2022 Chanters in The Dark (Continuacao Do Sailors)
2022 Chanters in The Dark (Continuacao Do Sailors)
IN THE DARK
Whelon • Art direction and layout: Matt Hildebrand
Developer: Michael Curtis • Dark Enchanter: Joseph Goodman
DCC RPG and this adventure are copyright © 2022 Goodman Games LLC. Dungeon Crawl
Classics is a trademark of Goodman Games LLC. DCC RPG is published under the Open Game
License. Refer to the OGL in this work for additional information. “Dungeon Crawl Classics,”
A LEVEL 1 ADVENTURE “Mutant Crawl Classics” and “DCC RPG” are registered trademarks of Goodman Games LLC.
All rights reserved.
www.goodman-games.com
INTRODUCTION BACKGROUND
C A
hanters in the Dark is a Dungeon Crawl Classics ad- eons ago, meteoric fragments from a distant world
venture designed for a party of 4-8 1st level char- struck Áereth. Two of these fragments hit with
acters. The characters find themselves trapped enough force to drive deep holes into the crust. One
within a lost city, whose enslaved inhabitants see the PCs as of these fragments carried an alien proto-fungus which, land-
potential saviors, comrades, or sacrifices. Escape is possible, ing in a deep pool, began to grow. It subsisted in the darkness
but only for the daring. A good mix of character types is re- for thousands of years, continuing to flourish, before it was
quired for success, and a party without a thief might never discovered by the magician-priests of the reptilian Yuzz. The
see the surface world again. Yuzz founded the subterranean city of Quetat in caves over
the pool of the growing proto-fungus, which they named Yul-
This adventure makes use of both encounter locations and latet Garz—in their language, the Corruption Below.
events. Events are listed in the text at the time they are likely
to occur, but the judge may alter their timing to better suit The magician-priests encapsulated part of the very soul of
game play. The goal of the adventure as written is to cul- their chosen victims within their eyes, which were then ritu-
minate in an exciting escape up a narrow bore hole while alistically plucked out and sacrificed to the Corruption Be-
being pursued by an enemy well beyond the PCs’ abilities low. As the proto-fungus absorbed the souls sacrificed to it,
to challenge. The players may find a way to avoid this final it developed self-awareness, and a form of alien intelligence.
event; if so, the judge merely needs to determine what the Soon enough, it learned to create splinters of itself around
ramifications of not sealing off the cavern complex will be. the fragmented souls, to create beings which would provide
it with continuous worship, and beings which would pro-
Finally, while Sailors on the Starless Sea is probably the most vide it with endless sacrifices. Quetat was devastated, the
iconic Dungeon Crawl Classics RPG adventure, the end- Yuzz driven to near-extinction by the Corruption’s hunger.
ing leaves two lingering questions: Where does the under-
ground river lead, and how should a new judge handle PCs For centuries, Quetat housed only the dead. Explorers some-
gaining their initial class levels? This adventure can be used times found the city, and sometimes left their mark, but al-
to answer those questions. Note, however, that this is just ways they fell to the creatures of the Corruption Below. Over
an answer, and not necessarily the answer—if you already the centuries, the many fragmented souls which lent sen-
have answers of your own, keep using them! The judge is tience to the alien proto-fungus also drove it insane. Eventu-
always right! Simply ignore the “Leveling Advice” sidebars ally, a large tribe of beastmen, fleeing the Chaos Lords who
throughout the adventure. had created them, found Quetat and settled there. In doing
so, they awoke the dead magician-priests of the Yuzz. The
The author would also like to acknowledge the brilliant un-dead magician-priests worked to make Quetat sustain-
work of Harley Stroh, which inspired this adventure, and able, imbuing a splinter of the Corruption with the power
the support and advice of Michael Curtis, which made it to regenerate the body, if not the soul, and limiting the crea-
possible. tures which the Corruption Below created to steal the eyes
and souls of the beastmen.
BLINDNESS
The Corruption Below now seethes with potential once
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CHAPTER ONE:
Page 4
The “blue stars” are actually glowworms which descend
from the cavern roof on strings of mucus. These, like the
LEVELING ADVICE crabs and the fungus in Area 1-8, are harvested for food
by the beastmen. In the case of the glowworms, beastmen
If they have not been granted their 1st level spells, children climb 15’ ladders on the edge of the cavern walls
judges may wish to allow wizards to learn arcane in order to reach the lowest-descending of the worms. The
spells under duress. This occurs in Appendix N lit- “wood” used by the beastmen is all fungal in nature, and
erature, where casters are forced to improvise. In this is created by treating material taken from the Great Fungal
case, the PC still gains random spells that they can at- Mound in Area 1-8.
tempt to learn as normal, but may also attempt to learn
those spells as needed. To do so, the caster must make
both an Intelligence check (DC 10 + spell level) and a
successful spell check to succeed, and both checks are GLOWWORMS
made at a -1d penalty on the dice chain. Mercurial ef- Thieves may be asked to help collect the glowworms
fects are only determined after the spell is cast. from the cavern walls, a task that requires both climb-
ing and delicacy. The worms contain a sour bile which,
while not itself dangerous, needs to be milked out of the
Three long, flexible spears are lying just inside the tunnel. creature in a manner similar to extracting venom. The
These have bone tips with backward-pointed hooks, used to ancient metal tools used for this—relics of a time before
catch crabs and bring them up onto the rock. Used as weapons, the beastmen came to Quetat—can serve as thieves’ tools.
they inflict only 1d4 damage and require two hands to wield, The would-be worm gatherer must study both quiet and
but can reach the nearer part of the beach from the ledge. finesse to avoid frightening the creatures into retreat—
in essence, this is good practice for thieves’ skills. More
Event 1: Enter the Beastmen importantly, the thief who indulges such a request may
discover unexpected allies in their time of need.
