster can also hellwalk, instantly transporting
himself to Hell and back. The denizens of Hell
may welcome the caster’s presence or seek him
64
harm, so hellwalking is not without its risks. This
spell effect lasts for CL hours.

Spell Make the Mojo Hat


Level 3 (Stagger Lee)
Range Touch
Duration Permanent
Casting Time 1 month
Save None
General Servants of Stackolee gain the magical knowledge
to create minor variations of Stack’s oxblood
Stetson. Like any magical object, the process is a
prolonged and often expensive one, but the
results are worth the toil. Crafting a mojo hat is a
month-long or more process, during which time
the caster is mystically occupied with the creation
of the hat. He cannot work spells other than those
required by the hat’s enchantment and any
spellburn expended during this period does not
heal until the creation process is complete.

Bloodying the Recipient: The person who will


eventually wear the mojo hat must prove his
worth by killing another human being. The
victim’s status will determine the limit of the
mojo hat’s power during the enchantment phase.
Killing an average person (a random bystander, a
young mother, a child, etc.) limits the make the
mojo hat’s spell check to 21 or less. Killing a
person of modest import (a police officer, a rival
gang member, a prominent citizen) limits the
make the mojo hat’s spell check to 26 or less.
Slaying an important member of society (a judge,
politician, gang leader, etc.) caps the make the mojo
hat’s spell check at 31. If the owner murders an
impressive person (a powerful wizard, the
President of the United States, or similar), there is
no limit to the imbued spell(s)’ spell check. Only
after the murder is committed can the

65
enchantment process proceed.

Craft Mojo Hat: The hat to be enchanted must be


a true work of art far beyond the quality of your
average headwear. Occult materials are
incorporated into its creation, including funeral
shrouds, dried caul, John the Conqueroo root,
and other esoteric substances of the judge’s
devising. The cost of the hat is 100× normal. The
caster can defray the cost of the hat by acquiring
some of the substances himself. For each material
obtained, the cost of the hat is reduced by 100 gp
(Minimum cost 1,000 gp).

Call Stagger Lee: The caster must next


successfully invoke patron, calling on Stagger Lee
to help imbue the mojo hat with power.
Successful casting of invoke patron indicates
Stagger Lee agrees to allow the hat to be
enchanted, but produces no other effect as per the
invoke patron spell check table. If the invoke patron
fails, the caster must wait another month before
attempting to enchant the hat and the intended
owner must kill another human to restart the
process. This slaying resets the imbued spell’s
spell check limit and uses the more recent
victim’s status to determine the imbued spell’s
maximum power. The specially prepared hat
does not have to be recreated and the caster can
attempt to enchant it again after the month has
passed.

Imbue Mojo: The caster next expends 1 point of


spellburn which does not affect the subsequent
spell check. The caster then rolls his spell check
for make the mojo hat. This spell check is limited by
the status of the person killed by the hat’s
prospective owner as noted above. The final spell
check determines how many spells and of what
level the caster can next attempt to imbue into the
66
hat.

Enchant Hat: The caster next chooses the spell(s)


he wishes to imbue into the hat. This spell must
be one he knows, is currently able to cast, and
cannot exceed the spell level limits imparted by
the make the mojo hat spell check. These chosen
spells are the only ones the caster can attempt to
imbue into the hat and he cannot change his mind
should his subsequent spell checks go awry. The
spellcaster then proceeds to cast each chosen spell
into the hat.

When attempting to imbue a spell into the hat,


the caster cannot make more total spell checks
than his CL. For example, a 6th level caster can
attempt six spell checks spread across one or
more spells when attempting to imbue the hat
with enchantments. If the first spell check is
successful, the cast spell is imbued into the hat at
that spell check result. A failure on the imbued
spell’s spell check costs the caster one of his total
allowed spell checks and may prevent further
attempts to impart that chosen spell if the caster
loses the spell as a result of the failed check. If the
spellcaster wishes to increase a successfully
imbued spell’s spell check result, he can recast the
spell, hoping for a higher result. However, if a
subsequent spell check fails, the caster cannot
make any further spell checks for the imbued
spell. Once the caster is satisfied with the imbued
spell’s spell check, he can chose another spell to
imbue if his initial spell check was high enough to
allow multiple enchantments on the hat. Failing
to imbue any spells into the hat causes the entire
enchantment process to collapse and
automatically induces patron taint to the caster.

For example, a 6th level caster rolls a 23 on his


make the mojo hat spell check. He can imbue either
67
two 1st level spells or one 2nd level spell into the
hat and can attempt up to six spell checks in the
process. He chooses to imbue two 1st level spells
into the hat. Deciding to imbue the hat with magic
shield, he make a spell check for that spell,
resulting in a 12. The spell is successfully imbued,
but at a lower effectiveness than desired. The
caster has five spell checks remaining, so he
decides to attempt a better result. His second
magic shield spell check is a 20. Much better!
Deciding not to press his luck, he chooses to
imbue the hat with a second spell: enlarge. He
rolls his spell check and the result is 15. Again, he
desires a better result and, with three possible
spell checks left, he makes a second attempt.
Unfortunately, he rolls a 9 and loses enlarge for
the day. Although he still has two possible spell
checks remaining, he cannot make further
attempts to produce a better spell check and the
enchanting process is complete. Had he rolled a 9
on his initial spell check to imbue the hat with
enlarge, the attempt would have failed completely
and the hat would only possess a single imbued
spell. Had he failed and lost his initial spell check
for magic shield, he could still attempt to imbue
enlarge into the hat.

