2018 Gongfarmer S Almanac Compiled Bookmarked
2018 Gongfarmer S Almanac Compiled Bookmarked
2018 Gongfarmer S Almanac Compiled Bookmarked
1–4
Skills of Showmanship
• Pick pocket (+2) • Read languages (+4)
• Pick lock (+3) • Handle poison (+4)
• Disguise self (+1) • Cast spell from scroll (+3)
1–6
1 +0 1d8/III 1d20 +1 0 +1 2 1 d3
2 +1 1d8/III 1d20 +2 0 +1 2 1 d4
3 +2 1d10/III 1d20 +2 0 +2 3 1 d5
4 +2 1d10/III 1d20 +2 +1 +2 3 1 d6
1–7
5 +3 1d12/III 1d20 +3 +1 +2 4 2 d7
6 +4 1d12/III 1d20+1d14 +4 +1 +3 4 2 d8
BERSERKER TRIGGERS
LEVEL
1-2 Opponent’s natural attack roll on their action die for a melee or ranged
attack is equal to or lower than the berserker’s class level.
3-4 Damaged by an opponent in melee combat (the enemy must attack and
roll for damage).
5-6 Target of fear, domination or mind-effect.
7-8 Being targeted by an opponent’s melee attack (including when
withdrawing from melee; before the enemy rolls their attack, a savage
instinct is triggered). Damage need not result from such an attack.
9-10 An opponent moves to within melee distance.
A berserker may activate a trigger from any effect less than or equal to
their level. Also, triggers are non-cumulative. For example, a 7th-level
berserker targeted by an opponent’s melee attack whose natural attack
roll on their action die is equal to or lower than the berserker’s class level
would gain just one roll on the savage instincts table.
Each time a savage instinct is triggered, roll on the savage instincts table
below, even if it isn’t the berserker’s turn. A 1st-level berserker rolls a d3.
A 5th-level berserker rolls a d6 on the first trigger of the round and a
d4 on the second. When the table indicates rolling two dice — 2d6 or
1d8/1d6, for example — you roll both dice and pick one result.
The savage instinct result happens before the trigger’s effect (i.e. if the
berserker was hit by an opponent, they roll on the savage instincts table
and gain the benefit before suffering the hit’s damage or effect).
1 – 10
1 – 11
1 +1 1d10/III 1d20 +1 +1 +1 d3
2 +2 1d12/III 1d20 +1 +1 +1 d4
3 +3 1d14/III 1d20 +1 +2 +1 d5
1 – 12
5 +5 1d20/IV 1d20+1d14 +2 +3 +2 d6+d4
1 – 13
1 – 16
1 – 17
2 +1 1d6/I 1d20 3 1 +1 +1 +1 +5 +3
3 +2 1d7/I 1d20 4 2 +1 +1 +2 +7 +4
4 +2 1d8/I 1d20 5 2 +1 +1 +2 +8 +5
1 – 18
5 +3 1d10/II 1d20 6 3 +2 +2 +3 +9 +5
* Plus glamour & invoke nature’s spirits (see New Spells below).
TABLE F-2: FAERIE TITLES
LEVEL SEELIE UNSEELIE
1 Brownie Boggart
2 Sprite Gremlin
3 Pixie Hob
4 Puck Spriggan
5 Seelie Unseelie
1 – 19
1 – 20
* As per cleric spell of same name. On a result of
8 Force Manipulation Magic Mouth Runic Alphabet, Fey
natural 1, the faerie suffers a 50% chance of major
9 Invoke Patron** Mirror Image Slow corruption or misfire, rolling on the generic tables as
appropriate.
10 Magic Shield Monster Summoning† (Patron spell)***
** I f either patron bond or invoke patron is rolled, the
11 Mending Phantasm faerie receives both of these spells, but they count as
only one spell slot.
12 Patron Bond** Scare
*** I gnore this result if the faerie does not have the
13 Read Magic Wood Wyrding* spell patron bond. If the faerie has that spell, he also
14 Sleep (Patron spell)*** gains the appropriate patron spell. Consult your
Judge for more information.
15 Second Sight* † Only available to members of the Unseelie Court of
16 Ventriloquism faeries.
17 (Patron spell)***
TABLE F-5: LANGUAGES KNOWN
LANGUAGE SEELIE UNSEELIE
Alignment 01-10 01-10
Dwarf 11-15 11-15
Elf 16-40 16-30
Halfling 41-50 31-35
Gnome 51-60 36-38
Bugbear 61 39-48
Goblin 62-68 49-63
Harpy -- 64-66
Hobgoblin 69-70 67-76
Kobold 71-74 77-83
Ogre 75 84-87
Centaur 76-80 --
Dragon 81-85 88-92
Eagle 86-90 --
Ferret 91-95 --
Horse 96-99 --
Wolf -- 93-96
Spider -- 97
Undercommon 100 98-100
1 – 21
1 – 22
Glamour
Level: 1 Range: 2’ per caster level Duration: See below
Casting Time: 1 round Save: Will vs check to disbelieve or see below
General Faeries are renowned for tricking mortals with faerie gold
or spoiling food left out in the open. Often times these effects are
created via a faerie’s access to glamour. Grass, sticks, pebbles, trash,
etc. are magically transformed into stolen things or objects that draw
a mortal’s interest. Anyone with faerie sight sees a glamoured object
for what it really is. Additionally, all glamour effects are immediately
dispelled upon contact with iron.
Corruption N/A
Misfire Roll 1d4: (1) the caster’s clothes unravel and turn into a heap of
string and cloth; (2) all milk products within 100’ per caster level curdle
and/or spoil; (3) 1d10 gp worth of the caster’s currency and/or valuables
disappear; (4) the caster’s skin turns a random color for 1d5 days.
1 – 23
20+ The caster alters the appearance of a small, medium or large item
or a collection of items into whatever he wishes (i.e. a handful
of rocks appear as a pile of gold coins, sticks and trash look like
a scroll, a pile of dirt has the appearance of a rich meal, a stump
looks like a chest, a cave entrance disappears, etc.) The glamoured
item(s) looks, feels, tastes, and smells like the real thing. The
illusion lasts until dispelled.
* This spell could potentially be granted by a fey patron. Alboran, Reidmar are suitable
candidates for such a boon. If the spell is granted to a character through patronage,
change the “misfire” to “patron taint” in the fumble spell check result.
Each time this spell is used, the caster must act with reciprocity to the
granting spirit(s). The nature of the gift is such that, without repaying
1 – 24
1 – 25
Corruption Roll 1d8: (1) caster takes on a physical trait from the
locale where the spell was cast such as gravely voice, twiggy facial hair,
red sunburnt complexion, etc.; (2) spirits of nature are drawn to the
caster and domesticated animals feel uneasy around him; (3) caster
must meditate on the natural elements of their surrounding for 1 hour
each morning; (4-5) minor corruption; (6-7) major corruption; (8)
greater corruption.
Misfire Roll 1d4: (1) the caster summons forth 1d10 1 HD creatures,
elementals or spirits that are not under his control and immediately
attack all interlopers; (2) instead of summoning creatures, the caster
sends himself to a dark, dank cave where he must spend 1d4 rounds
fighting an unknown monstrous opponent ( Judge’s discretion at
1d4 HD) before returning wounded and bloody; (3) a slumbering
and malignant force is released from its imprisonment; (4) nothing
happens, but the debt of reciprocity (see above) is still due.
2-11 Lost. Failure. The genii loci will not respond to further castings of
this spell for 24 hours.
14-17 The natural spirits of the place give aid and succor to their
fey friend. The faerie may opt to disappear into undergrowth
without a trace. Tracking the faerie is nigh impossible as plants
and elemental forces mask the caster’s passing. Finding the
concealed fey requires skill checks of DC 30. The caster is
traceless for 8 hours.
1 – 26
1 – 28
1 – 29
5 +d7 1d20/IV 1d20+1d14 +2 +3 +2
1 – 30
1 – 31
Luck of the pail: A gongfarmer has such a dirty job that they
require a mixture of good luck and reflexes or forever be covered in
their collections. To represent this, whenever the gongfarmer spends
a Luck point it adds +2 to the roll, e.g. one Luck is +2, four Luck is
+8, etc. They also refresh their Luck up to their level (if not already
equal or higher) at the beginning of every night, this is because they
do most of their work at night.
