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Published by juanmartinbuzios, 2022-05-29 19:56:24

Dungeon Crawl Classics - Core Rulebook

Dungeon Crawl Classics - Core Rulebook

Appendix R: Rules Complexity

The Dungeon Crawl Classics Role Playing Game plays like a 1974 game. The rule set deliberately omits many mod-
ern concepts in order to speed game play. During playtest, a variety of players suggested varying rules for
further defining areas of play. These suggestions were discarded because they increased complexity and had no
precedent in the 1974 rules. In other words, if it could be handled ad hoc in 1974, it can be handled ad hoc now.
That said, some judges do wish to expand the game to suit their own style. There are many well-recognized rules catego-
ries which have been deliberately omitted herein: miniatures rules, feats, skill points, prestige classes, races distinct from
classes, weapon proficiencies, attacks of opportunity, and so on. These spaces are “blank” within the rules so the judge
can easily add in those parts he feels are necessary.
Think of it as a map with many undefined places. The DCC RPG rules leave these blank spots deliberately undefined.
Now you as the judge should fill in those regions of the map that most benefit your style of play.

Appendix S: Sobriquets

What’s in a name? The start of an interesting encounter, that’s what. In the DCC RPG, every monster is a uniquely
terrifying foe, and as such could be rendered more terrible with a unique name. So, too, is it for NPCs. The
author highly recommends the out-of-print title Book of Names from Troll Lord Games for inspiration in naming
NPCs. Appendix N is also inspirational. For further monikers, consult the following table.

Table of Names

d% Wizards & Clerics Warriors & Thieves Fantastic Creatures Humanoids
1 Absalom Akurion Abathon Agzan
2 Adompha Alveric Ahriman Arwoor
3 Afgorkon Amalric Alagraada Athbelny
4 Akivasha Angarth Anana Atzul
5 Alcemides Anuk Ang’qua’iash Beloso
6 Anector Aram Aphelis Bokrug
7 Anuradhapura Argosa Ariston Bunda
8 Argaphrax Athelstane Astreas Chand
9 Argelibichus Camballio Athle Chuu
10 Ariadne Carmac Atost-rad Cykranosh
11 Azgelasgus Cashius Avalonia Dejah
12 Baithorion Cathfytz Ayodhya Domnos
13 Bypeld Cerngoth Bashan Eibon
14 Calindonadrius Cobart Becar Emumen
15 Caliph Constantius Brytoraugh Eumar
16 Cardoxicus Cormoran Carthoris Feethos
17 Chongrilar Cromlek Chemnis Galan
18 Dagozai Cushara Chiron Gazal
19 Darunzadar Cyntrom Chorondzon Gebal
20 Dweb Draupnir Chryseis Glosoli
21 Dwerulas Dugar Djebel Gobir
22 Ebanoose Evadare Dwalka Goromé
23 Ebbonly Faraad Enion Grox
24 Eibur Ganelon Erohye Guhic
25 Erasmus Ghor Fryx Gurko
26 Galendil Gondelor Ganebon Gwyn
27 Habruztish Gug Gathol Hoom
28 Hadrathus Harnam Gelka Iblix
29 Hasthar Hoaraph Gonlex Iqqua
30 Hekkador Istrobian Gothan Ischiros
31 Ib Jadawin Haade Jargo
32 Ildawir Japthon Haalor Kadabra
33 Iminix Jeddak Hadrubar Kalu
34 Iomagoth Kadatheron Hoje Kordofo
35 Iquanux Kalikalides Horphe Krug
36 Ishgadona Kerkadel Hruengar Kuruz
37 Izdrel Khavran Ilarnek Liennray
38 Jaspondar Kishtu Ishtar Loford

Page 447

Table of Names (continued)

d% Wizards & Clerics Warriors & Thieves Fantastic Creatures Humanoids
39 Khumbanigesh Kothar Ispazar Loischa
40 Leniqua Krallides Kajak Manus
41 Maal Kulan Kerim Mnar
42 Marquanos Llambichus Kryth Naat
43 Matai Llulch Kuruz Nargis
44 Mewick Loden Lirazel Narl
45 Mhu Maldivius Lloigor Narthos
46 Moloch Matsognir Lobon Nehic
47 Nambaloth Minoc Mandilip Niemm
48 Naroob Mocair Marentina Obexah
49 Nichiddor Morghi Memphor Og
50 Nimed Mors Mhu Olgerd
51 Ningorus Narthos Mikaded Ollub
52 Norovus Nerelon Mindus Oth
53 Okar Noureddin Modeca Peshkhauri
54 Olloothy Oberon Mornoth Pnoth
55 Orastes Oggon Murcot Quanga
56 Oryx Ominor Nacaal Rafe
57 Palamabron Ommum-vog Namirrha Rika
58 Pergamoy Ompallios Nimer Rintrak
59 Pharnoc Orillibus Niv Rokol
60 Phenquor Pallantides Nouph Romm
61 Philisia Pallensus Omthal Roska
62 Polarion Poliarion Opphus Rubalsa
63 Ptarth Prospero Ouphaloc Sakumbe
64 Quilian Publio Phlesco Shull
65 Rom Rannok Pithaim Sipril
66 Salome Rolff Pommernar Soinough
67 Sarnath Sabdon Puthuum Sorar
68 Scarabus Satampra Quamosmor Storbon
69 Segovian Scaviolus Rakeban Sybaros
70 Shang Sigur Rayat-hin Taramus
71 Somiator Simban Rhul Taran-ish
72 Sotar Skafloc Salensus Tars
73 Talu Smelroth Selestor Tasarith
74 Thankarol Snish Sindri Teelen
75 Thasaidon Sotar Skel’danu Tewk
76 Theotormon Tabernay Slioma Thaug
77 Thulan Tamash Sythaz Thraa
78 Thulsa Tarascus Tarkas Tinarath
79 Tsanth Tardos Tharmas Tith
80 Tspo Thekk Thoris Tor
81 Tutothmes Theseus Threl Turlogh
82 Uldor Thremnim Thuloneah Uccastrog
83 Urizen Thulan Thyllu Ummaos
84 Vala Thuvan Tilutan Unggo
85 Valbroso Thyl Ulassa Urukush
86 Vallardine Tiglari Vandacia Usk
87 Vathek Tirouv Vandy Vand
88 Veezi Tonunt Voormish Vannax
89 Volphotux Tortha Votalp Vetch
90 Vyldabec Tredegar Xicarph Vladisav
91 Waxenesi Turmus Xorex Vulpanomi
92 Weekapaug Ujuk Yandro Xixthur
93 Xaltotun Valannus Yasmina Yar
94 Xergal Valerius Ydheem Yhoundeh
95 Zapranoth Vanator Zdim Yoros
96 Zelthura Vixeela Zenobia Zang
97 Ziroonderel Vos Zermish Zehbeh
98 Zorathus Xylac Zo-kalar Zeiros
99 Zordanir Yachpina Zokkar Zend
100 Zotulla Zobol Zomar Zhaibar