Imbued spells always manifest at the spell check


result achieved during the enchantment process
and uses the caster’s level at the time of
enchantment when indicated by the imbued
spell’s description.

Bind to Owner: Assuming all has progressed


successfully, the final stage is to bind the hat to its
owner. A mojo hat can only be bound to a single
owner at the time of its creation and the hat will
only grant its power to that individual. The final
step requires the hat’s owner shed some of his
blood on the hat. This process inflicts 1 hit die of
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damage to the owner as Stackolee draws the
wearer’s life force into the hat. Upon completion,
the hat takes on a hue in the red spectrum, with
oxblood being the most common. If a mojo hat is
ever destroyed, its owner immediately suffers a
number of hit dice damage equal to the CL of the
hat’s enchanter at the time of the spell’s casting.
Additionally, if the hat’s wearer doesn’t slay the
person responsible for the hat’s destruction
within 1 hour, the owner loses 1d4 Luck as
Stackolee becomes disgusted that the wearer
would allow such a crime to go unpunished. No
person may possess more than one mojo hat
during his lifetime.
Manifestation Creation of a magical hat.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 Caster can imbue the hat with one 1st level spell
that can be activated by the wearer once per day.
The spell takes effect using the spellcaster’s
original CL and highest spell check result rolled
during the enchantment process (see above).
18-21 Caster can imbue the hat with one 1st level spell
that can be activated by the wearer twice per day.
The spell takes effect using the spellcaster’s
original CL and highest spell check result rolled
during the enchantment process (see above).
22-23 Caster can imbue the hat with two 1st level spells
that can each be activated by the wearer three
times per day OR one 2nd level spell that can be
activated by the wearer once per day. The spell(s)
takes effect using the spellcaster’s original CL and
highest spell check result rolled during the
enchantment process (see above).
24-26 Caster can imbue the hat with one 2nd level spell
that can be activated by the wearer twice per day.
The spell takes effect using the spellcaster’s
original CL and highest spell check result rolled

69
during the enchantment process (see above).
27-31 Caster can imbue the hat with two 2nd level spells
that can each be activated by the wearer three
times per day OR one 3rd level spell that can be
activated by the wearer once per day. The spell(s)
takes effect using the spellcaster’s original CL and
highest spell check result rolled during the
enchantment process (see above).
32-33 Caster can imbue the hat with one 3rd level spell
that can be activated by the wearer twice per day.
The spell takes effect using the spellcaster’s
original CL and highest spell check result rolled
during the enchantment process (see above).
34-35 Caster can imbue the hat with two 3rd level spells
that can each be activated by the wearer three
times per day OR one 4th level spell that can be
activated by the wearer once per day. The spell(s)
takes effect using the spellcaster’s original CL and
highest spell check result rolled during the
enchantment process (see above).
36+ Caster can imbue the hat with one 4th level spell
that can be activated by the wearer twice per day.
The spell takes effect using the spellcaster’s
original CL and highest spell check result rolled
during the enchantment process (see above).

70
The Dead Rock Star, Patron of Fame and Excess

First Manifestation: February 3rd, 1959


Status: Active
Alignment: Neutral (self-absorbed)

The Dead Rock Star goes by many names and incarnations. It has
been known as Buddy, Elvis, Janis, Jimi, and Kurt. It appears in one
of its many guises in lonely strip malls or dining at sidewalk cafes
where rabid fans who always doubted their icon’s death can
glimpse them and renew their faith. Makeshift shrines are erected to
its many incarnations in the green rooms of seedy clubs and its
power is conjured in marijuana smoke-filled dorm rooms. So long
as someone, somewhere, believes in the trasmutative power of rock
n’ roll, the Dead Rock Star persists.

Some believe the Dead Rock Star has existed in previous


incarnations and that this guise is only the most recent in a long line
of performers and creators who died before their time. When Alan
Freed started playing the music he dubbed “rock and roll” on WJW
in Cleveland, Ohio in 1951, the entity that became the Dead Rock
Star took notice, entranced by the primal energy entwined within
the music. It would complete its transformation into this incarnation

71
on a cold, stormy night in 1959 when a plane crash claimed the lives
of Buddy Holly, Ritchie Valens, and J.P. Richardson (aka The Big
Bopper). The magical energy released by their deaths and the
massive outpouring of woe by their fans created the necessary
mystical conditions for the Dead Rock Star to assume its mantle and
power.

The Dead Rock Star is served by those who seek fame, idolize one of
the patron’s various guises, or engage in self-destructive behavior in
pursuit of the “rock and roll lifestyle.” The Dead Rock Star takes
them all, feeding off their power like a vampire and reveling in their
adulation. The patron ultimately cares only for itself, but is willing
to assist those who desire to serve it to keep the adoration flowing
and its hunger satiated.