GONGFARMER TITLES
LEVEL ALL ALIGNMENTS
1 Mucker-man
2 Scavenger
3 Rubbish-carter
4 Nightman
5 Gongfarmer
1 – 32
1 +0 1d6/I 1d20 +1 +1 +0
2 +0 1d6/I 1d20 +1 +2 +0
3 +1 1d8/I 1d20 +2 +2 +1
4 +2 1d8/I 1d20 +2 +3 +1
1 – 33
5 +2 1d8/I 1d20+1d14 +3 +3 +2
6 +3 1d10/I 1d20+1d14 +3 +4 +2
7 +4 1d10/I 1d20+1d16 +4 +5 +2
8 +5 1d12/I 1d20+1d16 +4 +5 +3
9 +5 1d12/I 1d20+1d20 +5 +6 +3
10 +6 1d14/I 1d20+1d20 +5 +7 +4
KITH OF
KINGSPIRE
by Aron Clark & Ethan Miller
1 – 34
1 – 35
* h ttp://revdoctoredj.blogspot.com/2017/10/elves-and-iron-updated-and-
complete.html
1 – 36
1 +1 1d6 1d20 1 1 +1 +1 +1
2 +2 1d8 1d20 2 1 +1 +1 +1
3 +3 1d8 1d20 3 2 +1 +1 +2
4 +3 1d10 1d20 5 2 +2 +2 +2
1 – 37
5 +4 1d10 1d20+1d14 6 3 +2 +2 +3
6 +5 1d12 1d20+1d16 7 3 +2 +2 +4
7 +5 1d12 1d20+1d20 8 4 +3 +3 +4
8 +6 1d14 1d20+1d20 10 4 +3 +3 +5
9 +6 1d14 1d20+1d20 12 5 +3 +3 +5
10 +6 1d16 d20+1d20+1d14 14 5 +4 +4 +6
LYCANTHROPE
by Marc Elsenheimer
1 – 38
1 – 39
1 – 40
1 – 41
5 +5 1d12/III 1d20 + 1d16* +4 1d24/M +5 +5 -5
1 – 42
1 – 43
1 – 44
1 – 45
1 +1 1d10/III 1d20 +1 +0 +1
2 +2 1d10/III 1d20 +2 +0 +1
3 +2 1d12/III 1d20 +2 +1 +1
4 +3 1d14/III 1d20 +3 +1 +2
1 – 46
5 +4 1d16/III 1d20 +3 +1 +2
6 +5 1d16/III 1d20+1d14 +4 +2 +2
7 +5 1d20/III 1d20+1d16 +4 +2 +3
8 +6 1d20/III 1d20+1d16 +5 +2 +3
9 +7 1d24/III 1d20+1d20 +5 +3 +3
10 +7 1d30/III 1d20+1d20 +6 +3 +4
QUANTUM
TRAVELER
by R.S. Tilton (Epic Meanderings)
1 – 47
1 – 48
1 +0 1d10/II 1d20 d3 +1 +1 +0
2 +1 1d12/II 1d20 d4 +1 +1 +0
3 +2 1d14/II 1d20 d5 +2 +1 +1
4 +2 1d16/II 1d20 d6 +2 +1 +1
1 – 49
5 +3 1d20/II 1d20 d7 +3 +1 +1
(This class works best if you’ve used an alternate 0-level occupation list like the “Teens out of Time” list on Purplesorcerer.com)
1 – 50
1 – 52
1 – 53
1 +0 1d6/I 1d16+1d12 d3 +1 +0 +1
2 +1 1d6/I 1d16+1d12 d4 +1 +0 +1
3 +1 1d8/I 1d16+1d14 d5 +1 +1 +2
4 +1 1d8/I 1d20+1d14 d6 +2 +1 +2
1 – 54
5 +2 1d10/I 1d20+1d14 d7 +2 +1 +3
6 +2 1d10/I 1d20+1d16 d8 +2 +2 +4
1 – 56
1 – 57
1 +0 1d12/III 1d20 d3 +1 +1 +0
2 +1 1d14/III 1d20 d4 +1 +2 +0
3 +2 1d16/IV 1d20 d5 +2 +1 +1
4 +2 1d20/IV 1d20 d6 +2 +2 +1
1 – 58
5 +3 1d24/V 1d20 d7 +3 +2 +1
6 +4 1d30/V 1d20+1d14 d8 +4 +2 +2
* The scout’s Agility modifier, if any, also modifies checks for these skills.
† The scout’s Intelligence modifier, if any, also modifies checks for these skills.
SCOUT TITLES
Level Lawful Chaotic Neutral
1 Guide Bandit Hunter
2 Runner Brigand Wanderer
3 Forester Marauder Explorer
4 Patroller Highwayman Pathfinder
5 Ranger Freebooter Warden
1 – 59
Contributing Authors
Jason Morgan, José Luiz Tzi, James A. Pozenel, Jr.,
Randy Andrews, Reece Carter, Aron Clark & Ethan Miller,
Marc Elsenheimer, Dieter Zimmerman, R.S. Tilton
Contributing Illustrators
Karim Glue, Danny Prescott, David Fisher, Stefan Poag,
SGT Dave, Maike Gerstenkorn, Dan Domme, Clayton Williams
NEW PATRONS
VOLUME 2 OF SEVEN BOOKLETS
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games.
All rights reserved. For additional information, contact [email protected].
Each article, art & associated material, belongs to their respective artists & authors. If you would
like to include, copy or use a derivative of the work, please contact the original creator.
Bardic Rocker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 4
Berserker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 9
Faerie Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 13
Goat’o’war . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 28
Gongfarmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 31
Kith of Kingspire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 34
Lycanthrope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 38
Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 44
Quantum Traveler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 47
Sage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 51
Scout (A Thief Variant) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 55
2-3
Contributing Authors
J. Stuart Pate, Jason Morgan, Eric Betts, Tony Hogard
Contributing Illustrators
Dan Domme, SGT Dave, Colin Mills, bygrinstow, Billy Longino,
artwork copyright William McAusland, used with permission
2 - 68
MONSTERS, MONSTERS!
VOLUME 3 OF SEVEN BOOKLETS
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games.
All rights reserved. For additional information, contact [email protected].
Each article, art & associated material, belongs to their respective artists & authors. If you would
like to include, copy or use a derivative of the work, please contact the original creator.
Bardic Rocker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 4
Berserker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 9
Faerie Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 13
Goat’o’war . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 28
Gongfarmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 31
Kith of Kingspire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 34
Lycanthrope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 38
Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 44
Quantum Traveler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 47
Sage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 51
Scout (A Thief Variant) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 55
3-3
3-4
3-5
Tips for using dogs at the table: Not everyone feels the same about
pets as they do about humans. It might be funny to funnel humans in
a DCC game, laughing as they die gruesome deaths. Some people do
not feel that way about pets. If that is the way someone feels at your
table, you may want to adopt special rules for deaths regarding dogs.
One option is allowing them to use the recovering the body rule (DCC
RPG rulebook page 93) to check if their dog is alive – but the pet has
to retire from adventuring after suffering such a grievous wound.
Clerics can use their lay on hands ability to heal wounded dogs, and
dogs bleed out just like PCs do (in two turns because they have 2 hit
die). Or you could just advise your players that, if they don’t want
their dogs to die, they shouldn’t put them in harm’s way.
3-11
A PC can choose the size of his dog or roll 1d6 on the following
table:
3-12
Rules for dogs: Dogs move with their owners - when a PC uses
a move action, her dog may move with her. The owner can then
use one of her action die to give their dog a command - attack,
grab an object, etc. In this way the dog acts on their owner’s
initiative. It only needs to roll its own initiative if it is acting on
its own, away from its owner.
3-13
3-14
3-15
Blood rat: Init +4; Atk bite +2 melee (1d4 +1 plus blood drain);
AC 14; HD 1d6+3; MV 30’ or climb 20’; Act 1d20; SP blood
drain (automatic 1d4 dmg per round after bite); SV Fort +4, Ref
+4, Will -1; AL N.
Blood rats are hairless creatures with tough leather skin. They
have large black orbs for eyes and a circular lamprey-like
mouth. Blood rats have a gland highly sought after by wizards,
for it contains a secretion that is vital in the creation of the
vampirism potion, (per 3rd level wizard spell, make potion).
3-17
3-18
3-19
Ballybog: Init +2; Atk claw -1 melee (1) or mud jet +1 missile
fire (blindness); AC 12; HD 1d4; MV 20’; Act 1d20; SP mud jet;
SV Fort +1, Ref +4, Will -2; AL C.
Ballybogs attack initially with mud jets which force their victim
to make a DC 10 Ref save or be blinded until they spend an
action clearing their eyes. After the initial blindness, the
ballybogs attack by scratching and clawing.
Boobrie
3-21
3-22
A bone ghost has the ability to look within a person and assault
their soul directly. When a bone ghost attempts a soul stare, it
can make no other attacks that round. The bone ghost does not
need to lock eyes with its victim, for it is looking beyond the
adventurer’s mortal flesh. The selected victim of a soul stare
must succeed at a DC 16 Will save or lose 1d10 Luck.
3-23
3-24
3-25
From its chest four arms of smoke writhe. As the arms move, a
din of battle emanates from the smoky tendrils. Those
encircled by its smoky arms must make a DC 16 Will save or
be mentally trapped in a battlefield realm where the skies are
choked with foul smelling smoke and the cries of the dying fill
the air. The ground is wet with blood and littered with arms
and the broken, twisted bodies of the dead. For each round
spent wrapped in Korpuz’s smoky appendages, the victim
suffers a permanent point of Personality damage. They may
attempt to break free with a successful DC 16 Will save each
subsequent round until they reach 0 Personality at which point
they die.
3-28
Note: I have opted to give the messengers demon traits (see page
401 of the DCC Core Rulebook). You are free to give them other
traits based on alignment, planar origin, or other criteria, but to
my thinking there is very little difference between the two.
3-29
ENGOSSIPHAR bygrinstow
Init +3, punch +0 (1d3), sword +5 (1d4+2), net +4 (15’,
entanglement), AC 14, HD 1d20+6, MV 25, Act 1d20, SP -,
Fort +4, Ref +6, Will +5, AL C
Mockingly known as Flea Riders, the Engossiphar have developed
an intense relationship with their armadillaedillae mounts, able to control
them and get miraculous feats out of them.
