[go: up one dir, main page]

0% found this document useful (0 votes)
1K views22 pages

2022 Chanters in The Dark (Continuacao Do Sailors)

Chanters in the Dark is a Dungeon Crawl Classics adventure for 1st level characters, set in a lost city where enslaved inhabitants view the players as potential saviors or sacrifices. The story revolves around alien proto-fungus and the undead magician-priests of the Yuzz, who seek to control its power while the players navigate dangers in darkness and blindness. The adventure begins with the characters traveling down an underground river, leading them to confront various challenges and uncover the secrets of the Corruption Below.

Uploaded by

Leandro Ratton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
1K views22 pages

2022 Chanters in The Dark (Continuacao Do Sailors)

Chanters in the Dark is a Dungeon Crawl Classics adventure for 1st level characters, set in a lost city where enslaved inhabitants view the players as potential saviors or sacrifices. The story revolves around alien proto-fungus and the undead magician-priests of the Yuzz, who seek to control its power while the players navigate dangers in darkness and blindness. The adventure begins with the characters traveling down an underground river, leading them to confront various challenges and uncover the secrets of the Corruption Below.

Uploaded by

Leandro Ratton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 22

CHANTERS

Writer: Daniel J. Bishop • Cover artist: William McAusland


Editor: Tim Snider • Cartographer: Chuck Whelon
Interior Artists: Doug Kovacs, William McAusland,
Bradley McDevitt, Jesse Mohn, Stefan Poag, and Chuck