The longevity of the Dead Rock Star’s power has come into question
over the last few decades. As the fans of its original incarnations
grow old and die, it seeks new masks to wear, but it is discovering
that—despite proclamations otherwise—rock and roll may indeed
one day die. Rumors in occult circles speak of a rising supernatural
entity to rival the Dead Rock Star’s throne—the Slain Hip-Hop Star.
However, this may simply be a new face or incarnation of the
patron of fame and excess.

Demands: The Dead Rock Star desires adulation, either directly or


through the myriad incarnations it has maintained. It demands its
servants to raise memorials and monuments to its incarnations, and
to expose new fans to the works of its deceased guises. The Dead
Rock Star also lives vicariously through its servants, feeding on
their debauchery and theatrics, and demands they continue to live
the “rock and roll” lifestyle—even when they are suffering injury or
distress. The show must go on!

Other Campaign Settings: The Dead Rock Star can be substituted


for any famous, self-indulgent figure who sought the adulation of
life in the public eye. Famous dead bards, actors, dancers,
musicians, even sages and orators, could all be replicated using the
Dead Rock Star.

72
Invoke Patron check results
12-13 Glamour of Stardom. The patron touches its servant with
some of its stage presence. The caster gains a +2 bonus to
Personality for CL turns.
14-17 High Tolerance. The caster gains some of the Dead Rock
Star’s legendary tolerance for harmful substances. He
enjoys a +4 bonus to Fort saves vs. poison, drugs, and
similar substances. On a failed save, the caster takes half-
damage from the poison and/or the effects only last half as
long. This power persists for CL hours.
18-19 Star Power. The patron touches its servant with some of its
stage presence. The caster gains a +4 bonus to Personality
for CL turns.
20-23 Mesmerizing Voice. The caster can sing for a 1d3+CL
rounds. During that time, all creatures capable of hearing
his voice must make a Will save vs. the spell check or be
immobilized with rapture until the singing ceases.
Creatures who successfully make their save are immune to
the caster’s voice for 1 hour. If a creature is attacked while
mesmerized, he can make a second DC 10 Will save to
snap out of the effect and defend itself normally.
24-27 Legendary Tolerance. The caster gains a +8 bonus on Fort
saves vs. poisons, drugs, and other toxins. If the save is
successful, he suffers no ill effects even if complications
normally ensue on a successful save. Even on a failed save,
the caster only takes half-damage and/or suffers the
toxin’s effects for half its normal duration.
28-29 Call the Dead Guise. The Dead Rock Star sends a spirit in the
form of one of its deceased incarnations to aid the caster.
This spirt has the stats of a ghost (see DCC RPG p. 413)
with the banshee scream, paralyzing touch, draining touch,
and telekinesis powers. The spirit has no rest condition,
but can be dissipated with magical weapons and spells. It
can be turned only if a cleric exceeds the invoke patron spell
check with his turn attempt. The spirit serves the caster
until either dissipated or 30 minutes per CL have elapsed.
This spirit is not actually the ghost of the deceased mortal,
only a spirit that assumes its guise.
30-31 The Party Never Ends. The caster gains supernatural

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endurance, able to shrug off effects that would incapacitate
or kill a lesser creature…up to a point. The caster gains +30
temporary hit points. These points are the first lost when
the caster takes damage. He is also immune to sleep,
paralysis, and other magical effects that incapacitate or
render him motionless. He enjoys a +10 bonus to Fort saves
as well. However, should he ever be reduced to half his
normal hit point total (not counting the temporary hit
points), he begins taking double damage from all wounds
as the lavish lifestyle begins to take its toll. This effect lasts
for CL turns or until the caster is reduced to zero hit points.
32+ Rock and Roll Heaven. The caster temporary ascends to an
extradimensional space or alternate dimension, vanishing
from the physical world for a number of days up to his CL.
He reappears after this time elapses or can choose to return
earlier. While in this alternate dimension, he enjoys a
hedonistic experience unlike any he has ever known. The
carousing restores all his hit points and temporary stat
damage, as well as curing any diseases, poisons, paralysis,
or other detrimental conditions. The caster returns to Earth
at a place he is familiar with at the end of this debauchery.
He finds he is unable to convey what occurred during his
sojourn to Rock and Roll Heaven, but he adopts a wistful
grin whenever asked about it.

There is a 3% per CL that some unexpected consequence of


the caster’s carousing in Rock and Roll Heaven comes back
to affect his life at a random time after his return to the
physical plane. These consequences are never fatal, but will
certainly make his life interesting. The judge has final say
over what the consequence might be, but examples include
an otherworldly social disease, a supernatural groupie
with a bun in the oven, or an outstanding bill for services
rendered or items purchased while on the debauch.

Paton Taint: The Dead Rock Star


When patron taint is indicated for the Dead Rock Star, roll 1d6 on
the table below. When a caster has acquired all six taints at all levels
of effect, there is no need to continue rolling any longer.

