The Gongfarmer's Almanac 2019
The Gongfarmer's Almanac 2019
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Table of Contents
Volume 1: DCC Survive the Funnel #1
12000 to 0 (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Cavern of the Cannibal Crone (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
The Void Corpse of Amann Uur (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . 41
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Volume 6: Dark Trails Bonanza! #2
The Great Ak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Aslan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Erhyta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Lady of Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
The Baba Jedza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Midwinter’s Maker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
On the Altar of Neutrality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Beastomatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
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Volume 11: Classes & NPCs
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1-
The Gig at the Wizards Tower
0-Level Funnel
By Duamn Figueroa Rassol
The Gig
The adventurers are received by a pair of sorcerers, Zser-Zerad
and Biliac, low level students charged with overseeing the
extermination. Zser-Zerad will brief the PCs on the job: they
must go down the catacombs, exterminate any monsters they
encounter, remove their heads and bring them back to the
massive scale that hangs over the dungeon entrance.
1-
Once the oath is finished, she will entrust them with the Sword
of Æder-Kadai and send them on their way. Biliac will lead them
to the golden scale and slowly lower it 40 feet deep into the hole,
into room #D1 of the Dun Level.
During the gig the PCs can cut their losses at any time, cash out
and beg the sorcerers to get them out of the catacombs. Zser-
Zerad and Biliac remain there to keep the PCs from luring back
any monster or curses from the dungeon and stop them from
stealing any school property (like the sword itself). They won’t
hesitate in bombarding them with spells safely from above
nor will they have qualms about killing any character mutated
enough to be mistaken as a monster.
1-
1 - 10
These are the sewers and catacombs of the Tower of the
Manticore, a series of expanded natural tunnels surrounding a
bottomless pit. The walls are composed of brown sedimentary
rock occasionally covered-over with clay bricks and supported
by wooden beams. A dank atmosphere permeates the area.
Dripping stalagmites form at irregular intervals.
1 - 11
1 - 12
D02. This was a cold-storage room that has sunken into the
catacombs. The room is at a 45° angle. Rubble covers the floor. It
remains colder than the rest of the area. Hooks holding gnawed
pieces of meat dangle from the ceiling. 2d4 mutamoles hang
from the chains, gnawing any remaining scraps.
D03. This is a sewer hub. 2’ of murky water cover the pool. The
sounds of conflict echo out of the chamber. A battle between 5
squidletons (check blue area) and 2 crawling amoeba (green
area) ensues. If the PCs do nothing, the amoeba will vanquish
the undead and absorb their bones. Each amoeba has 3d6 gold
coins floating inside.
This sewer connects with the Blue (#B01) and Green (#G01)
areas and the lair of the Underdragon (#D05).
Diving into the pile unseen or trying to pry the magical plate
off the skeleton takes an Agility DC 12 test, failing catches the
attention of the dragon.
1 - 13
If a PC digs into the hoard, roll 1d12 for a random item each
time they do:
Illustration by
Duamn Figueroa Rassol
1 - 14
D07. This door is locked, it takes a DC 10 Agility check to
pick. It opens into a sunken cellar, full of vintage wine casks.
2d2 drunken battlesnails flail around a broken barrel, their
gelatinous bodies saturated with wine.
D08. The door to this room is locked with a potent spell. The
lintel is crowned by a three-eyed dragon head, each socket
fitted for a jewel: a ruby, an emerald and an opal. Placing
such jewels within opens the door. The seal can be dispelled or
opened with a reversed-casting of Ward Portal, but failing such
magical attempts or forcing the door triggers a DC 15 Will save;
failure gets the PC paralyzed for 3d6 turns and hurls creatures
near the door 10’ away in an explosion of raw force, dealing 1d2
damage.
D09. This old library wing was buried by the ravages of time.
3d3 mutamoles are eating a perpetually failing invocation
in the form of a wreathing mass of flesh in the middle of a
broken summoning circle. The screams of its endless pain
echo throughout the surrounding rooms. The creature can be
dispelled.
1 - 15
DUN AREA WANDERING MONSTERS
Roll 1d6 for a wandering monster every 4 turns or if the PCs
decide to camp inside the dungeon. On a result of 1 there is a
wandering monster, roll 3d6 to determine what is it:
BATTLESNAIL (2kg):
Battlesnails are the result of transmutation experiments on
regular snails. Now they wander and reproduce aimlessly
under the Tower. Some develop sentience and wisdom, but
for the most part they’re mindless vermin flailing around the
dungeon.
Init -2; Atk axe or mace-face +4 melee (1d6)/acid spit 20’ range
(1d6)/antenna (1d3 plus paralyzation); AC 14; HD 2d8 (10); MV
20’; Act 1d20; SP paralyzation (Fort DC 12) or acid spit, slippery
trail (Ref DC 12); SV Fort +4, Ref -2, Will -4/+4; AL N.
Init +4; Atk eye-beam +2 range 60’ (1d3); AC 10; HD 1d4-2 (1);
MV fly 40’; Act 1d20; SV Fort +0, Ref +10, Will -2; AL C.
1 - 16
MUCK ELEMENTAL:
A corrupted water elemental, born off the magical energies
that emanate from the tower.
Init +6; Atk slam +10 melee (2d6 or engulf); AC 16; HD 8d8 (32);
MV 20’, swim 40’ or climb 10’; Act 1d20; SP engulf and drown,
vulnerable to fire and heat, elemental traits; SV Fort +8, Ref +8,
Will +8; AL N.
Init +0; Atk bite +2 melee (1d4+1); AC 12; HD 1d8+2 (6); MV 50’
or climb 50’; Act 1d20; SV Fort +5, Ref +1, Will -3; AL L.
MUTAMOLE (2kg):
Mutamoles were regular moles corrupted and mutated by the
magical energies that seeped underground from the Tower of
the Manticore. They have become predatory, aggressive and
hungry for human flesh (so, like regular moles).
1 - 17
mistaken, the soul of a true wyrm swirls inside its broken body
and through its wit and might it has become master of this
domain of trash and muck.
Init +12; Atk +14 2 claws (1d8), bite (1d12), tail slap (1d20 plus
poison); AC 13; HD 12d12 (48); MV 40’; Act 1d20, spellcasting:
1d20+4; SP Paralysis, breath weapon (Fort DC: 22, half 8d6 acid
or cold damage) 30’ cone 2/day; poison Fort DC 16 1d6 Stamina
damage, 1 point if successful; Hypnotic stare, gaze one target
per round by using one action die, DC 22 Will save or stand
stupefied; SV Fort +8, Ref +8, Will +8; AL N.
1 - 18
This was the old Alchemy Laboratory. Fumes and regular
explosions deteriorated the bedrock, destabilizing the
underground structure. Eventually the laboratory was
evacuated, leaving experiments in mid-progress and homunculi
still running around.
1 - 19
1 - 20
A narrow ledge borders the lake, traversing it takes a turn and
a successful Agility DC 8 test. Failure means the character falls
into the liquid.
G02. 2d4 lesser homunculi hang around the room and will
turn aggressive toward intruders. This great room is fit for a
dozen wizards to work in: stone tables, basins, alambics, test
tubes, distillators, any tools an alchemist would need.
A perfect cubic 20’ by 20’ pit is inset in the middle of the room.
The right Gauntlet of Æder-Kadai and 3d6 gold pieces lie at the
bottom. The pit is actually occupied by a translucent gelatinous
cube. It will remain immobile to lure the PCs and attack if they
try to retrieve the treasure below.
1 - 21
A bronze snake head hangs from the western wall. Pulling it
down pours acid for 1d4 damage to whoever is activating the
lever. Pulling sideways opens a secret door to #G05.
G03. This supply room is lined with shelves all packed with
labeled jars holding chemicals and mineral substances. 4 lesser
homunculi are occupied with stocking and keeping inventory,
following their original programming. Every turn 1d3 plasmic
tadpoles bring back raw materials for the homunculi to
restock.
G04. This room holds a stash of magic potions. There are 1d3
samples of each potion, all clearly labeled. These magic potions
are actually failed batches and produce a side effect in addition
to their regular effect if drunk.
1 - 22
G05. This would be a luxurious bedroom fit for a prince—if it
weren’t for the slime pouring down the walls. Four pieces of
gold candelabra (worth 10 gp), a set of silverware (worth 2 gp),
and a gold goblet (word 10 gp) are scattered around the room.
1 - 23
CRAWLING AMOEBA:
These amoeba were developed by the wizards to distill living
creatures into their quintessential materials. Through this
process, the amoeba separate the components into iron, carbon,
salt, and sulphur, then stores them in their stomachs. Without
the sorcerers’ control, they roam about and absorb anything
they come across.
Init -2; Atk pseudopod +4 melee (1d6 acid); AC 10; HD 2d12 (12);
MV 10’; Act 2d20; SP paralyzation (Fort DC 12), half damage
from slashing and piercing weapons; SV Fort +0, Ref -4, Will
Automatic failure; AL N.
Init +1; Atk claw +3 melee (1d4) or bite +3 melee (1d6); AC 11; HD
2d8 (8); MV 30’; Act 3d20; SP darkvision 60’, homunculi traits,
disassemble; SV Fort +4, Ref +4, Will -2; AL L/C.
1 - 24
THE HALFROG PRINCE (4kg):
This unfortunate soul is the victim of the negligence of the
wizarding school. A young prince cursed to be turned into a
frog, his parents seeked the help of the Tower of the Manticore
to remove the enchantment, but after years of experimentation,
no sorcerer was able to completely lift the curse, their trials only
polymorphing the prince into a disgusting half breed between
frog and man.
When the laboratory was evacuated, the Halfrog Prince was left
behind, trapped in the catacombs far away from home. Years of
isolation weren’t gentle on his sanity, and now the Prince is an
anxious mess, too weak and fearful to escape on his own.
Init +0; Atk scepter +4 melee (1d6); AC 11; HD 2d8 (8); MV 30’;
Act 1d20; SP nauseating aura 60’; SV Fort +1, Ref +2, Will +4;
AL L.
1 - 25
PLASMIC TADPOLE (1/4kg):
The plasmic tadpoles were invoked by the sorcerers to serve
as collectors, absorbing specific materials from any object or
creature. These white, phosphorescent creatures generate
from the altar dedicated to Bobugbubilz in #G01.
1 - 26
Coming in and out of the Dungeon
Eventually the surviving PCs will try to rest out of the dungeon.
If they want to leave and re-equip they must exit the Tower and
that’s it, you’re out of the bounds of the adventure and I bid
you farewell! Conversely, the characters may try to climb up
and rest in the chamber by the pit. If so, Biliac and Zser-Zerad
will offer them food, conjuring a magical feast attended by
homunculus servants.
The prices of the feast are exorbitant, but it will fortify anyone
who eats a full meal:
Meal Cost
Entree (enough to survive) 2 sp
1st course (meal for the day) 3 sp
2nd course (+1 hp recovery) 5 sp
3rd course (+1d4 hp hp recovery) 1 gp
Dessert (+1 hp recovery) 1 gp
Wine (drink for the day) 1 gp
Biliac and Zser-Zerad can only invoke this feast once a day.
The PCs can also set up camp and sleep by the side of the pit.
The sorcerers will retire and lock the characters in at nightfall,
returning the next day.
1 - 27
This was the old Summoning Facility, sealed off from the rest of
the Tower after too many botched invocations endangered the
school. These days, summoning classes are given in mentorships,
while the former wing is safely tucked underground.
R01. The stone of this room pulsates like living flesh. Devilish
faces emerge from the walls; some stick their tongue out to
reveal a key hidden inside: a horse key, a lion key, and a devil
key. If the PCs want to extract any of the keys, roll for initiative;
the wall rolls three times at +3, one roll for each key.
1 - 28
1 - 29
If a PC acts before the wall, they can try to extract the key with a
successful DC 10 Reflex save (if they don’t beat its initiative, the
mouth closes and the key appears on another tongue). Failure
means that character suffers 1 HP damage as the mouth snaps
shut while they try to take it.
The block of rock leading back to the Dun Area can be pushed
with a successful DC 15 Strength roll. Each attempt takes one
turn.
R02. The door to this room is locked, a stylized horse adorns the
keyhole. Trying to pick the lock triggers a black lotus spray trap;
DC 14 Fort save or fall asleep for the next 1d24 hours.
Inside lies a luxurious chamber: a bed covered with a gold-
inlaid canopy (worth 10 gp) and a night stand with a half-filled
black lotus vial (DC 14 Fort save or sleep for 1d24 hours), a gold
mirror (worth 20 gp), and a spellbook (containing all the spells
the sleeping sorceress knows) resting on top.
R03. The door to this room is locked, an stylized lion adorns the
keyhole. Trying to pick the lock triggers a green acid trap, DC
14 Ref save or take 1d6 damage.
As the PCs enter the room, the demon in the statue will try to
possess them. One randomly-determined PC has to roll a Will
save against the demon’s possession attack of 1d20+5. If the
PC fails, they will become possessed, their Strength, Stamina,
and Personality will become at least 14 or their current score
(whichever is higher), their alignment changes to Chaotic and
their unarmed attacks become 1d8. Inform the player that their
character is possessed, and have them roll the same opposed
check every 6 turns. If the PC fails, they will permanently fall
under the DM’s control.
1 - 30
If the PC succeeds on resisting the initial possession successfully,
the demon will try to possess the nearest character that enters
the room.
R04. The door to this room is locked, a stylized devil adorns the
keyhole.
The oni know about TRINITY in room #R05 and might warn the
PCs about the impending apocalypse.
1 - 31
If the PCs push nine combinations of multiples of threes (3 to
27) or any combination of nine numbers that add up to 135 the
wall opens to the inner chamber. The wall reconstructs behind
their backs. Three banish prayer scrolls have been stuck with
wax on the inside.
1 - 32
RED AREA WANDERING MONSTERS
Roll 1d6 for a wandering monster every 4 turns or if the PCs
decide to camp inside the dungeon. On a result of 1 there is a
wandering monster, roll 3d6 to determine what is it:
1 - 33
Though Chaotic, their bond forces them to behave Lawfully
under the specific terms of their task.
Init +0; Atk flaming poker +1 melee (1d8+2 fire damage); AC 13;
HD 2d12 (12); MV 30’; Act 1d20/1d24; SP Infravision, darkness
(+4 check), half damage from non-magical weapons and fire,
action rolls are one step higher if pursuing its task; SV Fort +1,
Ref +4, Will +3; AL C.
ELEMENTAL EEL:
These wisps of magical energy come directly from the raw
Elemental Planes and take a form best described as “eel-like”
upon entry on the Material world. They burst into existence
spontaneously, behave erratically and dissipate after one turn.
They are attracted by similar energies and avoid their opposite
elements as best as they can.
Init +2; Atk snap +4 melee (1d2); AC 14; HD 1d8 (4); MV float 30’;
Act 1d20; SP suffers half damage from non-magical weapons,
extra, elemental traits; SV Fort -2, Ref +4, Will -4; AL N.
Element
Air is insubstantial and cannot attack. If passing
through another creature, the creature must roll
a Fort saving throw DC 12 or take 1d6 Stamina
damage.
Earth can only be damaged by magic or blunt weapons,
but suffers full damage.
Fire after a successful attack the victim must roll a Ref
saving throw DC 8 or catch fire, suffering 1d4 fire
damage each turn until they succeed the saving
throw or are put out.
Water can slip through any crack and reform on the
other side. It doesn’t inflict damage but can force
itself into a creature with a successful attack. The
victim must succeed on a Fort saving throw to spit
it out or be killed.
1 - 34
HELLSKULL (50 kg):
These fiery skulls come screeching right from the Abyss. They
are the disembodied heads of demons, their flesh consumed by
hellfire.
Init +0; Atk fire spit +2 15’ cone (1d4 fire damage), bite +4 melee
(1d4); AC 10; HD 3d8 (12); MV 40’ float; Act 1d20; SP fire aura 1
damage to all who remain adjacent, self destruction Ref DC 10
or 3d6 fire damage (save for half); SV Fort +0, Ref +0, Will +0;
AL C.
IMP (3kg):
This squat imp is the approximate size of a human child,
with a sickly golden-brown skin and eyes of madness. It likes
to paralyze its victims, sit on top of them and feed off their
negative feelings.
ONI (40kg):
Onis are ogrish sorcerers and powerful spirits. This pair of
brothers, named Aoshio and Akashio, were bound by the
wizards of the Tower long ago and if freed (either accidentally
or on purpose) will seek vengeance against the humans that
trapped them. Although evil and cruel, they can be appeased
with tributes. Aoshio specially loves horses and Akashio loves
lions.
Though they have spent their spells a long time ago, Aoshio can
cast control ice once a day and Akashio control fire once a day.
1 - 35
PALE NIGHTMARE (20kg):
The white nightmare looks like a ghostly white horse with
bulging, milky eyes. It induces nightmares in everyone it meets
eye to eye.
Init +2; Atk hoof +2 melee (1d4+2); AC 12; HD 3d8 (12); MV 60’;
Act 1d20; SP Induce nightmares DC 12 Will or become afraid
for 2d6 turns, can teleport to unseen areas like closed doors or
curtains; SV Fort +4, Ref +3, Will +4; AL C.
Init +2; Atk claw eyes +2 melee (1d2); AC 12; HD 3d4 (6); MV 30’;
Act 1d20; SP Spellcasting +6; SV Fort +1, Ref +3, Will +4; AL C.
Lvl 1 spells: chill touch, find familiar, magic missile, sleep. Lvl 2
spells: levitate, scare.
WINGED SWORDS:
Winged swords are avatars of Law summoned from the celestial
planes to battle the overflowing demons that started invading
the facility.
1 - 36
Playing the Sword
As the Sword of Æder-Kadai gains Intelligence, it will improve
its communication skills, being able to respond, draw marks,
maps and even write.
Int Result
7-8 Just tugs and pointing toward the nearest piece of
the raiment.
9-11 Responds to questions by nodding or tapping.
12-14 Can draw arrows, marks and symbols.
15-16 Can draw crude maps and write words.
17+ Æder-Kadai appears!
1 - 37
This was the Necromancy Faculty. Its former headmaster was
a member of the Conclave of Seven and one who was secretly
replaced by his superintelligent octopus familiar upon death.
When the rest of the Conclave discovered the ruse a magical
battle erupted, shaking the Tower to its core and culminating
with the necromancy wing being teleported underground.
A 10’ tall statue looms over the western wall. It looks as if melted
from the stone itself and represents a hooded figure holding a
hammer. Inside the shadowy hood shimmers a galaxy of stars:
there are fifty tiny diamonds (worth 20 gold pieces each) inset
to appear as a starry night sky. The silver-plated warhammer
is dismountable, fully functional, and doubles as a holy symbol
for neutral clerics.
The novice ghost haunts this place. Knowing that the Lurking
Lord grows ever more powerful, it offers an opal (worth 12 gp)
if the PCs can steal the Helm of Æder-Kadai off it. Having no use
for the helm itself, it will gladly let them keep it as well.
1 - 40
B03. The dungeon of the facility is where the subjects are held.
It is fitted with four cells held by iron doors and two pairs of
manacles attached to the wall. Each door has a sliding peephole.
It takes an DC 15 Agility check to pick. The keys are carried by
a triskeleton (roll 25% for next ones they meet). Boslovik, an
unfortunate student lost in the catacombs, is currently held in
one of the cells. The Lurking Lord is experimenting on him with
the goal of extracting a skeleton, a ghost, and a wraith out of
the same body.
The Helm of Æder-Kadai rests over an old stone bust on the far
wall.
1 - 41
THE HELM OF ÆDER-KADAI
Grants its wearer the ability to
cast detect magic and read magic
at will with a +5 spellcheck.
1 - 42
BOSLOVIK (5kg, you sick bastards!):
Boslovik is an enchanter apprentice. Too curious for his own
good, he snuck down the crypts to retrieve any lost knowledge
buried on the necromancy faculty. Being no adventurer
himself, he was quickly captured by the forces of the Lurking
Lord and used as a subject.
Init +0; Atk unarmed -1 melee (1); AC 10; HD 2d4 (4); MV 30’;
Act 1d20; SP spells +4: SV Fort -2, Ref -1, Will +2; AL N.
Boslovik is completely drained and has lost all of his spells, but
can cast any scrolls given to him, or add his spellcasting bonus
to the Sword of Æder-Kadai.
Exiled from the Tower, the Lurking Lord now schemes to build
an army of the dead and reclaim its place in the School.
Init +0; Atk silver dagger +2 melee (1d4); AC 12; HD 5d4 (15); MV
30’; Act 1d20 1d14; SP spells as level 5 wizard (spell check +7),
double-bodied, undead traits; SV Fort +1, Ref +2, Will +6; AL L.
1 - 43
Destroying the body frees the octopus. It has the same stats
except its movement changes to 10’, swim 30’, it cannot use
weapons and its saving throws change to Fort +0 Ref -2 and
Will +6.
NOVICE GHOST:
This unfortunate soul was a novice wizard that fought against
the Conclave of Seven and One to defend the Necromancy
Faculty. They died when the wing was teleported and rose
as a ghost when the Lurking Lord started building its army.
Seeing how the necromancer used the bones of their former
schoolmates changed their heart, and now they cannot rest
until they thwart the plans of the Lurking Lord.
The novice ghost is bound to their quarters and cannot exit the
room.
1 - 44
SPARE PARTS (4kg, head only):
Are limbs and heads reanimated by the necromantic magic
that emanates from this area.
SQUIDLETON (3kg):
The squidletons are animated skeletons controlled by the
superintelligent squids that serve the Lurking Lord. As such
they can act intelligently and organize in complex formations.
Without their skeletal armor, the squids are defenseless.
Init +0; Atk claw +0 melee (1d3) or club (1d4); AC 10; HD 1d6 (3);
MV 30’; Act 1d20; SP undead traits, half damage from piercing
and slashing weapons; SV Fort +3, Ref +1, Will +1; AL L.
TRISKELETON (3x1d2kg):
Triskeletons are the armed forces of the Lurking Lord. They
are an upgraded version of the squidleton built by at least two
skeletons: three arms, two legs and one or two heads.
During their life they were charged with protecting the Tower
against rival sorcerers, the chaotic creatures commonly
attracted by its magical energies, and the power-hungry
wizards that rebelled against it.
1 - 46
Illustration by
Duamn Figueroa Rassol
ÆDER-KADAI:
Init +2; Atk The Sword +6 (1d10+6); AC 20; HD 5d4 (26); MV 30’;
Act 1d20 1d14; SP spellcasting +7: force manipulation, magic
missile, shatter and dispel magic; SV Fort +2, Ref +4, Will +5; AL
L.
1 - 47
Rumors abound on Æder-Kadai’s true identity. If your players
ever ask you, you may roll on the following table to find out
what their character knows:
1 - 48
Playing Æder-Kadai
As the lawful Wizard-Protector of the Tower of the Manticore
their goal is to return to the School, defeat the chaotic sorcerers
that settled in it, and reclaim their place in the Conclave of
Seven and One, bringing order back to the Tower.
1 - 49
Wrapping up the adventure
There are several victory conditions in the Gig at the Wizards
Tower. Surviving characters are pretty much free to wrap up
the adventure whenever they like and claim their well earned
gold. By the time the players decide to cash out you should have
a bunch of dead PCs, some mutated survivors, and at least a
handful of lvl 1 characters to kick off your campaign.
These are some ideas about the kind of quests the Conclave
could assign to the Protectors:
Retrieve the gear down in the armory to resurrect the
Protectors with a proper uniform.
Trap the Underdragon’s soul in a magical orb and
transfer it to another dragon’s body, bound to serve the
Tower of the Manticore, of course.
Rescue the Halfrog Prince and return him for
treatment back at the new laboratory.
Banish TRINITY before the planar entity brings
apocalypse into the world.
Defeat the Lurking Lord and its growing army of
skeletons, burying the necromancy faculty at last.
1 - 50
To give a deeper sense of a living dungeon you might mix and
match monsters lists in different areas.
Have the forces of the Lurking Lord advanced to the Dun area?
Have the PCs broken the seals in the Red area, allowing its
demonic influence to slowly take hold?
JUDGE’S NOTES
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GFA 2019 Volume 1 Credits
Authors
Duamn Figueroa Rassol
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Table of Contents
Volume 1: DCC Survive the Funnel #1
The Gig at the Wizards Tower (Level 0) ........................................... 5
Introduction
This is a zero-level funnel adventure meant to be run in a four hour
timeframe. The PCs awaken from stasis on a satellite whose orbit
has been destabilized, and those who fail to use the station’s escape
pods in time are killed as the satellite strikes the planet’s surface.
Although the default planet is Earth, and the adventure is written for
standard DCC characters, there is nothing preventing the judge from
adapting this adventure to other worlds or related systems, such as
Star Crawl or Mutant Crawl Classics.
The adventure also assumes four players, and, if the judge has more
at their table, they should adjust the number of working escape pods
accordingly. Or don’t, and let the PCs fight amongst themselves to
determine who lives.
Adventure Start: The PCs awaken on Sky Ark 079. They have a
chance to explore, encountering some limited hazards, mostly in the
form of unfamiliar technologies. Their awakening is a result of a
karkara vessel coming into contact with the Sky Ark.
Breach of the Ark: The karkara and the scavenger bots gain access
to the Sky Ark. While the robots begin to dismantle the Sky Ark for
salvage, the karkara seek out living creatures to infect.
2-5
System Failure: Sabotage from the scavenger bots causes
conditions to change rapidly within the structure, as various Sky Ark
systems malfunction.
Impact: The Sky Ark 079 strikes the planet. Anyone remaining
aboard is killed. Escape pods land. The adventure is over.
Unless otherwise stated, all areas of Sky Ark 079 are normally lit
by a soft diffuse white light which has no obvious source. Doors
are sealed with a submarine-style ring that must be turned in order
to open a door or keep it closed. A closed door can halt a scavenger
bot or a karkara for 1d5 rounds – the karkara learns how to open the
door, while the scavenger bot cuts through it. See below for more on
these creatures.
Adventure Start
“Rise and shine, pioneers! Past memories and misdeeds have been
replaced with useful occupations for the life ahead. Rejoice! You
awake with your records expunged, free to start a new path on the
new world that has been selected for you!”
2-6
When characters step from the alcoves, the space behind them
disappears, leaving smooth walls, as though the alcoves were never
present. If desired, the judge can have new replacement PCs appear
in the alcoves, which appear and disappear as needed.
Melded creature: Init -2; Atk bite or claw +0 melee (1d3); AC 10;
HD 1d5; HP 3; MV 20’; Act 1d20; SV Fort +2, Ref -2, Will +0; AL
C.
2-9
IMPORTANT: Any PC who complies is PROCESSED. Any PC
who does not is UNPROCESSED. It is possible that some PCs will
remain UNPROCESSED.
(1) Protect humanoid life, unless that life has been convicted of a
capital offense.
(2) Terminate any lifeform convicted of a capital offense. This
includes any PC who survives Correctional Refusal in Area 6 or any
character who attacks an androcop.
(3) Obey the orders of Processed PCs, so long as they do not violate
(1) or (2), above.
Androcops (3): Init +0; Atk stun baton +2 melee (stun) or energy
bolt +0 ranged (1d7); AC 15; HD 3d7; HP 12 each; MV 20’; Act
1d20; SP immune to mind- or biology affecting spells or attacks,
stun (DC 10 Fort save or unable to move or act for 1d6 rounds); SV
Fort +3, Ref +0, Will +0; AL L.
Three doors on the outer wall lead to escape pods. A stairway leads
up to the Command Center.
Initial Events
The PCs were awakened from stasis when a karkara vessel impacted
the Sky Ark’s hull. During the first hour of the adventure, the
karkara are attempting to breach the Sky Ark. Every 10 minutes of
actual play, there is some indication that this is occurring (roll on the
Event Table). Events can occur more than once.
2-12
1d4 Event
1 Loud knocking, as of metal on metal, is heard somewhere in
the station (roll 1d10 to determine the closest location, from
Area 1 to Area 10 indicated in Areas of the Sky Ark 079).
Ten minutes after the Breach of the Ark, and until Descent, there is
a chance of running into karkara or scavenger bots anywhere on the
Sky Ark. Karkara are looking for victims to infect. Scavenger bots
are looking for salvage. Every time the PCs enter an Area, roll two
dice (see below). If the larger comes up “1”, 1d3 karkara are present
in that Area. If the smaller comes up “1”, a scavenger bot is present
in the Area. It is possible for both dice to come up “1”. Initially, roll
1d30 and 1d24. Every 10 minutes of actual play, reduce each die
by one step on the dice chain (to a minimum of 1d6 and 1d5 before
Descent begins).
Scavenger bot: Init -1; Atk claw +3 melee (1d4) or cutting blade +0
melee (1d6) or laser torch +0 melee (1d8); AC 18; HD 2d6; HP 8;
MV 45’; Act 1d20; SP immune to mind- or biology affecting spells
or attacks, travel on any surface, poor memory, nuclear power plant;
SV Fort +1, Ref +3, Will +0; AL N.
2-13
Scavenger bots look like 8-foot long silverfish with clawed forward
pincers and various extendible cutting tools and laser torches. They
can move along any surface with a gliding motion, but if they lose
contact with the surface that they are on, it requires a round for them
to regain purchase. Their agility is astonishing, but they have limited
memory for anything apart from their primary purpose – scavenging
metal, parts, and electronics. If not attacked for 1d3 rounds, a
scavenger bot returns to this function, even if potential targets are
still available.
These robots are powered by tiny nuclear power plants, which have
a 1 in 5 chance of flooding a 30-foot radius with radiation when a
scavenger bot is reduced to 0 hp. Living creatures in this area must
succeed on a DC 15 Fort save or suffer 1d5 temporary Stamina
damage.
Karkara: Init +2; Atk smother +2 melee (1d3 heat) or tail grab +0
melee (1d3 heat); AC 12; HD 3d8+3; HP 15; MV 20’ or fly 30’; Act
2d20; SP heat damage, ½ damage from cold or fire, charge, create
spawn, plant traits; SV Fort +1, Ref +2, Will +3; AL C.
2-14
Dead bodies covered in tufts of ultramarine karkara grass, these
creatures are not un-dead, but are controlled by the parasitic grass
growing from (and within) them. They have a dim, cunning sort of
intelligence, but are not mature enough for complex thought or to
create spawn.
System Failure
After the second hour of actual play, the scavenger bots have
damaged the Sky Ark enough that systems begin to fail. Every 10
minutes of actual play, including when system failure first begins,
roll 1d12 and 1d4-2. The 1d12 roll indicates what systems have
failed, and the 1d4-2 roll indicates how many escape pods misfire
and jettison. The Sky Ark begins equipped with 12 escape pods.
Kind judges may allow 1 escape pod to remain (regardless of rolls)
per player, but note that two PCs can occupy the same escape pod
with some risk to each (see Descent below).
2-15
1d12 Failed System Effect
3 Life Support The air become noticeably thinner. Every
30 minutes of actual play moving for-
ward, characters must succeed on a DC 5
Fort save or suffer -1d to all rolls. Char-
acters who fail two consecutive saves
fall unconscious. Characters who fail 3
consecutive saves die.
4 Androcop AI Androcops no longer take orders from
Processed PCs. There is a 1 in 6 chance
every 10 minutes that they will turn on
the PCs. Once turned, there is a 1 in 3
chance that they will turn back every 10
minutes of actual play.
5 Records Processed characters are now treated as
Unprocessed. Survivors of Correction-
al Refusal are treated as Unprocessed.
Retraining Section removes but does not
replace an occupation; species or class
does not change.
6 Medical Sickbay beds no longer work. Luck check
or they cause 1d10 damage instead.
7 Lock Override There is a 1 in 5 chance that any given
escape pod door can be opened, and a 1
in 5 chance that the lift in Area 10 can be
used. There is a 1 in 7 chance that a char-
acter can teleport to the planetary surface
and escape. Any attempt at utilizing the
command controls in Area 10 requires
a Luck check. Succeed, and a random
system failure is undone. Fail, and a new
random system failure is added.
8 Quartermaster Equipment Vouchers are still taken; noth-
ing is given in return.
9 Husbandry Livestock Vouchers are still taken; noth-
ing is given in return.
2-16
1d12 Failed System Effect
10 Teleportation Any attempt to use the teleportation
system in Area 1 results in the character
being turned inside out before being tele-
ported into deep space. If the Husbandry
system is still working, animals arrive
scrambled and dead. If the Quartermaster
system is working, all metal items are
made of lead.
11 Fumigation Roll 1d10. The result matches one of the
numbered Areas indicated in Areas of the
Sky Ark 079; it is sprayed with an aerosol
fumigant.PCs must succeed at a DC 10
Fort save or take 1 point of temporary
Strength, Stamina, and Agility damage.
On a natural “1”, this damage is perma-
nent. This result can happen any number
of times.
12 Reset A random system failure is reset, causing
the system to come back online. It can, of
course, fail again.
Descent
After the third hour, the Sky Ark 079 is sufficiently damaged that it
can no longer sustain geostationary orbit at 12,000 feet above the
surface of the planet. The entire Sky Ark shudders, and creatures
must make a DC 10 Reflex save or be knocked prone. Karkara and
scavenger bots make their way to the breach point by the swiftest
possible route; neither are interested in fighting. Karkara zombies,
however, are not intelligent enough to retreat.
Every 10 minutes of actual play from now to Impact, the Sky Ark
shudders, causing all who fail a Reflex save to fall. Initially, the Ref
save is DC 12, but it increases by +2 with each subsequent event.
2-17
30 minutes to Impact, the Sky Ark begins to break apart. Roll 2d10.
The results match one (if the identical number is rolled on both dice)
or two of the numbered Areas indicated in Areas of the Sky Ark
079. The indicated Area(s) sheer off, and anything within them is
lost. If a PC is present, a DC 15 Reflex save allows escape before
emergency bulkheads seal the Areas. PCs must find a way around.
Escape pods are designed for single humanoids to strap in. Two can
fit, but neither is as well protected, and both must succeed in a Luck
check upon landing in order to avoid taking 1d5 damage. If both
fail the check, each one takes an additional 1d5 damage. If there are
more survivors than the remaining escape pods can hold, it is up to
the players to determine how to apportion them.
Each escape pod also has a compartment containing 2d7 days worth
of freeze-dried rations and 200 gp (or equivalent) in a metal box
marked “Survival Rations”. The coins are archaic on the selected
world; the PCs have been in stasis for a long time.
Impact
After four hours of actual play, the Sky Ark hits the planetary
surface (most likely in the ocean), killing anyone left on board.
Escape pods land within 1d100 miles of the impact, which might
result in tidal waves, earthquakes, clouds of particulate matter that
cause a global chill, or whatever else the judge deems appropriate.
Escape pods should always land somewhere where the PCs have a
fighting chance to start their new lives.
2-18
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2-19
2-20
This adventure was written in response to the aftermath of a deadly
encounter where over half the party met their end during a play
through of Jobe Bittman’s infamous The One Who Watches from
Below. The players had grown rather fond of their characters and
were sad to see them perish in the Cave of Secrets. So, being a
benevolent judge, I decided the party would indeed rise from the
dead and adventure once again. However, cheating death requires
strong magic and there is always a heavy price to pay. The
characters were reborn as half mortal demons trapped in the skull
of a dying god whose head is roughly the size of Jupiter’s moon
Europa. The campaign went straight off the rails and was re-branded
as Postcards from Ragora, where Frank Baum’s Oz meets Clive
Barker’s Hellraiser. Caverns of the Cannibal Crone is an abridged
version of the “funnel” adventure I wrote introducing the players to
this wonderful, terribly horrible world. It was designed originally
to be played with a mix of 10-12 0 level characters and 2-4 1st
level characters. It could be played as a funnel for 12-16 0 level
characters or as a early adventure for 4-6 1st level characters. I hope
you enjoy the adventure as much as my friends have.
2-21
Unfortunately for Malbolja, she is utterly mad and consumed
with crushing paranoia. She routinely raises a group of cambion,
becomes completely convinced they are plotting to murder her, then
slaughters and devours them. This violent cycle has been going on
for years and is the reason why Malbolja cannot raise an army to
match the strength of the Concord of Discordia’s forces.
The players can take up several starting roles in this adventure. They
can be mortal prisoners of Malbolja to serve as upcoming meals
for the Crone and her children. These prisoners can be rolled up
as traditional DCC characters using the core rulebook (or whatever
occupations and races the Judge and players agree on). They could
also be one of the cambions, a demonic half-breed with memories
of a past life. These players would be allowed to reincarnate the
dead characters from failed adventures into one of Malbolja’s
murderous children. Players could also chose to just play a cambion
without any recollection of a former life. Regardless of what kind
of character is chosen, the players find themselves trapped in
Cartal-Lauge while Malbolja is at the peak of her paranoia and in
immediate peril.
2-22
charcoal. Any attempts to break the walls will fail, a critical failure
will result in the tool or weapon breaking. Firefungus torches and
campfires illuminate the caverns with a creepy, dark-red light.
1-1 The Court of the Crone: You have awakened to find yourself a
prisoner in a cavern filled with slavering demons and devils dancing
around an eerie fire of magenta. The bone-white walls of the cave
are covered in heretical scripture. The floor is caked in blood and
gore. The sweltering heat of the fire is inescapable, and the reek of
rotten meat and burnt corpses is dizzying to the senses.
For endless hours the howling and screaming demons torture, cook,
and devour the hapless prisoners, your friends and countrymen!
The accursed fiends gorge themselves on weird bugs, fermented
blood, and sentient flesh. Your minds barely cling to sanity as you
desperately try to comprehend the circumstances of your present
state. How did you get to this forsaken place? Are you trapped in a
nightmare? Are you dead and being punished for your sins? Hope
fades and your hearts fill with heavy despair.
2-23
Ibitrix is asked… Ibitrix answers…
Where are we? You are in Malbolja’s cavern. Please be
quiet.
Why are you freeing us? I hope you are strong enough to slay
Malbolja. Please, please be quiet.
Ibitrix suddenly falls silent, still like a child being caught by one of
its parents. A long shadow crawls across the pale wall of the cavern.
All three of Ibitrix’s eyes grow wide from terror, its body trembling
with fear. “My mother approaches! Be silent or she shall devour us
all!”
2-24
“FOUL SCHEMING BABES!” Malbolja shrieks, “I will slaughter
you like lambs and roast your bones for soup!”
The cannibal crone hurls Ibitrix’s corpse into the wall, staining
it with green blood and gore. You barely have time to salvage
makeshift clubs from the bones and carnage as Malbolja charges
you! The fight of your lives has begun!
Brain-eating Lip Worms (2): Init +2; Atk bite special+1 (1d3
Intelligence loss); AC 12; HD 2d8; 4hp each; MV 0’ (fixed to the
ceiling); Act 1d20; SP brain sucking spring attack; SV Fort +1, Ref
+3, Will +0; AL N.
The brass caldron has some value to it (25gp), but the bubbling
liquid inside is the very poison Malbolja used to murder her
children. Consuming the poison can be dangerous (DC 15 Fort save,
success results in -1 to all actions for 1d8 hours, failure results in
the PC falling into a coma for 1d8 hours; critical failure results in
respiratory failure and death!). Malbolja’s sleep poison doesn’t keep
well and it will spoil within an hour after taken off the heat of the
caldron.
2-28
Finally, the bladders in the bone frame hold a curious potion of
vitality. Drinking the gray, milky potion will heal 1d4 points of
damage and grant the character 1 hit point permanently. Drinking a
second dose of the potion requires a DC 12 Fort save, success gives
the character a permanent +1 to AC, failure results in a permanent
1d3 loss of Agility as the character’s joints stiffen. Drinking the
potion a third time is deadly as the character’s body is transmuted
into bone (DC 15 Fort save, success results in 2d6 damage, failure
results in death. There is also a permanent 1d3 loss in every ability
score regardless of success or failure. The bladder holds 1d5+1
doses of the vitality potion.
1-3 Cave of the Door: The tunnel leads to another cavern which is
almost octagon in shape. The pale walls are covered in hundreds of
carved faces, twisted in grimaces of pain and madness. Dark blood
trickles from cracks in the walls, creating a thin slippery coating
on the floor. The glowing ichor continues to flow to another tunnel
descending into darkness. Three flaming hearts, floating shoulder
high from the floor and orbiting the center of the room, illuminate
the cave in a dull maroon light. Each heart is made of a different
material: one marble, one cedar, one gold. The hearts do not burn
as the strange flames engulfing them give off no heat. Set into the
wall is a massive door of dark, alien metal. The door has three heart
shaped sockets, arranged vertically on the door. Below the bottom
socket is a silver triangle, the triangle’s peak pointed towards the
ground. Eldritch runes, perhaps an epitaph or a curse, are carved in
a circle around the sockets and triangle.
2-29
2-30
Exhibit A. on the map offers a visual of the door. The metal door
is constructed of an indestructible material, attempting to break
it could result in characters breaking their tools or weapons. A
character with an arcane or scholarly background can decipher
the runes on the door with ease, anyone else needs an DC 20
Intelligence check to translate:
Beyond lies Vespur, Patron Saint of Liars and Cheats, Consort to the
Witch Queen of Lies. The heavy heart shall always rise.
The hearts serve as the keys to the metal door, but must be placed
in the correct order for the door to unlock. The silver triangle is the
trigger mechanism. Obtaining the hearts is simple and will cause no
harm to players, the flames on the heart will die once taken out of
orbit. Placing the hearts in the sockets and pressing the triangle will
have different effects depending on the order the hearts are arranged:
Gold top, marble middle, cedar bottom: The door glows with an
intense white light, and then vanishes. Good job!
Gold top, cedar middle, marble bottom: Choking blue gas that
burns the eyes and nose fills the cave (Fort save DC 12, failure
results in -2 to all actions for 1d6 hours).
2-31
Cedar top, gold middle, marble bottom: A black tendril emerges
from the door and passes through the character pressing the triangle
button, attacking them with necromantic energy (Atk +8, 1d8
damage). The tendril evaporates into black, rotten smelling smoke.
2-32
Cedar top, marble middle, gold bottom: Two-thirds of the room
explodes into a scorching, blue spectral storm of flames (Everyone
makes Reflex save DC 10, failure results in 1d6 damage). The
flames burn quickly and extinguish before the next round.
Vespur the Starved: Init +3; Atk bite+3 (1d6); AC 11; HD 3d8;12
hp; MV 30’; Act 2d20; SP Howl of the Damned; SV Fort +3, Ref
+1, Will +1; AL C.
The chamber has items that could prove useful. Amongst the broken
corpses the party will find 1d3 suits of leather armor, 1d3 maces,
and 1d3 shortswords. There is a cache in the center of the chamber,
2-33
buried beneath a heavy iron slab. The slab has a heavy ring in the
center, which would allow two people to spend 1 round of action
to attempt to lift it (DC 20 Strength check, both must succeed).
Attempting to lift the slab will trigger a necromantic trap. The slab
begins to grow heavy and cold. Every round the party remains in
the room they must make a DC 15 Fort save or temporarily lose 1d3
Strength. Once a character reaches zero strength, they collapse and
die, fading into a shadow.
The terms of the game are simple: each character must give their
and name and place of birth, then the spirit will reveal its secret.
This is a good chance for the players to create a quick background
for their surviving characters. Once the players tell the spirit the
information it wants, read or paraphrase the following:
After the last of your party tells the spirit their name and homeland,
the cavern grows deathly silent. Suddenly cackling laughter echoes
throughout the place, and fear clutches at your heart. “The time to
reveal my secret is here you worthless little prigs, now know fools
THAT I STILL LIVE and will butcher you like pigs!”
The combat begins with Mother Malbolja levitating above the Pool
of Secrets roughly 20 feet from the Chaos pier and 1 blood soaked
mummy warrior within melee range at the pier. For every round of
combat that passes an additional mummy will enter the melee, to a
maximum of eight (there is only so much room on the pier). Mother
Malbolja can only be attacked with missile weapons, and she will
attack with her spirit daggers which vanish in a puff of green smoke
upon impact. Any attempt to walk across or swim in the Pool of
Secrets will prove deadly (characters will find themselves sinking
in a bottomless pool of blood filled with an army of undead). Every
2-35
defeated mummy will relinquish its spear, giving the characters
a chance to hurl the spear at Malbolja the next round. There is
an infinite amount of mummies and they will keep fighting until
Malbolja is defeated. In order to succeed the players must use
teamwork and coordinate their melee and missile attacks.
2-36
Mother Malbolja: Init +3; Atk spirit dagger missile +4 (1d4+1);
AC 15; HD 4d10; hp 20; MV 0’; Act 1d20; SP levitation and
vanishing spirit daggers; SV Fort +6, Ref +5, Will +6; AL C.
The maiden witch hoists her lightning bolt towards the heavens,
and in a peel of thunder and a blinding flash the cavern’s ceiling
is torn asunder! Malbolgja is nowhere to be found, but your
immediate concern is the imminent collapse of the cavern! To your
good fortune, a large slab of stone has collapsed to form a slope
that leads to what appears to be the surface! All you have to do to
escape is jump across a bloody pool teeming with the living dead
and scramble up the stone slope!
2-37
The poor character with the lowest Luck must make a Strength
check at DC 20; the mummies have snagged their leg! Failing
results in the character being pulled into the pool to meet a bloody
demise.
After the time limit elapses, those who have escaped witness as the
cavern completely collapses in a cloud of white dust, completely
sealed until the End of Days. Forever changed, survivors will find
themselves with a new enemy and a lot of unanswered questions.
They have become the masters of their destiny, and the path to
adventure beckons them.
2-38
2-39
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2-40
2-41
Starting the Adventure
Background
“Many centuries ago, across the ocean of space, there waged a
cosmic struggle, the origins as well as the result now lost to the
stars. All that remains is the frozen corpse of a bloated monstrosity
whose massive body extends beyond the limits of your sight.
Amongst this decay is an abandoned space station, an outpost of
some alien race built into the skull of this beast and extending down
it’s decaying throat.”
Amann Uur is the name of the giant space colossus, this is the name
given by the common folk on this planet. Our space faring folk
are harvesting food and minerals from the dead space corpse, as
it provides food for the spacefaring people and a way to construct
more space stations due to the high mineral content in their bodies.
2-42
Level 1
“As the glimmer of the portal fades away, a clear mucus-like fluid
covers your body and your surroundings come into focus around
you. You find yourselves inside a giant metal room. Along the
eastern wall lies the remains of a stone rampart from your Lord’s
castle. Out of place among the more sterile environment, the smell
of death hangs over this room. Torn banners and a half dozen dead
corpses, some with quite peculiar clothing lay strewn about. A pile
of skeletons also lays in the center of the room. The western wall
is alight with strange types of candlelight and items not from your
world. To the north lays something akin to a set of doors with yellow
handles.”
The loading bay itself is 50 feet by 40 feet in size and the Rampart
sits more or less flush with the floor against the Eastern wall and
is 20 feet by 10 feet. There are at least 4-8 bodies in the entire bay.
Each time a PC goes searching the bodies roll on the gear table.
Then describe the body of the dead.
1. Nothing
2. A broken 5 foot wooden pole can be used as a club
3. A potato
4. Nothing
5. A crude metal knife (dagger)
6. Nothing
7. A bloody helm of Iron +1 AC
8. A torn banner of your Lord, 4 feet by 2 feet soaked in blood
9. A spear
10. A strange suit (space suit with oxygen tank) If player gets
criticalled, 1d6 damage explosive damage in 5ft radius.
11. Nothing
12. A Laser pistol with 1d4 charges, 1d8 damage
2-43
Pile of skeletons
“The burnt bones of at least four souls are piled in this corner of
the room. You smell the remnants of burnt leather and hair as if
someone was roasting a pig alive but only faintly.”
2-44
Searching the skeletons provides no loot but. If the players touch
the skeletons one of them comes alive, but only the head. Roleplay
the head as an janitor. Here are some prompts to yell at the players
in agony; “It was supposed to be a cake job man! I just clean
the toilets!” “Oh God! Why do you have a spear, who are you…
(uggrrgllle).” “Hey Terry have you seen my….OH MY GOD I’M A
PILE OF BONES!”
“Lights flicker and glimmer and cast a soft glow, a low hum
permeates as you draw closer to the wall. The rhyme and reason of
this wall is hard to make out as this display of illumination is unlike
anything you have ever seen.”
The control panels here can open and close any and all doors on this
level. If the players make a successful DC 12 Intelligence check the
following message plays in a calm female voice and a short video
plays.
If the PC’s look out the porthole windows they will see that the one
on the left leads to the vacuum of space. They can spot a floating
body of a peasant turned to ice. The doors can be opened manually
with a DC 10 Strength check. Or they can be opened back at the
western wall control panel. If they open the one on the left before
looking outside the window, each PC in the room must make a DC
2-45
15 Agility save to avoid being caught in the vacuum and dragged
towards the open door.
“You feel a crunch under your feet and notice a fine powder like
substance on your boots. The metal floors of these hexagon hallways
are smeared with what appears to be blood. Light and darkness
flicker in and out as your hear a hissing sound down the hall.”
Broken exhaust vent: “You hear the sound of a loud clicking going
on and off.” Any PC moving to investigate finds a broken overhead
vent which blasts them any anyone else within 5’ with searing
fumes for 1d8 damage. After this first blast, trying to climb into the
vent causes a second blast of 1d8 damage to the PC attempting to
enter, then turns off. After this second blast, the vent is safe and any
number of PC’s can use them to travel to any room in the station.
2-46
Area 1-3 “Welcome to Zeta Station”
“You hear the sound of chimes coming from the heavens above, and
a soothing voice of an angel speaks to you. “All personnel…...all
personnel,, please start evacuation procedures. There has been a
breach of the station…..stay calm….follow your…(Static).” As the
door opens and light flickers on you see people from your village
and the oddfolk dead amongst the corpses of some type of crab like
creatures.”
Room 1
The PC’s encounter a lost soul drifting around the room. Her body
was eaten by the giant crab (in room 2-4 of the adventure) and until
it is killed she is trapped on the planes in between. The Judge can
give away as much info as they feel is relevant. The point of this
NPC is to give clues / foreshadowing. The lost soul is non violent.
2-47
Room 2
Roll 1D4 for the number of new characters that show up. The Judge
can then hand the PC’s the requisite number of character sheets.
Room 3
“The stench of crustacean permeates the room, and the low hum
of machinery and creaking pipes along the walls of the room are
punctuated by what sounds like the snapping of bones coming from
behind a series of simple stalls in the room.”
2-48
The bathrooms and washrooms of the station, where hot water is
pumped in from 2ft pipes in rows above this room about 6 feet up
from the floor. There are enough stalls where the crabs (Roll 1d6
crabs) have taken residence and have slowly been eating people and
snapping bone. The PC’s can sneak and try to knock out the pipes
and burn the crabs. Roll 1d4 to see how many pipes burst. If you
roll a 4 the room starts to flood and they have 2 minutes to escape
or drown. The hot water does 1d4 damage a round to the crabs. In
the stalls are posters showing how human waste from the station is
turned into building blocks of the station using the carbonator and
the resonater builder tech.
Voidfarer Crab: Init +0; Atk claw +0 melee (1d6) or bite +0 melee
(1d4); AC 12; HD 1d8; hp 4; MV 30’; Act 1d20; SP infravisions
allows voidfarer crabs to see in absolute darkness, but they are
blinded by strong lights, giving them a -4 penalty to all actions, SV
Fort +1, Ref +2, Will -3; AL C
Exit Door
Exit to area 2-1. The large metal door door is jammed and requires
a DC 10 Strength check or can be wedged open with any available
material, wood or metal, or a dead body.
Level 2
“What was once a resting and gathering point for the station’s
soldiers is now a bloody scene. You slip on the slickness of the floor,
only to discover the viscous fluid is both from men and something
else.”
In this room our party can search the lockers to find items according
to the table below. There are also 1D6 dead bodies laying on the
floor of the room. One of these is boobytrapped with a grenade trap
that does 1d4 damage to any PC’s within in a 10’ radius, unless
they are prone. The PC’s can use 1d6 dead bodies as human shields,
absorb 4 damage before falling apart in a bloody mess. If they make
an appropriate strength check of DC8 before each round of combat.
2-49
1d12 Barracks Items
“The overhead light flickers on, the smell of sage burning wafts
through your nostrils. A large oak desk sits before you with a fresh
body propped in a chair, a spear through his chest turning his blue
uniform a dark crimson and a look of horror frozen on his face.”
On the desk is a diary that the PC’s can take with them. However
it cannot be read until they reach first level. Its contents contain
a multitude of passages dedicated to Keen’s love of multi level
marketing schemes. In it he details his “inverted success pyramid.”
It relies on getting just five of your friends, and in turn your friends
get five of their friends. Feel free to adlib here and add in any
ludicrous detail you wish.
On the walls are pictures of the commander with his favorite rug.
A “Gangum rug,” of exquisite craftsmanship. There are at least 10
seperate pictures of this. The ornate picture frames are worth 5cp
a piece. The spear is still useable and can also be pulled from his
chest, but will cover the PC in blood in the process.
PC’s consuming or coming in contact with the fluid in the vials must
roll on the Void deformation Table below. If they consume more
than two vials they will turn into a Voidfarer Crab, and more than 3
2-51
vials will instantly kill the PC. The vials can be thrown as weapons,
causing 1d4 damage to targets that are not voidfarer crabs with a
range of 10’/20’. Voidfarer Crabs struck with the fluid heal 1d4
damage rather than taking damage.
d10 Result
1 Grow a pair of space gills. You can survive in space and are
immune to any underwater effects.
2 You now have antennae. They are completely useless
3 All your fingers but your thumb fuse together. Your left
hand is now a claw that does 1d4 piercing damage.
4 You now have infravision but if you are blinded you
become permanently blind.
5 Crab legs, meaty and tasty. Increase your movement speed
by 5ft.
6-7 Nothing happens.
8 You grow a shell on your back +1 AC.
9 You go mad and attack the nearest animate object. Inject
another vial to stop the madness
10 A Voidfarer Crab bursts out of your neck killing you
instantly.
“From the inky darkness you can hear a loud chattering and
clicking. Something that resembles a voice is trying to call to you.
You hear whispers in your head from something unnatural. This
large room has stairs and gangplanks on either side leading to four
glowing doors. Machinery hums in the distance and the lights in the
room flicker on and off. The strong smell of a latrine permeates the
room. You aren’t sure if it comes from the hulking shape near the
giant rotting flesh gate.”
The PC’s are facing the Mother Void Farer Crab. Each escape pod
can only hold one person. If any characters die make a luck check
DC8, a natural one immediately turns them into a Void Farer Ghoul
who assists the mother crab. Any PC’s that are affected by the Void
2-52
deformation table above will not be attacked unless they attack first.
PC’s can attempt to communicate with the crab and help release
it from it’s pain by injecting it with vials. If they succeed (Judge’s
discretion) the crab will tell them to inject her with 3 vials. This will
allow her to pass a massive, human-shaped bowel movement. Read
the following to the PC’s:
Mother Voidfarer Crab: Init -1; Atk claw +0 melee (1d8) or bite
+0 melee (1d6); AC 12; HD 4d10; hp 20; MV 20’; Act 1d20; SP
infravisions allows voidfarer crabs to see in absolute darkness, but
they are blinded by strong lights, giving them a -4 penalty to all
actions, SV Fort +4, Ref +2, Will -2; AL C
“The cabin fills with red light and a calm voice calls out to you.
Ignition in 3…..2…...1. After the initial impact of escape pod’s blast,
you feel strangely weightless as you drift into the cosmos. Out the
small window you see the heavenly body that is your home planet.
You are now drifting farther and farther from the Crab God you
once worshipped, that heavenly rotting corpse among the stars. You
look to the strange control panel in front of you, where do you go
from here?”
2-53
Appendix A:
1d4 Monster
1 Any NPC, dead body, 0 level PC
2 VOIDFARER CRAB: Small, C; Spd 20; Init +0
AC 12 (Crab Hide); Saves Stam +1, Agil +2, Per -3; HD
1d8
Infravision: The crab folk can see in the dark but are
blinded by any strong light in their direction. -4 on all rolls.
Atk crit. Roll on 0 level table; ATK Claw: 1D6, ATK Bite:
1D4
3 VOIDFARER GHOUL: Medium, N; Spd 10; Init +1; AC
11; Saves Stam +1, Agil -2, Per -3; HD 1d4; Atk Consume:
1d4 -2, If PC dies PC spawns as Ghoul
2-54
2-55
GFA 2019 Volume 2 Credits
Authors
Daniel Bishop, Matthew Carr and Sean Duffy
2-56
The 2019 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
DCC LEVEL UP
VOLUME 3 OF FOURTEEN BOOKLETS
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, contact info@goodman-games.
com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original
creator. For updates and other titles, please visit www.gongfarmersalmanac.com
Table of Contents
Volume 1: DCC Survive the Funnel #1
12000 to 0 (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Cavern of the Cannibal Crone (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
The Void Corpse of Amann Uur (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . 41
3-
Volume 6: Dark Trails Bonanza! #2
The Great Ak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Aslan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Erhyta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Lady of Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
The Baba Jedza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Midwinter’s Maker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
On the Altar of Neutrality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Beastomatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3-
Volume 11: Classes & NPCs
3-
A Level 1 Adventure
3-
BACKGROUND
Hertlepoole is on the north coast of Anglend. A port city bustling with
commerce and trade. In “The Heist for the Royal Jewels” (GFA 2018,
Vol.5), the Royal Jewels came through Hertlepoole on their way back
to the king’s palace. It was at the breakfast table that the townspeople
unrolled “The Daily” news and read on the front page: The Royal Jewels
to be Moved.
When the townspeople read the headline they thought that they must
see the Royal Jewels. “The Daily” wrote that they would be on display at
the Crown Bank of Hertlepoole. But on the day before the Royal Jewels
were to be displayed, the front page headline of “The Daily” read: Royal
Jewels Stolen!
For the Royal Jewels to even come through Hertlepoole, Anglend was a
great deal for this little port town. It put Hertlepoole back on the map
of Anglend. Unfortunately, it was not in the way which the townspeople
would have liked.
You see, the bumbling Bobbies of the town bungled the job of guarding
the Royal Jewels and it was up to the townspeople to do something
about it.
In the GFA 2018 “The Heist of the Royal Jewels” it was a bag of coal that
was found locked in the Crown Bank of Hertlepoole’s vault instead of
the Royal Jewels. Where are the Royal Jewels now?
Can the true mystery be solved in “The Heist for the Royal Jewels 2”?
You think “This can’t be true! We can’t have this for our town! Hertlepoole
cannot be the laughing stock of Anglend!”
In your heart, you know that you must find out what happened to the Royal
Jewels. They must get back to your king!
3-
Illustration by Karim Glue
3-
EXPLORING TOWN & ENCOUNTERS
A-1: Police Station - seen in the first adventure, “The Heist for the
Royal Jewels” (GFA 2018, Vol.5).
The Police Sergeant: (1): Init +2; Atk billy club +0 melee (1d4+1) or
handcuffs +0 melee (-1 Per); AC 12; HD 1d10; hp 9 ; MV 30’; Act
1d20; SP whistle (deafens for 1d3 rounds and loss of 1 Personality
per round unless targets succeed on a DC 12 Will save); SV Ref
+2, Fort +1, Will +1; AL L.
The town and port patrol Bobbies (6): Init +0; Atk billy club +0
melee (1d3+1) or badge squirter +0 missile fire (1d4 acid); AC 11;
HD 2d4; hp 6 each; MV 30’; Act 1d20; SP whistle (deafens for 1d3
rounds and loss of 1 Personality
per round unless targets succeed
on a DC 12 Will save); SV Ref
+2, Fort -1, Will -1; AL L.
Pub owner: Init -3; Atk beer mug or wine bottle -2 melee (1d3);
AC 15; HD 2d4; hp 3; MV 30’; Act 1d20; SV Ref +5, Fort +3, Will
+3; AL L; the pub owner is more assistive to the PCs than. May
know a thing or two about the lives of the townsfolk.
3-
Rumors Heard In The Pub
Sea Captain: Init +0; Atk short sword +0 melee (1d4); AC 11; HD
2d4, hp 4; MV 30’; Act 1d20; SP Rum breath (DC 10 Will Save or
suffer -1d3 Personality loss from toxic odor); SV Ref +1, Fort +1,
Will +1; AL N. Could side with or against the PCs depending how
he is treated.
Dusty, the pub owner: Init +4; Atk cricket bat +2 melee (1d6); AC
10; HD 2d4, hp 7; MV 30’; Act d20; Ref +3; Fort +3; Will +3; AL N;
he also rents the boats and skiffs near the port docks.
A-4: Police Box (6) - Each police box has a secret trap door leading to
the underground sewer (judges may have the various sewer tunnels lead
to any part of the town). This could also be the way to the port or a way
to sneak out of town. Who knows? The Bobbies might not like that you
are out to find the Royal Jewels before they do.