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

P Cs will probably have to deal with blindness in this


adventure, due to darkness, injury, or both. Blind-
ed characters suffer a -4 penalty to initiative rolls,
attack and damage rolls, saving throws, and spell checks,
more. The un-dead magician-priests of the Yuzz seek to con-
trol its power, potentially reviving the glory of their ages-
gone people. This is the cauldron the PCs find themselves
in. There is potentially great wealth—and occult power—to
and are easy to surprise. In addition, a blind character fir- be won, but if the PCs linger too long, they may become
ing a missile weapon is at -8 to hit and any missed shot has victims themselves.
a 50% chance of striking a randomly determined ally. They
can only move at half speed. Under duress, or when lack- ADVENTURE HOOKS
ing guidance, they move in a random direction. In addition,
foes gain a +2 bonus to attack rolls against blinded creatures. This adventure starts with the PCs travelling down an un-
derground river in some kind of boat. This can be a river
A cleric attempting to heal blindness must succeed on a lay which plunges under the surface in a karst region, or it can
on hands check for 4 dice of healing. This requires a spell be a watercourse discovered while exploring below ground.
check of at least 20 for those of the same alignment, a 22 or In either case, there are a number of ways that judges can
better for adjacent alignments, and is impossible for char- tempt their players into hazarding the river. Some, or all, of
acters of opposed alignment. The Great Fungal Mound in the following may be used:
Area 1-8 can also restore sight, albeit more slowly. Finally, a
PC could use a pair of calcinated eyes from Area 2-4 to replace • The beastman shaman Glormug seeks to break her peo-
missing eyeballs, regaining sight almost instantly. ple’s bond to the Corruption Below: You see the spectral
vision of a woman, her robes unable to hide her leonine legs
The judge should modify read-aloud text if no PC can see, and tail. “I beg you to come and deliver our folk,” the ghostly
giving the players only information visible to their characters. woman whispers. “Pity us, for we are victims of a great evil.
Great honor, great riches, and arcane might await you in Qu-
Page 2
• The Eyes of Yuzz (Area 2-4) can be required for spell
LEVELING ADVICE knowledge, or as a component for a ritual: “Seek ye the
Eyes of Yuzz, which lie in the ruined city of Quetat, down the
When PCs reach 10 XP, or finish a funnel adventure, River of Darkness. They will provide the vision/power that you
they become Level 1. It is easy enough to explain how seek.”
warriors gain their prowess; they have simply real-
ized their natural ability to harm others. Elves become Chanters in the Dark can also be used as a direct continuation
more elf-like. Similarly, dwarves and halflings simply of the events in Sailors on the Starless Sea. In this case, the end-
become more of what they already were. Thief abilities ing scene in that adventure leads directly to the start of this
don’t stretch credulity; players can easily imagine how one. Regardless of the hook used, eventually the power of
dangerous situations might cause a PC to rely more on the rushing water is so great that the PCs cannot turn back.
stealth and luck. Some thief abilities, of course, rely on
specialized thieves’ tools, which the characters might ADVENTURE START
not have available.
The underground river rushes on through the darkness, drawing
Spellcasters can present a challenge. If the judge wish- your boat with it in an irresistible current. There is no light save
es to make the quest for magical prowess occur in a that which you bring yourselves, which reflects off the damp walls
more narrative fashion, consider the following possi- and glitters in the water spray as though the river tunnel hurtles
bilities: you through a galaxy of stars. Ahead you can hear the crash of wa-
A cleric gains their powers from their deity, but this ter on stone, and beyond that the roar of a subterranean falls. The
does not necessarily mean that the cleric chooses to boat sweeps around a bend in the tunnel, and dashes on a hard jut
serve a god. In a process called divine election, the de- of black rock. You can just make out a beach of rounded pebbles to
ity may instead choose the cleric to act as their vessel the left before your lights are doused by the river, and the shards of
upon the material plane. Note also that a cleric’s abil- your vessel are swept sharply to the right, to thunder down what
ity to turn unholy specifies the need for a holy symbol. sounds like a deep cataract.
An elf’s magic, more than a human wizard’s, is sus- PCs without infravision are completely blind in the darkness,
tained by supernatural patrons. As such, all elves can although they have a good sense of where the beach is. Ev-
cast patron bond, but whether or not they gain access to ery PC must succeed on a DC 10 Fort save or take 1d3 points
their other randomly determined spells before doing of temporary Stamina damage from battering and water in-
so is up to the judge. Remember that patron bond takes halation as they reach the beach. Worse, any PC who fails a
at least a week to cast, and that the desired patron may Luck check loses any object they might have been holding,
have stipulations regarding where it can be cast. or one random object if they were holding nothing. These
Wizard spells need to be learned, as discussed on pag- objects are swept down the cataract; there is a chance that
es 314-315 of the DCC RPG rulebook. The judge may they can be recovered in Area 3-2.
choose to waive this, in order to allow the newly-mint- The jutting black rock allows the PCs to reach Area 1-1 with-
ed wizard greater survivability, but the wizard having out fear of being swept downriver to the cataract. However,
to spend time learning spells works very well from a should a character decide to try their luck that way, they
narrative sense. take 6d6 damage from the pounding waters, and, if they
In any event, when the adventure starts, all characters survive, wash up at Area 3-2.
should have access to their class’s hit points, attack bo-
nus or Deed Die, save modifiers, and all class abilities.
A wizard or elf is capable of making a normal spell LEVELING ADVICE:
check, even if they have no spells to cast. DEALING WITH
LIVESTOCK
etat, where the river will take you.” She points down the river
before fading away. While having a goat or a chicken may be useful in
a funnel, taking a cow with you through a dungeon
• The calcinated eyes of the Caretaker’s victims retain a sliver crawl likely has less appeal. Most animals the PCs
of their sentience, and call to characters, especially wiz- have with them are, at this time, extra weight, and can
ards and elves: You have had the dream again, of eyes in the be swept away by the river. The same thing is true of
darkness, with the power to fuel your spells. They call to you bulky items like sides of beef.
from down the river, where they await within a dark temple, to
However, sometimes PCs become attached to those
either be recovered or lost forever, depending upon what you do.
animals. In these cases, consider giving the animal an
• Gods or patrons demand that the un-dead magician- additional Hit Die every time the PC levels; usually
priests be destroyed: “Sail the wine-dark river to the lost city 1 die lower on the Dice Chain than the PC’s own hit
of Quetat. There you must destroy the dead magician-priests dice. Nothing else about the creature needs to change;
in their temple before they unleash their Corruption upon the this just means that it can survive the adventuring life
world.” a little longer!

Page 3
CHAPTER ONE:

THE LOST CITY


Area 1-1 – The Beach: The stones are smooth and hard be-
neath hands and bodies as you draw yourselves out of the water. The
wetness of the stones is barely discernable after being spilled into
the dark water, but their slickness is palpable. From what you saw
before your boat crashed upon the rock, the beach looked like a large
area, and you cannot be sure how far back it goes. You have not even
caught your breath before you realize that you are not alone—stones
clatter, small hard bodies brush yours, and sharp pincers bite.
The PCs are attacked by a swarm of subterranean devil
crabs. There are hand- and footholds carved into the rock
to the south, leading to Area 1-2. Normally, the PCs could
escape the crabs by taking this route, or defeat them easily
enough by dispersing the swarm. However, only PCs with
infravision can see at the moment, making this combat far
deadlier than it would otherwise be. Blind PCs feeling the
rock can find the route to Area 1-2 with a successful Luck
check, while those with infravision can spot the handholds
with a DC 10 Intelligence check. Without using the hand-
holds, it is only a DC 5 Strength or Climb Sheer Surfaces
check to reach Area 1-2, but characters who cannot see suf-
fer a -4 penalty to these checks.
Because most of the characters cannot see, the judge should
play up the feel of the slippery round stones, the scent of
wet stone, the thunderous rush of the river. Any successful
hit kills at least one crab, which gives off a pungent reek and
cries out with almost-human screams.