This event may be used to rescue PCs encountering the devil
crabs in Area 1-1. Alternatively, the event may occur as the
PCs travel from Area 1-2 to Area 1-3. In either case, these
beastmen are not immediately hostile, and will attempt to The closer the characters get to the amphitheater (Area
resolve the encounter peacefully, even if the PCs are initially1-4), the louder the chanting sounds.The beastmen of Qu-
combative. If one or more beastmen are slain, the remainder etat are a dying race. Each wears a bone flute on a thong
surrender. around their neck. Most of their communication is through
playing these flutes, and their notes can echo a long way
Beastmen (6): Init +1; Atk spear +0 melee (1d6); AC 12; HD through the caverns. Complex answers are given with
1d8; hp 3 each; MV 30’; Act 1d20; SV Fort +1, Ref +1, Will -1; musical notes; vocal answers are a gruff one or two words,
AL C; Crit III/d6 thankfully in a close enough approximation of the Com-
These beastmen were swept down the river generations ago, mon tongue to be easily understood. Their names are like-
and now inhabit the prehuman ruin of Quetat. Although wise accompanied by complicated musical trills, although
they are sustained by the Great Fungal Mound (Area 1-8), they have familiar names which the PCs will be able to
they are aware of the devil crabs on the beach, and use them understand. Any PC can learn enough of the language to
as a dietary supplement. The crabs subsist on detritus swept carry on a rough conversation over the course of a week or
down the river; the beastmen use shreds of fungus to draw two. If one of the PCs happens to be a minstrel, the judge
them out, and then spear them from Area 1-2 using the long may allow that character to learn the language more quick-
spears found there. ly (and more completely).
Regardless of what happens, their goal will be to bring the One in five beastmen (regardless of gender or age) are
PCs to Quetat. blind—this usually means their eye sockets are nothing
more than bloody holes. However, 1 in 3 of these blind
Area 1-3 – Ruined City of Quetat: The tunnel opens onto beastmen instead appear to have their eyes atrophied into
an awesome sight—an enormous cavern whose ceiling at least a small, withered prune-like objects—these eyes are actually
hundred feet above you glitters as though with blue stars. Before regrowing (see Area 1-8), but this will not be immediately
you spreads an ancient and crumbling stone city, with narrow apparent. Blinded beastmen only suffer a -2 penalty to at-
lanes twisting among stone buildings toward a central amphithe- tack rolls and a -10’ reduction in speed; they are accustomed
ater. A few shuffling forms are visible on the streets, and fewer to periodic blindness.
lights of any type. You can easily hear the dripping of water on
stone, piping conversations carried on the airs of flutes, and dis- Although the beastmen are chaotic, few are evil.
tantly, what sounds like the hollow chanting of monks coming Beastmen (varies): Init +1; Atk spear +0 melee (1d6); AC 12;
from below the very rock. HD 1d8; hp 3 each; MV 30’; Act 1d20; SV Fort +1, Ref +1,
Will -1; AL C; Crit III/d6.
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to regrow. Once the new eyes are fully formed, they can
be harvested by the Caretaker, and with them a portion
DESCRIBING BEASTMEN of the victim’s soul. The Great Fungal Mound is also
In order to add individuality to beastmen, the judge addictive, and slightly narcotic, making it difficult for
may roll 1d10 and 1d5, consulting the following table: the trapped beastmen to escape Quetat…or to even try.
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Chanters in the dark are halfling-sized fungal creatures, in
appearance like insect-winged mushrooms crossed with
QUESTIONING THE evil-looking lobsters. The murmurs issuing from hollow
BEASTMEN fissures in their bodies sound like continual chanting, in a
Here are some common questions PCs might ask the tongue that predates human language. Perhaps all mortal
beastmen and their responses: languages are tainted with it, or spring from it, for those
within 30’ of the creatures automatically understand enough
Q: Who are you? to know that this is their endless paean to the Corruption
A: A complicated series of notes on a bone flute, fol- Below, a vast primordial creature, sentient and evil, an alien
lowed by a guttural name. Roll 1d12 twice to gen- slime mold of titanic proportions. A wizard or elf exposed
erate random beastman names: (1) Gur, (2) Mog, to this chanting can use it as the basis to attempt learning
(3) Zurz, (4) Flam, (5) Pukk, (6) Agog, (7) Urm, (8) comprehend languages.
Shas, (9) Gurf, (10) Zug, (11) Goth, (12) Durd.
Only when they are slain does their chanting come to an end.
Q: Is there a way out? Or is there a way to the surface?
A chanter’s mouthparts exude weak venom that can sap the
A: If asked of a Reformer: “Only through temple.” will of opponents, leaving them docile.The chanters in the
If asked of a Rebuilder, the PCs are led to Area 1-9, dark are not powerful opponents, but there are a lot of them.
with a finger pointed to Area 1-10. “Death. Better to Every 1d5 rounds, another 1d3 emerge from the shaft until
stay. Live here.” the PCs evacuate the area or have killed all currently present.
If the PCs continue to investigate the shaft, this cycle repeats.
