Page 447 Appendix R: Rules Complexity The Dungeon Crawl Classics Role Playing Game plays like a 1974 game. The rule set deliberately omits many modern 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 categories 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 448 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 449 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 following 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 450 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. This printing of DCC RPG is done under version 1.0 of the Open Gaming License, and the System Reference Document by permission from Wizards of the Coast, Inc.Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0: Dungeon Crawl Classics, DCC RPG, Mighty Deed of Arms, spell check, Luck check, spellburn, mercurial magic, corruption, disapproval, all spell names, all proper nouns, capitalized terms, italicized terms, artwork, maps, symbols, depictions, and illustrations, except such elements that already appear in the System Reference Document. Designation of Open Content: Subject to the Product Identity designation above, such sections of Chapter One: Characters and Chapter Four: Combat as derive from the SRD are designated as Open Gaming Content. Some of the portions of this book which are delineated OGC originate from the System Reference Document and are copyright © 1999, 2000 Wizards of the Coast, Inc. The remainder of these OGC portions of these book are hereby added to Open Game Content and, if so used, should bear the COPYRIGHT NOTICE “DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@goodman-games.com” Dungeon Crawl Classics Role Playing Game is copyright © 2012 Goodman Games. Open game content may only be used under and in the terms of the Open Game License. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. 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System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@ goodman-games.com
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Page 452 Introduction Seeking wealth and escape from their peasant lives, the characters investigate a supernatural portal that appears only once every half-century when the stars are right. The portal leads to the burial tomb of a war-wizard of eons past. The characters must fight iron men, a demonic snake, the living dead, and a variety of strange statues to recover the treasures left by the warwizard. This adventure is designed for 15-20 0-level characters or 8-10 1st-level characters. Remember that players should have 2-3 characters each, so they can continue enjoying the 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 author has playtested this adventure with groups of up to 28 PCs and experienced one complete TPK and several sessions with only a handful of survivors. The adventure focus is on traps and tricks rather than combat, as that ensures the greatest likelihood of low-level survival. Nonetheless, there should be an expectation of the lessons of mortality. The author recommends that the judge tweak the challenge of certain encounters on the fly depending on the size and skill of the adventuring party, particularly area 3 (which has the potential to wipe out the entire party if they cluster around the doors). Background Eons ago, a primitive war-wizard ruled this land with the aid of barbarian tribes and strange creatures from beyond the stars. When his mortal form was close to expiration, his alien allies instructed him to seal himself away in a protected tomb. Within the tomb the war-wizard could then use astral projection to travel the stars beyond our world. He intended to return later to take possession of his mortal body, which his spirit could do when the stars were properly aligned. However, the warwizard’s extraplanar adventures did not go as planned. Now his body sits perfectly preserved in the tomb built, protected by enchantments and the remains of his barbarian hordes. If these defenses can be bested, the treasures within are ripe for the taking. Encounter Table Area Type Encounter 1-1 T Searing light trap 1-2 T Spear-throwing statues 1-3 T Flame-launching statue 1-4 C Ssisssuraaaaggg the immortal demonsnake 1-5 C Seven piles of living bones 1-6 C Six crystal statues 1-8 C 78 clay soldiers Player Introduction For long years, you labored in the fields like all the peasants, sweating hot and dirty in the summer, only to shiver under threadbare hides when winter came. This year’s harvest ended like all the rest, and autumn’s work was hard on Old Man Roberts. When you visited his bedside at the