Devil Crab Swarm: Init +2; Atk swarming attack +1 melee


(1d3 plus shred); AC 14; HD 6d8; hp 25; MV 20’ or swim 20’;
Act special; SP attack all targets within 20’×20’ space, shred
(DC 10 Ref save or 1d3 extra damage), half damage from non-
area attacks; SV Fort +5, Ref +2, Will -2; AL N; Crit M/d12.
Event 1, below, can be used by the judge to rescue a party
in duress. This will also serve immediately to establish the
beastmen as something other than just another group of
adversaries. This is especially important if this adventure
is being used to follow up Sailors on the Starless Sea, where
beastmen were recurrent foes.
Area 1-2 – Higher Ground: Rough handholds carved into
the rock allow you to climb the black basalt, away from the stony
beach. The ground here is uneven, and the air remains wet with
spray as the subterranean river breaks on the rock. A low, narrow
passage leads approximately to the east, sloping gently downward
away from you.

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.

Page 5
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.

1d10 Result (roll 1d5) FACTIONS


1 Head: (1) child-like, (2) microcephalic, (3)
There are three main factions among the beastmen. To deter-
hypercephalic, (4) bovine, (5) saurian.
mine which group any given beastman belongs to, roll 1d6:
2 Torso: (1) skeletal, (2) mangy, (3) hairless, (4) (1) the Reformers, (2-4) the Rebuilders, (5-6) the Religious.
squat, (5) covered in thick luxurious fur.
3 Arms: (1) short and stumpy, (2) long, with Reformers are led by the shaman Glormug (see Event 3),
an extra joint, (3) insectile or spider-like, (4) who appears almost human save her lion-like legs and tail.
shaven and tattooed, (5) covered in warty They seek to change the nature of Quetat, overthrowing the
knobs and bumps. priests of the Temple of Yuzz and the beastmen’s depen-
dence on the Great Fungal Mound. Reformers attempt to
4 Hands: (1) clawed, (2) pudgy, (3) 1d10-fin- subsist primarily on devil crabs and glowworms. They see
gered, (4) crustacean-like pincers, (5) multi- the PCs as potential saviors—outsiders who can destroy the
jointed. Caretaker and the priests. They know that the priests are
5 Legs: (1) kangaroo-like, (2) thick and power- evil, but they do not know what they truly are—the un-dead
ful, (3) lupine, (4) equine, (5) 1d8+1 tentacles. remnants of the Yuzz. They also know that the priests store
6 Feet: (1) both left feet, (2) sucker-toes, (3) long their collected eyes, and that they are used to empower their
and prehensile, (4) cat paws, (5) hands. magic, but they do not know how. The spirits of the eyes
have reached out to Glormug in dreams, begging for release.
7 Tail: (1) prehensile, (2) squirrel-like, (3)
The Reformers live mostly in the west of the city.
stumpy, (4-5) missing due to injury or genet-
ics. Rebuilders despair because their people are dying, and they
8 Odor: (1) musky, (2) spicy, (3) like a wet dog, would like to see new blood renew their folk. To the Re-
(4) like wood smoke, (5) sweaty tang. builders, the PCs represent potential comrades—new citi-
zens, new mates, new genetic potential. They have no real
9 Manner: (1) obsequious, (2) hostile, (3) indif-
leaders, and they have no real plans. They encourage the
ferent, (4) self-important, (5) actively court-
PCs to stay, to give up the hopeless quest to find an es-
ing.
cape, to take new mates and add to the gene pool. They live
10 Overall, beastman is: (1) unusually weak (-2 throughout Quetat.
to attacks and damage), (2) solidly muscled
(+2 to attacks and damage), (3) sickly (1d4 The Religious, led by the enormous goat-headed Ordimus,
hp), (4) nervous, (5) robust (+1d3 HD). have accepted the teachings of the priests of Yuzz, and be-
lieve that divine grace comes through sacrifice. To them,
consumption from the Great Fungal Mound is a communion,
and delivering their eyes to the Caretaker is a glad sacrifice.
THE GREAT CYCLE The pain of that sacrifice, they say, teaches them humility,
Although it will not be immediately obvious to the PCs, the although they are the least humble of Quetat’s inhabitants.
un-dead magician-priests of Yuzz have created a cycle of The narcotic properties of the Great Fungal Mound are but
events in Quetat which increases their power, and the pow- an echo of the ecstasy of numbness to be found beyond
er of the Corruption Below: death. To the Religious, the PCs represent an outside evil,
come to tempt their people away from the true path. If they
1. The Caretaker (see Event 4) collects the eyes of beast- do not embrace the true path, they must be sacrificed before
men, calcinates them, and leaves them in the Temple of they lead others astray. They live mostly to the south.
Yuzz (Area 1-7).
There are no set encounters with Ordimus, or his follow-
2. The un-dead magician-priests use the calcinated eyes to ers, who can be used by the judge as they see fit to increase