If asked of a Religious beastman: “Why would you
wish to leave the Path?” (spoken with narrowed eyes Area 1-5 – Prehuman Library: This building is different
and a growl) from the others in the ruined city—larger, and shaped in the form
of a tall pentagon The stone is greenish-gray, and seems to have re-
Q: What are those/this thing? sisted the ages better. There is no door protecting the dark interior,
A: If asked about a chanter in the dark, only a Reform- just a simple stone arch ringed with strange sigils.
er will even acknowledge the question. Reformers
These sigils form a rune of blocking, requiring a DC 18 Will
speak of the Caretaker with loathing, the Religious
save to pass through the portal. Should the PCs manage to
with fervor, Rebuilders with fear.
enter, read or paraphrase the following:
Q: What happened to you? (Asked of a beastman whose
Within, the interior walls are a maze of surfaces carved with min-
eyes were removed by the Caretaker.)
ute runes. Even in darkness, these runes are clearly visible, effort-
A: Refusal to answer. The beastman simply ignores lessly drawing the eye towards them, and sometimes appearing to
the question. If the PCs follow, the beastman will shift when you are not looking directly at them. The walls seem
lead them to Area 1-8. to go upward far beyond the height even this tall building should
allow, and stars—or something like them—twinkle in the vast up-
per distance.
Area 1-4 – Amphitheater: This great amphitheater stretch-
es three hundred feet across, descending down seven rows of seats This library, created by the Yuzz, gives the judge a narra-
to a central clearing, in the center of which is a round pit, thirty tive method of allowing newly-minted wizards and elves
feet in diameter. From deep within the pit, the sound of almost- to learn their starting spells. The walls can be climbed with
monastic chanting rises. This close to the source, there is an inhu- a DC 10 Climb Sheer Surfaces check per 30’ climbed, and
man quality to the voices which makes the beastmen of Quetat there is no limit to how far a PC can climb (though a roll of
seem almost human in comparison. 5 or less indicates a fall).
The shaft in the central clearing descends smoothly for 160’, Each week of study in the library allows a DC 15 Intelligence
before opening out into Area 3-4. Any disturbance here— check to gain spell knowledge related to a random wizard
including dropping things down the shaft, attempts to de- spell (level 1d5-2, minimum 1). This doesn’t mean that the
scend, or even loud talking—will cause the Corruption Be- wizard has learned the spell, merely that they have gained the
low to dispatch 1d3 chanters in the dark to investigate. After potential to learn it. The judge is encouraged to examine the
1d3 rounds, PCs can hear the chanting getting louder as tables on pages 315-316 of the DCC RPG rulebook, and con-
the chanters in the dark fly up the shaft (taking 8 rounds to sider using the library to lay the seeds of future adventures!
reach the floor of the amphitheater). PCs can hear the buzz
of the chanter’s wings after 4 rounds. Area 1-6 – Ancient Shrine: Some past traveler has fash-
ioned a makeshift statue of Justicia here: you can make out the
Chanters in the Dark (varies): Init +0; Atk pincer +2 melee crudely formed upright sword of justice etched as though covered
(1d4) or bite +0 melee (1 plus venom); AC 12; HD 1d12; hp 7 with flames and the clear, helmless gaze of Her eternal vigil. Al-
each; MV 10’ or fly 20’; Act 1d20; SP infravision 60’, immune though the shrine seems to be ignored—there is no sign of venera-
to mind-affecting spells, venom (DC 7 Fort save or 1d3 tem- tion here, and the dust is thick—it still has an aura of sanctity. At
porary Personality damage), turning vulnerability (can be some point long ago, a holy symbol was draped around the statue’s
turned by lawful or neutral clerics); SV Fort +3, Ref +0, Will neck, and it still appears to be in good condition: a silver disc with
+0; AL C; Crit M/d6. the image of a flaming sword worked upon it in gold.
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Although described as being dedicated to Justicia, the shrine
can be altered to match the needs of the judge. It is here to
provide a holy symbol to the party, as well as provide some LEVELING ADVICE: THE
narrative scope to describe how a cleric gains their 1st lev- TRAINING MONTAGE
el abilities. Chaotic creatures (including beastmen and the
Caretaker) will not come within 30’ of the shrine. While it might take the PCs weeks to master their new
abilities, for the players the transition should be swift.
Event 2: The Bloody Let them roll for spells, make checks to learn them,
or even cast spells with long casting times, like patron
and the Blind bond or find familiar, but don’t make them actually play
A beastman stumbles down the street, blood streaming down his through the passing days and weeks. Make the rolls,
face from the empty sockets where his eyes once were. describe what happens, have a brief discussion about
what the other PCs are doing, and then jump into the
This event can take place any number of times, and the af- next significant event.
fected beastman can be of either gender, or of any age. The
other beastmen treat this as unremarkable, often refusing to
discuss it at all, turning away from anyone who attempts to many believe it is the road to our salvation. You, as outsiders,
do so. have a chance to free us from this curse. I have seen it in my
dreams. Whether you shall succeed or not, I cannot say, but
Event 3: A Request for Help you must try!”
Several beastmen approach you. With gestures, plaintive notes on • “The only way to escape Quetat with your lives is to pass
their bone flutes, and a few low-spoken words, they make it clear through the Temple. Do not become enslaved as we are! Help
that they wish you to accompany them. Their eyes dart in shad- us to gain our freedom, I beg of you!”
ows, and even their flutings are softly played, as though they fear
discovery. • “We have neither gold nor gems. If there is treasure to be gained,
it lies within the Temple. Or beyond it.”
