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  DCC Lankhmar Free RPG Day Optional Rules 
  by Michael Curtis (1st draft) 
  DCC Lankhmar is designed to be 100% compatible with the Dungeon Crawl Classics RPG.  The 
  2016 Free RPG Day adventure “The Madhouse Meet” can be played using standard DCC RPG 
  DCC RPG characters and the rules. However, groups wishing to experience a “literary style” 
  DCC Lankhmar adventure, one that strives to emulate the stories of Fafhrd and the Gray Mouser, 
  can use the following rule options. These options will be further elaborated on in the forthcoming 
  DCC Lankhmar boxed set. 
  Fleeting Luck 
  Adventurers in Nehwon often wonder if they are merely the playthings of the gods. Luck flows 
  fast and furious in DCC Lankhmar, allowing the PCs to pull off stunning victories only to run 
  afoul of the whims of the gods a moment later. To replicate this, DCC Lankhmar uses fleeting 
  Luck. 
  Fleeting Luck is a form of temporary Luck that act as normal Luck points, but can be lost at any 
  moment. PCs are encouraged to spend fleeting Luck early and often, as they never know when it 
  will vanish. 
  • Each PC begins the game with 1 point of fleeting Luck. We recommend the judge use 
  some form of marker such as glass beads, poker chips, coins, or similar tokens to track 
  fleeting Luck. Fleeting Luck is awarded to a PC each time the character achieves a 
  critical success (usually rolling a natural 20 on an action die), role-plays in a manner that 
  invokes the world of Nehwon and the stories of Fritz Leiber, performs cool (or foolish) 
  actions, or when the judge deems the PC deserves recognition. Adventures may also 
  stipulate when the PCs receive fleeting Luck points. 
  • There is no limit to the amount of fleeting Luck a PC may have at any time. A PC’s 
  fleeting Luck total is added to his Luck ability score when making Luck checks (e.g. a PC 
  with a Luck score of 11 and three points of fleeting Luck has an effective Luck score of 
  14). 
  • Fleeting Luck can be spent to modify a PC’s die roll as normal Luck does or it can be 
  spent to aid another PC on a 1:1 basis. Any PC can spend his fleeting Luck to aid another 
  and multiple PCs can assist a single party member if desired. 
  • Thieves roll their Luck die whenever they spend fleeting Luck to aid themselves. The 
  sole exception to this rule is when using Luck as Healing (see below). 
  Fleeting Luck vanishes whenever a critical failure occurs, usually in the form of a natural “1” on 
  an action die. Fleeting Luck is not lost if the “1” result does not result in failure, such as when 
  rolling to determine initiative score or when attempting to roll under one’s Luck score when 
  making a Luck check. 
  Whenever a PC rolls a critical failure, ALL the PCs lose their fleeting Luck. Every player returns 
  all fleeting Luck tokens to the judge and they must start earning fleeting Luck anew. 
  
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  Judge’s Advice: You should award a point of fleeting Luck anytime an opportunity presents 
  itself. The more fleeting Luck you give out, the more the players will spend it, resulting in the 
  types of hijinks and escapades that Fafhrd and the Gray Mouser would applaud. Encourage the 
  players to nominate each other as deserving a point of fleeting Luck whenever they deem 
  another’s actions as worthy of reward. 
  Luck as Healing 
  The cleric class does not exist on Nehwon in “literary style” DCC Lankhmar games. While there 
  are many with the title of priest, none of them can call directly on their god to produce divine 
  magical effects. The following rule system is to be used in DCC Lankhmar campaigns where the 
  cleric class is unavailable to the players. 
  Using Luck to Heal Wounds 
  A PC can take a momentary break during a combat to catch their breath, examine their injuries, 
  and otherwise rouse themselves to keep fighting. By taking a round to inspect their wounds, the 
  character perceives he isn’t as badly injured as he first believed and can dive back into battle 
  partially restored. 
  A PC wishing to catch their breath can perform no other action that round aside from inspecting 
  his injuries. He can still move up to his Speed while catching his breath. A PC who spends the 
  round checking his injuries can spend 1 Luck point (permanent or fleeting) and regain a number 
  of hit points equal to a roll of his class Hit Die plus Stamina modifier (minimum 1 hp). An 
  unconscious or dying PC cannot spend the round catching his breath and can only be revived 
  with the aid of an ally. 
  Only a single Luck point may be spent when examining his injuries during a fight; spending 
  multiple Luck points has no effect and thief and halfling class abilities allowing them the benefit 
  of multiple Luck points with a single expenditure do not apply in this case. However, a PC can 
  spend additional Luck points above the initial point to add to his hit die roll as normal when 
  determining the number of hp regained. 
  A PC can only inspect his wounds once during any given combat, but may do so whenever he’d 
  normally have an action during the combat round. PCs that do not catch their breath and heal 
  during a battle must waiting to recuperate after the fight has ended. 
  Obviously, an injured PC can never regain hit points greater than his maximum hit point total 
  either through inspecting their wounds or by recuperating as described below. 
  Rousing Dying Characters 
  When a PC is reduced to zero or less hit points, he is incapacitated and begins dying. He cannot 
  spend Luck points to regain hit points, but an ally can save his life by staunching his wounds. 
  Another PC can stabilize the dying character as his action for the round. A stabilized PC is 
  considered to have zero hit points and unconscious.  
  
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  Once the battle is ended, the unconscious PC can spend 1 Luck point to regain a single hit point 
  and become conscious. He can then recuperate as described below if he has not already 
  recuperated that day. If he has already utilized his recuperation, he remains at 1 hit point but 
  regains health by natural healing and possibly magical or herbal potions is available. 
  Recuperating 
  A PC can take time after combat has ended to properly dress his wounds, rest, drink a restorative, 
  and otherwise regain his stamina and health. This is called recuperating. 
  It takes 1d3 turns to recuperate. Should anything interrupt this period, the PC regains no lost hit 
  points and must start anew. Once this time elapses, the PC spends 1 Luck point (permanent or 
  fleeting) and regains hit points equal to a roll of his class hit die + Stamina modifier + level. If 
  the PC is receiving treatment from another with the Healer benison, he also adds the healer’s 
  level to the total number of regained hit points. 
  A PC can recuperate once per level per day. After he has utilized his daily recuperation, he must 
  have a full night’s rest before he can again recuperate from his injuries. 
  Restoratives 
  Injured characters can sometimes consume strong spirits or herbal concoctions as part of the 
  recuperating process. These draughts increase the amount of hit points recovered. More 
  information on restoratives can be found in the DCC Lankhmar boxed set. In “The Madhouse 
  Meet” adventure, one area hold Eevamarensee Emerald wine. If this spirt is consumed while 
  recuperating, the PCs regain hit points equal to their maximum hit die total + Stamina modifier + 
  level. A Warrior, for example, would heal 12 + Stamina modifier + level hit points. 
  Spell Stipulations 
  Mercurial magic works somewhat differently in Nehwon. Wizards learn unique methods of 
  working their magic, often employing ritual tools, substances, movements, etc. to invoke a 
  spell’s power. These are called spell stipulations.  
  Any wizard unable to utilize or perform his normal spell stipulation when casting a spell 
  requiring them suffers a -1d penalty to their spellcheck. Spell stipulations are noted on the wizard 
  character sheets under “Mercurial Effects & Notes” and are usually written as “Caster must 
  [spell stipulation].” 
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/Modules/Lankhmar/DCC Lankhmar - Fleeting Luck Rule.pdf