They are a scavenger peoples, roaming the steppes and surrounding
mountains in search of food and of salvage, often trading with
settlements on the outskirts of the steppe. They have a dry and barbed
sense of humor, and value family and covenant.
When in the saddle, they add +2 to the hit probability and the
damage of the pill beast’s physical attacks as well as increasing their
mount’s speed to a base of 30. They can further increase their speed to 45
at the cost of 1 HD-worth of hp per hour (up to half an hour at no cost).
While riding, they improve their mount’s Reflex Save by +2 and can
choose to act on the mount’s initiative or their own, whichever is more
advantageous to them.
They can get the pill beasts to leap gaps as wide as 40 feet with a
good running start.
Escaping their nets requires a Reflex Save vs. a DC 20, failure
requires a further Save at DC 18, with the Save continuing to lower by 2
each round. However, on a roll of a natural 1 on the Save at any point,
the DC rises by a 1d6 points.
3-31
3-33
Ball-Tailed Cougar
3-35
The cactus cougar has green tinged fur and six-inch quills
growing at intervals across its body. Although as agile as any
other mountain lion, it has a clumsy, staggering walk and a
distended belly.
3-36
3-39
3-40
3-41
3-42
3-43
Lion Sign
Ball-tailed The PC hears a sound like a child bouncing a ball,
cougar over and over and over.
Cactus The PC smells tequila in the wind and hears
cougar caterwauling like a drunkard singing on the walk
home. The PC who drank alcohol most recently is
now drunk again and can feel the hangover coming
already.
Mountain- The PC smells ammonia in the wind, and for a
lion cougar moment everything goes silent as the birds stop
singing and insects quit their buzzing. After a short
period the natural sounds resume.
Sabretooth The PC feels a sudden chill in the air, like breeze
cougar blowing in off a glacier, and hears what sounds like
distant thunder.
Wampus A cloud crosses the sun and throws the PC into
cougar shadow. The PC hears a caterwaul like a mother's
cry for lost children. The character with the lowest
Luck and lowest hit points faints and immediately
comes to after losing 1 hit point.
Were- The PC hears a woman singing. He can't make out
cougar the words, but it sounds like a lonely woman
singing about her cat. The male character with the
highest Personality and highest Luck is sure the
singer is the most beautiful woman in the world.
3-44
Mauling Maple
Mauling maple: Init -1; Atk branch smash +4 melee (1d10) or
grapple +10 melee (SP); AC 17 (13 when below half its total hit
points); HD 3d10; MV 10’; Act 1d20; SP sap spray, sap tsunami,
consume; SV Fort +7, Ref -1, Will +10; AL N.
3-46
For any prey stuck in sap, the tree will attempt one of the
following. Roll 1d3: (1) smash them with its large branches; (2)
target victims with a sap spray (range 30’, DC 14 Ref save or
any attempt to escape from the sap trail increases by +2); (3)
grapple and consume the target. Targets grappled by the
mauling maple must make a DC 18 Strength check or find
themselves in the maw of the tree and subject to a chomp attack
that inflicts 2d10 damage. Moving, jumping or rolling out of
the tree’s grapple on subsequent rounds requires another
Strength check (if the judge is generous, they can allow the
victim to abandon all armor and gear to reduce the DC by 4).
Mauling maples only have the most basic instincts but they are
really strong. Its bark also works as a type of armor, granting
+4 AC. After losing half its hit points it is considered armorless;
however, without the bark its sticky sap flows more freely.
During the first round below half its total hit points everything
within a 15’ radius must make a DC 15 Ref save or be stuck as
a small tsunami of sap gushes forth. Trapped victims require a
DC 17 Strength check to free themselves. Even if successful,
they can only move half speed. If characters use a tool or
weapon to help, the DC of the Strength check drops to 13 (they
still need a 17 or better result to keep the item used, or it is lost
in the sap).
3-47
3-49
3-51
Transmogrifier and
teratologist Xultich,
bred abominations in
his laboratories. One of
his earliest experiments was the arctic monstrosity, the
octobear. The octobear has the head of an octopus and the body
of a polar bear. Octobears have the tracking abilities and raw
strength of a polar bear, plus the tentacle dexterity, ink cloud
defense, and camouflage abilities of an octopus.
3-54
3-55
3-63
Contributing Authors
Anne Hunter, Christian Ovsenik, Jon Hook, James A. Pozenel, Jr.,
bygrinstow, Clayton Williams, Martin Ralya
Contributing Illustrators
Carmin Vance, Jon Hook, Stefan Poag, David Fisher,
Clayton Williams, bygrinstow, Danny Prescott
3 - 64
Maker’s
Mark
In a World of Low Magic,
Mastercrafted Means So Much More
by R.S. Tilton (Epic Meanderings)
4–4
4–5
MASTERWORK QUALITIES
Materials: silvered, dragonhide, darkwood, adamantine, mithril,
glazsteel
Weapon qualities: balanced*, honed*, poison reservoir, weighted,
deadly*, accurate
Armor Qualities: soot black, quiet*, enameled, reinforced*, fitted*
Generic: decorated*, well-made*, water-resistant*, excellent*, flame-
resistant*
* indicates preeminent enhancement available
4–6
4–7
4–8
4–9
Judges should recognize that many gods will fall into the ideals
of these new alignments and reward good role-playing of these
alternate alignments. For example, awarding additional Luck for a
PC adhering to their alignment in the face of adversity is appropriate.
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4 – 11
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4 – 15
Notes
* As DCC common wolf, -1d HD and damage, matures to full stats at 1st level,
50% chance of cosmetic mutation. If multiple in party, roll 1d6 for each: (1-2)
wolf pup (as DCC common wolf); (3-4) puma kit (as DCC dire wolf); (5) bear
cub (as DCC owlbear); (6) alligator (as DCC giant lizard).
** As DCC horse, -1d HD and damage, matures to full stats at 1st level, 50%
chance of cosmetic mutation. If multiple in party, roll 1d8 for each: (1-2) elk
calf (as DCC horse); (3-4) bison calf (as DCC warhorse); (5-6) goat kid (as DCC
donkey/mule); (7) giant ant (as DCC giant worker ant); (8) beehive (as DCC
insect swarm).
+ Roll 1d10 for meat type: (1-2) deer; (3-4) rabbit; (5-6) game fowl; (7-8) fish; (9)
boar; (10) edible insects. Each lb of meat counts as 1 ration. Characters who
eat fresh meat do not need water for the day; characters who eat dried meat
need a separate water ration. However, fresh meat is subject to spoilage.
++ Roll 1d10 for plant type: (1-2) berries; (3-4) tree fruit; (5-6) leafy vegetables;
(7-8) root vegetables; (9) nuts; (10) mushrooms. Each lb of plants counts as
1 ration. Characters who eat fresh plants do not need water for the day;
characters who eat dried plants need a separate water ration. However, fresh
plants are subject to spoilage.
# Roll 1d8 to determine patron: (1) GAEA; (2) HEXACODA; (3) ACHROMA; (4)
HALE-E; (5) UKUR; (6) MANGALA; (7) ME10; (8) TETRAPLEX.
## Roll 1d20 for technology type. Results 1-9 are 50 cred trinkets, results 10-
18 are 100 cred trinkets, results 19-20 are invaluable trade objects: (1-4) small
computer circuit board; (5-7) cell phone: hand-sized "black mirror"; (8-9)
garage-door opener: handheld plastic rock with metal clip, single button
causes red light to blink when pushed; (10-13) large computer circuit board;
(14-16) tablet: head-sized "black mirror"; (17-18) remote entry key fob: small
plastic rock with metal ring, four buttons make sounds and cause red light to
blink when pushed, roll 1d4 for sound each time: (1) "Beep!"; (2) "Beep-beep!";
(3) "Beeeeep!"; (4) "Whoop-whoop-whoop! Whoop-whoop-whoop!"; (19)
c-cell power cell; (20) circuit board acts as universal replacement part, allows
re-roll of any artifact check or AI recognition check, if re-roll is successful then
circuit board can be used again, otherwise it’s lost.
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4 – 17
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4 – 19
Notes
* Characters using two-handed weapons use a d16 on initiative checks. Shields
cannot be used with two-handed weapons.
+ These weapons are particularly effective when used with the element of surprise.
A ranger or rover who succeeds in attacking a target from behind or when the
target is otherwise unaware with one of these weapons uses the second damage
value listed. All other characters and other attacks use the first value.
Characters who eat fresh food do not need water for the day; character who eat
dried food need a separate water ration. However, fresh food is subject to spoilage.
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4 – 26
MCC BARD
Bards in the world of Terra A.D. travel and perform, giving hope
and comfort, recording events and tragedies, remembering the
fallen and lost, inspiring others to greatness.
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4 – 30
Archery expert ranger path: When firing into melee, the ranger
can ignore the 50% chance to hit an ally engaged in the fight.
In addition, the ranger can perform Mighty Deeds of Arms as a
DCC warrior when fighting with a blowgun, sling, shortbow, or
longbow.
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Characters can only learn runes one at a time, they can never
memorize an entire runic alphabet at once. Characters learn a
rune by making a technology roll, including their usual artifact
check bonus. A character must make a technology roll equal to
the rune’s original minimum spellcheck in order to memorize
it. Once a character has memorized a rune, they can inscribe it
any time by making a technology roll equal to the rune’s spell
check. The rune’s complexity is equal to twice its spell level (so
mortal runes are complexity 2 and fey runes and potions are
both complexity 6). If the alternative technology roll described
earlier is used, then characters’ technology die is also their
spell check die, and can continue to improve even after they
memorize the rune. If the bard class described earlier is used,
bards roll +1d on technology rolls to learn and scribe runes.