end, he spoke in labored breaths of constellations that hadn’t been seen since he was a young lad. The last time the Empty Star had risen in the sky, it was more than fifty winters past, he said. Under the light of that strange star a portal had opened by the old stone mounds. He’d seen jewels in there and fine steel spears and enameled armor, but he’d run when the iron men had attacked. Now, old and dying, 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 more than just another peasant – if only he’d take the chance Old Man Robert hadn’t. You’re taking that chance. You stand before the monolithic rocks of the old stone mounds, under the dark light of a starry sky. The Empty Star is clear and bright above you. Three of the large stone blocks lean haphazardly together to form an upright rectangular portal about the size of a man. They seem to be placed directly beneath the star’s path. As the Empty Star ascends to its brightest point, its light catches in the portal, and a shimmering stonelined corridor is visible through the stones, but only from one side of the opening. Grasping your pitchfork with white knuckles, you step into the starlit portal which was not there before today, thoughts of jewels and scorching wheat fields foremost in your mind. The Portal Under the Stars A Level 0-1 DCC RPG Adventure By Joseph Goodman
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Page 454 Areas of the map General Features: Unless otherwise noted, the dungeon is dark and dry. Doors are unlocked unless specified otherwise. Access to the tomb is restricted, so there are no wandering monsters. Area 1-1 – Portal: Even though the hallway is visible from only one side of the portal, you tread on solid flagstones. The starlight fades as it reaches into this hallway, which dead-ends ahead at a stout iron-banded door. Jewels or crystals in an odd assortment of star shapes are inscribed on the door. The hallway appears only under certain constellations related to the Empty Star. The star shapes on the door approximate the nighttime sky visible through the reverse end of the hallway. If the characters wait two hours, movement of the nighttime sky makes the view back through the portal reveal the same star pattern as that inscribed on the door. (A character realizes this with a DC 14 Intelligence check.) The door swings open easily for this ten-minute interval. Door: At any other time, the door will not budge. Treat as locked; DC 15 Strength check to break down; DC 15 Pick Lock check for a thief. Trap: If the door is forced, a searing light burns from the star-shaped inscription. The character in the lead takes 1d8 damage (DC 10 Reflex save for half). The trap is detected with a DC 20 Search (PC notices arcane arrangement of the star-shaped inscriptions). Area 1-2 – Guardian Hall: Across from this room is another stout door. Four iron statues flank the door, two to a side. Each statue depicts a different fighting man in a round iron helmet and thick scaled armor holding a long spear in a throwing position. All the spear-tips are aimed at the door through which you just entered. The statues are mechanical creations of the war-wizard. They wait for an opportune moment, then suddenly hurl their spears at the characters. Four spear attacks: +2 to hit (additional +2 if characters stand in doorway bull’s-eye), damage 1d8. The jerky spear-throws are clearly mechanical. The statues remain in the post-throw position and make no further movement. They can be attacked but are made of solid iron and only damage weapons used against them. Their scale mail armor is beautifully enameled with shining black stone. The armor can be removed from the statues and worn or sold for twice the usual price. The spears can be recovered. The door is unlocked and not trapped. Area 1-3 – Monument Hall: This spacious chamber has marbled floors and a door on each wall. At the far end is a towering granite statue of a barbarian, one hand outstretched, index finger pointed toward you. The muscular savage wears animal hides, but his eyes are intelligent and his engraved neckline sports amulets and charms. A grimoire hangs beside a broadsword on the hip of the thirty-foot-tall monument. Observant characters (DC 12 Intelligence check) notice many fine scorch marks on the marble floor, as if campfires had been started there. The granite statue weighs many tons but rotates freely on a well-oiled (but concealed) base. With a deep bass groaning sound, it swivels to track the characters’ movements. If the party splits up, it tracks the largest group. The extended hand marks its