Sewer Large Rats (2): Init +2; Atk bite +2 melee (1d3+1); AC 9; HD
1d6+1; hp 6; MV 40’ or climb 20’; SP disease (DC 7 Fort save or
infection at the area of the bite); SV Ref +2, Fort +4, Will -1; AL N.
3 - 11
ISLAND ENCOUNTERS
B-1: Lighthouse
3 - 12
B-2: Beach hut
The Drunkard (Ole’ Windy): Init -2; Atk beer mug -2 melee (1d3);
AC 10; HD 1d4; hp 4; MV 30’; Act 1d20; SP stunning breath (answers
incorrectly occasionally to the questions being asked by PCs as he is
most inebriated), clumsy but spot on with directions (the drunkard
knows the island like the back of his hand); SV Ref +5, Fort +3, Will
+3; AL C. Unpredictable and shifting loyalties.
Ole’ Windy will tell tales of an old pirate living on the other side of the
island and add false rumors to this true one.
3 - 13
B-4: The Trail going into The Island
PCs that do not see the footprints and are not looking for them will
fall into the trap. Reflex save (DC 12) required to prevent from falling
into the quicksand. While in the quicksand, the PC(s) make Reflex
saves (DC 12) each turn or continue to sink into the quicksand.
With sinking into the quicksand, the PC will need to make a Fort
save (DC 12) to hold their breath until saved from the quicksand.
Other PCs can help the trapped PC escape the quicksand. The more
gonzo the style of getting the PC free from the quicksand should
award the PCs with extra XP.
Snakes, salamanders (5): Init +0; Atk bite +3 melee; Dmg 1d4; AC
11; HD 1d4+1, hp 4; MV 20’; Act 1d20; SP venom - paralysing DC 10
Fort save to avoid paralysis; SV Fort +2, Ref +6, Will +4; AL L.
Bushwhacking: to clear a path or advance through the thick jungle
by chopping at the bushes and branches, the PCs need to make a
Strength check to chop the jungle vines.
3 - 14
C-1: The Cave Entrance
Bamboo trap: comes down from above the cave entrance. Spiked
bamboo drops down on the first PC to go through the cave entrance.
Triggered by tripping on the vine which crosses the sand. DC 15
Int to spot the vine. Reflex save DC 12 to jump out of the way. If
missed, PC receives 1d6 damage and must be freed before any other
PCs may enter the cave.
Moving further into the cave, you see markings on the walls.
“KEEP OUT”
3 - 15
C-2: Cave interior
As the PCs move further into the cave they will come across piles of
dry bones. On closer inspection (easy Int DC 5), they see a useless
leather eye patch, a termite-riddled wooden peg leg, a leather
satchel (1d5 silver coins), a few daggers (1d5), in one of the skulls
there is an emerald gem worth 5 gp.
As the PCs riffle through the dusty bones, the bones begin to
animate (Int DC 12 to realize the movement. If failed, the skeletons
gain the initiative and attack first).
As the PCs move further into the cave they will come across a mist.
Through the mist, the PCs see a golden goblet.
Mist: hangs 2’ above the sandy cave floor (Int DC 10) to notice.
Must crawl under the mist, which is 5’x 2’ thick or take gaseous
poison damage (1d3).
The chest is trapped. When the goblet is lifted, the lock on the lid
fires a dart into the abdomen of the PC. PC takes 1d3 damage.
Golden Mead: If drank, when the mead hits the stomach, it becomes
molten gold. The PC must make a Reflex save DC 13 to vomit it
out. On failure, the PC takes 1d8 damage. May continue to attempt
vomiting. (The golden ‘nugget’, which can be retrieved for treasure,
is worth 50 gp).
Inside the wooden chest are old brown bottles. Each bottle is a
healing potion. The number of healing potions is 1 less than the
number of PCs.
3 - 16
Each bottle has this written on it:
As the bottles are removed from the bottom of the chest, a trap
door opens. The bottles have been holding the trap door shut.
Spring mechanisms along the sides of the wooden chest swing the
trap door open when the weight of the bottles no longer hold the
trap door closed.
You see that the cave goes further underground. Dim light can be
seen coming into the cave tunnel from a distance away.
As the PCs go further into the cave, the tunnel is not level but
continues to descend. The PCs have to go single file along this 120’
tunnel until it opens up into a large sea cavern. The dim light they
saw before descending into the cave tunnel is now the sun’s light
reflecting off the sea and is lighting the cave.
As you enter this large underground cavern, you see that it opens to the sea.
Sitting partially on the dry ground and in the sea, there is a wreck of a ship.
On the front of the ship is a carved wooden maiden.
If the PCs walk around the outside of the ship they will come across
the large sign with the name of the ship on it: The Ghastly Maiden.
It is very easy to enter the ship as there doesn’t seem to be too much
left of it. It looks like a huge skeleton sitting on the shore of this
underground cavern.
Entering the ship will trigger the ghost of the ole’ pirate and his
parrot. The pirate will be guarding some treasure. He will tell of tales
from long ago with some interesting recent activity within the ship.
3 - 17
Intact portions of the ship are:
-The Captain’s quarters and the Aft-storage.
-The ole’ pirate occupies the Captain’s quarter with his parrot.
-The ole’ pirate with his parrot can appear anywhere as the PCs
approach the ship. He could wait until the PCs enter the ship, enter
the Captain’s quarters or the Aft-storage.
The ole’ pirate will guard the treasure in whatever area the PCs enter.
This is to be the end of the adventure.
Ye ole’ pirate with a parrot (un-dead): Init +2; Atk rusty sword +0
melee (1d5); AC 10; HD 1d6, hp 4; MV 30’; Act 1d20; SP crystal,
silver, gems, and gold (15% chance of the PCs trading for a piece of
royal jewelry thus changing the end of the adventure); SV Reflex
+0, Fort +0, Will +2; AL C. SPELLS KNOWN: (CL +3, Int +2) Ray of
Enfeeblement, Scorching Ray, Spider Web.
Parrot: Init +2; Atk beak and claws +2 melee (1d3+2); AC 20; HD 1d4,
hp 2; MV 60’ fly; Act 1d20; SP empathic link, share spells, improved
evasion, alertness, deliver touch spells, speak with master; SV Reflex
+3, Fort +0, Will +2; AL C.
3 - 18
Illustration by Matt Sutton
3 - 19
The adventure has the party arriving at a small and quiet
hamlet in the heart of the Shudder Mountains. They have
responded to a call to assist in finding and recovering
several coal miners who have gone missing. They will also
learn that there are others who have set up a Witch Liquor
still in a nearby Spoil. All is not as it seems, however, and
the PCs will have a lot more on their hands than looking for
a few lost souls. Clues will lead them to discover various
fell-beasts, a burn-spoil, and even Anector, the Third
of Three. The PCs will be presented with some difficult
choices if they are able to parlay well and manage to
return.
THE TALE
“Ma told me tales ‘bout them Spoils. Places of darkness
and woe. She said them was made when a witch, or
conjure-man did something really big or reached a bit too
far beyond their means. Bad places. Wicked places. Some
were even beyond what you can imagine. They can turn
a man into somethin’ from beyond. Somethin’ evil and
twisted.
BACKGROUND
The hamlet of Devil’s Hole has existed for years untold,
known only to its residents and a few other locals in the
vale of the Shudder Mountains. For ages it has been a quiet
place for its generations of families who have existed and
intermarried over the years. Folks here toil away in the
mine harvesting thick seams of black coal and they lead
a simple life. This has been how it always has been until
lately. Now, it appears as though the Shudfolk have dug
too deep in their search for their black coal bounty and a
burn spoil has brought upon some horrific and powerful
changes.
3 - 20
The miners have been mutated. Their souls twisted in a
mocking tribute to some dark power born of old magic
and sorrow. Never before has the hamlet of Devil’s Hole
seen such woe brought upon it in such an evil way. In fact,
this burn spoil runs so deep and foul that Anector, Third
of Three, Devil of Hell has decided to avail herself of the
situation.
DEVIL’S HOLE
This tiny hamlet is occupied by a small population of
miners eking out their existence by digging coal from
underneath the surrounding mountains. Although coal
itself is not an overly valuable commodity blacksmiths,
armorers, and other metal-workers require it to run their
forges, and thus, the majority of the nearby flatlander
metal-smiths rely on Shudder Mountains’ coal for their
work. The miners extract the substance from a number
of rich deposits accessed by the natural sinkhole which
gives the community its name. Unfortunately for the
miners, the main coal seam they are working leads to a
particularly large subterranean spoil.
3 - 21
Area 1-1 - Mine Entrance:
A rocky, wood-planked ramp leads downward into the
gloom. Black, soot coats everything in a fine patina of filth.
The air is damp and smells of mud, burnt-coal, and a hint
of decay. A trio of stooped humanoid forms loom at the edge
of this roughly 20’ square shaped space, their movement
is slow and stiff, loping towards you with menace in their
white-eyed stare. Mouths, slathered in a thick, black ichor
quiver and gape at your arrival.
Jib-Jub Witch Liquor Brewers (4): see area 1-1 for stats.
These Jib-Jubs will do everything within their power to
grapple PCs and throw them into the burn spoil. See table
1-1 for burn spoil effects. The brewers have not yet been
able to brew any meaningful amount of witch liquor yet,
as there has not been sufficient time to do so.
3 - 24
Table 1-1: Spoil Effect on Living Subjects
3 - 25
Table 1-2: Spoil Effect on Inanimate Subjects
3 - 27
Invoke Patron check results:
Roll Result
12-13 Anector grants the caster a small fraction of her wisdom,
knowledge, and insight, raising the character’s Intelligence
to 20 (+4 bonus) for 1d6 turns.
14-17 Anector sends spores of fetid fungus spreading upon the
caster’s skin, inflicting 1 hp of searing damage. The spores
grant the caster a +4 AC bonus for 1d6 turns, fading away
when the duration elapses
18-19 Anector sends a flurry of Junebugs which swarm and swirl
around the character bearing them afar, up to 100’ away
in a random direction in the air . They then fly off and
disappear into the hills.
20-23 Anector evokes a haunting melody of dulcimer and
washboard, causing all enemies to cover their heads in
anguish and sorrow for 1 round in which they can perform
no actions.
24-27 Anector gesticulates wildly with her hands, inscribing
an invisible conjuring upon the character’s forehead. All
enemies who view this are struck dumb for 1 round, losing
1d7 Intelligence for 1d5 rounds.
28-29 Anector delivers a blast of hellfire against the caster’s
enemies. Up to three targets within 50’ of the caster suffer
5d6 points of damage (no save).
30-31 The Third of Three sends an avatar (see below). This gray-
skinned old hag appears before the character to attack the
caster’s enemies. It remains for 2d6 rounds, during which
time it fights with absolute resolve.
32+ Anector freezes time for all but the caster for 2d4 rounds.
During that period, the caster can act normally, but all
others are effectively paused in time and space, unable to
move or defend themselves. Time returns to normal once
the duration elapses.
3 - 28
The avatar of the Ol’ Hag appears as an ashen-faced and
venerable cloaked woman with only but a few teeth and
one cloudy eye, dressed in tattered rags. She speaks little
and attends to her violence immediately with nary a break.
The Ol’ Hag avatar can cast: detect good, choking cloud,
and scare with a +8 spell check. Any creature wounded
by her claws must make a DC 20 Fort save or contract the
Fever of the Fens. The disease manifests 1d7 days later
as terrible shakes and shivers, inflicting a -4 penalty to
Strength and Agility until cured by magical means.
Roll Result
1 The caster’s hair grows long, grey, and unruly. It is a
matted oily mess no matter what care is taken afterwards.
Shudfolk observing the filthy locks shun the PC fiercely,
knowing his soul is no longer his own. Finding headwear
to cover the change becomes a challenge.
2 The caster’s flesh assumes a wrinkled, shallow hue replete
with boils, liver spots, and moles. This new flesh texture
trumps all other corruption taints altering the caster’s
natural skin tone. As above, this taint is recognized by the
Shudfolk as a sign of infernal servitude and the caster
is treated with abhorrence and occasionally outright
violence.
3 - 29
3 The caster no longer casts a shadow, true proof he no longer
possesses a soul of his own. The caster’s shadow cannot be
seen in any lit environment, natural or otherwise. As with
the above taints, Shudfolk easily identify the caster as a
servant of Anector. In other regions, he may be mistaken
for a vampire or other supernatural creature, earning him
a stake through the heart and decapitation by frightened
locals.
4 The caster gains a supernatural intolerance of silver.
Simply touching the metal inflicts 1d4 points of damage,
and silver weapons striking the caster cause double
damage. If a silver object is brandished at the caster by a
Lawful individual, he must make a DC 10 Will save or flee
the presence of the individual for 1 turn.
5 The caster’s presence causes unease and sorrow to all
who encounter him. Any attempt to produce meaningful
conversation, persuasion, or spells which target a person’s
Personality/Will are done with a -4 penalty on any checks
including spell checks. Animals will also avoid the caster
and seek to leave his proximity.
6 The daunting banality of the caster’s life in the Shudder
Mountains draws what is left of their soul down into the
depths. The caster must declare a common substance
(coal, water, cotton, gold, silver, wood, leather, meat, etc.)
and declare it accursed. Strong juju accompanies this
substance and it cannot be abided!
WRAPPING UP
En route to returning to Devil’s Hole, Gertie becomes more
lucid and awakens from her fugue state. She grasps what
has happened and is ever so grateful for being saved. As
a token of her thanks, she teaches the PCs a little bit of
Gramaree and sings them one of her ma’s songs:
3 - 30
Sun Smith’s Forge
By Chris Jeffers
BACKGROUND
The Sun Smith once was just like as any other person, crafting
and honing his skill. Exotic and elegant wares were a common
sight on his anvil. With time, his decorative swords, ornate daggers
and fine jewelry became gifts fitted for monarchs and emperors of
lands both known and foreign. Countless offers of lands and titles,
and great riches too, were offered to him, yet he accepted none.
He went with a clear vision in his mind of two large Old World
towers. One with a chimney to expel the excess heat, the other
topped with large lenses, beneath which there was a pool of liquid
mirrored-like metal, over which was forge itself. That would be
his destination. For countless days he worked his way across great
plains, daunting mountains and merciless deserts. He never slept,
never hungered nor thirsted. The weariness caused by rugged
3 - 32
terrain was eased by the thought of the otherworldly sisters and
his quest.
In the Great City it has been ruled by the overlord that the death and
rebirth of the Orbs shall be a time for celebration and merriment,
with many public events and spectacles. Few remember the last
time the alignment occurred, and those who do are thought old
and senile, even by the court wizards.
The tower topped with the focusing lenses is easy enough to enter
once on the top of it. However, given that the lenses are used to
focus the power of the sun throughout the stack, practical PCs
may think of a way to block the sun from entering the tower.
The towers are shear on both outside and inside. The lenses in the
focusing tower are 20ft apart. The towers are 200ft tall, plus 300ft
below the surface of the land. There are two cracked lenses within
the tower causing all but halflings and elves to make an Agility or
Luck check (up to the Judge) when landing on them. Breaking
the lenses triggers a DC 15 Ref save to prevent taking 3d6 damage
from the shattered glass landing on them on the next lens.
3 - 34
THE SUN FORGE
The forge is of from Old World, made to be continuously lit by
the sun through a series of amplifying lenses in a large 500ft stack.
Though now the forge can only be fired when the sun is as bright
as it once was, or during the Death and Rebirth of the Great Sky
Orbs. When the thorium particles in the thermosphere are pulled
away by the gravity of the aligned planets, it allows a great deal
more of light through the atmosphere.
The great pool of liquid metal reacts with the amplified light
greatly accelerating the speed of the metal particles, thus increasing
its temperature. This allowed the smith to craft harder metals,
imbued with the power of the old sun. Though with great power
comes great destruction.
Here are 1d4 hooks for getting your players to the Great City for
the Death and Rebirth celebration: (1) a caravan of six merchant
carts is heading towards the Great City hoping the festival brings
the masses and their coin (2) dark magic will be at its strongest
when the Great Sky Orbs die before their rebirth; (3) legend has
it the Old World magic returns in each death of the Great Sky
Orbs in order to replace them in the sky; (4) a ropemaker’s wife
was kidnapped by thieves and he must bring the ransom to the
Slumbering Drake Inn or they’ll cook the poor woman and feed
her to the masses at the festival.
3 - 35
For those parties already in the Great City here are 1d3 things
they might hear before the celebration: (1) “It’s said that the
temples will be full. People are calling it the End of Times. The
high wizard said it happens every so often but who are you to say
he isn’t mad?”; (2) “Staying up all night and day waiting for some
circles in the sky to disappear and reappear, sounds like an excuse
to stay out drinking and carousing.”; (3) “It’d be a damn shame if
it called for rain.”
3 - 36
BEGINNING THE ADVENTURE
The Smith has worked within the subterranean building for
550 years. Gradually he stopped leaving his sanctuary, finding
all he needed with the underground halls. In time he forged an
encrusted spindle for the first sister, to spin her threads upon the
tapestry of the world. For the second, he made a great staff to take
the measure of both friend and foe.
Little did the Smith know that during his second work a small
village had formed within the oasis. Thus, as he superheated the
forge for the second time the village was leveled. However, the
residents were stouthearted and rebuilt it stronger; attempting to
mimic the ancient ruins at the edge of their oasis.
3 - 37
PLAYER START
The PCs find themselves in a tavern within the Great City, mere
hours away from the apex of the Death and Rebirth celebrations.
A mass of patrons keep the staff busy. The well-used table and floor
cling to you as you wait for a chance to order. Through a break in the
roar of the crowd you overhear the withered sac of a man recall the last
celebration of Death and Rebirth some decades ago.
“As the great coloured Sky Orbs died, falling behind the sun, it was as
if the ground itself awoke from along dead slumber. The sun burned
brighter than any could bear. The clear circlet atop one of the temple’s
towers seems to drink the solar radiance, sending a beam of light into
the tower. We heard a roar that seemed to come from the depths of
the world, then the second tower started to belch a great pillar of the
blacksted smoke no one had ever seen before.”
If the PCs begin to talk to the old man, he will recount his tale of
the last Celebration. He’ll tell of the great beauty and the similar
festivities of the occasion. It was a time when the city was young,
no more than a small hamlet at the foot of the great towers, a true
oasis. However,the merriment quickly turned to horror once the
brazen orbs had died falling behind the increasingly bright sun.
Taking with them the peace that once had surrounded the town.
The ground beneath shook, cloudless thunder began to roar, and
by the time it was over not a single building over the height of
two men stood.
3 - 38
3 - 39
AREA 1A: TEMPLE OF FATES (OUTSIDE)
If the PCs did not talk to the old man, read the following text to
them.
You stand outside. The booming hordes around you fall wholly silent
as the last of the Great Sky Orbs begin to move toward their death,
disappearing from sight.
Light brighter than most had or will ever see engulfs the sky, and the
clear circlet atop the mighty tower streams a white hot beam of radiance
deep into its belly.
The court wizards had made their predictions that the Sky Orbs would
be gone but for a few meager moments, and then the brightness would
fade as quickly as its onset. But the blinding and searing light persists.
Then, a crack like thunder shook everyone to their bones, coming not
from the cloudless sky, but rather from the belly of the world itself. Not
a moment later the earth lurches under your feet.
Any PC who chooses to look towards the sky notice smoke rising
from the untopped tower. The Temple of Fates is nestled at the
base of the two towers, connecting them.
After a reprieve from what must have felt as the end of all things, you
find yourself in the Temple of Fates. Its structure protect you from the
harsh blaze outside. Stain glass windows, dulled enough allows rays of
light to shine brightly into the room, gathering on the statue at the center
of the temple.
The statue beams with the warm glow of the stained light. It depicts
a blacksmith at prayer against his anvil, surrounded by three beautiful
women. They all touch the smith’s back seemingly giving him strength.
One holds a spindle with the ball of thread under her hand, another a
staff ornately decorated where it meets the earth, and the last holds a
kopis pointed downwards.
The Friar and two Acolytes, kneel before the statue praying.
3 - 40
There is a secret entrance underneath the statue that allows the
party to continue forward. There are two ways to access it. The
party can solve a puzzle which opens the entrance or they can
smash the statue that covers it.
The three stained glass windows are clues to solving the puzzle to
the secret entrance. One depicts a woman with a spindle thread
end up, while another woman measures the thread with a staff,
its jeweled end pointing skyward, and the last sister is cutting the
measured thread with the kopis, the sharp end against her thumb,
its point upwards. By moving the items in each of their hand into
the same position as depicted in the windows the statue will rotate
revealing a spiral staircase downwards. An DC 12 Intelligence/
Find Secret Door check allows the PCs to find the door (if opened
this way the Friar and Acolytes are amazed and, if asked, will join
the party). A DC 12 Strength check allows the PCs to smash the
statue and find the entrance.
The holy men do not know of the secret entrance nor of the
existence of the subterranean building. On the first attempt to
smash the statue the Friar and Acolytes will attack the party. Any
PC that isn’t trying to smash or damage the statue can make a DC
9 Intelligence or Luck check to notice the Friar and his Acolytes
moving forward to attack them (otherwise they’re surprised). If at
least one party member is paying attention to the them, then the
surprise attempts fails automatically.
After the entrance has been opened the statue would have to be
pushed back over the entrance to seal it. The party may choose
to take the stone weapons from the statue and use them. Their
damage is +1d, though the fumble die is also increased by +1d (the
stone weapon shatters along with the first rolled fumble).
As you descend the stairs, the deafening song of hissing hot metal rings
though your being. The bones of the world shake around you. However,
when your feet finally meet the perfectly square stone of the landing you
find yourself beset by new feelings of calm and peace.
Before you stands a great mural carved into the grey brick walls. Looking
upon it soothes you. It depicts a woman sitting on a fallen tree spinning
a glowing thread, the open night sky above her. The stars in the sky,
constellations strange to you, are made of set jewels of great variety and
cuts.
You realize, after taking in the master work, that it is neither torch nor
wick that illuminates the room, but a maze of glowing thread stitched
into the ceiling.
The jewels can be plucked from their setting given enough time.
Anyone who steals them may find themselves the target of traps
or spells. After all, they’re messing with fate. Anyone in possession
of a stolen jewel is considered to be corrupted if not of physical
appearance then of the soul. There are 50 jewels, each taking a
DC 6 Strength check to pry out. After ten attempts (or if the
judge thinks they’re delaying), the smith’s strikes may start to be
heard, getting louder with each minute. Maybe the ceilings starts
to fall a bit or cracks show in the ground.
3 - 42
AREA 3: STAIRWAY FROM AREA 2 TO AREA 5B
Read or paraphrase the following text to your players.
From the depths another crash sounds, painting its own picture in your
mind of the tarnished city falling above your head.
The jewel cresting the staff of Lachesis is a trap (DC 12 Find Trap
or Intelligence check to detect and a DC 12 Disarm Trap to disable)
set off by a character taller than a dwarf or halfling walking by it.
It blasts 1d3 bolts of pure white light at the most corrupted PCs
(including those with corrupted souls from stealing the jewels in
Area 2), and the PC who set it off, doing 1d5 damage (DC 12 Ref
save, if successful take half damage rounding up).
The way is dark; some tools of a silvered mirror-like alloy sit at the
threshold. The light pouring in reveals veins of metals, and crystalline
jewels, all ripe for the taking. The shaft extends further into the fathomless
darkness, showing obvious signs of recent work. Never before have you
seen such a variety of minerals and tools in one place, the signs point to
unnatural powers and the lost craft of Old World.
This is where the metals and jewels used to make the weapons
of the Fates were obtained. It is the area where the photomatic
reactor once ran. The strange particles and radiation caused the
rocks and silt buried herein to undergo fission at different rates.
Following the mine the PCs can pick up any number of nuggets
of various metals. They may even choose to mine the stone,
though this causes unwanted attention from the three beasts that
dwell deeper in the mine. The beasts are of stone, ore and gem,
but move swiftly as liquid metal. The largest of the group has a
great jade mane and glowing teeth. The two others are smaller,
though not by much, with large ears and great powerful legs.
3 - 43
Their muscle fibers are visible, as if etched in the rock. If the PCs
spend long enough in the mine have a doe made of the same
cold liquid rock come bounding by them, followed closely by the
aforementioned beasts.
Its mineral fur shimmers and pulsates as grass against a breeze. The ore,
rock and raw gemstones of which its skin is made, change their makeup
as you watch. Proud fangs of hard metals protrude from its open maw,
as the sound of a rockslide down a steep mountain fills the void around
you.
Harsh smoke bites at your eyes as you enter this haze of a room. The
stench of smelt hits you like a crashing wave on a cliff face, noxious gasses
knotting your stomach. A metallic glint winks at you from across the
room. Ores of metal both common and alien lay beside a massive blast
furnace. Billets of gold, silver, iron and other queer minerals, far more
reflective and lustrous in appearance, can be seen. Some even appear to
glow as with the strands you noticed before. They are stacked cautiously
beside a fountain similar to the one on the level above, though this one
has a hearty flow unlike the other you’ve encountered.
With this blast furnace and the knowledge bequiffed to him the
smith is able to craft stainless steel. Due to the fact it’s current shape
is of billets the PCs will have to find a crafty way to use it should
they choose. The other metal billets are gold, copper, iron, silver,
chrome, titanium, cobalt, and the glowing metal is plutonium.
Spirit of the Blast Furnace (3): Init -1; Atk claws +3 melee
(1d8+2), bite +1 melee (1d10+2), harmful fire spell -3 (2d6); AC
12; HD 4d10+3; hp 25 each; MV 20’; Act 2d20; SV Fort +0, Ref
+1, Will +1; AL L.
It’s bone and teeth of obsidian like coal, with whites flames
forming it’s sinew and muscle fibers. Fur of licking and spitting
orange flame dance around it’s form. Pouring from its mouth is a
gut-wrenching roar.
You are met with thin air as the heat rises from the deep open stairway
below. The sound of hammer on metal still rings periodically in your
ears, though the shaking of the world around you has subsided it to
a mear swagger, as you descend deeper into the caverns. The spiral
stairway appears old and worn by time.
3 - 45
On the 77th step (which is actually a 10’ long landing) there is a
trap causing nine steps both in front and behind the party to fall
way. This is not only a detriment to the party but it also alerts the
smith in the halls below. A DC 12 Detect Trap check, followed by
a similar Disable Trap can disable the device, though this must be
done before the first person steps on the landing. Those one the
nine steps ahead or behind must make a DC 9 Ref save or fall 30’ to
the landing below (falling damage as per DCC RPG Corebook).
PCs may ask for a DC 12 Strength or Agility check to leap across
the missing stairs, but if they fail this second check the judge is
encourage to roll a fumble. The 154th stair is a platform similar
to the 77th step, trapped similarly and directly under this platform
(falling, alive or dead, onto it will trigger it). Fool me once.
You leave the stair shuttering at what could have been, entering a room
on which intense light stems from what you could only called a pole of
light. It seems to be reflected from a mirror at the bottom of one of the
towers. Looking directly at it feels like you are glaring upon the sun of
a bright summer’s day, a younger sun, unseen for ages in the world. It
carries through a hole in the wall, across from you, close to the ceiling.
Then you see it. . Glowing threads surround you on all sides and even
the floor, like a spider’s web, and you are caught. Above, from three
bulbous sacks of the thread, there emerge giant flying creatures. Patterned
wings as though you are staring into the eyes of Death itself, beating
towards you.
3 - 46
Guardians of the Smith (3): Init +3 (+1d3 with the destruction
of each guardian); Atk bite +3 melee (1d6 + an ill-fated destiny), 1/
day, binding +3 melee; AC 18; HD 3d12; hp 21 each; MV 10’, fly
60’; Act 2d24; SP triple damage from fire attacks, binding (when
binding a PC with the thread of life cutting such thread will kill
someone the PC knows and cost they 1d6 Luck points, getting
out of the binding without cutting it is a DC 12 Strength check),
spells (check +3, 1/day per spell: charm person, magic shield,
shatter, blade of atropos, curse of moirae, warp & weft); SV Fort
-2, Ref +4, Will +7; AL L.
A beam of focused lights leads to a bath of liquid rock throwing off heat
and belching gasses.. Another fountain of the same craftsmanship is set in
the wall on the far side, water rushing fiercely from it. A figure no shorter
than two average men stands before you, smiting hammer in one hand,
white hot kopis in the other. His eyes betray his age, though he could be
no elder. He bellows, shaking the air around him, “You will not stop me
from bringing about an end to this fated war.”
The smith will parley with the PCs should they choose to talk
rather than stop him from crafting this final tool. He does not
know that outside there are people dying in the streets, as he
doesn’t know that there was a town there during the crafting of
the staff. Though he will consider this and feels great sorrow, he
must finish the kopis in hopes that the good done through it will
outweigh the cost. If the PCs attack him he will bring forth both
the white hot kopis and his hammer to the fight. Due to the kopis
being white hot when attacking with it, on the first round it deals
an additional 1d5 damage, moving down the dice chain with each
round (on the fourth round it is hot steel but does no additional
damage). The smith is a Champion of the Fates and knows spells
gifted to him.
3 - 47
After hearing him shout about the fated war the Friar and Acolytes
(if they accompanied the PCs) will attempt to stall the party by
attacking them, giving the smith time to work more of the weapon.
He has yet to set the hilt of the kopis with fine cut jewels and which
rest beside his anvil, along with gold and other metal wires. There
are three large jewels:
an emerald, a sapphire,
and a ruby. The metal
used to craft the kopis
is depleted threads
of life, melted in the
heat of the forge to
the shape of the kopis.
The wires to decorate
it are silver, gold and
non-depleted thread
of life.
3 - 48
AREA 6C: SMITH’S QUARTERS
Read or paraphrase the following text to your players.
These seem like common quarters, there is a large bed, chair, desk, all of
which are the size to suit a giant of a man. On the desk there are papers
with strange symbols and formulae. In the drawers you find uncut gems
of great size, some flawed, others perfect. There are also small designs,
sketches and drawings of great weapons and beautiful jewelry. In the
last drawer is a metal rose expertly crafted of hard metal, the jewel at
its center ripples, as if with magic unknown, it feels warm in your hands
and draws you in, as if it were gazing back.
The papers are from old books written in a language long forgotten,
the formulae are chemical equations of metal alloys for different
purposes. The smith believed the jewels here were not adequate
to be set into any of the orate tools of the Fates that he had crafted,
though they are definitely worth something to treasure hungry
PCs. The plans can be taken and sold to smiths, who will be in
awe of the designer. The metal rose is something entirely onto
itself, it is a lost treasure of some long forgotten world. It is up to
the judge to decide what to do with this item of intrigue, whether
it is a key to some Old World machinery, magic unknown on this
world, a gesture of love from a god to a mortal, or the source of a
deadly plague from the distant past or future.
As you cross the threshold a thin layer of water surrounds your feet.
The sound of your own breath breaks through the periodic echoing of
plummeting droplets of the stalactites above. Old harsh air fills your lungs
as you move deeper into the cavern. The darkness is only interrupted by
torch and a small hole through which water flows in.
Searching the room reveals there is another passage where the water
flows down to area 4b and area 6b. The tunnel is half submerged
and there is a strong current descending through the tunnel. Have
the PC leading the party roll an DC 12 Intelligence check they
step on a massive moss encrusted hippo, being surprised by it and
its companions.
3 - 49
When searching the cavern let one PC roll a Luck check. If
successful roll a d4 and check below. Hidden in shallow water of
the cavern and lost to time itself the lucky PC finds:
Hippo (3): Init -2; Atk slam +3 melee (1d6+2), bite +3 melee
(1d4+attempting to drown the victim DC 12 Agility check or
1d3 temporary damage to Stamina per round until out of water);
AC 18; HD 3d8+3; hp 18 each; MV 40’, swim 30’; Act 1d20; SP
immune to critical hits; SV Fort +6, Ref -1, Will +0; AL L.
3 - 50
ENDING THE ADVENTURE
The cavern and towers begin to crumble in on the party with
the fury of the Fates once they have killed the smith. The wall
fountains may be drained into a fissure below area 6b or the PCs
may have broken them to put out the smith’s forge (and thus
prevent him from finishing the kopis). This could easily lead
to a way out, moving to area 7 and up the grate into a totally
different environment. If the PCs were thoughtful and left a way
for themselves to escape back to the upper-temple, the threads in
the ceiling of area 2 will lower, hanging like nuces waiting for the
PCs, as they close in on their exit. Whatever their means of escape,
it’s up to the judge to discern what happens next, and how best to
thrust them into action.
3 - 51
GFA 2019 Volume 3 Credits
Authors
Ian Burgess, Chris Jeffers, Joan Troyer
This product is based on the Dungeon Crawl Classics Role Playing Game, published by Good-
man Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All
rights reserved. For additional information, contact info@goodman-games.com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original creator.
For updates and other titles, please visit www.gongfarmersalmanac.com
Table of Contents
Volume 1: DCC Survive the Funnel #1
The Gig at the Wizards Tower (Level 0) ........................................... 5
By Tim Snider
INTRODUCTION
Over time, The Desert Gardens has become a place of rumor and
legend. Many have claimed to seen it or to have made a pilgrimage
there, but no one seems able to describe where it’s located.
Plantients consider it a holy place and speak of it in reverent tones.
Healers claim herbs and weeds with miraculous healing properties
grow wild there. The Gardens are supposed to be overflowing with
edible fruits and vegetables as well. All that is known for certain is
that The Gardens’ location is somewhere in the Sharpsand Desert,
so named for the dangerously jagged shards that make up the arid
wastelands.
When the players first see the “cave” opening in the distance,
they will also hear a faint “tinkling” that sound like wind chimes
or bells deep underground. This sound marks the approach of a
Silane Serpent that is now fast approaching the Seeker party (MCC
Rulebook, page 196). The Silane Serpent will explode out of the
ground in 5 rounds to attack the party. It will break off its attack
once the players are inside the “cave” due to the amount of water
that still flows freely within the structure.
4-7
Silane Serpent (1): Init +5; Atk bite +3 melee (5d6); AC 18; HD
10d6; MV 40’ burrowing; Act 1d20+5; SP swallow victims whole,
takes 1d12 damage per pint of water splashed on it; SV Fort +4, Ref
+2, Will -4.
This area of The Gardens housed the cacti exhibit. When the east
wall crumbled away, the plants housed here continued to thrive
without any obvious mutations or changes over time. However,
found within the plantlife in this room is a nest of large mutant
Sandflies. These blood-sucking mosquito-like insects have grown
to 6 inches in size. Normally they live on the rare lizard or bird
that chances through the area, but the Sandflies now have the
Seeker team to feast upon. The Sandflies will swarm out once the
Seeker team is well within the confines of the room. If a Sandfly
successfully hits, it will drain 1d3 hp of blood from the victim, then
remain attached, automatically draining 1d3 additional hp of blood
each round until killed or the victim dies.
4-8
Sandflies (5): Init +3; Atk bite +3 melee (1d3); AC 11; HD 1d6;
MV 30’ flying; Act 1d20; SV Fort +0, Ref +2, Will +0.
The players have now entered the carnivorous plants exhibit. All
of the plants within require a humid atmosphere which explains
the constant dampness within. The descriptions above are for a
sundew, butterwort, pitcher plant, and Venus fly trap, respectively.
(The players will likely be overly cautious in this room, certain
that everything within is out to eat them.) Although much larger
than the typical Ancient versions of these plants, none of them are
hazardous to the players, except one…the overgrown butterwort
near the western exit. One of the plant’s leaves – the size of a large
rug – now lays on the ground across one of the paths. Any player
who steps on it will find their foot “adhered” to the leave’s sap-like
mucilage. Pulling loose requires a DC 15 Strength check. While
they struggle, the leaf will slowly begin to curl and wrap around the
stuck appendage, while other leaves begin to slowly move in toward
the trapped PC. Each additional leaf that makes contact with the PC
also requires a DC 15 Strength check to pull free. Once three leaves
have wrapped around the victim, the leaves will constrict and begin
4-10
crushing its prey for 1d6 hp damage each round unless freed.
This geodesic dome was the main entrance for visitors to the
botanical gardens. If any of the PCs can read Ancient script, the
message reads “Welcome to the Cullen Botanical Gardens”. The
entry doors to the south are buried under tons of sand and are
unopenable. The dome here isn’t dark, but rather it has typical
ambient lighting rather than the sunlamps found in the other rooms.
It may take the PCs a few moments for their eyes to adjust. While
they become accustomed to the light, a small swarm of Piranha
Bats lurking in the ceiling’s shadows swoop in to attack. Due to
their chaotic flight patterns, they cannot be targeted by area of effect
weapons or mutations and must be dealt with one-by-one.
Piranha Bats (10): Init +2; Atk bite +5 melee (1 hp); AC 10; HD
1d4; MV 35’ flying; Act 1d20; SP mutation check +2 Enhanced
Senses (echolocation); SV Fort +0, Ref +2, Will +0.
The circular granite countertop was the reception desk for The
Gardens. Underneath the counter is an assortment of Ancient flyers
and pamphlets that may be of interest to members of The Curators
or others who collect Ancient writings. One of the flyers is a
visitor’s map to the Cullen Botanical Gardens. (The Judge should
sketch out a simple map for the PCs of the facility marking each
room’s primary “exhibit” from the Ancient days.)
4-11
Also, in case of emergency first aid for any visitors, the Ancient
receptionist kept a Medishot under the counter (TL 4; CM 3;
immediately cures any poison, disease, radiation effects, or 2d8 hp
physical damage).
The alcove to the north is The Garden’s gift shop. Amongst the
various half-rotten t-shirts and moldy books on gardening and
flower identification are the following items of interest: 2 Photonic
Torches (TL 2; CM 1; acts as a flashlight with 20’ beam); 3 cans
of Scarlet Oxen stimdrink (gain +1d4 Strength for 1 hour); and 13
packets of assorted vegetable seeds, which are still viable after all
these years.
ROOM 6: RAINFOREST/EVERGLADES
ROOM
Walking into this chamber is like walking into a jungle crossed with
swampland. Large rubber trees loom overhead, strewn with hanging
mosses and ivy ropes. Monstrous leaved bushes line the path, and a
steady drizzle of rain falls from above. A marshy bog runs along one
half of the room, and you think you see something swimming below
the surface of the water. You can also hear unusual birdcalls and
small animals chattering in this area.
4-13
now defective, and the “alligator” will attack the PCs if they get too
close to the water’s edge.
Amongst the English, Irish, and Japanese ivies growing wild in this
room lurks another ivy – an ivy plantient that has gained sentience
over the centuries. This plantient, which calls itself The Sentinel,
believes itself as the guardian and protector of the plantlife within
this facility. It has extended its ivy tendrils throughout The Garden’s
ventilation system and has been spying on the PCs in various rooms
throughout the complex. (The Sentinel’s tendrils are in Rooms 3, 5,
6, 7, and 8.) It has been watching the PC’s actions to learn all it can
about them (who is the strongest amongst them, what weapons they
have, what is their intent, if there are any other plantients, etc.).
4-14
If the Sentinel has seen them wantonly destroying any plantlife
within The Gardens without provocation, it will consider the PCs as
enemies and will attack them upon entry into its inner-most sanctum
here. The Sentinel attacks with numerous ivy ropes and tendrils,
which it uses to grapple and strangle its victims to death. If the PCs
manage to escape this room, The Sentinel will continue to press its
attack in any other room it has overtaken (Rooms 3, 5, 6, 7, and 8)
until it has been killed.
The Sentinel (Ivy Plantient): Init +4; Atk ivy tendrils +5 melee
(1d8 constriction); AC 14; HD 6d6; MV 0’ (see description); Act
1d20; SV Fort +2, Ref +2, Will +4.
Even if the PCs have been gentle with The Garden’s plants to this
point, The Sentinel will not allow the PCs to willingly take any of
the medicinals in this room. If the PCs press the issue or attempt to
deceive The Sentinel, it will attack.
4-15
The “humanoid” is actually a long-dormant Agro-bot (ID No. 7718
AKA “BILL”) who has been sitting here dormant since the times
of The Great Disaster. He has no knowledge of what has transpired
over the centuries, and only desires to get out of this room and
return to its primary function – gardening and taking care of
plantlife.
4-16
BILL (Agro-bot): Init +2; Atk garden tool arm +5 melee (3d6) or
manipulator arm +5 melee (3d6); AC 14; HD 8d6; MV 20’; Act
2d20; SP immune to mind control; SV Fort +4, Ref +2, Will +0; AI
recog 10.
Also within the garage are 2 Grav Peds (TL 5; CM 4; Speed 100’;
Max Weight 400 lbs.; Power S-Cell U) that BILL formerly used
for transporting tools and plants around The Garden’s grounds.
The garage doors to the south are currently buried under tons of
Sharpsand, but if BILL can be coerced, convinced, or reprogrammed
to assist, the doors to the garage could be excavated allowing the
Grav Peds to be taken back to the village along with anything else
the players can load up.
4-17
4-18
Adventure Notes
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4-19
Life finds a way
By Jason Morgan
The Setup
Read to the Player Characters (PCs): Your clan has sentenced
you to death because of your crimes and cast out onto the radiated
sea in a crude vessel. Though your lives have been forsaken, there
is a sliver of hope. Clan law says that if you seek out the Land of the
Forgotten Gods and return with one of the ancients beasts that roam
those lands, then your transgressions will be absolved and you will
be welcomed back into the clan.
Judge’s Note: To get the players talking ask them these questions
(and use the answers at some point during the adventure):
You have been paddling for many moon phases but now you finally
see land--an island on the horizon. Perhaps it is your land of
salvation.
Wise Man Malcolm: Int: +2; Atk Psychic Attack +2 (1d10 damage,
Will Save for half damage); 10 HP; AC 10; HD 3d6; MV 20’; Act
1d24; SP Chaos Theory: The Judge and PC make opposed INT
checks--PC failure takes 1d6 STA damage. If PC wins, Malcolm
takes 1d6 HP Damage; SV Fort +0, Ref +0, Will +2
He will enlist their help to capture the T-Rex and brainbox it. He
will outfit them with provisions from the Rare Artifact Table at the
Judge’s discretion or PC die roll. Successfully capture the T-Rex and
Malcolm will command one of the dinosaurs under his control to
accompany the PCs back to their homeland via a ship hidden in the
docks.
4-21
Foiling Wise Man Malcolm’s scheme
The only thing that stands in his way is Mr. DNA--an A.I. that
believes that the park is still operational and that Wise Man
Malcolm is hellbent on destroying the park as he knows it. Mr.
DNA can be found in the Visitors Center. The A.I. wants to take
control of the park and un-brainbox the dinosaurs. He views the PCs
as potential allies that will help him take Malcolm down. PCs can
Bond with Mr. DNA. If a PC succeeds, reskin Achroma from the
MCC Core Book page 206, or create your own A.I.
Mr. DNA needs the PCs to hack the isolated Unix System that
Malcolm has built in his secret laboratory in order for Mr. DNA to
take control of the park. It’s not networked to Mr. DNA’s system.
Bonding with Mr. DNA is one way to gain his help. He can also aid
the PCs by explaining artifacts or reducing the difficulty of artifact
checks. If the PCs side with Mr. DNA, he will give them full access
to the park’s system and allow them to be the new rulers of the
island.
Making landfall
As the PCs begin paddling toward the island, they encounter
a Mosasaurus. (Judge’s Note: This is a dangerous and hungry
dinosaur. TPK at Judge’s discretion.)
Mosasaurus: Int +5; Atk Jaws +5 (1d20 dmg + Ref Save vs. DC
10 to avoid being swallowed.) or Fins +2 (1d6 dmg); 30 HP, AC 10;
Act 2d20; MV 100’ swimming; SP Lazer eyes mutation +5 (1d10
dmg), SV Fort +4, Ref +4, Will +2.
4-22
The PCs may make dock on anywhere on the island. Once they
land on the island, use the following chart when they scavenge
for resources. To keep the narrative flowing, Judges can entice
PCs to head toward the Visitor Center to meet Mr. DNA or Wise
Man Malcolm. You can use the lure of the strange mind-controlled
dinosaurs that seem to gravitate toward the Visitor Center or
fragmented messages from Mr. DNA promising them assistance,
artifacts or other riches at the Visitor Center. Or you can simply
have dinosaurs chase them toward it.
On the other hand, if the PCs concoct their own plans for capturing
a dinosaur and returning it to their home, then run with it.
Artifacts
d10 Result
1 Flashlight CM 0
2 Night Vision Goggles. CM 0 (CM 2 if tried to use in light)
3 Cattle prod. CM 1. Melee. 1d6 shock damage
4 Shotgun. CM 3. Short range, 6 Rounds 1d10 DMG.
5 Tranquilizer rifle. CM4, long range, 4 Rounds. Paralyzes
target for 1d4 rounds. (Will not work on the T-Rex.)
6 Walkie Talkie (1) CM 2. (CM -1 for every Walkie Talkie in
possession).
7 Multitool (MCC Core p. 181)
8 Sensor Pad (MCC Core p. 181)
9-10 Rare Artifact (Roll on next table)
4-23
Rare Artifact Table
These artifacts can only be found a single time. Once found, cross it
off the list and re-roll if it’s rolled again.
d6 Result
1 Power Armor (Scout, MCC Core p. 176)
2 Enviro Belt (MCC Core p. 175)
3 Holo-Cloak (MCC Core p. 180)
4 Dazer Pistol (MCC Core p. 172)
5 Quantum Grenade (MCC Core p. 174)
6 Plasma Sword (MCC Core p. 175)
Vehicles
Brainboxes
CM 6 to hack.
CM 2 to operate once controlled.
4-24
Dinosaur encounter table
d8 Result
1 Compys: Init +2; Bite +2 (1d3 dmg); AC 5; HP 2, 5 AC;
Act 1d20; SP. Brainboxed. Will not attack unless attacked.
Will follow the PCs. Embedded video camera wirelessly
broadcast surveillance back to Wise Man Malcolm. DC10 to
notice the cameras--CM 4; SV Fort +0, Ref +2, Will +0
2 Iguanodon: Init +5; Bite +5 (1d10 dmg); AC 10; HP 26; MV
40’; Act 1d20 + 2; SP. Brainboxed. Mutation: Rudimentary
communication -- grunting, gestures, etc.Embedded video
camera wirelessly broadcast surveillance back to to Wise
Man Malcolm. DC10 to notice the cameras--CM 4; SV Fort
+4, Ref +6, Will +2.
3 Gallimimus: Init +8; Trample + 2 (1d8 dmg); AC 8; HP 18;
MV 80’; Act 1d20; SP. Friendly unless provoked. Mutation:
A 20-ft long tongue they use for catching and eating the
giant insects. Can also entangle the PCs failing a DC10
Reflex Save for 1 round.; SV Fort +0, Ref +4, Will +0.
4 Dilophosaurus: Init +2; Bite +2 (1d8 dmg), Acid Spit (1d4
dmg, Fort Save DC12 vs. Blindness. Lasts 48 hours); AC
10; HP 12; MV 30’; Act 1d20; SP Radiated colors in its
hood can hypnotize a PC--Will Save vs. DC10. Failure and
the target is dazed for 1d4 rounds.; SV SV Fort +1, Ref +0,
Will -1.
5 Velociraptor: Init +10; Bite +2 (1d8 dmg), Claws +4 (1d12
dmg); AC 12; HP 20, MV 50’; Act: 1d24; SP. Spring
Attack: Reflect Save vs. DC 10. Failure and the PC is
knocked prone. Raptor makes immediate claw damage roll.
PC must make successful Fort Save vs. DC 10 on her turn
to get free. Mutation: Thermal vision. Can see unimpeded in
the jungle. SV Fort +1, Ref +4, Will +1.
6 Triceratops: Init +3; Horn Attack +4 (3d4 dmg); AC 12;
HP 20; MV 45’; Act 1d20; SP Mutation: Boils on its body
spray cloud of poisonous puss when hit, 20ft radius, 1d4
dmg for 1d4 rounds; Fort Save vs. DC 10 for no damage. A
triceratops is fairly docile unless provoked. SV Fort +4, Ref
+0, Will +2
4-25
d8 Result
7 Stegosaurus: Init +3; Spiked Tail Attack +3 (3d6 dmg);
AC 12; HP 3d10; MV 45’; Act 1d20; Mutation: Radiation
Plates: If the Stegosaurus’s losses half of its HP, the radiated
plates upon its back are activated and everyone in a 30’
radius makes an immediate Fort Save vs. DC 10. Failure
and the PC makes a Mutation Check.
Location Guide
Judge’s note: These are just a few of the Island sites known to Wise
Man Malcolm and Mr. DNA. The island holds many secrets and
Judges are encouraged to expand on their own vision of the park.
Docks
Vista View
4-26
Spitter Pen
Raptor Pit
Tyrannosaurus Paddock
The landscape in this pen shifts hourly to confuse the T-Rex. Peer
through the electric fence (seemingly powerless, or is it?) and you
may see a dense forest one minute and a sheer cliff leading to a
vast plain 300’ below. The patterns are random and unpredictable,
governed by Wise Man Malcolm’s infinite algorithms.
Visitor Center
4-27
4-28
The Haxors
An Archaic Alignment for Shamans
As a whole the Haxors are extremely secretive and often use code-
names or handles. Many members never meet one another face to
face instead preferring to converse over highly secured terminal
connections. Haxors tend to be solitary, but do focus on having con-
tinual access to one or more AI installations.
The Haxors crave respect from others of their archaic alignment, but
tend to treat outsiders with varying levels of disdain. Shamans who
are not members of their order are often derided as “script kid-
dies” or “skids”. Examples of grades of respect are Haxor, Phreak,
Netrunner, (Console) Cowboy, Decker, Sysop. The title’s gradations
are difficult to determine from the outside, but all agree that among
their highest ranks are the deeply respected Leet Haxors.
Secret Sign: Middle finger raised in salute. “WASD are the ways,”
spoken in reply.
4-30
Computer Programs in DCC RPG and
its Simulacra
By James A Pozenel, Jr.
MCC presented the DCC community with its first full genre clone
in a post-apocalyptic setting. The oeuvre gave us many terrific
extensions to DCC RPG like computers, patron AIs and programs.
However, the chief manipulator of these concepts, the shaman
class, was presented with few options. As noted in the MCC core
rulebook, spells from DCC RPG can be leveraged into an MCC
game.
Once a judge opts to use the spells in DCC as MCC programs, many
issues of game mechanics arise. Omitting non-patron AI programs
in MCC permitted the author to sidestep “regular spell” mechanics.
Misfire, mercurial magic, and corruption ought to be addressed in
a way that makes sense for a high tech genre. If your game is not
post-apocalyptic MCC, how much sense does glowburn make?
Even the condensing of the 24 result spellburn table into MCC’s
“you swallow radioactive detritus” feels like a lost opportunity.
4-31
Technological Mishaps
Mechanics and Tables for Critically Failing in a
Computerized World
4-32
Faults
Faults cause the wetware program to stop running. They are
typically small errors that cause the caster to lose their action(s).
Faults must be fixed before any programs can be ran again. The
time required to fix a fault is indicated in the “Time Lost” column of
Table 1: Faults.
Bugs
Wetware programs with bugs run to completion, but with altered or
unexpected results. Wetware programs with bugs will continue to
operate as “normal,” but the bug’s effects are also triggered on all
subsequent program checks. Bugs are akin to a sort of corruption
that is applied to each individual program the caster knows. The
time required to remove a bug is indicated in the “Time Lost”
column of Table 2: Bugs.
Critical Errors
Critical errors can have truly devastating effects on the caster. Any
program that falls into a critical error state stops running and causes
the caster to miss the balance of their actions for the round. Any
time a Critical Error is indicated, the fumble range for the program
is increased by 2 (e.g - from ‘1’ to ‘3’) until the caster can rest for
8 hours and perform hardware or software maintenance routines.
Critical errors are akin to corruption in DCC RPG and may be
avoided by burning a point of Luck.
Bug Fixing
Any instance of mishap while running a program needs to be fixed
before the programs run properly again. Fixing faults and bugs
requires the caster to use at least one action (move or action dice)
and perhaps more (see their tables below). Critical errors have no
other effect than those generated by the Critical Error table and
increasing the fumble range of the program.
4-33
Table 1: Faults
d10 Result
1 or Incoming Command: SIGKILL SELF NOHUP. A powerful
less adversarial entity (e.g. Patron AI, Space God, other AIs or
casters) has brutally attacked the caster. Character experiences
unearthly pain, suffering 4d6 damage, a permanent -2 penalty
to all ability scores, and an additional -2 penalty to Luck.
2 Hardware Fault Detected - Biological Unit: Initiating Core
Dump & Reboot Sequence. Severity Code 1. Caster must
make a DC 20 Will save, or be knocked unconscious for 1d6
turns and suffer 1d6 permanent Intelligence ability score
damage. On save, the caster is dazed for 2d6 rounds and
suffers 1 point of permanent Intelligence damage. While
dazed the caster moves at half speed and is only able to
defend himself.
3 Nanobot overload. Wetware execution faults cause a mass
extinction event for the nanobots inhabiting the caster.
The caster suffers 3d6 hit points of damage and temporary
wetware check penalty equal to the level of the program ran.
Unless someone has access to a nanobot foundry (a device
about the size of a deck of playing cards), the loss cannot
be restored, but instead “heals” over time like ability score
damage.
4-36
d10 Result
4 WARNING: Critical Fault Detected. Co-located Reactor
Containment Breach. The micro nuclear reactor transported
into the caster for the purposes for powering their wetware
has had a melt-down. Character loses 2d10 pounds in one
month and suffers a permanent -1 penalty to Stamina.
5 Genie Transformation Request Initiated. Your Wish Is Our
Command™. Character’s limbs are replaced by robotic
tentacles. One limb is replaced at random each month for four
months. At the end of four months, it is impossible to hide the
character’s inhuman nature.
6 Genetic instability. Something has gone terribly wrong.
The character’s genetic hardiness has been compromised.
They immediately roll for a passive defect on Table 3-2:
Mutations of the MCC Rulebook and determine the defect’s
mutation check. As the character levels up, he cannot re-roll
the mutation check for the defect. What this genetic change
means for the caster (now and in the future) is up to the Judge
to decide.
7 Anti-virus Scan Reports Techno Virus Intrusion Event. The
character has created a vulnerability in their locally running
source code and a snippet of malicious code is now running.
Roll on the Malicious Code table in the following article.
8 Biofeedback spike. An erruption of corsucating, crackling
energy covers the character’s body. The feedback burns his
skin leaving hideous scars all over their body, face, and hands.
The burns cause 1d6 points of temporary Agility damage and
1 point of permanent Personality loss.
9 Segmentation Fault Detected: Bioluminescence Fallback
Loop Initiated. The caster is bio-hacked and their skin now
emits a continual light. Roll 1d4 for the color: (1) blue, (2)
green, (3) red, (4) white.
10 or Spinning pinwheel of please wait...working...working. The
more caster’s eyes glaze over and are quickly replaced with a
swirling rainbow of colors. The caster is frozen in place for
2d6 rounds as the wetware has ground to a halt, unable to free
his consciousness. Once the caster is free to move again, they
discover they cannot run wetware programs for 2d6 turns as
their systems must rebuild and reboot.
4-37
Malicious Code
Guidelines and Tables for Computer Viruses
End Conditions
Malicious code can be removed by finding the original source code
and discovering ways to subvert or neutralize the virus or worm.
In cases where the exploits are actively maintained by a host entity
(ransomware, botnets, etc.), the entity must be found and destroyed.
Many times specific terms of the exploit must be met before the
malicious code stops running. Anti-virus programs can sometimes
be used to quarantine troublesome programs. Consult the quarantine
program for details on running anti-virus scans and containment
operations.
4-38
exploits are removed in 3d4 turns.
4-39
d10 Result Severity
2 Iron Worm. The subject’s body has been Major
compromised by a powerful bio-metamorphic
worm. The worm transforms a portion of
subject body into living metal and then
replicates itself to continue its attack. The
exploit carries a -2 Luck penalty and each
day until the worm is quarantined, the subject
must make a DC 13 Fort save or one of his
body parts is turned into a haphazard mass of
metal, servos, wires, and conduit. On success
the worm’s progress is halted for the day. Once
the worm has mutated a number of areas equal
to the subject’s Stamina, the victim is lost and
they become an Iron Screamer.
4-40
d10 Result Severity
4 Wendigo. Unknown to the subject, he has Moderate
become part of a botnet ran by an entity only
known as Wendigo. The exploit carries a
-2 Luck penalty and each time the subject
activates a program or uses the Net there
is a cumulative 5% chance the botnet uses
its access to the subject. The caster must
make a DC 15 Will save, or succumb to the
botnet’s commands. Roll a d5 to determine
the compulsion: (1) subject flies into an insane
rage seeking to kill everyone in the room;
(2) subject must destroy or kill target(s) of
Wendigo’s choosing; (3) subject must use all
consumables he and his allies possess - starting
with rations, followed by equipment and
ammo, and finally money; (4) subject becomes
obsessed with gaining and keeping wealth; (5)
the subject must participate in a coordinated
group attack on a target determined by
Wendigo. The duration of the commands is
left to the Judge to decide. Once a command
has been given whether successful or not, the
chance for another command to be given resets
to 0%.
5 Stuksdice. This virus program affects all Moderate
program and skill checks the caster makes as
it purposefully seeks to disrupt and degrade
program execution. The exploit carries a -2
Luck penalty and until the exploit is contained,
all program checks made by the caster are -1
on the dice chain.
4-41
d10 Result Severity
6 RazzleDazzle. The subject or their computer Minor
equipment has been the victim of a rootkit
that has installed a new program. The exploit
carries a -2 Luck penalty and removes
linkages to one of the owner’s known
programs. RazzleDazzle creates a symlink
to itself in place of the subjugated program.
Once the infected program is activated, the
subject becomes the target of a DCC RPG
spell, roll d7: (1) sleep; (2) forget; (3) ray
of enfeeblement; (4) scare; (5) color spray;
(6) slow; (7) paralysis. The subject rolls a
program check as normal but consults the
DCC RPG spell instead. If the caster needs to
supply further parameters (i.e. - supernatural
sleep, multiple targets), the Judge determines
the outcome. After RazzleDazzle finishes, it
restores the link to the original program and
randomly establishes a new symlink to another
known program.
7 Trojan Rabbit. A backdoor has been established Minor
by adversarial forces. The exploit carries a -1
Luck penalty and anyone who knows about
the backdoor may utilize for, roll d4: (1)
eavesdropping on the subject and his allies;
(2) gain a +2 bonus to program checks where
the caster is the target; (3) weaken any statistic
(e.g - attack, damage, an ability score, saving
throws, program checks, Armor Class, speed
(where -1 = -5’) of the subject by 2 for a week,
useable once per week; (4) activating the
subject’s programs against his will.
8 TimeWarpAppend. It’s just a jump to the left. Minor
The subject contracts a quantum virus that
bends and slows processing time. And a slide
to the right. The exploit carries a -1 Luck
penalty and activation times for all programs
are doubled until the malicious code is
quarantined. Let’s do the Time Warp Append!
4-42
d10 Result Severity
9 My Totally Safe Shopping Assistant ™. An Minor
advertisement for products or services pop
up occasionally when running any wetware
program. The exploit carries a -1 Luck penalty
and for each program ran by the subject there
is a 25% change the adware is invoked. Before
the program’s effect can continue, they must
dismiss the commercial intrusion with an
action (movement or action die).
10 or A simple virus makes loud chirping noises for Minor
more 1d6 turns after any program is ran. The exploit
carries a -1 Luck penalty and the noise is loud
enough to attract the attention of living and
artificial entities within 500 ft.
4-43
Exploit
Artwork by KJ O’Brien
Level: 2
Range: Sight
Duration: Varies (see below)
Activation Time: 1 round
4-44
Manifestation
The caster should articulate the manifestation as he encodes and
deploys the malicious code. The manifestation can include minor
physical changes on the part of the target. For example, “For as long
as this virus afflicts you, your eyes will glow red” or “A mark of the
Ancients is visible on your breast for as long as this virus runs.”
4-45
22-25 The caster deploys a virus to one target that inflicts a -2
Luck penalty, a -2 penalty to one other statistic, and a
specific physical or mental limitation (e.g., cannot speak,
sleep, see, walk, etc.). The statistic can be attack rolls,
damage, an ability score, saving throws, program checks,
Armor Class, speed (where -1 = -5’), hit points, and so
on. The duration is ongoing until some specific condition
is met. The condition must have meaning to the caster
or the target, and it must be within the target’s power to
achieve (even if very difficult). For example, “you cannot
see until you access Hale-E’s holo-grid network.” or
“you cannot move until you process 3 teraflops of data
commands.”