Most characters can memorize a number of runes equal to half
their character level, while bards can memorize a number of
runes equal to their level.
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THE END
4 – 40
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4 – 42
4 – 43
Variant augur - Pack hunter: Given the name of this augur, I believe it would be
nice if the PC gained his Luck modifier on attack and damage rolls if he followed
another PC’s action. For example, if a warrior attacked a goblin, the PC would
gain his Luck modifier as a bonus by attacking that same goblin with his next
action. If he has a negative Luck modifier, he has to be the original attacker every
round or suffer a penalty to attack and damage rolls - yes, he really hates battles
against only one adversary!
4 – 44
Variant Augur - Born in the trade: I find the original augur a little
overpowered… after all, the PC gains a bonus to all skills! At my table, that is
a huge boon. So I usually allow a player who rolls this augur to choose between
two versions (or throw a coin and late fate decide). Born in the trade is a variant
augur that grants either a bonus or a penalty only to thief skills. A positive Luck
modifier gives a bonus to thief skills, a negative Luck modifier imparts penalties.
The original born under the loom augur grants a modifier to all other kinds of
skill checks. If you choose to use this variant, there are a few interesting concepts to
consider: the PC could be a holier-than-thou cleric (negative Luck modifier) that
refuses to do thieving/skulking (and sucks at it); or go for the opposite, building a
paladin-like PC (positive Luck modifier) that is GREAT at thieving, but hates
to do it.
4 – 45
Variant Augur - Fox’s cunning: I like to extend this augur’s theme to ambushes
and surprise attacks.
Variant Augur - Four-leafed clover: I like to extend this augur’s effects to any
roll on treasure tables, if applicable.
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4 – 47
Variant Augur - The righteous heart: turn unholy is very specific and quite useless
if the PC is not a Cleric. So, for non-clerics, let this augur affect another stat. Roll
a 1d4: (1) saves against unholy; (2) attack rolls against unholy; (3) damage rolls
against unholy; (4) skill checks when dealing with something Unholy.
Survived Let’s go for the most Warhammerian Congratulations,
the plague augur of all! This is the perfect augur for the PC survived the
gongfarmers, rat-catchers, gravediggers, plague, but was
cutters/barbers, etc. crippled, marked
or disfigured by it!
Congratulations, the PC literally survived Magical healing may
a deadly plague! The fact that magical not work on the PC
healing works better on the PC may because he is an elf
suggest he was touched by the divine (blood of Chaos), a
in some fashion; maybe he was a dwarf (resistant to
prophesied child-avatar (a failed one magic?), a heretic or
if the PC became a warrior, but the excommunicated
fame still carries on). The PC may be a fellow or maybe
pious followers of the gods (again, a even demon-
perfect option for non-clerics). If the PC blooded. Another
is a wizard, this could mean perhaps option is that the PC
there exists some pact with an extra- almost died once;
dimensional being with his family. If the since then, death
PC is an elf — a traditional chaotic and has been following
arcane race — this could mean he is him.
actually half-elven!
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Variant Augur - Warrior’s arm: in my games, I let this augur also affect
spellcasting. So, if the spellcaster PC rolled a natural 20, he adds his Luck modifier
to the final result.
Variant Augur - Unholy house: Why let only wizards and elves have all the fun?
If a player rolled this augur for a non-arcane spellcaster PC, I would give the
PC a special ability - in addition to Luck. The PC can also burn Stamina to gain
bonuses. Burned Stamina regenerates like spellburn damage. However, every time
the PC burns Stamina, roll 1d20 plus his Luck modifier against a DC of 15. On
a failure, roll 1d6 and apply to result to the PC:(1-3) minor corruption, (4-5)
major corruption, (6) greater corruption.
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Variant Augur -The broken star: This variant is targeted towards halflings.
Halflings have a good luck charm ability, so let’s tinker with that. Maybe there are
some halflings that aren’t born lucky. They are born wrong and are usually exiled
from their boring pastoral villages. They are cursed and called names like redcap,
boggart or pooka and have the evil eye (they’re usually also bastards). Maybe
goblins are just that… wrong halflings. Anyway, these halflings can only burn
Luck to penalize other’s rolls.
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MERCURIAL POTIONS
Vial d8 Shape d10 Trait d12 Color d16 Additional Effect
d20
1 Glass Cylindrical Bubbly Amber No additional
effect/per judge
2 Iron Hip flask Oily Orange No additional
effect/per judge
3 Wood Spherical Spicey Vermillion No additional
effect/per judge
4 Stone Pear-shaped Chilled Red No additional
effect/per judge
5 Leather Fluted Hot Magenta No additional
effect/per judge
6 Crystal Gourd-like Foul Purple No additional
effect/per judge
7 Copper Squared Sweet Indigo No additional
effect/per judge
8 Bone Conical Bitter Blue No additional
effect/per judge
9 - Pinched Earthy Aquamarine No additional
effect/per judge
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4 – 58
Judge: upon the top shelf of this rotten bookshelf sits a small wood box,
with a sliding lid. Inside is a frothing purple liquid.
4 – 59
Contributing Authors
R.S. Tilton, Anne Hunter, José Luiz Tzi, Aron Clark
Contributing Illustrators
Karim Glue, Danny Prescott, JV West
4 – 60
4 - 60
Joffrey England (Order #42092948)
Joffrey England (Order #42092948)
Joffrey England (Order #42092948)
Joffrey England (Order #42092948)
Joffrey England (Order #42092948)
Joffrey England (Order #42092948)
by Hector Cruz
5–4
HOOKS
This adventure is originally written as a funnel, but it can also be used
for 1st or 2nd level characters. Feel free to advance 0 level PCs to 1st
level during the adventure if you wish. The adventure can be placed
in several ways if it’s not used as a funnel. It can be accessed from a
portal (e.g., suddenly the PCs find themselves falling towards a giant
hole), a dream sequence (e.g., the PCs dreamt of the battle with the
great beast and have woken up falling towards the chasm), or it can
be a continuation from another adventure as the judge sees fit.
ENCOUNTER AREAS
Area 1 - The Endless Chasm: When the characters start the
adventure, they find themselves falling high above a huge abyss.
Waking from the dark veil of unconsciousness, you find yourself free-
falling towards a gaping maw far below. You see remnants of crystalline
structures hugging the edge of the giant chasm, while gravity pulls you
closer to its center. As you fall inside the void, you see broken ledges with
strange doors along the circumference at different levels. Those with a keen
eye will notice a figure on the top ledge.
As the PCs are falling, they have a chance to grab a ledge. They must
roll below their Luck to successfully grab on. Due to the velocity of
falling, grabbing onto a ledge deals 1 hp of damage. Those who fail
have one more chance to roll under their Luck to grab another ledge.
If they fail a second time, they fall past all the ledges towards the
5–5
5–6
5–7
Iron gate
Area 1
V
Ledge 1
Strange
door
Strange door
V
Area 2 Ledge 3
Red door
V
V
Area 3 (ledge 5)
V
Ledge 5
5–8
V
V
Stairway to
outer rim
V
Red door
V
Ledge 3
Ledge 4
Ledge 1
Ledge 2
Ledge 5 Strange door
V
Zaxxyn’s Courtyard
V
Rusted gate
1 square = 20 ft.
*See side view
for ledge height
5–9
After the PCs have spoken with Quinn, they see an iron gate built
into the rock wall. Through the gate, they can see stairs that lead up
into darkness. The iron gate doesn’t budge, but it can be opened with
a DC 12 Strength check. If they choose to enter, strange whispers
begin to float through the dark stairwells, but nothing attacks the
PCs. Perceptive characters will notice that the whispers are each of
the PCs names repeated over and over.
At the top of the stairwell, a large wooden door leads to the outer
rim of the chasm. When the PCs open the door, read the following:
As you step out, the sun casts a sickly yellow-green light with dark organic
shapes shifting in the unnatural sky. Surrounding the chasm and beyond,
are giant broken crystalline pieces. Some stick out of the ground, but most
lie shattered, resembling a forest after a destructive force of nature has laid
it to waste. It is eerily quiet, but there are faint sounds of glass crunching
as a few survivors shamble around the outer rim.
Any attempt to approach any survivor will be met with hostility. They
will not answer any questions and will accuse the PCs of causing
the destruction. If they are provoked, they will physically try to
grapple the PCs and drag them into the chasm. If the grapple attack
is successful, the target must make an opposed Strength roll or be
thrown into the chasm (survivors have the same stats as a 0 level PC).
5 – 10
Ledge 1
Ledge 2: This is the first ledge leading to the creatures Quinn has
mentioned. When PCs reach the ledge, read the following:
As you pull yourself up, you see a strange door before you. It has two
elongated faces frozen in a scream. The door pulsates in line with your
heartbeat, which becomes louder as you approach.
5 – 11
LEDGE 2 MONSTERS
Roll d3 Result
1 Main hall: 4 shambling undead and 2 burst undead
Red door: chimera
2 Main hall: 5 Goblins and 1 hobgoblin
Red door: undead priest
3 Main hall: empty
Red door: 2 ogres
Any monsters inside the hall will suddenly appear from the darkness.