line of sight. If any character moves to exit the room (including opening a door or leaving as they arrived), the statue sends forth a scorching burst of flame from its fingertip: +6 to hit, 1d6 damage, 1d6 additional burning damage each round thereafter until a DC 10 Reflex save is made to put out the fire. Once provoked, the statue launches flames continuously, once per round, for up to 5 rounds, at which point its fuel supply is exhausted. Strong characters who remove the doors from their hinges in areas 1 and 2 can use them as a shield against the statue. This full-body shield increases AC by +4 but reduces movement to half. The statue can be placated by uttering the name of the warwizard in whose likeness it is carved. But that name is lost to time. Otherwise, it is so large as to be beyond the ability of the characters to damage. All doors are unlocked. Area 1-4 – Scrying Chamber: A wide stone throne faces you from the center of this square room. The walls are hung with primitive clay tablets, head-high and inscribed with strange symbols. Each tablet is a few feet wide and there are dozens hanging on the four walls. However, your attention is riveted to the enormous snake that has crawled out from behind the throne. It is ringed in crimson bands the color of hellfire and has a demonic horn in the center of its fanged head. The immortal demon-snake guards this scrying chamber. It speaks in a sibilant hiss: “I am Ssisssuraaaaggg, and you intrude on my guardianship.” Then, without parley or hesitation, it attacks. Ssisssuraaaaggg, the immortal demon-snake: Init +0; Atk bite +6 melee; Dmg 1d8; AC 13; HP 20; MV 20’; Act 1d20; SV Fort +8, Ref +4, Will +4; AL L. When Ssisssuraaaaggg is killed, its body dissolves into ash, leaving only the demonic horn behind. The horn can be used to commune with a demon, and when meditated upon (DC 12 spell check), confers access to the spell invoke patron. A magical portal hangs on the back of the entry door. If the door is shut, someone seated on the throne looks directly upon the portal, which shows stars unlike any seen before in the night sky. The constellations slowly move across the “sky” shown in the portal. A powerful wizard can use this portal to see far-away places (DC 25 spell check). Anyone who studies the tablets can make out their story. They tell of an alien race that came from the stars to bring
Page 455 magical implements to a barbarian tribe, who in turn conquered many lands with their new powers. The aliens will return when the stars are right. Many less significant events are foretold by the stars (and tablets) as well: droughts, plagues, the birth and death of kings, and so on. Area 1-5 – Chieftains’ Burial: This musty room is clearly a burial chamber. Seven shrouded alcoves hold piles of loose bones. Rusty arms and armor adorn the walls beside each alcove and funeral masks are mounted beneath the loose skulls. The funeral masks show primitive, almost simian features on stern faces. Examination of the bones shows they are not quite human: the limbs are too thick, the spines too short, and the beetled brows jut out too far. Each of the seven skeletons was a general in the army of the war-wizard. If the skulls in this room are destroyed, the spirits that animate the warriors in area 8 are released to find peace. The bones are living dead that have decayed over the eons. They shake and rattle as characters approach; however, they can no longer animate into cohesive skeletons. The skulls clack, clatter, and attempt to bite, but are easily avoided and crushed through normal means. Seven piles of living bones: Init -2; Atk bite +0 melee; Dmg 1d4-1; AC 8; HP 2; MV 5’; Act 1d20; SV Fort +0, Ref -4, Will +1; AL C. Most of the weaponry and armor in this room is rusted and worthless, but a hand axe, a battle axe, and a set of chain mail can be recovered. Due to their age and brittleness the two axes are at -1 to attack, and the chain mail offers only +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, illuminating 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 animal 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 transformed to create them. They are attracted to light and shuffle toward torches and lanterns. They do not attack, but their approach may seem menacing, and they will defend themselves. If they reach a torch or other light source unmolested, they simply stand next to it and absorb the warmth. Six crystal statues: Init -2; Atk punch +2 melee; Dmg 1d4; AC 12; HP 8; MV 10’; Act 1d20; SV Fort -2, Ref -2, Will +0; AL N. The pool is 3’ deep. Its bottom is