30-31 The caster deploys a virus to a large group of people
or machines: a server farm, a community, a village, an
adventuring group, robots of an installation, etc. The
caster can affect up to 50 people at once as long as they
are part of a single defined group. The virus inflicts a -2
Luck penalty, a -2 penalty to two other statistics, and a
specific physical or mental limitation (e.g., cannot speak,
sleep, see, walk, etc.). The statistics can be attack rolls,
damage, an ability score, saving throws, program checks,
Armor Class, speed (where -1 = -5’), hit points, and so
on. The duration is ongoing until some specific condition
is met. The condition must have meaning to the caster
or the target, and it must be within the target’s power to
achieve (even if very difficult). For example, “you cannot
see until you access Hale-E’s holo-grid network.” or
“you cannot move until you process 3 teraflops of data
commands.”
4-46
32-33 The caster deploys a virus to a very large group of people
or machines: a server farm, a community, a village, an
adventuring group, robots of an installation, etc. The
caster can affect up to 100 people at once as long as they
are part of a single defined group. The virus inflicts a -4
Luck penalty, a -2 penalty to three other statistics, and a
specific physical or mental limitation (e.g., cannot speak,
sleep, see, walk, etc.). The statistic can be attack rolls,
damage, an ability score, saving throws, program checks,
Armor Class, speed (where -1 = -5’), hit points, and so
on. The duration is ongoing until some specific condition
is met. The condition must have meaning to the caster
or the target, and it must be within the target’s power to
achieve (even if very difficult). For example, “you cannot
see until you access Hale-E’s holo-grid network.” or
“you cannot move until you process 3 teraflops of data
commands.”
34+ The caster deploys a virus to an extremely large group
of people or machines: a server farm, a community, a
village, an adventuring group, robots of an installation,
etc. The caster can affect up to 1,000 targets at once
as long as they are part of a single defined group.
In addition, the virus carries on to the heirs of those
affected, and propagates through the generations until
removed. The virus inflicts a -4 Luck penalty, a -2 penalty
to three other statistics, and a specific physical or mental
limitation (e.g., cannot speak, sleep, see, walk, etc.). The
statistic can be attack rolls, damage, an ability score,
saving throws, program checks, Armor Class, speed
(where -1 = -5’), hit points, and so on. The duration
is ongoing until some specific condition is met. The
condition must have meaning to the caster or the target,
and it must be within the target’s power to achieve (even
if very difficult). For example, “you cannot see until you
access Hale-E’s holo-grid network.” or “you cannot move
until you process 3 teraflops of data commands.”
4-47
Quarantine
By James A. Pozenel, Jr.
Artwork by KJ O’Brien
Level: 3
Range: Touch
Duration: Instantaneous
Activation Time: 1 round
General
The caster invokes powerful antivirus algorithms to contain the
baleful effects of malicious code (exploits) running on a person or
object. As referenced in the program descriptions below, a minor
exploit is one that causes a loss of 2 or less ability score points;
4-48
a moderate exploit is one that impacts 3-4 ability score points or
has a limiting effect of some kind (penalty to rolls, reduced speed,
etc.); and an example of a major exploit is one that impacts an
ability score by 5 or more points or has a debilitating effect (loss of
vision, loss of hearing, immobility, etc.). When a save is called for
in program results, the affected individual or object either makes a
second saving throw against the virus (save and DC are the same as
the original exploit), or, if no save was allowed against the original
exploit, the person or object may make either a Fort or Will save
(player’s discretion) against a DC of 10 + the HD of the creature
that programmed the malicious code. If the save is successful, the
afflicted creature or object is no longer affected by the malicious
code. If the save fails, the virus remains in effect and 24 hours must
pass before the caster can again attempt to quarantine the exploit.
Manifestation
Roll 1d4: (1) yellow pixelated dots with a pie shaped mouth stream
from the caster’s hands and begin eating the virus program; (2) a
cage of energy forms around the subject then shrinks into subject
until the expolit is contained; (3) a progress meter springs into being
and reports time until finished and file actions until the exploit is
contained; (4) lines of computer code swirl around the target and
infected portions are highlighted and re-written.
4-49
22-23 The caster automatically removes a minor exploit from
a single individual or allows a saving throw to remove
a moderate exploit from a single cursed individual or
object.
24-26 The caster automatically removes a minor exploit from
a number of individuals or objects equal to his CL or
allows a saving throw to remove a moderate exploit
from a number of afflicted individuals or objects equal
to his CL. If only a single creature or object is targeted,
it gains a bonus to the saving throw equal to the CL.
27-31 The caster automatically removes a minor or moder-
ate exploit from a single individual or allows a saving
throw to remove a major exploit for a single afflicted
individual or object.
32-33 The caster automatically removes a minor or moderate
exploit from a number of individuals or objects equal
to his CL or allows a saving throw to remove a major
exploit for a number of afflicted individuals or objects
equal to his CL. If only a single creature or object is
targeted, they gain a bonus to their saving throw equal
to the CL.
34-35 The caster automatically removes any exploit affecting
a single creature or object, regardless of the potency of
the malicious code.
36+ The caster automatically removes any exploit affecting
a number of creatures equal to his CL. In addition, if
the being that created the exploit is currently alive or
operational, he automatically becomes the victim of the
exploit regardless of his location or distance from the
caster.
4-50
Adventure Notes
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4-51
GFA 2019 Volume 4 Credits
Authors
Jason Morgan, James Pozenel, and Tim Snider
4-52
The 2019 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
Written, Illustrated, Edited and Produced by the DCC RPG Communities
Each article, art & associated material, belongs to their respective artists & authors.
If you would like to include, copy or use a derivative of the work, please contact
the original creator. For updates and other titles, please
visit www.gongfarmersalmanac.com.
5-1
Table of contenTs
Volume 1: DCC Survive the Funnel #1
12,000 to 0 (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Cavern of the Cannibal Crone (Level 0) . . . . . . . . . . . . . . . . . . . . 20
The Void Corpse of Amann Uur (Level 0). . . . . . . . . . . . . . . . . . . 41
5-2
Volume 6: Dark Trails Bonanza! #2
The Great Ak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Aslan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Erhyta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Lady of Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Baba Jędza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Midwinter's Maker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
On the Altar of Neutrality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Beastomatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
5-3
Volume 11: Classes & NPCs
5-4
A dark Trails Primer:
Funnel QuickstarT
By Keith Nelson
For further Dark Trails information and updates, please check the
official Dark Trails RPG website at www.darktrailsrpg.com.
This primer is meant to present the basic rules and outlines of the
system prior to running a funnel. Additionally, we present some
basic methods of introducing the Dark Trails character class abilities
during the course of the funnel.
5-5
Dice are used for attacks, damage, and threat resolution, just as in
DCC. Card decks are used for a couple of very specific purposes
during the game - to introduce a different random factor in
gunfighting and in some spell/power usage, as detailed below.
Finally, poker chips are used to represent “boons” and “hexes”,
which ebb and flow over the course of the game and can be used as
a benefit or as a detriment to players afflicted with them.
rANDOmiZATion
Poker DecK
Used for spell-like effects for the mountebank and the gambler, as
well as in all gunfights, where it’s termed the “gun deck”. Guns of
the time were black powder, often cap and ball handloaded, so
prone to potential misfires or unexpected events. The gun deck
simulates this. Specifically, each player has a shuffled gun deck for
their character (or, if playing in a funnel, one for multiple 0-levels),
including both jokers. Immediately before rolling the die to
determine the attack with a gun, the top card is flipped over from the
deck. When used for gamblers or mountebanks, the card(s) are
flipped to show the effects of their power. Each PC, unless they
never use a gun (such as Luchadores or Mystic Monks) will need a
poker deck. This is covered in further detail in the Combat section,
below.
Poker CHIpS
These should be in two colors or markings - one to represent the
“Hexes” and one to represent the “Boons”. These are used as
follows:
hexeS
Hexes are gained by any roll of a 1 on the d20 (or a 20 on a Luck
check). A hex represents the disfavor of Lady Calamity.
♦ Fumble die type is increased by +1 die step for each hex
currently in hand
♦ Interactions with non-party members are at a -1 die step for
each hex in hand
5-6
♦ Those characters with high numbers of hexes will find a
black cloud of ill-favor following them around. They will be
attacked more often, random malign events will be focused
on them, stray dogs will snarl at them, small children throw
horse apples at them, etc.
BOONS
Boons are gained by any roll of a 20 on the d20 (or a 1 on a Luck
check). They may also be given for good roleplay or similar in-
game actions. A boon represents the obvious favor of Lady Luck.
They can be spent as follows (by handing them in to the judge):
♦ Remove hex chips on a 1:1 basis
♦ Add +1 die step to any roll (attack, save, damage, crit, etc.)
per boon spent
♦ Reshuffle the gun deck (thus potentially avoiding a string of
misfires)
♦ Spend two boons to allow a reroll of any die roll.
5-7
tABle: Occupation
2d20 Occupation Weapon Other possession
2 Author Cane (d4) Copies of self-published
book (d6)
3 Barber Knife Shaving kit
4 Saloon keeper Club Bottle of quality whiskey
5 Lawman Pistol Manacles and badge
6 Butcher Cleaver (d6) Package of sausages
7 Carpenter Hammer Ruler and pound of nails
8 Teamster Whip (d3) Buffalo coat
9 Cook Knife Mess kit
10 Cowhand Pistol Lasso
11 Doctor/Dentist/ Knife Medical kit
Veterinarian
12 Drunkard Club Bottle of cheap whiskey
13 Farrier Hammer Horse shoes
14 Gambler Derringer Dice and deck of cards
15 Tailor/Seamstress Scissors (d3) Sewing kit
16 Hanging Judge Pistol Hanging rope and law
book
17 Farmer/Homesteader Pitchfork Mule
18 Clerk Knife Key ring, pen, and ink
19 Launderer Club Wash tub
20 Librarian Cane (d4) Stack of books
21 Livery worker Club 50' rope and sack of grain
22 Lumberjack Axe (d8) 50' rope
23 Servant Knife Cleaning supplies
24 Prospector Shovel (d6) Gold pan
25 Mountain Man/ Tomahawk (d6) Beaver pelts (d3)
Trapper
26 Outlaw Pistol $50 Bounty on their head
27 Pioneer Rifle Beaver hat
28 Preacher Club Bible
29 Railroad Worker Hammer (d4) Railroad spikes (d4)
30 Rancher Rifle Cow
31 Remittance Man Derringer Carpet bag
32 Reporter Knife Journal and pen
33 Settler Shotgun Coil of barbed wire and
wire cutters
34 Shop Keeper Club Feather duster
35 Entertainer Knife Fancy clothes and
perfume
36 Salesman Club Carpet bag with samples
37 Ex-Soldier Rifle Rucksack
38 Teacher Wooden ruler (d4) Slate and chalk
39 Undertaker Shovel (d6) Embalming fluid
40 Wheelwright Hammer (d4) Wedges
5-8
table: WEAPONS
Damage No. of Range in Reload
shots feet time
(S/M/L)* (rounds)
Clasp Knife D3 - - -
Hunting knife D4 - - -
Bowie knife D6 - 5/10/15 -
Hatchet D6 - 5/10/15 -
Walking stick/club D4 - - -
War club D6 - - -
Saber D8 - - -
Bow and arrow D8 1 30/60/90 n/a
Firearms – Pistols
Derringer D10 1 6/12/30 2
Small pistol (.22-.32 cal) D6 5 6/15/50 3
Colt Navy (.36 cal) D8 6 12/30/90 3
Colt Army (.44 cal) D12 6 12/30/90 3
Firearms – Rifles/Shotguns
Sharps rifle (.52 cal) D14 1 50/100/480 1
Springfield musket (.58 D16 1 25/75/150 4
cal)
Spencer carbine (.56 cal) D14 8 25/100/200 2
Shotgun D16/D12/D6 1 or 2 10/60/80 2
5-9
COMBAT
Initiative
Initiative may be rolled for the whole group at once, modified for
individual initiative modifiers. Responsibility for this can rotate
from player to player throughout the game. Alternatively, each
player can roll a single initiative for their pool of zero-level PCs,
modified by the highest initiative bonus.
Firearms
The guns used during the Dark Trails time period were deadly and
unreliable. These qualities are reflected in the rules for guns.
♦ Guns are deadly, as reflected in the positive aspects of the
gun deck for PCs and the extended critical range of 19-20
for judges.
♦ Fumbles/Misfires occur when players draw Aces or Eights
from the gun deck or when the judge rolls a 1 or a 2 when
using firearms. A roll of 1 for a PC is just a miss (but
garners a hex chip).
♦ The gun deck is used to reflect the unreliable nature of the
often handloaded ammunition, powder, percussion caps,
and the gun itself. It is generally only used for players and
should be shuffled at the beginning of the game. Before
each attack with a gun, the top card should be revealed.
POKER DECK
Used in all gunfights and referred to as the “gun deck”. Guns of the
time were black powder and often cap and ball hand-loaded, so
prone to potential misfires or unexpected events. The gun deck
simulates this. Specifically, each player has a shuffled gun deck for
their character (or, if playing in a funnel, one deck for multiple 0-
levels), including both jokers. Immediately before rolling the die to
determine an attack with a gun, the top card is flipped over from the
deck. One card is flipped for each shot taken. If the flipped card is:
♦ Ace or an eight (Dead Man’s Hand), = gun misfires
(equivalent to a fumble) and there is no shot. Immediately
roll the appropriate fumble die modified by Luck.
♦ Joker = an automatic critical hit.
5 - 10
♦ Red Face cards = Jack +1 to hit and damage; Queens +2;
and Kings +3.
♦ Black Face cards = Jack -1 to hit and damage; Queens -2;
and Kings -3.
♦ All others have no effect and the shot is taken as normal (if
a 1 is rolled, then it is treated as a miss and garners a hex
chip, but does not result in a fumble).
Cover
Cover is extremely important in Dark Trails, as most characters
have no armor and firearms are the common way of settling
disputes. Thus cover works as follows (with modifiers applied to
defenders AC):
♦ Character has at least half their body behind cover = +2 AC
♦ Character has entire body except head and shoulders behind
cover = +4 AC
♦ Character completely behind cover except for head = +6 AC
5 - 11
HORROR & MADNESS
Gut-CHecks and Grit
Gut-checks represent an attempt to face the forces of sanity-bending
darkness and master your rightful fears. Grit reflects a character’s
sanity over the course of an adventure. Failure of a gut-check leads
to the loss of Grit, which can have long-lasting negative effects,
often manifesting as psychoses and neuroses. A brief version of this
mechanic is presented here, sufficient for a funnel game.
5 - 12
tABlE: madness
Result Effect
01-03 Hair stands on end, but push through fear with no ill
effects.
04-05 Chills run down spine and freeze you in place. You miss
next action.
06-08 You emit a shrill, piercing scream of horror. All stealth
attempts fail. -1 die step penalty if you attack in the
same round.
09-10 The shock and terror causes you to drop anything you’re
currently holding.
11-13 You’re jolted by fear and use your next move to run as
far away from the source as possible.
14-15 You momentarily black out from intense fear and fall to
the ground, awakening the next round prone and having
dropped anything held.
16-18 Fear overwhelms you, causing a loss of sphincter
control. You suffer a -1 die step penalty to all social
interactions until you clean yourself.
19-20 You drop to your knees and pray to a higher power to
save you. You can only pray for 1 round.
21-23 All hope is lost, you drop into a fetal position and sob
for d3 rounds. DC12 Will save to recover wits after first
round.
24-26 Madness washes over you and you fling yourself into
battle with the nearest living target. You are left with a
minor compulsion (DC12 Will save or take -1 to all
social interaction rolls and all action rolls in combat).
27-30 You are overcome with the certainty that this evil you
face now will be your end, on this day or another. You
are stunned for 1 round and develop a minor phobia
(DC12 Will save or take a -1 die step penalty while in
presence of object of phobia)
30-35 Major phobia – DC14 Will save or flee for 1 round/point
the save was failed by. If save, can remain, but take a -2
die step penalty while in presence of object of phobia.
36-40 Major compulsion – DC15 Will save or take -2 die step
penalty to all social interaction rolls and all action rolls
in combat. If make the save, then only take -1 die step
penalty.
5 - 13
EmergenT CLass AbliTies
for Dark Trails
By Keith Nelson
Illustrations by Joshua Barton
For further Dark Trails information and updates, please check the
official Dark Trails RPG website at www.darktrailsrpg.com.
This article focuses on the Dark Trails RPG, but I would encourage
Judges to use a similar system for any of the DCC-based systems,
with the goal of exposing players to some of the potential in the
post-funnel character system. Each item is matched to the Dark
Trails class. Upon finding the item, the manifestation of its power
may occur before claiming it or upon attempting to use it. A
character that claims one of these items must then meet the criteria
5 - 14
given for success, including a d20 check to beat the listed DC, using
the modifiers for the listed stat. If successful, they gain the effect
noted for that item. I would suggest that only some of these items
are introduced in any given funnel, and also that only one of any
particular given type is introduced, to highlight the unique nature of
these items.
calavera
Found Item: Pot of bone white
face paint
Roll for Success: PER DC12
Manifestation: Paint face with
paint, then spirits begin
whispering to you as the
paint seeps into your skin.
Effect: Spellburn stamina
(2 pts) to get Face of Fear power
(as with Scare spell – roll d16).
5 - 15
gambler
Found Item: set of dice on table – pristine
in middle of moldering ruin or
in a cave or in an abandoned
saloon
Roll for Success:
Luck check at -2
Manifestation:
The dice almost beg
to be rolled. If rolled
successfully, they come up
snake-eyes, box cars, or sevens and
disappear, leaving a set of cards behind in your hand and the
knowledge of their use.
Effect: Gain limited Dead Man’s Hand ability – Once per day can
activate (spellburn 3pts) and draw 1d6 cards (black cards damaging
and red cards healing for 2HP each or 4HP for face cards).
gunslinger
mountebank
Found Item: Alchemical
reagents and equipment
Roll for Success:
INT DC12
Manifestation:
Attempt to
understand it
results in
breakthrough
knowledge.
Effect: Spellburn STA (1 pt) to make one potion of either healing
(1d4) or exploding (1d6 – 5’ rad).
5 - 17
mystic monk
Found Item: strange
scroll/cave paintings/tablets
with figures of unarmed
fighting men
Roll for Success: PER DC12
Manifestation: With a
flash of mystical insight,
you visualize how to call on
your inner reserves
Effect: Spellburn Personality (1pt) - Gain iron coat ability – add
1d3 to AC for 3 rounds.
Occultist
Found Item: Carved runes. An occult book. Sorcerous materials.
Roll for success: INT DC12
Manifestation: Attempts to read and understand the writings are
successful, resulting in a spell being
burned into your brain and
the occult energies now
being available to you.
Effect: Ability to
cast one spell at
d16, but must
spellburn at
least 1 point just
to cast the spell.
Extra spellburn adds
to spell result.
5 - 18
revelator
Found Item: religious artifact
(gris-gris, prayer book, prayer
beads, cross, etc.)
Roll for Success: PER DC12
Manifestation: The holy
spirit enters you as you focus
on the holy artifact and you feel
a flush of power.
Effect: Gain healing (d16 and
DC12 for 1d4 healing) or turning
(d16) ability.
Sin-eater
Found Item: ancient coin (Charon’s obol) and a raven feather
Roll for Success: PER DC12
Manifestation: attempt to read the inscription on the coin, reveals
secrets to summoning Stygian Ravens
Effect: Spellburn stamina (1pt) to call Stygian Ravens for defensive
bonus – Flock of half-visible ravens appear and cloak PC – give +2
to AC. Lasts 3 rounds.
5 - 19
Tommy-knocker
Found Item: first player that has all 0-level PCs die
Roll for Success: None
Manifestation: You come back from the dead, but you’re not
exactly alive…
Effect: Get Dark Inheritance – filled with strength from undeath,
you gain +1d3 to melee attacks & damage.
5 - 20
Picnic among the Pines
on the Rocky Mountain
Stage Line
A Dark Trails Introductory Funnel
By Keith Nelson
Illustration by Joshua Barton
For further Dark Trails information and updates, please check the
official Dark Trails RPG website at www.darktrailsrpg.com.
PLAYER INTrODUCTiON
The stage doesn’t travel in the winter through the mountains, so
folks in the small town of Finley’s Crossing don’t get much news or
commerce from the west until the spring thaw each year. However,
it’s been a few weeks since the thaw and the west-bound stage went
through over a week ago with no returning coach. While some of
you may be a bunch of shiftless layabouts, or “underemployed
gentlemen and ladies of leisure”, you’re at least capable of riding
out to check on the missing coach at the behest of the town’s sheriff,
who’s dealing with a very pregnant wife and first baby jitters. The
rest are anticipating the arrival of relatives, trade goods, mail order
brides, etc. on the coach. So, on a fine spring day, with the snow
well-melted and the sun shining, you set out to find the missing
stage. It’s a bit of a picnic atmosphere.
5 - 21
Judge’s Note: Players can turn back at any time. Those doing so
will incur 3 random encounters for each day of travel, one of which
will be the wendigo attempting to herd them towards the mesa or to
ambush a straggler to carry off. If they arrive back in town, they will
forever live with the shame of their cowardice.
Day ONE
1 – Random Day Encounters: Ride out 1 day up into the
mountains. Roll twice on random encounter table.
3 – Skeletal Bear and Horse Carcasses: If the PCs elect to try and
follow the tracks into the woods, they can do so (DC6 to succeed)
but the tracks will scatter after about a mile, or half hour of tracking
(DC8 to continue to follow). After another mile, a scatter of skinned
5 - 22
horse meat, innards, defleshed bones, and blood spoor may be found
(being “fed on” by a skeletal bear - the bear will depart after 20
minutes if unmolested and the characters are quiet, but remember to
roll Gut Checks) after which the tracks still can be followed, but are
fainter, leading in the direction of a tall mesa in the distance.
Day TWO
5 – Faint Tracks: Morning breaks after a miserable night. If they
elect to press on towards the mesa in the distance, they can follow
faint tracks and signs that there were people still in the group (a
scrap of cloth from clothing, a dropped tobacco pouch, a clear ladies
shoe print, etc.).
At the mesa
7 – Mesa and Ground Level Cave: If the group does continue
towards the mesa, they can either follow the drag marks, which
peter out in a shale slide at the foot of the mesa, or the map. Both
lead to an overhang of the mesa where numerous carved cave
entrances fill the cliff side. There are small foot and hand-holds
carved in the rock face (DC5 Agility or Strength check to reach the
first row of caves (~20’ up), DC10 for the second (~40’ up) and DC
15 for the third rank (~70’ up). Otherwise, a quick search of the area
turns up a cut lodgepole pine with rough steps carved into it that can
be used as a ladder to get from level to level with no climb check.
Ledges go between the caves on each level. There is one cave
entrance accessible from the ground.
Ground level cave: This entrance leads into a large round, domed
cave with no exits. Carved into the floor is an immense spiral. 17
small niches are carved in the walls. Small bits of trash litter the
floor, including pages torn from an old journal.
Journal: The gist is that the writer, Friar Herrera, was part of an
expedition to find the lost city of gold.
♦ They were beset by savages, but found this complex.
♦ Many gold treasures were found, but they met with
resistance from “the darkness”.
♦ Men went mad, turned on one another, were poisoned by
“the gold itself”.
5 - 24
♦ A great treasure exists here, accompanied by great evil.
♦ The apparent final entry speaks of a great throbbing hum
filling the air and foul images of blood, a winged darkness,
and a soulless, but intelligent, void that scours the brain…
8 – First and Second Level of the Caves: The caves here are rough
habitations, devoid of much save simple paintings on the walls.
There is a trend leading from representations of crude animals and
people into abstract spirals, whorls, and banded circles, like crude
bullseyes. DC15 Intelligence check to realize that some of these
seem to depict constellations. Occasional pottery shards are found,
but nothing else.
9 – Third Level of the Caves: These are similar to the first and
second level, although with many caves having collections of bones
within them, some human and some animal, as if the remains of
those who once lived here. All are old and dry.
Eventually you find one cave that leads back into the darkness. This
one has signs of recent disturbance of the dust and smears of blood
along the entrance. Trodden into the dust of this cave are small gold
nuggets (2d6 x $5 worth) and a torn leather bag rests in one corner.
Some fresh pine branches, oozing sap, are piled to one side.
5 - 25
In the Cave
10 – Mi-Go Cavern: If they follow the cave back into the darkness,
it twists and turns, narrowing and expanding, for several hundred
yards, at least. It does seem to be carved out so that at most, PCs
must move in a hunched over posture and go single-file, but never
narrows further. The darkness is intense, seeming to drain your light
source. The PCs smell a distinct odor of decay and greasy metal. As
they round a final turn, the cavern opens out before them into a
50’x100’ space with a 50’ domed ceiling. A low humming sound
becomes noticeable. There is also a faint greenish-blue witchlight
glow to veins of quartz in the walls that dimly illuminates the
cavern. The cavern contains:
♦ A group of 10-15 unclothed people staring as if in a trance
at a pulsating, humming, spiral of the darkest black and inky
blues and purples. It hangs in midair unsupported.
♦ Staked out skins of animals and people along the ground
and walls.
♦ Discarded piles of clothing, offal, and belongings.
♦ A large greenish stone altar at the far end of the cavern, on
which is a child’s eviscerated body.
♦ A hole in the ceiling over the altar, through which shines a
pallid light.
♦ A man-sized, leathery-winged lobster-like creature with a
fleshy pink head covered with antennae and 5 pairs of legs
(a Mi-Go) standing near the altar smoothing body parts
together into a strange construct like a small wagon of bone
and skin and organs. Make a Gut-check with a +4 modifier.
It squeals in an almost ultrasonic wail as you draw its
attention (1 round after entering the cavern). It will actively
defend itself if directly threatened, and then only to get
away.
Mi-Go (1): Init +3; Atk psychic blast +4 ranged (1HP + Stun); AC
13; HD 4d8; hp 16; MV 20’ or 50’ flying; Act 1d20; SP Psychic
blast – stun for 1d6 rounds unless opposed Will save made at DC =
Mi-Go roll; SV Fort -1, Ref +2, Will +7; AL N.
Wendigo (1): Init +2; Atk claw +3 melee (d6); AC 16; HD 4d8; hp
22; MV 40’; Act 1d20 claws or 1d20 spell; SP Spells – Terror (a
wave of fear emanates from the wendigo, forcing an opposed Will
save from all within 20’ or they run away for 1 round), Stolen
Breath (the wendigo inhales and all opponents within 10’ lose 1d4
Stamina points while the Wendigo regains 2d4 hit points). Hide at
+6. Damage resistant (-5 damage from weapons or non-fire spells).
Fire damage is as normal. Regenerates 3 HP/round; SV Fort +3, Ref
+1, Will +6; AL C.
5 - 29
11 Pot of sticky dark fluid. Burns fiercely if lit (1d6 damage
per round for 2 rounds). Burns differently if swallowed
(1d4 damage).
12 Pile of skulls formed into a crude altar. A pristine steel
cross-hilted sword (1d8+1 damage) with a silver pommel
rests on top of it, together with a stone carving of a
jaguar-headed man. Blood paints the skulls.
13 Stretched and cured skin of a human. A strange map of
numerous separate points has been drawn on it. (Star map
– DC20 to determine it points to a place well past
Neptune)
14 Flintlock rifle – loaded, but luck check to see if powder
still good (1d12)
15 Leather bag of gold in chunks of quartz ($150 worth, but
weighs 50lb)
16 Colt Army pistol in holster (4 shots remain in gun)
17 Carpetbag containing 4 bottles of patent medicine, a fine
checked suit, a gentleman’s toilet kit, and a small pistol
(1d6, 4 shots).
18 Seam of gold in the cavern walls. Chunks of quartz laden
with gold can be pried out by hand. ($2d10 per minute)
19 Tablets of beaten gold, carved with runes. Details a
summoning or binding spell for occultists who can
decipher them (DC20 Intelligence check, modified by
access to library and time spent (up to +5)).
20 Strange pistol-shaped piece of worked bone and chitin.
Firing stud on one surface. -2 to attack. d6 shots of 2d10
heat damage. Overheats on final shot, exploding for d6
damage (DC10 reflex save to avoid)
After you return to town, things are never quite the same for you.
You’ve seen the elephant and fought the things that lurk in the
shadows of this world. Those that you rescued are all affected as
well, some disappearing in drink or laudanum; one walking out into
the prairies, never to return; some losing themselves in violence or
madness. Even the strange girl disappears one night, snatched out of
her bed in the home of the people that took her in. Their bodies are
crushed and torn, as if by a bear or other wild animal. Her doll is left
in a corner of the room, seemingly thrown aside. Strange symbols,
like those seen in the derelict cabin you saw among the pines, are
painted on the walls in blood.
5 - 30
Table: random encounters
d10 Encounter
1 A rustling in the bushes and trees draws your attention and
you spend 10 minutes hunting down the very active local
chipmunk community.
2 Hoop Snakes (2d3): Init +4; Atk rolling +1 melee (1d4)
followed by +6 sting (1d3+ poison); AC 16; HD 1d8; hp
6; MV 30’ or 120’ (rolling); Act 1d20; SP Poison DC15
Fort save or begin swelling up, taking 1d3 Stamina
damage each round for 1d6 rounds. Once stamina reaches
zero, then the affected individual will explode, scattering
entrails and gobbets of flesh in a 5’ radius, expiring in the
process. If they survive that, then Stamina returns upon
resting at 1 point/day; SV Fort +0, Ref +5, Will +0; AL N.
Appearing in groups of up to 6, this long (up to 12’)
slender snake can roll itself into a hoop to go faster and
bear down on its prey, moving at speeds up to that of a
speeding locomotive (60 mph). The hoop snake can’t be
outrun short of finding an obstacle that it can’t roll over or
through, making it unroll to go around the obstacle. The
venomous sting of the hoop snake uncoils as it strikes its
prey, injecting the stunned prey with a potent venom that
causes intense swelling before death, usually due to
rupture of the prey. This allows the snake, despite its size,
to ingest prey of all sizes.
3 Giant Rattlesnake (1): Init +4; Atk +4 bite melee (1d3 +
poison); AC 15; HD 4d8; hp 20; MV 30’; Act 1d20; SP
Poison - DC15 Fort save or be paralyzed with pain and
take 1d3/round for 1d6 rounds; SV Fort +3, Ref +4, Will
+0; AL N.
This 25’ long rattlesnake seems capable of swallowing a
man whole. It hunts at night and will come to the campsite
in search of food. The infrared-sensing pits on its head
will allow it to target the most active PC. In the day, it will
be found on the trail, either sunning itself or coiled up in a
defensive posture, if the PCs are making a lot of noise.
5 - 31
4 Rattle-wolves (1-3): Init +3; Atk wolf bite +4 melee (1d6)
and snake strike +2 melee (1 + poison); AC 14; HD 3d8;
HP 18; MV 40’; Act 1d20 wolf bite and 2d14 rattlesnake
strikes. SP Poison - DC15 Fort save or take additional
1d2/round for 1d4 rounds; SV Fort +3, Ref +3, Will +1;
AL C.
These strange versions of wolves stand 4’ tall at the
shoulder, with two timber rattler bodies emerging from the
shoulders. They work in concert to attack the group, trying
to cut out one individual and focus their attacks on them.
5 Crazy old prospector – Has 1d4 rumors of 1) strange
bands of men wandering through these parts, dressed in
weird shiny clothes; 2) Indians shunning these parts, due
to legends of spirits that catch you and remake you into
monsters; 3) lost city of gold somewhere nearby, but he’ll
stick to panning for it; 4) the critters grow big around here.
6 Zombie Conquistadors (2d4): Init +0; Atk hands +2
melee (1d6) or weapon +1 melee (1d8); AC 10 (15 if
armored); HD 2d8; hp 10; MV 30’; Act 1d20; SP Release
fungal spores when hit (DC12 Fort save if within 5’ or
develop lung disease (DC16 Fort Save each week or lose 1
STA each week until cured)); SV Fort: +3, Ref: +0, Will:
+3; AL C.
These appear to be normal men, albeit raggedly dressed,
until they approach within 30’, at which point their
sunken, yellowed eyes, desiccated flesh covered in fine
yellow-brown mold, and lurching walk tell a different tale.
They have an impressive turn of speed once they near
their prey, running in jagged fits and starts to either tear at
it with hands and teeth or hack at it with rusted swords and
halberds. Some (25%) wear rusted, but serviceable,
cuirasses of ancient Spanish design. When shot or struck
by weapons, a cloud of yellow dust rises up, filling a 5’
space around them with choking fungus spores.
7 Skeletal Bear (1): Init +1; Atk bite +4 melee (1d6) and
claw +4 melee (1d4) or vampiric intestines +1 melee (1 +
1d3/subsequent round. DC12 strength check to pull
intestines off of self or other person); AC 14; HD 4d8; hp
30; MV 25’; Act 2d20 or 4d14 (intestine); SP Mushrooms
5 - 32
(2d4) growing on the bear can be ingested to heal d4 hit
points or 1 ability score point; SV Fort +3, Ref +1, Will
+4; AL C.
This ambulatory bear skeleton has tattered skin stretched
tight over its frame and bloated intestines visible through
rents in the skin. While it may attack with claws and bite,
it can also extend 4 of the toothed sections of intestine as a
lamprey like attack to targets within 10’. The skin has a
moist look to it and is patchily covered with fungi and
mold, with small red to yellowish mushrooms
predominating.
8 Young Santer (1): Init +5; Atk tail bash +2 melee (1d4);
AC 14; HD 3d8; hp 18; MV 70’; Act 1d20; SP DC12
Reflex check or take an additional 1d8 heat damage from
the red hot penultimate tail ball; SV Fort +3, Ref +6, Will
+1; AL N.
Long bodied and long-limbed, this varmint, while still a
youngling, is at least 6’ long, with a relatively slender
body covered in long reddish fur. The head is large,
rounded and bald, displaying a cunning intelligence in the
domed forehead. The tail is at least as long as the body,
with 8 iron-hard knots in it, the second-to-last of which
radiates intense heat. It attacks using the tail as a flail to
strike and knockout prey prior to devouring it. The long
limbs move at an alarming rate, propelling the santer with
great agility over the ground or through the trees at a
tremendous pace.
9 Small group of elk. Yep, normal elk. Nope, not dark elk.
They appear suddenly and the male bugling scares the
crap out of some of you.
10 Deadfall – While making your way along the trail, a gust
of wind comes up and a tree drops a large limb on your
group. Everyone make a luck check to avoid being hit for
1d4 damage. A max of 3 PCs will be hit.
5 - 33
5 - 34
THe DeMon HilLs
A Dark Trails, Black Powder, Black Magic, or Other DCC-
powered Western Adventure Mini-Campaign Setting
for 4-6 Characters of Level 1-2
By Eric Betts
Cover Art and Illustrations by Carmin Vance
Cartography by Shyloh Wideman
Adventure summary
The characters are wranglers, cowboys, weirdos and drifters who’ve
been hired by a crooked saloon owner to rescue his daughter from
kidnapping banditos. The party soon find themselves tangled in the
intrigues of the town of Sour Creek and the mystery of the Verdan
(Demon) Hills. The adventure takes place somewhere in the
Southwestern United States in the 1870s.
5 - 35
KeY NPCS
Otomis Crowe: A demon possessed New Orleans occultist/
gambler, currently seeking control of the demon ore in the Verdan
Hills area. He plans to have human slaves mine the ore and use it to
further enhance his own supernatural powers in our world. Tall,
dark-haired, with a thin mustache, he is always dressed in a fine
dark frock coat.
The Bandits: Normal Mexican outlaws raiding over the border and
looking for a wild time and quick buck at the gringos’ expense.
5 - 36
Taggart Reide: Crooked owner and operator of the Deluxe Saloon
in Sour Creek. He’s a slippery weasel with thinning red hair and a
paunch in a loud checked suit. He thinks he is Otomis Crowe’s
partner in taking over the town. He loves his daughter Tilly, but
loves himself and money more. He has no clue that there is anything
supernatural going on.
5 - 37
OPENING
Opening: The party has been hired by Taggart Reide, the owner of
the Deluxe Saloon and self-proclaimed prominent businessman in
Sour Creek. His daughter has been recently kidnapped by bandits
from across the border. He wants the party to go to the bandit camp
and bring his daughter Tilly back unharmed. Do this, and he’ll pay
the PCs $100 in gold. {Hard negotiation will get him up to $150,
which is fine with Taggart, he has no intention to pay anyway} He
will be able to direct the PC’s to Encounter 1.
5 - 38
5 - 39
to the resCue
Encounter 1 – Bandit Camp: The bandits have set up a temporary
camp in the Verdan Hills. They have a circle of six wagons, with
one in the middle. Their horses are in a temporary sagebrush coral
off to one side and they have guards posted (see The Bandit Camp
map), but most are sitting around a campfire drinking tequila and
getting excited about molesting poor Tilly (in the center wagon).
Mexican Bandits w/pistol (7) Init +0, light pistol +1 missile (1d8);
AC 11; HD 1d8; hp 5; MV 30’; Act 1d20; SV Fort +0, Ref+1, Will
+0; AL N.
Mexican Bandits w/rifle (on guard in hills and corral) (3) Init +1
(roll 1d16 due to 2 handed weapon), rifle +2 missile (1d12); AC 11;
HD 1d8; hp 5; MV 30’; Act 1d20; SV Fort +0, Ref+2, Will +0; AL
N.
Tilly Reide (1) Init +2, +1 missile (will pick up a weapon); AC 11;
HD 1d8; hp 8; MV 30’; Act 1d20; SV Fort +1, Ref+1, Will +1; AL
L.
Tilly is in the center wagon and may be able to get loose to “help”
the PCs if the fight gets close to her. Tilly is a beautiful redhead that
is all attitude. She will “fall” for the PC that helps her out in the
fight, or that rescues her (or in pure DCC method – roll a dice for
it). The PC will become Tilly’s love interest for better or worse
(she’s hard to get rid of).
5 - 40
5 - 41
Ambush at the deluxe saloon
Encounter 2 – The Deluxe Saloon: After disposing of the bandits
and getting (someone) stuck with Tilly, the characters will return for
their payoff to Taggart’s saloon in Sour Creek (see The Town of
Sour Creek map), imaginatively named the Deluxe Saloon (see
The Deluxe Saloon map). Taggart will be exuberant upon the PC’s
return, leaping up to congratulate them, shaking their hands and
calling for beer.
As the beer arrives, Taggart will step to the side and embrace his
daughter. Suspicious players may make a DC 12 Intelligence check
to realize that they are being surrounded by Taggart’s men. If the
PCs confront Taggart on what is happening, he’ll call them suckers
and rubes, and try to grab his daughter and run. EXCEPT, Tilly will
fight with her father about being pulled away and the two will be
stuck in place.
If the PC’s do not fight back: Taggart’s men will pull iron, order
them to drop their weapons, then beat and rob the PCs, throwing
them out of town and telling them never to return.
Taggart Reide (1) Init +2, light pistol +1 missile (1d8); AC 11; HD
1d8; hp 8; MV 30’; Act 1d20; SV Fort +1, Ref+1, Will +1; AL N.
When the PC’s get the upper hand, Taggart will beg them not to kill
him, whimpering uncontrollably, even hiding behind his daughter’s
skirts! If the PCs look serious about hurting him, he will offer up to
double the agreed reward, paid now. Pressed, he’ll even offer up
Tilly (she’ll NOT be happy about that). If the PC’s still want him
dead, a tall, well-dressed, dark haired man appears from the back of
5 - 42
5 - 43
the saloon, flanked by two fancy dressed gunfighters. He introduces
himself as Otomis Crowe, the town mayor and owner of the bank.
Otomis will try to defuse the situation. He will suggest that Taggart,
unarmed, is not worth murder charges. He will also insist that
Taggart pay double the reward and chastise Taggart for trying to
cheat “these fine people” If a PC is interested, and have certainly
shown themselves as capable (of killing) Otomis will suggest the
most gunslinger/fighter type character would make a handy Town
Sheriff, and perhaps his/her friends would be willing to serve as
deputies?
Crowe’s Gunslingers (Brett and Bart) Init +3, heavy pistols (2)
+2 missile (1d10); AC 13; HD 2d8; hp 11; MV 30’; Act 2d20; SV
Fort +2, Ref+2, Will +1; AL N.
Losing his gunfighters will anger Otomis and may lead the Judge to
implement Encounter 4 – Otomis Loses His Patience.
5 - 44
Encounter 4 – Otomis Loses His Patience: Depending upon the
character’s success and their threat to Otomis Crowe and his plans,
the demon may lose his patience and summon the Bushwhackers to
help him eliminate the characters (and the townspeople). It is not the
optimal result in Otomis’ mind as it will likely cause the destruction
of the Bushwhackers, or the townsfolk. Without the Bushwhackers
he’ll need to get his own hands dirty. Without the townsfolk, he’ll
need to find some other humans to mine the Demon Rock for him.
BUT…these things happen, and it is far better than letting his “host
body” be destroyed.
Init +2; heavy pistols (2) +2 missile (1d10); AC 13; HD 2d8; hp 10;
Dismounted MV 30’/Mounted 60’; Act 2d20; SV Fort +2, Ref+2,
Will +1; AL N.
5 - 45
There’s (Green) gold in them hills!
Encounter 5 – The Caverns Under Verdan Hills: Sooner or later
the characters will investigate the greenish glow that can sometimes
be seen from the Verdan Hills. The area is a sweet grass covered
region of low hills that are fed from the same Sour Creek that gives
the town its name. In the right light, the hills give off a sickly green
glow that can be seen for miles around. Up close the glow distorts
vision and can make characters feel ill {Fort Save vs DC14 or -1 to
all Agility skills, to include shooting until leaving the area}. If
characters search the area for an hour or more, there is a 1 in 6
chance of finding the entrance to the caverns, a 2 in 6 chance for a
character with a tracking background (examples: Army Scout,
Indian Brave, Frontiersman). The cave entrance is hidden at a bend
in the Sour Creek, behind a clump of wild bushes and sawgrass.
There are no tracks around it, as the Bushwhackers wipe away those
made by captives, and they do not make any themselves (they go
incorporeal before approaching the cave for just this reason.
5 - 46
5 - 47
Insane Mass (1): Init +1 bite +3 (1d4); claw +2 (1d4) AC 11; HD
4d8; hp 20; MV 10’; Act 2d20; SV Fort +3, Ref -2, Will n/a; AL C.
Area 5-2 – Pit Trap: At this position is a 15’ deep pit hidden by a
thin carpet of reeds covered in dirt. At the bottom of the pit are
wooden stakes. When using light in the caverns, detecting the pit is
a DC14 Intelligence check. If the party is specifically looking for
traps, being careful, etc. there is an extra +2 bonus to detect the pit.
If the party is travelling in the dark, the DC is 16.
If not detected, the lead character will fall into the pit. A DC16
Reflex save means the character has grabbed the edge of the pit.
Without the save, the character takes 3d8 damage from the fall and
stakes.
Areas 5-3 & 5-4 – Slave Quarters and Privy: Passage down this
cavern is blocked by iron bars set into the stone and a padlocked
door.
Area 5-5 – The Mine: Turning down this passage, the character
will hear the sound of digging, and the crack of a whip. As they get
closer to the open area, they will see the glow of lantern light. In
this area, they see five bedraggled humans digging at the green
glowing walls of the cavern with crude tools (broken shovels,
wooden sticks and trowels) while guarded by what looks like three
Confederate soldiers! This despite the War Between the States
ending almost a decade ago!
5 - 48
“Demon Ore” by Carmin Vance
Init +2; Atk melee +1 whip (1d4), heavy pistols (2) +2 missile
(1d10); AC 13; HD 2d8; hp 10; MV 30’; Act 2d20; SV Fort +2,
Ref+2, Will +1; AL N.
The five ‘miners’ have been abducted and forced to mine by the
zombie confederates. They are shackled together around the ankles
(broken with a DC14 Strength check, or picked with a DC14 Agility
5 - 49
check). The miners are either ne’er-do-wells from town or travelers.
They each have only a 1 in 6 chance of knowing a Rumor (from the
table below). They do not know of anything beyond this mine area
and their wretched quarters (Area 5-3 and 5-4).
Area 5-6 – Trip Wire Trap: Located here is a very thin trip wire.
Detecting it requires a successful DC16 Detect Traps or Intelligence
check. If successful, the wire is easily avoided. If not, it is tripped
and all characters must make a DC15 Reflex save or take 2d4
damage. Characters must then roll a d2. On a 1 the character is
trapped on the Office (Area 5-7) side of the cave in, a 2 indicates
the other side (with the known exit). The passage is completely
blocked and will take 1d4 hours to clear. (The characters on the
Area 5-7 side could still escape through the bank tunnel…if they
could find it.)
Area 5-7 – Otomis Crowe’s Office: At the end of this passage, the
characters come to a fine oaken door set into the raw stone! The
finely made door is at complete odds with the rough-cut
caverns…very out of place. Trying the door, the characters will find
it unlocked.
Unless Otomis has fled here due to actions of the PCs, this office is
unoccupied. The desk and bookshelves contain some interesting
ledgers and occult books, but unless it suites the Judge’s game, there
are no grimoires or significant loot, although a skilled PC may
decipher the ledgers to uncover some of Crowe’s less savory hidden
financial transactions.
5 - 50
ADDiTioNAL ENCOUNTERS / SIDEQUESTS
Encounter 6 – Support Your Local Sheriff: Otomis is completely
serious about the characters becoming the law in Sour Creek. He
will invite the party’s “leaders” to his office on the upper floor of
the bank. Meanwhile, the rest of the party can explore town, perhaps
meeting with other townspeople. Obviously, any outlaw characters
will be excluded as Sheriff or deputies, but Otomis explains he is
willing to help them seek “an honest way of life” so long as no
further crimes (like robbing his bank!) occur in the town. The
Sheriff’s pay is a dollar a day and deputies make 50 cents. There is a
small Sheriff’s office – a one room brick building split 50/50 with
two desks, chairs and a two bunk jail.
If the PCs do not wish to talk, and are fully supportive of Crowe (it
happens), Mae has her own crew of cowboys. They will come to her
aid as needed.
If the PCs murder the old woman outright, it definitely calls for a
1d6 permanent loss of Luck.
“Mrs. Colonel” Mae Tucker (1): Init +0 (initiative dice is 1d16 for
using a 2 handed weapon (double barrel shotgun), double barrel
shotgun +2 missile (2d14 damage – both barrels) 2 rounds to reload;
AC 10; HD 1d8; hp 7; MV 20’; Act 1d20; SV Fort -1, Ref+0, Will
+4; AL L.
The Noble Boys (Roscoe, Bo, Cletus, and Luke): Init +2, heavy
pistol +2 missile (1d10); AC 12; HD 2d8; hp 11; MV 30’; Act 1d20;
SV Fort +2, Ref+2, Will +0; AL C.
5 - 52
rumors
Rumors are acquired at Judge’s discretion through interaction with
townsfolk.
1. It’s odd, but I hasn’t seen ole Bill around lately. He’s always be a
layabout bum, but when he runs out of cash, he’s a decent
laborman…when sober. I can’t believe he left town. Thar’s a few
others that’s gone missing in the last few months. Mostly the kind
that won’t be missed, ya know? (True – the Bushwhackers have
been kidnapping people that Otomis believes will not be missed as
forced labor mining demon ore.)
5. Best watch yer back. Them Indians are sneakin’ outta ther’
village an’ into town. Ther’ kidnapping good townsfolk fer eatin’!
(False)
6. Taggart’s the one pullin’ the Mayor Crowe’s strings! Reide is the
real power in this town! That’s why everyone’s always kidnappin’
his daughter! (False)
5 - 53
7. I’ve seen dancing glowing lights out on the prairie on nights of
the full moon! Angels or spirits, ah don’t know which! (False…he
was… probably drunk? Or aliens?)
8. Them dern Noble boys are the REAL danger ta this town! They
live out in the Western Woods mixing up white lightning…and
drinkin’ it! Ther’ gonna tear through this place and kill everyone
some day! (True)
5 - 54
DARK TRAILS CHARACTER SHEET
Name class xp level
Signature weapons
Weapon Dmg sHots range Combat
initiative:
melee bonus:
ranged bonus:
crit die:
fumble die:
Ammo Special
Special abilities & spells Goods & Sundries
Arcane vault
stable
by SHyloH wideman
5 - 55
Gfa twenty-nineteen
Volume five Credits
Authors
Eric Betts, Keith Nelson, Shyloh Wideman
5 - 56
The 2019 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
Written, Illustrated, Edited and Produced by the DCC RPG Communities
Each article, art & associated material, belongs to their respective artists & authors.
If you would like to include, copy or use a derivative of the work, please contact
the original creator. For updates and other titles, please
visit www.gongfarmersalmanac.com.
6-1
Table of contenTs
Volume 1: DCC Survive the Funnel #1
12,000 to 0 (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Cavern of the Cannibal Crone (Level 0) . . . . . . . . . . . . . . . . . . . . 20
The Void Corpse of Amann Uur (Level 0). . . . . . . . . . . . . . . . . . . 41
6-2
Volume 6: Dark Trails Bonanza! #2
The Great Ak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Aslan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Erhyta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Lady of Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Baba Jędza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Midwinter's Maker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
On the Altar of Neutrality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Beastomatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
6-3
Volume 11: Classes & NPCs
6-4
6-5
Dark Trails CarousingBy Keith Nelson
Cover Art by Clayton Williams
For further Dark Trails information and updates, please check the
official Dark Trails RPG website at www.darktrailsrpg.com.
The basic premise of this has been presented in multiple blogs and
publications over the past decade (and even earlier, in the first years
of D&D), but not for a specific Weird Western-themed feel. Thus,
these tables are a sample of potential Dark Trails-specific carousing
mishaps; some good, some bad, some merely interesting, for you to
inflict on your players. I have drawn strongly on Jeff Rients’
excellent nearly setting-neutral Carousing rules, found
at jrients.blogspot.com, for the less specific events.
When the PCs come to town, they may elect to carouse and get
additional XP once per visit/adventure. This works as follows: They
spend d4x10 dollars in carousing. They get the d4 result as XP.
They then roll a Luck check. If they get over their current luck score
or if they can’t afford the amount they spent in carousing, then they
roll on the following table. If they don’t have the money to afford
the amount given in the following table, then they take on a debt
6-6
equal to that amount, owed to a local businessman, criminal, or
landowner.
table: Carousing
d30 Result
1 Went to church, was overcome by remorse and the holy
spirit. End up donating to the widows and orphans fund.
Spend 5d6 dollars. Gain 1 Luck.
6 - 10
Dark Trails Patron:
The TricksteR
(CoYoTe, Fox)
By Keith Nelson
Illustration by Clayton Williams
6 - 11
For further Dark Trails information and updates, please check the
official Dark Trails RPG website at www.darktrailsrpg.com.
The trickster archetype runs deep in the folklore and beliefs of Dark
Trails. One manifestation of this is the patron known as Coyote or
Fox, a nature spirit or minor godling that delights in mischief,
cleverness, and tweaking the nose of authority. Adherents of this
patron are often well-meaning, but leave chaos in their wakes.
2-11 Failure.
12-13 It’s always best if they can’t catch you. Gain an extra
+4 to initiative and +20 movement for the next d6
rounds.
18-19 When you can’t run away and you can’t out-think them,
it’s time to hide. Gain +10 to hide attempts and +5 to
move silently. This manifests as a puff of smoke and
then the caster is gone.
24-27 Sometimes a prank gets a bit over the top. It’s important
to roll with it, because it’s still funny as long as it’s not
you getting hurt. In the next 1-2 rounds, you maneuver
up to 6 opponents into a position where the tree WILL
fall on them or they WILL step into that prairie dog
hole or rusted trap. They must make a Reflex save at a
6 - 12
DC equal to the Invoke Patron result or take 3d12
damage and be trapped for d4 rounds. Those making
the save take half damage and are not trapped. This
result can be downgraded to one of the lesser results.
32+ The trickster is also the creator. The follower can call
into being any physical item(s) they may need for a
single project or, alternatively, call upon an avatar of
Coyote to aid the caster. It will appear as a 10’tall,
coyote-headed man.
6 - 13
Patron tainT: THE TricksteR
When patron taint is indicated roll 1d6 on the table below. When a
caster has acquired all six taints at all levels of effect, there is no
need to continue rolling any more.
Roll Result
2 Not all marks are obvious. On the first roll, you gain a
short tail (6”). On the second, the tail enlarges, fitting
only barely within a dress or baggy trousers. On the third
roll, the tail comes into it’s full, bushy glory, being
almost impossible to restrain with normal clothes. The
follower takes a -1 on any Personality check when
attempting to conceal it, due to their fidgeting and the
strange bulge in their trousers (women wearing hoop
skirts do not take this modifier). There is a -3 modifier to
Personality checks when it is on display, unless the
interactions are with someone from a culture and
background that accepts the trickster as a canid, in which
case the modifier is reversed, to +3 Personality.
6 - 15
Dark Trails Patron:
Mike Fink
By Keith Nelson
Illustration by Clayton Williams
For further Dark Trails information and updates, please check the
official Dark Trails RPG website at www.darktrailsrpg.com.
6 - 16
release a bit of his particular energy back into the world to imbue
his minions with some of his power.
Thus the legend of Mike Fink is perpetuated and grows in the blood,
mud, and broken bones of a thousand back-alley or saloon brawls
throughout the American West. A little hint of that legendary power
can be gathered by those who pledge themselves to his credo.
Mike Fink values those followers who use their strength to inflate
themselves and his legend, even at the expense of others. The fool-
hardy but strong and callous are his preferred champions, rushing
into battle headlong. His champions tend to be bullies, attacking
those who show weakness or fear. In his words:
2-11 Failure.
12-13 Mike Fink says you ain’t puny, but you might need a little
bit more to lick your enemies. Get +1d6 Strength for 1d4
rounds.
14-17 You got the fire of Mike Fink in your veins. Spend a round
taunting your opponents and bragging about your abilities
(in character) and get an additional +1d6 to Strength and
Agility for 1d6 rounds (on top of the benefits noted above
for the round of bragging).
6 - 17
down. Lasts for 2d6 rounds, then make a DC12 Fort Save
at -1 per plus received or pass out for 10 minutes per plus
received.
28-29 You’ve got the power of the great Mike Fink coursing
through your veins. Your muscles swell, your fists itch to
punch someone, and you take on the countenance of the
man himself, overlaying your own features. For the next
1d6 hours, you get his fighting ability and make attacks as
a luchador of equal level (or, if a luchador, gunslinger, or
mystic monk, as if you were 2 levels higher in that class).
30-31 You’re the original wildcat, the cock of the walk, the
mountain lion crossed with a grizzly. Everyone opponent
facing you must make a DC20 Will save or quake in fear.
Those making the save are at -4 to all rolls against you.
You are at +4 to all rolls against them or saves against
their actions. If they fail, they fall to the ground or flee in
fear (50% chance), losing all actions for 1d4 rounds.
32+ Mike Fink takes notice. You get lightning in your fists and
a voice like thunder. You are at +1d4 to hit in melee, and
gain an extra attack each round with a d20 action die.
When you land a strike, you do 1d3+4 damage + 2d6
electric damage. You gain +20 HP as you grow to the size
of the legend. When you first speak, men quake and all in
range of your voice must make a DC20 Will save. Those
making the save will either run or rush into melee against
you (at a -4 on all attacks), also taking 1d8 damage and
being deafened temporarily. Those failing drop to the
ground, unconscious for 2d8 rounds, and taking 2d8
damage.
6 - 18
Patron tainT: Mike Fink
When patron taint is indicated for Mike Fink roll 1d6 on the table
below. When a caster has acquired all six taints at all levels of
effect, there is no need to continue rolling any more.
Roll Result
4 You lose just a bit of your empathy for your fellow man
and everyone can sense it. On the first roll, you grow
cold and distant, taking a -1 modifier on all social
interactions. On the second, your mood swings grow
wilder and you alternate between sullen alienation and
forced bonhomie with a barbed, vicious undertone,
gaining a -2 on all social interactions. On the third roll,
6 - 19
your dead, flat black eyes announce your dissociation
from the rest of humanity and you lose 1 point of
personality and are at a -3 for all social interactions. The
modifiers are reversed to positive in situations involving
overt intimidation.
6 - 20
DArK TrAilS CreATurES
By Keith Nelson
Illustrations by David Hoskins
For further Dark Trails information and updates, please check the
official Dark Trails RPG website at www.darktrailsrpg.com.
The following is a short bestiary of the weird west, with stats given
for the upcoming Dark Trails RPG, by David Baity. These creatures
are drawn from legends and tall tales of the American frontier. I
refer those interested in expanding on this list of monstrous
adversaries to the Purple Duck Games publication Fearsome Critters
of the Woodlands by Daniel J. Bishop, Perry Fehr, and Mark Gedak.
Sources of inspiration for this bestiary include Fearsome Critters, by
H.H. Tryon (1939), Fearsome Creatures of the Lumberwoods, by
William T. Cox (1910), and The Hodag and Other Tales of the
Logging Camps, by L.S. “Lake Shore” Kearney (1928).
CoacHwHip Snake
Coachwhip snake: Init +3; Atk whip +4 melee (1d8) or tail grapple
+4 melee (DC 13 Reflex save or knocked prone); AC 13; HD 2d8;
hp 12; MV 50’; Act 1d20; SV Fort +1, Ref +5, Will +0; AL N.
This up to 20’ long black snake can move as fast as a running horse,
raising its upper body up to the height of a man and raising its long,
thin tail off the ground as it moves. It runs alongside prey and whips
at them with its tail, lashing around them to tangle them or cutting
through their hide with a tremendous crack, like a bull whip. These
may occasionally be seen working almost in concert with larger
predators to control a small group of prey, herding prey towards
ambush predators such as rattle wolves, sabertooth cats, or the like,
then picking off smaller stragglers. Once the prey is brought down,
the coachwhip uses its thin tail to whip prey to death or, in the case
of larger prey, slice off strips of flesh that it will then eat.
6 - 21
DunHavenHooter
Gumberoo
Gumberoo: Init +0; Atk claw +2 melee (1d4) or bite +1 melee
(1d10); AC 13; HD 4d8; hp 25; MV 30’; Act 2d20 claw or 1d20
bite; SP resistant to all weapons (-20 damage); 50% chance of
missile or melee attacks rebounding into attacker(s); Vulnerable to
fire (3x damage). Explodes for 4d8 damage in 30’ radius when
killed; SV Fort +10, Ref +3, Will +1; AL N.
6 - 23
Hoop SnakE
Hoop snake: Init +4; Atk rolling +1 melee (1d4) followed by sting
+6 melee (1d3+ poison); AC 16; HD 1d8; hp 6; MV 30’ or 120’
(rolling); Act 1d20; SP poison DC 15 Fort save or begin swelling
up, taking 1d3 Stamina damage each round for 1d6 rounds. If
stamina reaches zero, then the affected individual will explode,
scattering entrails and gobbets of flesh in a 5’ radius, expiring in the
process. If they survive that, then Stamina returns upon resting, at 1
point/day; SV Fort +0, Ref +5, Will +0; AL N.
Long bodied and long-limbed, this varmint is at least 10’ long, with
a relatively slender body covered in long reddish fur. The head is
large, rounded and bald, displaying a cunning intelligence in the
domed forehead. The tail is at least as long as the body, with 8 iron-
hard knots in it. It attacks using the tail as a flail to strike and
knockout prey prior to devouring it. The long limbs move at an
alarming rate, propelling the santer with great agility over the
ground or through the trees at a tremendous pace. As a result, most
reports are from observing the carcasses of its prey or as a reddish
blur of battering. Some reports state that the santer cooks its prey,
using some strange internal generation of heat through the balls in
its tail, and scorch marks have been reported on the bruised skin of
santer victims.
6 - 25
Skin Stealer
Skin stealers may attack either with the sharpened bones of their
fingers, which can paralyze prey with a potent venom or with the
obsidian dagger they all seem to be able to call forth at will. Upon
paralyzing a victim, they can skin them within a matter of minutes.
It is said that these are but the wretched remains of those who tried
and failed in arcane rituals to become skin stealers, capable of
transforming themselves into another beast altogether, or that these
are some strange manifestation of lycanthropy. Some even say they
were formed by the ancient Aztec priests to fight against the
conquistadores, but then hidden away in dark caverns until the
recent transformations of the world. It is indisputable that they are a
menace, preferring to prey on civilized men and women and causing
chaos wherever they hunt.
Snoligoster
Snoligoster: Init +1; Atk bite +4 melee (1d8 + Special); AC 13; HD
6d8; hp 45; MV 50’; Act 1d20; SP DC 14 Reflex save on successful
attack to avoid being flung onto the dorsal spike (4d6); Resistant to
cold damage (1/2 damage); SV Fort +6, Ref +2, Will +1; AL N.
6 - 27
This marsh-dwelling variant on a giant whale has neither legs nor
fins, save a strange tri-bladed arrangement of bony plates on the end
of its tail, capable of revolving at high speed to drive it through the
water and mud of the swamps. The upper portion of the body is
covered with long dark, glossy fur that sheds mud and water. while
the lower mimics that of the whale. A single tall spike extends from
the back. When prey is captured, it is first taken in the mouth, with
myriad minute teeth holding it firm before flinging the prey up and
backwards to land unerringly on the dorsal spike. Prey can be kept
there for hours, with others added, until the snoligoster chooses to
feed. Feeding is done by digging a hole with the tail blades,
scraping the victim’s bodies into the hole, and then macerating them
with the whirring blades until they form a thick soup to be drunk by
the creature. The fat of the snoligoster is said to render into a fine
unguent capable of allowing the wearer to resist all manner of cold,
albeit with an accompanying pungent odor of marsh gas.