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Roll Result
1 The caster desires the praise of others. If he doesn’t receive
complements or the adulation of others at least once per
day, he sulks and is in a poor mood until someone
complements him on his achievements. If this result is rolled
a second time, the caster suffers a -1 penalty to all his spell
checks until he receives praise. If this result occurs a third
time, he also permanently loses 1 point of Personality each
day he fails to be idolized by others.
2 The caster acquires a faint physical trait or manifestation
corresponding to the death of one of the patron’s many
guises. He might develop faded needle marks on his arm,
appear to have a bloody head wound when glimpsed out of
the corner of the eye, smell slightly of vomit and pills, or
some other manifestation of the judge’s choosing. If this
result occurs a second time, he either acquires another trait
or manifestation or his existing one becomes more
pronounced. If this result is rolled a third time, another trait
manifests or the existing one becomes so prominent it is
impossible to overlook. The judge decides whether the
caster’s existing trait becomes more noticeable or another
one is acquired as she deems fit.
3 The caster becomes very free with his money, often
spending it on whimsical extravagances with little thought
of the future. If something that can conceivable be
purchased catches his eye, he must make a DC 5 Will save to
avoid spending money on the extravagance, going so far as
to borrow money or sell existing goods to acquire it. If this
result is rolled a second time, the Will save DC becomes 10.
If this result occurs a third time, the DC is increased to 15
and the caster is willing to steal and otherwise defraud (but
not murder) others to gain the money he needs for his
whims. The judge decides what catches the caster’s eye, but
should do so with input from the player when determining
the PC’s wants and desires.
4 The caster develops a slight resemblance to one of the Dead
Rock Star’s incarnations. When first acquired, the
resemblance is minor (same hair style, nose, eyes, laugh,
etc.) and is easily ignored. If this result occurs a second time,
the resemblance is more pronounced, causing passers-by to
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do a double-take or resulting in strangers approaching the
caster with the phrase “Did anyone ever tell you that you
look just like…” on their lips. If this result occurs a third
time, the resemblance is uncanny. While it’s difficult for the
caster to benefit from the resemblance (passing himself off
as the deceased entertainer when the majority of the world
knows he’s dead), negative consequences abound. He is
easily remembered and identified when seeking anonymity,
rabid and likely crazy fans accost him, and other potentially
hindering setbacks of the judge’s devising occur. Physical or
magical disguises can obscure the resemblance.
5 The caster acquires a dependence on a pleasurable activity
or substance, suffering withdrawal when this appetite isn’t
appeased. Roll 1d5 to determine the dependence: 1)
pleasures of the flesh; 2) narcotics; 3) alcohol; 4) exotic or
unhealthy foods (judge’s choice); 5) self-mutilation (1d4
damage per day). Failing to indulge in this vice at least once
per day imparts a -2 penalty to all spell checks. If this result
is rolled a second time, the vice must be indulged twice per
day and the penalty increases to -4. If this result occurs a
third time, the vice must be indulged three times per day
and the penalty become -1d.
6 The caster’s writing becomes an Achilles’ heel. Enemies
possessing any scrap of paper containing words written by
the caster gain a bonus against him. When this taint first
manifest, opponents possessing examples of the caster’s
writing enjoy a +2 bonus to attack and spell check rolls
made against him. If this result occurs a second time, the
bonus increases to +4. If it is rolled a third time, enemies
have a +1d bonus to attacks and spell checks. The caster
should beware autograph-seekers!

Patron Spells: The Dead Rock Star


Those who adore the Dead Rock Star eventually learn the following
three spells:

Level 1: Stage Presence


Level 2: Conjure the Fan Eternal
Level 3: Marshall Power

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Spellburn: The Dead Rock Star
The Dead Rock Star respects decadence and theatrics, rewarding
those who display a commitment to rock and roll by granting them
additional power. When a caster utilizes spellburn, roll 1d4 on the
table or build off the ideas below to create an event specific to your
home campaign.

Roll Spellburn Result


1 The caster consumes a great deal of illicit substances which
harm his body while amplifying his magic. This damage
manifests as stat loss.
2 The caster can burn Personality as well as his physical stats
when spellburning. Spellburning Personality increases the
spell check as normal, but take twice as long to heal.
3 If the caster plays a musical instrument when spellburning,
the spell check gains a bonus equal to his CL. Playing an
instrument as part of the invocation increases the casting
time by one step. Spells normally taking 1 action to enact
now take 1 round; spells with a 1 round casting time take 2
rounds when an instrument is involved, and spells taking 1
turn or more require one additional time increment (turn,
hour, day, etc.). The caster must spellburn at least 1 point to
further empower it with music.
4 The caster’s incantation takes on a highly energetic and
theatrical manifestation, causing him to writhe, dance,
sweat, and bleed as he works his magic. The theatrical
performance takes a toll on his body, which manifests as stat
loss.