fuel their occult powers, or sacrifice them to the Corrup- tension while the PCs explore Quetat. Ordimus is best used
tion Below. as a whispered name; his followers may denounce the PCs,
ambush them in narrow passages, or otherwise make life
3. Sacrificed eyes are used by the Corruption Below to gen-
difficult. If the PCs are actually captured and brought be-
erate chanters in the dark (Area 1-4), and the soul energy
fore Ordimus, the adventure is probably over. Still, the PCs
they deliver fuels the Corruption’s growth and aware-
shape fate and overthrow the status quo in Dungeon Crawl
ness. However, without the proper sacrificial rituals,
Classics. They may seek Ordimus out themselves, perhaps
these calcinated eyes can be used to slow the Corruption
even devise a brilliant scheme to turn him into an ally! The
(see Area 2-4 for details).
judge is encouraged to reward audacity; remember, the
4. The Great Fungal Mound (Area 1-8) allows victim’s eyes beastmen—even Ordimus—are victims here.
Page 6
Ordimus: Init +3; Atk spear +2 melee (1d6+2); AC 14; HD 1d12 Cell contents
3d10+6; hp 25; MV 30’; Act 1d20; SV Fort +4, Ref +3, Will +1;
AL C; Crit III/d8. 1-3 Recently occupied, with a 1 in 6 chance of finding
a useful item left behind (roll 1d7): (1) spear, (2)
The Priests of Yuzz make up a fourth faction, which uses the 25’ of rope, (3) stone cooking pot, (4) 1d4 tallow
Religious and the Rebuilders to oppose the Reformers. The candles, (5) flint & steel, (6) stone jar of edible
priests are not beastmen, nor even alive, but they wear the fungal paste, (7) bundle of fungal “wood”.
skins of beastmen as disguises, and cover their eyes with
thin gauze to hide the bulbous eyes showing through the 4-5 Recently occupied, as above. The inhabitant(s)
holes where their beastman-skin’s eyes once were (see has gone to the Great Fungal Mound and will be
Chapter Two: The Temple of Yuzz for more details). gone for 1d7 days more, regenerating their eyes;
at the end of this time, 1d3 beastmen return. This
may include single parents with children, mated
pair (with or without offspring), siblings, friends
dwelling together, or whatever else the judge
decides.
6-10 Deserted.
11 Cell is now the lair of a creature that preys upon
the beastmen—and the PCs, if it can! (roll 1d3):
(1) 1d3 giant fire beetles, (2) a ghoul, (3) a giant
lizard. Use the creature statistics from the DCC
RPG rulebook.
12 Discovery! The PCs stumble across one of the fol-
lowing. Each item can be found only once (roll
1d4):
1. An ancient Yuzz clay tablet that contains the
spell spider climb. Make an Intelligence check
when the spell is cast: (5 or lower) suffer a -2d
penalty to the spell check, (6-10) suffer a -1d
penalty to the spell check, (11-19) the spell check
is made normally, (20+) gain a +1d bonus to the
spell check. The tablet crumbles when used.
2. A well-made longsword lost by some adventur-
er ages ago. Although not magical, it is so well-
balanced as to give a +1 bonus all attack rolls.
Unfortunately, it was not well maintained and
only does 1d7 damage.
3. The dried corpse of a chanter in the dark (see
Area 1-4). Reformers will point to it as a sign
of the evil done by the priests of Yuzz. Other
beastmen will pretend not to see it, Rebuilders
FEATURES OF QUETAT turning away in fear and disgust, while the Reli-
The city’s meandering streets are cluttered with cell-like gious refuse to acknowledge anything that con-
stone buildings, some of which have fallen into ruin. Much tradicts their beliefs about the priests of Yuzz.
of Quetat lies empty, and beastmen change their domiciles 4. A tarnished silver ring whose band depicts al-
frequently as the mood strikes them. The following informa- ternating otters and fish. The wearer gains the
tion will be useful for PCs exploring the city. ability to breathe water and roll checks to swim
Cells: The streets are lined with crumbling stone buildings which using 1d30. However, once a natural “1” is rolled,
must have been ancient when humanity was in its infancy. The and each time a “1” is rolled thereafter, the wear-
first creators left no sign of who they were, although they must er makes swimming checks at a reduced die:
have been close to humankind in size and build. Beastmen live here 1d24, then 1d20, 1d16, and so on down the dice
now, although few of the stone chambers appear to be occupied. chain. Once 1d10 is reached, the wearer can no
longer breathe water. The ring is cursed; once a
These stone buildings are where the beastmen live. Only 1 in character wears it in water it cannot be removed
7 cells are currently occupied, as the beastmen are in decline. until that character is dead or powerful magic is
Most are single rooms, but 10% may have 1d3 additional invoked; a remove curse with a spell check of 34+
rooms. An unoccupied cell contains the following: is sufficient.