Snow Wasset
Snow wasset: Init +4; Atk bite +4 melee (1d8 + Special); AC 13;
HD 4d8; hp 24; MV 40’; Act 1d20; SP +8 to hide in winter. DC 12
Reflex check on successful attack to avoid being grasped and
dragged under the snow; SV Fort +3, Ref +4, Will +2; AL N.
Splinter Cat
teacup Wolverine
Teacup wolverine: Init +4; Atk bite +2 melee (1); AC 13; HD 1d4;
hp 3; MV 40’; Act 1d20; SP use the stats for the “teacup wolverine
fury” if 20 or more are encountered; SV Fort +1, Ref +1, Will +2;
AL C.
6 - 30
Wendigo
6 - 31
A tall, skeletally thin, attenuated being shaped like an 8-9’ tall man
with abnormally long arms and fingers tipped with sharpened bone
spurs. The head is elongated as well, coming to a flattened point,
with a long underslung jaw and burning red eyes. The teeth are
jagged and the mouth can be distended to an abnormal degree.
Constantly hungry, this is the physical remnant of a human who
once, while starving, killed and ate others. Then, either liking the
taste or, as some would have it, possessed by a demon, they
continue their cannibalistic practices, never quite able to sate their
unnatural hunger. They may live for centuries, preying on animals
and humans in their hunting territory, occasionally becoming
dormant only to emerge years later with an even greater need for
human flesh and blood. They grow more powerful with age,
developing greater speed and power, as well as certain magical
abilities, although this is thought by certain scholars to be less a
factor of age than due to the power gained from ingested souls.
They are resistant to physical damage, though fire can wound them.
6 - 32
WHite Buffalo
White buffalo: Init +3; Atk +5 charge (3d8) or horn hook (3d4);
AC:14; HD:5d8; hp 36; MV: 40’; Act: 1d20; SP initiative is +8 for
first attack. DC 14 Reflex save to avoid being knocked prone and
trampled (+1d6 damage) if hit by charge; SV Fort +5, Ref +3, Will
+5.
6 - 33
Phase 1 of haunting: Appears every 1d7 days in daylight, but more
often in dreams. This phase of the haunting lasts for one phase of
the moon (28 days). The appearance of the white buffalo in daylight
is only visible to the victim.
6 - 34
DARK TRAILS CHARACTER SHEET
Name class xp level
Signature weapons
Weapon Dmg sHots range Combat
initiative:
melee bonus:
ranged bonus:
crit die:
fumble die:
Ammo Special
Special abilities & spells Goods & Sundries
Arcane vault
stable
by SHyloH wideman
6 - 35
Gfa twenty-nineteen
Volume six Credits
Authors
Keith Nelson, Shyloh Wideman
6 - 36
The 2019 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
Written, Illustrated, Edited and Produced by
the DCC RPG Communities
This product is based on the Dungeon Crawl Classics Role Playing Game, published by Good-
man Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All
rights reserved. For additional information, contact info@goodman-games.com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original creator.
For updates and other titles, please visit www.gongfarmersalmanac.com
Table of Contents
Volume 1: DCC Survive the Funnel #1
The Gig at the Wizards Tower (Level 0) ........................................... 5
Size Rules
One aspect of Bronx Beasts is the vastly different sizes a Beast can
be, from a mere pound or two up to a few tons! Bronx Beasts uses
five basic sizes, which is best determined by the Beast’s weight
in gameplay mechanics. This adventure doesn’t require a full
knowledge of these rules, but it does make basic use of these sizes
in some of the situations in the adventure, so they are included in
brief here:
7-6
have been made between miserable lab experiments. An oath has
been made to escape this torture together.”
“Today, you have all been saved from the monotony and horrors of
medical testing for some new and unknown doom: you were each
tranquilized, crated, and secured in the back of a windowless van.
You regained consciousness to hear muffled sounds of traffic and
a city, but have not had an opportunity to see outside until now.
Jangling chords occasionally echo from far away, with halting stops
and starts of the current hits by Fleetwood Mac. The van has come
to a stop, and the back door has opened to reveal Nurse Pang, some
of her orderlies, and a full two dozen of her monitor lizard minions.”
Not long after, two matte black 4x4 Toyota Vans arrive, and a group
of about 20 ninjas pours out to form an orderly line of menace,
facing Nurse Pang and her reptiles. A massive ninja who is clearly
in command of the others steps forward and formally introduces
herself as Himeda Kanako to Nurse Pang, then peers into the van
at the Beasts, surveying them like so much cannon fodder. The two
groups begin discussing the exchange of the Beasts within earshot.
Next to arrive is a yellow Honda CRX filled with other Beasts that
the PCs have never seen before, followed by a grizzly bear on a red
Suzuki Katana. Both ninja and reptile parties are clearly surprised
by these newcomers, and they scramble for cover as they are pelted
with molotov cocktails and bullets from the windows of the car,
scattering both ninja and reptiles alike. In the chaos, the bear guns
the motorcycle up to the back of the van, screeches to a halt in a
well-executed power slide, and clambers into the back of the van
with a loud grunt.
7-7
The grizzly hastily introduces herself as the captain of the “Bronx
Chapter of the Unique Animals Club” as she rips the doors from
their hinges of all the cages except for ones housing Large- or
Huge-sized beasts. She then announces them liberated, flings sheets
of “Unique Animal Club” stickers into the back of the van, and
instructs them to follow the stickers to safety before leaping back
out of the van and tearing off or her motorcycle. The CRX likewise
speeds away after tossing a smoke bomb near the back of the van,
covering the PC’s actions for 1 round.
The Beasts are still groggy, disoriented, and suffering from mild
hallucinations as a side effect of the drugs used to transport them.
Also, they now face immediate overwhelming odds between the
small army of ninjas, the swarming monitor lizards, and these
groups’ leaders. Hopefully this will be enough to convince them to
flee rather than directly assault both factions. The Beasts have one
round of cover from the smoke grenade, then one round of surprise
to act before the two factions recover from the assault and move to
secure them. The Beasts are valuable to both parties, so orders are
given not to kill, but it is not clear whether the monitor lizards are
capable of understanding such instructions.
Any Beasts still caged can attempt to break free or pick the locks on
the cages, or other Beasts may assist to free them. Cages holding
Huge or Large Beasts can be struck without an attack roll needed
(they won’t dodge) and have the following stats:
7-8
As the larger beasts escape from their cages over the next couple of
rounds, the rest of the party can act to assist the larger Beasts in their
attempts to escape, scavenge the back of the van for useful items, or
make their way out of the van and into the smoke and chaos. There
is a small window between the back and the front of the van that
can be used by Small or Tiny beasts to enter the cab of the truck
from the back; otherwise the only way out is through the currently
open back doors. Beasts attempting to use the small window can
make a Luck check to find the window unlocked. If it is locked, it
can be broken with 2 points of damage. A driver is in the parked
vehicle’s cab, and is surprised by any entry into the cab unless the
window is broken first. He will attempt to escape as soon as he is
overwhelmed (leaving the keys in the ignition), but will stand his
ground against a single Small or Tiny Beast that enters the cab.
From this point, players will probably choose to get into a vehicle
and follow the map toward the Bronx Zoo, but if they do not do this,
let the players run loose through the city in whatever direction they
choose to go. See if they eventually decide to follow the map after a
couple of random encounters and further pursuit by the antagonists,
but if they don’t, think of a probable “safe house” for the Beasts in
their current location as you get toward the end of the session and
want to wind the adventure to an end. Or TPK them.
7-10
If the Beasts head east, they will make their way across the park
to several baseball fields before coming to the edge of the island.
Minor league and little league practice is going on at several of
these fields, and the area is well lit and well manicured.
If the Beasts head north, they will make their way across the Bronx
Kill (river) and into the Bronx, and they can continue to navigate
along the highway toward the Bronx Zoo, but heavy pressure should
be put on them to encourage taking some side streets to keep the
adventure from being a straight shot. Both groups of antagonists
will easily pursue the Beasts if they stick to the highways, however
they can shake one or the other on the side streets, allowing the
Beasts to avoid getting swarmed quite so badly.
Don’t expect the Beasts to drive! Some players may choose to make
this adventure a street crawl, which encourages all sorts of random
encounters as they plod through town, block by block. Spectacular
vehicular crashes can also turn what was a cruise down the highway
into street crawl as well, changing the pace of the adventure.
If the Beasts succeed at following the map to the “Safe House,” they
will arrive at a subway station at the south end of the Bronx Zoo,
where they can enter a subway station and head to the right down
the tunnel. About ¼ mile in, they find the image of the angry rabbit
spray painted near a storm drain in the tunnel, which when explored
opens into a sealed and unused subway station that appears to have
7-11
been built in the 1920s. This is now the lair of the “Bronx Chapter
of the Unique Animals Club,” and the Beasts have reached the end
of the adventure. Be sure to harry them with ninjas and reptiles, and
throw a few random encounters at them before they get here!
The Antagonists
7-12
CelGen Biolabs to obtain mutant animals for a number of tasks,
including suicide missions, housekeeping, and target practice.
The Clan’s ranks are filled with fanatically loyal men and women
who do their best to assume the role of faceless, mysterious ninjas
in their service to the Clan. Every ninja other than their leader
should be treated as generic, unless the Beasts wind up in some sort
of social interaction with one of them rather than bloody combat.
Once the Beasts have escaped, they will try to use non-lethal means
to recover the Beasts, employing ropes, sasumatas, and clubs toward
those ends, and relying on their katanas as a last resort if their lives
are threatened.
Ninja: Init +1; Atk rope +1 melee (entangles, can choke on next
action), sasumatas +1 melee (1d3 damage OR knock prone and
entangle), or katana +1 melee (1d6 damage); AC 12; HD 1d8; hp 4
each; MV 30’; Act 1d20; Equipment: smoke bombs, climbing claws,
rope and grappling hook; SV Fort +1, Ref +1, Will +0.
Climbing claws assist with climbing (+1d to any climbing rolls) and
do 1d4 damage if used in combat. Smoke bombs cover a 10’ space
with thick smoke for 1d3 rounds, obscuring those within it.
Himeda Kanako leads the ninjas present tonight, and has achieved
her status by tooth and nail in spite of the political pressures,
family affiliations, and gender issues at play within the Clan. She
is large for a Japanese woman and powerfully built, having used
powerlifting and bodybuilding as outlets for her anger management
issues, which has further bolstered her impressive physique.
Her black hair is cropped short, and she has a rectangular black
tattoo across her eyes, allowing her to hide even her skin color
when garbed in her ninja gear. She has a short temper and can
be easily goaded into a lethal rage, at which point she will ignore
orders to capture the escaped Beasts unharmed and will instead
go on a frenzied killing spree. The Judge should keep track of
any slights a Beast has made against her, including any insults or
successful attacks made against her, foiling her ninja henchmen in
her presence, or other incidents as the Judge warrants. Be sure to
play up Himeda’s anger response to these, and reward players who
pick up on it and intentionally provoke her with Fleeting Luck-- a
rewarding but potentially deadly strategy.
7-13
Himeda Kanako: Init +3; Atk +3 melee manriki-kusari (chain)
(1d4+2 damage or entangle, 10’ reach) or Otsuchi (warhammer)
(1d8+2 damage) or shuriken +2 ranged (1d4 damage); AC 14;
HD 5d8; hp 20; MV 30’; Act 1d20+1d14; SP Utsusemi no Jutsu
(vanishing), Hijutsu (leaping), Kakuremi no Jutsu (hiding);
Equipment: smoke bombs, rope, climbing claws; SV Fort +3, Ref
+4, Will +2.
Hijutsu (leaping) - Himeda can leap 10’ up and 20’ across with a
running jump.
CelGen Biolabs
CelGen Biolabs is an amoral corporate conglomerate possessing
the trade secrets of creating mutant animals. This scientific leap
has been funded by shadowy interests including the Takahata Ninja
Clan, who are in partnership with CelGen and receives mutant
animals as payment for their protection. The CelGen faction in this
adventure includes a few orderlies, which are human assistants,
around 20 semi-intelligent 6’ long monitor lizards, and Nurse Pang
herself.
To this end, Pang’s hair hangs limply around her palid, green-
tinted features. Her left eye is an unsettling orange and reptilian
7-14
in appearance, including the eyelid and skin immediately around
it. Her left arm is covered in fine green scales up to the elbow, and
her digits on that hand are padded with setae, allowing it to stick to
shear surfaces, and small but sharp claws.
Pang hides her unusual appearance with long black gloves and
sunglasses when in public, and is otherwise usually in medical
7-15
Nurse Pang: Init +2; Atk claw +2 melee (1d4) or Nebulizer Gun
+2 ranged; AC 13; HD 5d8; hp 20; MV 30’; Act 1d20 + 1d14; SP
chameleon skin, frog tongue, limb dropping, nebulizer gun, beast
stims; SV Fort +4, Ref +2, Will +2.
Chameleon skin - Nurse Pang can change her skin color. This
takes one round to accomplish and adds 2 die shifts to any hiding/
sneaking attempts while the camouflage continues to be useful.
Alternately, attempts to spot Pang when she is camouflaged are done
at -2 die shifts while she is camouflaged and not moving.
Frog tongue - Nurse Pang has a sticky, prehensile tongue that she
can use to strike and grab small items within a 10’ radius.
Limb dropping - Nurse Pang can drop a limb if she chooses to. This
costs her 1 hp, and the dropped limb will regrow in 1d3 weeks. The
dropped limb writhes unnaturally on the floor for 1d3 turns after it
has dropped, then dissolves into a foul pile of black muck within
minutes of cessation.
The orderlies will try their best to stay out of the way of combat and
will only willingly engage the Beasts if they look like they have
overwhelming odds or if Nurse Pang is directly pressuring them to
do so. The lizards don’t seem to listen to anyone other than Nurse
Pang, but when she commands them they respond with an uncanny
appearance of comprehension. They do not speak or otherwise
show signs of intelligence beyond listening to Pang and working
together to carry out orders, and it should be left as a mystery as to
how smart these lizards really are.
Monitor Lizard: Init +1; Atk claw or bite +2 melee (1d5); AC 13;
HD 1d8; hp 4 each; MV 30’; Act 1d20; SV Fort +2, Ref +2, Will +0.
Should the adventure quickly turn toward a car chase, the lizards are
not out of the running yet! Transportation is available nearby and
can be summoned by Pang to the location if the Beasts take flight in
the form of Rapto-cycles, which are essentially monitor lizards that
have been altered into living motorcycles, large enough for other
monitor lizards to ride on them. Each Rapto-cycle can comfortably
fit one lizard rider and can steer itself without a driver. Their front
and rear legs are encased in metal fittings that act as the vehicle’s
frame, and a pad on their back provides a grip for their rider lizards
to hold onto.
7-17
Rapto-cycle: Init +1; Atk bite +2 melee (1d5); AC 14; HD 2d8; hp 8
each; MV 60’; Act 1d20; SV Fort +2, Ref +3, Will +0.
Random Tables
7-18
Random NYC Storefronts
7-19
Wrath of a Dead God
A 0-level Funnel for World War One using the DCC Rules
(and Trench Crawl Classics from 2018 GFA)
by Eric Betts
Artwork by Danny P
Taranis’s chance comes when the next patrol of the both the L3 and
L4 takes them over the North Sea looking for British ships to bomb.
The North Sea is known for its terrible storms, and all Taranis needs
is to give a little nudge…and to send some elemental minions and
he will have his revenge.
7-21
below (unless they have an attached Monkey Tail.
Chief Engineer (1) – Tool set, hand ax (1d6), Lugar pistol (1d8), 3
magazines of 8 bullets each, Z-Uniform (AC+3), Monkey Tail; +3
Intelligence, +1 Strength, -1 Personality (Naval Rank: Lieutenant
Commander) {Special: “technically” Second in Command, should
the Commander be killed or incapacitated, but if that happens in
flight he’ll be too busy keeping L4 aloft to bother…so he defers to
the Navigator, see below}
Wireless Operator (1) – headset, Morris code set and code book,
Lugar pistol (1d8), 3 magazines of 8 bullets each (lose movement
one turn to reload), Z-Uniform (AC+3); +2 Intelligence (Naval
Rank: Ensign)
Starting Positions
Pilot (Forward) Gondola: Commander, Navigator, Bombardier,
Wireless Operator and (3) Rudder and Elevator Operators (Total: 7
crew)
Character Introduction
You are the elite crew of the German Imperial Navy Airship
(Zeppelin) L4. A month ago, the L4 (and sister ship L3) were
diverted from your patrol duties over the North Sea for a special
mission – the first bombing of Great Britain! Afterwards, with
congratulations from the Imperial High Command, you returned to
the cold air over the North Sea to continue looking for British naval
ships (to bomb).
7-26
I recommend copying and sharing the below ‘zeppelin guide’
and a zeppelin map with the players.
7-27
Gondolas: Two Gondolas extend below the hull, one in the front
(the Pilot Gondola which has the steering, navigation and incendiary
bombs) and one in the rear (the Engineering Gondola). The Pilot
Gondola has two machineguns mounted in swivel mounts on either
side. The Engineering Gondola has two machineguns on either side
and another facing the rear of the airship.
7-28
GM Note: If one of the locations is evacuated (most likely the
Crow’s Nest) and the players use the phone, insert the following
in a creepy, inhuman voice (or make up your own … ).
Encounters
1. Face in the Storm
Unable to explain the face that you have seen in the storm, you
turn back to work, only to hear a warning from one of the lookouts,
“Incoming aircraft!” Although that last may have been yelled as a
question. You turn to look and see blue tinged winged women out of
myth and legend diving at your airship!
The Storm Harpies will attack in three groups, four attacking the
Forward (pilot) gondola, four attacking the Rear (engineering)
gondola, and three attacking the Crow’s Nest. The harpies are
7-29
new to this enemy and will not fight to the end, rather they seek
to; slay a few crewman (so that Taranis can animate the corpses
later – see Raise the Dead, below) and determine the weaknesses of
this strange vessel. As a result, the Harpies will only use their law
attack, either to maul a crewmember or to grab a crewman and pull
them off the zeppelin (dropping the victim in the ocean below). In
the Crow’s Nest, they will try to kill both sailors to be reanimated
as zombies. The harpies will retreat once one of their group (one
of the four attacking the gondolas, or one of the three attacking the
Crow’s Nest) is killed. The remaining harpies in that group will turn
and fly away into the black clouds The crew members with ranged
weapons will get a free attack against the retreating harpies.
7-30
3. Escape from the Crow’s Nest
In the aftermath of the strange attack, and the increasing winds, the
Captain calls on the telephone for the men in the Crow’s Nest to get
below (to the gondolas) and on the way down to inform the two men
on the interior what is happening.
As the lighting and wind has increased, the crewmen in the Crow’s
Nest (if still alive) will enter the hull through a hatch in the floor of
the Crow’s Nest and descending an internal rope ladder finding the
two crewmen in the hull. Judges should have a few Reflex saves
required (DC 12 to DC 14) to prevent falling. If the characters are
using the Monkey Tails a failure on one of these saves will only
leave the PC dangling by their harness…if not using the harness,
the several hundred foot fall will kill the character (for later use as a
Taranis zombie).
From the cloud you see the winged ‘creatures’ that attacked you
earlier return! But it becomes obvious that they are less interested
in the gondolas now, but are attacking your forward and lead hull
engines! Needing the power of those to fight the storm and push the
L4 to safety is essential! These creatures must be killed or driven off
again! Quick, to the machineguns!
The surviving harpies from the first attack will attack with half
going after the two forward hull mounted engines, half going after
the rear hull mounted engines.
At this distance from the gondolas and with the extreme movement
of the airship caused by the storm and wind, the harpies can only be
hit by the mounted machine guns.
The harpies tactics will be to use their lightning ranges attack to hit
the engines.
7-31
The harpies will again flee, this time if they lose half of their total
number. The PC’s will again get a free parting shot at the fleeing
creatures.
The engines can be accessed from the hull, and only a madman
would attempt the repairs without a Monkey Tail harness. Regular
DC12 reflex saves to prevent falling down in the hull (not so bad, I
recommend 1hp damage per slip) and especially when standing on
the narrow pylon and repairing the engine (DC14 for moving on the
pylon and DC 10 while repairing). Without a Monkey Tail harness,
a missed save on the pylon means the character falls to his death in
the North Sea.
The repairs will have to do! Everyone, get back into the gondolas!
We are heading for land!!!
This encounter assumes that the harpies have been able to kill at
least a few crewmen in the course of the adventure. Unless the
surviving PCs have decided to get rid of the “ballast” of their
friends’ corpses, they now come back to life as zombies in the
service to Taranis!
7-33
7. A Last Chance at Wrath
{Judge Optional Last Encounter} If the players have had their way
with the harpies and zombies and too few villains remain to make
this encounter interesting, Taranis will summon his last servant; a
ragged wyvern with a single, malevolent red eye!
With the last of the flying creatures slain or run off, you look ahead
to see a jagged coastline! With shouts of joy, you prepare of land…
but then something as large as a bomber wings besides the L4…
…is THAT a DRAGON???
Taranis’ pet Wyvern (1): Init +6; Atk claw (x2) +5 melee (1d8);
bite +5 melee (1d12); AC 16; HD 4d12 ( 28 hp); MV 40; Act attacks
d20, lightning breath weapon +5 ranged (4d12); SV Fort +4, Ref +4,
Will +4; Al N.
8. A Final Revenge
You leap from the gondola, grateful to have your feet on solid Earth again!
Some of your comrades are actually kissing the ground!
Behind you, you hear a horrific cracking as a powerful gust tears loose the
mooring of the L4! You watch, helpless as your airship is pulled out to sea.
Fortunately the few remaining crewmen have leapt free. You race to help
your surviving friends to the shore.
Gathering your wits, you realize you are unsure of exactly where you have
landed. You’d assumed Denmark, but those mountains in the distance do
not look familiar. Moments later, you hear horses approaching. Your first
thought is mounted police, but since when did police wear chainmail and
robes? And one of these riders seems to have pointed ears. Worse, a short
fat one is riding a pig and another a dog!
Authors
Eric Betts and Dan Steeby
7-36
The 2019 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, contact info@goodman-games.com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original
creator. For updates and other titles, please visit www.gongfarmersalmanac.com
Table of Contents
Beastomatic ................................................................................................5
Note: As a patron of the druidic order, Ak taps into the intrinsic phlogiston
stream flowing between Yddgrrl, the World Root and the faerie domain of the
King of Elfland. Keeping the watch over the balance between these two great
magical conduits, Ak teaches his servants spells from both sources.
8-5
Invoke Patron Check Results:
12-13 Ak protects the caster from forest enemies. The user skin
turns to malleable oak. For 1d6+CL rounds, the caster half
damage from physical attacks but takes double damage
from fire attacks.
20-23 Ak invokes tree roots to aid his follower. Tree root bursts
forth from the ground binding the legs of up to 1d6 enemy
targets. The roots prevent the targets from moving their
legs and reduces their attacks by -3. The targets stay
entangled until they break free with a DC18 Strength
check, or until they inflict 10 HP chopping damage.
8-7
Patron Taint: The Great Ak
When patron taint is indicated for Ak, roll 1d6 on the table below.
When a caster has acquired all six taints at all levels of effect, there
is no need to continue rolling any more.
Roll Result
1 The caster’s skin take on the roughness of tree bark. If this
result is rolled a second time, the caster’s skin takes on the
hardness and appearance of oaken tree bark; -2 to Agility, +2
to AC. If this result is rolled a third time, the caster’s skin fully
transmutes into the bark; -4 Agility, -10’ MV, +4 AC, double
damage from fire.
2 The caster begins to long for the comfort and peace of the
forest. If the result is rolled a second time, the caster shuns the
urban places of the world and cannot stay in a city, town or
village for more than 1d3 days in a row without equal time
spent convalescing in a natural setting. If the result is rolled a
third time, entering any city, town or village incapacitates the
caster with violent illness.
8-8
second result, the caster can no longer pass as human as he is
covered in the fur or scales of the applicable beast, as well as
taking on its eyes, ears, mouth, and nose. On a third result, the
caster has completely transmuted into the beast, taking on all
its physical characteristics while maintaining his mental
faculties and speech.
Spellburn: Ak
The Great Ak requires his followers to respect the forest by adopting
a full druidic lifestyle. When a caster utilizes spellburn, roll 1d4 on
the table below when a request is made. These ideas should
hopefully give you room to expand in your own campaign.
Roll Result
1 The caster must adopt a full druidic lifestyle. He violently
retches and sweats until all unclean toxins are free of his
system. For the next 1d3 days, the caster may only use water,
dirt, and sunlight for sustenance.
4 The caster collects, blesses, and ingests acorns, pine cones, and
tree bark until he is painfully overfull to the point of retching.
The caster then vomits a powerful, pine-scented bile. Drinking
this bile grants the caster the desired casting bonus.
8-9
Patron Spells: Ak
Those willing to dedicate themselves to the protection of forest life
may choose from among these spells during level advancement,
instead of rolling for spells randomly, as follows:
Level 1: Forest Walk (see page 345 of the DCC Core Rulebook)
Level 2: Invisibility (see page 172 of the DCC Core Rulebook)
Level 3: The Silver Ax
8-10
25-27 The caster can fire a scorching ray of light at the target for
1d12+caster level-up to 100’ away. This is in addition to all
the above attributes. Lasts 1d20+CL rounds.
28-29 Critical hit range is 17+. This is in addition to all the above
attributes. The ax remains for 2d12+CL rounds.
8-11
Aslan
Written and Illustrated by SGT Dave
8-12
Aslan opposes all evil and chaotic beings.
Aslan’s knights are proficient in the longsword, longbow, and
shield. Their holy symbol is, of course, the lion.
As clerics, the knight may turn unholy demons, evil spirits, and
the undead.
Followers of Aslan may never take an innocent life.
8-13
Disapproval Table
1 You lack gratitude. You must say aloud seven things for
which you are grateful before casting again.
4 Bless the poor. Your spells (aside from healing) are lost
until you donate 10% of your treasure to someone in
need.
6 Bless the meek. Your spells (aside from healing) are lost
until you adopt a young lamb. As long as the lamb stays
by your side, healthy and uninjured, you can cast spells
without penalty. This charge lasts for seven days.
7 Bless the hungry. Your spells (aside from healing) are lost
until you fast for six days, losing one point of stamina
for each day. After feasting on the seventh day, your
stamina and your powers return.
9 Bless the pure in heart. All spells are lost until you
commit no acts of violence or unkindness for 1d7 days.
8-14
10 Bless the peacemakers. All spells are lost until you
successfully negotiate a peaceful resolution to an enemy
encounter.
11 Bless the persecuted. All spells are lost until you suffer at
least half your HP without defending yourself.
17 You feel the icy breath of the adversary and are turned
to stone for 1d7 days.
18 You have lost the ability to heal until you retrieve juice
from the fire-flowers that grow in the mountains of the
sun.
20 or more Your faith has left you; your powers are lost. However, if
you die protecting an innocent soul, Aslan may resurrect
you as a humble, level one knight.
8-15
Erhyta
Goddess of Harvest, Death and the Moon
(Chaotic)
Written By James A. Pozenel, Jr. Art by Stefan Poag
Author’s note: Erhyta was generated using The Lesser Key to the Celestial Legion
during its successful Kickstarter and was used extensively to add extra details to this
article. The Lesser Key to the Celestial Legion is available from Psychoda Press.
8-18
Example Religious Groups
The following section outlines two holy communities of Erhyta.
Given the history of human religious practice, clerics of various
orders or sects ought to have different religious practices in our
games. Recalling the section of the DCC Core Rulebook regarding
“Journeys in a Small World,” a Judge can safely create many
versions of worship for the same god. It should not be assumed that
a cleric of a specific god is the only sect in existence nor that
everyone worships that entity in the exact same way. Style of
religious practice reflects a community’s culture, views, and values.
Do not shy away from creating specific titles, vestments, and other
details for each group of clerics the players meet. Afterall, what’s
better than a sectarian holy war to get a cleric’s blood pumping?
Harvesters of Erhyta
The Harvesters of Erhyta is a traditional sect. Harvesters are largely
dedicated to the agrarian communities they serve. They lead their
faithful through the seasons of harvest and life.
Holy Symbol
A painted black shield emblazoned with Erhyta’s white scythe
reaping the holy orange moon.
Religious Practice
Observance of faith requires quiet prayer accompanied by droning
bowed-stringed instruments. Each priest must scar themselves with
their scythes in penance and scream “Ai Unt Erhyta!”
Sacred Text
The Baiykarilion. It is written in cynabarr inks on bleached white linen.
• Third day of the second month of Fall, The Reapening: Dusk Rites
Erhyta’s chosen sacrifice of their evening meal and abstain from evening
meals until Dawn Blessing.
8-19
• Eighth day of the second month of Fall, The Reapening: Midnight Harvest
Erhyta’s pious ones shear their heads of hair with ceremonial sickles.
• Tenth day of the 2nd month of Fall, The Reapening: Dawn Blessing
Erhyta’s blessed take the sacred mind fungus, the chosen bull is sacrificed in
the chosen field, the year’s blessed harvest begins. Blessed be Erhyta!
Clerical Titles
High Priest of the Last Sheaf
Apostle of the Scythe
Cultist of the Orange Moon Mysteries
Blessed Convert of Erhyta
Zealot of the Night Shield
Vestments
The sect dresses in diaphanous white robes festooned with red
ribbons, whilst carrying the white scythe and orange moon topped
rod, the high symbols of their office.
Relics
St. Beeka’s Hand. Though still fleshy the hand of the martyr is
greatly discolored and weeping puss, the faithful are emboldened
against the unholy (+3 to attack).
Benefits
All members of the Harvesters gain the occupation of farmer if
they did not have it before. Harvesters are also granted access to the
1st level wizard spell chill touch as a first level cleric spell.
8-20
The Sacred Order of the Black Sickle
The Sacred Order of the Black Sickle is dedicated to answering the
faithful’s pleas of death. Whether the pleas are of a homicidal or
suicidal nature matter not. If the signs from Erhyta support the
request, then the task will be done. They are often viewed as
assassins from the outside, but the Order of the Black Sickle do not
kill for coin. A request for death is always considered through the
lens of what is the Will of Erhyta. Augury and/or consultation with
her heralds decides the fate of the supplicant’s request.
Holy Symbol
Octagon of dark clay showing a sickle piercing a skull.
Religious Practice
The Sacred Order of the Black Sickle conducts their services at
night in complete silence. They recite selections from the
Baiykarilion with sign language.
Sacred Text
The Sacred Order of the Black Sickle records the Baiykarilion as a
huge collection of knotted black strings all connected to a central
ring of gold. When not being used, it looks like a misshapen
pyramid. Augury often involves reaching into the pile and pulling
one string free. The verse or allegory told by the different shaped
knots are then interpreted by the reader.
8-21
High Holy Days
The last full moon of the Fall, The Reapening.
Each member of the order must answer the pleas of death for the faithful.
As dusk approaches, members of the order gather, shave their heads, don
ebony masks carved into the shape of skulls, and ritualistically kill their
chosen prey.
Clerical Titles
High Priest of the Black Sickle
Apostle of the Black Skull
Cultist of the Righteous Harvest
Convert of Lady Death
Zealot of the Orange Moon
Vestments
Black leather garments sewn with citrine and onyx gemstones. A
sash of white embroidered with a scythe blade in black.
Benefits
Members of the Black Sickle are always given access to the first level
cleric spell darkness. High Priests of the Order of the Black Sickle
may be able to cast the second level wizard spell invisibility as a third
level cleric spell. All clerics may backstab as per the thief skill with
their sickles (treat as a dagger) gaining a bonus to attack equal to half
their level rounded up.
8-22
Lady of Shadows
Written by Michael Harrington and Delaney Harrington
Art by bygrinstow
8-25
Patron Taint: The Lady of Shadows
When patron taint is indicated for The Lady of Shadows, roll 1d4
on the table below. When a caster has acquired all four taints at all
levels of effect, there is no need to continue rolling any more.
8-26
3 The caster begins to fade and become insubstantial like a
shadow. The first time this result is rolled, while in full sunlight
the caster suffers a -1 to initiative as bright light hurts their eyes.
If this result is rolled a second time, the caster cannot bear light
of any kind, preferring the darkness or shadowy areas. If the
caster is in bright light they suffer -2 to initiative and -1 to
attacks and spell checks. If the caster is in torchlight or dim light
they suffer -1 to initiative rolls. If this result is rolled a third time,
the caster must make a DC 13 Fortitude save for each round
they are exposed to direct or indirect sunlight or suffer 1d4
points of damage. The caster suffers a -1 to initiative rolls if
exposed to dim light or torchlight.
8-28
Baba Jedza
Written by Michael Harrington Art by Matt Sutton
8-29
Surrounding her hut is a picket fence with the posts made of
human bones and topped with 11 skulls that glow with light in the
evening. One fence post is empty - presumably for her next victim as
the Baba Jedza is known to eat those who she surprises in the forest.
The gate leading past the fence uses human legs instead of
posts; human hands for bolts and instead of a keyhole, there is a
mouth with sharp teeth. Her hut is protected by dozens of ravenous,
slavering dogs.
8-30
When encountered at her hut the Baba Jedza can often be
found with animated doll. which sometimes speaks to and aids those
who enter the hut to entreat her. She also has an eight-legged horse
that she occasionally lends to heroes to aid them in their quests. The
horse can travel great distances with incredible speed without tiring.
Baba Jedza travels by rowing in the air in a mortar, using a
pestle for her oar. She sweeps all traces of her flight from the air
with a broom. She is quick to fly into an inchoate rage and is a adept
shape changer.
Patron Bond
Baba Jedza acts as patron for both male and female wizards
but is suspicious of men and prefers women. Elves or wizards who
cast patron bond to secure a compact with Baba Jedza gain a +2
bonus if the subject of the spell (herself or another) is female and a
–4 penalty if the subject is male. This modifier also applies to the
casting of her patron spell.
To bond with Baba Jedza, the ceremony must be performed in
a deep, uninhabited forest.
12-13 The caster is allowed to ask Baba Jedza one question about
the future. Baba Jedza always answers in a cryptic way,
ensuring that only the clever benefit from her wisdom.
Casters must make a DC 12 Intelligence save or be turned
into an small woodland animal for 1d4 rounds.
14-17 Baba Jedza grants the caster the ability to create “healing”
water. The transmuted water will heal 1d4+CL hp or ability
damage.
18-19 Baba Jedza gifts the caster with the ability to shape change
for 1d3+CL rounds. When the spell ends the caster must
make a DC 12 Fort save or gain a Patron Taint.
20-21 Through the beneficence of the Baba Jedza, the caster can
transmute one target of her choice into a woodland animal.
The target must make a DC 13 Fortitude save or be
changed for 1d4 rounds. Roll 1d4: 1) Crow, 2) Toad, 3)
Hamster, 4) Hedgehog
8-31
Patron Taint: Baba Jedza
When patron taint is indicated for Baba Jedza, roll 1d4 on the
table below. When a caster has acquired all four taints at all levels of
effect, there is no need to continue rolling any longer.
2 The caster becomes bent like an old crone feeling the aches
and pains of incredible age. The caster suffers -5’ to
movement and -1 to attacks until the spellburn damage heals.
General: Baba Jedza can fly through the forest and erase all traces of
her passage. This spell allows her servants to do the same for
themselves or their companions.
8-34
Midwinter Maker
Written by Matthew Carr Art by Matt Sutton
The author would like to thank Isaac, Mario, Tim and Hannah
for their input and encouragement!
14-17 A shower of cold lumps of coal falls from the sky and begins
pelting the caster’s enemies. Three creatures the caster
designates within 30 feet take 1d8+CL damage from the coal.
General: For the duration of the spell, the caster transforms into a
warrior with a horned helm and an icy blue maul.
14-15 The caster gains 1d6 temporary hit points. The caster also
gains +1d3 to their attack and damage rolls. An icy blue helmet
appears on the caster’s head granting a +1 bonus to AC, and an icy
blue maul (1d10 dmg) appears in their hands; for the duration of the
spell they are proficient in it. These effects last 2 rounds, during
which the caster loses all spellcasting abilities.
16-19 The caster gains 1d10 temporary hit points. The caster also
gains +1d3+1 to their attack and damage rolls. An icy blue helmet
with antlers appears on the caster’s head giving them a +2 bonus to
AC, and an icy blue maul (1d10 dmg) appears in their hands; for the
duration of the spell they are proficient in it. These effects last 4
rounds, during which the caster loses all spellcasting abilities.
20-21 The caster gains 1d6 per caster level-1 (CL-1) temporary hit
points. The caster gains a deed die from Table 1-10 equivalent to
CL-1, they can perform Mighty Deeds using the same rules as a
Warrior of CL-1. The Crit Die, Table and Threat Range become
those of a warrior of the same level as their CL-1. An icy blue
helmet with antlers appears on the caster’s head giving them a +2
bonus to AC, and an icy blue maul (1d10 dmg) appears in their
hands; for the duration of the spell they are proficient in it. The
maul counts as a +1 magical weapon with regard to immunities.
These effects last 5 rounds, during which the caster loses all
spellcasting abilities.
8-38
22-25 The caster gains 1d6 per caster level (CL) temporary hit
points. The caster gains a deed die from Table 1-10 equivalent to
their CL, they can perform Mighty Deeds using the same rules as a
Warrior of their CL. The Crit Die, Table and Threat Range
become those of a warrior of the same level as their CL. An icy blue
helmet with antlers appears on the caster’s head giving them a +2
bonus to AC, and an icy blue maul (1d10 dmg) appears in their
hands; for the duration of the spell they are proficient in it. The
maul counts as a +1 magical weapon with regard to immunities.
These effects last 5 rounds, during which the caster loses all
spellcasting abilities.
26-29 The caster gains 1d8 per caster level+1 (CL) temporary hit
points. The caster gains a deed die from Table 1-10 equivalent to
their CL+1, the caster can perform Mighty Deeds using the same
rules as a Warrior of their CL+1. The Crit Die, Table and Threat
Range become those of a warrior of the same level as their CL+1.
An icy blue helmet with antlers appears on the caster’s head giving
them a +2 bonus to AC, and an icy blue maul (1d10 dmg) appears
in their hands; for the duration of the spell they are proficient in it.
The maul counts as a +1 magical weapon with regard to
immunities. These effects last 8 rounds, during which the caster loses
all spellcasting abilities, except for one randomly determined 1st level
spell.
30-31 The caster gains 1d8 per caster level+2 (CL) temporary hit
points. The caster gains a deed die from Table 1-10 equivalent to
their CL+2; they can perform Mighty Deeds using the same rules as
a Warrior of their CL+2. The Crit Die, Table and Threat Range
become those of a warrior of the same level as their CL+2. An icy
blue helmet with antlers appears on the caster’s head and icy blue
scale mail appears around their body; these grant an AC of 17. An
icy blue great maul (1d14 dmg) appears in their hands; for the
duration of the spell they are proficient in it. The maul counts as a
+1 magical weapon with regard to immunities. These effects last 1
turn, during which the caster loses all spellcasting abilities, except for
three randomly determined 1st level spells.
32-33 The caster gains 1d10 per caster level+3 (CL) temporary hit
points. The caster gains a deed die from Table 1-10 equivalent to
their CL+3; they can perform Mighty Deeds using the same rules as
8-39
a Warrior of their CL+3. The Crit Die, Table and Threat Range
become those of a warrior of the same level as their CL+3. An icy
blue helmet with antlers appears on the caster’s head and icy blue
scale mail appears around their body; these grant an AC of 20. An
icy blue great maul (1d14+4 dmg) appears in their hands; for the
duration of the spell they are proficient in it. The maul counts as a
+3 magical weapon with regard to immunities. These effects last 1
turn, during which the caster retains normal spellcasting ability.
Midwinter Maker’s
Felf Finder Level: 3 (Midwinter Maker)
Range: 10’ Duration: Varies Casting time: 1 action Save: None
16-17 1d3 felves appear. Felf warriors battle on behalf of the caster
for 1d4 rounds. Felf crafters set to work immediately and
have just enough time for minor repairs to a single item,
weapon or suit of armor. Felves who are killed turn into
snow and quickly swirl away, along with all their equipment.
22-23 1d3 felves appear. Felf warriors battle on behalf of the caster
for 1d4 turns. Felf crafters set to work immediately and have
plenty of time to repair all the non-magical armor and
weapons of an adventuring party, fix a broken row boat or
wagon, or perform other similar repairs to non-magical
structures. Felves who are killed turn to snow and quickly
swirl away, along with all their equipment.
8-41
24-26 1d6+1 felves appear. Felf warriors battle on behalf of the
caster for 1d4 turns and have +2 to attacks with their antlers.
Felf crafters set to work immediately and have plenty of time
to repair all non-magical armor and weapons of an
adventuring party, fix a broken row boat or wagon, or
perform other similar repairs to non-magical structures for
every 2 felves summoned. If five or more felf crafters are
summoned, they have enough time to make a single small
item, such as a shield, a dagger, or a backpack, but not larger
or more complicated weapons and armor. They must be
given raw materials or similar items to recycle. Felves who
are killed turn to snow and quickly swirl away, along with all
their equipment.
32-33 2d6+3 felves appear. Felf warriors battle on behalf of the caster
for 3d6+2 hours. Each warrior is equipped with scale mail (AC
14) and a regular sized battle axe; +4 melee (1d10+1). Felf
crafters set to work immediately and have plenty of time to
repair all armor and weapons of an adventuring party, fix a
broken row boat or wagon, or perform other similar repairs to
structures. If five or more felf crafters are summoned, they have
enough time to make a single large item, such as a suit of
leather armor, a battle axe, or a wagon, but not larger or more
complicated weapons and armor. They must be given raw
materials or similar items to recycle. Felves who are killed turn to
snow and quickly swirl away, along with all their equipment.
8-42
34-35 2d6+3 felves appear for 1d4 days. Felf warriors battle on behalf
of the caster for the duration. Each warrior is equipped with
banded mail (AC 16) and a regular sized battle axe; +6 melee
(1d10+3) and has 2d6+2 hp. Felf crafters set to work
immediately and have plenty of time to repair whatever the
caster requests. Felf crafters collectively have enough time to
make one suit of armor per day, four weapons a day, or build a
small house. They have a magic sack which contains all the raw
materials they need for their creations. Felves who are killed turn
to snow and quickly swirl away, along with all their equipment.
36+ The caster and friends find that they are transported to the
land of the Felves where they are repaired by specialized felf
crafters, using pliers, hammers, saws, nails and rivets (people
repaired this way regain max hp, the nails and rivets are
permanent). All of their equipment is also cleaned and
repaired. They are healed of all temporary ability damage,
except that caused by spellburn. Each individual can decide
whether to become a felf and live forever in the land of the
felves, or return to the moment they left with a host of either
25 felf warriors, or 25 felf crafters. The felves will serve the
caster for 1 week - enough time to equip a band of 40
warriors with a suit of armor and a weapon, or to construct a
well defended keep, complete with a wizard’s tower and stone
wall. Felf warriors will be equipped with plate armor (AC 18)
and a magical battle axe; +8 melee (3d6+5) and have 4d6+8
hp. Felves who are killed turn to snow and quickly swirl away,
along with all their equipment.
8-43
2 Spellburn works as normal, but Midwinter Maker demands a
service from the caster. Within one week, the caster must
spend 20% of the caster’s wealth (100 gp minimum) to build
something for the poor or throw a feast for at least ten of the
downtrodden. Failure to do so results in permanently losing 2
points of luck.
Roll Result
1 The caster grows antlers that are almost a foot long and have
2 or 3 points per side. If this result is rolled a second time, the
antlers grow in size and become impossible to hide without a
huge and wide headdress of some sort. If this result is rolled a
third time, the antlers grow outward to a combined width of 5
feet, making walking in urban areas and through human-sized
doors very difficult.
8-44
3 The caster feels an overwhelming compulsion to go buy a
maul. The second time this result is rolled, the caster demands
to upgrade the maul with either enchantments or expensive (at
least 1000 gp) decorations and jewels. In melee the caster feels
compelled to use this as the caster’s main weapon, even with
the proficiency penalty. The caster can avoid this with a DC
15 Will save. If this result is rolled a third time the caster will
use no other weapon and can no longer avoid the compulsion
to use the maul as the caster’s main melee weapon. In
addition, every third action the caster takes must be an attack
with this maul.
4 The caster must seek out a village in a cool climate and offer
to become its wintertime protector. Failure to do so invokes
the ire of Midwinter Maker. The second time this result is
rolled, the caster must extend the period of protection to
either spring or fall. The third time this result is rolled the
caster must spend fall, winter and spring near the village
providing protection to the it and nearby farms.
neu·tral
adjective
1. not helping or supporting either side in a conflict,
disagreement, etc.; impartial.
2. having no strongly marked or positive characteristics or
features.
8-46
many classes, the gods that many get their powers from? With their
wills and goals usually so plain, how would a truly neutral deity act?
Mythology and popular culture are chock-full of examples of
gods and goddesses and their oftentimes rash and selfish behavior,
usually leaving no room to argue over their alignment. In many
gaming universes, these gods grant boons and powers to their most
devout followers, strike bargains with mortals, and inspire heroes or
villains to legend and infamy. By action and inspiration, neutral
deities are more ambiguous with their wants and desires and that
room for interpretation is rich with roleplaying material.
What follows are three new neutral deities ready for worship
and conflict in your adventures.
Sud-Tabu
Our Lady of Scales, the Last to Stand, The Wandering Axe
Lawful Neutral
Domains of Death, Life and Knowledge
Symbols of rust covered copper scales and a mono-eyed ivory mask
The last surviving member of her pantheon, Sud-Tabu is a
wandering goddess who inspires many lawfully aligned adventurers
to self-sacrifice and make hard but fair decisions. She exists to judge
all according to divine law and is often sought out by other
pantheons to act as their impartial adjudicator in matters of law and
infighting. She is an emotionless deity and expects the same
emotional range among her followers. Although honored by many
diverse gods, she is rightly feared as her judgments are met with swift
and oftentimes extreme punishments.
Likewise, many seek out her mortal worshippers to act as
arbiters in a wide array of examples. One of the more unique traits
of her followers is they travel and judge in groups of three, usually
consisting of one cleric, one warlock, and one paladin acting as her
wisdom, her voice, and her aura, respectively. These tribunals are
greatly valued and feared as their rulings are given the gravity of
divine magnitude and endorsement. Many found guilty will find that
their own godly patrons have abandoned them, fearing the gaze of
Sud-Tabu.
She is very protective of the common folk and peasants, and will
usually inspire her children to protect them from unjust laws and
rulers. There are tales of her origins as the patron goddess of street
8-47
urchins long before her current position, however until now these
rumors are nothing more than wind. Those looking to seek her
patronage are usually folk seeking justice, despite working within an
unjust system or the desperate who still have hope in the law. Once a
year on the first week of fall, her followers gather and present their
judgments to a tribunal made of her most trusted children. It is a
time for self-reflection and fasting after which they will again spread
to the winds to bring justice to an unjust world.
Tanvir Bonecaller
God of Dice and Chance, Writer on the Wall, The Blank Canvas
Chaotic Neutral
Domains of Light and Trickery
Symbols of crystal dice and a paintbrush dipped in blood
Tanvir Bonecaller exists as a deity caught in eternal flux.
Although inspiring many artists, gamblers, and bards with a lust for
life at its fullest, Tanvir Bonecaller also showcases the cost of living
such a life, scars and all. Tanvir Bonecaller appears as a handsome
roguish man, eyes burning with passion, and yet he will never know
what or how to direct that passion. Never satisfied with any of his
creations, Tanvir has wandered for millennia as a troubled creature
bound to not only the cycle of nature but also the cycle of his own
wants and desires.
His followers are much like he is, passionate and creative, yet the
same unfulfilled energy burns through them, driving them onto their
next creation or heist only to be left empty at its conclusion. On the
surface, it may seem that no one would ask for his blessings or
patronage, however many of his children are among the greatest
artists, gamblers, and thieves in all of creation. Although happy with
his children’s success, he is very critical with their work and will end
almost every conversation with examples of flaws and errors in what
they've created.
He is also a very amorous god, taking lovers frequently and
loving them passionately, then quickly growing bored and ready to
warm another person’s bed. Many of his clerics and warlocks have
at one time or another left his bedchamber only to seek out his next
conquest much to their disappointment. His manic presence is
frequently intoxicating at first taste, yet his violent outbursts and
ever-changing wants can be hard to navigate.
8-48
Once one of his followers have achieved a semblance of steady
and lasting happiness in their personal life or art, Tanvir often
capriciously revokes his blessings in jealousy. He will often pit his
followers against each other in games of chance and dice with high
stakes. His festivals are held often and usually end with a sacrifice of
a great piece of art painstakingly crafted by his children. This loss of
beauty fills him with regret and hope, sorrow for a loss of such art
but excitement of where the pain of loss will drive his children to
create next.
Lea’La’lunne
Goddess of Full Nets and Empty Bowls, Wearer of Eight Masks, Woman of Tides
Neutral
Domain of Tempest
Symbols of a growing wave and a moon dripping water
The storm doesn’t discriminate who it drowns, it just drowns all
within its ability. When the island birthed Lea’La’lunne on its shores,
the young goddess watched the tides ebb and flow, and lost herself in
its cycle. When she grew hungry, she ate what she could catch.
When she grew lonely, she captivated mortals and took them to her
bed. She is a being of needs and wants, seemingly of simple nature
and yet this all belies a powerful and savage capability of violence
and retribution.
A goddess of the moon and of water, Lea’La’lunne is protective
of the islands and shores that she claims, viewing another god or
their followers with distrust and thinly veiled contempt, and as such
exists outside of any other pantheon. She is also very selective with
her blessings and patronage, and will only exemplify those who serve
her and her waters. As such she is fond of martial followers and bless
crews of sailors who keep her waters clear of those who would
pollute or unravel the natural order. She has a deeply felt hatred of
Sahuagin and Sea Goblins, and often withholds her blessings if any
of these vile creatures exist in her waters.
She demands a strong tithe in food and wealth to be offered and
sunken with every full moon. When she is content with the offerings,
it is said that she will visit the strongest among her followers and take
them as a lover only to leave them with a child at the end of the
lunar cycle. These children are often looked to for great things by
8-49
their villages and frequently have deep blue hair and eyes
showcasing their parentage.
Lea’La’lunne exemplifies the uncaring cycle of the sea and
nature among her islands. She shows no regret whenever a storm
destroys a village belonging to her followers. Her followers know her
well enough to expect this behavior, it is in her power to quell the
waves, and yet she lets nature and random chance direct the waves
until she is motivated enough to intervene.
8-50
NOTES FOR PLANNING YOUR ARTICLES
FOR NEXT YEAR’S
GONGFARMER’S ALMANAC:
GFA 2019 Volume 8 Credits
Authors
Matthew Carr, Delaney Harrington, Michael Harrington,
Michael Jacobson, James A. Pozenel, Jr., SGT Dave
8-52
The 2019 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
MONSTER MASH #1
VOLUME 9 OF FOURTEEN BOOKLETS
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, contact info@goodman-games.
com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original
creator. For updates and other titles, please visit www.gongfarmersalmanac.com
Table of Contents
Volume 1: DCC Survive the Funnel #1
12000 to 0 (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Cavern of the Cannibal Crone (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
The Void Corpse of Amann Uur (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . 41
9-
Volume 6: Dark Trails Bonanza! #2
The Great Ak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Aslan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Erhyta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Lady of Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
The Baba Jedza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Midwinter’s Maker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
On the Altar of Neutrality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Beastomatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
9-
Volume 11: Classes & NPCs
9-
Beastomatic
Written & Illustrated by Ariel Churi | @zarielkuri | zarielkuri.com
The beast powers from the first table are applied to the
beast type on the second table. Acid Dogs are easier
to stat than Pig Wolves. You may interpret the names
so that Magic, King, Zombie and Flower could become
Lich Orchid. Flying or Bird and Un-dead could be Flying
Skulls. Some alternative names can be found after each
listing.
9-
Beast Power
1. Acid, Damaging this creature sprays 1d4 damage
for 1d3 rounds unless washed off, plate armor may
protect against this damage while non-metal armors
may be damaged; +3 Fort.
Caustic, Burning.
9-
15. Dream, DC 10 Will save or lose a round, every
round. +8 DC if you missed your save last round. Nod
out. Elves are immune.
Euphoria, Soma, Ambrosia, Poppy, Peyote
9 - 10
36. Magic, These creatures may have innate magical
abilities or they have abilities similar to magical abilities.
Spells other than anti-magic have a 50% chance of
success and are lost on failure.
Wizard, Sorcerer, arcane additional names per spell’s
name or manifestation.
9 - 11
40. Phase, You see them and they fade away only to
reappear closer. Phases in and out of reality. +4 AC,
Melee attacks DC 15 FORT save or stun for 1 round and
ignore armor/shield except magical. +6 Reflex
Spectral, Warp, Displacer
9 - 12
1d8 Fort Pass Fail Atk. Names
1 10 1 STA -1d6 Stamina & Draining,
-1d3 HP Wasting
2 10 1 AGI -1d6 AGI Tremor
3 10 1 INT -1d8 INT Stupefying,
Stunning
4 10 -1 STR -2d3 STR Weakness
5 5 Blind 1d3 rds Blind Prmt Blinding
6 15 No Effect Paralyzed 1d3 rds Paralyzing
7 12 1d4 DMG 1d3 DMG/RD for Wasting
1d6 rds
8 6 No Effect take2d8 DMG (if
not reduced to
less than 0hp,
permanent +1
stamina after fully
healing)
9 - 13
47. Slime, Slime beasts are creatures that have been
assimilated by primeval slime monsters and retain
some of the creatures behaviors. They appear as a
zombie or skeleton enveloped in a slime body. Roll
for 1d4-1 ooze special properties on DCC RPG Core
Rulebook Pg. 424. Init (always last); HD +d1; MV -5’,
Climb; SP Un-dead traits and ooze; Fort +4, Ref -4, Will
-2; AL N.
Goop, Glue, Gelatinous, Gel, Blob, Jelly
9 - 15
Beast Type
1. Ant (1d8+10), Init +0; Atk bite +2 melee (1d3 plus
latch); AC 14; HD 1d4; MV 20’ or climb 40’ (difficult
terrain that may slow players allows ants to use their
climb speed); Act 1d20; SP Latch (Successful attack
latches on. -AC and -d1 per ant until dc10 Str to shake
one off or dc 20 to shake all off); SV Fort +5, Ref +1, Will
-3; AL L.
2. Ape (3d3), Init +1; Atk bite +2 melee (1d4+1) or
slam +3 melee (1d6); AC 10; HD 1d8+2; MV 20’ or
climb 30’; Act 1d20; SP +5 to hide checks in jungle
terrain; SV Fort +4, Ref +2; AL N.
9 - 16
3. Bats, Giant (3d3), Init +4; Atk bite +3 melee (1d5
+ disease); AC 13; HD 1d6+1; MV fly 40’; Act 1d20;
disease, no natural healing for 1d14 days; SV Fort +3,
Ref +10, Will -2; AL L.
9 - 17
5. Beetles (2d5+5), Init -2; Atk mandibles (1d3+1);
AC 15; HD 1d6; MV 20’ or climb 20’ or Fly 30’; Act
1d20; SV Fort +1, Ref +0, Will -3; AL N.
9 - 19
Flowers, Normal, You feel sleepy crossing a 200’ field
of flowers. 100’ feet in requires a DC 7 Will save every
10’ or lose 1d3 Int. The DC increases by 2 at each
failure. If Int falls below 3, fall asleep. Either be rescued
or wake up 12 hours later losing 1 Int permanently.
Elves may be immune.
Poppies, Orchids, Roses, Lilies, Lotus, Geraniums
This evil flora does not present a threat until the party is
in the center of a group. Vines reach out to pull victims
in to suffer slash attacks. Vines ignore armor.
9 - 23
27. Women (3d3), Init +2; See below; AC 12; HD 1d7;
MV 30’; Act 1d20; SV Fort +1, Ref +2, Will +2; AL C.
Straight out of the male subconscious. Magic may only
affect males.
9 - 24
28. Worms (1d3x5), Init -1; touch +3 melee (magical
or physiological effect or 1d4 damage); AC 12; HD 2d8;
MV 30’; SP morphogenesis; SV Fort -2, Ref +1, Will -1;
AL N.
9 - 25
30. Vines, Strange vegetation fills this area. Vines
attack suddenly but only once. Each character is
attacked by 1d8 vines. DC 15 Ref save for each vine.
The vines that attack successfully pull taught, opposed
Strength with an additional +2 per vine. If a blade
is available, a luck check may allow its use. Anyone
helping someone caught by vines is attacked by the
vines. Torches or any fire source scares vines away.
Creepers.
Treasure
Most chaos wildlife does not have treasure but some
may have some at their lair and a few may carry some
on them. Choose a die on the dice chain to limit the
treasure value.
1d16 Treasure
1 Potion (d16 on DCC RPG Pg. 446)
2 Shiny bits, d20: 1. Ring -5 Luck, cannot be removed; 20.
Emerald (100 gp).
3 1d3 Rations
4 2d4 Rations
5 1d30 sp
6 1d10 gp
7 Dagger (cool)
8 Holy symbol (20 gp)
9 Useful herbs
10 1d100 gp
11 The journal of a fallen adventurer
12 Vial of 4 Rubies (50 gp each)
13 Map of (roll for Doom Hex name)
14 Strange writing (spell)
15 Scroll (d100 on DCC RPG Pg. 373)
16 Potion (d20+15+Luck mod on DCC RPG pg. 223)
9 - 26
Weakness/Phobia
1d30 Weakness/Phobia
1 Water
2 Fire
3 Cold
4 Wood
5 Elves
6 Halflings
7 Dwarves
8 Women
9 Gold
10 Aggressive behavior
11 Magic power
12 Light
13 Dark
14 Paper
15 Affection
16 These violet glowing crystals
17 Those green mushrooms over there
18 Oil
19 Pony, Horse, Mule
20 Honey
21 Stinky Cheese
22 Fruit
23 Mithril
24 Falcons
25 Hens
26 Night Soil
27 Dolls
28 Dogs
29 Gems
30 Pushcart or other mechanisms
9 - 27
Encounter Type
Beast will typically have a signature introduction.
You could also d14 for trouble or d14+6 for an easy time
or d10+5 for an ok time.
1d20 Trouble/Situation
1 Doom
2 Surrounded
3 Hunted
4 In their territory
5 Surprised
6 A trap
7 Cornered
8 Attacked from behind
9 Difficult terrain
10 Attack
11 Attack
12 You are tested
13 A beast is surprised
14 You see them first
15 An NPC is under attack (choose from NPC table)
16 A beast is curious
9 - 28
17 Beasts fighting
18 A beast does not see you
19 A beast needs help
20 A beast in the distance
Beast Levels
These beasts are formulated for lower level characters.
The beasts that inhabit a hex do not change as the
characters gain experience. These lower level beasts
simply avoid the PCs as they pass through. Further
hexes may contain higher level beasts.
9 - 29
Displacer Hags
Rolls: Phase,
G lam, Gore, Hea
ler, Women
(3d3): Init +2
; Whip +5 me
or DC 15 Ref lee, 10’ reach
disarm or DC (1d6 damage
if threatened 15 Str grapple
); HD 1d7; MV ); AC 12 (+4
tentacles; SV 30’; Act 1d20
Fort +1, Ref + + 1d20 for
out of the ma 6, Will +2; AL
le subconscio C. Straight
us.