painted pitch black and encrusted with thousands of crystals forming the stars of a nighttime constellation that is unfamiliar. (It is in fact the sky as it will appear twenty thousand years from now, when the war-wizard’s strange benefactors will return.) The light shines through the crystal stars from area 8 below. Each crystal is worth 10 sp and takes 2 minutes to pry out. Prying out crystals causes the water in the pool to drain into area 8. Air bubbles rise, then a current starts, and after 10 crystals are pried out, the draining is obvious. After 50 crystals are removed, the floor buckles. After 100 crystals are removed, it collapses onto area 8, sending any characters within the pool crashing down into to the room below in a sloshing mess (1d6 damage, DC 12 Ref save for half). Area 1-7 – Strategy Room: The spiral staircase leads to a long, narrow room with a door in the far wall. There are several ledges holding miniature clay solders and two tables with armies of opposing soldiers are laid out around buildings and hills. The war-wizard intended for this room to be a planning station for his afterlife conquests. Four of the clay soldiers are solid silver. They are the generals, clearly the leaders of the four armies laid out on the two tables. DC 10 Search check; worth 20 gp each. Area 1-8 – Clay Army: The door opens upon a breathtaking scene. An enormous, three-tiered chamber spreads before you. An
Page 456 oversized throne rests upon a raised dais at the far end of the room. Seated on the throne is a clay warlord that resembles the giant statue you saw earlier. A pulsating light emanates from a crystal globe atop the throne. Below the dais at floor level seven statues of clay generals stand motionless. Below them, in a huge pit that runs the length of the room stands an army of clay soldiers. There are dozens of soldiers arrayed in marching formation, their clay armor and clay spears equipped for war. A great stillness pervades the room. It is the stillness of death; the silence of a tomb. Then, suddenly, the stillness is broken as the clay warlord jerkily raises an arm toward his generals. Then, the entire army takes a lurching step forward, shattering the silence with the tramp of doom. This is the warlord’s elite guard, preserved and reanimated for eternity. The characters have no hope of defeating the 70 warriors, 7 generals, and warlord. All share these same stats: Init +0; Atk spear +4 melee; Dmg 1d8; AC 12; HP 9; MV 10’; Act 1d20; SV Fort +2, Ref +0, Will +0; AL N. However, there are several clever ways to win passage: • If the clay army is submerged in water by removing crystals to sink the pool in area 6 all creatures in this room take 1d6 damage from falling debris as the ceiling collapses. Additionally, any surviving clay soldiers slowly turn to mud, taking an additional 1 point of damage each round until they dissolve into a puddle. • The life force of the clay generals is linked to their skeletons in area 5. If the skulls there are destroyed, the clay generals’ heads shatter to shards and dust. The characters may arrive to find the generals already destroyed. • Smart characters may try to assassinate the warlord directly, which quickly ends the threat. If the warlord and generals are alive, the warriors climb from the pit (1 action) and attack while the generals look on. If the generals are killed, the warriors lack organization and spend a few rounds milling about before moving forward to attack. If the warlord is killed, the entire army loses anima, becoming simply a set of clay statues. The secret door is found with a DC 14 search. The crystal globe emits an ongoing light. It is worth 200 gp as a work of art. A wizard who unlocks its secrets (DC 18 spell check plus study time and arcane consultation) understands that he can use it as a scrying ball. Such a wizard can view a location he has seen or has reference to (e.g., can view a creature whose lock of hair he possesses); DC 18 spell check to activate for 1d6 rounds; -2 penalty for each consecutive use in a day. However, once every 1d8 days, an alien countenance appears in the ball to look back at the wizard. These are the extraplanar benefactors of the warwizard, who taught him to use this crystal globe to guide his astral projection, and who occasionally use it to look upon the mortal realm. See also area 9. Area 1-9 – Treasure Vault: At the end of the long hallway is a spartanly appointed room containing simple wooden shelves, a camp chair, and a sleeping pallet. The wooden shelves hold a bronze rod, a copper brazier, fine weapons and armor, and