Page 7
Page 8
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.
Page 9
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
Page 10
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:

THE TEMPLE OF YUZZ


The un-dead magician-priests of Yuzz wear the forms of to a chamber forty feet across and thirty feet deep. Prayer mats of
dead beastmen as disguises—in truth, they are mummified gold and violet fungal material are arranged on the black tiles of
reptile-men with bulbous red eyes. If the PCs are able to the floor. A cross-legged beastman with almost wolf-like features
prove this to the beastmen, all of Quetat will rise against the sits on one of the mats, his eyes covered with a strip of gauze.
Temple.
This magician-priest, Kahl the Open Fist, is a master of un-
Area 2-1 – Entry Hall: Beyond the archway is a great hall armed combat, able to strike deadly blows even without
some thirty feet high, the ceiling held aloft by a line of ebony pillars weapons. Kahl has two action dice; if he desires, he is able to
to the left and right. The walls, ceiling, and floor are all covered divide them, using one at his initiative count, and the other
with tiles of polished black stone. The hall leads into some larger at the end of the round or when struck in combat. When
space beyond, lit by a wavering pale-green radiance. The air smells struck in combat, Kahl can use an action die to block the at-
of spoiled meat and rotting eggs, and it is cold enough in this place tack, even if it was a critical hit, avoiding all of its effects. If
to see your breath. Although you can see no creatures, there is a Kahl is reduced to 0 hp, his body withers inside its beastman
prickling sense of being watched that makes the hairs rise on the skin and turns to ash.
back of your necks.
Kahl the Open Fist: Init +4; Atk open fist +4 melee (1d5);
There is no direct danger here, although the magician-priests AC 16; HD 3d12; hp 18; MV 30’; Act 2d20; SP infravision
become aware of the PCs as soon as they pass the threshold. 60’, split actions, block attack, un-dead traits, death throes
(wither to ash); SV Fort +5, Ref +5, Will +5; AL C; Crit U/d8.
Area 2-2 – Corrupt Pool: Moving forward, you see a large
space seventy feet square, the fifty-foot-high ceiling supported by Area 2-4 – The Eyes of Yuzz: The steps lead downward
four thick black pillars each to the right and left. The source of the into a forty-foot-wide by thirty-foot-deep chamber. Stone shelves
pale greenish light is clear—a pool thirty feet wide and forty feet built into the far wall are the dominant feature, and they contain a
long is set into the floor here, and the water shimmers with eerie plethora of pearlescent stones the size of grapes. On an upper shelf,
light. There is a stone door in the center of the far wall, and two you spy a dozen red gems the size of oranges. Before them stands a
wide stone stairways leading out of the space to either side: up- beastman holding a stone knife, his eyes bound by a strip of gauze.
wards to the east and downwards to the west.
This magician-priest, Hasth the Eye-Taker, paralyzes oppo-
The pool consists of material taken from the Corruption Be- nents who fail to make a successful DC 10 Will save on a
low in a time long before it had become sentient. The ma- successful attack. Hasth can use an action die to pluck an
gician-priests can mentally control this material; when the eye from a paralyzed creature and consume it, restoring him
PCs enter the room, the magician-priests use it to form five to full hit points. If Hasth is reduced to 0 hp, his body is con-
whipcord-thin reptilian warriors with bulbous eyes, each sumed by worms, which writhe within his beastman skin.
armed with a serrated-edged club. These appear as the Yuzz
did when alive, but they glow with a greenish light, and col- Hasth the Eye-Taker: Init +3; Atk stone dagger +2 melee (1d4
lapse into foul liquid when reduced to 0 hp. plus paralysis); AC 14; HD 3d12; hp 15; MV 30’; Act 2d20; SP
infravision 60’, paralysis (DC 10 Will save avoids), pluck and
False Yuzz Warriors (5): Init +2; Atk serrated club +4 melee consume eyes, un-dead traits, death throes (consumed by
(1d6); AC 14; HD 2d8; hp 9 each; MV 40’; Act 1d20; SP in- worms); SV Fort +4, Ref +6, Will +5; AL C; Crit U/d8.
fravision 60’, death throes (collapse to foul liquid); SV Fort