Green skin, lo
ng blue hair, a
appear as lost nd goat’s eye
and lonely wo s. They
is a glamour, men. Elves w
but must make ill know it
see through (c a DC 10 spell
onsidered rud check to
blood whip. W e). Each carrie
hen threaten s an ox
in and out of ed they appe
existence (+4 ar to blink
are out of pha AC) and unarm
se. DC 15 Fort ed attacks
ignore non-m save or stun 1
agical armor. round and
tentacles unsh When threate
eath. Addition ned piercing
(1d4 damage al Act 1d20, +
+ grapple). G 3 melee
turn and redu rapple does 1
ces AC until D d 6 damage/
are cut or wit C 15 Str check
hdrawn. or tentacles
One member
of the group is
but does not a Healer. She
carry a weapo is the same
Fort +4. Any h n and AC 11, H
ag within 10’ D 2d7, and
round. of the healer
gains 2hp/
9 - 30
Evil Plague Monkeys
gu e, Monkey
Rolls: Evil, Pla
30’
cl a w /b it e (1 d4-1), missile
+4, Atk Act
(3d3x2): Init D 1 d 6 ; M V 3 0’ Climb 30’;
AC 13; H vious and
ranged (1d3); Re f + 7 , W ill -3; AL C. De
+ 3 , aping
1d20; SV Fort o m tr e es to attack. Le
ys le a p fr ppled
mean, monke e ss fu l a tt a ck s grapple. Gra
d1. Succ DC 8
attacks are + y. E a ch m o nkey takes a ed
AC/monke move 4. Attach
opponents -1 . D C 1 8 to re
n to remove ts are
Strength actio 1 . G ra p pled opponen
ck wit h + d ttacks.
monkeys atta ke ys b u t n o t with missile a
ther mon ot
targeted by o ce to h ave a rock if it has n
s a 1/4 chan ed supply
A monkey ha ke ys h ave an unlimit
ed. A ll m o n s. Fights
melee attack d a m a g e . N o morale check
does no
of scat but it
to death.
fleas
a m in g m o uth, weeping
s and fo a DC
Bleeding sore m e le e ra n ge must make
veryone in une.
engulf you. E e ill . H a lf lings, are imm
eco m
15 FORT or b
a/day
Lose 1 Stamin
(judge
for 1d20 days
cret). Act
may roll in se
3 days.
-1d/day after
d require
Bedridden an
Stamina
care below 6
ay
(-3 Stamina/d
Death
without care).
Anyone
at 0 Stamina.
must
caring for you
o rt save
pass DC 10 F
as well.
or become ill
9 - 31
GFA 2019 Volume 9 Credits
Authors
Ariel Churi
This product is based on the Dungeon Crawl Classics Role Playing Game, published by Good-
man Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All
rights reserved. For additional information, contact info@goodman-games.com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original creator.
For updates and other titles, please visit www.gongfarmersalmanac.com
Table of Contents
Volume 1: DCC Survive the Funnel #1
The Gig at the Wizards Tower (Level 0) ........................................... 5
No one can be certain from where the kleptorms came. Some be-
lieve they descended from the firmament with the dust of a falling
star, for surely such an abomination could not derive from this
world. Others think that the kleptorms were buried deep within the
bedrock, trapped, only to be inadvertently unearthed by overambi-
tious dwarven miners. Dwarven refugees recount oozing tendrils
squirming through crevices and the gradual but certain decline of
their compatriots.
10-5
NASCENT STAGE
Kleptorm (nascent): Init -5; Atk touch +3 melee (paralysis); AC
11; HD 4d6+2; MV 20’, swim 30’; Act 1d20; SP immune to non-
area attacks, paralysis (DC 16 Fort, duration 1d8 hours); SV Fort
+3, Ref -2, Will Immune; AL C.
10-6
10-7
METAMORPHIC STAGE
* This is the stat-block for the peasant from Page 434 of the DCC
RPG rulebook with alterations to the attack and damage modifiers,
Fort save, and Will save. It is only meant as one example. To quickly
create any type of infected NPC from a preexisting template, add
2 to attack, damage, and Fort save, and subtract 3 from Will save.
Leave all other stats unaltered.
Once the kleptorm successfully integrates itself into the host, it com-
mences a terrible transformation. The colony spreads throughout the
body and replaces the host’s original cells. Eventually, all cellular
tissue beneath the host’s epidermis will transform into the kleptorm.
Only the outer layer of skin will remain as it was. The entire process
takes less than a month to complete.
10-8
inspiration), at which point the victim’s condition can no longer be
downplayed.
10-9
Premature Emergence
MATURE STAGE
Kleptorm (mature): Init +2; Atk 2 tentacles +8 melee (1d6+2 plus
entangle) or proboscis +6 melee (1d8+2 plus poison); AC 17; HD
8d8+3; MV 30’; Act 1d20; SP infect, entangle (DC 16 Strength
check to break free), poison (DC 17 Fort or 1d4 Strength + 1 Agili-
ty); SV Fort +6, Ref +3, Will Immune; AL C.
Once the developing kleptorm has transformed all of the host’s tis-
sue into its own, it is ready to emerge, much like a butterfly from a
chrysalis, but far more ghastly. When the time is right, the kleptorm
finds a dimly-lit, secluded location (preferably underground). Once
at the nearest suitable place, the host’s eyeballs burst from its head,
and a tangled, glossy mass of jumbled tentacles and ganglia oozes
free from the vacant sockets. Once free, the fully-matured kleptorm
seeks out the nearest subterranean water source. The thin outer layer
of skin left behind crumples to the ground like a discarded waist-
coat.
10-11
Once the monster has grasped its prey, it grows a sharp, needle-like
proboscis to inject paralyzing toxins. Repeated injections provide
repeated doses with cumulative effect. Once the captured victim
is weakened to the point they can offer no resistance, the kleptorm
either infects them, or simply devours them if they are deemed an
unfit host.
10-12
In Regard to Infection of Player Characters
In combating kleptorms in any of their forms, the likelihood is high
that a character will be exposed to infection. The following are some
guidelines to keep in mind when dealing with this integral aspect of
kleptorm behavior in regard to the players’ characters:
• Once infected, all hope is not lost – for a while. Each day
following infection, the player may make a Fort save as their
character’s body attempts to combat the malignant being inside.
The DC for the Fort save is 11+1 for each day following initial
infection. During this intermittent window, the character can
be cured, but only through a cleric’s divine aid (DC 19 spell
check). Once a player fails the daily Fort save, the character’s
body is no longer able to hold off the kleptorm, which quickly
begins to take over. For all intents and purposes, this character
is considered dead from a player’s standpoint, as the character’s
mind and body are no longer theirs to control.
10-13
SKIN HUSK
Skin husk: Init +1; Atk draining touch +2 melee (1d4 Personality);
AC 12; HD 4d6; MV 30’; Act 1d20; SP mind purge (1/day; +5
spell check), immune to mind-affecting spells, un-dead traits, death
throes; SV Fort +0, Ref +1, Will -3; AL C.
The nightmare for the kleptorm’s victim does not end when their
skin hits the ground. As the creature has no further need of the skin
it had been wearing during its transformation, it takes no heed of
what becomes of its living cocoon’s tattered remains. The takeover
of the parasite, though, permeates the skin with a residual malign
energy, causing it to reanimate within 1d30 hours of the kleptorm’s
emergence. The husk is literally that – a walking outer layer of
skin. Its empty eye sockets have been widened and torn due to the
kleptorm. Peering into them would reveal the interior of the husk to
be hollow.
10-14
Digit Demon
by Zach Starkey
“I heard the folk of Willow Bend had been on edge for days since
the miller’s wife was spotted with a bloody bandage covering three
missing fingers. When asked of her injury, she coolly explained
she had an accident while chopping vegetables. I asked a crone
at the edge of town about her story. She just smiled and scoffed at
the ‘obvious lie’. She then warned our merchant caravan that the
Digit Demon had been summoned, and it would be best to finish our
business and be on our way. After learning of the creature’s nature,
I took her warning to heart and immediately departed. On my way
out of town, I overhead folks gossiping about this tormenting demon
and the miller’s wife. They were still trying to work out who could
have so riled the lovely youth to summon the creature, and who
could be the target of her ire. I wasn’t sticking around to find out.”
10-15
area, dealing an extra 1d6 dmg. The creature also strikes at range
by throwing one of its sharply adorned digits at great speed (Finger
Fling, missile fire +4, 1d6+3 dmg). On a critical ranged strike, the
finger dagger impales the target, pinning it in place for one round
and dealing an extra 1d4 dmg.
10-16
RINGS
Many of the summoners’ sacrificed fingers hold rings of significance
and sentimental value. If a party manages to corner and slay the
Digit Demon, their reward will be a bounty of rings of various
quality and origin. The Digit Demon is likely to have 5d7 rings
scattered throughout its form. Judges are encouraged to introduce a
cursed ring or two for the party’s trouble.
10-17
Gadgols
The size of a small bat, these inky black beasts travel in swarms of
20-200. A gadgol resembles a formless, oozing void carried through
the air on a pair of jagged, leathery wings. They are all but extinct
from the Forest of Burzee, or any other land under the protection of
wood nymphs.
Gadgols are deathly afraid of wood nymphs and flee at the sight
of them. However, the lands where the machinations of man have
chased away the nymphs are ripe for the gadgol’s poisonous touch.
Gadgol: Init +4; Atk charge +4 melee (1 pt. plus special); AC 15;
HD 1d3; MV 40’ flying; Act 1d20; SP tree killer (automatic 1d4
acid dmg to all vegetation, trees, plants, crops, even hemp and wood
items); SV Fort +2, Ref +4, Will -3; AL C.
10-18
Fossil Anomalies
By Ian Zebarah Shears
10-21
Edestus: Init +3 Atk bite +12 melee (1d14+6); AC 14; HD 10d8;
MV swim 40’; Act 1d24; SP extend maw; SV Fort +6, Ref -3 Will
+3; AL N.
10-22
This giant arthropod is roughly 8’ in length and is known to climb
out of the water for short periods to snag prey along beaches and
shallows. This creature can be found lurking around shipwrecks
and docked fishing vessels, waiting eagerly to snatch unwary
adventurers!
Sea scorpions prefer to focus all their attacks on one target. Each
round, they may attack twice with their claws; additionally, if both
claws hit, they get a free stab with their venomous tail stinger (the
victim must make a DC 17 Fort save to avoid becoming paralyzed
for 1d5 turns).
10-23
Opabinia (1d3+2 in a group): Init +2; Atk bite +3 melee (1d8+5
plus grapple); AC 12; HD 2d8+3; MV swim 30’; Act 1d20; SP snab;
SV Fort +2, Ref -2, Will +0; AL N.
Opabinia are known to prefer salty and sweet junk food and will
happily collect it from PCs that are carrying it, leaving them
unharmed after finding the treats (they drop the grapple in favor of
leaving to eat the sweets) but with less food for the road.
In the MCC RPG, Opabinia Manimals have been found in
communities along the coastlines of heavily irradiated areas.
Opabinia manimals have a cluster of 5 eyes in the center of their
face, and a proboscis ending in a claw where the mouth would be.
Their actual mouth is located beneath their chin. Opabinia Manimal
PCs gain a +1 bonus to foraging-related rolls in shoals and along
beaches.
10-24
Trilobite Swarm: Init+6; Atk swarming bite +2 melee (5 plus
venom); AC 12; HD 4d8; MV swim 40’; Act special; SP bite all
within 20’ x 20’ space, half damage from non-area attacks, venom;
SV Fort +0, Ref +10, Will -2; AL N.
Trilobites are well known through the fossil record, existing from
the Cambrian Period up until the Permian Period mass extinction
event (521-251 mya). These armored arthropods are scavengers and
mainly subsist on anything they find on the seafloor. Something has
riled them up and in this state they can strip flesh in seconds. This
swarm consists of several different species of trilobite, occupies
a 20’ X 20’ space and inflicts its bite damage automatically each
round to every creature within that space. Any creature bitten must
make a Fort save or lose 1d3 Stamina from their deadly venom.
Swarms take half damage from any attack that is not an area effect
(i.e., swinging a sword is not nearly as effective as launching a
fireball into the swarm).
10-25
Wiwaxia: Init +0; Atk needles +2 missile fire (1d8, range 20’);
AC18; HD 1d8+3; MV 10’; Act 1d20; SP needles, yea gods!, the
needles; SV Fort +2, Ref -2, Will +0; AL N.
10-26
10-27
Antediluvian empires crafted legendary artifacts that enabled them
to communicate over incredible distances through twisted magics
and blood sacrifices. Wizards used them to spy on their rivals, gen-
erals could command their troops from the safety of their castle, and
kings used them to rule. The Bloodstone is one such artifact, likely
the last of its kind. When inert, The Bloodstone resembles a fortune
teller’s crystal ball with a dark red mist swirling within. The Blood-
stone floats when placed in a pool of water. If three drops of blood
from the same being are then dropped into the water, the mists will
clear, potentially showing the user a glimpse of their target. Roll a
spell check and refer to the following table:
Bloodstone Results
12-13 For a minute, the Bloodstone shows the world through the
eyes of the target. The image is too blurry to read words
or spot other minute details, but the user can get a general
idea of what’s happening.
10-28
20-23 For 30 minutes, the Bloodstone shows the world through
the eyes of the target. The user can spot small details that
give them a good idea of the target’s location—as long as
they’ve been there before—and what it is doing. Addi-
tionally, the user can read anything the target is looking
at, sense the target’s current emotions, and hear nearby
sounds.
24-27 For an hour, the Bloodstone shows the target and its im-
mediate surroundings (up to a 10 ft radius) clearly enough
that the user can confidently determine the target’s general
location—as long as they’ve been there before—and what
it is doing. Additionally, the user can read anything near
the target, sense the target’s current emotions, and hear
nearby sounds.
28-29 For 2 hours, the Bloodstone shows the target and its
immediate surroundings (up to a 10 ft radius) clearly
enough that the user can determine its location and what
it is doing. Additionally, the user can read anything near
the target and sense the target’s emotions or one surface
thought. The user can also hear nearby sounds.
30-31 For 6 hours, the Bloodstone shows the target and its
surroundings (up to a 15 ft radius) clearly enough to
determine its location and what it is doing. Additionally,
the user can read anything near the target and sense the
target’s emotions or one deep thought. The user can also
clearly hear nearby sounds.
32+ Until the next sunrise, the Bloodstone shows the target
and their complete surroundings (for example, an entire
building if inside). The image is clear and crisp, allowing
the user to easily spot landmarks that can help them dis-
cern the target’s exact location, even if they’ve never been
there before. The user can clearly read anything around
the target. The user can sense the target’s emotions, as
well as reading its deepest, darkest secrets. The user can
easily follow any conversation happening near the target.
10-29
10-30
The Head of Aharise
by Michael Harrington
Through countless ages, those who would seek power and riches
have sought the living but not living head of Aharise Sorceress
Queen of the Fallen Realm of Enor. To them all, the Head of Aharise
proved to be their undoing. Despite their universal doom, the Head
of Aharise remains an object of aspiration for those foolish enough
to think they can wrest control of it.
Tales recorded by mad scribes say the wizened head can be found
bound in mystical iron bands inside a black lacquered and brass
inlaid box, surfacing time and time again in market places of the
bizarre and in the treasure vaults of damned kingdoms. There the
Head waits patiently, as it has for ages, for its next owner. And to be
free.
10-31
When the box finally becomes the 12’x12’x12’ cube a pair of doors
appear on one side of the cube and slide open revealing the wizened
head.
The Head
When the doors of the box open to a new owner, the head appears
wizened with wisps of gray hair, bound in thick iron bands on which
are engraved strange curving glyphs of some unknown language
that seem to squirm like worms when examined closely. Thick iron
nails protrude from all around the head.ts mouth is sewn shut.
10-32
Shortly after the box is opened, the head’s snakelike eyes snap open
and glare at the feckless opener. If the opener is enslaved, then the
Judge should take the appropriate action with the PC, such as having
the player surrender the PC to become an NPC or allowing the play-
er to roleplay using the enslavement section below as a guide.
If the PC is not enslaved, they will hear the head whisper in their
mind the ritual that is needed to bond the head to them. This ritual
will take 1 day and involves allowing the head to drink some of the
PC’s blood. Thereafter the PC can use the head’s powers.
Once the ritual is complete the head will take a more youthful
appearance, its flesh filling out and becoming seemingly supple and
youthful.
Enslavement
Characters that fail their will save when initially opening the box
and viewing the Head, or through use of the boons of the Head,
become enslaved.
10-33
Magical Boons
The head has several magical powers that may be used. Each time
that a PC invokes the powers of the head, a DC 15 Will Save must
be made or the PC will lose one permanent point of Personality.
This Personality loss is the gradual loss of the user’s will and mind
to the Head (see Aharise’s Love).
A PC may use the head to scry people and places by biting their lip
to draw blood, kissing the head and staring deep into its eyes. The
scry power works as per the highest-level spell roll of Wizard Sense
in the DCC RPG rulebook. When scrying the user can automatical-
ly understand the language of the spied upon creature or person. The
user will also be able to read languages that someone being spied
upon is reading.
Judges can use the Wizard Sense manifestations in the DCC RPG
rulebook or create their own.
A PC can ask the head one question about the future. The answer
will be enigmatic but truthful. Judges should determine how much
detail to reveal.
10-34
Spells (can be used once per day)
The following spells are cast on behalf of the user as a fifth level
caster. They function as the listed spell, with the user rolling for
spell effects and subject to misfire and corruption as per the DCC
RPG rulebook.
1. Demon Summoning
2, Animate Dead
3. Lockerman’s Unerring Hound
4. Vermin Blight
Aharise’s Love
The use of the head produces a rush of euphoria in the PC using it.
Like a drug addiction, long term or frequent use of the head incurs a
cumulative Will Save penalty.
Each time one of the boons of the head is used, the PC must make a
DC 15 Will Save or permanently lose a point of Personality. If spell-
burn is used to enhance a power and the character fails their will
save, the PC will lose an additional 1d3 points of Personality.
When a character’s Personality drops below 13, roll 1d4 and consult
the following table each time the head is used.
10-35
1d4 Effect
1 The user immediately seeks to use another boon of the head,
thereby triggering another Will Save. This could lead the
character into a spiral leading into eventual enslavement.
2 The user must immediately make another DC 14 Will Save
or permanently lose a point of Intelligence. A character
reduced to 0 intelligence goes mad and is enslaved.
3 The user must make a DC 14 Will Save or gain a taint (see
The Taint of Aharise).
4 The user must make a DC 15 Stamina Save or pass out for
1d4 rounds. Upon awakening, the user must make a DC 12
Will Save or immediately attempt to use the head again.
Taint of Aharise
When user of the head indicates that a PC should take taint, roll 1d4
and consult the below table. When a user has received all four taints
there is no need to roll anymore if taint is indicated. Instead, if the
character is still alive, use the minor corruption table in the DCC
RPG rulebook.
10-36
4. The user becomes obsessed with torture, deriving an unnatural
pleasure from it. To satisfy this obsession, the user must torture,
kill or cause extreme pain to another creature daily or lose a
cumulative 1 temporary point of Stamina until this need is satis-
fied. The user loses one of permanent Personality.
10-37
Five Antediluvian Artefacts
by Ari-Matti Piippo
Description
10-38
Abilities
Once bound with the Brace, the user becomes instinctually aware
of its abilities, and can use it as if it was a part of their body, rolling
all attack rolls with it on their usual action die and missile attack
bonuses. The Vespidar Brace causes 1d5 energy damage on a
successful hit, and forces the target to roll a Fort save against the
attack roll.
10-39
THE ZORTEEN NEUROZYGOTE
Description
10-40
Abilities
10-41
MCC addendum: The Neurozygote functions as above. Should
it choose a pure strain human as a host, it will proceed to the
quaternary stage usually restricted to halfing hosts once the primary,
secondary and tertiary stages of sarcoforming have been completed.
Item has no tech statsas activating it simply requires one to break
the vessel.
10-42
THE GOLDEN NOSE
”A legendary artefact of obvious arcane craftsmanship, this gilded
prosthetic proboscis is said to have been a gift to a great mountain
king from a clan long since disappeared from the face of this plane.
The Golden Nose is rumoured to give its wearer transcendent senses
and a preternatural ability to sniff out secrets, lies and magic.”
Description
Abilities
When a non-dwarf wears the nose, they gain a similar ability to the
fabled dwarven sense of smell: they can sniff out concentrations of
valuables such as precious metals and jewelry up to a range of 150’,
with a reduced range of 50’ for smaller concentrations down to a
single coin.
When worn by a dwarf, the implant unlocks its full potential: the
dwarven wearer doubles the range of their innate olfactory sense,
can now pinpoint magic as well as valuables, and gains the ability to
sniff out deception unless the liar rolls a successful DC 25 Will save.
10-43
MCC ADDENDUM: The artefact functions as above, with a Tech
level 4 and a Complexity modifier 4. Additionally, artefact grants the
wearer +10 on mutation check rolls for Extra senses and Empathy.
10-44
Description
Abilities
After the cube is used, the user gains a doom point. A doom point
may be used at any time by the Judge to cause any roll made by the
user to become a fumble as the Doom of Hyperborea follows their
deeds.
Additionally, the Three Fates and other deities and patrons fond
of the rightful execution of the skein of fate will harbour ill will
towards the user. This may have unprecedented repercussions
ultimately left to the Judge’s discretion.
10-45
THE NEARTANE SUIT
”A strange half-suit of armor crafted from what appears to be black,
glistening rock and carved with sleek, spiraling sigils of forgotten
meaning. Oddly, there are no eye holes or straps to wear the item,
and it seems that any protection the suit might offer is limited to the
frontside of its wearer.”
Description
Abilities
10-46
The downside of all this is that the suits abilities are powered by 64
fae souls, all of which have been driven insane by their aeon long
imprisonment within the exo-suit. Whenever there is a stressful
situation or an opportunity for mischief, the suits spirits will
either mislead or force the wearer towards their death. The souls
can reduce the wearer’s statistics whenever they please with the
same range as they may increase them, causing up to a -10 to the
character’s AC, up to a -10 penalty to any of their saves, and an
up to a -5 penalty to any physical action. The suit usually bides its
time until its wearer is in danger, and then unleashes its maleficent
mischief without warning.
10-47
GFA 2019 Volume 10 Credits
Authors
SGT Dave, Michael Flaherty, Michael Harrington, Nick Labonté,
Ari-Matti Piippo, Ian Zebarah Shears, and Zach Starkey
10-48
The 2019 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, contact info@goodman-games.com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original
creator. For updates and other titles, please visit www.gongfarmersalmanac.com
Table of Contents
Beastomatic ................................................................................................5
The cleric from the DCC Core Rulebook is probably one of the best
designs done on the class in all fantasy roleplaying games... if you’re
a Law cleric. When you start playing with Neutral clerics (particularly
followers of Cthulhu and Great Old Ones) or a Chaos cleric, things
start to get too generic. The anti-cleric is an attempt to present a
chaotic priest with different flavor and mechanics.
The name “anti-cleric” is both an homage to the original
fantasy roleplaying game and to let it be clear that this isn’t your
typical cleric. Theoretically, the judge can keep both Chaos clerics
and anti-clerics, maybe using the latter as hidden heretics and
cultists inside Law Churches.
*An anti-god is a neat idea for “an instant deity”, particularly for
pickup games. Basically, you select a Lawful deity and then invert
everything about it. Your anti-cleric will follow the exact opposite of
the gospel of that Law God. In fact, your anti-cleric can be a
heretic/inside hidden inside a lawful church or he can serve a secret
divinity (perhaps a dark sister or brother to the chosen Law God). Is
the anti-god real? Or just some divine husk given shape by the
distorted belief of mortals like the anti-cleric? That’s for your judge
to enjoy.
11-5
Weapon training: A anti-cleric is trained in the weapons used by
followers of his chaotic gods and demon lords, as shown on page 32
of the DCC Core Rulebook, but a “typical” anti-cleric should know
how to wield axes and swords, dagger, dart, flail, spear and trident.
11-6
Anti-clerics may wear any armor and their spell checks are not
hindered by its use, but the armor must be made of metal (spiked
only), human skin or bones. The judge is free to decree that anti-
clerics are proficient in any armor or weapon that screams “Heavy
Metal cover”.
11-8
Command Chaos: Instead of turning holy creatures, an anti-
cleric can try to enslave undead, demons, dragons and other
"chaotic" monsters (judge's call). This is resolved as a normal turn
unholy check (DCC RPG table 4-4), but remember that an anti-
cleric may need to spend Power!; just ignore the Holy Smite column
and any reference to damage.
If the anti-cleric gets a "Turn" result (like a T1) she can control
the target creature for a number of turns equal to Turning Unholy
check, minus the total HD of controlled creatures, to a minimum of
1 turn. The duration is best kept secret from the anti-cleric’s player
(this is, after all, CHAOS!).
11-9
A NEW CLASS FOR DCC RPG
11-10
Weapons and Armor: Although most rely on their unnatural gifts
in combat, Cambions are skilled with rudimentary, tribal weaponry.
They are trained with daggers, hand-axes, spears, slings, short bows,
and long bows. They will wear any armor they can salvage or loot
and have normal check penalties.
Infernal Strength: Cambions add their Beast Die to any skill tests
that require physical activity (running, jumping, climbing,
swimming, etc.).
11-11
Crit Beast
Lvl Attack Die/Table Die Action Dice Ref Fort Will Aspects
1 +1 1d10/M 1d4 1d20 +1 +1 +0 1
2 +2 1d12/M 1d5 1d20 +1 +1 +0 2
3 +3 1d14/M 1d6 1d20 +1 +2 +1 2
4 +4 1d16/M 1d7 1d20 +2 +2 +1 3
5 +5 1d20/M 1d8 1d20+1d14 +2 +2 +1 3
6 +6 1d24/M 1d10 1d20+1d16 +2 +3 +1 4
7 +7 1d30/M 1d12 1d20+1d20 +2 +4 +2 4
8 +8 1d30/M 1d12+1 1d20+1d20 +3 +4 +2 5
9 +9 2d20/M 1d12+2 1d20+1d20 +3 +5 +2 5
10 +10 2d20/M 1d12+3 1d20 x2 +1d14 +4 +6 +3 6
Aspects of Vermin
1 – The Toad’s Maw: The Cambion has an oversized mouth
with terrible jaw strength. A natural 20 will cause an
additional Beast Die of damage, and the victim will lose a
limb.
2 – Venom of Weakness: The Cambion’s attack is poisonous; the
target must make a Fort save (DC 10+CL) or lose Beast Die
amount of Strength. Victims with 0 Strength collapse.
3 – Wings of Pestilence: The Cambion has limited flight with a
set of bug wings. The flight is slow (only 15’ round), and lasts
1d4+CL rounds before the Cambion tires. Must rest for 1
hour before next flight.
Aspects of Fungi
1 – Flesh of Fungus: The Cambion’s body is composed of a
tough, fibrous material with impressive metabolic properties.
The Cambion receives a Beast Die bonus to save vs. poisons.
2 – Choking Spores: Striking the Cambion will cause noxious
spores to explode; everyone in 10’ radius of the Cambion
must make a Fort save (DC 10+CL) or suffer a -2 penalty to
all actions for 1d4+CL rounds.
3 – The Blessed Fruit: A bioluminescent healing fungus grows on
the Cambion. The fungus provides 3’ radius of light (lasting
1 hour) and 1 hp of healing (Cambions do not benefit from
the fungus). CL fungus are available per day and spoil
overnight.
11-12
Aspects of Ooze
1 – Amorphous Anatomy: The Cambion has a gelatinous, jelly-
like physiology with remarkable regenerative properties,
allowing the Cambion to heal 1 hp/turn.
2 – Metalbane: The body of the Cambion is corrosive. Fumbles
against the Cambion will result in a permanent -1d loss for
the weapon. Critical hits will ruin armor, granting a
permanent -1 AC.
3 – Jellybones: The Cambion can squeeze through metal bars,
under doors, and other small spaces.
Aspects of Metal
1 – Quills of Steel: The Cambion is covered in steel quills like a
porcupine. Attacks on the Cambion will result in a free 1d16
attack action; success does Beast Die damage.
2 – Scales of Iron: Metal skin grants +2 AC.
3 – Mind of a Machine: Nanobots infest the Cambion’s brain
granting a +2 to Intelligence and the ability to comprehend
the binary language.
Aspects of Shadows
1 – Eye of the Void:The Cambion gains a third eye that grants
second sight.
2 – Feast of Souls:Gain 1 hp back for every creature slain.
3 – Sidestep the Shadows: The Cambion can step into a shadow
and exit another shadow 10’ per CL away.
11-13
Children of the Wild
A Faerie Character Class
I ran the classic AD&D adventure Beyond the Crystal Cave as a 1st
level DCC RPG adventure, and I decided that there would be a couple of
disgruntled fae that could be rolled up as 0-levels.This is the first draft of the Faerie
class. Any future changes will be reflected in a future issue of Meanderings, or a
compiled zine of Character Classes I’ll be creating as well. A Faerie is part elf,
and part halfling. Faerie weapons will need to be used due to their small size.
These little creatures would also fit as backup 0-levels for one of my favorite all-
time DCC Adventures: Daniel J. Bishop’s Prince Charming - Reanimator.
The Faerie
“You are a child of the forest, a nature spirit. Elves are your cousins and
the King of Elfland is your liege.”
The Faerie are natural spellcasters and tricksters. Small and fragile,
cold iron affects them more than even elves.
Hit points: A Faerie gains 1d6 hit points at each level. When
attributes are rolled,reorder them so that Agility receives the highest
score; Stamina must receive the lowest score, and Strength the
second-lowest. For example... (reordering stats is so unusual a brief
example is likely in order).. Faerie are affected by iron as elves, but
immediately, the effects happen when a faerie attempts to hold iron.
11-14
Weapon training: A Faerie is trained in the use of the fae leaf
blade, fae bow, and the fae spear. Faerie may wield appropriately
sized mithril weapons as well, though they must use strength to hit
and damage.
The faerie rarely wears armor, though often carry wooden
shields, and occasionally mithril shields. A faerie wearing armor
suffers double to all skill checks, +2d fumble die, and may not fly.
11-15
Tiny: Faerie are 18 to 24 inches in height. Any attacks against such
a tiny target suffer a -1d modifier. Faerie also receive move silently
and hide bonuses. A Faerie’s move speed is 15 feet, though their
Flight speed is 40 feet.
Flight: A Faerie has wings, and may fly, A Faerie may fly for a
number of turns equal to their 1+Class level before they must rest
for an hour. The flight is not quiet, and a faerie may not move
silently while flying.
Alignment: Faerie are children of the forest; while they are chaotic
in nature, they are remain Neutral in the War of Chaos and Law.
Natural Luck: Faerie are magical creatures and regain lost luck as
a thief. Unlike a thief they do not gain a Luck die.
11-19
6 Lay on Hands The Godling has the natural ability to heal the
wounded. They can lay on hands as a cleric of
the same level.
7 Beast Mode The Godling has vicious claws, teeth, talons, or
other natural weaponry. Attacks with these
weapons do 1d6 damage, and Godlings are
considered to be proficient when using them.
8 Supernatural Ability The Godling gains +2 to one ability (not Luck).
9 Monstrous Accuracy Critical hits are scored on a 19-20 and rolled on
crit table M (the monster table).
10 Amphibious An amphibious Godling can breathe water and
swim at their normal movement rate.
11 Resistance The Godling only suffers half damage from one
type of attack. Roll or choose: (1) Fire, (2) Cold,
(3) Electricity, (4) Non-magical weapons, (5) Magic,
or (6) Natural attacks. A Godling cannot be resistant
to the same type of damage their Hereditary
Doom makes them vulnerable to (see below).
12 Infravision The Godling has infravision with a range of 50’.
13 Shape Change The Godling can change their physical form into
one specific animal at will, gaining stats of that
animal. Roll or choose: (1) Bear, (2) Bat, (3)
Horse, (4) Hawk, (5) Wolf, (6) Lion/Tiger, (7)
Giant Snake, (8) Giant Rat, (9) Ape, (10) Octopus.
14 Combat Prowess The Godling gains an additional +2 bonus to
attack rolls.
15 Skilled The Godling’s head holds vast knowledge of the
ages. Roll 1d16 for untrained skill checks instead
of the usual 1d10.
16 Friend to Nature Animals will not attack the Godling unless
attacked first.
17 Quick Reflexes The Godling gains +4 on Initiative rolls.
18 Ancestral Bond The powerful ancestor of the Godling is still in
the universe and keeps tabs on the Godling. The
Godling can call upon their ancestor for aid as if
they were using the cleric’s Divine Aid ability.
19 Perfect Health The physical body of the Godling is immune to
disease and aging. The Godling does not need to
eat, drink, sleep, or excrete waste.
20 Indomitable Will The Godling is immune to any mind control or
emotion manipulation effects.
11-20
Hereditary Doom: While the bloodlines of deities, elementals,
demons, and angels confer untold benefits, each also has a terrible
weakness that will one day seal their fate. A Godling is particularly
vulnerable to one specific material, energy, or attack type. The
Godling takes double damage from attacks in the form of their
vulnerability, and prolonged exposure to the material or
environment causes them 1 point of damage per day (much like
elves’ vulnerability to iron) that cannot be healed until the offending
substance is removed. Choose or roll randomly:
Action dice: A Godling uses his action dice for any normal activity,
including attacks, skill checks, and spells (if they have any). At 6th
level, Godling gains a second action die each round.
11-21
Faters are hermits, thinkers, skeptics and philosophers. They value
knowledge, logic and reason above all things. Unbeholden to gods,
they reject the idea of the spiritual and supernatural, believing
instead there is nothing beyond the world of Áereth. To the Fater,
magic and the forces of darkness are susceptible to discoverable
laws, and the explanations for the mysteries of the universe are
ultimately knowable. Although most men are inevitably doomed to
11-22
their fate and destiny, the Fater has sought self-mastery through the
forging of his intellect, discovered patterns in the chaos of life, and
has risen to understand his role and potential in the greater drama.
Through his focused mind, the world can bend to ways that give the
Fater premonitions about the path he must take, of whether a future
action will be a bane or boon. To reward the Fater’s reverence of
nature, she has granted him the secrets of healing with plant
extracts. For any healing using Lay on Hands performed on a Fater
by the Cleric, they are treated as opposite alignment. In addition,
the Cleric receives 1 disapproval when successfully healing a Fater. It
is viewed as a great sin by the Cleric’s deity to mend such an
adamant unbeliever!
Thief skills: Faters have the following abilities, as per Thief skills
described in Chapter 1: Characters in the DCC Core Rulebook:
Read Languages, Forge Document and Handle Poison. When
attempting these skills, the Fater rolls d20 and applies their Deed die
to the DC check.
Strength of Mind: The Fater adds their Deed die to any Will save
against mind-influencing spells, in addition to any attribute modifiers.
Wild Healing: Faters are skilled in the wild healing arts. Through
their reverence and love of nature, they are able to perform healing
upon other creatures with ointments, balms, salves, and extracts
derived from plants, fungi, molds, and herbs. Faters carry remedies
which can restore hit points, the effectiveness and frequency of which
it can be used each day are given on the Wild Healing column of the
table below. They may heal any living creature, as well as themselves.
The Fater must physically touch the wounds and work for 1 round.
When using Wild Healing, roll d20 +Deed die. A result of 12 or
greater means Wild Healing has been successful. A result from 2-11
means the healing attempt has failed and the extract has been lost. A
11-24
roll of a natural 1 means the extract has actually caused damage,
equal to the amount of potential healing (so a roll of a natural 1 by a
3rd lever Fater causes 1d5 damage to a victim, instead of 1d5
healing). Due to the Faters’ specialized knowledge of the methods by
which their extracts are made and applied, other characters are
unable to use their concoctions to perform healing.
The Hand of Fate: The Fater is not simply a powerless pawn in the
game. Through years of mindfulness, he has developed insight into
the most effective manner to complete any action and the
consequences this will bring. By understanding cause and effect upon
the loom of time, the Fater is able to weave the strands of fate and
destiny. Beginning at 1st level, the Fater rolls their Deed die every
morning to determine how many re-rolls they can make that day. This
resets overnight. They may spend this to re-roll any single attack roll,
damage roll, saving throw, luck check, Wild Healing roll and DC
check. The roll can be something they attempt, and also something
that directly affects them. For example, the Fater can re-roll a failed
attack roll they make, or if an opponent has successfully hit them with
an attack, they could force the foe to re-roll the attack or damage
result. Regardless, if they choose to re-roll, the results of the second
roll must be kept. Fate can rub off on those around him, and like the
Halfling, the Fater can aid his allies. The Fater can spend d3 re-rolls
for an ally to make 1 re-roll. The ally in question must be nearby and
visible to the Fater. The ally can re-roll attack rolls, damage rolls, saves,
spell checks, DC checks, thief skills, and so on. The ally can also force
a foe to re-roll an attack or damage result. Luck can be added to any
re-roll. Critical hits, or a roll of a natural 1 however, cannot be re-
rolled by a Fater, his ally or foe...such is the hand of Fate, as some
things are just meant to be.
The Will to Live: The Fater does not believe in an afterlife, and
therefore has no fear of meeting Lord Death. The universe is
without meaning, there is nothing beyond his glorious life on Áereth,
judgement by his maker is not forthcoming, so he has nothing to lose
when he passes. He will simply turn to dust and cease to exist. If a
Fater dies (and after attempting to heal or rolling the body) he is
permitted a DC 16 Will to Live save (with no attribute modifiers
permitted) on a d20, to reflect his resolve and attachment to this
mortal coil. On a successful save, he is granted a reprieve from
Death and miraculously survives with 1hp, but suffers 1d3 points of
11-25
permanent Strength, Agility or Stamina damage (Judge decides, the
loss can be distributed amongst stats). This can be attempted once per
day. The Hand of Fate re-roll or Luck may not be spent on this save.
11-26
HIRELINGS!
Written by Kevan Larson Art by Lucas Haley
11-27
Apothecary
Fee: 20 gp per adventure
Non-combatant
Init +0; Atk Staff +0
(1d4); AC 10; HD 1d4;
hp 2; MV 30'; Act 1d20;
SV Fort +0, Ref +0, Will
+0; AL N.
Skills:
Healing Salve - The
apothecary mixes a salve
which can heal 1d3
damage. The salve takes
1 turn to apply (outside
of combat). The
apothecary has enough
ingredients from passive
harvesting to mix two
uses per day.
11-28
Scholar
Fee: 10 gp per adventure
Non-combatant
Init +0; Atk Staff +0 (1d4); AC 10; HD 1d4; hp 2; MV 30'; Act
1d20; SV Fort +0 Ref +0, Will +0; AL L.
Skills:
Lore - The scholar is well versed in local legends. The scholar makes
trained skill checks to recall relevant knowledge.
Locksmith
Fee: 10 gp per adventure, plus 10% of all treasure recovered
through his services.
Non-combatant
Init +0; Atk Dagger +0 (1d4); AC 10; HD 1d4; hp 2; MV 30'; Act
1d20; SV Fort +0, Ref +0, Will +0; AL C.
Skills:
Master of Unlocking - The locksmith has his own set of high quality
lock picking tools and knowledge of the inner workings of most
man-made locks. Roll a d30 to pick any mundane lock.
11-29
Summary: A locksmith can be hired to pick the various locks and
safes the party may come across. He has fallen on hard times and is
willing to use his skill set to break into locks he otherwise should be
fabricating and repairing. The locksmith will expect a share of any
treasures their services recover for the group.
Merchant
Fee: 15 gp per adventure
Non-combatant
Init +0; Atk Dagger +0 (1d4); AC 10; HD 1d4; hp 2; MV 30'; Act
1d20; SV Fort +0 Ref +0, Will +0; AL L.
Skills:
Appraisal - The merchant can accurately assess the value of
gemstones, jewelry and the various mundane items the party will
inevitably loot throughout
their travels.
11-30
Summary: The merchant is at home at the bazaars, so he makes it
his business to accurately assess the value of trade goods. How could
the average cobbler know the difference between a slightly flawed
emerald worth only 120 gp, versus a flawless emerald worth five
times that price?
Mapmaker
Fee: 15gp per adventure
Non-combatant
Init +0; Atk Dagger +0 (1d4); AC 10; HD 1d4; hp 2; MV 30'; Act
1d20; SV Fort +0 Ref +0, Will +0; AL L.
Skills:
Cartography - The mapmaker, true to his name, will draw a map as
the party progresses through dungeons. This can be handled
multiple ways by the judge, but the party should be provided some
sort of resource to let them more easily track their way through the
dungeon. People don't have perfect recall, especially in unexplored
dungeons. This adds a more realistic way to give players access to a
dungeon map, even if it’s just rough outlines.
11-31
Condemned Criminal
Fee: 5 gp per adventure, 25 gp fee if lost, see below
Non-combatant, unless you really want to trust a violent criminal
with a weapon.
Init +0; Atk Fists +0 (1dmg); AC 10; HD 1d4; hp 2; MV 30'; Act
1d20; SV Fort +0, Ref +0, Will +0; AL C.
Skills:
Decoy - Nobody wants to be the first one to walk through a
questionable doorway, or over a patch of ground that doesn't look
quite right. Send the criminal through, poke and prod them with the
tip of a spear if you must.
Skills:
Melee Fighter - This hireling is willing to stand toe-to-toe with foes, as
long as you treat him fairly and don't expect unreasonable sacrifices
from him.
Scout
Fee: 20 gp per adventure, a half-
share of all treasure earned
Combatant
Init +2; Atk Dagger +2 (1d4) or
Crossbow +2 missile fire (1d6,
range 80'/160'/240'); AC 14; HD
1d8; hp 6; MV 30'; Act 1d20; SV
Fort +1, Ref +2, Will +0; AL L.
Skills:
Marksman - The scout is a
proficient crossbow sharpshooter
who will fire into groups of
enemies from a safe distance.
You are a sitting in a tavern, and you see an old man hunched in the corner, by
the fireplace. He beckons to you with a crooked finger, and as you approach, he
peers from beneath his hooded cloak, and whispers,
“Hey young folks, are you hiring by chance? I’ve got experience as a gardener…”
Hirelings
Most heroes aren’t looking to just hire just any rutabaga farmer with
a sharpened stick, they want: blacksmiths, mercenaries, guards and
alchemists.
If you are looking for an unskilled hireling, with no special
qualities or background, to serve as porters or menial labour, 1 in
100 people in a town are available for hire, with no special checks. If
you are looking for fleshing out your hireling, roll 3d6 for each of
their statistics, and roll for a background as per the DCC rulebook,
and start them with 1d4 hp and 1d12 cp. No birth augury or special
equipment should be rolled like you would give a 0-level player
character. These hirelings expect 1 cp per day (1 sp per day if they
are placed in dangerous situations).
For other interesting details, the GM is welcome to roll on the
following charts, sharing what details they wish:
1d100 Alignment:
01-20: Chaotic
21-80: Neutral
81-00: Lawful
11-35
1d20 Background or Personality Quirks
1 Fugitive from the law, bounty on their head of 1d10 x 1d10 gp.
2 Bastard child of a famous noble, doesn’t want anyone to know
about it.
3 Member of the local thieves’ guild.
4 Zealous cultist in the service of a patron.
5 Drunkard, 10% chance each day in town of becoming sotted if
they have drinking money.
6 Dishonest and a liar.
7 Proud and boastful, always takes credit for any deeds they can.
8 Obsessed and seeks knowledge, or objects associated with a
culture, animal, or church.
9 Malicious and revels in the suffering of others.
10 Eternally optimistic and cheerful.
11 Somber and humorless.
12 Perfectionist, who believes everything should be just so.
13 Foul mouthed, vulgar, and outspoken.
14 Subservient and passive, eager to please their employer.
15 Lazy, hard to motivate, dislikes physical exertion and complains
when forced to do so.
16 Generous and good natured.
17 Pessimistic and complains frequently.
18 Has influential friends in the city guard, local church, or
government.
19 Comes from an educated background, well spoken, and enjoys
the finer things in life.
20 Neurotic and has at least one phobia or extreme nervous habit.
1d120 Motivations
1 Seeks money to repair their parents’ house.
2 Wants to leave town and make a life for themselves of their own.
3 Loves to play cards and dice and gamble.
4 Lives for the moment, a full tankard, a rousing story.
5 Craves attention and respect from others.
6 Dedicated craftsman, loves to carve/paint/sew/cook/etc.
7 Collector of specific objects, seeks to complete their collection.
8 Just wants to go fishing; wishes everyone would leave them alone.
9 Wants to be the best at their profession.
10 They want peace and quiet, why won’t everyone leave them alone?
11 Has barely pent up anger, constantly fingers their dagger hilt.
11-36
12 They should have never followed their current profession, they
secretly seek to be a bard.
13 Avid reader, craves books and knowledge.
14 Has extravagant tastes, seeks money to buy only the finest
clothing and best meals.
15 Wants to make a joke of everything, takes nothing seriously.
16 A true spendthrift, doesn’t wish to spend money on anything,
wants to accumulate wealth.
17 Wishes they were in the countryside or wilderness, loves the wild
and animals.
18 Wishes to gain power and authority, or leverage what they have,
they must be in charge.
19 Wants to hide from the world. Why are there so many people
bothering them?
20 Fresh berries. They would do anything for fresh berries.
Lastly, remember these are paid hirelings, and may run at the sign of
danger. The first time they are exposed to an enemy, or are injured,
make a DC 10 Morale check (DC 15 if exposed to a supernatural
monster). This is a Will save modified by the employers’ level and
Personality Modifier. If they are given equipment, provided magical
healing, or given at least a half-share of treasure add +1 for each
benefit. If the Morale check fails, they slip away in the night, or
when no one is looking. Make the same Morale check at the end of
the adventure when everyone returns to town.
Henchmen
Henchmen are like hirelings, but are more skilled and have
specialized skills. If you want a henchman, instead of taking a
random-background hireling, you can roll on the chart below if you
can succeed in a DC 11 Personality check. If you roll a DC 20
Personality check, no roll is necessary, and you can choose the
background. You can add your character’s level to your check, and a
further +1 per 1 gp spent in hiring: town criers, buying rounds of
ale, and bribes to small urchins. These henchmen expect 2 cp per
day (2 sp per day if they are placed in dangerous situations).
11-37
1d20 Occupation Equipment
1 Alchemist Staff, Flask of Oil, Assorted Reagents and
Ingredients
2 Archer Shortbow, Padded Armor, 2d4 Arrows.
3 Armorer Hammer, Smithing tools, Iron Helmet
4 Caravan Guard Shortsword, Shield
5 Cleric Staff, Wooden Holy Symbol
6 Cutpurse Dagger, Small Sack
7 Dwarven
Crossbowman Crossbow, 2d4 Bolts
8 Elven Sage Dagger, 2d6 Parchment Pages and Quill
9 Guide Staff, 1d6 Days of Rations
10 Halfling
Jeweler Dagger, Brass Scales
11 Healer Club, 1d4 Healing Poultices (they heal 1 hp)
12 Hunter Shortbow, 2d4 arrows, Animal Pelt
13 Mercenary Longsword, Hide Armor
14 Minstrel Dagger, Musical Instrument
15 Ostler Staff, Bridle
16 Sailor Knife, 2 Yards Sailcloth
17 Scribe Dagger, 2d6 Parchment Sheets
18 Steward Staff, Lantern, Large Sack
19 Wizard’s
Apprentice Dagger, Grimoire
20 Woodsman Handaxe, Wood Carving Tools
Use the charts above for personality and alignment. Roll 3d6 for each
statistic, 1d4 hp, and 2d12 cp. If they have a positive or negative Luck
modifier, you can roll on the Player Character Augury chart.
Allies
Whether you have hirelings or henchmen, players should control
(within reason) the actions of their employed minions. The GM only
should intervene if: a Morale check is needed, their personality
quirks should come into play, or the player is attempting to have
them act inappropriately.
At the end of the adventure, when everyone gets back to the
tavern, after Morale checks have been made and the henchmen
remain, a player can choose to share some or all of their
accumulated XP with their minion – this effectively makes them an
11-38
additional character in that player’s roster. They can choose to share
XP until the Henchmen become a heroic 1st level character, or even
opt to adventure forth with their henchmen, and leave their other
characters at home. Of course, at any point after they reach 1st
level, they will expect a full share of any accumulated treasure.
Adversaries
Now just as a hero can seek out allies and henchmen, they may:
incur enemies, rivals, or adversaries. Maybe a powerful lord feels the
player character have crossed them, the relative of a player
character’s foe that they have slain in an adventure seeks revenge, or
a rival adventurer jealous of the player character’s success wishes to
steal some glory they feel is due them, they may acquire an adversary.
0-Level Adversaries
1 Cutpurse Dagger, Small Sack, 1d12 sp
2 Cultist of the
Unspeakable Sign Staff, Wooden Holy Symbol, 1d6 cp
3 Guardsman Spear, Leather Armor, 2d12 cp
4 Noble Longsword, Signet Ring, 2d6 gp
5 Merchant Club, 3d6 gp in Trade Goods, 1d6 sp
6 Sage Dagger, 2d6 Parchment Pages and Quill, 1d6 sp
7 Tavern keeper Club, 2d6 Bottles of Wine, 2d6 sp
8 Caravan Master Club, Wagon, Horse, 3d6 sp
9 Ship’s Captain Shortsword, Small Ship, 3d6 sp
10 Bard Dagger, Musical Instrument, 3d6 sp
11 Mercenary Captain Longsword, Shield, Leather Armor, 2d6 sp
12 Guildmaster Dagger, 3d6 gp in Trade Goods, 2d6 sp
1st-Level Adversaries
13 Sir Morrigun, Knight (War) Longsword, Scale Mail, 2d6 sp
14 Hewgon Half-Mage (Wiz) Staff, Grimoire, 3 spells
15 Galeris Nebberthorn (Thf) Shortsword, Leather Armor, 5d6 gp
16 Undalo Brewersson (Clr) Staff, Silver Holy Symbol, 3 spells, 3d6 gp
3rd-Level Adversaries
17 Manx the Mighty (War) Longsword, Shield, Chainmail, 8d6 gp
18 Andalo the Viper (Thf) Longsword, Dagger, Leather Armor, 8d6 gp
19 Ungiir, Priest of Shaleer (Clr) Staff, Leather Armor, 8 spells, 5d6 gp
20 Archade the Red (Wiz) Staff, Grimoire, 6 spells, 5d6 gp
11-41
NOTES FOR PLANNING YOUR ARTICLES
FOR NEXT YEAR’S
GONGFARMER’S ALMANAC:
GFA 2019 Volume 11 Credits
Authors
Vasili Kaliman, L.J. LaLonde, Kevan Larson, R.S. Tilton,
José Luiz Tzi, Blair Wettlaufer, Dieter Zimmerman
11-44
The 2019 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
Written, Illustrated, Edited and Produced by the DCC RPG Communities
Each article, art & associated material, belongs to their respective artists & authors.
If you would like to include, copy or use a derivative of the work, please contact
the original creator. For updates and other titles, please
visit www.gongfarmersalmanac.com.
12- 1
TABLE OF CONTENTS
VOLUME 1: DCC SURVIVE THE FUNNEL #1
12,000 to 0 (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Cavern of the Cannibal Crone (Level 0) . . . . . . . . . . . . . . . . . . . . 20
The Void Corpse of Amann Uur (Level 0). . . . . . . . . . . . . . . . . . . 41
12- 2
VOLUME 6: DARK TRAILS BONAZA! #2
The Great Ak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Aslan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Erhyta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Lady of Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Baba Jędza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Midwinter's Maker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
On the Altar of Neutrality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Beastomatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
12- 3
VOLUME 11: CLASSES & NPCS
12- 4
THE KNOWN REALMS
HEXCRAWL STARTER
By Jason Abdin
Cartography by Jason Abdin
WHAT THIS IS
I always see folks online asking which DCC RPG adventure is best
to start with or what’s a good follow-up for a particular funnel. This
article is an answer to those questions in the form of a campaign
starter hexcrawl. It combines multiple DCC RPG adventures of
levels zero to three, and places them in a geographical region that’s
somewhat compact, but more or less lines up with details given in
the adventures themselves. And, if you grab your own sheet of hex
paper, there’s plenty of room to expand the map with additional
adventures beyond the first three levels. For simplicity, I kept to
some of the more well-known official adventures by Goodman
Games, but highly recommend branching out to the amazing output
by third party publishers and making your hexcrawl unique.
12- 5
PROCEDURES AND RULES
A hexcrawl is a form of gameplay that condenses wilderness
exploration into manageable regions called hexes. In this way, it’s a
little like exploring rooms in a dungeon. Your characters tell you
which direction they go and you describe the results using the
entries detailed in the various hexes. Feel free to use whatever
hexcrawl rules you prefer. However, for the sake of simplicity, I
offer the following:
Each day, your adventuring party may either move from their
current position to an adjacent hex or they can explore the hex
they’re in. Whatever they choose, the judge should roll 1d4 on the
random encounter tables, once for daytime and once for nighttime
(as you use up the random events, feel free to replace them with
your own and incorporate things from any completed adventures).
For those groups who prefer fewer random events, use a d6 instead
of a d4, a 5 or 6 indicates that it was uneventful.
At the end of the day, it is assumed the adventurers take time to rest
and heal, otherwise it’s recommended they take 1-4 damage to their
ability scores (such as stamina, intelligence, personality, etc…) for
not camping.
12- 6
RECOMMENDATIONS
The following DCC RPG adventures are referenced in this
hexcrawl:
12- 7
Level 1 adventures: Doom of the Savage Kings by Harley Stroh,
One Who Watches From Below by Jobe Bittman, The Queen of
Elfland’s Son by Michael Curtis, Intrigue at the Court of Chaos by
Michael Curtis, Gnole House by Michael Curtis (found in the DCC
RPG quick start rules)
12- 8
Level 2 adventures: The Emerald Enchanter by Joseph Goodman,
Fate's Fell Hand by Harley Stroh, Dread on Demon Crown Hill by
Michael Curtis, The Emerald Enchanter Strike Back by Jobe
Bittman (found as a bonus adventure with The Emerald Enchanter),
The Tower Out of Time by Michael Curtis (found in the adventure
collection Chaos Rising)
12- 9
Level 3 adventures: Jewels of the Carnifex by Harley Stroh, The
Croaking Fane by Michael Curtis, Neon Knights by Brendan
LaSalle
12- 10
THE FUNNELS
There are three adventures I highly recommend starting with:
The first is Not in Kansas Anymore, which has the players roll up
beginning characters from the 1970s that get transported to the
Known Realms of DCC RPG, starting in the midst of a battle in
Ezaurak’s volcano fortress in hex 0302. I’ve had great success with
having the characters be from our modern day, additionally
allowing one character for each player to be based on themselves.
At the successful conclusion of this adventure, the characters may
naturally make their way to Dorcaster and hear of beastman attacks
that will inevitably draw them to the chaos keep of Sailors on the
Starless Sea.
And then, the classic beginning for likely a good number of DCC
RPG campaigns is Sailors on the Starless Sea. This would place the
group in hex 0402, either having travelled from Dorcaster (hex
0303) or another village of your own making. I’ve set the
conclusion of this adventure as placing the characters along the river
that flows north of Hirot, but where the group ends up is your
choice.
12- 11
HEX DESCRIPTIONS
Note: For additional information, I will often use parentheses to
indicate something that can be found in an official adventure or the
DCC RPG core rulebook.
0212 (HILLS)
Daytime Random Encounters:
1. 1 lesser gnole scouting the area, will report back to the gnole
house (Lesser Gnole stats from Gnole House).
2. The half-eaten carcasses of two human travellers, a middle-aged
man and a younger boy, left by a wandering fir bolg who is
currently sleeping under a small bridge nearby (Fir Bolg stats
from The Queen of Elfland’s Son).
3. A statue carved of rich oakwood rests in the middle of the forest
depicting a beautiful maiden with antlers like an elk. Carved
into the base is a bowl containing flowers, fruits, and coin (this
is a shrine to Ildavir, goddess of nature). If a character of neutral
alignment places at least 5gp into the bowl, they will gain 1
temporary luck. A donation of at least 100gp gains them one
permanent luck. If anyone attempts to steal from the bowl, their
luck will decrease by 1 permanently.
4. The adventurers must ford a shallow river blocking their path.
There is no difficulty in crossing, but due to numerous disease-
carrying leeches that latch on to any who enter the waters, all
must make a Fortitude save (DC 10) or become sick with fever
and diarrhea, causing 1d4 stamina damage at the end of each
day until the save is made or the sickness is otherwise healed.
*
The Village of Eng - A small village rests in a valley just on the
eastern outskirts of the Ivy Forest. The village is run by a
“parliament” of well-off villagers.
*
A narrow, two-story house, ordinary in its construction, but seeming
to be in disrepair, sits in a small clearing of the dark and now-silent
forest (Gnole House adventure start).
*
A dark cave containing a den of 4d10 gibbelins who will frequently
trade with the gnoles of the Gnole House. They will attempt to
speak a broken common in an effort to not fight, going as far as to
offer a single precious emerald in their possession, worth 150gp
(Gibbelin stats from Gnole House).
0212 (HILLS)
Daytime Random Encounters:
1. The party comes across an overturned cart, baskets and
shattered boxes strewn across the roadside. Nearby, several
corpses are piled together, having suffered numerous lacerations
and puncture wounds. Little of value remains amongst the
corpses or containers. One of the party, however, has a sudden
12- 13
vision of an old man’s face among those dead. The face comes
to life and speaks, imploring the adventurer to rescue him from
another realm that can be reached by a cave in the nearby hills
in this hex (obtain quest for Fate’s Fell Hand).
2. A crackling thread of darkness, highlighted by strands of violet
and amber, pierces the landscape and shatters a nearby tree.
From the wreckage, as if emerging from a black river, a single
gigantic worm is birthed upon the physical realm from some
unknown hell (Worms of the Phlogiston stats from Fate’s Fell
Hand).
3. A river leads you to a rushing waterfall, with deep blue, and
serene waters. If a character decides to bathe in the waters,
allow them to recover +1 to hit points and ability point loss. At
the bottom of the pool at the base of the waterfall, a small and
ancient reliquary is found. It’s intricately carved and decorated
and would potentially fetch 100gp alone to a collector. Inside
are 5d10 large, thin coins depicting the moon, each worth 10gp
ea. Any cleric will know this is the symbol of Shul, god of the
moon.
4. You find an abandoned camp, seemingly left in a hurry, for
belongings remain and fire pit has gone unused for at least
several days. If the adventurers decide to loot the camp (aside
from finding some worn garments and bits of trash), they may
roll 1d6: 1. A silver-etched plate worth 100gp; 2. A pipe with
uncommon smoking mushrooms; 3. Scented body oil; 4. A dirty
chunk of soap; 5. A brass candle snuffer; 6. And a wooden boat
toy for a child.
12- 14
something about their journey thus far, 2. their goals or hopes,
3. life in the Known Realms, 4. someone they know or miss).
4. You meet a friendly traveler as you set up camp, he asks to join
and assist your party. He’s a gambler with Str 7, Agi 16, Sta 9,
Per 15, Int 14, Lck 15, AC: 12; HP: 1; he uses a club for
defense, and carries some lucky dice and a piece of chalk, as
well as 35cp to his name.
*
A shallow, dry cave looms before you. Leaves and twigs are
scattered across the cave floor and dried guano is thick across the
back wall (Fate’s Fell Hand adventure start).
*
In a craggy valley, you come upon what looks like a hut but
seemingly carved from the rock on which it stands. The details are
intricate, almost as if the hut is made of wood. A door with a wreath
upon its front has a handle, but no means to open. There are no
seams with which to gain entry to the place whatsoever. The rock
from which this hut is made cannot be chipped or damaged, as if it’s
the hardest material you’ve ever encountered. (A wizard with the
Knock spell and a sufficient result to open magically locked doors
may gain entry, or similar magic. Within, one may find a home and
hearth, larger on the inside than it seems on the outside. Each day,
upon reentry, a fresh meal is set out upon a dining table, beds are
made, and messes cleaned).
0202 (PLAINS)
Daytime Random Encounters:
1. 2d6 especially imposing soldiers bearing the banners of the
Crimson Wheel look like they’re up to no good, wandering the
plains, seeking travellers or small hamlets to pay fealty to their
warlord, Savaxis the Mighty.
2. You come across the body of a halfling, laying up against a tree,
swollen and red, his breath slow and coarse. By his side is a
travelling pack and a stringed instrument. He doesn’t seem able
to speak but his eyes look at you pleadingly. (This halfling is
having an allergic reaction from many wasp stings all over his
body. His throat is closing up and he will die in 3 rounds).
12- 15
3. A family of 2d6 boars rustle around in a clump of berry bushes.
These particular berries are extremely long-lasting and
nutritious (granting a one-time bonus of +1 luck recovery and
+2 hp). However, anyone getting near to these bushes will be
attacked by the boars. (Boars: Init +1; Atk charge/tusks/bite +1
melee (1d4+1); AC 12; HD 1d8; hp 6 each; MV 30’; Act 1d20;
SV Fort +2, Ref +1, Will +1; AL N).
4. Town guard from Bonderbrook patrol the roads, asking people
their business (where they’re headed, and what business, and
where they hail from). If they suspect any illicit affairs, they
will demand adventurers turn back the way they came and keep
away from Bonderbrook (their descriptions will be written
down and passed on to town officials).
*
The energetic town of Bonderbrook - its open market, inviting
merchants from all around, is well-known in the region. The
adventurers arrive in the village during a festival day and come
12- 16
across a strange young man in front of a wooden puppet show
(Intrigue at the Court of Chaos adventure start).
0203 (PLAINS)
Daytime Random Encounters:
1. You glimpse a flock of birds coming from the direction of the
ocean like a black splotch growing fatter against the sky. As
they approach the adventurers, their vile and monstrous details
can be better observed (Sea Shrike stats from Hole in the Sky).