Page 448

Appendix T: Titles

Villains and allies are more exciting with interesting descriptors. For example, Clark Ashton Smith describes one
of his wizards, Atmox, as “master of the doubtful arts” and “vassal of umbrageous powers.” The author highly
recommends reading Appendix N for inspiration in titling NPCs. To inspire further description, roll on the fol-
lowing table.

Table of Titles

d% Wizard Cleric Warrior Thief
1 Abjurer [creature]-binder/-keeper* Amazon Apprentice
2 Adept Abbey Archer Arch-rogue
3 Apparitionist Acolyte Armigerent Artisan
4 Archveult Advocate Artillerist Assassin
5 Astrologist Alienist Athlete Balladeer
6 Astrologue Apostle Bandit Bard
7 Augurer Ascetic Barbarian Beggar
8 Baleful Aspirant Battler Bilker
9 Beguiler Astrologue Berserker Body snatcher
10 Bonder Beatific Bludgeoner Boss
11 Capricious Bishop Bodyguard Bounty hunter
12 Chamberlain Blackcoat Brave Bravo
13 Charmer Blackguard Brawler Bully
14 Chronicler Brother Brigand Burglar
15 Clairvoyant Cabalist Bruiser Capo
16 Collector Caller Brute Card shark
17 Conjurer Cardinal Bushwhacker Charlatan
18 Controller Celibate Cadet Cheat
19 Cryomancer Chaplain Campaigner Clockworker
20 Cultist Cleric Captain Con man
21 Curse-giver Conclavist Cavalier Cove
22 Dangerous Confessor Champion Cozener
23 Diabolist Convert(er) Charger Cracksman
24 Diviner Cultist Chevalier Cretin
25 Dreamer Curate Chieftain Crony
26 Elementalist Deacon Colossus Cutpurse
27 Enchanter Dean Conqueror Cutthroat
28 Encylopaedist Deist Daring- & roll again Darksider
29 Ensorceller Disciple Defender Devil
30 Ensqualmer Druid Defiler Dice rattler
31 Epicure Ecclesiast Dragoon Embezzler
32 Evoker Elder Duelist Entrepreneur
33 Factotum Eternal Exemplar Executioner
34 Fortune-teller Evangelist Fencer Expert
35 Fulgurator Evil eye Fighter Explorer
36 Harbinger Exorcist First- & roll again Fence
37 Haruspex Faithful Footman Filcher
38 Herald Father Freelancer Footpad
39 Horologist First- & roll again Gallant Forger
40 Hypnotist Friar General Fortunist
41 Illusionist Heathen-slayer Gentleman Gambler
42 Immolator Hierophant Giant Gammoner
43 Infinitist Imam Gladiator Godfather
44 Insidiator Initiate Grand- & roll again Grand- & roll again
45 Lich Inquisitor Great- & roll again Guildmaster
46 Logician Judge Grenadier Guildsman
47 Mage Keeper Guardian Hedge creeper
48 Magician Lama Guerilla Hit man
49 Magic-user Medicine man Headman Informer
50 Magus Medium Horseman Joungleur
51 Marvelous Missionary Huntsman Journeyman
52 Master Monk Impaler Juggler
53 Mentalist Mullah Janissary Junkman
54 Mesmerizer or mesmerist Necromancer Jouster Killer
55 Mind-reader Oath-keeper Justicar Knave

Page 449

Table of Titles (continued)