This event should happen in the western portion of Quetat,
where the Reformers are strongest, if at all possible. Five Glormug: Init +1; Atk stone dagger +1 melee (1d4); AC 12;
beastmen have been sent by their shaman, Glormug, to HD 3d6+3; hp 16; MV 30’; Act 1d20; SP spellcasting (+3 spell
bring the PCs to her, if they can. check): Spells (1st) blessing, second sight, word of command; SV
Fort +2, Ref +1, Will +2; AL C; Crit III/d8.
Beastmen (5): Init +1; Atk spear +0 melee (1d6); AC 12; HD
1d8; hp 3 each; MV 30’; Act 1d20; SV Fort +1, Ref +1, Will -1; Event 4: The Caretaker
AL C; Crit III/d6.
An elephant-sized creature emerges out of the shadows, like a pale
They will lead the PCs to an unremarkable hut, and urge spot looming from the darkness. Shaped like a puffball mushroom
them to enter. If the PCs do so, read or paraphrase the fol- or a giant egg, it strides swiftly forward on dozens of pairs of legs,
lowing: each ending in a suckered foot. The only other visible feature is a
long flexible proboscis about three inches in diameter. It reaches
Within the stone chamber you find a woman seated on a stone—
out toward an unresisting beastman and, one after the other, uses
she could be human but for her lion-like legs and tail. She smiles
the proboscis to pluck out the unfortunate creature’s eyes.
up at you and gestures toward other stones which could serve as
crude chairs. “I am Glormug,” she says. “I thank you for coming.” Beastmen do not resist the Caretaker. They have an almost
reverent, worshipful attitude to the Corruption Below and
Glormug seeks the PCs’ aid in destroying the Temple of
its servants. The PCs may feel differently, especially when
Yuzz at Area 1-7, although there is little she can offer them
they are inevitably targeted by the creature. That will not
in return. Use the following pieces of dialogue as a guide:
happen the first time they see it (unless they interfere), but it
• “Yes, I speak your language. Our people were once human, will happen the next time.
many generations ago, until we were changed by the Lords
Caretaker: Init +3; Atk proboscis +6 melee (1d3 plus pluck
of Chaos. Our ancestors escaped that bondage, and found this
eyeball) or ram +4 melee (2d6); AC 16; HD 10d12; hp 60; MV
place.”
30’ or climb 20’; Act 1d20; SP infravision 60’, pluck eyeball
• “We traded one form of bondage for another. Here we are slaves (DC 10 Ref save to avoid); SV Fort +6, Ref +3, Will +6; AL C;
to that great mound which sustains us, and in turn our eyes Crit special.
are harvested and used for evil.”
Whenever the Caretaker hits with a proboscis attack, the vic-
• “I do not know the true nature of the evil preying upon us, but tim must succeed on a DC 10 Reflex save or lose an eyeball.
I feel in my bones that it dwells in the Temple of Yuzz. The eyes Characters with one eye take a -2 penalty to melee attack
that are taken from us dwell there for a time. When I sleep, I rolls and a -4 penalty to ranged attacks. Characters that lose
can hear them calling out to me.” both eyes are blinded. Any critical hit with a proboscis at-
tack automatically plucks out an eyeball (no save), rather
• “Too few in this city believe the Temple is our foe, and too than making a roll on the critical hit chart. The proboscis can
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extend to attack characters up to 10’ away, and deals only 1 creature samples the Great Fungal Mound (regardless of how
point of damage per eye if a victim does not resist. long they do so), the DC for these saves increases by +2.
If the Caretaker is slain, it will take the Corruption Below Area 1-9 – The Roaring Torrent: The cavern forms a great
1d7 days to generate a new one. drop here, with a torrential fall coming from somewhere lost in the
darkness overhead, crashing down to be lost in the darkness below.
Event 5: Eye Dream of Release A narrow ledge winds around the edge of the abyss, behind the
waterfall, and into another passage beyond.
This event occurs any number of times, as a dream or a vi-
sion. Characters see a vision of pearlescent eyes, and feel Beastmen may bring PCs asking about the sun or light to
their gaze beseeching them for release. this place. The ceiling here is 200’ above the level of the PCs,
the ultimate abyss (Area 3-4) is 200’ below. Beastmen also
Area 1-7 – The Temple of Yuzz: Before you stands a struc- throw their dead in this chasm, piping mournfully upon
ture built into the very rock of the cavern wall. A thirty-foot-wide their bone flutes, thus feeding the Corruption Below. The
and thirty-foot-high section of greasy black stone juts from the beastmen will wish to follow the same funerary custom
cave wall. The entrance is surrounded by runes of an unknown, with any dead PCs.
alien language. Something about the sigils is deeply repulsive, as
though some deeply buried racial memory recognizes them and Each time the PCs traverse this ledge, there is a 1 in 5 chance
rejects what they represent. There is no door—the way is open to that 1d3 chanters in the dark fly up from the abyss below.
all who wish to proceed. This takes them 10 rounds, but they remain in the area for
1d6 turns, and are therefore likely to encounter PCs on their
This is the Temple of Yuzz. Its interior is described in Chap- return trip.
ter Two, starting on page 12.