2. A procession of 3d10 humanoid creatures with distended arms
and horrifyingly disfigured faces, few wearing more clothes
than what covers their sexual organs, and some completely
naked. They are made up of what looks to be men and women
of their race. They are accompanying a 2d6 human prisoners of
all ages, men and women, who are bound, gagged, and beaten.
They will take no notice of the adventurers, but if they are
followed, they will complete their journey at a massive cave
where their king, the most deformed of them all, sits upon a
throne made of bones. They plan on eating their prisoners over
the next several days while performing a very dark ritual to
summon forth an earth elemental made of rock, soil, bone, and
flesh. (Use subhuman and earth elemental stats from DCC
RPG).
3. Following an old road, you come across an ancient, broken
tomb. At first it seems a trick of the light, but you come to
realize that a ghostly, female figure dressed as a knight stands
by the tomb, as if on guard. The knight says she is bound here
until her charge is returned to this place. The ghost (DCC RPG)
refers to a young maiden and daughter of a farmer in the region
some many years ago, who was engaged to be married to a
prince of Punjar. She was murdered before the wedding and
buried here. Her bones have been taken by a mad wizard for
devious magic experiments. The ghost’s old sword still sits in
the tomb and will be offered as a gift upon completion of the
quest.
4. A gentle creek rolls by, allowing for a moment of relaxation and
contemplation. This is a chance for the characters to discuss
their goals on this journey and reflect on what they’ve
accomplished. +2 xp to any players that contribute.
12- 17
Nighttime Random Encounters:
1. (If the subhumans were not stopped or encountered during the
daytime…) You are awoken by the stopping feet of a massive
creature made of rocks, soil, bones, and flesh (earth elemental
stats from DCC RPG). It comes seeking more bone and flesh to
add to its pile, having destroyed a tribe of subhumans already.
(If the subhumans were previously encountered and stopped,
then the players have a nice, uneventful sleep).
2. A random character tells a story around the campfire.
Suggestions include - roll 1d4: 1. something about an enemy of
theirs, 2. something about their childhood, 3. a mistake they
intend to fix, 4. a mysterious figure from their past. The
participating character gains +2 xp.
3. The adventurers are very rudely awoken in the middle of the
night by 1d6 guards of the Crimson Wheel (Man-at-arms stats
from DCC RPG). They tell you this land is within the realm of
their warlord, Savaxis the Mighty (see below in this hex), and
there is a tax of 5gp each for loitering. If the fine is not or
cannot be paid, they will be taken as prisoners before the
warlord for judgement. If they adventurers escape or kill the
guards, a bounty will be placed on their heads.
4. The party’s camp is set up in a grove containing a number of
bushes containing berries, ripe and perfect for eating and
refilling some rations.
*
A solemn cliff overhangs the ocean, looking far off into the distance
at the glittering waters beyond (Hole in the Sky adventure start).
*
The dingy fishing and trade village of Mherkin is nearby to the main
road in the region. The village owes fealty to Savaxis the Mighty, a
local warlord of the Crimson Wheel (3HD Berserker stats from
DCC RPG), and 2d6 guards (Man-at-arms stats from DCC RPG) are
stationed in the city and patrol the road (more info in the adventure
Hole in the Sky).
12- 18
Rumors around the village of Mherkin:
1. Sometimes merchants from Punjar (hex 0304) will travel
through Mherkin and sell some of their exotic goods here while
on their way to the open market in Bonderbrook.
2. A village called Dorcaster to the northeast (hex 0303) has seen
residents abducted by monstrous creatures in the night.
0204 (SEA)
Daytime Random Encounters:
1. Wind and rain batter at the ship during a storm. In the chaos, the
ship is run into a reef. The hull takes excessive damage and
requires repairs. If any of the characters has an applicable
profession, they can attempt a Str check DC 14. Success means
only one day is lost, failure means three days are lost (if not
tracking rations, each character instead takes 1 Stamina damage
per day).
2. You’re able to catch the wind in the sails and head forward at
great speed. The sailors begin to sing a sea shanty that brings up
everyone’s spirits. Have the players discuss what the song is
about and all may gain +1 xp (+4xp if they actually come up
with a song on the spot).
3. Exactly what you hoped wouldn’t happen is happening when a
large vessel rushes towards you from the west upon the horizon.
The ship bears a flag with the symbol of a red wheel dripping
blood - pirates of the Crimson Wheel. The ship contains 3d6
pirates and their captain (use bandit and bandit hero stats from
DCC RPG). The pirates want to kill everyone aboard the ship,
claim any treasure for their own, and repurpose the ship for their
fleet.
4. The translucent body of a colossal jellyfish drifts beneath the
waves. You can make out the nearly intact skeleton of a sea
dragon slowly dissolving within it.
*
The Empyrean Ocean, an large body of water that contains
mysterious islands, sunken treasures, forgotten secrets, and a means
to endless adventure!
0302 (VOLCANO)
Daytime Random Encounters:
1. 2d4 Iguana-man Warriors patrol this area. If watched from a
distance, they will eventually return to the entrance of a
complex of tunnels burrowed into the side of the volcano
(Iguana-man Warrior stats from Not in Kansas Anymore).
2. You find a cave that extends deep into the rock towards the heat
of the magma within the volcano. Deep within, a fire elemental
(DCC RPG) guards a magical creature’s sanctum. The creature
was once a familiar belonging to Ezaurak the wizard, but
somehow gained its freedom, having learned the use of magic
and stolen several books from Ezaurak’s library. One in
particular allowed the familiar to summon the fire elemental,
but its hold on the creature will end in 1d4 days, at which point
12- 20
the elemental will attack in a blind rage all who have controlled
it or dealt it damage, then return to the plane of fire within 1d6
rounds.
3. The adventurers journey across the rocky terrain safely, as one
random character relates or describes a story to the rest.
Suggestions include - roll 1d4: 1. Something interesting about
their backstory, 2. Something about another character, 3.
Something about an item in their inventory the value greatly, 4.
What made them leave their life and become an adventurer.
4. You witness as an old monk traverses the terrain and gets
caught in a bursting lake of lava. He is stuck on a small island
of rock in the middle of the rushing fire about 20 feet on either
side. He has nowhere to go and sits down cross-legged on the
rock, perhaps ready to die.
*
Built into the volcano, Ezaurack's fortress is the site of a great
summoning, if all goes to plan (Not in Kansas Anymore adventure
start). At the successful conclusion of the adventure, the party will
find themselves within sight of the town of Dorcaster, in hex 0303.
12- 21
0303 PLAINS
Daytime Random Encounters:
1. 2d6 Beastmen raid the roads, killing travelers and looking only
to take supplies and loot (Beastman stats from Sailors on the
Starless Sea).
2. The party encounters a deadfall trap placed by beastmen. The
two characters in the lead make a Ref save DC 12, or otherwise
falls into the pit, taking 1d6 damage. 1d6 beastmen will come to
check on and reset the traps once night falls.
3. A strange formation of rock dots this area, seemingly forming a
pentagram. The rocks are immovable, but can be destroyed.
This is actually the ruins of a buried structure from long ago,
once connected to the chaos cult that built the abandoned keep
in hex 0402.
4. You come across a large tree, about 40 feet high. Hanging from
the branches at the top are a number of corpses. These are
villagers from Dorcaster taken by the beastmen. A corrosive
substance is caked on the bark of the tree to prevent anyone
from climbing it. If anyone comes in contact with the substance,
make a DC 10 Fort save for each round spent climbing the tree,
failure causes 1d4 damage per round until the save is made and
no longer making contact with the tree.
*
The sleepy village of Dorcaster is home to a number of farmers and
several skilled craftsmen. Many here pray to the gods Ulesh,
Justicia, Choranus, and Shul, as well as other lawfully-aligned gods.
However, as of late, residents believe their prayers have been going
unanswered.
0304 (MARSH)
Daytime Random Encounters:
1. The party sneaks a peek at some drunken thieves using an
alternate entrance into the city of Punjar. What seems like a
dilapidated, abandoned hut out in the marsh actually connects
an intricate network of tunnels that run beneath Punjar.
2. The sucking marshes of this region bring down morale for the
whole party. Take a minute to lighten the mood and have a
random character share something about themselves.
Suggestions include - roll 1d4: 1. Something about their journey
up to this point; 2. Something about a dear friend from their
childhood; 3. A tavern game that you once played and enjoyed
immensely; 4. A favorite hobby. The participating character
gains +2 xp.
12- 23
3. A lone assassin (DCC RPG) stalks and hunts a random
character among the party. Talk with the character and figure
out a reason why they would be hunted by an assassin. The
assassin will, at the last minute, try to escape rather than die, if
given the chance, maybe using a smoke bomb contraption.
4. You come across a farmhouse seemingly in working order,
though some animals wander around outside their pens around
the house. Inside, you’re witness to the terrible scene of an
entire family massacred by many small cuts and punctures
(throats, chest wounds, and punctures on the torso, mainly). It
looks like the inside was gone through for loot. The characters
might find a key hidden in the cold hand of an older boy,
perhaps in his late teens. This key opens a safe box hidden in a
stable outside the house, which contains a quantity of gold,
gems, and a ring with the symbol of a notorious Punjar jeweler
by the name of Boss Ogo. If the characters aren’t watchful,
there’s a chance they will be apprehended by Punjar authorities
when they exit the farmhouse.
*
Before you is the bustling streets and blighted air of Punjar, City of
a Thousand Gates. Its long alleyways, forgotten temples, and
smoke-filled taverns litter the once-majestic metropolis of the
region.
12- 24
Rumors and events around the city of Punjar:
1. The party hears tales of the great treasure in the Cave of Secrets.
The lucre is probably only guarded by a few old monks (The
One Who Watches From Below adventure start).
2. You hear of the legendary Tolomak Islands, containing ancient
ruins brimming with lost treasures and gold. The captain of a
ship called the Vainglorious Rat is seeking more for their crew
to make the journey west (Obtain quest for Moon-Slaves of the
Cannibal Kingdom).
3. You sneak a look at a rolled up piece of parchment sticking out
of the belt of the sleeping rogue Magmar the Lucky. The map
seems to point to the entrance of the Undertemple of the
Carnifex, rumored to contain forgotten treasures of a long-lost
cult (Jewels of the Carnifex adventure start).
4. The adventurers find out that the notorious jeweler Boss Ogo
has not been seen around the city for the past month, the door to
his three story shop and residence has been barred, his shutters
locked. (The Jeweler That Dealt in Stardust adventure start,
around party level 3).
5. A large sewer rat scurries around your feet, a tiny piece of rolled
up parchment secured to its back. Within the scroll is a cryptic
message that seems to describe the location of a cave to the
north in hex 0201 (obtain quest for Fate’s Fell Hand).
6. While in the midst of probing the many arcane scrolls and tomes
of the library of Punjar, you come across a peculiar piece of
literature that describes a cave, used as the hermitage of a
wizard, Al-Hazred. Soon after, the adventurer is haunted by
dreams that will lead him to a cave in hex 0201 and a mystical
land beyond (obtain quest for Fate’s Fell Hand).
7. Outside the party’s favorite tavern, a muttering, half-crazed
beggar pan handles for coin. If given a little something, he
rambles ever so rabidly about an old cult called the Salient Knot
that worshipped some dark lord. For a time they were somewhat
flourishing, but they’ve since vanished and been forgotten by
most, their temples abandoned and ripe for plunder (obtain
quest for The Croaking Fane).
8. (For adventuring parties around the 3rd level) The adventurers
awake one day while staying in Punjar to the sounds of shouting
and hectic activity to find the city surrounded by thousands of
humanoids just outside the city gates. They are soon contacted
and summoned by the authorities, hopefully known at this point
12- 25
for their great (or perhaps dubious) deeds, to attend a meeting
on how to handle the present situation (Neon Knights adventure
start).
0401 (MOUNTAINS)
Daytime Random Encounters:
1. 1d4 emerald eidolons patrolling the surrounding area, and
attacking any who get too close to the emerald enchanter’s
citadel (Emerald eidolon stats from The Emerald Enchanter).
2. 1d4 Flying emerald skulls keep to a distance, observing the
party as they move through the region (Flying emerald skulls
stats from The Emerald Enchanter).
3. You come upon a section of the mountain, about 60 feet in
diameter, that has been carved from the rock to look like the
head of a nightmarish, demonic hound. Any chaos-aligned
magic-user may use a d30 when casting near this place.
4. A small pond is found along the side of a sloping section of the
mountain, it seems to almost defy physical laws with its
existence. There are many brightly multi-colored fish swimming
within. Eating one of these fish in a fresh state will heal +1d4 hp
and recover +1d4 ability scores of your choice. Upon returning
to this place, the pond and fish will be gone. Preserving the fish
is impossible as they turn into a weird, foul-smelling goo after a
day.
12- 26
4. The weather changes to warm and humid. The characters will
wake up a bit wet and uncomfortable from humidity and the
following day will be cloudless and require a Fort save DC 13 at
some point, failure means characters take 1d4 Sta damage from
heat exhaustion.
*
A dark and brooding citadel sits atop a barren cliff among the
Trolltooth Mountains (The Emerald Enchanter adventure start and
follow-up with The Emerald Enchanter Strikes Back).
*
You come to a wide valley within the mountains, home to a savage
tribe of 5d10 barbarian peoples (Berserker stats from DCC RPG,
plus a 4HD Berserker with AC 17 for their chieftain, who wears the
skin of a giant lizard as his armor) who have lived in this region for
ages and they don’t like outsiders. They are what’s left of those who
worship an ancient chaos spirit that takes the form of an enormous
demonic hound, currently known as the Hound of Hirot and
tormenting the people of that village to the southeast (hex 0502).
*
You come upon the opening to a cave-like complex, well-
constructed once past the first couple corridors. It leads eventually
to a large temple and various shrines to the ancient chaos spirit now
known as the Hound of Hirot. Here, long ago, many sacrifices were
made to the chaos spirit. Some of the ghostly aspects of those killed
remain to haunt and torment those who intrude (Ghost stats from
DCC RPG). A number of wolves and hellhounds are drawn to this
place as well (wolves and hellhound stats from DCC RPG).
0402 (HILLS)
Daytime Random Encounters:
1. 1d4 Vine horrors (using the corpses of travellers, or animals,
sometimes a collection of animals) creep amongst the rotted
vegetation that seems to plague this region, often growing out of
the rocky hillsides, spoiling the surrounding soils. (Vine horror
stats from Sailors on the Starless Sea).
2. A random character describes something interesting,
suggestions include - roll 1d4: 1. Something about their
12- 27
previous experiences exploring the wilderness (or lack thereof);
2. Their feelings regarding the party’s current goals; 3. Their
personal goals and what they want to get out of their journey; 4.
Their honest feeling regarding one or two of their companions.
3. A travelling merchant attempts to ford a river with his cart full
of merchandise, but having some difficulty. A combined
strength check of DC 25 is required to safely get everything
across. Failure means the cart busts a wheel and gets taken by
the waters, goods scattered everywhere. If successful, however,
the adventurers have a chance to resupply with a one-time 50%
discount.
4. A large sound, like the crashing of enormous boulders, is heard
echoing through the hills. A moment later, a swarm of bats
(Mundane bat swarm stats DCC RPG) flies through the path of
the adventurers, attacking and biting, but disappearing after 2
rounds. The bats came from the direction of the old abandoned
keep (see below).
*
An old abandoned keep crouches in ruin atop a low and stony hill,
its walls and towers in ruin and disrepair (Sailors on the Starless Sea
adventure start). Upon successful completion of the adventure, the
party will be sent through the caverns far below the hills and out
12- 28
into the river that goes through the forest and near the town of Hirot
(0502). A larger, more detailed map of this particular region can be
found in the adventure The Emerald Enchanter Strikes Back.
Alternatively, you could have the party land wherever you like.
0403 (HILLS)
Daytime Random Encounters:
1. A single four-armed ape-man (DCC RPG) has wandered from
his group. If watched from a distance and he doesn’t take notice,
he will eventually lead the party back to the rest of his group
near a strange spire (see below).
2. Tall grasses in this area are infested with small, biting roaches
that leave red rashes on the skin. They will swarm anyone
entering the area (insect swarm stats from DCC RPG). They are
drawn to this area by a stone disk, about a foot high and four
feet in diameter, hidden by the tall grasses. Etched upon the disk
are symbols of Nimlurun, the unclean one, lord of filth and
pollution.
3. A troupe of performers travels down the road, heading to the
town of Bonderbrook for the festival (hex 0202). They ask the
party if they would camp with them as guards overnight, as
they've heard this region is dangerous. They offer 50gp for the
party's services or a trade: the troupe will perform their act for
the protection (in which case, the judge might award an extra +2
xp, but no coin). Either way, if the party accepts, they will lose
one day of travel.
4. You cross paths with a regiment of 2d4+4 mounted soldiers,
belonging to the Fraternal Company of the Black Swan, that
have been hired by several guilds of Punjar to rid the region of
beastmen who have advanced too closely to the grand city.
Unless a warrior among the players’ group is part of their order
or a similar militant order, they will do little to even
acknowledge the adventuring party aside from letting them
know that this area is unsafe for travelers. The entire regiment,
however, will be no more by sun up the next day.
12- 29
Nighttime Random Encounters:
1. 1d6+4 Beastmen looking to collect more prisoners for their
camp to use as test subjects on their “Pool of Souls” back at
their camp. They don’t want to risk much and will flee to avoid
losing too many of their own.
2. An eerie howling can be heard throughout the night. If the party
chooses to investigate, it will lead them to the strange spire in a
vale, golden rippling light illuminates the area (see below).
3. While searching for a suitable campsite, you find an ancient
obelisk within a rocky crag. A glowing pool of constantly
shifting colors has accumulated at the base of the stone. A
character may attempt to drink from the pool or collect some in
a flask. A drink of the broth allows the character to roll upon the
Make Potion spell (DCC RPG). The first drink allows a roll of
d20+15+luck modifier. Roll for a random potion within the line
of the result (for example, a result of 24-26 gives the options of
polymorph, speed, heroism - roll a d3 to randomly decide the
final potion result). Any drinks after the first taste like water and
have no magical effects.
4. A small group of 1d4 travelling minstrels barge into camp
requesting help in recovering their friends from a cave inhabited
by monstrous cyclops creatures (see below in this hex). They
will offer 100gp once their friends are safely rescued. Their
friends are hung up in the cave of the monsters, their bodies
completely shriveled and preserved. The minstrels will not want
to pay up when they find that their friends are already dead.
*
A camp of 1d10+10 beastmen and 2d6 beaten and starving prisoners
in a small valley connected to a shallow cave where a beastman
shaman rests and performs horrifying sorcery on a pool of water. It
is their goal to transform this pool into something like the Well of
Souls (from Sailors on the Starless Sea) so as to change their
prisoners into more beastmen for their ranks.
*
In a small vale, blocked from sight by the surrounding hills, a spire
sits, a rippling, golden energy runs through the area. Throughout the
night, spectral howling can be heard, emanating from the spire. The
body of an ancient wizard rests within a glass chamber filled with
blue fluid at the top of the tower, awaiting a day in the future when
12- 30
his energies will have compounded to make him immensely more
powerful. His purpose is delving into the mysteries of the universe,
and he will create his own universe in a vat once his powers have
coalesced. The area is guarded by a group of 2d4 four-armed ape-
men (DCC RPG) who feed upon the rocks imbued with the rippling
gold energy of the area. The inside of the spire is guarded by
multiple traps and magical locks requiring answers to riddles.
*
A group of three large, cyclopean creatures with strange bony
protrusions all over their bodies inhabit a cave in this region (use
Ogre stats from DCC RPG, give them +1 AC and cause 1d4 damage
when they are attacked in melee). They live simple lives of
capturing human and demihuman races, dragging them to their cave,
and desiccating their bodies (removal of all moisture) for purposes
of preservation. To do so, they use some strange arcane tools they
took from the wizard that created them (after using them on the
wizard).
0502 (FOREST)
Daytime Random Encounters:
1. A small wagon carrying a family of villagers from Pilgrim’s
Rest sets off down the road, loaded up with everything they
own. They flee from the misfortune that has befallen the village
and fear more is to come with the appearance of the star Serbok
in the night sky (more info in The Tower Out of Time).
2. Two creatures, dressed in bizarre, metallic clothing, are found
dead in the middle of the forest. One carries an odd tool, like a
thick, hollowed-out staff with two handholds and a number of
tubular compartments attached (this is a gamma rifle with 2d5
shots remaining, dealing 5d6 damage on a hit and turning
creatures inside out on death. It has a 1 in 6 chance of misfiring,
sundering, and causing 3d6 to the user).
3. Your wanderings through the forest are serene and enchanting, a
random character tells a story from their past - roll 1d4: 1.
Something of mystery, 2. Something of magic, 3. Something
about an exotic culture of people they came across in their
travels, 4. Something like a vision they experienced that seem to
help them make an important choice. The participating character
gains +2 xp.
12- 31
4. You come across a busted and abandoned carriage along the
road. Anyone coming close will be attacked by a swarm of
hornets (use insect swarm stats from DCC RPG) who have
made a nest in the carriage.
*
The smokes and clatter of the nearby village of Hirot fill the air. The
forests recede from the town, like servants bowing to their master
(Doom of the Savage Kings adventure start).
*
The village of Pilgrim’s Rest sits along the well-travelled road, The
Pilgrim’s Path. What would normally be a very standard village has
been thrown into upheaval and fear due to recent events, causing
12- 32
villagers to take extra precautions when sleeping. Many keeping in
doors by the time night falls, barring their doors, or simply huddling
together in the same home, taking turns keeping watch throughout
the long nights.
*
(Once the “bearded star” is no longer in the sky) A beam blazes
constantly from the nearby forest, pierces the sky, and parts the
clouds above. The burning ray guides any who follow deep into the
forest where they will discover a strange tower at the shore of a
wide lake (The Tower Out of Time adventure start).
12- 33
0503 (PLAINS)
Daytime Random Encounters:
1. A caravan travels from Pilgrim’s Rest (see hex 0502) to Punjar.
Among those belonging to the caravan are merchants, pilgrims,
religious acolytes, and several craftsmen. The adventurers can
resupply with this caravan or rest amongst them. The caravan is
always seeking more guards and can pay 1gp per level of
character for every day of travel. Travelling through each hex
with the caravan takes one extra day of travel.
2. A small herd of eight wild horses (DCC RPG) graze upon the
grasses in a nearby field. Each one is marked with an arcane
rune corresponding to one of the eight runes of the fey runic
alphabet (DCC RPG). If captured and befriended, a character
can repurpose the rune and make a one-time use of it.
3. Within a hollowed-out stone, massive and scabrous, a peculiar
scepter, almost natural and biological in form, rests among a
bed of leaves surrounded by small candles radiating a pale green
and blue flame. The scepter has the power to speak with the
spirit of a recently deceased corpse and often attracts spirits still
bound to this world, looking for help or vengeance.
4. A tall, drunken man lays in a ditch at the side of the road,
singing songs of lament for the death of a close friend. He says
his friend went to explore Demon Crown Hill (see adventure
Dread on Demon Crown Hill) and never returned. He’s been
meaning to go himself to find out what happened, but has yet to
work up the courage. He will offer what little he has remaining
(2d20 sp and a ring belonging to his missing friend worth
1d10x10 gp). This man will be nothing but a nuisance and
frequently get the adventurers into trouble while he is with
them.
*
The grasses here turn brown and sickly, leading up a distance to a
squat and ominous hill that rises into the sky like a tombstone.
Pillars of rock jut out at the hill’s apex, giving the appearance of a
titan’s dark crown (Dread on Demon Crown Hill adventure start).
0504 (HILLS)
Daytime Random Encounters:
1. In a depression between the hills, a stream flows in an endless
circle around an ancient stone carved in the likeness of a
screaming owl with no eyes and its wings outstretched. If a
character touches the stone, lights begin to burn where the owl’s
eyes should be. They grow brighter and brighter until
everything is white and suddenly the characters are standing
directly in front of the entrance to one of the following
adventures, with no memory of how they got there and only
vague memories of the owl. They do, however, recall various
hooks that would have led them to this new place. Roll 1d4 for a
random adventure module: 1. Jewels of the Carnifex (hex 0304),
2. The One Who Watches From Below (see below in this hex),
3. The Emerald Enchanter (hex 0401), 4. Fate’s Fell Hand (hex
0201).
12- 35
2. A friar (DCC RPG) dressed in regal robes, leads 1d4 acolytes
and 1d10x10 followers (use acolytes and peasants in DCC
RPG), seeking a shrine to Justicia, goddess of justice and mercy
(hex 0602), but they are hopelessly lost and the faith of the
acolytes and followers is faltering. By the next day, they will
have murdered the friar and begun to wander aimlessly to their
deaths in more dangerous territory.
3. You see a windmill perched atop a hill. It's in slight disrepair,
but still operational. It's still generating energy for an enormous,
tentacled Prime Basilisk (DCC RPG) dwelling below. However,
the windmill will fail in 1d3 days from now, causing the
monster to emerge from the depths and rampage across the land.
4. It’s a quiet day in the hills as the breeze whispers through the
valleys and over the hill tops. Two characters in the back of the
group can make a Reflex save DC 15. Success means they spot
several people watching them from a distance. These people are
bandits (DCC RPG) living in the hills (see below in current
hex). If spotted, they duck back into cover and disappear from
sight, likely heading back to their hideout.
*
Before you, amongst the hills, is a small and dark cave opening, an
old sign next to it reads, “ENTER” (The One Who Watches From
Below adventure start).
*
A gang of 36 bandits (DCC RPG) inhabits a cave, from where they
will waylay travelers along the road. They are led by a bandit
captain, with three bandit heroes among them, as well as 20
additional outcasts, too weak to participate in banditry (children,
elderly, disabled). They are outcasts from the villages and cities,
keeping an ear out for worthwhile heists on rich travelers. They
have had to make these hills their home temporarily to evade
authorities who have recently been a thorn in their side.
0602 (MARSH)
Daytime Random Encounters:
1. A blood-covered swarm of Croaking Doom bursts from the
bloated carcass of a deer nearby (Croaking Doom stats from
The Croaking Fane).
2. The swamp sucks at your boots, the air melts upon your face,
your clothes stick to your skin, and your hair is an itching and
dripping mess. The worst of all, though, are the bugs, always
crawling and flitting about, suffocating your every breath. They
smother, and bite, and encompass your every movement. As the
party traverses through an especially horrendous section of the
marsh, an insect swarm (DCC RPG) unceremoniously attacks
everybody.
3. A spectral knight, bedecked in glistening silver armor, unmarred
by the surroundings, sits upon a stone in the middle of the
12- 37
swamp, a heavy sword and shield rest by his side. “It is my
curse to forever guard a powerful treasure,” he tells you. “To
claim the prize, I must be defeated in single combat. I call out
he who is mightiest of all.” (Use knight stats from DCC RPG,
but give him 5HD, +1 AC for his shield, a deed die, and the
dwarf’s shield bash ability. If the chosen combatant is assisted
in any way by another character, the spectral knight cannot die.
He otherwise desires to be released from his curse and set free
in death.) The powerful treasure is in fact a metal hatch into an
ancient vessel on which the knight stands. It was long ago
buried beneath the earth, mutating the landscape into what it is
now, releasing the many strange creatures of the swamp. It can
still be explored and powered, activation has the potential to
transport adventurers across the universe. The character who
defeats the knight is now imprisoned within a spectral field,
unable to leave their guard post, never wanting for food, never
knowing sleep, and always desiring to defend the secrets of the
machine below.
4. An old wise person (use Sage stats from DCC RPG) lives
within a hut in the middle of the swamp, though the area is
miraculously free of insects and other vermin. Further, the air is
cool and fresh and breathing is no longer a chore (this place was
once blessed by a Sword-Saint of Justicia). You are hailed by
the wise person and offered a choice to dwell here for the next
24 hours (lose one day, but skip encounter rolls for this night
and the next day). In return, you must give the wise person the
item in your inventory you most admire. Accepting the bargain,
the characters will be fully healed of all damage, ability score
loss, disease, and any other detrimental effects. They will
receive +4 xp each, and they will leave the area with a blessing
spell effect of 30-31 (DCC RPG), using a caster level of 5
(which lasts 7 days), so long as they strive against the forces of
chaos, and appeal to the virtues of Justicia. Lastly, during their
time with the sage, each adventurer may ask him about anything
related to a subject he is knowledgeable about at no charge.
12- 38
2. You found a spot of dry land on which to set up your camp. The
sounds of the swamp beyond, however, are maddening. If that
wasn’t enough, 4d4 colossal leeches surface from the depths
and crawl towards the sleeping adventurers, their toothy,
suckered mouths positively pulsating with anticipation for
blood.
3. You hear strange chanting among the usual tittering of swamp
sounds. If investigated, deep voices can be tracked to an area of
barren rock where a magician and 1d8 acolytes (DCC RPG) are
in the middle of performing a dark ritual with several bound and
kneeling prisoners encircled. The magician’s body is twisted in
the aspect of an amphibian - large eyes spread to either side of
his head, his torso shortened, and his limbs lengthened and bent
unnaturally. His voice makes guttural, reverberating echoes
against the muddy waters. The magician attempts to invoke
Bobugbubilz with a d20+11 spell check, and add one for each
acolyte. Whatever is summoned will consume the prisoners for
the glory of the demon lord of amphibians. If the adventurers
interfere, they will be sacrifices as well.
4. The light from a full moon shines down upon the marsh, the
normal sounds of critters oddly quiet. A random character
catches sight of a fire burning and flickering behind a copse of
trees. Investigating leads to a coven of twelve witches, dancing
naked, midair around a bonfire, the aspect of a demon
coalescing from the blood and flesh of bound prisoners roasting
in the fires below. A Type III demon (DCC RPG) will take full
form in 1d6 rounds. If not stopped here, it will rampage across
the countryside.
*
You emerge from the thick muds and dense trees of the marsh into a
wide clearing where a large structure in the shape of a gigantic toad
perches upon a rocky outcropping, small stone tiles seem to create a
path to a small entrance (The Croaking Fane adventure start).
*
A shrine to Justicia, goddess of justice and mercy, is a majestic sight
among the dreadful marshes of this region. This shrine was erected
as a sanctuary and place of safety for followers of the goddess.
12- 39
MAKING AN EFFORT
By Diogo Nogueira
Spending Luck and Spellburning are great tools characters can make
use of to achieve success when desperate, but what if they could put
a little extra effort into their actions to ensure they would not be
fruitless?
12- 40
LEGACY POINTS –
XP FOR PLAYERS
By Diogo Nogueira
Illustration by Matt Sutton
In our busy modern lives, it’s pretty hard to keep a steady campaign
going. That’s one of the reasons Goodman Games’ Road Crew
initiative is so cool. You are encouraged to just go to public spaces
and judge DCC RPG for anyone willing to play. And since the DCC
RPG is inspired by Appendix N literature, the adventures we usually
play with it are mostly independent from one another, like a tale
from the pages of Fritz Leiber or Robert E. Howard.
For Road Crew games, just taking part in one of the games gives 1
Legacy Point to a player, too.
12- 42
Naturally, not all roles would fit every group, and some of them
might not make sense for every game. But these are ones I identified
where responsibility could be assigned to a single player. Assigning
roles not only helps unload the judge of every responsibility for
game session preparation, but also makes players more engaged and
committed to the game.
12- 43
TWIST OF FATE
By Diogo Nogueira
Illustration by Matt Sutton
12- 44
12- 45
Big Ol' List O'
Gonzotronic Professions
By Justin S. Davis
12- 46
18 Comedian Gong mallet (1d3) Bucket of confetti, toupee
(Zany)
19 Comic Geek Slingshot (1d4, X-ray specs, 1d4 fruit pies
40/80/160)
20 Construction Sledgehammer (1d8) Hardhat (+1 AC), lunch pail
Worker (Hot)
21 Cruise Director Clipboard (1d3) Flower lei, alcoholic drink in
pineapple
22 Dancer (Go-Go) Thigh-high boot (1d4) Sack of glitter, body paint
23 Dancer (Stage High heel (1d4) Feathered headdress (+2 PER),
Show) gaudy costume (-1 AC)
24 Daredevil Wrench (1d4) Helmet (+1 AC), sequined cape
25 Disc Jockey Discus record (1d3, Oversized headphones, dead
10/20/30) turkey
26 Exorcist Shankin' crucifix Vial of holy water, prayer beads
(1d3)
27 Farmer's Pitchfork (1d6) Cut-off shorts (+1 PER), piglet
Offspring
28 Flower Child Protest sign (1d3) Bouquet of daffodils, pouch of
recreational spices
29 Gym Rat Barbell (1d6) Bottle of baby oil, soggy towel
30 Healer (Faith) Whallopin' holy book Defanged snake, sack of animal
(1d4) guts
31 Healer (New Jabbin' crystal (1d3) Small magnet, 1d6+1 colorful
Age) stones
32 Healer (Quack) Reflex mallet (1d3) Head reflector, soiled labcoat
33 Healer (Yoga Padded bolster (1d2) Leotard (+1 PER), rolled-up
Instructor) mat
34 Hedonist Intimidating marital Bowl of keys, penicillin shot
aid (1d4)
35 Hitchhiker Switchblade (1d4) Short-shorts (+1 PER),
rucksack
36 Host (Game Microphone (1d4) 1d6 Boxes of dry rice, 1d6 tins
Show) of car wax
37 Host (Horror) Skull-headed cane 1d6 Rubber bats, 3-D glasses
(1d4)
38 Hunter (Cryptid) Walking stick (1d4) Footprint plaster, bag of
mysterious spoor
12- 47
39 Hunter (Most Blowgun (1d3, Pith helmet, spyglass
Dangerous 20/40/60)
Game)
40 Hunter (Safari) Survival knife (1d6) Tooth necklace, furred vest
41 Hunter (Shark) Harpoon (1d6) Wool cap, bucket of chum
42 Hypnotist Pocketwatch on chain Spectacles, metronome
(1d2)
43 Janitor Mop (1d3) Sack of sawdust, bucket
44 Junkie Syringe (1d3, Rubber tubing, spoon
20/40/60)
45 Junkman Crowbar (1d6) 1d8 Headless dolls/doll-less
heads, 10 lbs of scrap metal
46 Law Officer Nightstick (1d4) Tear-away uniform (+1 PER),
(Foxy) handcuffs
47 Law Officer Biggest stick (1d6) Oversized belt buckle (+1 AC),
(Rural) plug of chaw
48 Law Officer Brass knuckles (1d4) Garish tie, non-regulation
(Vigilante) firearm (with no ammo)
49 Legbreaker Baseball bat (1d6) 5 GP, bag of concrete
50 Lifeguard Megaphone (1d4) Life preserver, whistle
51 Lizard (Lot) Straight razor (1d4) Lipstick, purse full o'
prophylactics
52 Lizard (Lounge) Medallion (1d3) Polyester suit (+1 PER), 1d3
doses of "nose candy"
53 Mack Ornate cane (1d4) Oversized furred-n-feathered
hat (+1 PER), 10 GP
54 Man In Black Cattle prod (1d8) Suit and tie ensemble, phony
governmental ID
55 Martial Artist Throwing star (1d3, Colored belt, 1d3 ninja
(Self-Taught) 20/40/60) magazines
56 Mechanic Wrench (1d4) Hubcap (+1 AC), oil can
57 Mental Patient Oversized keyring Torn straightjacket, pack of
(Escaped) (1d4) smokes
58 Militant Broken bottle (1d4) 1d4 Righteous sew-on patches,
1d4 bumper stickers
59 Moonshiner Jug (1d4) 1d6+1 Swigs o' corn squeezin's,
washboard
60 Mortician Scalpel (1d4) 1d6 Ears in a jar, featureless (or
is it…?!!!) metal sphere
12- 48
61 Mountain Man Hatchet (1d6) Fringed jacket, animal pelt cap
62 Muckraker Stabbin' pen (1d3) Microcassette recorder, rumpled
hat
63 Musician Banjo (1d6) Overalls, 1d3 roadkills
(Backwoods)
64 Musician Mirrored orb on chain Rollerskates (+15' per action),
(Disco) (1d6) flashy threads
65 Musician Microphone (1d4) Animal-print jacket, cocktail
(Lounge) shaker
66 Musician Guitar (1d6) Cowboy hat, bedazzled jacket
(Rhinestone)
67 Musician Wicked guitar (1d8) Greasepaint, 2d4 blood capsules
(Shock)
68 Peddler (Door- Vacuum cleaner (1d4) Pocket Fisherperson™ tool, can
To-Door) of spray-on hair
69 Peddler (Make- Satchel (1d4) 2d4 Cosmetics, perfume
Up) atomizer
70 Pilot (Airline) Luggage (1d4) Captain's hat, 1d4 winged pins
71 Pinball Wizard Sack of coins (1d3) 5 GP, oversized soda pop
72 Pornographer Hefty camera (1d6) Bottle of lubricant, 1d4 stag
mags
73 Private Dick Blackjack (1d3/2d6) Fedora, trenchcoat
74 Protestor Placard (1d3) 1d3+1 Brassiers, lighter
75 Pugilist Gloves (1d4) Mouth guard, bucket of saliva
76 Punk Spiked wristbands 2d10 Safety pins, can of
(1d4) spraypaint
77 Pusher Switchblade (1d4) 1d6 Hallucinogenic pills,
electronic pager
78 Retiree Knitting needle (1d4) Ghetto blaster, box of prunes
(Rapping)
79 Roadie Broken instrument 1d6 Guitar picks, bowl of
(1d4) brown M&Ms
80 Robonic Replacement Robonic implants (+1 STR, +1
(Wo)Man mechanical limb (1d4) AGL), tracksuit
81 Server (Sassy) Empty mug (1d4) Serving tray (+1 AC), chewing
gum
82 Shriner Symbolic pin (1d3) Miniature car (+5' per action),
fez
83 Slasher Machete (1d8) Mask, tool belt
(Campground)
12- 49
84 Slasher (Miner) Pickaxe (1d6) Respirator mask, headlamp
85 Slasher Butcher knife (1d6) Holiday mask, jack-o-lantern
(Suburban)
86 Slasher Meat hook (1d6) 1d4+1 Strangers' wallets, 1d4+1
(Taxidermist) bones
87 Sleuth Oversized magnifying Box of kibble, sentient pet with
(Teenage) glass (1d4) speech impediment^
88 Slumlord Plunger (1d3) 10 GP, 1d6 full rodent traps
89 Stage Magician Saw (1d6) Tophat, trick°
90 Steward(ess) Serving tray (1d3) Flattering uniform (+1 PER),
1d8 miniature liquor bottles
91 Streaker Shoelace garotte (1d2) Tennis shoes (+10' per action),
+2 AGL
92 Trucker Tire iron (1d4) CB radio, 1d3 pep pills
93 UFOlogist Metal detector (1d4) Jar of metal fragments,
telescope
94 Ventriloquist Clubbin' puppet (1d4) Tuxedo, wooden stool
95 Yuppie (Prick) Cumbersome portable Pinstripe suit, briefcase full of
phone (1d4) documents
96 Yuppie Axe (1d8) 1d4 Pop albums, poncho
(Unhinged)
97 Zealot (Airport) Stranglin' beads (1d2) 3d12 Pamphlets, 1d6 flowers
98 Zealot Goat skull (1d6) Cloak, black mass hymnal
(Occultist)
99 Zealot Knife (1d4) 1d6 Psychedelic mushrooms,
(Svengali) 1d10 packets of powdered
punch
100 Zealot Collection plate (1d3) 25 GP, hair gel
(Televangelist)
*: roll 1d4: (1) feather boa, (2) lucha mask, (3) snake in a sack, (4) national flag
^: roll 1d6: (1) fish, (2) turtle, (3) parrot, (4) cat, (5) dog, (6) monkey
°: roll 1d6: (1) rabbit, (2) dove, (3) 1d6+2 scarves, (4) 1d4 linking rings, (5)
instant bouquet, (6) 1d3 smoke pellets
12- 50
JUDGE’S NOTES
12- 51
GFA 2019 VOLUME 12 CREDITS
AUTHORS
Jason Abdin, Justin S. Davis, Diogo Nogueira
12- 52
The 2019 Gongfarmer’s Almanac:
A Dungeon Crawl Classics RPG Zine
This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, contact info@goodman-games.
com.
Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original
creator. For updates and other titles, please visit www.gongfarmersalmanac.com
Table of Contents
Volume 1: DCC Survive the Funnel #1
12000 to 0 (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Cavern of the Cannibal Crone (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
The Void Corpse of Amann Uur (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . 41
13 -
Volume 6: Dark Trails Bonanza! #2
The Great Ak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Aslan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Erhyta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Lady of Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
The Baba Jedza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Midwinter’s Maker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
On the Altar of Neutrality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Beastomatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
13 -
Volume 11: Classes & NPCs
13 -
Are you Entertained!
A Table for Gladiatorial Combat in DCC RPG
Written by Jose Luiz “Tzi”
& Illustrated by Matt Sutton
13 -
If the PCs are placed in an arena to fight for the glory of some overlord
(or just for their miserable lives) it’s important for them to understand
that the secret to winning is to first win the crowd.
Here are the most common triggers (and the Judge is encouraged to
create specific ones for his campaign):
A critical hit.
The first time a foe falls or is killed.
The first Mighty Deed of Arms (subsequent Deeds must
not only be successful and roll higher than previous
ones or the crowd won’t be impressed).
Any particular impressive stunt (Judge’s discretion).
The first Personality check to intimidate/taunt/humiliate a
foe (subsequent Personality checks must be successful and
roll higher than previous result to impress the crowd),
“We who are about to die salute…” A Personality check to
address the crowd or local overlord (works only once with a
DC of 15-20 and if successful the PC can roll on the table or
let another ally roll).
Once a trigger is accepted by the Judge, the PC can roll on the table
below, and add their Luck modifier. Warriors roll a d12 instead of
a d10. Any PC that fumbled in the arena suffers a -1 penalty on the
table.
13 -
Roll 1d10 The Force of the Crowd
1 Rotten fruit flies! The crowd hates you. Roll 1d4. (1) A
rock too! You suffer -1 die penalty for 1 round; (2) You
slip and fall prone; (3) A tomato in the face! You’re blind
for 1 round; (4) You’re shaken by their vitriol and suffer
a -2 penalty until you win the crowd back by rolling on
this table again with a higher result.
2 Just another sunday at the arena. The crowd is bored.
Your next roll on this table suffers a -2 penalty.
3 “Do that again!” The crowd is starting to like you. Your
next roll on this table gains a +2 penalty.
4 “More bloooood!” The crowd is pleased! You gain a +1
die bonus until the end of the next round.
5 “YEAAAAAHHHHH!” There is no such thing as too much
blood. If you hit an enemy before the end of the next
round, your attack deals maximum damage (no need
to roll dice).
6 We’re the champions! The crowd is with you. All enemies
suffer a -1 die penalty and your party gain a +1 die
bonus until the end of the next round.
7 Deafening hoar! The arena is alive. Your party is the
new darling of the arena and gains 10 communal Luck
points. However, if any of you fumble before spending
all those points the crowd is immediately angered -
lose the communal Luck and each of player loses 1d3
Luck Points.
8 “DID YOU SEE THAT?!” The glory of battle and the
support of the crowd turns you in demigods. Each
member of your party gains a 1d6 Deed Die, as if you
were Warriors (Warriors add +3 to their current Deed
Die). However, your pride also soars and a Deed Dice
result of 1 is also a fumble. This lasts until the end of
the next round.
9 “KILL THEM ALL!” If you hit an enemy before the end
of the next round, your strike is critical. If you fumble,
the Judge rolls twice and pick both results. The gods are
cruel.
10 As above, but chose another PC. He or she also can roll
on this table (treating any result of 10+ as if it was a 9)
13 -
Illustration By Danny Prescott
13 -
Blood Magic
& Prayer Burn
Written by Daniel Vance
Prayer burn and blood magic are two ways that spell casters can
enhance their spell casting abilities. Both techniques allow spell
casters to add points to their spell check rolls. And both come with
a price to be paid. Blood magic is typically used by wizards and
elves while only clerics may perform prayer burning.
Blood magic
Blood magic enchantments use freshly spilt blood to boost the
power of a spell. and are very much like spellburning or spending
luck. With this enchantment, it is possible to make a failed spell a
success or a success a fantastic triumph, but there is always a cost
for this forbidden magic.
When a wizard wants to use blood magic, they must draw blood
to inscribe the runes of enchantment (This uses an action unless
the caster is using their own blood). Typically, this blood comes
from the caster, however that is not always the case. This process
allows the spell caster to boost the spell roll by 1 point for each
hit point they sacrifice. However, unlike with spell burning and
spending luck, there is an additional cost to be paid. Blood magic
almost always has some unexpected side effect, and some of these
side effects can be more gruesome than the consequences of a
failed spell at a critical time. This is why blood magic tends to be
the last resort of desperate wizards. Only the insane would use
these enchantments lightly. Blood magic is typically illegal, and
even its mention is frowned upon by right-thinking wizards.
13 -
For example, if Corwin the Cowardly uses a dagger to do the
deed, 1d4 would be subtracted from Corwin’s hit points. Cor-
win could also choose to draw up to 4 additional hit points in
blood from the wound. The total amount drawn - the original
roll plus the additional hit points in blood would then be used to
enhance the spell roll. Because the wizard must decide how much
additional blood will be drawn (before the damage is rolled), it is
possible that this process could kill the spell caster.
Blood magic almost always has a cost. The enchantments are un-
predictable and their use may cause the entire magic field to go
septic. Once the initial spell is resolved, roll on the chart below to
determine the side of effect of the magics involved. The spell cast-
er would roll the damage die of weapon used in the blood magic
plus a d14 for 1st level spells, d16 for 2nd level spells, d20 for 3rd,
d24 for 4th and a d30 for a 5th level spell. This roll is also modified
by the spellcasters luck (a luck bonus lowers the roll).
13 - 10
Lastly to simulate the volatile and unpredictable nature of blood
magic, the dice used for the spell level “explode” if a maximum
result is rolled - if the dice roll a maximum result (such a 14 in
the case of a d14), the dice are rerolled, and the totals are added
together. This process continues until the dice do not roll a maxi-
mum result.
13 - 11
The Consequences of Using Blood Magic
13 - 12
15 Vampirism: The caster is infected with the
desire to feed on blood. When blood is spilt the
adventurer must make a Will save (DC 9) or
become frenzied with the need to drink blood.
This urge to drink is unstoppable and the caster
will attack any that attempt to bar their way.
This urge may also rear its head if an adventurer
goes without food for more than a day. Each
time that vampirism is rolled on this chart, the
adventurer’s DC for the Will save increases by
+3. This condition is permanent.
16 Faint: the caster is overwhelmed with a feeling
of light-headedness. They must make a Fort save
(DC 15) or fall unconscious for 1d6 minutes. If
the save is made, the caster has a -1 penalty to all
actions for a like amount of time.
17 Weak blooded: the caster loses 1d6 strength
points and cannot utilize blood magic until they
are regained through normal healing.
18 Scab: disgusting scabs form all over the caster’s
body. This has the effect of raising the wizard’s
AC by +2 but gives a penalty to -3 to all checks
involving social interactions as the caster appears
diseased. This condition is permanent.
19 Blood oozes from pores: The caster’s body
becomes slick with blood as it slowly seeps
from their skin. This condition reduces their hit
points by 1 point (permanently) and leaves them
continually coated in blood.
20 Blood Taint: The casters body mutates (spell
corruption) - roll d6 to discover the level of
spell corruption (1-3 minor corruption, 4-5
major corruption, 6 greater corruption). Then
determine the corruption as normal.
13 - 13
21 Bleeder: The wizard must make a Fort save (DC
12) or become a hemophiliac for the duration of
the battle. Injuries taken by the wizard will not
close on their own and will continue to bleed
(1 hit point per round). The only way to coun-
teract this bleeding is by binding the wounds or
magical healing.
22 Cry blood: everyone in a 5’ radius (including the
caster) spills tears of blood. This flood of tears
causes 1d6 hit points of damage unless a Fort
save (DC 12 is made).
23 A swarm of blood-sucking creatures is sum-
moned (Roll 1d4):1. Leeches, 2. Mosquitos, 3.
Ticks, 4. Vampire Bats. The swarm attacks ev-
eryone present (starting with the character with
the lowest luck score) and uses the following
statistics - Init +0; Atk many tiny bites +3 melee
(1d6); AC 12; HD 3d8, HP 14; MV 40’; Act
3d20; SP Half damage from piercing weapons;
SV Fort +0, Ref +, Will +0; AL C.
24 The blood drains out of everyone in a 20’ radius.
Targets must make a Fort save (DC 9) or take
3d6 stamina damage.
25 Coma: The spellcaster has overspent their
power and falls into a coma. The only way to be
awakened from the coma is by magical aid or by
making a luck check. This luck check is made at
the end of each month.
26 Heart attack! The caster must make a luck check
or suffer a heart attack. The target must make a
Fort save (DC 12) or take 1d6 stamina damage.
This damage occurs every round until the target
is dead or they make the Fort save.
13 - 14
27 Wall of Blood: A wall of ichor forms between
the spellcaster and his enemies. This undulating
wall of blood is always 10’ tall with a width of
10’ per spell level of the wizard. The wall has no
effect except for obscuring vision and grossing
everyone out.
28 Acidic Blood: Everyone in a 10’radius including
the caster must make a luck check or their blood
turns to acid this causes 6d6 hit points of damage
and if the victim survives, they take a -2 penalty
to all actions until they rest for one day.
29 Blood Mist: All of the blood spilt in the encoun-
ter rises up as an acrid mist. This mist which
stains everything red also obscures vision in a
30’ radius. Additionally, the mist is so nauseating
that it causes a -2 penalty to all actions per-
formed within its confines. The blood mist will
dissipate in 1d12 rounds.
30 Blood Fire: each point of blood used to enhance
the enchantment erupts in hellfire. If the caster
makes a DC 15 spell check these flames may be
directed away from the wizard in a 30’ long 10’
wide cone. Otherwise, the flames shoot upward
immolating the wizard using blood magic. The
flames cause 1 point of damage per hit point
spilt in the enchantment.
31 Old Wounds Open: Everyone within sight of
the caster must make a luck check (including
the caster). If this check is failed, old wounds
begin to open all over their body. Even old
injuries from childhood might reopen. Affected
creatures take 1d6 damage for each hit dice they
possess.
13 - 15
32 Vampiric Spell Drain: The wizard’s spell draws
the vital essence out of all other magic in the
area. All other spells are nullified, and their
duration is added to the blood magician’s spell.
Additionally, no magic items will function in
this space (the range of the spell enhanced with
blood magic).
33 Blood Double: The blood spilt for the enchant-
ment swirls in a vortex of magic with the ichor
on the battlefield. Slowly a humanoid creature is
formed lined with runes of power. A dark twin
to match the wizard’s own power is born. This
creature is linked to the caster in such a way that
each will always know in what direction the
other lies. Most likely this blood double despises
the wizard and will seek their death. The dou-
ble’s stats and abilities mimic those of its creator.
34 Horrid Transformation: The caster’s body gives
way to a liquid consistency, slowly transforming
into blood. With practice, the caster can force
this blood form into a humanoid semblance.
The caster now takes only 1 point of damage
from piercing weapons such as arrows and half
damage from slashing weapons. Fire and fall-
ing are especially devastating to the blood from
causing double damage. It is possible for the
wizard to ooze under doorways.
35 Blood Life: all the bodily fluids on the battlefield
coalesce and animate into a terrible blood golem
36 Summon Something Terrible (roll 1d4): 1.
Vampire, 2. Blood demon, 3. A blood-sucking
wind, 4. The Blood God comes
37 A Flood of Blood: The blood of all creatures
that have ever been slain in the area rises from
the earth. This flood, which includes ichor spilt
from the beginning of time, rises up and floods
the land.
13 - 16
38 Coagulation: Everyone’s blood solidifies. Sur-
prise! you are dead unless you make a fort save
(DC17). This wave of septic magic affects
everything within half a mile. Congratulations,
you are a mass murderer.
39+ You do something so terrible that it can never
be undone (roll d5): 1. Rip a hole through
dimensions, 2. Give the blood of every creature
within 30 miles sentience, so that the blood
slithers away leaving their former hosts dry and
empty, 3. Crack the world as you summon the
molten blood of the earth obliterating every-
thing for miles and miles. 4. Supercharge your
own blood with stolen power from the gods.
You ascend to greatness as you leave your mor-
tal shell and troubles behind. Do not tarry, your
new masters call, 5. Time for the judge to make
up something just awful.
13 - 17
Prayer Burn
Prayer burning allows a cleric to add a bonus to a spell check
(basically this is spell burning for clerics, see DCC book for
details). To perform prayer burning the cleric would first roll on
the action chart below to find the ritual to be performed.
13 - 18
Prayer Burn Actions
13 - 19
Disfavor
1d10 Result
+ xd4
13 - 20
8 Transforms the cleric’s head into the head of a crea-
ture despised by the deity. This transformation is
permanent unless a major quest is undertaken.
9 The cleric is cursed to roam the world as a wretched
shade upon their death.
10 The deity places a visible mark of disfavor on all
those that associate with the cleric.
11 The enraged deity twists the cleric’s body into a
parody of its former self. The cleric loses 1d3 ability
points from a random stat. The cleric is also hideous
to behold, their visage eliciting sobs from any unfor-
tunate enough to see this terrible punishment.
12 The ground opens at the cleric’ feet, sucking him
and all those around him to a place of testing deep
within the earth.
13 The cleric is thrown from favor. The cleric is now
an excommunicant of the faith, this condition will be
instantly recognizable by all followers of the deity.
This condition is permanent unless a major quest is
undertaken to reverse the condition.
14 The clerics ability to lay hands is twisted to cause
harm instead of healing. Each point of healing that
would normally take place now causes one point of
damage. This ability may not be used on an unwill-
ing subject unless that subject is restrained (any wig-
gling around interrupts the flow). This condition is
permanent unless a major sacrifice is made.
15 The clerics ability to turn unholy now causes the
affect creatures to attack unrelentingly instead. This
condition is permanent unless the cleric atones for
their sins.
13 - 21
16 The cleric’s soul is pulled to the celestial (or infernal)
palace to serve their deity’s whims. The body of the
cleric still shambles on but is bereft of emotion and
like an automaton (although they can still cast spells
and perform actions). The cleric suffers a -2 penalty
to all actions until this is resolved.
17 The deity transforms the cleric into an insect, small
rodent, tiny lizard, miniscule fish or other insignifi-
cant creature.
18 The deity turns the clerics bone to jelly. While this
does not kill the cleric, it does make movement and
most actions almost impossible (-25 to movement
and -5 to all actions).
19 The deity turns the cleric inside out. This causes 3d6
stamina damage (which heals normally) and they are
now super gross. Everyone around the cleric needs
to make a Will save (DC 9) or vomit.
20+ The cleric explodes like a bomb. Everyone within
10’ of the cleric takes 1d6 damage and the transgres-
sor is dead, soooo dead.
13 - 22
Meanwhile
A Narrative Downtime System
Written & Illustrated by Colin Mills
13 - 23
The expected duration of each downtime period is one year, and
will have a workflow similar to that of Traveller’s character cre-
ation workflow, with an aforementioned compression of the time
period. However, unlike the Traveller character creation system,
these downtime periods will involve less career progression, and
more narrative seeds. Also, unlike Traveller, characters are al-
lowed to try any given downtime path regardless of past mishaps
or involvement in other downtime paths.
If the initial progress check is not met, then the character can still
carouse and gain general experience for the given time period.
The special event result should be taken as free license for the
Judge to work with the player to introduce something interest-
ing into the character’s life. Examples are romantic relationships,
development of wild magical talent, and births or deaths in the
family.
Arcane
Whether through consorting with otherworldly powers, learning
at the hand of a master, or experimentations in a secret laboratory,
increasing arcane in power is a dangerous pursuit. Apprenticeship
often proves to be less dangerous than the other paths. However,
with greater risks come great rewards, and one must always find
a wizard of greater power willing to impart their knowledge, and
wizards are not well-known for their generosity...
13 - 24
Sub-Paths
Progress Events and Mishaps
Apprenticeship DC 10 Int Check
Int Check
Commune with the Pers Check
Beyond
Private Experimentation Luck Check
Progress Bonuses
Apprenticeship
Roll 1d6 Result
1 A small trinket containing an elemental spirit.
2 Spell component pouch filled with exotic flower
petals
3 1st level scroll
4 Trinket magic item
5 Mentor boon
6 Peer contact
13 - 25
Private Experimentation
Roll 1d6 Result
1 Minor Corruption, roll twice and choose one
2 Change mercurial effect
3 Spell check bonus
4 One-time magical ability
5 Peer contact
6 Black market contact
Events
Roll 1d20 Result
<2 A terrifying phlogiston reaction devastates your
mortal form! Gain a Major Corruption and a Patron
Taint. If you do not have a patron, the DM will
choose the Patron Taint table to roll on.
2-3 The results of your research are displeasing to the
powers beyond. If you have a patron, roll twice on
the Patron Taint table and choose one. If you do not
have a patron, the DM will choose the Patron Taint
table to roll on.
4-5 An otherworldly power influences the results of
your work, warping the results, and you. Gain a
Minor Corruption, and re-roll the mercurial effect of
a random spell.
6-7 A rival sabotages your work! If you do not have a
rival, gain one and roll on the Minor Corruption
table.
8-9 A negative reaction to wild phlogiston left you
scarred, gain an injury.
10-11 Your arcane experimentations gained you the notice
of another wizard, jealous of your powers. Gain a
rival.
13 - 26
12-13 An opportunity to steal knowledge presents itself.
If you take the chance, make a DC 12 Int check to
make extra progress towards advancing your arcane
knowledge. If you fail, gain an enemy and an injury
while you are trapped by their ingenious traps.
14-15 Special Event
16-17 The stars are aligned, and you see an avenue to
advance your powers by leaps and bounds! Gain a +1
to the spell check of one spell, or learn a new spell
of your choice. Gain +1 to your next roll with this
path.
18-19 Whispers of your progress have reached ears in far
away lands. A foreign wizard offers to assist you in
your adventuring efforts in the future; gain them as
a contact.
20+ Your work has caught the attention of a wizard who
sees you as a compatriot in the field; they contact
you with the promise of aid, should you require it.
Gain this wizard as an ally.
Carousing
Sub-Paths
Progress Events and Mishaps
Bar Hopping Automatic Luck Check
Rabble Rousing Luck Check
Lounge About Luck Check
13 - 27
Progress Bonuses
Bar Hopping
Roll 1d6 Result
1 You sang a song people didn’t like
2 A half-full bottle
3 You sang a song people liked
4 A well-crafted mug
5 Set of loaded dice
6 Barkeep names a drink after you
Rabble Rousing
Roll 1d6 Result
1 Used Weapon
2 Contact
3 Ally
4 Fancy, stolen weapon
5 Finely crafted wanted poster
6 Notoriety with the local law enforcement
Lounge About
Roll 1d6 Result
1 Fancy collection of empty liquor bottles
2 Rumor of trouble in town
3 Contact
4 A nice rug
5 Comfy clothes
6 Learn a local legend
13 - 28
Events
Roll 1d20 Result
<2 Gain a serious injury, reducing a physical stat by 1
2-3 A hostile authority takes notice of your movements.
Gain an enemy.
4-5 Rub a fellow carouser wrong way. Gain a Rival.
6-7 You took your exploits a step too far, and somebody
important has stopped returning your summons.
Lose one contact
8-9 Either by tweaking something while relaxing, or
insulting the wrong unfriendly face, you came upon
injurious circumstances during your time. Roll on
the injury table.
10-11 Make a joke at the wrong person’s expense. If you
fail a Personality check, they take it a little hard and
is now seeking your non-specific ill. Gain a rival.
12-13 You compete in a game of chance, with a mod-
est wager. Make a Luck check using a +1d to gain
1d10 gold and a rumor of where more can be found.
Alternatively, make an Agility check for the same
rewards as you attempt to cheat your way out of the
wager; failure results in gaining an Enemy and an
untrustworthy reputation.
14-15 Special Event
16-17 Your time in town has gained you some local atten-
tion. If you make a Personality check,
18-19 An interesting stranger wanders by and you buy
them a drink, gain a friend.
20+ Hey, there’s a fight against somebody who already
doesn’t like you much. Help out to gain an ally and
a few bruises.
13 - 29
Martial
Sub-Paths
Progress Events and Mishaps
Militant Ascetic DC 10 Sta Sta Check
Man-at-Arms Str Check
Game Hunter Dex Check
Progress Bonuses
Militant Ascetic
Roll 1d6 Result
1 Swear an oath to forebear from a nicety of civiliza-
tion
2 Re-select your lucky weapon
3 Fragments of a legendary weapon, probably
4 Fellow student contact
5 Sharpening kit (+1 to hit and damage for the first
1d3 attacks in the next combat)
6 Learn the location of a legendary beast den
Man-at-Arms
Roll 1d6 Result
1 Local guard contact
2 A well-used cot
3 Guard tabard and insignia
4 1d10 gold in savings
5 Weapon
6 Knowledge of the guard routes in the area
13 - 30
Game Hunter
Roll 1d6 Result
1 One of your trophies gets displayed in the tavern
2 Hunter contact
3 Ecological knowledge of a region
4 Fletching kit
5 One vial of urine
6 Locate monster den
Events
Roll 1d20 Result
<2 A fight goes wrong, and you are seriously injured.