d% Wizard Cleric Warrior Thief
56 Mnemonist Occultist Khan Liar
57 Mummer Omen-bringer Knight Lorist
58 Mysteriarch Ovate Lancer Lyrist
59 Mystic Padre Legionnaire Made man
60 Necrope Parson Lieutenant Magnate
61 Nigromancer Patriarch Lord Magsman
62 Oath-taker Petitioner Man-at-arms Master- & roll again
63 Palmist Philosopher Manslayer Minstrel
64 Pedant Pilgrim Marauder Moneylender
65 Phantasmist Pious Marine Mugger
66 Preceptor Pontiff Mercenary Murderer
67 Prestidigitator Pope Mighty- & roll again Muscle
68 Prosecutor Preacher Myrmidon Muse
69 Psionic Priest Paladin Pawnbroker
70 Psychic Primate Protector Racaraide
71 Sage Prognosticator Pugilist Raconteur
72 Savant Prophet Ranger Rake
73 Scientist Proselytizer Ravager Rascal
74 Séancer Psalmist Reaver Rhymer
75 Seer Pupil Samurai Robber
76 Shabbat Quixotic Scout Rogue
77 Shibbol(eth) Rabbi Sentinel Rowdy
78 Soothsayer Rector Sergeant Rutterkin
79 Sophist Reverend Sharpshooter Scallywag
80 Sorcerer Revivalist Shield-bearer Scammer
81 Spellbinder Rakshasa Skirmisher Scoundrel
82 Spellslinger Saint Soldier Second story man
83 Spellweaver Scholar Squire Shadow walker
84 Summoner Seeker Standard-bearer Shark
85 Telepath Sensei Swashbuckler Sharper
86 Teratologist Sermonizer Swordsman Shiv
87 Thaumaturgist Shaman Tank Skald
88 Theurgist Shepherd Templar Slaver
89 Thought Master Shrinist Titan Sonnateer
90 Transformer Soul-saver Trooper Spy
91 Transmogrifier Speaker Vanquisher Swindler
92 Trickster Spirit-raiser Veteran Thief
93 Truth-teller Theist Vice- & roll again Thug
94 Tyro Vicar Victor Tomb robber
95 Vigilant Vowmaker Viking Trapsmith
96 Visionist Wanderer Vindicator Treasure hunter
97 Warden Witch doctor Warlord Troubadour
98 Warlock Witness Warmonger Villain
99 Witch Wonder worker Wildling Waghalter
100 Wizard Zealot Wrestler Wordsmith

* Roll for type of creature: (1) demon, (2) devil, (3) dragon, (4) giant, (5) vampire, (6) hydra, (7) medusa, (8) cyclops.

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Page 450

Page 451

The Portal Under the Stars

A Level 0-1 DCC RPG Adventure
By Joseph Goodman

Introduction Area Encounter Table
1-1
Seeking wealth and escape from their peasant 1-2 Type Encounter
lives, the characters investigate a supernatural 1-3 T Searing light trap
portal that appears only once every half-century 1-4 T Spear-throwing statues
when the stars are right. The portal leads to the burial tomb T Flame-launching statue
of a war-wizard of eons past. The characters must fight 1-5 C Ssisssuraaaaggg the immortal demon-
iron men, a demonic snake, the living dead, and a variety 1-6
of strange statues to recover the treasures left by the war- 1-8 snake
wizard. C Seven piles of living bones
C Six crystal statues
This adventure is designed for 15-20 0-level characters or C 78 clay soldiers
8-10 1st-level characters. Remember that players should
have 2-3 characters each, so they can continue enjoying the Player Introduction
fun of play even if some of their PCs die off. In playtest
groups of 15 0-level PCs, 7 or 8 typically survive. The au- For long years, you labored in the fields like all the peasants,
thor has playtested this adventure with groups of up to 28 sweating hot and dirty in the summer, only to shiver under
PCs and experienced one complete TPK and several ses- threadbare hides when winter came. This year’s harvest ended
sions with only a handful of survivors. The adventure focus like all the rest, and autumn’s work was hard on Old Man Rob-
is on traps and tricks rather than combat, as that ensures erts. When you visited his bedside at the end, he spoke in labored
the greatest likelihood of low-level survival. Nonetheless, breaths of constellations that hadn’t been seen since he was a
there should be an expectation of the lessons of mortality. young lad. The last time the Empty Star had risen in the sky, it
The author recommends that the judge tweak the challenge was more than fifty winters past, he said. Under the light of that
of certain encounters on the fly depending on the size and strange star a portal had opened by the old stone mounds. He’d
skill of the adventuring party, particularly area 3 (which seen jewels in there and fine steel spears and enameled armor, but
has the potential to wipe out the entire party if they cluster he’d run when the iron men had attacked. Now, old and dying,
around the doors). he wishes he’d taken the chance on a life of adventure. The Empty
Star is once more rising, and a young man with courage could be
Background more than just another peasant – if only he’d take the chance Old
Man Robert hadn’t.
Eons ago, a primitive war-wizard ruled this land You’re taking that chance. You stand before the monolithic rocks
with the aid of barbarian tribes and strange crea- of the old stone mounds, under the dark light of a starry sky. The
tures from beyond the stars. When his mortal Empty Star is clear and bright above you. Three of the large stone
form was close to expiration, his alien allies instructed him blocks lean haphazardly together to form an upright rectangular
to seal himself away in a protected tomb. Within the tomb portal about the size of a man. They seem to be placed directly
the war-wizard could then use astral projection to travel the beneath the star’s path. As the Empty Star ascends to its bright-
stars beyond our world. He intended to return later to take est point, its light catches in the portal, and a shimmering stone-
possession of his mortal body, which his spirit could do lined corridor is visible through the stones, but only from one
when the stars were properly aligned. However, the war- side of the opening. Grasping your pitchfork with white knuckles,
wizard’s extraplanar adventures did not go as planned. you step into the starlit portal which was not there before today,
Now his body sits perfectly preserved in the tomb built, thoughts of jewels and scorching wheat fields foremost in your
protected by enchantments and the remains of his barbar- mind.
ian hordes. If these defenses can be bested, the treasures
within are ripe for the taking.