Any successful attack against creatures on the ledge requires
Comprehend languages can translate these runes as: “Great is a Reflex save (DC 5 + damage done) or the target is knocked
Yullatet Garz; Greater Still Its Masters, the Magician-Priests of from the ledge. A falling character gains a DC 14 Reflex save
Yuzz. Despair, Ye Who Enter Here.” to catch themselves. A PC hanging from the ledge must
Area 1-8 – The Great Fungal Mound: Although this make a Strength check each round (modified by armor): A
cave is large enough to fit a large house within it, it seems cozy result of 10 or better allows the PC to regain the ledge. A
in comparison to the cavern housing Quetat. It is filled with a result of 4 or lower means the PC has lost their grip and
large fungal growth, a great mount of grayish-mauve mold with falls. Any successful attack against a PC hanging from the
golden-tipped rhizomes. Dozens of beastmen sprawl upon the fun- ledge requires a DC 15 Fort save to retain their grip; failure
gal mound, some sleeping, some consuming parts of it. They seem indicates a fall. Falling damage is 10d6 (reduced for the wa-
to be oblivious to your presence. ter below), and the character drops into the lake at Area 3-4.
This fungal mound was cultivated by the Yuzz from the ma- Chanters in the Dark (varies): Init +0; Atk pincer +2 melee
terial of the Corruption Below itself, and it provides food, (1d4) or bite +0 melee (1 plus venom); AC 12; HD 1d12; hp 7
healing, a cloth-like substance, and a form of “wood” to the each; MV 10’ or fly 20’; Act 1d20; SP infravision 60’, immune
beastman community. Contact with, and consumption of, to mind-affecting spells, venom (DC 7 Fort save or 1d3 tem-
the Great Fungal Mound allows a PC to heal 1d3 lost attri- porary Personality damage), turning vulnerability (can be
bute points (even from permanent loss or damage, but with turned by lawful or neutral clerics); SV Fort +3, Ref +0, Will
the exception of Luck) and 1d6 hit points per day. Lost body +0; AL C; Crit M/d6.
parts can also be healed—eyes take 1d3 days, fingers or toes Area 1-10 – The Bridge to Nowhere: At the end of the
1d5 days, and whole limbs 2d6 days. Unfortunately, material tunnel, there is another shaft, this one reaching upward perhaps
taken from this cavern does not retain this healing potential. five hundred feet or more to the surface world! Although light
The Great Fungal Mound is also slightly narcotic and addic- streams in from above, the passage slants away from you, making
tive. A character engaged with the Mound is barely aware the reachable surfaces impossible to navigate. The far wall, some
of anything else even once fully healed. It requires a DC 15 fifty feet away, looks negotiable, with a series of ledges and rough
Will save to disengage on one’s own. Even with vigorous places to grip, as well as offering a slope that would make climbing
aid, a DC 10 Will save is required. The Caretaker will some- easier. A huge stone slab forms a makeshift bridge to the far side,
times stalk this chamber, plucking newly-regenerated eyes but it doesn’t take a dwarf to see how precariously it is balanced. It
from beastmen who are not even aware this is happening. would take very little pressure to send it crashing down the shaft,
Fortunately, material taken from here doesn’t retain this certainly less pressure than even a single step! Alien chanting is
property either. faint, but audible, from the darkness below. You can just make
out a shadow far below that looks like a lower passage—one which
Once a creature has sampled the Great Fungal Mound, the might give access to the scalable side. If the huge stone were dis-
addictive properties also set in. Unless the character succeeds lodged, that passage would be lost, trapping you here forever.
on a DC 5 Will save, they find themselves craving the Mound.
If they do not return to it within 1d3 days, they suffer a -1d Anyone trying to cross this bridge will inevitably make it
penalty to all rolls until they do, or until they have succeed- fall. As it smashes down the bore hole, it strikes other rocks,
ed in three successful Will saves (one per day). Each time a which follow it down. When the dust settles, the lower pas-
sage is completely cut off; the bottom of the bore hole is
sealed. Anyone on the stone slab when this happens is dead, would be before trying it—but with the right PC, and per-
their bodies buried forever in the rockfall. In all likelihood, haps a lucky halfling, it is possible to succeed.
the PCs are trapped to live among the beastmen, addicted to
the Great Fungal Mound, and sacrificing their eyes periodi- Because of the bore hole’s slope, and lack of ready hand-
cally to the Caretaker. holds on this side, it would take a thief three Climb Sheer
Surfaces checks (DC 25, DC 20, and DC 15 respectively) to
Players may have other ideas. Spider climb, for instance, get to the more easily climbed area; while unlikely, with a
might get one or more PCs to the far ledge with a rope, al- liberal use of Luck, it is not impossible.
though PCs will need to have more than 50’ to both tie it off
and span the bore hole. A truly foolhardy PC may attempt Any beastman with the PCs will do their utmost to dissuade
to run and jump with a rope, hoping to be able to reach the them from the attempt, although their reasons will be differ-
far wall as the bridge collapses. Doing so requires both a DC ent based on their faction: to keep the PCs for help against
15 Agility check and a DC 20 Strength check. Failing either the Temple, to keep the PCs as potential new citizens, or to
sends the hapless character crashing to their doom. Char- keep the PCs for sacrifice.
acters should have an idea of how difficult such an attempt
CHAPTER TWO:
CHAPTER THREE:
ESCAPE
Area 3-1 – Lower Passage: This passage slants downward Sentinel: Init +3; Atk maw +5 melee (1d8 plus restraint) or
at a slight, but perceptible, slope in serpentine loops. It consists of ram +4 melee (2d6) or fungal tongue +6 ranged (capture
worked stone, older even than the ruined city of the beastmen, and and pull); AC 16; HD 10d12; hp 60; MV 30’ or climb 20’; Act
is unpleasantly greasy to the touch. The faint sounds of alien chant- 1d20; SP infravision 60’, restrain targets, capture and pull 10’
ing become audible, and then increasingly louder as you descend. with tongue; SV Fort +6, Ref +3, Will +6; AL C; Crit M/d16.