When the PCs approach the red door, they notice it is glistening
and wet to the touch. Any curious PC who looks in the left vase will
see a faint glow at the bottom. Breaking it will reveal glowing shards
of what most likely was once one of the glowing spheres Quinn
mentioned to the group.
As the PCs open the red door, read the following:
As the red door creaks open, you see a large circular room with pillars
lining the walls from floor to ceiling. The ground consists of broken stones
with smoke and blue-green lights that seep from underneath. Straight
across the room, a large rusted gate slams open. Glowing eyes fix upon you
as a menacing sound echoes in the chamber.
Ledge 3: This is the second ledge leading to the creatures Quinn has
mentioned. When PCs reach the ledge, read the following:
As you pull yourself up, you see a strange door before you. It has two
elongated faces with empty eye sockets and no mouth. The door pulsates in
line with your heartbeat, which becomes louder as you approach.
5 – 12
LEDGE 3 MONSTERS
Roll d3 Result
1 Main hall: 4 hellhounds
Red door: evil eye
2 Main hall: empty
Red door: metal golem
3 Main hall: 6 splinter skeletons
Red door: cockatrice
Any monsters inside the hall will suddenly appear from the darkness.
When the PCs approach the red door, they notice it is glistening and
wet to the touch. Any curious PC who looks in the small chest will find
one scroll of feather fall (DCC RPG rulebook p. 140) and one potion of
medusa’s bane (reverses any effect that turns a target to stone). As the
PCs open the red door, read the following:
5 – 13
Ledge 4: This is the third ledge leading to the creatures Quinn has
mentioned. When PCs reach the ledge, read the following:
As you pull yourself up, you see a strange door before you. It has two
elongated faces laughing menacingly with fanged teeth. The door pulsates
in line with your heartbeat, which becomes louder as you approach.
If the PCs open the door, read the following:
The door opens easily to a dark hall. No torches are lit, leaving the room in
complete darkness. The air feels thick, humid and smells sickly sweet (for
judges: at the end of the hall is a large red door with two statues on
either side. The PCs can’t see it from this point except for elves or
dwarves).
When the PCs walk down the hall a few steps, roll on the table below
to determine which monsters occupy this level (see bestiary for stats).
LEDGE 4 MONSTERS
Roll d3 Result
1 Main hall: empty
Red door: cyclops corpse
Chamber door: hydra (will not appear unless PCs approach the
shrine)
2 Main hall: living statues (the statues by the red door come to life)
Red door: cyclops corpse
Chamber door: empty
3 Main hall: 5 mummies
Red door: cyclops corpse
Chamber door: 4 hosts of Zaxxyn (they are chanting around the
shrine)
5 – 14
Any monsters inside the hall will suddenly appear from the darkness.
When the PCs approach the red door, they notice it is glistening and
wet to the touch. The tall statues stand in silent attention.
As the PCs open the red door, read the following:
As the red door creaks open, you see a large circular room with pillars
covered in glowing runes lining the walls from floor to ceiling. The ground
consists of broken stones with smoke and blue-green lights that seep from
underneath. A large corpse lies in the middle of the room. Straight across
from you, a large rusted gate sits wide open.
The cyclops corpse does not have any glowing spheres if any curious
PCs check. Perceptive PCs will notice a non-descript door next to
the large rusted gate on this level. If they enter, read the following:
As the chamber door opens, you see a large open hall with a section of its
ceiling missing. Through the opening, you see a bulbous, pulsating moon.
A solid beam of its sickly light shines straight down onto a shrine in the
middle of the room. An audible heartbeat starts to match the pulsing moon
as you hear whispers of your name get louder with each beat.
The shrine consists of a strange looking creature with wings, a pointy
nose, a long neck and a fin on its tail, all covered in gold. Any curious
PC will notice there are two glowing spheres in the eye sockets of the
golden statue.
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5 – 16
If the PCs ask more than three questions, Zaxxyn bellows: “Enough!
Do not return here unless you have the spheres. Otherwise, repeat this
wretched cycle and die like all the others before you!” With that, he starts
to vanish from the courtyard. If Zaxxyn is provoked, attacked by the
PCs, or if they return to him without the spheres, their very own
shadows will come to life in the courtyard and immediately attack
with the same stats/skills/spells/weapons they have.
5 – 17
CURSE OF ZAXXYN
Gain a spawn of Zaxxyn in the PC's belly. Retain current ability
scores and class abilities, but lose the ability to level under the curse.
Gain +2d8 hp, +1 AC with new metallic skin (if applicable, see above),
and beak on the belly. Must feed the mouth regularly, or when
around food or corpses. Must make a DC 13 Willpower save, to resist
feeding the mouth, and following any other commands as servants of
Zaxxyn.
BESTIARY
Note: all creatures located in the main halls drop one glowing sphere.
Creatures located in the red door chambers drop two glowing spheres.
The only creatures who don’t carry them are the host of Zaxxyn.
CHASM MONSTERS
Harpies (1d7 per encounter) – as per DCC RPG rulebook p. 417.
Floating slime (1d14 5’x5’ squares per encounter): Init +0; Atk
pseudopod +3 melee (1d4+acid); AC 10; HD 1d8; hp 5 each; MV
5’; Act 1d20; SP half damage from slicing and piercing weapons,
pseudopod acidic touch per 5’x5’ square (1d6); SV Fort +6, Ref -8,
Will -6; AL N.
Gobs of floating slime inhabit the chasm. PCs can avoid a few with
a DC 12 Ref save while falling, but they won’t be able to avoid all of
them.
5 – 19
LEDGE 2 MONSTERS
Shambling undead: Init -4; Atk bite +3 melee (1d4); AC 9; HD 3d6;
hp 11 each; MV 20’; Act 1d20; SP un-dead traits; SV Fort +4, Ref -4,
Will+2; AL C.
These are slow, shuffling un-dead, and thus can be turned by clerics.
As un-dead, they are immune to sleep, charm, and paralysis spells, as
well as other mental effects and cold damage.
Burst undead: Init -2; Atk bite +3 melee (1d4) or special; AC 11;
HD 3d6; hp 11 each; MV 20’; Act 1d20; SP un-dead, oily bile, death
explosion; SV Fort +4, Ref -4, Will+2; AL C.
These are undead brutes that can spew bile at melee range. PCs must
make a DC 12 Reflex save or fall prone for 1d4 rounds. When killed,
they also have a last defense mechanism. Their stomachs start to
swell, and they explode with acidic goo for 1d6 damage to any PCs
within a 5’ radius.
Chimera – as per DCC RPG rulebook p. 399
Goblin – as per DCC RPG rulebook p. 417
Hobgoblin – as per DCC RPG rulebook p. 417
Undead priest: Init +0; Atk bite +3 melee (1d4) or special; AC 14;
HD 3d6; hp 11; MV 20’; Act 1d20; SP un-dead, turn lawful, raise
skeletons; SV Fort +4, Ref -4, Will+4; AL C.
5 – 20
LEDGE 3 MONSTERS
Hell hound – as per DCC RPG rulebook p. 417
Evil eye: Init +4; Atk bite +3 melee (1d6) or special; AC 6; HD 3d6;
hp 11; MV 30’; Act 1d20; SP blinding gaze, tentacles; SV Fort +4, Ref
+5, Will+4; AL C.
This is a small version of a beholder, but still a deadly foe. It has
four tentacles coming out of its round, fleshy body that can bite and
cast sleep (DCC RPG rulebook p. 155). The evil eye itself can cast
a blinding ray in a 30’ wide cone 20’ long. PCs must make a DC 13
Reflex save to look away or they are blinded for 1d4 rounds.
Metal golem: Init -2; Atk pommel +4 melee (1d6+2); AC 19; HD
8d6; hp 28; MV 20’; Act 1d20; SP immune to damage from fire or
non-magical weapons; SV Fort +1, Ref +2, Will +1; AL C
The only way to defeat one of these goliaths is to destroy the gems it
gets its power from. There will be four staffs located around the room
with 1 gem on top of each staff. Each gem has 3d6 hp. As each gem is
destroyed, the golem will go into a frenzy giving it an additional +4
attack for one round.
Splinter skeletons: Init +0; Atk claw +0 melee (1d3) or by weapon
+0 melee; AC 9; HD 1d6; hp 4; MV 30’; Act 1d20; SP un-dead, half
damage from piercing and slashing weapons, splinter attack upon
death; SV Fort +0, Ref +0, Will +0; AL C.
Brittle bones held together by eldritch energies, skeletons are un-dead
creatures raised from the grave to do disservice to the living. If found
free-willed, they are always in places of death and attack the living
on sight. Skeletons attack with claws or the pitted, rusted remains of
whatever weapons they carried in life. Skeletons take half damage from
piercing and slashing weapons (such as swords, axes, spears, arrows, and
pitchforks). They are un-dead, and thus can be turned by clerics. They
5 – 21
LEDGE 4 MONSTERS
Cyclops corpse: The corpse found in this area doesn’t have any
glowing spheres or anything of value. Taking the eye for a trophy may
give you some bragging rights in certain towns or cities.