Page 452

Page 453

Areas of the map Observant characters (DC 12 Intelligence check) notice
many fine scorch marks on the marble floor, as if campfires
General Features: Unless otherwise noted, the dungeon had been started there.
is dark and dry. Doors are unlocked unless specified other- The granite statue weighs many tons but rotates freely on a
wise. Access to the tomb is restricted, so there are no wan- well-oiled (but concealed) base. With a deep bass groaning
dering monsters. sound, it swivels to track the characters’ movements. If the
Area 1-1 – Portal: Even though the hallway is visible from party splits up, it tracks the largest group. The extended
only one side of the portal, you tread on solid flagstones. The star- hand marks its line of sight.
light fades as it reaches into this hallway, which dead-ends ahead If any character moves to exit the room (including opening
at a stout iron-banded door. Jewels or crystals in an odd assort- a door or leaving as they arrived), the statue sends forth a
ment of star shapes are inscribed on the door. scorching burst of flame from its fingertip: +6 to hit, 1d6
The hallway appears only under certain constellations re- damage, 1d6 additional burning damage each round there-
lated to the Empty Star. The star shapes on the door ap- after until a DC 10 Reflex save is made to put out the fire.
proximate the nighttime sky visible through the reverse Once provoked, the statue launches flames continuously,
end of the hallway. once per round, for up to 5 rounds, at which point its fuel
If the characters wait two hours, movement of the night- supply is exhausted.
time sky makes the view back through the portal reveal the Strong characters who remove the doors from their hinges
same star pattern as that inscribed on the door. (A charac- in areas 1 and 2 can use them as a shield against the statue.
ter realizes this with a DC 14 Intelligence check.) The door This full-body shield increases AC by +4 but reduces move-
swings open easily for this ten-minute interval. ment to half.
Door: At any other time, the door will not budge. Treat as The statue can be placated by uttering the name of the war-
locked; DC 15 Strength check to break down; DC 15 Pick wizard in whose likeness it is carved. But that name is lost
Lock check for a thief. to time. Otherwise, it is so large as to be beyond the ability
Trap: If the door is forced, a searing light burns from the of the characters to damage.
star-shaped inscription. The character in the lead takes 1d8 All doors are unlocked.
damage (DC 10 Reflex save for half). The trap is detected Area 1-4 – Scrying Chamber: A wide stone throne faces
with a DC 20 Search (PC notices arcane arrangement of the you from the center of this square room. The walls are hung with
star-shaped inscriptions). primitive clay tablets, head-high and inscribed with strange sym-
Area 1-2 – Guardian Hall: Across from this room is another bols. Each tablet is a few feet wide and there are dozens hang-
stout door. Four iron statues flank the door, two to a side. Each ing on the four walls. However, your attention is riveted to the
statue depicts a different fighting man in a round iron helmet and enormous snake that has crawled out from behind the throne. It
thick scaled armor holding a long spear in a throwing position. All is ringed in crimson bands the color of hellfire and has a demonic
the spear-tips are aimed at the door through which you just entered. horn in the center of its fanged head.
The statues are mechanical creations of the war-wizard. The immortal demon-snake guards this scrying chamber.
They wait for an opportune moment, then suddenly hurl It speaks in a sibilant hiss: “I am Ssisssuraaaaggg, and you
their spears at the characters. Four spear attacks: +2 to hit intrude on my guardianship.” Then, without parley or hesita-
(additional +2 if characters stand in doorway bull’s-eye), tion, it attacks.
damage 1d8. Ssisssuraaaaggg, the immortal demon-snake: Init +0; Atk
The jerky spear-throws are clearly mechanical. The statues bite +6 melee; Dmg 1d8; AC 13; HP 20; MV 20’; Act 1d20;
remain in the post-throw position and make no further SV Fort +8, Ref +4, Will +4; AL L.
movement. They can be attacked but are made of solid iron When Ssisssuraaaaggg is killed, its body dissolves into
and only damage weapons used against them. Their scale ash, leaving only the demonic horn behind. The horn can
mail armor is beautifully enameled with shining black be used to commune with a demon, and when meditated
stone. The armor can be removed from the statues and upon (DC 12 spell check), confers access to the spell invoke
worn or sold for twice the usual price. patron.
The spears can be recovered. The door is unlocked and not A magical portal hangs on the back of the entry door. If the
trapped. door is shut, someone seated on the throne looks directly
Area 1-3 – Monument Hall: This spacious chamber has mar- upon the portal, which shows stars unlike any seen before
bled floors and a door on each wall. At the far end is a towering in the night sky. The constellations slowly move across the
granite statue of a barbarian, one hand outstretched, index finger “sky” shown in the portal. A powerful wizard can use this
pointed toward you. The muscular savage wears animal hides, portal to see far-away places (DC 25 spell check).
but his eyes are intelligent and his engraved neckline sports amu- Anyone who studies the tablets can make out their story.
lets and charms. A grimoire hangs beside a broadsword on the hip They tell of an alien race that came from the stars to bring
of the thirty-foot-tall monument.