Spell Stage Presence


Level 1 (The Dead Rock Star)
Range Self
Duration 1 round or more
Casting Time 1 action
Save See below
General The caster increases his charisma and animal
magnetism, making it difficult to refuse his
requests and making him attractive to others. At
high levels of effect, he becomes resistant to

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mental domination.
Manifestation Roll 1d4: 1) The caster’s body seems to glow with
a healthy, golden light; 2) a diffused spotlight
beam passes over the caster’s face, illuminating
his features with theatrical lighting; 3) the caster’s
eyes sparkle with a mesmerizing brilliance; 4) the
faint cheer of a crowd is heard around the caster.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 The caster can ask one creature within hearing
range capable of understanding him to perform a
single action. The creature must perform the
action if it is able to do so and fails a Will save vs.
the spell check. The action cannot take more than
one round to perform and is generally limited to
short commands (“Abase yourself,” “leave me,”
or “give me what you have in your hand” are all
acceptable commands). The command cannot be
inherently dangerous to the subject or else the
creature automatically resists the spell’s effect.
14-17 As 12-13 above, but the caster’s command can
require up to CL rounds to complete.
18-19 The caster can compel a number of creatures
equal to his CL who fail their Will saves vs. the
spell check to perform minor tasks for his benefit.
These tasks cannot be inherently dangerous and
must be possible to complete in two hours or less.
Affected creatures won’t attack others at the
caster’s command, but could be compelled to
help him escape a dangerous situation by causing
a diversion or forming a human barricade. The
judge has final say over whether a command is
reasonably safe for the affected creature. A
compelled creature who suffers harm while
assisting the caster can make another Will save
with a +4 bonus to shake off the compulsion.
20-23 The caster effectively charms a single creature
who fails his Will save vs spell check. At this level
of compulsion, the creature will risk his life

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willingly for the caster, but will not perform
suicidal acts. The magical compulsion lasts for
3d6+CL turns.
24-27 As 20-23 above, but the compulsion affects CL
number of creatures. In addition, the caster gains
a +2 Personality bonus. Both effects last for
3d6+CL turns.
28-29 As 20-23 above, but the compulsion affects
1d6+CL number of creatures. In addition, the
caster gains a +4 Personality bonus. Both effects
last for 3d8+CL turns.
30-31 At this level of effect, the compulsion over
2d6+CL creatures is absolute. The subjects revere
the caster as a god and willingly lay down their
lives if so commanded. The caster also gains a +6
Personality bonus and becomes immune to mind-
affecting magic of 2nd level power or less. The
compulsion and the stat bonus persist for
3d10+CL turns.
32+ The caster can affect all creatures within his line
of sight, compelling them to serve him
unreservedly. They gladly sacrifice themselves to
fulfill his desires if so commanded. The caster
gains a +8 Personality bonus and become
immune to mind-affecting magic of 3rd level
power or less. This compulsion and stat bonus
last for 30×CL minutes.

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Spell Conjure the Fan Eternal
Level 2 (The Dead Rock Star)
Range 30’ or more
Duration 1 turn or more
Casting Time 1 turn
Save None
General The caster conjures one or more magical entities
to serve and guard him. These entities are ghostly
and translucent at low levels of effect, but become
more real at higher spell checks. The fan(s)
eternal are under the caster’s command and
perform their given tasks without hesitation. Fans
eternal are affected by spells and wards that
protect against summoned creatures. They cannot
be turned as un-dead, but are affected by the
banish spell. Fans eternal are immune to sleep and
charm effects. Fans eternal otherwise save as the
caster who summoned them.
Manifestation Roll 1d4: 1) The fan(s) appear from a cloud of
acrid smoke; 2) the sound of stadium doors
clanging open resounds through the air as the
fan(s) manifest around the caster; 3) faint
chanting “We want the show!” grows in volume
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until the fan(s) manifest suddenly; 4) the fan(s)
emerge from a mundane doorway or other
entrance near the caster’s position.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster summons a single ghostly fan eternal
to aid him for up to 1 turn or until dismissed or
destroyed. The eternal fan must remain within 30’
of the caster and can carry up to 20 lbs. in weight.
It cannot physically attack others. It has AC 10
and 1 hp, but can only be harmed by silver, cold
iron, and magical attacks.
16-19 The caster summons a single ghostly fan eternal
to aid him for up to 3 turns or until dismissed or
destroyed. The eternal fan must remain within
100’ of the caster and can carry up to 50 lbs. in
weight. It cannot physically attack others. It has
AC 12 and 5 hp, but can only be harmed by silver,
cold iron, and magical attacks.
20-21 The caster summons a single somewhat solid fan
eternal to assist him for up to 1 hour. The fan
eternal can travel up to 200’ away from the caster
and can bear up to 100 lbs. in weight. It has a
punch +1 melee (1d3) attack, AC 12, and 6 hp.
The summoned fan is comprised of thicken
ectoplasm and it is affected by physical attacks,
but takes half damage from non-magical, non-
silver, or non-cold iron weapons.
22-25 The caster summons a single solid fan eternal to
assist him for up to 2 hours. The fan eternal can
travel up to 300’ away from the caster and can
bear up to 200 lbs. in weight. It has a punch +3
melee (1d4) attack, AC 13, and 10 hp. It is affected
by physical attacks, but takes half damage from
non-magical, non-silver, or non-cold iron
weapons.
26-29 As 22-25 above, but the caster summons two fans
eternal to aid him for up to 3 hours.