+5, Ref +4, Will +8; AL C; Crit III/d8. The eyes on the shelves are 57 pairs of calcinated eyes taken
from beastmen, and six pairs of eyes of Yuzz, taken from liv-
Area 2-3 – Meditation Room: The steps lead up twenty feet ing Yuzz before they perished. Calcinated eyes and eyes of
Page 12
Yuzz have the following properties: 7. Any pair of calcinated eyes thrown into the Corruption
Below has a chance of preventing it from acting for 1
1. When examined, they are clearly eyes. round. This is a cumulative 5% per pair of beastman
2. In their current form, calcinated eyes can be sold as gem- eyes, and 10% per pair of eyes of Yuzz.
stones worth 10 gp each while eyes of Yuzz are worth 75 8. To determine the personality of beastmen eyes, roll 1d14:
gp each. (1) hedonistic, (2) avaricious, (3) warlike, (4) friendly, (5)
3. A pair of calcinated eyes from beastmen can be used to shy, (6) jealous, (7) vengeful, (8) materially aesthetic, (9)
replace missing eyes, but both sockets must be empty. cowardly, (10) alert, (11) lazy, (12) enthusiastic reader,
It takes 1d3 rounds for them to grow into place. Once (13) honest, (14) rude. Eyes of Yuzz simply hate the PCs
in place, they can draw their owner’s attention accord- and communicate nothing else.
ing to their personality (see below), shifting focus or Area 2-5 – Thrones of the Magician-Priests: The door
gaze to highlight whatever they wish noticed, or away to this chamber is trapped; opening it without first activating
from whatever they wish to avoid. They also grant 60’ a hidden catch causes a stone bludgeon to swing down from
infravision. the wall above the door. It attacks with a +4 bonus against
4. All calcinated eyes have personality and volition, and the person opening the door, and deals 1d4+3 damage on a
can communicate with anyone they are in direct contact successful strike. The trap can be found with a DC 15 Find
with. Calcinated eyes from beastmen make others aware Trap check, and neutralized with a DC 10 Disable Trap check.
of what they can do; eyes of Yuzz hate the PCs, and do Beyond the trapped door is a chamber, some fifty feet wide and
not. thirty feet deep. Five greenish-black stone thrones face you, three
5. Wizards and elves can use the calcinated eyes of beast- of which are occupied by beastmen: two with heads of black sheep
men for spellburn, granting a +1 bonus per pair of eyes flanking an imposing beastman who combines the features of a ti-
consumed by the spell. ger over the body of an ox. All three have gauze bandages over their
eyes. As the door swings open, you hear a voice say, “Go! Even
6. Eyes of Yuzz can be destroyed when casting a spell, giv- now your sins may be forgiven.” Although none of their lips move.
ing a +4 bonus to the spell check per eye destroyed, to a You can see a dark passage in the far wall leading downwards.
maximum bonus of +20.
Page 13
These are the final three un-dead magician-priests. The goat- Halmurg casts both wizard and cleric spells, suffering the
headed priests, Kagg and Karg, can each use an action die to normal penalties for failure in either case. So long as he re-
create a phantom duplicate of himself. The phantom dupli- mains seated on his throne, he has a +2 bonus to spell checks.
cates reduce the original by 1 hp, and are destroyed by any Beneath his beastman disguise, Halmurg wears a rune-cov-
successful hit, but each gains an action die to make melee at- ered tarnished silver ring that grants a +4 bonus to all saving
tacks. They otherwise use the statistics of the original. Kagg throws (reflected in his statistics).
and Karg can each make one duplicate per round. They seek
to use this power to delay the PCs while the other magician- Halmurg the Overlord: Init +4; Atk stone dagger +1 melee
priest, Halmurg the Overlord, casts spells from his throne. (1d4) or spell; AC 13; HD 3d12; hp 25; MV 30’; Act 1d20; SP
infravision 60’, un-dead traits, spellcasting (+3 spell check,
Kagg and Karg: Init +2; Atk stone dagger +3 melee (1d4); +5 on throne): Spells Cleric (1st) paralysis, word of command,
AC 12; HD 3d12; hp 15 each; MV 30’; Act 2d20; SP infravi- (2nd) lotus stare; Spells Wizard (1st) choking cloud, magic mis-
sion 60’, duplication, un-dead traits; SV Fort +6, Ref +3, Will sile; SV Fort +8, Ref +8, Will +12; AL C; Crit U/d8.
+4; AL C; Crit U/d8.
The passage on the far side of the room leads to Area 3-1.