Page 454

magical implements to a barbarian tribe, transformed to create them. They are attracted to light and
who in turn conquered many lands with shuffle toward torches and lanterns. They do not attack, but
their new powers. The aliens will return their approach may seem menacing, and they will defend
when the stars are right. Many less sig- themselves. If they reach a torch or other light source unmo-
nificant events are foretold by the stars lested, they simply stand next to it and absorb the warmth.
(and tablets) as well: droughts, plagues, Six crystal statues: Init -2; Atk punch +2 melee; Dmg 1d4;
the birth and death of kings, and so on. AC 12; HP 8; MV 10’; Act 1d20; SV Fort -2, Ref -2, Will +0;
Area 1-5 – Chieftains’ Burial: This AL N.
musty room is clearly a burial chamber. The pool is 3’ deep. Its bottom is painted pitch black and
Seven shrouded alcoves hold piles of loose encrusted with thousands of crystals forming the stars of
bones. Rusty arms and armor adorn the a nighttime constellation that is unfamiliar. (It is in fact
walls beside each alcove and funeral masks the sky as it will appear twenty thousand years from now,
are mounted beneath the loose skulls. when the war-wizard’s strange benefactors will return.)
The funeral masks show primitive, al- The light shines through the crystal stars from area 8 below.
most simian features on stern faces. Ex- Each crystal is worth 10 sp and takes 2 minutes to pry out.
amination of the bones shows they are Prying out crystals causes the water in the pool to drain
not quite human: the limbs are too thick, into area 8. Air bubbles rise, then a current starts, and after
the spines too short, and the beetled 10 crystals are pried out, the draining is obvious. After 50
brows jut out too far. crystals are removed, the floor buckles. After 100 crystals
Each of the seven skeletons was a gen- are removed, it collapses onto area 8, sending any charac-
eral in the army of the war-wizard. If the ters within the pool crashing down into to the room below
skulls in this room are destroyed, the spirits that animate the in a sloshing mess (1d6 damage, DC 12 Ref save for half).
warriors in area 8 are released to find peace. Area 1-7 – Strategy Room: The spiral staircase leads to a
The bones are living dead that have decayed over the long, narrow room with a door in the far wall. There are several
eons. They shake and rattle as characters approach; how- ledges holding miniature clay solders and two tables with armies
ever, they can no longer animate into cohesive skeletons. of opposing soldiers are laid out around buildings and hills.
The skulls clack, clatter, and attempt to bite, but are easily The war-wizard intended for this room to be a planning
avoided and crushed through normal means. station for his afterlife conquests.
Seven piles of living bones: Init -2; Atk bite +0 melee; Dmg Four of the clay soldiers are solid silver. They are the gener-
1d4-1; AC 8; HP 2; MV 5’; Act 1d20; SV Fort +0, Ref -4, Will als, clearly the leaders of the four armies laid out on the two
+1; AL C. tables. DC 10 Search check; worth 20 gp each.
Most of the weaponry and armor in this room is rusted and Area 1-8 – Clay Army: The door opens upon a breathtaking
worthless, but a hand axe, a battle axe, and a set of chain scene. An enormous, three-tiered chamber spreads before you. An
mail can be recovered. Due to their age and brittleness the
two axes are at -1 to attack, and the chain mail offers only Page 455
+4 armor class for similar reasons.
Area 1-6 – Gazing Pool: This enormous chamber is filled
with a large, rectangular pool of water running the entire length
of the room. Diffused light shines upward from the pool, illumi-
nating wide pillars lining the walls. Strangest of all, however,
are the man-shaped crystal creatures visible in the shadows. They
shuffle about slowly, their strange crystalline bodies sparkling
like jewels whenever they catch the light from the pool. There is a
door in the far corner of this chamber.
This room represents the war-wizard’s vengeance against
his enemies. He transformed his foes into living crystalline
statues, then trapped them here. Now possessed of only an-
imal intelligence, they are no longer capable of speech nor
do they need sustenance. They have wandered this room
for millennia, trapped in the unending hell of their crystal
bodies.
There are six crystal statues. Their features are hard to
discern because of their translucency, but they are perfect
replicas of the eons-old proto-human warriors who were

oversized throne rests upon a raised dais at the far end of the The secret door is found with a DC 14 search.
room. Seated on the throne is a clay warlord that resembles the The crystal globe emits an ongoing light. It is worth 200 gp
giant statue you saw earlier. A pulsating light emanates from a as a work of art. A wizard who unlocks its secrets (DC 18
crystal globe atop the throne. spell check plus study time and arcane consultation) un-
Below the dais at floor level seven statues of clay generals stand derstands that he can use it as a scrying ball. Such a wizard
motionless. Below them, in a huge pit that runs the length of the can view a location he has seen or has reference to (e.g., can
room stands an army of clay soldiers. There are dozens of soldiers view a creature whose lock of hair he possesses); DC 18
arrayed in marching formation, their clay armor and clay spears spell check to activate for 1d6 rounds; -2 penalty for each
equipped for war. consecutive use in a day. However, once every 1d8 days,
A great stillness pervades the room. It is the stillness of death; the an alien countenance appears in the ball to look back at the
silence of a tomb. Then, suddenly, the stillness is broken as the wizard. These are the extraplanar benefactors of the war-
clay warlord jerkily raises an arm toward his generals. Then, the wizard, who taught him to use this crystal globe to guide
entire army takes a lurching step forward, shattering the silence his astral projection, and who occasionally use it to look
with the tramp of doom. upon the mortal realm. See also area 9.
This is the warlord’s elite guard, preserved and reanimated Area 1-9 – Treasure Vault: At the end of the long hallway
for eternity. The characters have no hope of defeating the is a spartanly appointed room containing simple wooden shelves,
70 warriors, 7 generals, and warlord. All share these same a camp chair, and a sleeping pallet. The wooden shelves hold
stats: Init +0; Atk spear +4 melee; Dmg 1d8; AC 12; HP 9; a bronze rod, a copper brazier, fine weapons and armor, and a
MV 10’; Act 1d20; SV Fort +2, Ref +0, Will +0; AL N. brass-bound tome. In the center of the floor is a large pentacle
However, there are several clever ways to win passage: with a perfect crystal circle at its center. Inside the circle is a
stone table on which rests a wrinkled ancient body whose coun-
• If the clay army is submerged in water by removing tenance matches the war-wizards. At the head of the table is a
crystals to sink the pool in area 6 all creatures in this concave depression.
room take 1d6 damage from falling debris as the ceil- Here are stored the trappings of the war-wizard:
ing collapses. Additionally, any surviving clay soldiers
slowly turn to mud, taking an additional 1 point of • The bronze rod of rulership is engraved with half of a
damage each round until they dissolve into a puddle. demon’s face. It is worth 150 gp, but read on.