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30-31 As 22-25 above, but the caster summons CL fans
eternal to aid him for up to 3 hours.
32-33 As 22-25 above, but the caster summons 1d4+CL
fans eternal to aid him for up to 3 hours.
34+ The caster summons 10+CL fans eternal to serve
him for CL+3 hours. These solid entities can
travel up to 500’ away from the caster and carry
up to 500 lbs. in weight. They have a punch +4
melee (1d6) attack, AC 15, and 20 hp each. They
are affected by physical attacks, but take half
damage from non-magical, non-silver, or non-
cold iron weapons. The fans eternal can be
commanded to form a “wall of death,” locking
arms and rushing the caster’s enemies. The wall
of death affects a 3’ wide area per fan eternal
comprising it and attacks all creatures caught in
its rush with a slam attack. This attack is made at
+1 per fan eternal in the wall (ten fan eternals
would be a +10 slam melee attack) and inflicts
1d4 damage per fan eternal. Additionally, the
victims of a wall of death must make a Fort save
vs a DC equal to 2 per fan eternal in the wall to
avoid being knocked prone and trampled for an
additional 2d6 damage. The wall of death can
contain up to the caster’s full cadre of fans
eternal, but space limitations may limit the
number that can physically form the wall (only
three fans eternal abreast could form a wall of
death in a 10’ wide corridor for example).

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Spell Marshall Power
Level 3 (The Dead Rock Star)
Range 30’ or more
Duration See below
Casting Time 1 action
Save Fort vs. spell check
General The caster creates one or more powerful blasts of
sonic energy that decimate flesh and bone, and
deafen those in its wake. Deafened creatures
suffer a -1d penalty to spell checks and
automatically fail any skill or ability checks
requiring hearing.
Manifestation Roll 1d4: 1) The sound of a power chord being
struck immediately precedes the sonic blast; 2) a
stack of translucent black amplifiers appears
behind the caster; 3) the caster’s hands briefly
transform into amplifier speakers before
unleashing the blast; 4) thunderous drumming
precedes the blast.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 The single blast of sound fills a 30’ long and 10’
wide area directly in front of the caster. The sonic
blast inflicts 2d6 damage and anyone in the area
of effect is deafened for 1d6+CL rounds. A
successful Fort save reduces the damage by half
and the victim’s hearing is unaffected.
18-21 The single blast of sound fills a 40’ long and 10’
wide area directly in front of the caster. The sonic
blast inflicts 3d6 damage and anyone in the area
of effect is deafened for 1d6+CL rounds. A
successful Fort save reduces the damage by half
and the victim’s hearing is unaffected.
22-23 The single blast of sound fills a 50’ long and 15’
wide area directly in front of the caster. The sonic
blast inflicts 4d6 damage and anyone in the area
of effect is deafened for 1d6+CL rounds. A
successful Fort save reduces the damage by half

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and the victim’s hearing is unaffected.
24-26 The caster creates a blast of sound that affects a
60’ long and 10’ wide area every round for CL
rounds. The blast inflicts 3d6 damage and anyone
in the area of effect is deafened for 1d6+CL
rounds.
27-31 The caster creates a blast of sound that affects a
60’ long and 10’ wide area every round for
1d3+CL rounds. The blast inflicts 3d6 damage
and anyone in the area of effect is deafened for
1d6+CL rounds.
32-33 The caster creates a blast of sound that affects a
60’ long and 10’ wide area every round for
1d5+CL rounds. The blast inflicts 3d6 damage
and anyone in the area of effect is deafened for
1d6+CL rounds.
34-35 The caster fills an area 50’ square with
thunderous noise. All creatures within that area
suffer 10d6 damage and are deafened for 1 hour.
The vibrations are powerful enough to shatter
non-magical glass and ceramic items; flimsy
structures have a 50% chance of collapsing.
Anyone standing in the affected area must make
a DC 10 Reflex save or be knocked prone.
36+ As 34-35 above, but the blast fills a 100’ square
area. All within the affected area suffer 15d6
damage and are permanently deafened. The
vibrations destroy non-magical glass and
ceramics, and collapses flimsy structures. Anyone
within the blast with less than 3 HD is knocked
prone automatically. Other creatures must make
a DC 15 Reflex save to remain standing.

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Emperor Norton I, Patron of the Benevolently Mad and
Those Enslaved by Circumstance

First Manifestation: January 8th, 1880


Status: Active
Alignment: Lawful (but pleasantly mad)

During his lifetime, Joshua Norton, the first and only self-declared
“Emperor of the United States and Protector of Mexico,” was a
beloved madman who lived in the bustling city of San Francisco.
Dressed in his blue uniform adorned with gold epaulettes, his head
crowned with a beaver fur hat decorated with a rosette and ostrich
plume, Emperor Norton I was a colorful character in the City by the
Bay. Mark Twain wrote about him, the populace loved him, police
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saluted him, and he dined freely in many of the city’s
establishments. Rumors persisted that he was both the grandson of
Napoleon and courted Queen Victoria’s hand in marriage. He even
issued currency in his name which was accepted by local
businesses. When Emperor Norton I died abruptly on January 8 th,
1880, the city of San Francisco mourned his passing.