a brass-bound tome. In the center of the floor is a large pentacle with a perfect crystal circle at its center. Inside the circle is a stone table on which rests a wrinkled ancient body whose countenance matches the war-wizards. At the head of the table is a concave depression. Here are stored the trappings of the war-wizard: • The bronze rod of rulership is engraved with half of a demon’s face. It is worth 150 gp, but read on. • The copper brazier is worth 10 gp. • The assortment of weapons includes a longsword, a long bow, 40 arrows with quiver, a mace, a spear, a battle axe, a dagger, and a hand axe. • There is a suit of scale mail. • The tome is written in a language so ancient it is indecipherable to modern man. A wizard who studies it may discover (with a DC 14 spell check) a spell of the judge’s choosing. If a character places the crystal ball in the depression on the table, he sees this: Gazing into the crystal ball, you see an endless field of bright stars on a faint gray background. A ghostly image of the warwizard 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 rulership 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 457 Introduction This adventure is designed for 4 to 8 5th-level characters. If this is your first exposure to DCC RPG, you can roll up 5th-level characters and use this scenario as a contrast to a preceding one to get a sense of low-level versus high-level play. Background Infamous in the darker cycles of lore and legendry, Sezrekan the Mad was a notorious sage, diabolist, and warlock bent on a quest for immortality. His perilous quest played out over several hundred years, and none can say whether the Old One achieved deification or lost his soul vying with infernal powers. Sezrekan’s pursuit of lost secrets and forbidden lore spanned the face of Áereth. In these far-flung cities and crumbling ruins, the wizard-sage created simple workshops and foundries to aid in his research. Here, amid frothing retorts and forbidden scrolls, the aging warlock plumbed the mysteries of life, death, and time. Every new discovery opened another line of inquiry, leading Sezrekan to abandon the workshop for another city or ruin, never to return. An untold number of his abandoned workshops remain undiscovered to this day. One such laboratory is hidden in the ancient city of Punjar. JUDGING NOTES The Infernal Crucible of Sezrekan the Mad presents the adventurers with both a crafty villain and a deadly battle, but the most dangerous challenge is also the most subtle: Escaping Elzemon’s trap requires that at least one foe is left alive. Adventurers given to scorchedearth style expeditions will be the instruments of their own demise. If the PCs slay both Elzemon and Sezrekan’s Ape, they are left with a gruesome dilemma: Which of their own to leave behind? How the PCs go about making this decision may reveal more about true character than the players care to admit. The adventure is located in sprawling, decadent Punjar. Specifically, the workshop is hidden in the sub-basement of a decaying manor in Smoke – the worst of Old Punjar’s wards – where Dim Lane intersects the Shiv. Here, hidden among the crumbling tenements and foul night smokes, Sezrekan was free to pursue his mad experiments without fear of interruption. Though nominally set in Punjar, the adventure can be easily placed in nearly any location. The PCs can discover the hidden portal in the floor of a musty tomb, in the cellar of their favorite pub or chapel, or even in a forgotten gallery of their own keep. Elzemon the Forgotten: Unfortunately for those seeking to plunder the wizard’s secrets, Sezrekan was notorious amid the infernal hierarchies for summoning demons and devils, and then simply refusing (or forgetting) to release them. One such being, a minor demon named Elzemon, remains imprisoned in this workshop to this day. And in a desperate bid for its own freedom, the demon has transformed the workshop into an elaborate trap. Elzemon has free reign within the various areas of the laboratory, but cannot escape the complex until the sand in the hourglass (area 1-1) runs out. He begins the adventure in area 1-2 and is quickly drawn to any disturbance. The demon’s downfall is its delight in tormenting mortals. The pot-bellied demon follows the PCs through the chambers, invisible, doing its very best to egg the PCs into wasting precious minutes. Elzemon the Quasit: Init +4; Atk claw +3 melee (dmg 1d6+2); AC 17; HP 23; MV 35’ (fly); Act 2d20; SP Invisible at will; SV Fort +2, Ref +6, Will +5; Immune to Will-effects unless true name is known; AL