• The life force of the clay generals is linked to their skel- • The copper brazier is worth 10 gp.
etons in area 5. If the skulls there are destroyed, the clay • The assortment of weapons includes a longsword,
generals’ heads shatter to shards and dust. The charac-
ters may arrive to find the generals already destroyed. a long bow, 40 arrows with quiver, a mace, a spear, a
battle axe, a dagger, and a hand axe.
• Smart characters may try to assassinate the warlord di- • There is a suit of scale mail.
rectly, which quickly ends the threat. • The tome is written in a language so ancient it is in-
decipherable to modern man. A wizard who studies it
If the warlord and generals are alive, the warriors climb may discover (with a DC 14 spell check) a spell of the
from the pit (1 action) and attack while the generals look judge’s choosing.
on. If the generals are killed, the warriors lack organization If a character places the crystal ball in the depression on the
and spend a few rounds milling about before moving for- table, he sees this:
ward to attack. If the warlord is killed, the entire army loses Gazing into the crystal ball, you see an endless field of bright
anima, becoming simply a set of clay statues. stars on a faint gray background. A ghostly image of the war-
wizard drifts in the star-strewn ether, perfectly still. Then a harsh
goat-like face fills the full sphere, staring intently at you. “I have
waited a long time for someone to take the warlord’s place,” says
the strange goat-man in a deep voice. “His astral voyage was cut
short before he could rekindle the spark of his mortal coil. I am
still in need of an ally on your world. Fill this copper brazier with
wood from a dryad’s tree and ignite it with the spark of a living
fire. The blaze will reveal the location of the other half of the ruler-
ship rod. Find that for me, and you shall be rewarded.” Then the
globe dims to mere crystal.
They say a dryad has been seen in the forests east of here…

Page 456

The Infernal Crucible of
Sezrekan the Mad

A level 5 DCC RPG adventure
By Harley Stroh

Introduction Though nominally set in Punjar, the adventure can be easily
placed in nearly any location. The PCs can discover the hid-
This adventure is designed for 4 to 8 5th-level char- den portal in the floor of a musty tomb, in the cellar of their
acters. If this is your first exposure to DCC RPG, favorite pub or chapel, or even in a forgotten gallery of their
you can roll up 5th-level characters and use this own keep.
scenario as a contrast to a preceding one to get a sense of Elzemon the Forgotten: Unfortunately for those seeking to
low-level versus high-level play. plunder the wizard’s secrets, Sezrekan was notorious amid
the infernal hierarchies for summoning demons and devils,
Background and then simply refusing (or forgetting) to release them.
One such being, a minor demon named Elzemon, remains
Infamous in the darker cycles of lore and legendry, imprisoned in this workshop to this day. And in a desper-
Sezrekan the Mad was a notorious sage, diabolist, ate bid for its own freedom, the demon has transformed the
and warlock bent on a quest for immortality. His workshop into an elaborate trap.
perilous quest played out over several hundred years, and Elzemon has free reign within the various areas of the labo-
none can say whether the Old One achieved deification or ratory, but cannot escape the complex until the sand in the
lost his soul vying with infernal powers. hourglass (area 1-1) runs out. He begins the adventure in
Sezrekan’s pursuit of lost secrets and forbidden lore area 1-2 and is quickly drawn to any disturbance.
spanned the face of Áereth. In these far-flung cities and The demon’s downfall is its delight in tormenting mortals.
crumbling ruins, the wizard-sage created simple work- The pot-bellied demon follows the PCs through the cham-
shops and foundries to aid in his research. Here, amid bers, invisible, doing its very best to egg the PCs into wast-
frothing retorts and forbidden scrolls, the aging warlock ing precious minutes.
plumbed the mysteries of life, death, and time. Every new Elzemon the Quasit: Init +4; Atk claw +3 melee (dmg
discovery opened another line of inquiry, leading Sezrekan 1d6+2); AC 17; HP 23; MV 35’ (fly); Act 2d20; SP Invisible
to abandon the workshop for another city or ruin, never to at will; SV Fort +2, Ref +6, Will +5; Immune to Will-effects
return. unless true name is known; AL C.
An untold number of his abandoned workshops remain
undiscovered to this day. One such laboratory is hidden in Area Encounter Table
the ancient city of Punjar. 1-1
1-2 Type Encounter
JUDGING NOTES 1-3 P Puzzle
Any C 10 Glyph Worms
The Infernal Crucible of Sezrekan the Mad presents P/C Sezrekan’s Ape
the adventurers with both a crafty villain and a P/C Elzemon
deadly battle, but the most dangerous challenge is
also the most subtle: Escaping Elzemon’s trap requires that Player Introduction
at least one foe is left alive. Adventurers given to scorched-
earth style expeditions will be the instruments of their own The adventure begins with the discovery – either
demise. If the PCs slay both Elzemon and Sezrekan’s Ape, by assiduous research or by accident – of the en-
they are left with a gruesome dilemma: Which of their own trance to the workshop: a portal set into the floor.
to leave behind? How the PCs go about making this deci- Read or paraphrase the following:
sion may reveal more about true character than the players
care to admit. Eagerly you scrape away the mud to reveal a circular portal of
The adventure is located in sprawling, decadent Punjar. Spe- dull gray metal set into the floor. Set into the center of the portal
cifically, the workshop is hidden in the sub-basement of a de- is a silver bas-relief depicting a two-legged serpent biting its own
caying manor in Smoke – the worst of Old Punjar’s wards – tail. Above the serpent, cast in gold, is a crown.
where Dim Lane intersects the Shiv. Here, hidden among the
crumbling tenements and foul night smokes, Sezrekan was The portal is roughly 3 feet in diameter, though attempts
free to pursue his mad experiments without fear of interrup-
tion.