Area 3-2 – Washed Ashore: An underground river crosses When it attacks, the Sentinel’s rib cage opens up like a
the passage ahead of you. The roaring torrent you can hear echo- sharp-fanged maw, with an audible ripping sound and the
ing from upstream has widened here to a swift but shallow wa- nauseating odor of rotten meat. Its fungal tongue can attack
ter passing downstream into darkness. Shards of wood from your targets up to 30’ away, and on a successful attack, captures
boat have been caught on the rocks here, and perhaps more! The the target and pulls it toward the Sentinel. The target can
passage continues beyond. You can hear chanting from both the attempt an opposed Strength check vs. +6 to resist being
downstream tunnel and the way forward through the lower tunnel. pulled, while a DC 15 Strength check or a successful Mighty
Deed can dislodge the tongue’s grasp. Otherwise, each
Anyone who survives the cataract (Area 1-1) washes up here. round, the victim is dragged 10’ closer to the Sentinel, until
Significant items, including any that the PCs may have lost it is drawn into the Sentinel’s maw.
in the rushing river at the start of the adventure, may also be
found among the stones here; use Luck checks to determine When attacking with its maw, targets not caught by the
if this is the case. Finally, 3d30 gp can be found scattered tongue are allowed a DC 10 Reflex save to avoid being cap-
throughout the area. tured. Otherwise, the target is restrained in the maw, which
seals behind it. The Sentinel then travels as quickly as it can
PCs who follow the water course find that it grows narrower, to Area 3-4, where restrained targets are expelled into the
deeper, and faster as they go. Traversing this way requires Corruption’s lake. It can only make ram attacks so long as
three Strength checks (DC 5, 10, and 15), with failure indicat- it has a target restrained in its maw. Restrained targets are
ing that a character is swept off their feet and taken by the unable to take any action requiring physical movement, al-
current. A DC 13 Reflex save allows the character to catch though their muffled voices can still be heard.
hold of the wall; failure means that the character drops with
the water into Area 3-4, suffering 1d6 damage in the process. Unless forced to attack, the Sentinel uses its action die to
The same Strength checks must be made in reverse to return move once it has restrained a target.
to the river crossing if characters so choose.
Area 3-4 – Spawn of Darkness: As you travel down the
Area 3-3 – The Sentinel: Ahead in the darkness, perhaps passage, the sulfuric odor of rotting eggs assaults your nostrils.
some fifty feet away, is a glimmering pale form, like a giant green- The chanting is louder ahead, growing with the stench of rot as
white puffball mushroom. It stands on dozens of legs, each of which you approach. The passage leads to a ledge overlooking an enor-
ends with a large, sucker-like pad. You can see what appears to be mous water-filled cavern, so huge that it must extend under all of
a ribcage below the leathery fungal exterior, but no other features. the caves above. Fat black flies buzz over the noisome waters, and
This creature is the Sentinel, set here to guard the final pas- are consumed by flying fungal insect-crustacean creatures, which
sage to the Corruption Below. Like the Caretaker, there is unceasingly chant paeans to the glory of some dark and alien thing
only one Sentinel at a time, and the Corruption Below re- through spiracles in their bodies—these strange chanters continu-
quires 1d7 days to gestate another. ally emerge from the lake, akin to mosquito larvae reaching their
adult form. A rippling green glow appears beneath the black and
Page 14
stinking waters, like foxfire given off by a corpse, and the true • Swimming or submerged PCs suffer a -2 modifier to ini-
extent of the cavern becomes visible. It is vast beyond measure, tiative checks.
held aloft by thick columns of limpet-encrusted rock. Blind dark
tentacles reach from the water, as though sensing your presence. • Spells may not normally be cast while submerged. Spells
One wraps around a chanter, and it is gone. Ahead, beyond the may be attempted while treading water, but the caster
ledge, is another passage [and if the PCs have explored Area suffers a -2 penalty to their spell check when doing so.
1-10:]—surely the one which leads to the climbable face of the bore
hole, and thus to freedom! Event 6: Final Flight
As the PCs cross the ledge, the light grows stronger. A bab- You have reached the side of the bore hole you found earlier, but
ble of alien voices speaking in idiot tongues comes from here the incline favors you! Far above, you can see daylight while
the water, as the Corruption Below surges upwards. The a mere two hundred feet above you, you can see the precariously
Corruption Below is a mass of tentacles, blind alien faces— balanced stone which had offered false hope before. It looks like a
many the size of giants—gibbering in a thousand languages, relatively easy climb, with many ledges where you can pause, but
and ever-shifting flesh. Although it is dark, green-white the corruption in the lake below you surges, forcing a portion of its
phosphorescence glimmers around it like an oily sheen. bulk up the shaft behind you—your only hope lies in speed.