C. Encounter Table Area Type Encounter 1-1 P Puzzle 1-2 C 10 Glyph Worms 1-3 P/C Sezrekan’s Ape Any P/C Elzemon Player Introduction The adventure begins with the discovery – either by assiduous research or by accident – of the entrance to the workshop: a portal set into the floor. Read or paraphrase the following: Eagerly you scrape away the mud to reveal a circular portal of dull gray metal set into the floor. Set into the center of the portal is a silver bas-relief depicting a two-legged serpent biting its own tail. Above the serpent, cast in gold, is a crown. The portal is roughly 3 feet in diameter, though attempts The Infernal Crucible of Sezrekan the Mad A level 5 DCC RPG adventure By Harley Stroh
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Page 459 at precise measurement hint its diameter to be the value of pi. The portal is cast of lead to foil scrying and inter-dimensional travel. Wizards and thieves examining the portal are overcome by a powerful sense that something terrible lurks behind the lead portal. The portal is three inches deep and can easily be pried free of the floor, revealing a narrow spiral staircase descending into darkness. The value of the raw silver is 15 gp; the value of the gold is 25 gp. AREAS of the map Area 1-1 – The Magic Circle: A thick coat of dust covers the floor, obscuring what appears to be a magic circle, carved in runes, circumscribing the entire chamber. Stone faces of tormented demons ring the ceiling, and a pit set into the center of the chamber pulses with a hellish crimson light. Beside the pit rests a tall golden hourglass. Inspection by cautious wizards reveals that the magic circle prevents the escape of demons. However, just inside the circle of runes is a pentagram, drawn in blood and hidden by dust, that traps any living creature entering the chamber. The pentagram was cast by the demon Elzemon. These two thaumaturgic inscriptions interact in strange, unpredictable ways. The instant a PC crosses over the runes, read or paraphrase the following: A thunderous crack echoes through the chamber and electric blue waves of tormented faces cascade through the air, revealing a sinister pentagram scrawled in blood across the floor of the chamber. The hourglass rotates in its base, and the sound of maniacal laughter echoes faintly from below. No magic shy of a deific patron or infernal power can wrest the PCs from Elzemon’s trap. From this moment forward, it is impossible to leave the chamber, save for the pit down. Sezrekan’s golden hourglass stands nearly three feet in height and weighs roughly 30 lbs. A minor relic discarded by the Old One, the hourglass keeps perfectly precise time of any duration, and grants a +2 bonus to spell checks for spells taking one turn or longer to cast. Destroying the hourglass has no effect other than to eliminate the PCs’ means of tracking time. The pit is 50’ deep and runs to area 1-2. Given the opportunity, Elzemon flies up from area 1-2, eager for the chance to push a PC into the pit or cut an unattended rope. Wizard, sages, or lucky thieves pausing to study the interaction between the magic circle and the pentagram can deduce the following principles: • So long as the thaumaturgic inscriptions remain intact, no creature can be summoned into the crucible. • At the end of the hour, both the magic circle and the Elzemon’s pentagram part for an instant, permitting escape. • No matter how many exit, at least one living creature must remain inside the circle. One final principle applies that can only be inferred: The last creature left within the circle is trapped there for all eternity. Area 1-2 – The Infernal Crucible: The pit opens into a cluttered octagonal chamber. A sinister, crimson light emanates from web-laden globes that hang from the ceiling, casting a charnel glow over the chamber’s contents. A large granite table dominates the chamber. It is laden with glass retorts and a series of skulls, ranging in size from a field mouse to that of a tusked giant. An open tome rests on a stand beside the table. The walls are covered in sheets of hammered copper, stained with vile liquids and scored by acid. The top of each sheet is attached to a chain and counter weights that run to the ceiling and then descending to hang just above the stone table. There are seven skulls in all: field mouse, monkey, goat, halfling, elf, human, ogre, and the giant. The cranium of each skull is sawn open, and the interior cavity is set with platinum spacers to accommodate a smaller brain. The tome is open to a dusty page with a simple passage: a curse upon