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Page 458

at precise measurement hint its diameter to be the value of • No matter how many exit, at least one living creature
pi. The portal is cast of lead to foil scrying and inter-dimen- must remain inside the circle.
sional travel. Wizards and thieves examining the portal are
overcome by a powerful sense that something terrible lurks One final principle applies that can only be inferred: The
behind the lead portal. last creature left within the circle is trapped there for all
The portal is three inches deep and can easily be pried free eternity.
of the floor, revealing a narrow spiral staircase descending Area 1-2 – The Infernal Crucible: The pit opens into a
into darkness. The value of the raw silver is 15 gp; the val- cluttered octagonal chamber. A sinister, crimson light emanates
ue of the gold is 25 gp. from web-laden globes that hang from the ceiling, casting a char-
nel glow over the chamber’s contents.
AREAS of the map A large granite table dominates the chamber. It is laden with
glass retorts and a series of skulls, ranging in size from a field
Area 1-1 – The Magic Circle: A thick coat of dust covers mouse to that of a tusked giant. An open tome rests on a stand
the floor, obscuring what appears to be a magic circle, carved in beside the table.
runes, circumscribing the entire chamber. Stone faces of torment- The walls are covered in sheets of hammered copper, stained with
ed demons ring the ceiling, and a pit set into the center of the vile liquids and scored by acid. The top of each sheet is attached
chamber pulses with a hellish crimson light. Beside the pit rests a to a chain and counter weights that run to the ceiling and then
tall golden hourglass. descending to hang just above the stone table.
Inspection by cautious wizards reveals that the magic circle There are seven skulls in all: field mouse, monkey, goat,
prevents the escape of demons. However, just inside the halfling, elf, human, ogre, and the giant. The cranium of
circle of runes is a pentagram, drawn in blood and hidden each skull is sawn open, and the interior cavity is set with
by dust, that traps any living creature entering the cham- platinum spacers to accommodate a smaller brain.
ber. The pentagram was cast by the demon Elzemon. These The tome is open to a dusty page with a simple passage:
two thaumaturgic inscriptions interact in strange, unpre-
dictable ways. a curse upon thieves that dare
The instant a PC crosses over the runes, read or paraphrase to gaze upon the works
the following: of mighty Sezrekan
A thunderous crack echoes through the chamber and electric blue
waves of tormented faces cascade through the air, revealing a sin- Beneath the passage is a large glyph inked in red and black.
ister pentagram scrawled in blood across the floor of the cham- The quickest inspection of the page activates the glyph.
ber. The hourglass rotates in its base, and the sound of maniacal It flashes brightly (Ref save, DC 15, or be blinded for 1d3
laughter echoes faintly from below. rounds), and then animates into inky black worms. With
No magic shy of a deific patron or infernal power can wrest horrifying speed, the worms begin to consume every writ-
the PCs from Elzemon’s trap. From this moment forward, ten word within the chamber.
it is impossible to leave the chamber, save for the pit down. In the first round, the glyph worms consume the tome. In
Sezrekan’s golden hourglass stands nearly three feet in height the second and third round, they squiggle behind the cop-
and weighs roughly 30 lbs. A minor relic discarded by the per sheets covering the walls and consume all the tomes
Old One, the hourglass keeps perfectly precise time of any and sheaves. On the fourth round, they move on to the PCs,
duration, and grants a +2 bonus to spell checks for spells and on the fifth round, the worms consume any spellbooks,
taking one turn or longer to cast. Destroying the hourglass maps, tomes, or scrolls in the PCs’ possession. The glyphs
has no effect other than to eliminate the PCs’ means of die in writhing agony on the 8th round.
tracking time. Glyph Worm (10): Init +2; Atk –; Dmg –; AC 15; HP 1; MV
The pit is 50’ deep and runs to area 1-2. Given the opportu- 20’; Act 1d20; SA consume written words; SV Fort -1, Ref
nity, Elzemon flies up from area 1-2, eager for the chance to +3, Will immune; AL N.
push a PC into the pit or cut an unattended rope. The copper sheets hanging on the walls function as primi-
Wizard, sages, or lucky thieves pausing to study the inter- tive blast shields, protecting the valuables behind them
action between the magic circle and the pentagram can de- from any explosions that might take place in the main
duce the following principles: chamber. Pulling on any one of the five hanging chains
raises the corresponding metal sheets, revealing five sets
• So long as the thaumaturgic inscriptions remain intact, of shelves:
no creature can be summoned into the crucible. The first set of shelves is heavy with the weight of time-
blackened tomes, stacks of rolled vellum, and sheaves of
• At the end of the hour, both the magic circle and the worn parchment – Sezrekan’s discarded research. If collect-
Elzemon’s pentagram part for an instant, permitting ed and studied by a wizard or sage, they yield 1d5 spells (to
escape. be determined by the judge or rolled randomly). The shelf

Page 459

also contains a scroll that holds the true name of Elzemon The egg-like vessels are primitive batteries. The top of each
and details the demon’s weakness: striking the demon with jar is sealed with clay and pierced by a hole matching the
lead renders it visible and inflicts 1d4 points of damage per width of the iron rods. If each of the three rods is inserted
round of contact. into a corresponding vessel, the circuit is completed, initiat-
The second set of shelves is laden with retorts, strange ing a rapid series of events:
flasks, and vials stoppered with wax. They once contained Arcs of electricity fan into the chamber, striking any PC
elixirs, potions, and concoctions resulting from the Old standing in the pooled water. PCs in the water take 1d4
One’s experiments. Time has reduced most of these mix- points of damage per round and must succeed on a DC
tures to poison. Sages and wizards succeeding on a DC 13 17 Fort save to make any actions. The semi-paralysis ends
Intelligence check can identify 1d5 vials of strong acids and with the destruction of at least one of the vessels (AC 10, hp
bases; thieves succeeding on a DC 20 Handle Poison check 10) or by escaping the pool. Other PCs can pull their para-
can identify a similar number of poisons (efficacy to be de- lyzed companions from the water, but if they step into the
termined by the judge). pool, they are also caught by the arcing current.