Even worse, wizards and elves can almost hear secrets in its If the PCs reached and explored Area 1-10, they will auto-
idiot babbling, keys to understanding the laws of the uni- matically recognize this as the side of the bore hole where
verse and unlocking arcane might. Lawful and neutral cler- the incline can be scaled; otherwise adjust the text accord-
ics know the sounds are blasphemous; chaotic clerics must ingly. This is a complicated event, and it is recommended
succeed on a DC 10 Will save or be momentarily entranced. that judges print or photocopy the Final Flight Tracker on
As the characters pass over the ledge, the Corruption Below page 17 to keep track of where participants are. This is ef-
makes a blind tentacle attack against the character with the fectively a running fight up an inclined surface, where it is
lowest Luck score, and against an entranced cleric. This at- important to both keep moving and to limit the number of
tack has a +0 bonus, and only does 1d3 damage, but the vic- foes attacking. There is no chance of falling when attacked
tim must succeed in an opposed Strength check vs. +8 or be on a ledge, but climbing characters must succeed on a Reflex
pulled off the ledge and into the lake below. The Corruption save (DC 10 + damage taken) it they are hit. Failure means
Below will make a tentacle attack against any creature in a fall to the next ledge below them. Because the incline de-
the lake each round. If these attacks hit, the victim cannot creases velocity, damage is reduced to 1d4 per 10’ fallen.
make a check to swim until freed by a successful check, and PCs must make Strength or Climb Sheer Surfaces checks to
may begin to drown (see below). Successful tentacle attacks climb the incline, and penalties for armor apply. A character
prevent a PC from reaching the surface, but a new attack can choose to move less than their allowed move to stop at
must be made each round, as the tentacles do not maintain a ledge if they so desire. A thief can reduce their movement
their hold. Climbing to the ledge requires a DC 10 Strength by 10’ to increase the movement of another adjacent PC by
or Climb Sheer Surfaces check. 10’, but must choose to do this before the dice are rolled. A
The Corruption Below is as large as the lake itself; there is character can forego taking an action to help another with
no power possessed by the PCs that can harm it in any way. a rope, granting that other PC a +10 bonus to their climb
check. The distance moved is otherwise determined by the
The following rules apply to PCs in the lake: result of the climb check:
• Swimming PCs must make a DC 5 Strength check each Climb Check Result Distance Moved
round to stay afloat. This is modified by armor. A PC can
choose to sink but risks drowning. 1 or less Fall to previous ledge
2-5 No movement
• Drowning: A submerged PC without an air source can
hold their breath for as many rounds as their Stamina 6-10 10’
score. If they engage in actions while submerged, this 11-15 20’
duration is halved. Once this time limit expires, the PC
16+ 30’
begins drowning and must make a DC 10 Fortitude save
each round or temporarily lose 1 point of Stamina. Fighting and Ledges: A character can choose to fight or
climb (not both). If not on a ledge, a character can only use
• The save DC increases by 1 each round after the first. A
a one-handed weapon, and has a -2 penalty to their attack
drowning PC can take no actions and must be rescued by
rolls. Characters on a ledge suffer no such penalties.
another character. When a PC’s Stamina reaches 0, they
die. If the PC is rescued, the lost Stamina is restored im- Treasures: The bore hole has been used by surface-dwellers
mediately. as a place of sacrifice for centuries. As a result, treasures
may be found on any ledge between the starting point and
• The base speed of all swimming or submerged characters
the precarious bridge. PCs on a ledge may choose to collect
is halved. That rate is further modified by armor.
treasures, using an action die, by rolling 1d20 (modified by
Luck):
Page 15
Roll Result by a tentacle each round, in addition to any other action
the Corruption takes.
1 or less Nothing is found.
2-5 A piece of random equipment (Table 3-4: Equip- 2. Grope: The Corruption Below makes 1d8 tentacle at-
ment, DCC RPG rulebook, p. 73). There is a 75% tacks with a 20’ reach. It only attacks each target once,
chance that the item is no longer in usable condition. from the lowest Luck upward until it runs out of at-
tacks. Each attack has a +0 bonus and does 1d3 damage.
6-10 A smattering of 3d6 silver coins. The victim must succeed on an opposed Strength check
11-15 5d6 sp and 3d6 gp. vs. +8 or be pulled 10’ toward the Corruption, taking
1d4 points of additional damage from abrasion. Any
16+ A unique item. Each can only be found once;
creature in contact with the Corruption is automatically
treat duplicates as 5d6 gp instead. Roll 1d4:
attacked each round, in addition to whatever other ac-
1. A jade baton, shaped like a human femur. tion the Corruption takes.
Creatures struck by the baton take 1d4 dam-
age, and must succeed on a DC 14 Will save 3. Spew: The Corruption Below spews out 1d3 chanters
or be paralyzed for 1d3 minutes. On a natural in the dark, which immediately move upward 20’, and
attack roll of “1”, the baton shatters into dust, are able to act in the next round. There is no limit to the
which rushes into the lungs of the wielder number of chanters the Corruption can create.
(Will DC 14 or be paralyzed for 1d3 turns). On Chanters in the Dark (varies): Init +0; Atk pincer +2 melee
the wielder’s death, it may be discovered that (1d4) or bite +0 melee (1 plus venom); AC 12; HD 1d12; hp 7
their right femur has transformed into a new each; MV 10’ or fly 20’; Act 1d20; SP infravision 60’, immune
jade baton. to mind-affecting spells, venom (DC 7 Fort save or 1d3 tem-
2. A fist-sized moonstone, worth 200 gp. porary Personality damage), turning vulnerability (can be
turned by lawful or neutral clerics); SV Fort +3, Ref +0, Will
3. Dryad’s Woe, a +1 Lawful longsword (Int 4),
+0; AL C; Crit M/d6.
which can communicate through simple urges.