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.

This printing of DCC Day #3: Chanters in the Dark is done under version The following text is the property of Wizards of the Coast, Inc. and is supernatural abilities or effects, logos, symbols, or graphic designs; and any conveyed by this License. 10 Copy of this License: You MUST include a copy of this License with every
1.0 of the Open Gaming License, and the System Reference Document by Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. other trademark or registered trademark clearly identified as Product identity 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE copy of the Open Game Content You Distribute.
permission from Wizards of the Coast, Inc.Designation of Product Identity: 1. Definitions: (a)”Contributors” means the copyright and/or trademark by the owner of the Product Identity, and which specifically excludes the portion of this License to include the exact text of the COPYRIGHT NOTICE of 11. Use of Contributor Credits: You may not market or advertise the Open
The following items are hereby designated as Product Identity in accordance owners who have contributed Open Game Content; (b)”Derivative Open Game Content; (f) “Trademark” means the logos, names, mark, any Open Game Content You are copying, modifying or distributing, and You Game Content using the name of any Contributor unless You have written
with Section 1(e) of the Open Game License, version 1.0: Dungeon Crawl Material” means copyrighted material including derivative works and sign, motto, designs that are used by a Contributor to identify itself or its must add the title, the copyright date, and the copyright holder’s name to permission from the Contributor to do so.
Classics, DCC RPG, Mighty Deed of Arms, spell check, Luck check, spellburn, translations (including into other computer languages), potation, products or the associated products contributed to the Open Game License the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 12 Inability to Comply: If it is impossible for You to comply with any of the
mercurial magic, corruption, disapproval, all spell names, all proper nouns, modification, correction, addition, extension, upgrade, improvement, by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 7. Use of Product Identity: You agree not to Use any Product Identity, terms of this License with respect to some or all of the Open Game Content
capitalized terms, italicized terms, artwork, maps, symbols, depictions, compilation, abridgment or other form in which an existing work may copy, edit, format, modify, translate and otherwise create Derivative Material including as an indication as to compatibility, except as expressly licensed due to statute, judicial order, or governmental regulation then You may not
and illustrations, except such elements that already appear in the System be recast, transformed or adapted; (c) “Distribute” means to reproduce, of Open Game Content. (h) “You” or “Your” means the licensee in terms in another, independent Agreement with the owner of each element of that Use any Open Game Material so affected.
Reference Document. license, rent, lease, sell, broadcast, publicly display, transmit or otherwise of this agreement. Product Identity. You agree not to indicate compatibility or co-adaptability 13 Termination: This License will terminate automatically if You fail to
Designation of Open Content: Subject to the Product Identity designation distribute; (d)”Open Game Content” means the game mechanic and 2. The License: This License applies to any Open Game Content that contains with any Trademark or Registered Trademark in conjunction with a work comply with all terms herein and fail to cure such breach within 30 days of
above, such sections of creature statistics as derive from the SRD are includes the methods, procedures, processes and routines to the extent such a notice indicating that the Open Game Content may only be Used under containing Open Game Content except as expressly licensed in another, becoming aware of the breach. All sublicenses shall survive the termination
designated as Open Gaming Content. content does not embody the Product Identity and is an enhancement over and in terms of this License. You must affix such a notice to any Open Game independent Agreement with the owner of such Trademark or Registered of this License.
Some of the portions of this book which are delineated OGC originate from the prior art and any additional content clearly identified as Open Game Content that you Use. No terms may be added to or subtracted from this Trademark. The use of any Product Identity in Open Game Content does not 14 Reformation: If any provision of this License is held to be unenforceable,
the System Reference Document and are copyright © 1999, 2000 Wizards Content by the Contributor, and means any work covered by this License, License except as described by the License itself. No other terms or conditions constitute a challenge to the ownership of that Product Identity. The owner such provision shall be reformed only to the extent necessary to make it
of the Coast, Inc. The remainder of these OGC portions of these book are including translations and derivative works under copyright law, but may be applied to any Open Game Content distributed using this License. of any Product Identity used in Open Game Content shall retain all rights, title enforceable.
hereby added to Open Game Content and, if so used, should bear the specifically excludes Product Identity. (e) “Product Identity” means product 3.Offer and Acceptance: By Using the Open Game Content You indicate Your and interest in and to that Product Identity. 15 COPYRIGHT NOTICE
COPYRIGHT NOTICE “DCC DAY #3: CHANTERS IN THE DARK, copyright © and product line names, logos and identifying marks including trade dress; acceptance of the terms of this License. 8. Identification: If you distribute Open Game Content You must clearly Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
2022 Goodman Games LLC, all rights reserved, visit www.goodman-games. artifacts; creatures characters; stories, storylines, plots, thematic elements, 4. Grant and Consideration: In consideration for agreeing to use this License, indicate which portions of the work that you are distributing are Open System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors
com or contact info@goodman-games.com” dialogue, incidents, language, artwork, symbols, designs, depictions, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive Game Content. Jonathan Tweet, Monte Cook, Skip Williams, based on original material by
DCC Day #3: Chanters in the Dark is copyright © 2022 Goodman Games likenesses, formats, poses, concepts, themes and graphic, photographic and license with the exact terms of this License to Use, the Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish E. Gary Gygax and Dave Arneson.
LLC. Open game content may only be used under and in the terms of the other visual or audio representations; names and descriptions of characters, 5. Representation of Authority to Contribute: If You are contributing original updated versions of this License. You may use any authorized version of DCC Day #3: Chanters in the Dark, copyright © 2022 Goodman Games
Open Game License. spells, enchantments, personalities, teams, personas, likenesses and special material as Open Game Content, You represent that Your Contributions are this License to copy, modify and distribute any Open Game Content originally LLC, all rights reserved, visit www.goodman-games.com or contact info@
OPEN GAME LICENSE Version 1.0a abilities; places, locations, environments, creatures, equipment, magical or Your original creation and/or You have sufficient rights to grant the rights distributed under any version of this License. goodman-games.com (First Printing)