Emperor Norton’s physical form may be gone, but he persists in


myth and legend, making him eligible for patronage. He is not a
powerful patron, but those who possess a gentle madness or who
have become ensnared in legal servitude, supernatural contracts, or
other forms of uncanny bondage sometimes seek his assistance. As
in life, Emperor Norton I aids as he can.

Unexpectedly, the servants of Uncle Sam hold no ill-will towards


Emperor Norton or his assistants. Occult scholars postulate that this
is because the two entities share many common philosophies about
freedom and opportunity despite an obvious disagreement on
governmental forms. The Anti-Sam and his agents are devoted
enemies of Emperor Norton I, however, and have destroyed several
of his servants after they came to the would-be tyrant’s attention.

Demands: Emperor Norton requires his servants to help defend


those who cannot defend themselves, protect the city of San
Francisco and the servant’s home town from harm by enemies at
home and abroad, and to oppose the schemes of the Anti-Sam
whenever and wherever possible.

Other Campaign Settings: This patron can be used as a benevolent


protector of the lower class or those held in vassalage to powerful
and corrupt tyrants. A pacifist saint, a peaceful mother figure, or the
spirit of a crusading barrister who fought for the common man all
are suitable replacement patrons.

Invoke Patron check results


12-13 Harmless Madness. The caster’s mind is touched lightly by a
pleasant madness, making him capricious and whimsical,
but otherwise not hindering his decisions and actions.
Because his mind is unpredictable, he gains a bonus equal
to his CL on all Will saves vs. mind-affecting magic. This
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gentle madness lasts for 1d6+6 turns.
14-17 Defend the Defenseless. Emperor Norton I protects his
servant and possibly those around him. At this level of
effect, the invoke patron spell manifests as if it were the holy
sanctuary spell using the same spell check to determine its
potency. E.g., a caster rolling a spell check of 19, but
desiring the Defend the Defenseless effect would use the
18-19 result of holy sanctuary to resolve the spell’s
effectiveness. This protection lasts as per the appropriate
holy sanctuary spell effect description.
18-19 Protect the City. As he loved San Francisco in life, Emperor
Norton I assists those who stand in defense of their
hometowns. The caster gains a +3 bonus to his attack rolls
and spell checks against enemies that threaten or
potentially endanger his home town. If the caster is
actively fighting in defense of his hometown, the bonus
increases to +6 or his CL, whichever is higher. The judge
must determine if the caster’s enemies represent a direct
threat or potential enemy, but should apply a great deal of
leeway when making this adjudication. Any opponent to
life and law is a potential threat to one’s hometown.
20-23 Abolish authority. The caster can negate the effects of one
creature’s command over another. This effect dispels
charm magic, supernatural compulsions, curses, and
similar moderate dominations of the judge’s choosing. If
the invoke patron spell check matches or exceeds the spell
check (if applicable) of the compelling magic, the control is
automatically dispelled and the subject regains free will. If
the invoke patron spell check does not exceed the magical
charm’s spell check or the effect is not a spell, the
dominated creature may make another attempt to break
the compulsion as applicable to the commanding effect
(usually another saving throw).
24-27 Create currency. Emperor Norton I grants the caster a sum
of money that appears to be legal tender. The amount is
equal to the CL×50 gp. The currency remains in existence
for (CL)d7 turns before vanishing. The money looks and
feels like true currency, but it radiates magic if divined for.
Spells that pierce illusions or grant clear sight reveals
Emperor Norton’s visage on the money, clearly marking it
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as counterfeit. Moneylenders, bankers, and other
professions who traffic in currency may also suspect the
money if they physically handle and inspect it, and
succeed in a Will save vs. the spell check’s DC.
28-29 Conjure the Emperor’s Cane. An antique walking cane
appears in the caster’s hands, a temporary gift from
Emperor Norton I. This stout perambulating stick can be
used as a weapon. It grants a +4 bonus to attacks, inflicts
2d6+4 damage on a successful strike, and is considered
magical for determining effectiveness against creatures
with resistance to non-magical weapons. The caster is
considered proficient in the weapon. Additionally, the
cane grants the caster 1 free point of spellburn each round
that can be employed without reducing the caster’s
physical traits. The cane remains in the caster’s possession
for 1d6+CL turns.
30-31 Instill Joy. The caster touches upon the Emperor’s ability to
raise goodwill and impart a sense of joyful irreverence in
others. The caster chooses 2d6+CL creatures within sight.
Each gains a +1d6+CL bonus to all skill checks, ability
checks, and saving throws, and some spell checks for 1
turn. This bonus only affects spell checks made for non-
aggressive spells, as joy and hate do not mix. Likewise,
certain skill or ability checks made to harm others may not
receive the benefit of Emperor Norton’s blessing at the
judge’s discretion. The caster may choose himself as one of
the creatures affected by this bonus.
32+ Nullify contract. A resolute opponent of corrupt laws and
binding contracts that impact one party over another,
Emperor Norton I grants his servant the power to severe a
single supernatural agreement, compact, or other binding
circumstance of his choosing so long as one party is within
view of the caster and is willing to dissolve the bond.
Types of supernatural contracts that can be voided are
patron bonds, deals with devils, infernal or ghostly
possession, and the like (all subject the judge’s discretion).
The compact or control immediate dissipates, removing
restrictions and bonds from the subject.