Hydra – as per DCC RPG rulebook p. 418
Living statue – as per DCC RPG rulebook p. 420
Mummy – as per DCC RPG rulebook p. 422
Host of Zaxxyn: Init +0; Atk dagger +2 melee (1d4); AC 12; HD 2d8;
hp 7; MV 30’; Act 1d20; SP spells as level 4 wizard (spell check +6);
SV Fort +1, Ref +2, Will +6; AL L.
The host of Zaxxyn is a living puppet: the puppeteer of this creature
is a grotesque hybrid of bird and arachnid which controls its actions
from inside. Hosts of Zaxxyn appear to be humanoids wearing
ceremonial robes of dark magic. It can cast level 4 wizard spells and
are normally found in ancient shrines or anywhere Zaxxyn’s curse has
taken place. Its beak on its stomach is usually concealed by its robes
until it starts to attack.
Spawn of Zaxxyn: Init +0; Atk bite +6 melee (1d6); AC 16; HD 2d8
(in addition to host of Zaxxyn); MV 40’; Fly 50’; Act 1d20; SV Fort
+6, Ref +4, Will +1; AL L.
When its humanoid host is slain, the beak of the spawn escapes
through the host’s stomach as its spidery legs split through the
appendages it was once controlling. The malformed, feathered spider-
body lunges at its closest victim and starts biting with its head-beak.
This creature is very fast and merciless. It may not be able to cast
spells without its humanoid body, but it can use its legs in unison to
fly, as well as crawl on walls and ceilings very quickly.
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DEVOURED!
While the party is at sea, shore or in a dock, describe what appears
to be a tsunami of apocalyptic proportions coming out of nowhere
to get them. There’s not time to escape (but a few important seconds
for love declarations or for telling that annoying cleric with you think
about holier-than-thou-Justicia).
Moments before the wall of water smashes the party (and maybe a
city or the entire shoreline) tell them these last two details that their
tiny minds (now probably overcome by mortal fear) notice:
• There seems to be a white twisted tower rising from the wave’s
crest (that’s the leviathan’s alicorn, the Tower of the Horn —
more about it later);
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5 – 33
In the meantime, tell the players that the mysterious cavern is filled
with the sound of water rushing in and that the water level is slowly
but clearly rising. If the players delay for too long, inflict a -2 penalty
for any physical action as the water rises to their knees (which is
especially troublesome for halflings and dwarves). You can increase
this penalty further to -4 or even to -1 die if they don’t move. A good
suggestion is to increase the water level by one step after each failed
attempt to search for loot or escape the shore’s difficult terrain. The
good news is that when the penalty reaches -1d, the water level is high
enough that the character can easily swim over the difficult terrain (but
they still suffer the penalty).
5 – 34
5 – 36
The geas that holds the OK, maybe the party decided
Mistress can be broken by to settle on the shore, perhaps
some cool combo like a building a raft from the wreckage.
Maybe they already figured out
warrior’s Mighty Deed of
their situation (c’mon, it isn’t hard):
Arms or thief ’s skill, used they were eaten by a giant whale.
to break/open the chains, Actually, a few rules lawyers might
followed by a cleric’s divine aid even quote the AD&D 2nd Edition
or a wizard’s invoke patron to Monstrous Manual entry on the
shatter the elder spell. If freed, leviathan (remove 1 Luck point from
the Mistress will probably those smartasses!). Anyway, reward
enter in a murderous rampage such faltering heroes by moving to
against the kerasoi, giving the the Clash of Titans! encounter and
party plenty of room to escape. don’t forget to mention the distant
lights of the kerasoi.
5 – 37
5 – 39
5 – 40
5 – 43
5 – 44
5 – 45
5 – 46
5 – 47
SILVER SUN
by Colin Mills
5 – 48
ROOMS
Each room has one description, three headings describing era-specific changes, and
an explanation of any time travel elements initially present in that room.
If the PCs attempt to rest while in the dungeon’s current or future eras, 1d4 of the slain
un-dead cultists reanimate each watch to hunt them down. No rest is easily had while
in the Tombspire. If insufficient un-dead are available, then more are raised from the
grounds outside the Tombspire, angrily avenging the defilement of their holy site!
Note for time travel: the way traversal between eras works in this adventure is any
changes performed in a past era are immediately seen in the following eras. They have
just always existed to the timeline. Similarly, any objects brought back from a future
era and left in a past era can be seen again in that future era, the copy now being a
continued loop of the original. Don’t worry too much about causality or other paradoxes,
we’re just hand-waving all of that here. The players will manage to do some crazy stuff,
but shouldn’t be able to escape too far in the past or future eras, given the barrier
around the Tombspire or swarms of hostile demons, respectively.
5 – 49
PAST
The grounds around the spire are the scene of great bloodshed, with people slaughtered in every direction.
Hostile, tribal forces still rage against a magical barrier, their shamen working strange magics in an
attempt to gain entry. Strange, amorphous, silvery creatures appear to be projecting the barrier, and are
paying no notice of your passage. The intact spire stretches far above you, about 100’, its smooth stone
walls gleaming in the sun.
The servitors of the Silver Sun have sealed off entry to and egress from the tower following the rival tribe’s
attack, leaving only a handful of the defending Dhiigga Dahagta tribe alive inside. These servitors ignore
the PCs unless provoked, in which case they attempt to dispatch the offending interlopers quickly before
returning to maintaining the barrier. If the party explores around the tower, they will find a groundskeeper
painting murals depicting the terrible return of his god on the walls of the spire. If conversed with, he
is willing to speak with the player characters about the Silver Sun, and the plants kept on the grounds:
• The Silver Sun is a deity who rivals the natural sun, wishing to take its place in the cosmos.
• The Silver Sun returns to its height of power once every 300 years.
• The movements of the sun and planets can be tracked using the orrery inside.
• The Silver Sun deserves to rule over the cosmos and devour all other light, for it is the fairest of
all the lights.
• The plants inside the spire have been preserved inside magical pots, allowing them to grow and
flourish with little care while the pots remain intact.
PRESENT
A large tree appears to have broken through the walls of the tower to stretch its branches in the free
air. Ancient flagstones shift beneath your feet, long split from erosion and the workings of plant growth.
The door is locked in the current era, and the lock appears rusted. The lock can be picked or the ancient,
rusted and dry-rotted door can be bashed down in short order (DC 12 pick lock or Strength check).
FUTURE
The once great tower has been leveled to the ground, save for a platform floating hundreds of feet in
the air. Glowing stones are chained to the platform and float a dozen or so feet away from it, seemingly
keeping the platform aloft. The sky is painful to gaze upon as it blazes with erratic waves of silver and
gold. Hordes of frenzied humanoids scream praises to the Silver Sun, reaching towards the floating
platform and climbing upon each other in an attempt to get closer. Servitors of the Silver Sun stalk the
former tower ruins, mechanically cutting down those few not worshipping.
The servitors will spot the PCs in 2d3 rounds if they do not leave, and will attack them. Each round, one
servitor will join the combat until the PCs retreat or are defeated. This encounter is not intended to be won.
Silver sun servitor (many): Init +1; Atk slap +1 (1d3 plus stun); AC 13; HD 4d10+4; hp 24; MV Fly 30’;
Act 1d20; SP Fort save DC14 or only receive one action next round; SV Fort +2, Ref -1, Will +2; AL C.
5 – 50
PAST
The bloodied corpses of four tribesmen lie here, three of them garbed in tattered cloth robes with silver
face paint, the other wearing tribal leather armor, their clubs strewn about their bodies.
PRESENT
The dust of ages billows up as you enter this room, mixing with the stale air to make a dry and choking
atmosphere. Dim sunlight filters through the clouds to illuminate the room and glimmers off the frescoes
and urns inside.
Spells are cast in this room at a decreased die step, due to the dust.
When the PCs enter this chamber, three of the jars begin to faintly tremble (DC 10 Intelligence check to
perceive, -2 each round). This trembling increases in intensity for five rounds until a moldering pile of
bones, dust, and ancient cloth bursts out of each. These are the un-dead remains of ancient shamen,
cut down long ago whilst defending their deity.
Un-dead silver sun cultists (3): Init -1; Atk spiked club +1 melee (1d4); AC 11; HD 3d8; hp 13; MV 20’;
Act 1d20; SP spells (+2 spell check) holy sanctuary, protection from evil, paralysis; SV Fort +3, Ref -1,
Will +1; AL C.
FUTURE
See area 1.
5 – 51
PAST
The huge device in the center of the chamber slowly turns, its mechanisms whining and clicking, filling
the chamber with a deafening mechanical droning. A silvery substance dribbles through grates in the
ceiling, coalescing in a vertical sheet suspended in the air, is lower edge a few inches off the ground.
Through the sheet, the chamber’s bricks appear more worn and weathered, the benches rotten and
disused. Illuminating this room are several torches in sconces along the walls of the chamber and
lining the orrery dais, and sunlight gleaming in through the small holes in the ceiling. A young tree sits
between the rows of pews in a large clay pot on the west side of the room, basking in the faint sunlight.
The pot is inscribed with glowing runes.
The exit on the east side of the room appears to be currently held up by numerous wooden poles and
scaffolding. The top keystone piece of the archway is missing. A DC 15 spell check reveals the pot
is intended to keep the plant alive contained within, as long as it is provided with sufficient light,
nutrients, and water. The silvery substance connects this past-era room to the current era and can be
traversed at will.