This weapon does an additional +1 damage When the first PC reaches the Precarious Bridge, the Cor-
against fey creatures. Its purposes are to en- ruption automatically surges 10’ upward every round, in
force the law and to build monuments to great addition to its other actions.
heroes. Wielders who support these purposes
discover that they can detect secret doors with- Escape: Once the echoes of falling stone have died, and any
in 30’ by spending a round in concentration. surviving chanters in the dark have been dispatched, there
is no reason to continue having the PCs make checks to
4. A silver tube (worth 15 gp) bearing an aged climb out of the bore hole.
cleric scroll of binding and wood wyrding. The
scroll uses the reader’s normal spell check, At long last, you find yourselves once more standing on the sur-
and crumbles to dust on any failure. Until that face of the world, under the light of the sun. Although covered
occurs, it may be used any number of times. in stone dust and grime, you have escaped. You are far from the
place where you embarked on the underground river; how far you
The Precarious Bridge: Players will certainly think of many cannot say. You are unsure even of the direction the water took
ways to send this crashing down on their enemies below. you. The horrors you discovered below the earth have not been
The question is, will they wait until the entire surviving par- destroyed, but at least they are trapped. For now. Whether they
ty has passed this point? The Final Flight Tracker contains remain trapped for a century, a millennium, or merely a year you
the Reflex save DCs to cling to the walls in an attempt to sur- cannot say.
vive the stone’s passage; failure on this save means death. In
some cases, success can still inflict damage. Characters who CONCLUDING THE ADVENTURE
take damage while climbing must succeed on a Reflex save
The PCs now find themselves in another area of the judge’s
to avoid falling, just as through struck in combat, and then
choosing. Who made sacrifices down the bore hole? Are
must also endure the consequences of being on the new lev-
they still around? If the un-dead magician-priests were de-
el (i.e., a new Reflex save, with the same consequences for
stroyed, the Corruption Below may become dormant…or
success and failure). DCs are also given for flying creatures;
could be developed as a patron if the judge and players so
chanters in the dark may survive the destruction!
desire. Whatever the judge decides, and wherever the PCs
If the PCs do not trigger the bridge’s collapse, the Corrup- go from here, there will be intrigue, adventure, and excite-
tion Below automatically does so when it reaches that level. ment—such is life in the worlds of Dungeon Crawl Classics!
Corruption Below Actions: At the end of each round, roll
1d3 to determine what the Corruption Below does:
1.
Surge: The Corruption Below surges upward (1d4-
1)×10’ (minimum of 10’). Any creature the Corruption
Below comes into contact with is automatically attacked
Page 16
Final Flight Tracker
Depth Who is Here? Ledge? Notes
Surface Ground A total of 700’ from PC start point.
250’
240’ Yes
230’
220’
210’ Yes
200’ The Precarious Bridge. From here upward, no danger if it collapses.
190’
180’ Yes
Last ledge containing potential treasure. DC 5 Reflex save (DC 10 if
170’
flying) to avoid falling bridge; no damage on success.
160’
150’ Yes
140’ Yes
DC 10 Reflex save (DC 15 if flying) to avoid falling bridge; 1d6
130’ Yes
damage on success.
120’
110’
100’ Yes DC 15 Reflex save (DC 20 if flying) to avoid falling bridge; 2d6
90’ damage on success.
80’ DC 20 Reflex save (automatic failure if flying) to avoid falling
70’ bridge; 3d6 damage on success.
60’
50’
40’ Yes
From here or below, there is no escape if the bridge collapses.
30’
20’ Yes
10’
0’ Yes PCs start here.
-10’
-20’
-30’ Yes
-40’ Yes
-50’
-60’ Corruption Below starts here.
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Page 17
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EARN DUBIOUS FAME ROLL WEIRD DICE
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DCC #83: DCC #84: DCC #85: DCC #86: DCC #87: DCC #87.5: DCC #88: DCC #88.5: DCC #89: DCC #90:
The Chained Peril on the The Making of Hole in the Sky Against the Grimtooth’s The 998th Curse of the Chaos Rising The Dread God
Coffin Purple Planet the Ghost Ring Level 3 Atomic Overlord Mus. of Death Conclave of Kingspire Level 3,4,5 of Al-Khazadar
Level 5 Level 4 Level 4 Level 5 Level 1 Wizards Level 6 Level 2 Level 4
DCC #91: DCC #92: DCC #93: DCC #94: DCC #95: DCC #96: DCC #97: DCC #98: DCC #99: DCC #100:
Journey to the Through the Moon-Slaves of Neon Knights Enter the The Tower of The Queen of Imprisoned in The Star Wound The Music of
Center of Aereth Dragonwall the C. Kingdom Level 3 Dagon Faces Elfland’s Son the God-Skull of Abaddon the Spheres
Level 4 Level 3 Level 2 Level 5 Level 6 Level 1 Level 6 Level 3 Level 5
— MCC RPG —
MCC #2: MCC #3: MCC #4: MCC #5: MCC #6: The MCC #7: MCC #8: MCC #9: MCC #10: MCC #11:
A Fallen Star Incursion of the Warlords of Blessings of the Apocalypse Reliquary of The Data Orb Evil of the Seeking the The Omnivary
for All Ultradimension ATOZ Vile Brotherhood Arc the Ancients of Mankind Ancients Post-Humans of Eden
Level 1 Level 2 Level 3 Level 4 Level 5 Level 0 Level 3 Level 3 Level 0 Level 2