thieves that dare to gaze upon the works of mighty Sezrekan Beneath the passage is a large glyph inked in red and black. The quickest inspection of the page activates the glyph. It flashes brightly (Ref save, DC 15, or be blinded for 1d3 rounds), and then animates into inky black worms. With horrifying speed, the worms begin to consume every written word within the chamber. In the first round, the glyph worms consume the tome. In the second and third round, they squiggle behind the copper sheets covering the walls and consume all the tomes and sheaves. On the fourth round, they move on to the PCs, and on the fifth round, the worms consume any spellbooks, maps, tomes, or scrolls in the PCs’ possession. The glyphs die in writhing agony on the 8th round. Glyph Worm (10): Init +2; Atk –; Dmg –; AC 15; HP 1; MV 20’; Act 1d20; SA consume written words; SV Fort -1, Ref +3, Will immune; AL N. The copper sheets hanging on the walls function as primitive blast shields, protecting the valuables behind them from any explosions that might take place in the main chamber. Pulling on any one of the five hanging chains raises the corresponding metal sheets, revealing five sets of shelves: The first set of shelves is heavy with the weight of timeblackened tomes, stacks of rolled vellum, and sheaves of worn parchment – Sezrekan’s discarded research. If collected and studied by a wizard or sage, they yield 1d5 spells (to be determined by the judge or rolled randomly). The shelf
Page 460 also contains a scroll that holds the true name of Elzemon and details the demon’s weakness: striking the demon with lead renders it visible and inflicts 1d4 points of damage per round of contact. The second set of shelves is laden with retorts, strange flasks, and vials stoppered with wax. They once contained elixirs, potions, and concoctions resulting from the Old One’s experiments. Time has reduced most of these mixtures to poison. Sages and wizards succeeding on a DC 13 Intelligence check can identify 1d5 vials of strong acids and bases; thieves succeeding on a DC 20 Handle Poison check can identify a similar number of poisons (efficacy to be determined by the judge). The third and fourth sets of shelves are empty. The fifth set of shelves is laden with the raw materials vital to Sezrekan’s studies. Four coffers rest on the shelves. Inside the coffers are 10 silver bars (worth 30 gp each), 5 gold bars (worth 100 gp each), 2 platinum bars (worth 500 gp each), and a nondescript pouch containing lead dust shot through with flecks of adamantine (worth 1,000 gp). Area 1-3 – The Chamber of the Ape: Water drips in thin rivulets down the walls of this chamber, pooling on the floor. A trio of large clay vessels, each nearly 4’ in height, stands against one wall. Beside the strange jars rest a trio of iron rods. At the far end of the chamber is heavy iron gate. The gate is secured with a massive lock that is easily picked (DC 15). Inside the cell is the body of an enormous ape atop wooden planks. Unmoving and unresponsive, the ape 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. The egg-like vessels are primitive batteries. The top of each jar is sealed with clay and pierced by a hole matching the width of the iron rods. If each of the three rods is inserted into a corresponding vessel, the circuit is completed, initiating a rapid series of events: Arcs of electricity fan into the chamber, striking any PC standing in the pooled water. PCs in the water take 1d4 points of damage per round and must succeed on a DC 17 Fort save to make any actions. The semi-paralysis ends with the destruction of at least one of the vessels (AC 10, hp 10) or by escaping the pool. Other PCs can pull their paralyzed companions from the water, but if they step into the pool, they are also caught by the arcing current. The current is sufficient to shock Sezrekan’s Ape back to life. One round after awakening, it tears the iron gate free of its moorings and casts the twisted wreckage aside. On the third round, it proceeds to do the same with the PCs. Due to its rage and Sezrekan’s mind-altering magics, the ape is immune to the paralysis effect, as well as to any charm, sleep or mind-altering effect permitting a Will save. Finally, if the PCs are loathe to experiment with the rods and vessels, an invisible Elzemon closes the circuit for them, waiting for the opportunity to paralyze the greatest number of PCs. Sezrekan’s Ape: Init +2; Atk fists +5 melee (dmg 1d12); AC 15; HP 65; MV 40’; Act 2d20; SA Rend for additional 1d16 dmg on natural 18 or 19; SV Fort +5, Ref +1, Will Immune; AL C.