5 – 52
FUTURE
If the orrery was repaired in the current era, the ornery still stands and has been aligned to grant power
to the Silver Sun. If manipulated to grant power to an alignment, the orrery sparks wildly and grants its
bonus to the party while in this era. Otherwise, see area 1.
TOM BS P I R E M A P
5 – 53
PAST
On a small table is a finely-crafted archstone. It shares a decorative style similar to the arched doorway
through which you entered the room.
If placed in the arch, the keystone will prevent the doorway from collapsing in the future, and will remain
open in the current era.
PRESENT
When touched, the garments crumble away, leaving only fine silver wires.
FUTURE
See area 1.
PAST
This room is currently empty, the guards having left to defend the spire from intruders.
PRESENT
Upon each of the stools is seated a desiccated warrior clad in ornate leather armor, clubs spiked with
obsidian hanging from their belts. As you enter the room, a low, whispering chant rattles from the
warriors as they rise to prevent your passage.
Un-dead silver sun cultists (3): Init -1; Atk spiked club +1 melee (1d4); AC 11; HD 3d8; hp 13; MV 20’;
Act 1d20; SP spells (+2 spell check) holy sanctuary, protection from evil, paralysis; SV Fort +3, Ref -1,
Will +1; AL C.
FUTURE
The door has been secured with a superior lock, but can be picked (DC 18 pick lock check). The door is
somewhat protected from mundane damage, reducing it by half (DC 20 Strength check to break down,
or 20 damage). Additionally, magic-users studying the door find it opens readily to reciting the Oath of
Burning Betrayal (DC 15 spell check to guess, or clerics can try an Intelligence check at an increased die
to remember). Lastly, the door opens to anyone wearing the garments found in area 4.
5 – 54
PAST
Four Silver Sun cultists prepare a defense here against hostile interlopers with holy sanctuary, protection
from evil, and paralysis cast ahead of time if they hear the PCs approaching. They, unfortunately, will
fight to the death.
Silver sun cultist (4): Init +0; Atk club +1 melee (1d4); AC 12; HD 2d8; hp 9; MV 30’; Act 1d20; SP spells
(+2 spell check) holy sanctuary, protection from evil, paralysis; SV Fort +2, Ref -1, Will +2; AL C.
PRESENT
An immaterial, shimmering sheet hangs in the air, revealing a chamber much more worn and overtaken
by roots than the one in which you currently stand.
The cultists remain vigilant in un-death, and rise to prevent the party from roaming the chamber. Roots
from the tree in area 3 grow down into this chamber and through the floor, blocking off a 10’ diameter
area under its position in area 3. The shimmering portal connects this room to the future era.
Un-dead silver sun cultists (3): Init -1; Atk spiked club +1 melee (1d4); AC 11; HD 3d8; hp 13; MV 20’;
Act 1d20; SP spells (+2 spell check) holy sanctuary, protection from evil, paralysis; SV Fort +3, Ref -1,
Will +1; AL C.
FUTURE
The room is empty, save for the dead roots of the tree which once grew in the room above before it was
cut down. The slot on the right contains a flat card-like object inscribed with jagged silver lines.
Roots from the tree in area 3 grow down into this chamber and through the floor, blocking off a 10’
diameter area under its position in area 3. The portal connecting this room to the current era is accessible
from the future era side as well. The card is in fact a key which can be used to open the door to area 7
when paired with a second copy. Unfortunately, the matching key has been long lost.
5 – 55
PAST
The rations appear well preserved, and contain some sort of bread, dried vegetables, and jerked meat.
The bottles contain weak wine, just alcoholic enough to kill off any bacteria.
5 – 56
PAST
The young vines have just begun to climb up the arches lining the room.
PRESENT
The tree from area 3 grows up through the floor wherever it was placed below. If this placement disrupts
the diagram on the floor, then no spell check bonuses may be granted. The potted vines have long
outgrown their pots and have run wild, combining and climbing up to the windows near the ceiling far
above.
FUTURE
See area 1.
5 – 57
PAST
A shimmering sheet of translucent silver seems to pour from cracks in the ceiling neatly bisecting the
platform with glowing rings. Through it, the room appears cracked, crumbling, and dark. An aged man,
dressed in leather garments woven with silver, is hurriedly changing the dressing on a torso wound.
His wrinkled hands trembling and bloodied, the man picks up his ornamental spear as three silvery
creatures spill through cracks in the ceiling.
The old man is a 3rd level cleric of the Silver Sun. He knows the following spells that he can cast with
a +4 spell check: blessing, chill touch, paralysis, protection from evil. Around his waist he wears a belt
with a pouch containing 20 sp, 31 cp, a holy symbol of the Silver Sun worth 20 gp, and a copper key.
The key opens the door to area 7. If the PCs carry a copy ornamental spear from a different era, then the
cleric can be convinced to not attack. If the party attempts to harm the Silver Sun while in the company
of the cleric, he will then turn hostile.
The portal here links this room in the past era to the future era.
PRESENT
Unless the above cleric is removed from this run, the mummified remains of a human lie here, clad in
rotted scraps of leather, alongside an ornamental spear. The human’s midsection appears to be wrapped
in bandages.
FUTURE
A silvery humanoid figure greets your arrival with silent resolve, bearing an ornamental spear and
flanked by other humanoids, their torsos sprouting lashing tentacles. Falling down the center of the
room is a gossamer veil, casting the room seen through it in brighter, sunnier tones.
This version of the cleric has a +5 to spell checks, 26 hp, and knows mirror image in addition to the
spells listed in the past. The portal from the past links back to that era.
5 – 58
PAST
The Silver Sun is wounded and actively bleeding, the floor under it still sticky and wet. The artifact which
caused the wound is lodged inside the creature, and it will lash out against the party of they attempt to
remove it. Likewise, offensive actions against the Silver Sun will be met with swift retribution.
If the party has retrieved the Sun Spear from the future, whoever wields it is compelled to attack the
Silver Sun (DC 14 Will Save to resist).
The Silver Sun: Init +3; Atk tentacle +2 melee (1d3 plus Stamina drain); AC 15; HD 5d10+10; hp 37;
MV fly 30’; Act 1d20+1d14; SP stamina drain, half damage from non-magical sources, double damage
from the Sun Spear; SV Fort +4, Ref +2, Will +3; AL C.
PRESENT
The orb is smooth and firm to the touch, and does not react to attempts to damage it. Whatever the
party’s intentions, nothing short of strong banishment magic or divine aid will adversely affect the
Silver Sun.
FUTURE
A blazing sky meets your gaze, interrupted only by the triumphant Silver Sun. Its awful pseudopods arc
away from its body, split, and dissolve into the air as it stretches itself skyward. At the horror’s base
lies the broken-off end of a heavy spear with golden broad head and crossbar. The creature pays little
attention to you as it seems to grasp the sun and, with a gentle tug, pulls forth a morsel. In this era, the
Silver Sun has become immune to all damage and offensive magic, including the sun spear, and mocks
the PCs if attempts are made to harm it.
AFTERMATH
Allow the players to act while you read this section, time their movements and use the text to add
drama to a near escape. Or, kill them if they dally.
Felled by your mighty blows, the Silver Sun roars in anguish and begins to boil. As the horror bubbles
away into choking, vile vapors, the tower beneath you shudders. The once sparking crystals chained to
the tower pulse and yank on their tethers, threatening to pull the rooftop apart. Bricks topple, arches
crumble, and walls collapse inward. As the tower’s power systems fail, arcane energies arcs through
the air, filling your lungs with the scents of smoke and ozone. The once grand spire falls into itself;
tower, ground floor, and basement beneath, dust issuing forth in one last gasp of defiance against the
cruel sun. Through the dust, a silvery filter can be seen, flickering and fading even as you watch.
If the party does not go through the portal in area 9 back to the current era in the next thirty seconds,
it collapses, trapping them roughly 300 years in their past.
5 – 59
Contributing Authors
Hector Cruz, Judge Joan (of Arc), José Luiz Tzi, Colin Mills
Contributing Illustrators
Clayton Williams, Hector Cruz, Karim Glue, Todd McGowan,
Fred Dailey, Colin Mills, JV West, Matt Hildebrand
Cartography
Hector Cruz, Colin Mills
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games.
All rights reserved. For additional information, contact [email protected].
Each article, art & associated material, belongs to their respective artists & authors. If you would
like to include, copy or use a derivative of the work, please contact the original creator.
6-2
6-3
ARMY ORGANIZATIONS,
FIREARMS, AND
FIGHTING
By Eric Betts
FOREWORD
Trench Crawl Classics (TCC) is a rule hack that applies
Dungeon Crawl Classics to World War II combat. The
original TCC rules found in the 2017 Gongfarmer’s
Almanac, Vol. 7 provided all the information necessary to
create and play Russian conscript soldiers. ‘Part II’
expands those rules as follows:
covers the structure and weapons of basic British
Empire, German, and U.S. infantry platoons
allows for the creation of British Empire, German,
and U.S. conscript soldiers (0-level player
characters)
6-4
FIREARM COMBAT
Firearms function as DCC missile weapons.
Rate of Fire (RoF): Additional shots may be taken, up
to the RoF, but each subsequent shot is -1 die bump
lower.
Reloading: A modern firearm takes one round to
reload.