Reduced a physical stat by 1.
2-3 The secrets of your art are stolen, and you catch
a glimpse of their face before they flee. Gain an
enemy.
4-5 You take your sparring a step too far, and your part-
ner escalates in kind. You both get out of the fight
unscathed physically, but other wounds persist. Gain
a rival.
6-7 Your conduct following a fight offends one of your
acquaintances. Lose a contact.
8-9 You are moderately wounded during a match, gain
an injury and an awesome scar.
10-11 Lesser Risky Reward (thing or rival)
12-13 Risky reward (thing or enemy)
14-15 Special Event
16-17 A fabled master visits your town for a short time. If
you can make a Personality check or beat an AC 18
with an attack roll, you convince them to take you
into their tutelage for a time. Either gain knowledge
of the master’s monastery, or gain an increased die
for a single Mighty Deed of Arms.
13 - 31
18-19 You and a fellow warrior find yourselves pinned in
great danger. Working together, you both come out
unscathed. Gain a friend.
20+ A chance duel, and you come out victorious. Turns
out, your opponent had some very notable enemies,
and one of them takes a liking to you. Gain an ally.
13 - 32
Religious
Sub-Paths
Progress Events and Mishaps
Monk DC 10 Per Int Check
Evangelist Per Check
Pilgrim Sta Check
Progress Bonuses
Monk
Roll 1d6 Result
1 Prayer beads
2 A few pages of illuminated text
3 Well-used inkstone
4 Inscribed prayer (as 1st level cleric scroll)
5 Rumors of magical artifact
6 Research contact
Evangelist
Roll 1d6 Result
1 A prepared sermon
2 1d4 converts
3 Religious contact
4 Weapon
5 Establish minor shrine
6 Scars for the honor of your deity
13 - 33
Pilgrim
Roll 1d6 Result
1 Inn or tavern contact in another settlement
2 Location of a religious site
3 Religious contact
4 Traveller’s clothing
5 Roads and paths to get to a point of interest
6 Rubbings of ancient carvings
Events
Roll 1d20 Result
<2 You come upon an ancient scroll which, upon
opening, inscribes a terrible curse upon your flesh.
2-3 The attention you have devoted to your deity has
garnered unwanted attention. Gain a religious en-
emy.
4-5 You get into a fierce theological discussion with
another of your faith which leaves you both embit-
tered. Gain a rival.
6-7 Given the passage of time, some acquaintances drift
away, unable to agree with the depth of your devo-
tion. Lose a contact.
8-9 A deific test of faith is proclaimed, resulting in an
injury and rolling 1d4 on the Disapproval table.
10-11 Here is your chance to make your mark in the sight
of your deity, an opportunity to break the grip of
another power in the area. You may attempt a DC
18 spell check, with the opportunity to spend gold to
increase the spell check as per the normal spellcasting
rules. If you pass the check, you push the influence
of the deity of your choice out of the immediate
locale. If you do not pass the check, your meddling
has been noticed, and an agent from that deity is dis-
patched to hamper your future efforts. Gain a rival.
13 - 34
12-13 Your deity demands you undertake a gruelling test
of devotion. If you make a Personality check at an
increased die, you feel your deity is pleased with
your conduct. If you fail this check, roll on the Dis-
approval table with a number of d4’s equal to your
character level.
14-15 Special Event
16-17 You feel a tingling of divine power welling within
you. Make a Personality check to gain a +2 to future
Divine Intervention checks, or gain +1 to your
minimum disapproval until you can pay penance to
your deity for failing to live up to the potential they
saw in you.
18-19 Time spent meditating upon the virtues of your path
with other devotees brings together like hearts. Gain
a friend.
20+ Your stalwart service and devotion do not go unno-
ticed. An fellow proponent of your cause offers their
aid when next you require it. Gain an ally.
13 - 35
Roguery
Sub-Paths
Progress Events and Mishaps
Organized Crime DC 10 Agi Per Check
Freelance Theft Agi Check
Skullduggery Luck Check
Progress Bonuses
Organized Crime
Roll 1d6 Result
1 Learn a compromising secret
2 A well-worn sap
3 Civil contact
4 Knowledge of local supply chains
5 A pouch of narcotic powder
6 Noble contact
Freelance Theft
Roll 1d6 Result
1 1d12 cp, and one cut purse
2 A battered iron coffer
3 A monogrammed lace handkerchief
4 Beggar’s disguise
5 Hand-held instrument
6 Street contact
13 - 36
Skullduggery
Roll 1d6 Result
1 Weapon
2 Wicked scars, and a tale to match
3 Underworld contact
4 Half a vial of poison. It looks a little old.
5 Offer to do a job
6 Gain a contract on your head
Events
Roll 1d20 Result
<2 Whether it was due to explosions, a hail of missile
fire, or a guard’s sword, you got out of that by the
skin of your teeth, but with not much else. Reduce a
physical stat by 1 and gain some scars.
2-3 A witness channels information back to the wrong
people. Somebody wants you dead. Gain an enemy.
4-5 Honor among thieves is a fool’s creed, apparently.
Gain a rival.
6-7 Business is slow, and you’re seen as losing your
touch. Lose a contact.
8-9 Not every job goes smooth. That one in particular.
Gain a minor injury or trauma.
10-11 You’re offered a job, and everything about it stinks.
If you take the job and pass either an Agility or a
Luck check, gain a treasure of the DM’s choice and
an Enemy; no reason to be returning this pretty
thing just yet. If you fail the check, gain an en-
emy and an injury as things go as far south as you
expected.
13 - 37
12-13 Everything’s risky in your line of work, but that one
job, it was something else. Roll your Events check
again. If you pass, you get paid 2d12GP and no one’s
the wiser. Fail, and somebody talked. Gain a rival,
and perhaps some heat.
14-15 Special Event
16-17 You see a chance to move up in the world. Roll a
Luck check. If you pass, gain notoriety in the region
as a capable thief. If you fail, well, people talk.
18-19 You could have left them behind, but you thought
bailing them out would put you in a better position.
Gain a friend.
20+ A job turns sour, but you get away scot free with the
help of an associate, who’s more than likely to help
you out again. Gain an ally.
13 - 38
Seek the Hag
in
the Woods
Tables for Creating
Memorable Hag Encounters
Written by Matt Rayburn
& Illustrated by KJ O’Brien
13 - 39
A classic quest sends the party deep into the darkest woods or
murkiest swamp to petition the aid of a hag. She is tricky and
dangerous, and most sane mortals avoid her at all costs. But her
secret knowledge of dark arts may prove worth the risk.
Unless altered by text in Tables 3 or 4, the stats for the hag are
the same as those for a witch as presented on page 434 of the
core rulebook.
13 - 40
Hag Table 1: Reason to seek the hag
Roll 1d14 Result
The Hag...
1 ...remembers forgotten lore.
8 ...removes curses.
9 ...bestows curses.
11 ...summons demons.
13 - 41
Hag Table 2: Name & Title
1d14 Name Title
1 Jezzra …the Scab-Ridden
2 Grumbadine …the Black-Hearted
3 Big Bernadette …the Putrid
4 Asheemae …the Undying Crone
5 Olma …the Tainted
6 Drapmine …the Prune
7 Phraeda …the Withered Witch
8 Old Medi …of the {insert name of local
woods or swamp}
9 Hester …who Gnaws on Children’s
Bones
10 Sabinn …who Fornicates with Devils
11 Grizhelda …who Haunts Us in Our Sleep
12 Ulga …who Birthed the Ogre Og-
speth
13 Thorn …who Slithers with the
Snakes
14 Mertle …who Knows No Friend
13 - 42
Hag Table 3: Physical Attributes & Stats
1d14 Result
1 Vicious cannibal. The hag bears sharp claws and
fangs. Her claws provide a +2 melee attack (1d4)
and she gains a bite melee attack +0 (1d6). Action
Dice increase to 2d20, but at least one action must
be a melee attack (i.e. both actions cannot be used
to cast spells).
2 Massive brain. Through decades of arcane studies
and experimentation, the hag has expanded her
mental capacity. Her brain has grown to enor-
mous proportions, deforming her head. When
determining spells known, she gains two extra
spells from the usual list for witches (i.e. rolls two
more times on this list). In addition, she gains
the bonus spells Eldritch Hound and Polymorph
(pages 211 and 243 of the core rulebook, respective-
ly). Roll d4: (1) forehead protrudes and is covered
with throbbing veins; (2) head grows upwards in
a tall, oblong shape; (3) gaze is always down at the
ground as her over-sized head is too heavy for her
neck to support; (4) flesh and skull have cracked
open, exposing a pulsating brain.
3 Random attributes. Roll once on DCC RPG Table
9-1: Humanoid Skin Color and once on DCC RPG
Table 9-3: Appearance (page 380 of the of the core
rulebook). Judge may also elect to roll on DCC RPG
Table 9-7: Unusual Traits (page 383 of the core
rulebook).
4 Giant. The hag is 10 feet tall and possesses mas-
sive strength. Maintains the spellcasting of a
witch, but otherwise uses the stats for an ogre
(page 422 of the core rulebook). Critical hits use
Crit Table G: Giants (page 389 of the core rulebook).
5 Un-dead. The hag cheated death and became an
un-dead monster. Roll once on DCC RPG Table 9-5:
Physical Appearance of Un-dead and once on DCC
RPG Table 9-6: Traits or Properties of Un-dead
(page 381 of the core rulebook). Critical hits use
Crit Table U: Un-dead (page 391 of the core rule-
book).
13 - 43
6 Lost love. All who look upon the hag see the face of
a lost lover whom they have not seen in years but
instantly recognize. Each character gazing upon
the hag must successfully make a DC 16 Will save
or become afflicted with the Curse of Lost Love
(page 438 of the core rulebook), taking a -2 penalty
to Luck and Will saves. If the failed Will save result
was a 10-14, the character may make a second DC
16 Will save when the hag is killed. If the failed
Will save result was below 10 (or if the Will save
is failed a second time upon the hag’s death), the
curse is permanent. The character is forever a
victim of endless longing, and finds little purpose
in living.
7 Commoner. In most ways, the hag is a commoner
(i.e. a Level 0 human), but dabbles in magic out of
a morbid curiosity. Roll on DCC RPG Table 1-3: Oc-
cupation (page 22 of the core rulebook). She dress-
es as someone of that occupation, and carries the
tools of her trade.
8 Flying torso. Having lost all limbs, the hag can-
not physically move or make melee attacks. She
moves rapidly at will via levitation, allowing her
to dodge attacks. -2 to all melee or ranged attacks
made against her.
9 Corrupted (Minor). Years of magical dabbling have
slightly corrupted the hag. Roll twice on DCC RPG
Table 5-3: Minor Corruption (page 116 of the core
rulebook).
10 Corrupted (Major). Years of magical dabbling have
corrupted the hag. Roll twice on DCC RPG Table
5-4: Major Corruption (page 118 of the core rule-
book).
11 Corrupted (Greater). Years of magical dabbling
and dealings with demons have severely corrupt-
ed the hag. Roll twice on DCC RPG Table 5-5: Great-
er Corruption (page 119 of the core rulebook).
12 Spellburnt. The hag must spellburn every time she
casts any spell. As such, her body is sorely muti-
lated from years of self-harm.
13 - 44
13 Mirror, mirror. The hag surrounds herself by mir-
ror images. Refer to the result for a spell check of
16-19 for the spell Mirror Image (page 183 of the
core rulebook).
14 Alarmingly beautiful. The hag appears as a gor-
geous elven woman. Any character (regardless of
gender or sexual orientation) not succeeding at a
DC 16 Will save is charmed as if under the Charm
Person spell (page 131 of the core rulebook).
13 - 45
5 Senile. The hag is losing her memory. The party
will be given imperfect (incomplete and/or incor-
rect) information for whatever quest she asks of
them. The Judge should exercise discretion on how
this impacts the difficulty of the quest and the
party’s ability to complete it.
6 Lonely widow. The hag believes the party to be
her husband and children, all of whom vanished
decades ago. At first she is quite accommodating,
but becomes frustrated if the party does not play
along. If anyone attempts to leave, she will try
to prevent such exit, likely resulting in combat.
Her sudden change of demeanor guarantees she
will act first in the ensuing combat, regardless of
initiative.
7 Battle-scarred. The hag’s body is a morbid col-
lection of wounds, each with its own story. Visi-
tors who share their own wounds (and the grisly
accounts of how they earned them) amuse her
greatly. She bears little respect for those whose
bodies do not contain such trophies. After scars
have been shared, she will only speak to the most
marred/deformed member of the party.
8 The hen. Cursed long ago into believing she is
a human-chicken hybrid, there are no physical
alterations to her body, but in her mind she is part
chicken. Roll d4: (1) clucks sporadically while talk-
ing; (2) constantly positions her arms to imitate
chicken wings; (3) pecks incessantly at the ground,
eating bugs and dirt; (4) steals eggs from nearby
chicken farms and sits on them in hopes they will
hatch, but inevitably smashes them all.
13 - 46
9 Possessed. While recently conjuring a demon, she
was unable to control it, and is now possessed. A
lawful cleric will instantly realize she is possessed.
Any other character must make an Intelligence
check, DC determined by Judge. Roll d4: (1) will
immediately attack anyone who enters and keep
attacking until killed or the entity is exorcised;
(2) will negotiate with the party but the quest
she assigns will be an obscenely evil task; (3) will
negotiate with the party but instead of sending
on a quest asks one character to offer their soul
to the demon; (4) will negotiate with the party but
instead of sending on a quest demands one char-
acter be set on fire and killed as a sacrifice to the
demon.
10 Destined. The hag devoutly worships the Three
Fates. Her lair is full of crystal balls and tarot
cards. Gains the spell Invoke Patron and all patron
spells for the Three Fates (pages 348-353 of the
core rulebook).
11 Unnerving presence. Merely being in the presence
of the hag causes anxiety and fear. Any character
not succeeding on a DC 16 Will save cowers and
is unable to act normally. If attacked, an affected
character can take action, but suffers a -3 penalty
to their initiative roll at the start of combat. Her
unnerving presence manifests itself as follows.
Roll d3: (1) cackles a maddening, droning laugh; (2)
intently stares with eyes that have no eyelids and
never blink; (3) speaks in demonic tongues.
13 - 47
12 Harbinger of doom. The hag is a vessel for a cha-
otic Elder God, whose sole mission is to bring that
ancient being into this plane. An aura of chaotic
energy envelopes her. Roll d4: (1) characters can
speak with the hag but no longer understand each
other. The speech of others sounds like the muf-
fled croaking of frogs; (2) any character failing a
DC 16 Fort save chokes, taking 1d6 damage and
becoming immobile for 1d3 rounds; (3) any char-
acter failing a DC 16 Will save hears the incessant
beating of infernal drums and rhythmically gib-
bers along, permanently taking 1d3 Intelligence
damage; (4) 1d4 servants of the Elder God mani-
fest and attack. Judge’s discretion as to the nature
of these servants. Suggestions include deep ones,
toadfiends, or servitors (pages 400, 402, or 425 of
the core rulebook respectively).
13 Hoarder. The lair is littered with all variety of
trinkets and trash. Each visitor must offer a gift to
this ever-growing collection. Gifts must be un-
usual items, though traditional concepts of value
mean nothing to the hag. At the Judge’s discre-
tion, she may be attracted to a particular item a
character possesses, in which case she will de-
mand that specific item as the offering.
14 Bored to death. The hag has lost purpose in life
and was moments away from killing herself when
the party arrived. There is some sign of pend-
ing suicide in the room. The unexpected visit has
intrigued her enough that she has decided to keep
living a bit longer. Roll d4: (1) a noose hangs from
the rafters; (2) a glass and a bottle of poison are on
the table; (3) a suicide note is visible on her bed; (4)
she has been stabbing herself and multiple knives
protrude from her flesh.
13 - 48
Classless DCC
by Marc Elsenheimer
& public domain art
However, some may want a more open approach to their characters and
their development. The Archetype system provides this. Instead of hav-
ing a class, characters that survive their funnel create an Archetype con-
sisting of the core abilities presented in the classes of the DCC RPG Core
Rulebook. Later on, they may improve upon their abilities by expending
experience points and might even acquire new abilities.
This open system is designed as an addition to the core classes, and the
characters will always be equally powerful to regular characters with the
same amount of experience. This article presents two systems, designed
with each other in mind.
The Archetype system presented here will allow players to use a simple
toolbox to build their own classes out of the abilities presented in the
DCC Core Rulebook along with some new abilities.
2. Constructing an Archetype
Character Archetypes are self-made classes. The player uses his charac-
ter’s initial 10 experience points (XP) to spend on the Archetype. If the
character has earned more than 10 experience points before constructing
his Archetype, he can’t use those extra XP and must save them for later
use.
You can increase your Hit Die up to four times from 1d4 to 1d6 to 1d8
to 1d10 to 1d12 for 0.5 XP per step.
13 - 50
chain (ignoring the d5 and d7), and improving the table costs 0.5 XP
per step on the “Table Chain”. So improving the table to Crit Table II
costs 0.5 XP, and improving the Table to Table III costs 1 XP.
You are proficient with up to 10 weapons. For 0.5 XP, you can
gain proficiency with all weapons.
2.4 Features
Experience can also be spent on acquiring features. Those features are
the core abilities that define a character. In the following, all features
taken from the DCC Core Rulebook are presented in the following
tables. Most abilities are detailed in Section 3. Feature Descriptions.
This cannot be purchased more than once for an Archetype, and the
attack bonus can be further improved with experience during play,
even if it is not chosen for the Archetype.
13 - 51
2.6 Finishing Up the Archetype
In the final step, Archetypes get a bonus of +1 to two of their three
saving throws.
3. Feature Description
What follows is a short and comprehensive listing of all available features
from the DCC Core Rulebook.
Deed Die – 2 XP
This feature grants the Archetype access to the Deed Die as described
under Attack Modifier on Page 42. This replaces the chance to acquire
a normal attack modifier for the Archetype. The Deed Die starts as a
d3 and can be improved by spending experience points later.
Lucky Weapon – 1 XP
When choosing this feature, the player has to also choose a type of
weapon with which to apply this. The character will apply his Luck
bonus to all attacks with that weapon type. This feature can be ac-
quired multiple times, thus applying the bonus to additional weapon
types.
Linguistic Knowledge – 1 XP
This feature doubles the number of languages gained per point of In-
telligence. This also doubles the number of languages learned through
the additional language feature.
Recovering Luck – 2 XP
Archetypes possessing this feature regenerate their Luck back to the
starting value at a rate of 1 point per day. The details are described on
Page 36 under the class ability Luck and Wits. The rate of regenera-
tion can be improved during play by expending experience points.
13 - 53
Table 1 – Non-magic Features
Name Description
Deed Die † Replaces the Attack Modifier with
the Deed Die of 1d3
2 XP Ref. Pg 42 - Attack
Modifer
Mighty Deeds of Allows PC to perform mighty deeds
Arms of arms
(Req. Deed Die) 1 XP Ref. Pg 42 - Mighty Deeds
of Arm
Improved Crit Improves the Crit Range of the
Range † Character to 19-20
1 XP Ref. Pg 42 - Critical Hit
Lucky Weapon* Grants an attack bonus equal to
your luck for one weapon
0.5 XP Ref. Pg 42 - Luck
Avoid Fumbles Can avoid fumbles by burning Luck
0.5 XP Ref. Pg 79 - second passage
Initiative Bonus* † Improve your Initiative by 1
0.5 XP Ref. Pg 42 - Initiative
Additional Attack* Grants an additional attack with a
specified weapon and an action dice
of 1d14
2 XP Ref. Pg 52 - Sword and
Board
Free Additional Additional attack can be performed
Attack * with any weapon
(Req. Additional
Attack) 1 XP Ref. Chapter 3
13 - 54
Two Weapon Allows masterful use of two
Fighting weapons at the same time
2 XP Ref. Pg 60 - Two-Weapon
Fighting
Additional Learn an additional language
Language*
0.5 XP Ref. Pg 441
Linguistic Learn double the languages per Int
Knowledge* point
1 XP Ref. Pg 49 - Languages
Recovering Luck*† Luck regenerates at a daily rate. 1
point / day at first
2 XP Ref. Pg 36 - Luck and Wits
Luck Die† Instead of a +1 bonus, spending a
(Can’t have Lucky) point of Luck grants +1d3 to a roll
2 XP Ref. Pg 36 - Luck and Wits
Lucky Spending a point of Luck grants a
(Can’t have Luck bonus of +2
Die)
1 XP Ref. Pg 60 - Good Luck
Charm
Good Luck Charm Allows expending Luck for allies
2 XP Ref. Pg 60 - Good Luck
Charm
Good Luck Aura Allows allies to use your luck
modifier for rolls
0.5 XP Ref. Pg 60 - Good Luck
Charm
Thief Skills* † Allows usage of Thief Skills; See
Chapter 3 for details
0,5 / 2 Ref. Pg 34 & 35 - Thief
Skills Skills
13 - 55
Backstab* † Allows usage of the Thief Skill
Backstab; See Chapter 3
0,5 Ref. Pg 34 & 35 - Thief
(extra) Skills
Cast Spell from Allows the character to cast spells
Scroll* † from scrolls
0.5 XP Ref. Pg 34 & 35 - Thief
Skills
Improve Thief Skills* Allows distributing more starting
points into skills
0.5 / 3 Ref. Chapter 3
XP
All skills start at a value of +0 and upon acquisition the player can de-
cide, for each pair of skills, whether he wants one of the skills at a skill
value of +3 and the other one at a value of 0, or whether he wants to
acquire both at a level of +1.
13 - 56
Purchasing two skills costs 0.5 XP (1 XP if one of the skills is backstab), and
each pair of skills starts with either a value of +0 and +3, or +1 and +1.
Backstab – 0.5 XP
When acquiring thief skills, if backstab is among the acquired skills,
then the cost of acquisition increases by 0.5 XP. In any other regard,
this ability works, and is improved, like thief skills.
Arcane Spellcasting – 4 XP
This feature allows the Archetype to learn and cast arcane spells. The
character is limited to learning level 1 spells and has to pay 0.5 XP per
spell learned (see Spells, below).
The Archetype’s casting ability can be further improved by acquiring
the ability to perform Spellburn for 2 XP and the ability to learn and
use the patron bond spell for 1 XP.
He rolls 1d20 +1 + Intelligence modifier to cast spells, and the bonus
can be improved with experience during play.
The rules for casting spells are explained on Page 48 under Magic, as
well as in Chapter 5 of the Core Rulebook beginning with Page 105.
13 - 57
When a spell requires the use of spellburn and the wizard does not
have this class feature, he can instead permanently spend physical at-
tribute points, which grant no bonus and won’t regenerate.
Name Description
Arcane Spellcasting *† This feature allows the PC to learn and
cast arcane spells
4 XP Ref. Pg 48 - Magic
Spellburn Allows the caster to spellburn
(Req. Arcane Casting)
2 XP Ref. Pg 107 - Spellburn
Patron Bond ‡ This feature allows the PC to learn and
(Req. Spellcasting) cast the spell patron bond (does not grant
the spell for free)
1 XP Ref. Pg 48 - Supernatural
Patrons
Avoid Corruption Allows the PC to burn Luck to avoid
(Req. Arcane Casting) corruption
1 XP Ref. Pg 49 - Luck
Divine Spellcasting *† This feature allows the PC to learn and
cast divine spells
4 XP Ref. Pg 28 - Magic
Lay on Hands ‡ Allows use of lay on hands
(Req. Devine Casting)
1 XP Ref. Pg 30 - Lay on Hands
Divine Aid ‡ Allows use of divine aid
(Req. Devine Casting)
0.5 XP Ref. Pg 31 - Divine
Turn Unholy Allows use of turn unholy
(Req. Devine Casting)
0.5 XP Ref. Pg. 30 - Turn Unholy
Spells * Grants knowledge of a single spell
(Req. Spellcasting)
0.5 XP Ref. Chapters 3
/ spell
‡ Patron bond, lay on hands, divine aid, and turn unholy may be ac-
quired without their prerequisites for double the experience costs.
13 - 58
Patron Bond – 1 XP – requires Arcane Spellcasting
This allows the archetype to learn and use the spell patron bond. The
spell does still have to be learned via the feature spells or via play.
Archetypes without this feature can still enter a patron bond when the
spell bond patron is used on them by a character with the feature and
spell as explained in the spell’s description.
This feature can be acquired for double the cost by characters not able
to cast arcane spells. Those characters gain access to the bond patron
spell for free and can cast it with 1d20 + INT.
Divine Spellcasting – 4 XP
This feature allows the Archetype to learn and cast divine spells. The
character is limited to learning level 1 spells and has to pay 0.5 XP per
spell learned (see Spells, below).
To cast spells, roll 1d20 +1 + PER Mod to cast spells, and the bonus can
be improved with experience during play. The rules for casting spells
are explained on Page 28 under Magic as well as in Chapter 5 of the
Core Rulebook beginning on Page 105.
This ability can be purchased for double the cost by characters without
the Divine Spellcasting ability.
This ability can be purchased for double the cost by characters without
the Divine Spellcasting ability.
13 - 59
Turn Unholy – requires Divine Spellcasting – 0.5 XP
This feature grants access to the turn unholy ability as explained on
Page 30 of the Core Rulebook. To use this ability, 1d20 + PER + LCK
is rolled. If the character has access to Divine Spellcasting, then the roll
(with the Luck modifier added) to cast spells is used instead.
This ability can be purchased for double the cost by characters without
the Divine Spellcasting ability.
Name Description
Slow ‡ Base move speed is reduced to 20’
-0.5 XP Ref. Pg 52 - Slow
Infravision Allows PC to see in the dark up to 60’
0.5 XP Ref. Pg 52 - Infravision
Underground Skills† Grants a bonus to find secrets
underground and allows the character
to smell gold
0.5 XP Ref. Pg 52 - Underground
Skill
Elven Immunities Character is immune against magical
sleep and paralysis
1 XP Ref. Pg 56 - Immunities
Heightened Senses Grants +4 to Perception and reveals
close-by secrets
0.5 XP Ref. Pg 56 - Heightened
Senses
13 - 60
Iron Vulnerability ‡ Character is intensely sensitive to the
touch of iron
0.5 XP Ref. Pg 56 - Vulnerabilities
Small Character is small and can fit into
smaller openings
0.5 XP Ref. Pg 60 - Small
‡ These features are considered hindrances and grant their cost as
bonus XP.
Slow – 0.5 XP
This feature is a hindrance and slows the character down to a speed
of 20’. This grants 0.5 XP to spend on other features.
Infravision – 0.5 XP
Infravision allows the Archetype to see in the dark up to 60’ distance.
13 - 62
XP Cost Crit Die XP Cost Crit Die
- 1d4 6 1d16
1 1d6 8 1d20
2 1d8 10 1d24
3 1d10 12 1d30
4 1d12 20 2d20
5 1d14
13 - 63
4.5 Saving Throws
A characters saving Throws can be improved as indicated in the table
below. The cost given is always the cost to improve the save from the
current step to the step indicated. For example, improving
Improved Initiative
The cost of improving the initiative of a character is given in the table
below
13 - 64
XP Cost - 10 20 30 40
Step 1d14 1d16 1d20 1d24 1d30
Recovering Luck
The rate of Luck Recovery can be improved according to the table
below.
Luck Die
The Luck Die can be improved along the dice chain with the costs
given in the table below.
Underground Skills
To improve a dwarfs underground skill XP have to be spend according
to the table below
The Casting bonus is the bonus added to all spell casting rolls. It also
affects spell like abilities, for example a clerics lay on hands or turn
unholy.
13 - 66
The maximum spell level is the limit for the level of new spells a
character can acquire.
13 - 67
GFA 2019 Volume 13 Credits
Authors
Marc Elsenheimer, Jose Luiz “Tzi”,
Colin Mills, Matt Rayburn, Daniel Vance
This Index incorporates most, but certainly not all, issues of these DCC RPG
‘zines as of July, 2019.
The Index presents the ‘zine articles alphabetically under the following
Categories:
Adventures Patrons
Gadgets & Gear PC Classes & Races
Magic Items Rituals & Spells
Monsters Rules, Rumors & Campaign Seeds
NPCs Other Miscellany
14 - 5
The following reference notation indicates the ‘zine name abbreviation, the
‘zine issue number, and the beginning page number for the listed index entry:
ZZZZYYXX, where
ZZZZ refers to the specific ‘zine name abbreviation, YY refers to the ‘zine
issue number, and XX refers to the beginning page number
The Index uses the following name abbreviations in place of the actual ‘zine
names throughout the Index to conserve space:
Name
‘Zine Name Abbreviation
Black Powder, Black Magic BPBM
The Cities of Zorathi CZOR
CRAWL! CRWL
Crawl-thulhu CTHU
Crawling Under a Broken Moon CUBM
Crawljammer CJMR
Crawljammer Demon Drums CJDD
Crepuscular CREP
Cyber Sprawl Classics CYBR
D.A.M.N.! DAMN
Dungeon Lord DLRD
The Gongfarmer’s Almanac GA##
Lesser Key to the Celestial Legion LKCL
Meanderings MEAND
The Metal Gods of Ur-Hadad MGUH
Myassari MYAS
Night Soil NSOIL
Phantasmagoria PHANT
Prayers of the Forgotten POTF
Sanctum Secorum SSEC
Sanctum Secorum Christmas Bonus SSCB
Star Crawl SCRAWL
Terror of the Stratosfiend STRATO
Working Class Alphabet WCA
The 2016 Doug Kovacs Sketch Book DKSB
Note: the completed 2019 Gongfarmer’s Almanac articles and other content have been added to the list
of Index entries as these articles are available and have been assigned their page numbers. The
Gongfarmer’s Almanac ‘zine entries in the Index are referenced as follows ZZZZ = GA##
(Gongfarmer’s Almanac Year Number), YY = volume number, and XX = beginning page number.
14 - 6
DCC RPG Master ‘Zine Index
Adventures
14 - 8
Secrets of the Serpent Moon . . . . . . . . . (any level) . . . . . . . . . . . . . MGUH0208
Snow Queen, The . . . . . . . . . . . . . . . . . (level 4) . . . . . . . . . . . . . . . . DAMN0144
Space Pirates from Beyond the Grave . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0420
Space Vampires from Mars . . . (adventure) . . . . . . . . . . . . . . . . . . . . . . CCC0112
Spine Wizard’s Closet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DKSB16__ __
Spoils of Temptation . . . . . . (Level 2 adventure) . . . . . . . . . . . . . . . . . GA190319
Starcophagus of the Crimson Prophet . . . . (any lvl) . . . . . . . . . . . . MGUH0224
Street Kids of Ur-Hadad . . . . . . . . . . . . (any lvl) . . . . . . . . . . . . . . . MGUH0108
Sun Smith’s Forge . . . . . . . . . (Level 3 adventure) . . . . . . . . . . . . . . . . . GA190331
Tainted Forest Near Thorum, The . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0403
Tears of the Rusalka: A 0-Level TCC Funnel . . . . . . . . . . . . . . . . . . . GA180627
Thirteen Brides of Blood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170749
Tomb of Khaemhet (any level) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2005
Tomb of the Thrice-Damned War-Witch . . (level 4) . . . . . . . . . . . . . GA150342
Tomb of Zarfulgar the Lost, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .DLRD0122
Tombspire of the Silver Sun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180548
Tribe of Ogg and The Trials of Moss, The . . . (Level 1 adventure)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4105
Until the Sun Goes Down Forever . . . . . . (any level) . . . . . . . . . . . . . GA160412
Vault of Ash, The . . . . . . . . . . . . . . . . . . (level 5) . . . . . . . . . . . . . . . . CJMR0801
Virtual Funnel, The . . . . . . . . . . . . . . . . . (0-level funnel) . . . . . . . . . . GA150644
Void Corpse of Amann Uur, The . . . (Level 0 adventure) . . . . . . . . . GA190241
Weird Worm-Ways of Saturn . . (Crawljammer Adventure - level 5) . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0701
While the Gods Laugh . . . . . . . . . . . . (level 10) . . . . . . . . . . . . . . . . DAMN0254
Witch Cult of the Ardenes: A 0-Level DCC and TCC Funnel . . . . . GA180637
Worm Cult of Laserskull Mountain, The . . . (scaleable) . . . . . . . . . . . GA150355
Wrath of a Dead God . . . (0-level funnel, Trench Crawl Classics) . . GA190720
Wreck of the Dimensional Skiff, The . . . . . . . . . . . . . . . . . . . . . . . . . POTF0116
Zeron Protocol . . . . . . . . . . . . . . . . (low-level) . . . . . . . . . . . . . . . . . . . GA160427
Aircar . . . . . . . . . . . . . . . . . . . . . DAMN0264
Agro-bot . . . . . . . . . . . . . . . . . . . . . GA190417
Armor, Man-skin . . . . . . . . . . . . . CREP0107
B is for Barter Goods. . . . . . . . . CUBM0804
Baloon Bombs (Marvelous Myriad
Myconids Caverns) . . . . . . . . . . . GA150323
14 - 9
Badge of Service . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0208
Battlecraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0103
Bazaar of the Bizarre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170627
Pipes of the Nuclear Chaos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170628
Thunderous Book of Agrizaneus . . . . . . . . . . . . . . . . . . . . . . . . . . GA170630
Ring of Gibdit the Great . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170631
Icon of St. Bhlad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170632
Bot, agro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190416
Brown Jewels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMMG54
Buffalo Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0429
C is for Computers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUMB0806
Cage, huge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190708
Cage, large . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190708
Can Grenade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1120
Cannon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0429
Carbide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0429
Carbide lamp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170447
Celestial Compass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0122
Chainsaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1120
Common Armor Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1118
Common Homemade Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .CUBM1120
Compound Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1120
Control Crystal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0107
Crawljammer Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0107
Crawljammer Ships – The Axe, The Grinder,
and The Masher . . . (Floating Longships) . . . . . . . . . . . . . . . . . . . GA160632
Crawljammer Ships – Battlecraft . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0107
Crawljammer Ships - Booster Transport . . . . . . . . . . . . . . . . . . . CJMR0107
Crawljammer Ships - Deepspace Dreadnought . . . . . . . . . . . . . . CJMR0107
Crawljammer Ships - Floating Longship . . . . . . . . . . . . . . . . . . . CJMR0107
Crawljammer Ships - Magically-Charged Rocket . . . . . . . . . . . . CJMR0108
Crawljammer Ships – Skullcraft . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0108
Crawljammer Ships - Space Hulk . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0108
Crawljammer Ships - The Vanquisher (battlecraft) . . . . . . . . . . . GA160632
Crawljammer Ships - Void Ziggurat . . . . . . . . . . . . . . . . . . . . . . CJMR0108
Deck gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170447
Demon-saur Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170139
Dialectric Accumulator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1305
Discarded, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0723
14 - 10
Disrepair, Disarray, and Dysfunction . . . . . . . . . . . . . . . . . . . . . . . . CUBM0104
Disruption Ray . . . . (gear) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4217
EMP Pendant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL33
Encyclopedia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0122
Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170447
Escape pods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190218
Exosuit . . . . (gear) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4217
Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CYBR0128
Firearms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CTHU0105
Firearms Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0818
Firearms Appendix I: Invaders . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0818
Firearms Appendix R: References . . . . . . . . . . . . . . . . . . . . . . . . CRWL0819
Firearms Appendix S: Submissions . . . . . . . . . . . . . . . . . . . . . . . CRWL0820
Firearms Appendix T: Firearms Critical Table . . . . . . . . . . . . . CRWL0822
Firearms Fumble Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0823
First Aid Kit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL33
Forged ID . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0122
Forgotten Tech of the Un Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0509
Forgotten Tech – Blast Ray . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0511
Forgotten Tech – Power Harnesses . . . . . . . . . . . . . . . . . . . . . . . CUBM0511
Forgotten Tech – Power Sword . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0512
G is for Garbage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0814
Garrote . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0429
Gatling Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0429
Grav ped . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190417
Grill Tank Bomb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1120
Healing Balms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0208
Heave Surge (hormone) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0124
Heavy Beamers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1612
Hologram, soft light (alligator) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190414
HyperVax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL33
J is for Junkyard Gadgets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0820
K is for Keys & Klaxons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0822
Killin’ Time! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0221
Killbot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1811
Klep Wrench . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL33
Knife, Heirloom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2209
Laudanum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0431
Light Beamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1609
14 - 11
Light Enhancing/Intensifying Goggles . . . . . . . . . . . . . . . . . . . . . . DAMN0208
Living Crystal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMMG46
Living Crystal Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMMG46
Mad Merchant’s Treasures, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170633
Tenophar, The Compelling (magic item) . . . . . . . . . . . . . . . . . . . GA170634
Nellia, the Lonesome Surface Dweller (magic item) . . . . . . . . . . GA170636
Bethyl, the Maltlord (magic item) . . . . . . . . . . . . . . . . . . . . . . . . . GA170637
Harrah, the Flowering Vine (magic item) . . . . . . . . . . . . . . . . . . GA170639
Magic Items and Space Oddities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0317
Meat Fungus Pod (Marvelous Myriad Myconids Caverns) . . . . . . . . . GA150323
Medical Gear - Anti-tox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL33
Medical Gear - Closure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL33
Medical Gear - Coagulant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL33
Medishot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190412
MedSpray . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL33
Memory Tomes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMMG54
Micro-Evolution Syringe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0124
Multitool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190415
Musket . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170447
Navbot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL33
Necro-batteries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1718
Nexoskeleton (gear) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1715
Optical “Enhance” Array . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0124
Organic Data MULE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1617
Persuasion Organism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0124
Phantasmagorial Armor
Armor – Fungal Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0121
Armor – Nanofiber Suit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0121
Armor – Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0121
Armor – Carbon Fiber Vest . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0121
Armor – Personal Force Field . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0121
Armor – Graphene Bodysuit . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0121
Phantasmagoria Weapons Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0118
Photonic torches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190412
Pipe Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1121
Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0429
Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170447
Pistol, energy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4219
Plasma scythe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190415
14 - 12
Pneumatic Bow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1121
Police box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190310
Popper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL33
Posse of Perception, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1620
Power Fence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1305
Pressure Still . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1306
Promethean Lance, The (weapon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0319
Psyogenic Baubles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMMG52
Pirate corvette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170413
Pirate cruisers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170420
Pirate cruisers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170420
Pirate frigate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170413
Pirate steamship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170413
Queen’s Sword (ship) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170408
R is for Robots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0910
Rad Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1610
Raging Bull (bottle) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0431
Rapto-cycle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190718
Rare Armor Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1119
Rear gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170447
Rebreather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0122
Recharge Pack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL33
Reorder Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL33
Rose (weapon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2311
Roto weeder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190415
Satellibat Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0128
Saw Blade Slingers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1121
Scrap Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1121
Shotgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0429
Sky-Lasher Prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0129
Slingshot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1121
Snake Bite Kit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0431
Solar Saber, The (Patron Object) . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0421
Spare parts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190145
Spear, Boar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2209
Star Crawl Armor
Armor – Bodysuit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL31
Armor – Duraweave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL31
Armor – Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL31
14 - 13
Armor – Deflector Cloak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL31
Aromr – Force Projector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL31
Stealth Organism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0124
Steamgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4010
Stratosfiend Armor
Armor – Psionic War Focus . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0122
Armor – Blade Harness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0122
Armor – Twitching Carapace . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0122
Armor – Siege Preparation . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0122
Armor – Matrix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0122
Armor – Beach Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0122
Techno-necromancer Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Helm of Seeing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Additional Arm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Sphere of Unmaking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Regeneration Choker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Retractable Claws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Should Enhancements of the Prophet . . . . . . . . . . . . . . . . . . . . . . GA160609
Girdle of Devouring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Reinforced Arm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Laser Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Staff of Despair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Gauntlet of Command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Knuckles of Detonation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Hood of the Fallen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Skull of the Outer Reaches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160609
Eye Implant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160610
Gravesword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160610
Demontooth Necklace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160610
Mirrormask of the Departed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160610
Reaper’s Scythe, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160610
Telescreen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0122
Tentacle Ball . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL33
Terror Fountain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0124
Thrower (carbide) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2209
Tomahawk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0429
Torpedo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170447
Torpedo gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170447
Torpedo nets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170447
14 - 14
Trains, Planes and Mobile Suits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0705
Tranquilizer rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190423
Translator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0122
U is for UFOs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0916
Void creature vial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190251
Voidling Soul-burner (gizmo) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170139
Water Shoes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1306
Weapons of the Wastelands. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0114
Weapons of the Wastelands – Grenades . . . . . . . . . . . . . . . . . . . . . . CUBM0212
Weapons of the Wasteland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1118
X is for Xenotech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0922
Your Animal and You . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0305
Cow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0305
Duck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0305
Goat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0306
Goose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0306
Hen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0306
Herding Dog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0306
Sheep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0306
Sow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0306
Zeppelin, L4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190727
ZR1 Dissuader (weapon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0208
ZR2 Lightening Thrower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0208
Magic Items
14 - 16
Experiment Man, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1713
Everbite, dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190234
Eye of Argalest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0118
Eye of Obitu-Que, The (The Eye of Obitu-Que) . . . . . . . . . . . . . . . . . GA150254
Eye of Occultation (Objects of Wonder) . . . . . . . . . . . . . . . . . . . . . . . . GA150214
Faithless . . . . . . . (magic item) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3708
Finding Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0706
Finnrikur’s Silver Torc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0122
Fire Grenade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0214
Five Antediluvian Artifacts
Vespidar Brace, The . . . . . . . (artifact) . . . . . . . . . . . . . . . . . . . . . . GA191038
Zorteen Neurozygote, The . . . (artifact) . . . . . . . . . . . . . . . . . . . . GA191040
Golden Nose, The . . . . . . . . . . (artifact) . . . . . . . . . . . . . . . . . . . . . GA191043
Boreal Hypercube, The . . . . . . (artifact) . . . . . . . . . . . . . . . . . . . . GA191044
Neartane Suit, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191046
Flammenshild . . . . . . . . . . . . (artifact) . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0118
Flesh Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1717
Fog of War, The (Items to Die For) . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150212
Frostfire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1211
Glain, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0107
Glassword, Elven . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0107
Goblet of Seeing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160334
God’s Flesh . . . . . (armor) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0110
Gold Mead . . . . . . (goblet) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190316
Gorgosaurus Sword (Marvelous Myriad Myconid Caverns) . . . . . . . . GA150325
Grumchop the Hungry Blade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0117
Grimoire of Eibon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Harrow (Items to Die For). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150212
Head of Aharise, The . . . (artifact) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191031
Heirloom Weapons in DCC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0222
Horned Cap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0007
Horseshoes of Returning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0001
Indigo Signalman’s Lantern, The . . . (artifact) . . . . . . . . . . . . . . . . . . BPBM0335
Indigo Steel Badge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0205
Iron-Banded Chest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170351
Iron Rings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0308
Items to Die For . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150212
Kanju, the Jewel of Ebb Tides (artifact) . . . . . . . . . . . . . . . . . . . . . . DAMN0227
Corruption of Tides . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0229
Blessings of the Kami . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0230
14 - 17
Blessed of the Dragon Princess . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0231
Blessed of the Tentaculated Kami . . . . . . . . . . . . . . . . . . . . . . . . DAMN0232
Kopis of Atropos, The (artifact) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190348
Kringle’s Rod of Holiday Wonderment . . . . . . . . . . . . . . . . . . . . . . . . SSCB1505
Lasso . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2124
Legendary Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0213
Life Gong . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2120
Live Boots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2123
Longreaver, +1 Longaxe of Skal Silverhand . . . . . . . . . . . . . . . . . . . . DAMN0122
Magic orbs, Broshgar’s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3410
Magic Wand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0316
Magor’s Manacles (Items of Power) . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0207
Mask of the Moon Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1618
Mask of the Mad Moon Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . SSECFRPGD08
Mask of Power (Luchador) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150124
Melnibonean Vitality Drugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0407
Mirror of Memory, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0408
Mirrors of Quick Getaway . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0423
Monolith, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0917
Moonstone Spectacles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0205
Nawa-ta, Soul Phylactery Medallion (Black Blood Pass) . . . . . . . . . . . GA150413
Net, hooked . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0918
Noose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0115
Not-Two Brooch of Time, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0009
Nyoi-Jizai . . . . . . . . . . . . . . . (artifact) . . . . . . . . . . . . . . . . . . . . . . . DAMN0226
Oasts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2123
Obezaeth (Tomb of the Thrice-Damned) . . . . . . . . . . . . . . . . . . . . . . . GA150352
Objects of Wonder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150214
Oculus, The . . . (Crawljammer ship) . . . . . . . . . . . . . . . . . . . . . . . . . . GA160644
Orbs of the Crag Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0122
Orb of Temptation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3708
Pelagian Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150216
Pelagia’s Holy Vestments (Pelagian Equipment). . . . . . . . . . . . . . . . . GA150217
Pellet Ejector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0214
Phandaal’s Arrow of Dreadful Gyration . . . . . . . . . . . . . . . . . . . . . . . SSEC3709
Pipe of Contentment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0004
Plague Reaper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0312
Plague Specter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0312
Plague Specter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B42
14 - 18
Plague Zombie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0313
Plague Zombie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B42
Portable Jellyfish (Pelagian Equipment). . . . . . . . . . . . . . . . . . . . . . . . . GA150218
Potion of Wondrous Things . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160633
Power Wagon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0213
Powder of Hyperborea . . . (magic item) . . . . . . . . . . . . . . . . . . . . . . . . SSEC3310
Prince Prospero’s Candles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0310
Prince Prospero’s Candles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSECFRPGD09
Rod of the Unclean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2205
Quarterstaff, Aethereal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0011
Quigley’s Ever-Seeing Charm of True Sight . . . . . . . . . . . . . . . . . . . . SSEC1107
Quigley’s Never-Dulling Sword of Truth . . . . . . . . . . . . . . . . . . . . . . . SSEC1107
Ravenshroud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0119
Red Zinnium Door . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0828
Ring of Eibon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Ring of Gelatinous Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160322
Ring of Zin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0804
Ripper’s Blade, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1712
Rocco’s Teeth . . . . (artifact) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4218
Rod of Karma . . . . . . . . (artifact) . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0273
Ruby Eyes of Saint Osthenes, The (relic) . . . . . . . . . . . . . . . . . . . . . . POTF0110
Ruby Throne of Melnibone . . . . . . . . . . . (artifact) . . . . . . . . . . . . . . . SSEC0409
Rickenbastard (Axes of the Metal Gods) . . . . . . . . . . . . . . . . . . . . . MGUH0220
Rod of Robhal (Items of Power) . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0206
Sacrificial Chalice, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0828
Sanguine Resonator (Items of Power) . . . . . . . . . . . . . . . . . . . . . . . MGUH0207
Sarron Darkstar (Tomb of the Thrice-Damned). . . . . . . . . . . . . . . . . . GA150351
Scrolls of the Octahedron Oder . . . . . . (magic item) . . . . . . . . . . . . NSOIL0015
Shadowsword of Ith-Narmant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0721
Shambles of the Living God . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160435
Shell-headed Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0918
Solar Saber, The (Patron Item) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0421
Spirit Drum, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0108
Sport Riffle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0214
Staff of Hormagor, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Staff of Ice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0148
Stave of the Bethine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160450
Steel Sling-Whip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0215
Steering Wand (Objects of Wonder). . . . . . . . . . . . . . . . . . . . . . . . . . . GA150215
14 - 19
Sword of Alveric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2710
Sword of Diotrychus, The (relic) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0120
Sword of Earl Aubec, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0409
Sword of Merlin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0108
Sword, Vorpal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0011
Swords, winged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190136
Talismans of Anti-Magic, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0320
Talisman of Blame, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0112
Talisman of Contrition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0113
Thorium Eye of Elzar Badd, The . . . (minor artifact) . . . . . . . . . . . . . CREP0115
Treader in the Dust . . . . . . (tome of magic) . . . . . . . . . . . . . . . . . . . . CJMR0826
Treasures of Eibon
Book of Eibon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Grimoire of Eibon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Ring of Eibon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Staff of Hormagor, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0804
Treasures of Melnibone
Artists’ Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0407
Dragon Crown of Melnibone . . . . (artifact) . . . . . . . . . . . . . . . . SSEC0408
Melnibonean Vitality Drugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0407
Mirror of Memory, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0408
Ruby Throne of Melnibone . . . . . . (artifact) . . . . . . . . . . . . . . . . SSEC0409
Sword of Earl Aubec, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0409
Thieving Hand of Glamox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160328
Vespur’s Tongue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190234
Vial of Liquid (random table) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170645
Wall of Kovacs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150219
Wandering Eye, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160332
Wand of a Thousand Punishments (Black Blood Pass) . . . . . . . . . . . . GA150414
Wand of Teleportation (Marvelous Myriad Myconid Caverns) . . . . . GA150325
Wolf Flower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1712
Yi’ao, the Flame (Items to Die For). . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150213
Zin’s Wizard Staff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0828
Monsters
14 - 21
Bammat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0707
Bammat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B03
Bandits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190536
Bandits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191228
Bandits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191236
Bandits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191237
Bandits, Mexican, with pistol . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . GA190540
Bandits, Mexican, with rifle . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . GA190540
Basilisk, prime, enormous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191236
Bass Masters, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1812
Batfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3710
Batfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B03
Bat, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0140
Bat, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B03
Bat-Manticore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0111
Bat swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170414
Bat swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191228
Bat swarm, albino . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4115
Bats, piranha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190411
Battlesnails . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190116
Bayaka . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0108
Bearantula . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B04
Bear Bat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3519
Bearboon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B05
Bear Crab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3519
Bear Crab. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B04
Bear, grizzly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4109
Bear, skeletal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190532
Bear, tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0607
Bear, tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B48
Bearantula . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2011
Bear Bat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B04
Bearboon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2112
Beareagle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2513
Beareagle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B05
Beastmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191222
Beastmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191228
Beastmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191230
Beastman Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DKSB16__ __
Beastmen of the hunt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170150
14 - 22
Beast of Monster Lake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SEC1514
Beast of Monster Lake. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B05
Beastomatic . . . . . . . . . . . . (monster creator) . . . . . . . . . . . . . . . . . . . . GA190905
Beast Which Shall Not Be Named, The . . . . . . . . . . . . . . . . . . . . . . . DLRD0319
Becky Til Hoppard . . . . . . . (undead witch) . . . . . . . . . . . . . . . . . . . . SSEC0707
Becky Til Hoppard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B05
Bee, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0129
Beestill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WCA0113
Behinder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0709
Behinder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B106
Beserkers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191227
Beyonder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0320
Bird, Vancian #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0207
Bird, Vancian #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0207
Bird, Vancian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B07
Bit-Yakin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1410
Bit-Yakin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B07
Blackbell (May Flowers). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150333
Black Cloud, the (monster) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1603
Black Swan, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0512
Black Swan, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B07
Blessed, the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3707
Blight Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150205
Blood Rat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180316
Blood Toad Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1411
Blood Toad Swarm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B08
Boars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191216
Boar, Silver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191232
Bobbies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190308
Bobbies, Town, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180525
Bone Chewer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0324
Book of Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180332
Borean Trolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170241
Bot, scavenger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190213
Bounder, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0722
Bounty Hunters of Ur-Hadad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0218
Bowel Tyrant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1005
Brainengineer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMMG56
Brides of Blood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170756
14 - 23
Bronze legionnaire of Manateecuhtli . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170324
Brooms (animated) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3407
Brooms, animated . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B01
Brugnath (type IV demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3908
Brute Tentacle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0141
Buffalo, white . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190633
Bugbear, Pumpkin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4008
Bumpkinoids (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1521
Bushwacker, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190314
Bushwhackers, The . . . . . (cavalry regiment) . . . . . . . . . . . . . . . . . . . . GA190545
Business Revenant (monster) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1604
Buzzard wraith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170248
Cactus Men of Alpha Centauri . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0203
Caffeinate Corpse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1722
Cakgor (type V demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3909
Cauldron-born . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3607
Calobras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0138
Cambion, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191110
Candy Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSCB1507
Candy Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B09
Carnivorous Snail Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0107
Cat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0604
Cat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B09
Cat, splinter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190629
Catbat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0008
Cauldron-born . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B10
Cave creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191231
Centaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3710
Centaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B10
Centipede, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3109
Centipede, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B11
Centipede, giant blue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170325
Ceratosaurs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0127
Cerebear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMMG 58
Cihuateteo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1607
Chaos creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170261
Chaos Leviathan Host . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0260
Chaos Man-Slugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0121
Chaos Man-Slugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0122
Chaos Man-Slugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0125
14 - 24
Chaos Man-Slugs, Enlarged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0125
Clara the Demon Chicken . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0438
Club slugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0108
Chick, Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0438
Children of Hecate (Hecate) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150245
Children of the Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0267
Children of the Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0268
Children of the Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0272
Children of Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0151
Children of the Wild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191114
Chimera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180520
Chthonic Dogs of Hecate (Hecate) . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150253
Cleaning crew of slimes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170158
Clock Tower Caretaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180525
Clockwork Samurai (the) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0218
Cloud-Thirst Null . . . (creature) . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0155
Clownauts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1224
Clownug . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1223
Cockatrice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180521
Cowwich, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160319
Cobra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0137
Cobra, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1409
Coma Cultist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160424
Compsagnathus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0128
Compys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190425
Constables, National, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180525
Core Dwellers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC36b13
Corpse, animated . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3407
Corpse, animated . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B01
Corpse Sludge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0117
Corpse with Sapphire Eyes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3407
Corpse Worm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0723
Corpsenado . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1725
Coral Husk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180542
Coral Husk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180545
Corrupted Algae Slime Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160442
Cosmic crustacean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190252
Crab, gigantic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0129
Crab, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170413
14 - 25
Crab injection vial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190250
Crag Demon (Oruz) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0114
Crag Demon (Rai-Kren) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0105
Crater cultist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170345
Crater cultist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170320
Crater ritualist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170350
Crawdad, Giant Demonic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0123
Crawling amoeba . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190124
Crawjammin’ on the Red Planet: Barsoom Bestiary . . . . . . . . . . . . . . . GA160613
Ape, white . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160614
Apt, white . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160615
Banth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160615
Calot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160615
Darseen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160616
Malagor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160616
Martian – Black Martian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160616
Martian – Green Martian (Thark) . . . . . . . . . . . . . . . . . . . . . . . . . GA160617
Martian – Red Martian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160617
Martian – White Martian (Thern) . . . . . . . . . . . . . . . . . . . . . . . . . GA160617
Martian – Yellow Martian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160617
Orluk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160617
Plant Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160618
Sith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160618
Thark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160618
Thoat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160619
Zitidar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160619
Barsoom Encounter Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160620
Creator’s Dragon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0142
Creature of stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190344
Creeping Willow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0513
Creeping Willow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B11
Crewmen, zeppelin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190722
Croaking doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191237
Crocobear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2206
Crocobear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B12
Crocodiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0128
Crocodile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4106
Crocodile, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0103
Crocodile, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160518
14 - 26
Croqfolq . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WCA0114
Cryo-Fungus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3018
Cryo-Fungus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B12
Crystal Skulls, flaming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160518
Cyber-Hounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0131
Cyber-Zombies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0128
Cyberzombie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160611
Cyberzombie, enhanced . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160611
Cyclops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0128
Cyclops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191230
Cyclops Corpse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180522
Damned Banshees (Tomb of the Thrice Damned). . . . . . . . . . . . . . . . GA150348
Damned Skeletal Army (Tomb of the Thrice Damned). . . . . . . . . . . . GA150345
Damned Things . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0919
Dark fluke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170413
Dark Lilly (May Flowers) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150333
Dark Trails Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190621
Deathbot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1009
Deathbot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1320
Death Dealer, The . . . . . . . (new monster) . . . . . . . . . . . . . . . . . . . . . . SSEC3520
Death Dealer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B13
Death Guards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0014
DeathJay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0710
Death Watch Beetle, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0412
Deceptiguards . . . . . . . . (robots) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170118
Deep Elders, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1120
Deinosuchus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191020
Demolishroom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1610
Demon
Demons of Ahriman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B13
Demons of Baphomet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B14
Demons of Dorini . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B16
Demons of Lilith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B18
Demons of Orcus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B19
Devourer of Beauty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B19
Demon (type II, Lillim) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3526
Demon (type III, Lamia) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3526
Demon (type II demon, Murrallsee or Murray) . . . . . . . . . . . . . . . . . . GA170709
Demon, type III . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191239
14 - 27
Demon, sun scorcher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .GA191219
Demon-ape technician (type II demon) . . . . . . . . . . . . . . . . . . . . . . DAMN0269
Demon Drummer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0108
14 - 29
Elemental, muck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190117
Elemental, phlogiston . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0004
Elemental, snow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSCB1507
Elf, underearth #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0109
Elf, Underearth I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B23
Elf, underearth #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0110
Elf, Underearth II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B24
Elf-drones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160635
Elk-women . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0103
Emerald eidolons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191226
Emerald skulls, flying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191226
Empty-One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1528
Endoskeletons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170121
Engossiphar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180331
Enraged corpse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170348
Enthralled . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170262
Eohippus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0128
Eurypterid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191022
Evil Android . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0225
Evil Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180521
Experiment Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B25
Eye batz . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190116
Face Swallowers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC36b13
Faerie Slug . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DKSB1601
Fairy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0313
Falcon wolf (Cirque de Bizarre) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0210
Fater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191122
Felf crafter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190841
Felf warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190841
Felix Atrox (American Lion) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3712
Felix Atrox (American Lion) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B25
Felix Atrox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .SSEC4113
Fembots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170123
Feral Tigerwoman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0226
Fey Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180318
Fiend in the Pit, the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170238
Fir bolg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191212
Fire beasts, toiling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0271
Flower Zombie (May Flowers). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150334
14 - 30
Flying Attack Drone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0519
Flying Howler Monkey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0137
Flying Laser Ursine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1011
Focal servitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170333
Following Thing, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3520
Following Thing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B25
Forest Floor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160539
Forest Guardians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0267
Formless Spawn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B25
Forsaken . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0120
Forsaken, reavers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0121
Fortune teller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191236
Fossil Anomalies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191019
Fox, guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1906
Fox, guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B29
Frab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1612
Friar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191236
Friar of Fate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190341
Fridoline (demon, type IV) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0417
Fright of Ghosts (Hecate). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150244
Frog, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3109
Frog, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B25
Frogmoth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0019
Fruiti-Slush Ooze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1013
Fryder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1225
Fungaloid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0414
Fungoid, guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0511
Fung-Eye . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0520
Fura’s Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0120
Fura’s Eyes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0120
Furious Warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0122
Gadgols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191018
Gallimimus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190425
Garuda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0268
Gargoyle, graven . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B26
Gas pockets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190311
Gazette – Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160312
Holbog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160313
Silletheene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160312
14 - 31
Vennec the Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160314
Tigerfly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160315
Frozzax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160316
Gelatinous cube, translucent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190126
Gelt Killblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0110
Gelt Scholar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0108
German Infantryman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170733
German Sergeant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170733
Ghastly Ratmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0408
Ghost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191217
Ghost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191227
Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150206
Ghost, bone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180323
Ghost, bone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3215
Ghost, bone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B08
Ghost, novice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190144
Ghost Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1409
Ghost Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B27
Ghoul’ ound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1804
Ghoul ‘ound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B27
Ghouls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0129
Ghoul Hags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0314
Ghoul Unicorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0315
Giant Bloodworms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0712
Giant, fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191221
Giant Flatworms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0712
Giant Muckworms. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0713
Giant, concrete . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1007
Gibbelins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191213
Glarion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0108
Gloom Hounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0524
Goat, Pack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0437
Goblin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180520
Goblin Animal Trainer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3111
Goblin Archer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3111
Goblin Forager . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0103
Goblin Mutant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3217
Goblin Spearman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3111
Gobloid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B27
14 - 32
Godling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191118
Golan, explorers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0133
Golan, hunters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0129
Golan, villagers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0129
Golan, warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B28
Golem, avatar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1226
Golem, Iron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170249
Golem, metal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180521
Golem, mud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0317
Golem, pummel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3220
Golem, stitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WCA016
Golem, synth-flesh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160611
Golem, undead horror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0116
Golem, water . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180540
Goliath Birth-Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0153
Goliath of the Horror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0153
Gongkwasit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WCA0114
Goo-Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0223
Gore cow swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170348
Gorgolac . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3911
Gorgolac . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B28
Gowl, red . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DKSB1601
Grandfather (monster) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1806
Gray Demons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1414
Gray Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B28
Greater Corruption Ooze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160420
Gremlings . . . . . . . . . (type I demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170158
Grey (Black Blood Pass). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150410
Gringolek . . . . (monster) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4217
Grizzly Boar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1905
Grizzly Boar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B29
Grub Knight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150207
Guardsmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191216
Guardsmen, crazed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC36b13
Guardians of the Smith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190347
Gumberoo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190623
Gunslinger Host . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0261
Gwythaint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3607
14 - 33
Gwythaint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B29
Hag of Hecate (Hecate) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150246
Haint from the Holler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CCC0118
Half-formed hosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0273
Half-Golem Guards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0248
Handyman elephant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170251
Hare Technician . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0263
Harpies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180519
Harpies, Storm, of Taranis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190730
Harpy, jungle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1409
Harpy, jungle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B33
Harringo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180317
Harringo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3217
Harringo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B30
Hedgehogs, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0411
Hell Horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2409
Hell Horse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B30
Hell Hound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180521
Hellish Razorback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0412
Hellskull . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190135
Helminth, monstrous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191214
Henchmen, Hirelings, Allies & Adversaries . . . . . . . . . . . . . . . . . . . . . GA191135
Hexopus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Hingkootie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WCA0115
Hippo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190350
Hippotaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1824
Hirelings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191127
Apothecary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191128
Scholar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191129
Locksmith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191129
Merchant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191130
Mapmaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191131
Condemned criminal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191132
Soldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191133
Scout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191133
Hive Mind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMMG61
Hobgoblin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180520
Hollow Knight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2409
Hollow Knight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B30
Homunculus, greater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190124
14 - 34
Homunculi, lesser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190125
Hoppard Kin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0709
Horned Lobsterclops . . . . . . . (monster) . . . . . . . . . . . . . . . . . . . . . . . NSOIL0011
Horned Monster (Wendigo) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0605
Horned Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B30
Hornet, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0129
Hornet swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191232
Horse of the Hills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1906
Horse of the Hills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B31
Horses, wild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191234
Host of Zaxxyn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180522
Hounds of Erl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2712
Hounds from Hell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0523
Howling Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0133
Humanoid mollusks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170359
Hungry Dead (Hecate) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150245
Hungry honey hippos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170208
Hungry Maw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170151
Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1308
Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B31
Hybomination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1827
Hydra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..GA180522
Hydra Worm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0720
Hydrandeatya (carnivorous plant) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3218
Hydrandeatya . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B31
Hypsilophodon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1522
Ice Ghouls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0146
Ichor fiend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170348
Ichor fiend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170351
Ichthyosaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1522
Ichthyosaur, mutant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3218
Ichthyosaur, mutant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B33
Icon of Tsathoggua . . . . . (Area 2-6) . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0816
Iguana-man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191220
Iguanodon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190425
Imp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190135
Imp, undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0810
Ink Wraith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1212
Ink Wraith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B33
14 - 35
Insane mass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190548
Insect swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191237
Insectoids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170223
Interlopers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170220
Invisible Guardians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0432
Iormungar, sea dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1213
Irish Wolfhound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3809
Iron screamer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190440
Islanders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190313
Jack Frost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSCB1508
Jack Frost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B33
Jack-O-rang-utan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1015
Jagged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170421
Jailor’s Assistant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3112
Jawbolter (monster) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1718
Jellyfish, colossal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191219
Jellyfish, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170414
Jiggerypoal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WCA0115
Jungle Tribesmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2010
Kangaroo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2513
Kangaroo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B34
Karkara . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190214
Karkara zombie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190214
Keras . . . . . . . . (monster) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180535
Khom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B34
Killer Dolly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSCB1508
Killer Dolly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B34
Klarashton, The . . . . . (demon, type VI) . . . . . . . . . . . . . . . . . . . . . . CJMR0815
Kleptorm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191006
Kleptorm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191009
Kleptorm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191011
Khom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1612
Knight of Elfland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2712
Knights of Yoz . . . . . (type III demon) . . . . . . . . . . . . . . . . . . . . . . . . . GA170137
Knight, spectral . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191237
Knight, spectral . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191238
Koh Hunters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4107
Koh, warriors of . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4110
Kraken, dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180538
14 - 36
Leeches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191212
Leech, vampiric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190145
Legleeon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WCA0114
Leng Spider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1804
Leopards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Leviathan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170241
Lich . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1213
Lich . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B34
Lighthouse keeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190312
Lilitu, demonette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170239
Lion cub . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4112
Lip worms, bone-eating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190227
Living Flesh Mound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0415
Lizard, Canary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0437
Lizard, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0133
Lizard, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191232
Lizard, monitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190717
Lizard, raker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0104
Lizardmen, green . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0429
Lizardmen, red . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0221
Lobstrosity . . . (Alien Crustacean) . . . (Twisted Menagerie) . . . . . CUBM0122
Lobstrositryant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMMG63
Lock Defenders . . . . . . . . . . . . . (new monster) . . . . . . . . . . . . . . . . . NSOIL0016