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Page 469 Axis Records and Comics 2743 San Pablo Ave. #5055 Oakland, CA (510) 851-2011 Game Kastle 1350 Coleman Ave. Santa Clara, CA (408) 727-2452 www.gamekastle.com Game Towne 3954 Harney St San Diego, CA (619) 291-1666 Compleat Games & Hobbies 326 N Tejon Colorado Springs, CO (719) 473-1116 compleatgamer.com Emerald City Comics & Collectables 9249 Seminole Boulevard Seminole, FL emeraldcitycomics.com (727) 398-2665 Emerald City Comics & Collectables 2475 McMullen Booth Road, Suite I Clearwater, FL (727) 797-0664 emeraldcitycomics.com FCB Cards, Comics, and Games 9850 Nesbit Ferry Road #21 Alpharetta, GA (770) 993-6955 freedomcardboard.com 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 The Game Preserve 100 S. Creasy Lane Suite 1030 Lafayette, IN (765) 448-4200 GameQuest 3631 N Clinton St. Fort Wayne, IN 46805 (260) 482-4983 Amazing Wonders 148 W Tiverton Way Suite 150 Lexington, KY (859) 272-0750 www.amazingwonders.net The Rusty Scabbard 820 Lane Allen RD Lexington, KY (859) 278-6634 therustyscabbard.com Dragon’s Den 2600 South Rd Poughkeepsie, NY (845) 471-1401 gamersgambit.com Ravenstone Games 1675 Karl Court Columbus, OH (614) 844-6463 www.ravenstonegames.net Ancient Wonders 19060 SW Boones Ferry Rd Tualatin, OR (503) 692-0753 www.ancientwonders.net Guardian Games 303 SE 3rd Ave. Portland, OR (503) 238-4000 www.ggportland.com Rainy Day Games 18105 SW TV HWY Aloha, OR (503) 642-4100 www.rainy-day-games.com That Game Place 230 S. 8th Street Lemoyne, PA (717) 761-8988 www.thatgamestore.com Planet Comics 2704 N Main St Anderson, SC (864) 261-3578 www.planetcomics.net Dicehead Games 200 Paul Huff Pkwy NW #12 Cleveland, TN (423) 473-7125 www.dicehead.com The Game Keep 3952 Lebanon Road Hermitage, TN 37076 (615) 883-4800 thegamekeep.com Dragon’s Lair Comics & Fantasy 6111 Burnet Road Austin, Texas (512) 454-2399 dlair.net Dragon’s Lair Comics & Fantasy 7959 Fredericksburg Rd Suite #129 San Antonio, TX (210) 615-1229 dlair.net Victory Comics 586 South Washington St Falls Church, VA (703) 241-9393 www.victorycomics.com Central City Comics 113 E. 4th Ave. (509) 962-4376 Ellensburg, WA 98926 Discordia Games 630 North Callow Avenue Bremerton, WA (360) 415-9419 discordiagames.com Gary’s Games and Hobbies 8539 Greenwood Ave. N. Seattle, WA (206) 789-8891 garysgamesandhobbies.com STRATEGIES Games & Hobbies 3878 Main St. Vancouver B.C. (604) 872-6911 www.strategiesgames.ca 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 THANKS readers to patronize their friendly local game stores, including those listed below. This list is organized by state.
Page 470 Continue you DCC #67: Sailors on the Starless Sea A Level 0 Adventure The legacy of the Chaos Lords and their corrupted hordes! DCC #68: People of the Pit A Level 1 Adventure The Great Beast rises from the pit. Is any man brave enough to end this menace? DCC #69: The Emerald Enchanter A Level 2 Adventure The brooding citadel of the emerald sorcerer must be breached! DCC #70: Jewels of the Carnifex A Level 3 Adventure Fabled jewels and a forgotten chapel deep in the slums of Punjar.
Page 471 r adventures! DCC #71: The 13th Skull A Level 4 Adventure Thirteen generations of devilish secrets buried and forgotten – until now! DCC #72: Beyond the Black Gate A Level 5 Adventure Journey to an extraplanar ice kingdom to recover the fabled Horned Crown! DCC #73: Emirikol Was Framed! A Level 4 Adventure Gold and glory for he who penetrates the walls of Emirikol’s Shifting Tower! DCC #74: Blades Against Death! A Level 4 Adventure Test your wits against Death himself in a bid to save the soul of a friend!
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