Automatic Weapons do 3 Dice of Damage. Automatic
weapons with a RoF that indicates an (A), instead of
separate attacks, may affect multiple targets in a 10-
foot square area. An automatic fire attack uses 10
rounds of ammunition. The attacker makes a single
attack roll that’s compared to the AC of each target in
the area. A hit causes 3 dice worth of damage, DC 10 Ref
save for half. A critical hit (natural 20) does 6 dice
of damage, DC 10 Ref save for half.
Aiming one full round: Increases the Attack and
Damage die by one. Using a scope while aiming one
full round: Provides an additional +2 Attack bonus.
6-5
GERMANY
GREAT BRITAIN
6-6
UNITED STATES
6-7
6-8
6-9
Pistols
Semi-auto (Lugar, TT33) d8 2 60/120/180 10 2 lbs
Revolver, large caliber d10 2 45/90/135 5 3 lbs
(Webley)
Semi-auto, large caliber d10 2 45/90/135 7 3 lbs
(M1911)
Rifles
Bolt-action (K98k, L-E, M-N, d10 1 120/240/360 5 11 lbs
M1903)
Semi-auto, carbine (M1) d8 2 60/120/180 30 6 lbs
Semi-auto, carbine (G43) d10 1 120/240/360 5 11 lbs
Semi-auto (M1 Garand) d10 2 120/240/360 8 12 lbs
Automatic (BAR) d10 3(A) 120/240/360 20 18 lbs
Submachine Guns
MP40, PPSh41, Sten d8 3(A) 60/120/180 30 8 lbs
M1A1 Thompson d10 3(A) 45/90/180 20 10 lbs
Machine Guns
DP1929, M1919 d12 5(A) 120/240/360 47 30 lbs
Bren d12 5(A) 120/240/360 30 24 lbs
MG 32, MG 42 d16 7(A) 120/240/360 47 25 lbs
6 - 10
GREAT BRITAIN
UNITED STATES
Judges Note: Cruel judges may rule on both the ‘ping’ and
‘M1 thumb’. An opponent’s success on a DC 10 + Intelligence
bonus hears the ‘ping’ and knows that the Dogface needs to
reload the next round. A failed Reflex save on a reload
results in ‘M1 thumb’, after which they must succeed on a
Fortitude save or spend the rest of the round writhing in
pain.
M1 Carbine (Semi-Automatic
Rifle): The M1 Carbine .30 caliber
semi-automatic rifle had a 15
round box magazine and weighed
1/2 as much as the M1 Garand or
Thompson SMG. It was designed
for US Support troops (artillery,
anti-tank, bazooka men, etc.) and
paratroopers.
6 - 15
SOLDIER
By Eric Betts
6 - 16
6 - 17
6 - 18
6 - 22
6 - 23
FORM OF WILL
By Eric Betts
INTRODUCTION
Tears of the Rusalka is a 0-level experimental funnel
designed for 4-6 players each running four 0-level
‘conscripts’, set in the horror of the Battle of Stalingrad
in late September, 1942. Soviet conscripts are from the
269 Rifle Regiment (2-3 players/8-12 characters) and
German conscript soldiers are from the 227th Jager (light
infantry) Regiment (2-3 players/8-12 characters). The
Soviet conscript soldiers can be created with the Trench
Crawl Classics (TCC) rules in the 2017 Gongfarmer’s
Almanac, Vol. 7 along with the basic weapons and TCC
rules. Rules and weapons for the Germans are in the 2018
Gongfarmer’s Almanac, Vol. 7. Keep those rules handy for
weapon damage and effects.
6 - 27
BACKGROUND
The scenario is set in the suburbs surrounding the
three giant factories of Stalingrad: the Red October,
Barricades, and Tractor Factory in late September, 1942.
This was the site of some of the most bitter and iconic
street fighting of the war.
PLAYER INTRODUCTION
SOVIET (RUSSIAN) PLAYERS
6 - 31
6 - 33
6 - 36
BACKGROUND
Since before recorded time, a witch cult in Western
Europe has worshipped the Two Faced Horned God. The
Inquisition of the 17th century drove the cult to near
extinction, yet it remains in dark woods of rural Europe
and in the shadows of back alleys in metropolitan cities.
Each modern cult operates on a cell system, with 13
cultists and one master. In the Ardennes, southwest of the
village of Malmedy, the Anselme family seemed devout
christians, yet were in fact devoted to the Horned God. A
particularly powerful member of the cult is Giselle
Anselme, 44 years old and a dark beauty.
Giselle, while favored by the Horned One, has led a
tragic life of loss. Both of her parents were killed when
she was but 10 years old in the opening days of the First
World War. Giselle was raised by her brother Renouard,
who was killed in the opening salvos of the invasion of
France in 1940. Less than 48 hours ago Giselle’s husband,
12 year old son, and 8 year old daughter were killed by
German artillery. The trauma of the barrage and deaths of
all her loved ones unhinged Giselle and drove her to
horrible excess. She beseeched the Horned God for
vengeance against the cruelty of war and sacrificed seven
members of her cult (the ones she could catch). It was
enough, and the Horned God rewarded Giselle with this—
her pocket dimension of terror. Her dimension is a
portion of the Ardennes, ripped from our world, inhabited
by demons and little people who respond to Giselle’s
command and hunger for human flesh. With a ‘enter only’
portal tied to our world (think of a mystical roach motel),
the pocket dimension also touches other places beyond.
And some of those beyond things may enter too…
GENERAL PLAY
6 - 38
PLAYER INTRODUCTION
The Germans tore through your lines like a rock through
toilet paper. But that doesn’t begin to tell what it was
like…not nearly. New to the front, you’d never imagined
that an artillery barrage could be that loud or
terrifying…or long. You saw friends blown to pieces
even as you cowered in a shallow foxhole. Some men
cracked and leapt from their cover during the barrage
only to themselves be obliterated. It seemed to go on
forever, and then was suddenly over. Your ringing ears
barely made out the sounds of crying wounded, but you are
sure heard the sound of metal tracks. As the dark grey
armor of German tanks cleared the thick Belgian forest,
firing cannon and machine guns as they advanced, you’d
had enough.
Whether lieutenant, sergeant, or private you turned and
ran...and kept running until the explosions and sounds of
the shooting faded with the light of day. You wandered
lost in the thick forest, finding no other American unit,
outpost, or soldier, except for your fellow deserters,
some of whom had gone so far as to throw their weapons
away...or maybe they just forgot them in their flight.
RANDOM ENCOUNTERS
6 - 39
6 - 41
6 - 42
6 - 44
6 - 45
SECOND FLOOR
BASEMENT
6 - 49
BESTIARY
BLOOD WORM
Blood Worm (2): Init +1; Atk bite +3 melee (1d8); AC 14; HD
2d8; hp 10; MV 20’ or burrow 10’; Act 1d20; SP blood drain;
SV Fort +1, Ref +1, Will +2; AL C.
On a successful bite attack, the blood worm drains the
target of 1d3 points of Stamina (DC 10 Fort save to avoid).
Dark red, burrowing 12’ long worms with razor sharp
teeth. They erupt from the earth to feed on the living!
These are accidental travelers to the pocket dimension.
Unlike Blue Frog, these are a mindless killing machines,
and will slaughter anything that comes into their path.
They fight to the death.
DEMON
Blue Frog (unique type I demon): Init +0; Atk bite +2 melee
(1d8); AC 12; HD 2d12; hp 14; MV 30’ or swim 30'; Act 1d20; SP
agility drain (DC 14 Will save or lose 1d3 Agility); spells
(+2 spell check) scorching ray, esp, comprehend languages,
demon traits; SV Fort +2, Ref +1, Will +3; AL C.
6 - 50
Demon, two faced (type I demon, Two Faced Horned God) (2):
Init +1; Atk bite +2 melee (1d6) or constriction +4 melee
(1d4); AC 10; HD 2d12; hp 14; MV 20'; Act 1d20; SP blood
drain, demon traits; SV Fort +4, Ref +1, Will +2; AL C.
On a successful bite attack, the two faced demon drains
the target of 1d4 points of Stamina (DC 14 Fort save to
avoid).
Wears blue robes, but initially appears as a
sophisticated (if two faced) wise-man. The two faced
demon may attempt to engage the characters in
conversation, for trickery, or to lull them into lowering
their guard—only to strike at turned backs! The two
faces split apart on 10’ long serpent-like necks. One
head’s mouth is full of too many needle-like teeth (that
break off in the victim for disease), and the other head
has long viper-like fangs that drip with deadly green
poison. They are in the area of the farmhouse and barn.
6 - 51
GOLEM
MOLELING
PANZER IV TANK
6 - 53
PETRA
SS PATROL
6 - 54
6 - 55
Contributing Illustrators
Dan Domme, Duamn Figueroa Rassol, Shyloh Wideman,
Clayton Williams
____________________________________________
6 - 56
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games.
All rights reserved. For additional information, contact [email protected].
Each article, art & associated material, belongs to their respective artists & authors. If you would
like to include, copy or use a derivative of the work, please contact the original creator.
Bardic Rocker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 4
Berserker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 9
Faerie Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 13
Goat’o’war . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 28
Gongfarmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 31
Kith of Kingspire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 34
Lycanthrope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 38
Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 44
Quantum Traveler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 47
Sage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 51
Scout (A Thief Variant) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 - 55
7-3
Contributing Authors
Jon Hershberger
Contributing Illustrators
Artwork copyright William McAusland, used with permission,
Maciej Zagorski, published by The Forge Studios
7 - 60