The third and fourth sets of shelves are empty. The current is sufficient to shock Sezrekan’s Ape back to
The fifth set of shelves is laden with the raw materials vital life. One round after awakening, it tears the iron gate free of
to Sezrekan’s studies. Four coffers rest on the shelves. In- its moorings and casts the twisted wreckage aside. On the
side the coffers are 10 silver bars (worth 30 gp each), 5 gold third round, it proceeds to do the same with the PCs.
bars (worth 100 gp each), 2 platinum bars (worth 500 gp Due to its rage and Sezrekan’s mind-altering magics, the
each), and a nondescript pouch containing lead dust shot ape is immune to the paralysis effect, as well as to any
through with flecks of adamantine (worth 1,000 gp). charm, sleep or mind-altering effect permitting a Will save.

Area 1-3 – The Chamber of the Ape: Water drips in thin Finally, if the PCs are loathe to experiment with the rods
rivulets down the walls of this chamber, pooling on the floor. A and vessels, an invisible Elzemon closes the circuit for
trio of large clay vessels, each nearly 4’ in height, stands against them, waiting for the opportunity to paralyze the greatest
one wall. Beside the strange jars rest a trio of iron rods. number of PCs.

At the far end of the chamber is heavy iron gate. Sezrekan’s Ape: Init +2; Atk fists +5 melee (dmg 1d12); AC
The gate is secured with a massive lock that is easily picked 15; HP 65; MV 40’; Act 2d20; SA Rend for additional 1d16
(DC 15). Inside the cell is the body of an enormous ape dmg on natural 18 or 19; SV Fort +5, Ref +1, Will Immune;
atop wooden planks. Unmoving and unresponsive, the ape AL C.
is Sezrekan’s unfortunate attempt to transplant a human
mind into the body of an animal. Branded onto the ape’s
shaven scalp is the mark of Sezrekan.

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THANKS
Goodman Games extends a hearty “thanks” to the brick-and-mortar retailers who supported DCC RPG through demos, playtests,
poster displays, and more! Here is a small list of those who were particularly helpful, and there are many more. We encourage our
readers to patronize their friendly local game stores, including those listed below. This list is organized by state.

Axis Records and Comics The Game Preserve Guardian Games Dragon’s Lair Comics & Fantasy
2743 San Pablo Ave. #5055 100 S. Creasy Lane 303 SE 3rd Ave. 7959 Fredericksburg Rd Suite #129
Oakland, CA Suite 1030 Portland, OR San Antonio, TX
(510) 851-2011 Lafayette, IN (503) 238-4000 (210) 615-1229
Game Kastle (765) 448-4200 www.ggportland.com dlair.net
1350 Coleman Ave. GameQuest Rainy Day Games Victory Comics
Santa Clara, CA 3631 N Clinton St. 18105 SW TV HWY 586 South Washington St
(408) 727-2452 Fort Wayne, IN 46805 Aloha, OR Falls Church, VA
www.gamekastle.com (260) 482-4983 (503) 642-4100 (703) 241-9393
www.rainy-day-games.com www.victorycomics.com
Game Towne Amazing Wonders That Game Place Central City Comics
3954 Harney St 148 W Tiverton Way Suite 150 230 S. 8th Street 113 E. 4th Ave.
San Diego, CA Lexington, KY Lemoyne, PA (509) 962-4376
(619) 291-1666 (859) 272-0750 (717) 761-8988 Ellensburg, WA 98926
www.amazingwonders.net www.thatgamestore.com Discordia Games
Compleat Games & Hobbies Planet Comics 630 North Callow Avenue
326 N Tejon 2704 N Main St Bremerton, WA
The Rusty Scabbard Anderson, SC (360) 415-9419
Colorado Springs, CO 820 Lane Allen RD (864) 261-3578 discordiagames.com
(719) 473-1116 Lexington, KY www.planetcomics.net Gary’s Games and Hobbies
compleatgamer.com (859) 278-6634 Dicehead Games 8539 Greenwood Ave. N.
Emerald City Comics & Collectables therustyscabbard.com 200 Paul Huff Pkwy NW #12 Seattle, WA
9249 Seminole Boulevard Cleveland, TN (206) 789-8891
Dragon’s Den (423) 473-7125 garysgamesandhobbies.com
Seminole, FL 2600 South Rd  www.dicehead.com STRATEGIES Games & Hobbies
emeraldcitycomics.com Poughkeepsie, NY The Game Keep 3878 Main St.
(727) 398-2665 (845) 471-1401 3952 Lebanon Road Vancouver B.C.
Emerald City Comics & Collectables gamersgambit.com Hermitage, TN 37076 (604) 872-6911
2475 McMullen Booth Road, Suite I Ravenstone Games (615) 883-4800 www.strategiesgames.ca
Clearwater, FL 1675 Karl Court thegamekeep.com
(727) 797-0664 Columbus, OH Dragon’s Lair Comics & Fantasy
emeraldcitycomics.com (614) 844-6463 6111 Burnet Road
www.ravenstonegames.net Austin, Texas
FCB Cards, Comics, and Games (512) 454-2399
9850 Nesbit Ferry Road #21 dlair.net
Ancient Wonders
Alpharetta, GA 19060 SW Boones Ferry Rd
(770) 993-6955 Tualatin, OR
freedomcardboard.com (503) 692-0753
www.ancientwonders.net
Tyche’s Games
1056 S. Lumpkin St
Athens, GA 30605
(706) 354-4500
www.tychesgames.com

Strategy & Games
Silver Lake Mall
Coeur d’Alene, ID
(208) 762-7764
strategyngames.com

Beckmon’s Gaming Paradise
1037 Blue Lakes Blvd North
Twin Falls, ID
(208) 733-3901
beckmonsgamingparadise.com

Castle Perilous Games
207 West Main St.
Carbondale, IL
(618) 529-5317
www.castleperilous.com

Fair Game
5150C Main St.
Downers Grove, IL
(630) 963-0640
www.fairgamestore.com

Page 469

Continue you

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