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Mrs. O’Leary’s Cow, Patron of Arsonists

First Manifestation: October 8th, 1871


Status: Unknown
Alignment: Chaotic

The name O’Leary is synonymous with catastrophic fiery


destruction. As the legend goes, it was Catherine O’Leary’s cow that
kicked over a lantern and caused the Great Chicago Fire of 1871.
The legend’s veracity is suspect, but whether it was the result of
“creative journalism,” anti-Irish sentiment, or actual fact is
irrelevant. Wide-spread belief in the fire’s origin created one of the
strangest patrons in the Esoteric America mythos: Mrs. O’Leary’s
Cow.

The baleful bovine is the patron of those who destroy with fire,
whether for pleasure, revenge, or monetary gain—Mrs. O’Leary’s
Cow cares not so long as the fires burn. It extends its hoofed reach
across the land, showing no favorites. Nascent serial killers whisper
unwitting prayers to the chaotic cow when they light their first fires,
while greedy landlords find themselves drawing horned figures in
spilled kerosene as they prepare to torch a ramshackle tenement
filled with residents.

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Mrs. O’Leary’s Cow is not an immensely powerful patron and is
seldom sought out by those desiring temporal or magical might.
Instead, those drawn to the Cow usually suffer from pyromania or
similar mental disorders that drive them to destruction.

Demands: Mrs. O’Leary’s Cow places only one demand on its


servants: Burn! Burn! Burn!

Other Campaign Settings: Mrs. O’Leary’s Cow can represent any


fiery, destructive entity, from firebug wizards to rogue elementals.
The entity should be towards the less powerful end of the patron
scale given its limited focus. Former mortals turned patrons make
good substitutes for Mrs. O’Leary’s Cow.

Invoke Patron check results


12-13 A small spark appears at a point of the caster’s choosing
within 30’ of his location. This tiny ember is sufficient to
cause highly inflammable materials such as dry tinder,
shredded paper, or oily rags to catch fire. Less combustible
material (large pieces of wood, damp cloth, etc.) will not be
set alight by the burning kernel.
14-17 As 12-13 above, but the range is extended to 60’ and the
spark is sufficient to set even damp or otherwise
inflammable materials alight.
18-19 The caster can cause 1d4 small fires to appear anywhere
within 80’ of his location. If placed directly upon a living
creature, the fire inflicts 1d6 damage and the victim takes
an additional 1d6 damage each round until he extinguishes
the flames with a DC 10 Reflex save. No more than one fire
can be directed at a single creature.
20-23 The caster can cause 1d6+1 small fires to appear anywhere
within 80’ of his location. If placed directly upon a living
creature, the fire inflicts 1d6 damage and the victim takes
an additional 1d6 damage each round until he extinguishes
the flames with a DC 10 Reflex save. No more than one fire
can be directed at a single creature, but the caster can
combine up to three of the fires to create a larger blaze that
inflicts 2d6+CL damage to all within its 10’ diameter.
24-27 The caster can cause 2d4+2 small fires to appear anywhere

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within 100’ of his location. If placed directly upon a living
creature, the fires inflict 1d6+1 damage and the victim
takes an additional 1d6+1 damage each round until he
extinguishes the flames with a DC 10 Reflex save. No more
than one fire can be directed at a single creature, but the
caster can combine up to three of the fires to create a larger
blaze that inflicts 3d6+CL damage to all within its 15’
diameter.
28-29 The caster creates a single instantaneous conflagration that
causes a 30’ square area up to 200’ away to burst into
flames. All creatures within this space (except the caster
should he choose to be within the area of effect) suffer 5d6
damage. These creatures can make a Reflex save vs. the
spell check for half damage. Combustible materials inside
the area of effect catch fire; otherwise the conflagration’s
flames vanish immediately after taking effect. Creatures
wearing combustible clothing continue to suffer 1d6+1
damage each round after the blast until they extinguish the
flames with a DC 10 Reflex save.
30-31 As 28-29 above, but the conflagration affects a 50’ square
area up to 500’ away. Creatures within the area of affect
suffer 8d6 damage if they fail their Reflex saves for half
damage. Combustible materials and clothing catch fire as
described above.
32+ The caster causes a massive fire storm to rain down upon
the area the size of a city block (100’ square) up to a mile
away. The raining flame inflicts 10d10 damage to all in the
area of effect and touches off 1d100+100 small fires at
random locations. Living creature automatically catch fire
and must make a DC 15 Reflex save to extinguish
themselves. Burning creatures suffer 1d10 damage each
round until the fire is put out.

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This printing of Secret Antiquities #1 is done under version 1.0 of the Open Gaming
License and the System Reference Document by permission from Wizards of the Coast, Inc.
Designation of Product Identity: The following items are hereby designated as Product Identity
in accordance with Section 1(e) of the Open Game License, version 1.0: Secret Antiquities: A
Journal of Esoteric America, The Anti-Sam, and Esoteric America campaign setting.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave
Arneson.
DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-
games.com or contact [email protected]
Secret Antiquities #1, Copyright 2017, Michael Curtis. Author Michael Curtis
END OF LICENSE

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