Page 17
fun tpks
EARN DUBIOUS FAME ROLL WEIRD DICE

AND

PLAY DCC RPG & VISIT A THOUSAND INSANE WORLDS!


Hey, Reaver! Tired of boring magic some of the finest artists working to-
and fighting the same old monsters? day, and adventures drawn from the
Looking for ADVENTURES with wellspring of yore, each module fea-
OM REAL risk and reward? The DCC tures fast play, cryptic secrets, and
K FR
PIC
ER
100 RPG is for you! With artwork by mysterious worlds!
OV ET
SWE URES
ENT
ADV — DCC RPG —

 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

Ask for the


EMAIL Cyclops

TODAY START YOUR NEXT ADVENTURE TODAY! He or another


Weird Relative
*Missives from the
goodman-games.com/store is waiting to
rush your order
Purple Planet, Shudder 24 HOURS A DAY . . .
Mountains, or the Center
out today!
7 DAYS A WEEK, including Sunday
of Áereth should expect
6 to 8 weeks for reply. *PLEASE … the Cyclops
can take orders only …
cyclops@goodman-games.com CANNOT answer rules
questions.
HMAR ADVENTURES AVAILABLE FOR DCC LANKHMAR!
12 NEW LANK
Enter the thrilling world of Fritz Leiber’s Nehwon, home to the legendary city of Lankhmar and the infamous heroes Fafhrd and the Gray Mouser!
Prepare yourself to battle members of the city’s nefarious Thieves’ Guild in fog-shrouded alleys, to barter for cursed curios in the Plaza of Dark
Delights, and to seek the wisdom of Ningauble of the Seven Eyes and Sheelba of the Eyeless Face! All this and more is possible with DCC Lankhmar.
Inside the Dungeon Crawl Classics Lankhmar boxed set: The Judge’s Guide to Nehwon • Compendium of Secret Knowledge
Lankhmar: City of the Black Toga • A card stock 3-panel Judge’s Screen • No Small Crimes in Lankhmar adventure
Beautifully detailed poster maps of Lankhmar and Nehwon

You might also like