Loper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1308
Loper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B35
Lurk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3108
Lurk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B35
Lxitos . . . . . . . . . . . . . (type II demon) . . . . . . . . . . . . . . . . . . . . . . . . . GA170352
M is for Mutants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0826
Macrobius’ Golem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0416
Magician . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191239
Malcupine, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0329
Malllock (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0321
Mammoth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2513
Mammoth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B36
Man-Eating Cowslip (May Flowers) . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150334
Mannekills (Undead) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0124
Manticora . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3809
Manticora . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B36
14 - 37
Marsupial face hugger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170254
Martians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B36
Martian Cultists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1613
Martian Genetically-Altered Rage Zombies . . . . . . . . . . . . . . . . . . . . CJMR0230
Martian Raiders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1612
Martian Skeleton Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0806
Martian Skeleton Men, advanced . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0808
Martian Skeleton Men, commander . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0809
Martian Skeleton Men, undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0810
Martian Toughs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1609
May-Skein . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2408
Maziket, “Red Knight of Hearts” . . . . . (type III demon) . . . . . . . . . . GA170148
Maziket’s hunting lion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170148
Mech, heavy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0712
Mech, light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0711
Mecha Megasaurus, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1523
Mechanical Brain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0705
Mechanoid Soldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0519
Medusa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0142
Mek (I) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B37
Mek (II) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B37
Melded creature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190209
Men-Beast-with-Elephant-Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0412
Menfish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1826
Mercenary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191221
Mercenary, 20th Century . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4116
Merchant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191228
Merchants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191219
Mermaid, Argonian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0511
Mermaid, Argonian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSECFRPGD11
Mermaid, Argonian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B01
Messengers of the Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180324
MF from Moth Man!! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CCC0118
Migjoyon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Mi-go . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190526
Mimic . . . . . . . . . . . . . . . . . . . DLRD0315
Mimic . . . . . . . . . . . . . . . . . . . . SSEC3409
Mimic, beaker . . . . . . . . . . . . . DLRD0316
Mimic, chest . . . . . . . . . . . . . . DLRD0316
14 - 38
Mimic, chest . . . . . . . . . . . . . . DLRD0117
Mimic, door frame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0414
Mimic, pipe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0316
Mimicker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B38
Mine Wight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0233
Minokar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1214
Miners, former . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190323
Minokar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B38
Minotaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160522
Minotaur, Elder, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170159
Miserable Flamesquat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DKSB16__ __
Mis-treated Mistress Spirits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC36b13
Monkey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0137
Monkey, evil plague . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190931
Monkey, rampaging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0106
Monsters of the Big Festering Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170225
Ameoba
Bacterial Swarm
Bacteria, spirochetes
Filaria
Lymphocytes
Macrophage
Mite, giant
Neutrophils
Protozoa
Tardigrades
Hookworms
Roundworms
Tapeworms
Moon Octopus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0203
Moon Octopus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0226
Moon Octopus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0613
Moonrock Crawler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0627
Mosasaurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190422
Mossbear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0103
Mound trolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191212
Mountain Lion Varieties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180334
Muckraker . . . . . . . . (telepathic slime) . . . . . . . . . . . . . . . . . . . . . . . . SSEC36b17
Mummy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180522
Mummies, blood-soaked . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190237
Mushroom Spider (giant spider) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1907
14 - 39
Mutamoles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190117
Mutant, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0203
Mutitan (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0216
Muttaburrasaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1522
Nauseapuff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WCA0113
Necrocornicon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1017
Nightmare, pale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190136
Ninja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190713
Obeaz Tee-ul battalion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170310
Oblossum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170325
Octobear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180352
Octobear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3218
Octobear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B39
Octo-Wolf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1825
Octopus, cave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191235
Ogre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180521
Ogress of the Earthen Chimes . . . (creature) . . . . . . . . . . . . . . . . . STRATO0155
Once-men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1423
Oni . . . . . (ogrish sorcerer) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190135
Orbus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1019
Orderly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190717
Ore Hound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0437
Ooze, consuming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3408
Ooze, consuming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B11
Opabinia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191024
Ornithomimus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Orthocone, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191023
Overseer (type I demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170262
Owl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B39
Owl, horned, great . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3110
Pale Neptunian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0231
Parrot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190318
Parts Pile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1727
Peasant, infected . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191008
Peasant, Vancian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0210
Peasant, Vancian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B40
Peanut brittle monkeys, winged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170212
Penumbral Bees (May Flowers) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150335
Phalanx of Pandemonium . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170307
14 - 40
Phane #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0211
Phane (I) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B40
Phane #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0211
Phane (II) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B40
Phane (III) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B42
Phlogiston Eel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0615
Phlogiston Vampire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160612
Phororhacos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Pierceblossom (May Flowers). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150335
Pigtipede (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0321
Pill Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180330
Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190318
Pirates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170420
Pirates of the Crimson Wheel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191219
Pit Roses (May Flowers). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150335
Plague of Locusts (Ghrelin). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150222
Plant Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180346
Platypus cultists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170254
Plesiosaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1522
Potato-man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170211
Priest, undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180520
Primordial Ooze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0140
Prismatic seneschal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170333
Pseudodragon, Bronze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0230
Pseudo-mud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170245
Psionic Fungus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0118
Pterodactyl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Pterodactyl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191234
Pterodactyl, metal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180520
Pterosaurs, small . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0133
Pub owner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190308
Pub owner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190309
Pyramid Builder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4010
Quasits . . . . . . . . (type I demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170137
Quicksand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190314
Railipede . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1325
Ramas (monster) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1612
Ramas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B43
Random Space Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0612
14 - 41
Rats, blood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3215
Rat, blood. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B07
Rat, dire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B43
Rats, large sewer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190311
Rats, tiger-sized . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3111
Rat King, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170209
R.A.T.S. (monsters) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1728
Rattlesnake, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190531
Rattle-wolves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190532
Raven . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2306
Ravenous Spirit (Ghrelin). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150233
Red Claw Raiders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1503
Red Martians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0225
Red Martian, boxer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0225
Red Throne, The (mimic-giant-crab) . . . . . . . . . . . . . . . . . . . . . . . . . . GA180545
Rekyr the Nahtanoj, Corrupted Lion Familiar
(Black Blood Pass). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150416
Reindire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1623
Reptile Ghouls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0109
Reptilian, chieftain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0108
Reptilian, elite. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0108
Reptilian, female . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0107
Reptilian, female, muscular . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0107
Reptilian, warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0107
Revenant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170755
Revenant of Zin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0826
Rhamphorhynchus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0135
Rheddosus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0135
Rhizomorph . . (monster) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4125
Ring Bats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0714
Roaches, biting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191229
Roaming spirits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170361
Robodemons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170126
Robo-Faithful . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1525
Robo-Lich (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0215
Robonanny . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0216
Robot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0626
Robot Gunner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0433
Robotic Phase-Hounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0326
14 - 42
Rock Monster Eagle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0606
Rock Monster Eagle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B43
Rock Terror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0617
Rock, traveling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0608
Rock, traveling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B48
Rot Grub . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0318
Rust Monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0318
Sabre-Tooth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0130
Sadodaemon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0119
Sailors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190309
Sailors, blue-skinned . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191220
Sandcat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1309
Sandcat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B44
Sandflies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190409
Santer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190625
Santer, young . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190533
Scorpion, giant skeleton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0436
Scorpion Monkey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0103
Scorpionoid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1126
Scut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0717
Scutigera Goons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0246
Scutigera Goons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0249
Scutigerae . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0246
Sea Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180538
Sea Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC36b10
Sea Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B44
Sea Shrike . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191217
Sea-Slug . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1309
Sea-Slug, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1310
Sea-Slug, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B45
14 - 43
Twilight Goat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160713
Blood jelly fungus . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160713
Witch’s butter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160714
Gabriel’s stinkhorn . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160714
Downy mildew . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160714
Astral heliozoan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160715
Shroom apes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160716
Burning heap (napalm golem) . . . . . . . . . . . . . . . . . . GA160717
Fire spore puffball . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160718
Lumbering sludge . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160719
Slough sloth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160720
Ghost algae . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160721
Sucking mud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160721
Crud burro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160722
Summer’s siren . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160722
Fen henchman (black bog baron) . . . . . . . . . . . . . . . GA160724
Bore Optic Slime Serpent . . . . . . . . . . . . . . . . . . . . . GA160725
Universal veil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160725
Rucker’s ectoplasm . . . . . . . . . . . . . . . . . . . . . . . . . . GA160726
Drumpfungi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160728
Riker’s radioleria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160729
St. Christie’s bile . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160730
Destroying angel puffball . . . . . . . . . . . . . . . . . . . . . . GA160731
Skull dust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160731
Manky ditch weed . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160732
Reanimator slime . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA16073
Whistling widowmaker . . . . . . . . . . . . . . . . . . . . . . . GA160735
Hagbear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160736
Eckson’s sludge mire . . . . . . . . . . . . . . . . . . . . . . . . . GA160737
d50 Crud Color and Texture Calculator . . . . . . . . . . . . . . . . . . . . GA160740
d50 Crud Effects Machine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160744
d50 Cruds Odor Description Generator . . . . . . . . . . . . . . . . . . . . . GA160755
d50 Crud Naming Device . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160757
Sentient lightning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170358
Sentinel, The (ivy plantient) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190415
Sentrybot (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0120
Sergeant Luggbodduggo (hobgobblin)
(Marvelous Myriad Myconid Caverns). . . . . . . . . . . . . . . . . . . . . . GA150321
Serpent-Men, degenerate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4114
14 - 44
Serpent-manbominations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUG0216
Serpent Shrubs . . . . . . . . (new monster) . . . . . . . . . . . . . . . . . . . . . . SSEC36b18
Serpentoid (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0521
Servitorbot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0221
Severed bot limbs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170119
Shadow Eater, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC36b04
Shadow Servants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190828
Shambling Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180520
Shapeshifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0329
Shark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170420
Shark, prehistoric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0117
Sharkboys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0104
Sharkhana (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0117
Sharkworm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0324
Sharkworm Leeches, Baby . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0324
Shimmer Lizards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0715
Shrromanoids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1610
Silane serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190408
Silvermanders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0124
Silver Sun, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180559
Silver Sun, Cleric of the . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180558
Silver Sun Cultists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180555
Silver Sun Cultists, undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180551
Silver Sun Cultists, undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180554
Silver Sun Cultists, undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180555
Silver Sun Servitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180550
Skin stealer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190626
Siren . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0514
Siren . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B45
Skeleton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170755
Skeleton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190254
Skeletons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190316
Skeleton, splinter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180521
Skeleton, winged demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0435
Skeleton Prisoners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3112
Skelematon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160611
Skelematon, enhanced . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160611
Skin husk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191014
Skin Thieves, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191005
14 - 45
Skirmish Squad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170317
Skulker of the Harbinger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0151
Skulls, Laughing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0115
Skylynx . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0130
Sky-Scavenger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0630
Slahngis (sea serpent) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0145
Sleestaks! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0216
Slime, floating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180519
Slime, primeval . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191238
Slime beast, glowing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190917
Slug, Saber-Toothed Frost-Breathing Demon . . . . . . . . . . . . . . . . . . . CREP0126
Snakion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150208
Snake, coachwhip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190621
Snake, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B45
Snakes, hoop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190531
Snake, hoop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190624
Snake, lion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1615
Snake, mundane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B45
Snakes, salamander . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190314
Snapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2208
Snapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B45
Snoligoster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190627
Snow wasset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190628
Sofa Siren . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170508
Soldiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191229
Soldiers of the Crimson Wheel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191215
Soldiers of the Crimson Wheel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191218
14 - 46
Spider, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0140
Spider, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B46
Spider, large . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3110
Spider, Leng . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B34
Spider, relatively colossal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160515
Spider-bear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1110
Spider-bear (#2) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1307
Spider-bear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B46
Spider-cap (giant spider) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1908
Spirit of the Blast Furnace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190345
Spirit Phantom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0133
Spirit Toad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160508
Spore Slavers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0204
Spore Slaver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0228
Squidletons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190145
Ssethmariss . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
S-s-s-space Pirate Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0216
Stains, The (gang members) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2316
Star Crawl Beasts and Monsters
Bone Hound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL80
Ethereal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL81
Glurper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL81
Trunklor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL81
Scourer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL81
Slert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL81
Woodsman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL82
Wirc Worm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL82
Star Crawl Intelligent Alien Species
Abductors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL77
Chimpazonians of Reltar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL77
Chitterers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL77
Crawling Watchers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL77
Derns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL78
Fungoid Fiends of Falvor III . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL78
Grantors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL78
Humans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL78
Mechanuloks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL78
Serpines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL79
Sporcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL79
14 - 47
Wind-hawks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL79
Starmonger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0329
Starmonger, phase-shifting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0329
Starvation Spirit Swarm (Ghrelin). . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150224
Statue, living . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180522
Statue, animated . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190133
Statues, crystalline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191233
Steelshark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170414
Stegosaurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190426
Stein’s monster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170736
Stomoan, hunters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
Stomoan, shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
Stomoan, villagers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
Stomoan, warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
Stonecrawler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0521
Stone Ape-Men Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0822
Stone Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160514
Storm Hounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3810
Storm Hound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B47
Strohtis Bittler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1610
Stygimoloch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1522
Submerged Skull, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0013
Succubus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3527
Sugar thralls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170205
Sugar zombies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170205
Sun Jelly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180353
Sun Jelly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3220
Sun Jelly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B47
Swamp Bitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CCC0118
Swampgas floater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170325
Swarm of Living Toads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160507
Tadpoles, plasmic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190126
Takahata Ninja Clan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190712
Tamlyngs . . . . . . . . . . . . . (type I demon, humanoid) . . . . . . . . . . . . . GA170150
Tapeworms, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0111
Tarasqu-Ape (Cirque de Bizarre) . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0211
Temple Wrack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1412
Temple Wrack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B48
Tentacled Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3113
14 - 48
Tentacled Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B48
Tentacles from the void portal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170735
Terrordactyl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0001
Thelmiraz, “Red Knight of Swords” . . . . (type III demon) . . . . . . . . GA170149
Thelmiraz’s hunting mantid . . . . . . . (type I demon) . . . . . . . . . . GA170149
Thing in the Wardrobe, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1713
Thing in the Wardrobe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B48
Thorn Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150632
Thorum’s White Gorillas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0409
Three-headed Jaguar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160516
Thunder Log (May Flowers) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150335
Tigasgi Ashigaru (soldiers) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0218
Toadfish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0715
Tortoise Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1526
Town Guard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191216
Tower sentry devil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170358
Trapdoor Toadspider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0323
Traveler, friendly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191215
Tree-man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190806
Trembler, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC36b13
Tribearatops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3608
Tribearatops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B48
Triceratops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190425
Trilobite swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191025
Triskeleton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190145
Troglodyte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
Troll, Dunsanian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2713
Troll Mother . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170240
Tru-Pet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1625
Tunnel Things . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0141
Turkey, Dire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4007
Twisted Horrors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1021
Twk-Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2112
Twk-Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B49
Two-headed Roc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0131
Two-headed Rocs, nestlings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0142
Two-headed Rocs, adult . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0142
Two-headed Viper, giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1410
Two-headed Zombie Hounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0435
14 - 49
Two Roaches for Your Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160309
Ironroach Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160309
Carproach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160310
Carproach, Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160310
Carproach, Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160310
Tyrannocyber Rex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0216
Tyrannosaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0132
Tyrannosaurus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190426
Undead, burst . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180520
Undead Reptile Ghouls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0113
Un-dead Runners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0141
Undead Servants of Taranis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190733
Underdragon, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190117
Unicorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2713
Unicorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0006
Unicorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC36b15
Un-Men (Robotic Tyrant) (Twisted Menagerie) . . . . . . . . . . . . . . . CUBM0523
Un-Men, Drone (Robotic Servitor)
(Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0524
Vacbots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170122
Vaechral . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150210
Vampires, space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CCC0116
Varmints! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0232
Varna acolyte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0272
Varna acolyte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0272
Varna acolyte . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0274
Varna aesthete . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0274
Varna archabbot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0274
Varna novitiate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0261
Varna novitiate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0261
Varna novitiate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0269
Velociraptor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190425
Vendibeast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0324
Venomous Deathwolves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0409
Vine horrors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191227
Vine horrors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191228
Vines, jungle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190314
Violent Voidspace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0205
14 - 50
Violent Voidspace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0612
Voidfarer crab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190249
Voidfarer crab, Mother . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190253
Voidfarer ghoul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190246
Void Mite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0616
Void Ziggurat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0612
Voidlings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170133
Vulkagon, younglings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0125
Vulkagon, savages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0126
Wasp, Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0103
Waste Beast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0266
Wasteland Zombie (Ghrelin) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150222
Water Weasel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2208
Water Weasel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B50
Wendigo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190528
Wendigo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190631
Wereplatypus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170255
Werewolf, Atlanton Earth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3911
Werewolf, Altanton Earth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B50
Whalephant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1823
Whisperer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0141
White Martian Tribunal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0205
Wibbles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170326
Wight, Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1723
Wild Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0119
Will-‘o-the-Wisp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2714
Wise-Eyes (powerful once-men psychics) . . . . . . . . . . . . . . . . . . . . . CUBM1527
Wisher, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3713
Wishler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B50
Witches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191239
Wiwaxia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191026
Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191234
Wolverine, teacup, fury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190630
Wolves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0906
Wolves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4108
Wolf, alpha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4108
Woodworm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJDD0105
Worm Men of the Colossus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0110
Worms of Dust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0817
14 - 51
Worms of Dust, monstrous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0820
Worm of the Phlogiston . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191214
Wraith Rider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1627
Wyvern, Taranis’ pet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190734
Xenotaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1023
Xorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0319
Y is for Yestermen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0924
Z is for Zoological Horrors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0926
Zanatar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0132
Zanist, declaimer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0126
Zanist, cellmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0131
Zanist, treerangers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0130
Zebrilla . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3713
Zebrilla . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B51
Zeron, Possessing Demon (type 1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160449
Zeron Servitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160434
Zilla . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1025
Zmooph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1027
Zombie conquistadors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190532
Zombie Monks of the Cyberhive
(Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0214
Zombie Retainers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0006
Zombies, frost-covered . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0148
Zombies, petrol (Twisted Menagerie) . . . . . . . . . . . . . . . . . . . . . . . . CUBM0627
Zombies, Rave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1721
Zombie soldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170736
Zombots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170124
Zone Devil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1514
Zone Devil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC39B51
14 - 52
NPCs
14 - 53
Dunwich Horror (Brute Force) . . . . . . . (NPC) . . . . . . . . . . . . . . . . CTHU0128
Dunwich Horror (Pinning Limbs) . . . . (NPC) . . . . . . . . . . . . . . . . . CTHU0128
Egrysst . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0122
Eibon, Son of Milaab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0808
Elahai the War Witch (Mummy)
(Tomb of the Thrice-Damned). . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150350
Emperor’s Artist, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0410
Erasmus Cordwainer Blood (vampire NPC) . . . . . . . . . . . . . . . . . . . . GA170763
Esmeralda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0418
Farmer Roundtree (May Flowers) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150340
Fillis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0420
Fishmonger . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180526
Five, The (NPCs) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2317
Flaming Moe, the Fireproof . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160529
Garrlok, Master of the Over-Flux . . . . . . (NPC) . . . . . . . . . . . . . CJMRGC1605
Gary, skeletal warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1705
Gelt Scholar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0325
Gingerbread Sorceress, The . . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . GA170210
Gingerbread children . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170210
Gormiak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2308
Gorp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0110
Grandpa Ike Curwen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0922
Great Santini, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0135
Greel Karaxxus, Zanist Eugenicist . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0128
Grumguzz, Troglodyte Chief
(Marvelous Myriad Myconid Caverns). . . . . . . . . . . . . . . . . . . . . . GA150324
Grydris, Alpha Female Ape-Woman . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0722
Gypsies . . . . . . . . . . . . . . . . . . . . . (NPC classes) . . . . . . . . . . . . . . . . . SSEC0509
Gypsy Dancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0509
Gypsy Groom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0509
Gypsy King/Queen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0509
Gypsy Musician . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0509
Gypsy Urchin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0509
Halfrog Prince . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190125
HARI . . . . . . . . . . . . . (robot) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170127
Harood of Kalnoora . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0808
He of the Many Iron Necks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160528
Headmistress of the Constellations . . . . . . . . . . (NPC) . . . . . . . . . . . GA170136
Hel-Zarren, Fiend of the Rage Pit . . . (NPC) . . . . . . . . . . . . . . CJMRCGC1606
14 - 54
Hezzemuth the Painmistress (Demon of Brimstone) . . . . . . . . . . . . BPBM0423
H’Grunth H’Grugthorr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160631
Himeda Kanako . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190714
Honest Orkoff . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0216
Hormagor, the wizard of Abormis . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0809
Iasmin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0419
Illico . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0410
In’Sada (undead lord) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0121
Jaaf Starshard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0434
Jarig . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2314
Jeweler . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180526
Joe Fang . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1503
Jrab’Oast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0316
Junior Curwen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0916
Kala Makta the Broodmother (Demon of Brimstone) . . . . . . . . . . . . BPBM0423
Kaspar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0231
Knight Commander Armand Tergen,
Paragon of the Knights Bethine . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ga160446
Komei Hirotoshi . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0216
Komei Samurai . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0216
Krolas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0420
Lady Fairchilde . . . . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . GA170254
Lars Manning . . . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0249
Leaky . . . . . . . . . . . (robot) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170127
Lella, Priestess of Denderon (Wizard of Mars) . . . . . . . . . . . . . . . . . . SSEC1613
Lifthrasir the Gray . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2318
Little Johnny Cotton . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190551
Loke Starshard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0430
Longstrider, Baddy Long-Legs, the Long-Limbed . . . . . . . . . . . . . . . . . GA160528
Lord Kulemides . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0139
Lurking Lord, The . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190143
Lurlene Curwen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0915
Macrobius . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0417
Mae Tucker, “Mrs. Colonel” . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . GA190552
Mae’s Crew (cowboys) . . . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . GA190537
Mai, Priestess of the Hidden Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0139
Malbolgjia the Crone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190225
Mother Malbolgja . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190237
Marquanos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3313
14 - 55
Monks . . . . . . . . . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0217
Mattock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0148
Maxxazzon, Villainous Blue Lizardman . . . . . . . . . . . . . . . . . . . . . . . CJMR0229
Mayor Leroy Hodges (Cult Leader) . . . . (NPC) . . . . . . . . . . . . . . . . CTHU0128
Merelda, Empress of the Machine . . . . . . . . (NPC) . . . . . . . . . . . CJMRGC1604
Mektar Starshard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0435
Merlin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0113
Mistress, The (mad immortal geas-bound half-Atlantean princess) . . GA180537
Monks, Torai, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0216
Morghi the Inquisitor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0809
Mors Mercator (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170641
Mosh Sedation, the Wizard of Krone Lamp . . . . . . . . . . . . . . . . . . . . . GA160421
Mr. DNA (an A.I.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190422
Myrta (witch) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2307
Nam-Ra-Tep, former Pharaoh . . . (mummy) . . . . . . . . . . . . . . . . . DAMN0248
Naranbaatar (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0218
Necrosaur, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160636
Noble Boys, The (Roscoe, Bo, Cletus, Luke) . . . . . . . . . . . . . . . . . . . . . GA190552
Northern Enchantress (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170246
Nurse Hilda (NPC) . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . GA170736
Nurse Pang . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . GA190716
Oll Zen . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . GA160530
Old Mac . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0438
Oliver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2318
Otomis Crowe . . . . . . . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . GA190536
Pere Warri . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0138
Police Sergeant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190308
Pridestar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0229
Prince Antuok . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0217
Prince Nesbitt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0229
Princess Thalidia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0139
Psi-Klopian, The . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMRCG1602
Queldoz, White Martian Technomancer . . . . . . . . . . . . . . . . . . . . . . . CJMR0330
Quigly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2314
Revealed Leroy Hodges (Mi-Go) . . . . (NPC) . . . . . . . . . . . . . . . . . . CTHU0128
Rev0Net (robot NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM15 11
Rhe’magrah, Regent of the Forest . . . (type III demon) . . . . . . . . . . . . GA170263
Richter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0419
Rikebo . . . . . . . . . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0216
14 - 56
Rocco The Mad Barber Hawser . . . . (NPC) . . . . . . . . . . . . . . . . . . . . SSEC4218
Rudra, renegade champion of law . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0268
Ruhnkar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2313
Salynkari, the Snail Sorceress . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . CREP0125
Santer, Young . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190533
Satrampa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0704
Satrampa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0802
Savaxis the Mighty . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191218
Sea captain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190309
Shala al Farul . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4219
Sheenara Rex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0230
Sheriff Delbert Shaw (Cult lieutenant) (NPC) . . . . . . . . . . . . . . . . . CTHU0128
Sheriff’s Deputies . . . . . . . . . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . CTHU0128
Sheriff Owen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0230
Shrike, The Star Hunter . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . CJMRGC1607
Shugh Mah the Putrid (Demon of Brimstone) . . . . . . . . . . . . . . . . . . BPBM0423
Snug’goo, the Sentient SnuggieTM . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160419
Sohei (warrior monks) . . . . . . . . . . . . . . . . (NPC) . . . . . . . . . . . . . . DAMN0217
Space Pirate Captain Hrusk Valbon . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0426
Space Pirates of Pluto . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0204
Sun Smith, The . . . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . GA190348
Syon Starshard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0426
Syon Starshard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0430
Taggart Reide . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190542
Taggart’s goons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190542
Tamika . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2314
Tarzan the Ape-Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2012
Tenkar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2308
Tilly Reide . . . . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190540
Togashi Kiromori . . . . . . . . (NCP) . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN2018
Togashi Samurai, The . . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0218
Tora Korv . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0123
Trinity . . . . (avatar) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190132
Undead High-Priest of Saint Osthenes . . . . . . . . . . . . . . . . . . . . . . . . POTF0114
Ushtooth the Ravenous (Demon of Brimstone) . . . . . . . . . . . . . . . . . BPBM0423
Utzz the Puff-Ball Wizard of Mycetes-Thrax
(Marvelous Myriad Myconid Caverns) . . . . . . . . . . . . . . . . . . . . . GA150322
Vaygesa, renegade champion of neutrality . . . . . . . . . . . . . . . . . . . . DAMN0275
Veezi Phenquor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3313
14 - 57
Veiled Woman, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170261
Vespur the starved . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190233
Wampl’rji the Pyromancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0810
Warrior Lich Skull-Or, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0515
Wise Man Malcolm (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190421
Witch of the Mountains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1909
Wives of NPCs . . . (NPCs) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180526
Y is for Yestermen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0924
Yrgrif . . . . . . . . . . . . . . . . . . . . . . . . . . . . (NPC) . . . . . . . . . . . . . . . . CTHU0128
Zebulan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2312
Zin the Meticulous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0802
Zser-Zerad . . . (NPC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190107
Zylac the Enchanter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0810
Patrons
14 - 59
Korpuz, Messenger of Ahriman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3219
Lady of Shadows . . . . . . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190823
Lao T’zai (Patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1805
Lea’La’lunne . . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190849
Leniqua . . . . . . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3309
Lilith . . . . . . . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3521
Lion-Dragon (demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150620
Manateecuhtli . . . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170526
Meniscus, The (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170337
Merlin . . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSECFRPGD12
Midwinter Maker . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190835
Mighty Kizz, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0408
Mike Fink . . . . . . Dark Trails Patron: Mike Fink . . . . . . . . . . . . . . . . GA190616
Mother of Hearts . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL66
Myassari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MYAS0101
Nalfeshnee . . . . . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0240
Beasts of Nalfeshnee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0243
Nick’claus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSCB1509
Ol’ Hag . . . . . . . . . . . . (avatar, type IV demon) . . . . . . . . . . . . . . . . . . GA190328
Omorphon . . . . . . . . . . . . (patrons) . . . . . . . . . . . . . . . . . . . . . . SSECFRPGD05
Oni . . . . . . (demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150619
On the Alter of Neutrality . . . (neutral deities) . . . . . . . . . . . . . . . . . . GA190846
Order of the Knights of the Singularity, The . . . . . . . . . . . . . . . . . . . . GA180247
Pandelume (Patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2116
Patsy, Patron God of Henchfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160214
Pazuzu, Demon Prince . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170236
Avatar of Pazuzu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170236
Quetzalcoautwalrus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170531
Avatar of Quetzalcoautwalrus . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170325
Ram of Light, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CZOR0119
Razor-Worn, Henceforth the Shaft . . . (patron) . . . . . . . . . . . . . STRATO01.531
Shift of the Shafted, The (cultist) . . . . . . . . . . . . . . . . . . . . . STRATO01.545
Listening of the Guillotine, The (cultist) . . . . . . . . . . . . . . . STRATO01.545
Shaftmaster, The (cult leader) . . . . . . . . . . . . . . . . . . . . . . . STRATO01.546
Glistener, The (cult leader) . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO01.547
Red Death, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0316
Red Duke, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0317
Rope, God Assassins, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180251
Sisssnagagarrassh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160223
14 - 60
Sister Ultiva . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0503
Sky-Lasher of the Everlasting, Trident of the Sun . . (patron) . . STRATO0128
Sliggeth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0918
Sending of Sliggeth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0921
Solomon Ghi (John Henry) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0222
Spawn of Skach, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170535
Sperato . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0510
Star Child, The . . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1515
Stormlord, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0120
Sud-Tabu . . . . . . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190847
Tanvir Bonecaller . . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190848
Terror-Eater, The Earth-Mother . . . (patron) . . . . . . . . . . . . . . . . STRATO0141
Theszolokomodra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0322
Theszolokomodra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0415
Torvak, the Enslaved Ape God . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160239
Trickster, The . . . . . . . . (Dark Trails Patron) . . . . . . . . . . . . . . . . . . . . GA190611
Tsathoggua . . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3309
Two Faced Horned God, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180230
Ultimospark, The (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1520
Van den Danderclanden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0109
Patron Spells of the Supernal Archmage . . . . . . . . . . . . . . . . . . . CRWL0309
Way of the Raven . . . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2811
Weal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0122
Welcome to the New Space Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0502
Will of Obitu-Que (The Eye of Obitu-Que) The . . . . . . . . . . . . . . . . . GA150254
Witness, The . . . (patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL61
Worm of the Phlogiston . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191214
14 - 61
Ancient Hyperborean . . . (new class) . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3207
Anti-cleric, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191105
Ape-Man. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0729
Assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150104
Barbarian #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1205
Barbarian #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1207
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160109
Barbarian Cimmerian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1405
Barbarian, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0150
Barbarian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2805
Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0604
Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3508
Bardic Rocker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180104
Battle Chanter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1420
Blood Hound (class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170721
Canine Scientist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1505
Clownight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1207
Console Cowboy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CYBR0113
Con Troll. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0217
Consider the Greenskins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0514
Consider the Kobold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0307
Consider the Ogre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0711
Cro-Mentalist (class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM15 14
Cyborg, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0703
Deep-One Half-Breed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1004
Deep One Hybrid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0906
Dervish, The. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150109
Dungeon Balladeer, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1222
Dwarf Sapper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170604
Dwarf, Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2404
Dwarven Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1004
Ecclesiast, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0533
Elven Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1007
Entombed, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MEAND0217
Face, The . . . (class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CYBR0123
Faerie class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180113
Feral Urchin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1115
Gambler, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0216
Gargoyle, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1007
14 - 62
Gargoyle, graven . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1010
Ghosts (Gold & Glory from Beyond the Grave). . . . . . . . . . . . . . . . . . GA150113
Gnome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0610
Goat’o’war . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180128
Gold & Glory From Beyond The Grave . . . . . . . . . . . . . . . . . . . . . . . . . GA150113
Gongfarmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180131
Grays (elf alternate) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1316
Half Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0704
Half Giant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSECFRPGD04
Halfling Burglar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1011
Halfling Champion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1013
Halfling Hucker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160114
Half-Stratosfiend Street Whisperer . . . (PC Class) . . . . . . . . . . . STRATO0109
Haxors, The . . . . . . . . . . . . (alt MCC class) . . . . . . . . . . . . . . . . . . . . . GA190429
Hearth Witch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0506
Hellfont . . . . . . (new class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WCA0103
Helmsmen, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0606
Hologram, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1123
Hot-Dog Suit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160104
Human Comm-Artist . . . (class) . . . . . . . . . . . . . . . . . . . . . . . . . STRATO01.505
Human Sat-Caster . . . (PC Class) . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0105
Human, Earth A.D. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1507
Huntsman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3307
Hybrid Character Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1815
Hybrid, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1509
Jonah, The . . . . . . . . . (new class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC36b10
Jungle Born (new class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2008
Infiltrators . . . . (class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CYBR0117
Invincible Chicken, The . . . . . . . . . (PC class) . . . . . . . . . . . . . . . . . . . GA170611
Kith of Kingspire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180134
Kung Fu Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0307
Ledgerdemainist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1104
Lizardman Mercenary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0114
Luchador . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150123
Lycanthrope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180138
Martial Grandmaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150130
Martian Skeleton Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0833
Masque, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0305
Medic, The . . . . . . . . . (class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CYBR0111
14 - 63
Mek, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0205
Mek #1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0108
Mek #2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0109
Melnibonean . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0405
Monster Trainer . . . . (new class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WCA0108
Mystic Monk . . . . . . . (new Dark Trails class) . . . . . . . . . . . . . . . . . SSEC36b09
My Gongfarmer Can’t Do Sh*t! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0724
My Thief, My Way! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0623
Navigator, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0605
Nu-Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1512
Orc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0508
Orc and Half-Orc Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170614
Orc Berserker (PC class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170614
Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0614
Paladin of Gambrinus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170619
Petrol Head, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0603
Phantasmagoria Classes
Automaton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0102
Captain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0107
Gremlin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0110
Jovian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0113
Star Prince . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0115
Pirate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180144
Pitman, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0606
Prospector, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0219
Psion (class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMMG04
Psychic Knight, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0307
Quantum Traveler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180147
Radioactive Waster (0-level PCs) . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0303
Ranger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0619
Ranger, Underworld . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0206
Ratfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0206
Redcap Gnome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0504
Riftrunner, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0408
Rigger . . . . . . . (class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CYBR0121
Robo-Priest (class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1516
Sage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180151
Scout (a thief variant) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180155
Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2506
14 - 64
Skeleton Warrior (Gold & Glory from Beyond) . . . . . . . . . . . . . . . . . . GA150116
Sky-Sneak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1418
Soldier . . . . (new class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180616
Sorceraptor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1416
Space Dwarves . . . . (PC class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4205
Stratosfiend Delver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0113
Stratosfiend Magistrate Gladiatrix . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0117
Street Samurai . . . . . . (class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CYBR0109
Star Crawl Classes
Mechanic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL09
Medic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL09
Psycher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL05
Scoundrel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL05
Soldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL05
Swashbuckler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL05
Thief . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL05
Warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL05
Star Crawl Race Templates . . . . (PC race templates) . . . . . . . . . . . SCRAWL23
Star Crawl Race Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL104
Subhuman (class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2505
Sword Monger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150131
Technologist, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0106
Technomancer, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0206
Techno-necromancer, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160605
Thief class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0208
Three Weird Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1024
Tweel . . . . (new PC class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4005
Vampire (Gold & Glory from Beyond the Grave) . . . . . . . . . . . . . . . . GA150118
Warlord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2507
Wizards & Warriors Part 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0105
Yolovar, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0602
14 - 66
Illumination . . . . . . . . . (new spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3413
Inter-dimensional Portal Weirdness Die-Drop Table . . . . . . . . . . . . . GA160641
Imbue the Stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1013
Let’s Get Familiar! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0323
Make Potion (new spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3314
Mists of Yyrkoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0416
Mystic Paint (spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2514
Mystic Paint . . . . (spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4126
Necrotic Mass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC36b15
NPC Magic and Spellcasting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0304
Phlogistonic Spray . . . . . . . . . . (new spell) . . . . . . . . . . . . . . . . . . . . . SSEC2822
Pholgiston Storm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1215
Polyphemean Rage . . . (spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO0125
Quarantine . . . . . . . . . . . . (MCC “program”) . . . . . . . . . . . . . . . . . . . GA190448
Ritual of Consecration, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160438
Ritual of Purification, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160437
Ritual of the Teeth, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160437
Rules for Boons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0104
Rules for Boons & Relics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . POTF0107
Runic Alphabet, Dwarven . . . . . . . (new spell) . . . . . . . . . . . . . . . . . . . SSEC3415
Runic Alphabet, Infernal . . . . . . . (new spell) . . . . . . . . . . . . . . . . . . . SSEC3416
Sacrifice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150145
Seal of Consequences, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160438
Skeletal Heap (thief spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160130
Scripted Illusion (Spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0613
Speed (New Spell for Crawljammer) . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0212
Stone Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0612
Stone Form (new spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSECFRPGD14
Summon Elemental (spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2614
Sunbolt . . . . . . . . . . . . . . . . (new spell) . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3418
Technical Affinity . . . . . . . . . . (new spell) . . . . . . . . . . . . . . . . . . . . . SSEC2824
Temporary Creation (cleric spell). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150149
Trap Avatar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO01.516
Trap Engineering (New Spell for Crawljammer) . . . . . . . . . . . . . . . . CJMR0214
Trap Familiar . . . . . . . (spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO01.514
Trap Familiar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO01.515
Trap Familiar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . STRATO01.516
True Name . . . . . (ritual) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0211
Turn Unholy . . . . . . . . . . . . . . . (spell) . . . . . . . . . . . . . . . . . . . . . . . DAMN0218
14 - 67
Vacuity (spell). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150153
Wand Magic . . . . . . . . . (new spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2826
Witch-web (new spell) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1910
Wizard Cage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1217
Yeast Plagues . . . (curse) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3007
14 - 68
Celestial Legion, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LKCL05
Character Age . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3606
Character Crit Table. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMHJ04
Cities Zorathi, The . . . . (campaign setting) . . . . . . . . . . . . . . . . . . . . CZOR0102
Classes of Bastion, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MEAND0218
Classless DCC . . . (alt rules) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA191349
Cleric’s Mission, A . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LKCL25
Common Names in the 1920s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CTHU0107
Computer Programs in the
DCC RPG and its Simulacra . . . (MCC rules) . . . . . . . . . . . . . . . GA190431
Crawling Through a Hell of One’s Own Making . . . . . . . . . . . . . . . . . GA160533
Critical Table T: Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0715
Crit Table AL:Aliens. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMHJ23
Crit Table RO: Robots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMHJ24
D24 Misery Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CCC0104
D30 Occupations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CCC0103
Dark Seas: A DCC RPG Rip of Sunless Sea . . . . . . . . . . . . . . . . . . . . GA170404
Dark Territories class options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0206
Dark Trails Carousing . . . (Dark Trails rules) . . . . . . . . . . . . . . . . . . . GA190605
Dashing Deeds Abound – Swashbuckler . . . . . . . . . . . . . . . . . . . . . . DAMN0236
DCC Subhuman Shaman PC Record Sheet . . . . . . . . . . . . . . . . . . . . . SSEC4123
DCC Subhuman Warlord PC Record Sheet . . . . . . . . . . . . . . . . . . . . SSEC4124
Death Throes . . . (alt rules) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3705
Don’t Get Too Attached: Parasitic Familiars . . . . . . . . . . . . . . . . . . . . SSEC1709
Cymothoa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1709
Filarial Worms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1709
Emerald Wasp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1709
Drunk’s Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160135
Dungeon Crawl Classics Weapons Project, The . . . . . . . . . . . . . . MEAND0101
Dungeon Crawl Classics Weapon Styles . . . . (rules) . . . . . . . . . . MEAND0219
Elemental Turning . . . . . . . . . . . . . . . (campaign tools) . . . . . . . . . . . SSEC2605
Elf Hill . . . . . . . . . . . . . . . . . . . . . . . . . (locations) . . . . . . . . . . . . . . . . SSEC2406
Elf Hill . . . . . . . . . . . . . . . . . . . . . . . . . (location) . . . . . . . . . . . . SSECFRPGD06
Emergent Class Abilities . . . . . . . . . (Dark Trails rules) . . . . . . . . . . . GA190514
Bedlamite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190515
Calavera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190515
Gambler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190516
Gunslinger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190516
Luchador . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190517
14 - 69
Montebank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190517
Mystic Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190518
Occultist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190518
Revelator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190519
F is for Factions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0812
Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1705
Bubo (packrat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1705
Cheeter (grey squirrel) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1705
Graymalk (black cat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1706
Needle (vampire bat) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1706
Nightwind (barn owl) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1707
Quicklime (black snake) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1707
Snuff (hound) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1708
Tekela (albino raven) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC1708
Fantastic Post-apocalyptic Adventure Idea Generator . . . . . . . . . . . CUBM1303
Firearms Fumble and Crit Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBMHJ05
Firepower! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0804
Fire-Thrower Crits . . . . . . . (rules) . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1114
Fire-Thrower Fumbles . . . . (rules) . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1115
Forgotten Hall, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160531
Forgotten Library of the Toadfiend, The . . . . . . .
(a single-room encounter) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160505
From Gold to Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0808
Fumbles in Black Powder, Black Magic . . . . . . . . . . . . . . . . . . . . . . . . BPBM0303
Giant’s Gullet, The . . . . . . . (a solo encounter – levels 3-10). . . . . . . . GA160304
Gong-Farmer's Almanac. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150504
Grenade/Thrown Bomb Fumble and Crit Table. . . . . . . . . . . . . . . . CUBMHJ11
H is for Hazards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0816
Half-Level PCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0320
Hanging Tree . . . . . . . . . . (rules) . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0012
Heralds, Creating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LKCL06
Helmet Law! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0219
Hex Generation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0411
Hexploration Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0409
House Rule: Adventuring Companion . . . . . . . . . . . . . . . . . . . . . . . . . GA160146
Hypothermia . . . . . . . . . . . . . . . (new rules) . . . . . . . . . . . . . . . . . . . . . SSEC1605
I is for Inhospitable Places . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0818
14 - 70
Inter-dimensional Portal Weirdness Die-Drop Table . . . . . . . . . . . . . GA160641
Interesting Places to Die – Blooms Fashions . . . . . . . . . . . . . . . . . . . CUBM0123
Interesting Places to Die – The Citadel of Scrap . . . . . . . . . . . . . . . . CUBM0713
Interesting Places to Die – Floating Tower of the Cyberhive . . . . . CUBM0218
Invasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0813
It’s Explosive! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0327
Kala Vale and the Thousand Lakes . . . . . (location) . . . . . . . . . . . . . SSEC3706
Kingdom of Aetheria, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0503
L is for Laboratories. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0824
Legacy Points – XP for Players . . . . . . . . . . (optional rule) . . . . . . . . . GA191241
Lesser Deeds of Daring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MEAND0116
Let the Dice do the Talking . . . (rules) . . . . . . . . . . . . . . . . . . . . . . MEAND0208
Locations and Encounters of Pandemonium . . . . . . . (setting) . . . . . . . GA170113
Abyss of Automatons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170116
Helljammers of the Crashed Plains . . . . . . . . . . . . . . . . . . . . . . . . . GA170129
Hunting Preserve of the Cambion Queen . . . . . . . . . . . . . . . . . . . GA170141
Labyrinth of the Elder Minotaur . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170154
The Bid Rock Candy Mountains . . . . . . . . . . . . . . . . . . . . . . . . . . GA170204
The Big Festering Giant (BFG) . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170213
The Black Iron Citadel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170231
The Boreal Wastes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170240
The Carousel of Doom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170247
The Forest of Nedra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170256
The Quagmire of Endless Malice . . . . . . . . . . . . . . . . . . . . . . . . . . GA170304
The Swamp of the Oboline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170319
The Burnished Court . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170327
The Ichor Pits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170344
The Lost Tower of Talos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170353
Lost in Endless Corridors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0704
Luck as a Guiding Force . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1210
Lucky Strikes of Derring Do . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1212
Lucky Strikes of Derring Do . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MEAND0117
Luck Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1216
Maintaining the Ministry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LKCL28
Maker’s Mark, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180404
Making an Effort . . . . . . . . . . (optional rule) . . . . . . . . . . . . . . . . . . . . GA191240
Malicious Code . . . . . . . . . . . . (MCC rules) . . . . . . . . . . . . . . . . . . . . . GA190438
Meanwhile: A Narrative Downtime System . . . (alt rules) . . . . . . . . . GA191323
Menfish Pyramid of the Bass Masters, The . . . (location) . . . . . . . . CUBM1803
14 - 71
Mental Haberdashery, The . . (campaign seeds) . . . . . . . . . . . . . . . . . CZOR0111
Mercurial Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180456
Metal Gods, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0102
Mighty Deed of Arms: Fanning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..BPBM0120
Mighty Deeds of Arms – Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150447
Militant Order: The Sons of Don . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3606
Misery Die, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CCC0102
Misshipy River Valley . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1804
Monks of the Octahedron . . . (rules) . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0015
Monsters with Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0504
Monstresor Crypt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0308
Montresor Crypt . . . . . . . . . . . . . . . . . (location) . . . . . . . . . . . . SSECFRPGD06
More Options for Burning Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1215
Mutations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0204
Mysterious Glowing Dome, The . . . . (campaign seed) . . . . . . . . . . CUBM1403
Nautical Might Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1116
Naval Warfare for Ocean Crawlers . . . . . (rules) . . . . . . . . . . . . . . . CRWL1104
Necromancers of the Space Needle, The . . (adventure location) . . . CUBM1703
Neighborhood, The . . . (DCC Lankhmar) . . . . . . . . . . . . . . . . . . . . . . SSEC2305
No Man’s Land . . . . . . (rules) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MEAND0212
Observance of Religions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LKCL14
Occupations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CTHU0109
Occupations of Bastion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MEAND0213
Off the Charts! (rules for Mighty Deeds) . . . . . . . . . . . . . . . . . . . MEAND0204
Old Mutant and the Sea, The . . . (watercraft rules) . . . . . . . . . . . . . CUBM1819
OSR Conversions: Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0125
OSR Conversions: Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0214
Park Locations of Note . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1512
Pregen Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4117
Rail Wastes, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0718
Red Claw Raiders Mercenary Company . . (campaign tools) . . . . . . CUBM1503
Relics, Reliquaries and Saints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LKCL20
Rules and Skills for Detective Work in Nowhere City Nights . . . . . GA170726
Saints in Repose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LKCL23
Samurai Mighty Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150625
Sanity Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CTHU0102
Save or Die! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0121
Sea Ship Propulsion, Fantastic Forms of . . . . . . . . . . . . . . . . . . . . . . . CRWL1118
Secret History of the Perilous League, The . . . . . . . . . . . . . . . . . . . . . CJMR0302
14 - 72
Seek the Hag in the Woods . . . . (campaign aid) . . . . . . . . . . . . . . . . . . GA191339
Seeking Shrieking Shrike . . . . . . . . . (new spell) . . . . . . . . . . . . . . . NSOIL0018
Shattered Shields! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0218
Ship, Examples & Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1106
Spellburning with Demon Ore . . . . (rule variant) . . . . . . . . . . . . . . . BPBM0311
Summary of Common Damage Effects . . . . . . . . . . . . . . . . . . . . . . CUBMHJ03
Technological Mishaps . . . . . . . . . . . . (MCC rules) . . . . . . . . . . . . . . GA190432
Tides of Battle – Momentum in RPGs . . . . . . . . . . . . . . . . . . . . . . MEAND0210
To Halls of Valhalla…and Back Again . . . . . . . . . . . . . . . . . . . . . . . . . GA160624
Torgo Speaks: The Elder Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0204
Trench Crawl Classics (rules) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170739
Triple Burnt Chocolate Infusion . . . (brew) . . . . . . . . . . . . . . . . . . . . CUBM1705
Tropical Diseases . . . (campaign tools) . . . . . . . . . . . . . . . . . . . . . . . . SSEC2007
Twist of Fate . . . . . . . . (optional rule) . . . . . . . . . . . . . . . . . . . . . . . . . . GA191244
Tzolk’in Crawl . . . . . . . . . . . . . . . . . . . . (a drop-in location) . . . . . . . . GA160509
Uncommon Alignments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180409
Ur-Hadad, the First City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0103
Vampire, Returned, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170746
Vancian Word List . . . . (campaign tools) . . . . . . . . . . . . . . . . . . . . . . SSEC2105
Variable DCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0122
Vinery - Mighty Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC2111
Ways to Cross Lake Hammond . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1505
Weapon Variants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170654
Broadsword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170655
Katana . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170656
Scimitar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170656
Hellblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170657
Welcome to Pandemonium . . . . . . . . . . (setting) . . . . . . . . . . . . . . . . . GA170104
Welcome to Umerica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0103
Western Half of Dynotastic Park . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1506
Worship, Umerica Style . . . . . . . . . .
..........................
CUBM1103
Other Miscellany
14 - 74
Converting Material to DCC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0153
Cosmology of Crawljammer, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0110
Crawling Castle of Grumblethorn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150425
CrawlJammer Metaphysics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0402
Crawl-thulhu Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CTHU0131
Critical Table T: Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0715
Curses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3805
Amberite Curse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3805
Death Curse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3805
Currency from Ur-Hadad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0302
D is for Decay and Ruin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0808
Dark Seas PC record sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA17044754
Dark Trails Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190555
Dark Trails Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA190635
Demon Ore and Hellstones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BPBM0122
Dead Giant, Uses of a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0005
Descriptors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0210
Dinotastic Parck!, Welcome to . . . . . . (campaign seed) . . . . . . . . . . CUBM1404
Dryad’s Tree, The. .(fiction). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150452
Dungeon Explained, The. . . . . . . . . . (poetry) . . . . . . . . . . . . . . . . . . DLRD0205
E is for Edibles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0810
Early to Bed, Early to Demise . . . (d24 sleep table) . . . . . . . . . . . . . . DLRD0327
Emergent Play and Long Delays . . . . . . . . . . . . . . . . . . . . . . . . . . . . DAMN0203
Encounter in a Punjar Tavern . . . . (fiction) . . . . . . . . . . . . . . . . . . . . . SSEC4216
Etiquette . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CYBR0107
Fantasy Food Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160141
Flail of the Snail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CREP0141
Five Random Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0618
Grove, The . . . . . . . . . . . . . . . (random fruit effects) . . . . . . . . . . . . . . GA150433
Half-Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1015
How to Win Friends and Influence People DCC Style . . . . . . . . . . . . GA170713
I Fought the Law (and the Law Won) . . . . (editorial) . . . . . . . . . . . . . GA160253
It’s Only a Flesh Wound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150627
Jollymeal DieDrop Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1214
Killtackleball . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150439
Learned Slug-in-a-Jar of Cornelius Plunk, The . . . . . . . . . . . . . . . . . . CREP0141
Life Aboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1124
Little Black Book, A . . . . . . . . (fiction) . . . . . . . . . . . . . . . . . . . . . . . . BPBM0140
LOOT! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0204
14 - 75
Luck Augur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CYBR0106
Lucky Items! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0210
Magical Workings . . . . . . (campaign tools) . . . . . . . . . . . . . . . . . . . . . SSEC3005
Mana Java . . . . . . . . . . . . . . . . (brew) . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1719
Many Divisions of the d120, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160704
Master ‘zine Index . . . . . (July 2015) . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA150520
Master ‘zine Index . . . . . (July 2016) . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160832
Master ‘zine Index . . . . . (July 2017) . . . . . . . . . . . . . . . . . . . . . . . . . . . GA170801
Master ‘zine Index . . . . . (July 2018) . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180701
Master ‘zine Index . . . . . (July 2019) . . . . . . . . . . . . . . . . . . . . . . . . . . . GA181401
Mayhem Behind the Wheel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0605
Mighty Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3807
Bleeding Wound (rapier) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3807
Disfiguring Slash (epee) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3807
Feint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3808
Flickering Strike (small swords) . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC3808
Missing Player Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160153
N is for New Vistas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0902
Not Just A Pretty Face . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL1018
O is for Old Ruins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0904
P is for Peddlers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0906
PC Record Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160647
Peasant Draft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160156
People and Trolls d40 Chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DKSB1601
Phantasmagoria Occupations Table . . . . . . . . . . . . . . . . . . . . . . . . . PHANT0123
Pumpkin Bugbear Mincemeat Pie . . . . (recipe) . . . . . . . . . . . . . . . . . SSEC4009
Pumpkin Bugbear Pie . . . . (recipe) . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4008
Great Pyramid of Bass, The . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1809
Pyramid Port City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM1806
Q is for Quantum Portals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0908
Quick Monster Stats Matrix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0512
Quickie Wandering Monster Tables . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0517
Random Dungeon Elevation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0104
Random Road Gang Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0616
Random Tavern Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160137
Random Weather Effects Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CCC0120
Roguelike Fountains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CRWL0707
S is for Scavenging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0912
Self-Generating Crud Toolkit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA160707
Shadows, Followers, and Whispers . . . (Campaign tools) . . . . . . . . . SSEC2905
14 - 76
Some Ziggurat . . . . . . . . . . . . (poem) . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0105
Space Dwarf Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC4215
Spare Change . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0719
Speaking Headstone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NSOIL0017
Star Crawl Character Record Sheets . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL112
Star Crawl Psycher Abilities Table . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL51
Star Crawl Ship Record . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL110
Star Crawl Weapons Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCRAWL27
Strange Loot (random table, Black Powder, Black Magic) . . . . . . . . BPBM0315
Strange Space Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CJMR0202
Stratosfiend Weapons Upgrade Table . . . . . . . . . . . . . . . . . . . . . . STRATO0120
Street Foods of Ur-Hadad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MGUH0323
T is for Trading Post . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0914
Table of Books, SGT Dave’s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA17065259
Tales of Travels, Trials & Chance Meetings . . . . . . . . . . . . . . . . . . . . GA150450
Talisman Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SSEC0805
Tavern at the End of Time, The . . . . . . (poem) . . . . . . . . . . . . . . . . . DLRD0304
Trench Crawl Classics Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . GA180626
Undead Grafts . . . . . . . . . . . . . . . . . . (rules) . . . . . . . . . . . . . . . . . . . . CUBM1717
V is for Vapors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0918
W is for Weather of the Wastelands . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0920
Wayne Con 2015 Program Guide. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DLRD0223
Weapons Training . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CYBR0104
What’s Under the Hood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CUBM0612
Wilderness Encounter Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . GA180354
14 - 77
Where to Get the Goods:
Black Powder Black Magic. . . . . . . . . . . . . . . . . . . . . . stormlordpublishing.com
The Cities of Zorathi! . . . . . . . . . . . . . . . . . https://thezorathanstatepress.com/
CRAWL! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . crawlfanzine.blogspot.com
Crawl-thulhu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DrivethruRPG.com
Crawling Under a Broken Moon
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . crawlingunderabrokenmoon.blogspot.com
CrawlJammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . crawljammer.blogspot.com
Crepuscular . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DrivethruRPG.com
Cyber Sprawl Classics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DrivethruRPG.com
D.A.M.N.! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DrivethruRPG.com
Dungeon Lord. . . . . . . . . . . . (Death Machine Press) . . . . . DrivethruRPG.com
The Gongfarmer’s Almanac . . . . . . . . . . . . . . . . . . . . . the GFA G+ community
Lesser Key to the Celestial Legion . . . . . . . . . . . . . . . . . . . . DrivethruRPG.com
Meanderings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DrivethruRPG.com
The Metal Gods of Ur-Hadad . . . . . . . . . . . . . . . . . . . . . . www.kickassistan.net
Myassari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . orderofthequill.com
Night Soil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DrivethruRPG.com
Phantasmagoria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DrivethruRPG.com
Prayers of the Forgotten . . . . . . . . . . . . . . . . . . . . . . . . stormlordpublishing.com
Sanctum Secorum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . sanctum.media/blog
Star Crawl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DrivethruRPG.com
Terror of the Stratosfiend . . . . . . . . . . . . . . . . . . . . . . . . . . . DrivethruRPG.com
Working Class Alphabet . . . . . . . . . . . . . . . . . . . . . . . . . . . . DrivethruRPG.com
14 - 78
-- Master ‘Zine Index Copyright Notice --
The © copyrights to all of the written content contained in this index belong to the respective
authors and/or publishers of the articles and zines referenced herein. All rights reserved. No claim
to such rights is made or asserted by the publisher of this index.
14 - 79