TEXT: 1 
   
  Final 
  Blowout 
  Issue 
  RRAVEN
  AVEN  CCROWKING
  ROWKING’’SS  NNEST
  EST  PPRESENTS
  RESENTS  
    
  DDANIEL
  ANIEL  J. B
  J. BISHOP
  ISHOP’’SS    
    
    
  BBIRTHDAY
  IRTHDAY  M
  MATHOM
  ATHOM  
    
  2018 E
  2018 EDITION
  DITION 
  
  1 
   
   
  Introduction 
   
  It’s been a long road, and this is the sixth and final birthday mathom that I will be producing. It isn’t the math-
  om that I was expecting to produce, either. Way back when I announced it, I was going to produce a mini-
  setting for Dungeon Crawl Classics. What happened instead is writer’s block, and the well dried up. 
   
  So, here we are. Something different, and something produced from scraps of old projects never finished is 
  going to make it into your hands. Like Bilbo in The Fellowship of the Ring, I have managed to throw a little 
  bit of poetry in as well. I would say “Forgive Me,” but (1) I hope I don’t need too much forgiveness, and (2) 
  that is too close to the title of an excellent Lamentations of the Flame Princess adventure by Kevin Green. I 
  have run Forgive Us using the DCC rules, and it was really a lot of horrible fun! 
   
  Another funny thing: as I get older, I apparently lose track of my age. I am 52 this year, not 53…but you still 
  get 53 pages herein! 
   
  So, here we go. 
   
  All art, text, and cartography is my own. 
  
  2 
   
  Introduction 
   
  Near the midpoint of my life, I found myself in a dark 
  wood. Behind me lay everything from Holmes Basic to 
  3rd Edition Dungeons & Dragons. Although I did not 
  know it yet, before me lay Dungeon Crawl Classics, 
  where the sunlight once again danced on the meadow 
  flowers.   
   
  In that dark wood, there was no game that really hit the 
  sweet spot for me. So, as many have done, I decided to 
  write my own. Lacking any really clever title, I simply 
  called it Raven Crowking’s Fantasy Game, or RCFG 
  for short. 
   
  RCFG was an attempt to create a truly pulp-style fantasy 
  game. I wanted a game that could easily convert 
  materials from other systems. I wanted to be able to 
  write materials without a lot of extra work ensuring that 
  the math lined up. I wanted an easier system than the 
  ones I was currently playing, a system with a lot of 
  options – but, importantly, a system where those options 
  didn’t interfere with either prep or play.  
   
  I know. An impossibly tall order. When Dungeon Crawl 
  Classics appeared on the scene, I was ecstatic to get a 
  game that did what I wanted without having to write the 
  damned thing myself. But…but…we had a lot of fun in 
  the RCFG playtests, and there were some options 
  therein that haven’t been re-written for Dungeon Crawl 
  Classics. 
   
  This “book” is an attempt to offer some of those options 
  to your campaigns. Use what you like. Ignore what you 
  don’t like.  Some of the material is verbatim from RCFG. 
  Other parts have changed considerably to fit the 
  Dungeon Crawl Classics design aesthetic! 
   
  Races & Racial Subtypes 
   
  Humans can be broken down into various subtypes in 
  the real world, either for by culture (French vs. British), 
  physical features (Asian, Caucasian, etc.), or both.  This 
  is even truer in a fantasy world.  Early Sword & Sorcery 
  stories abounded in both real and invented racial 
  divisions.  Dungeon Crawl Classics campaign worlds 
  can have the same sorts of distinctions. 
   
  Flavor distinctions are based on culture, pigmentation, 
  language, religion, general appearance, and other 
  factors that don’t require mechanical overhaul of a racial 
  type.  Flavor distinctions don’t need to have real-world 
  counterparts – humans with blue skin, mauve eyes, or 
  slightly pointed ears are all possibilities. 
   
  Mechanical distinctions require a bit more work, as they 
  alter the game mechanics of the parent race to create 
  the subrace.  For example, a group of small humans 
  could live in a secluded valley – they have a 20’ 
  movement rate, and perhaps gain a stealth bonus as do 
  halflings..  Aquatic (or amphibious) subraces can exist, 
  as can ones adapted to heat or cold, etc. 
   
  Many Sword & Sorcery stories revolve around the hero
  (es) encountering the degenerate remnants of a 
  devolved human race.  Using this option in your game 
  can allow the same thing.  The aspiring judge and 
  players should be careful to avoid the following three 
  problems: 
   
  1.  Racial subtypes that are just too good – If there is no 
  reason to choose the standard race, you should revise 
  your creation until there is. Even in Dungeon Crawl 
  Classics, where you do not necessarily choose your 
  race, and balance is a far looser concept, it should not 
  be clear that the person who gets to play an Earth 
  human is getting all of the bonuses (as compared to the 
  rest of the Barsoomian party). If all the PCs are Earth 
  humans on Barsoom, of course, this eliminates the 
  problem. 
   
  2.  Racial animosities which preclude PCs adventuring 
  together.  There may be a very good reason in your 
  world why elves don’t get along with dwarves, but there 
  had better also be a way around it if your adventuring 
  party is to include both. 
   
  3.  Racial divisions that trigger real-world problems.   It’s 
  okay to create a race of dark-skinned evil elves that 
  dwell underground or halflings that treat women as 
  chattel; it is not okay if doing so offends the people at the 
  table.   
   
  Use your best discretion here.  Balance out your 
  patriarchal society with a matriarchal one.  Consider 
  making your evil elves bone-white, or even blue.  
  Stereotypes and archetypes are not the same thing. 
  Raven Crowking’s Book 
  of Forgotten Lore 
   
  
  3 
   
  Warrior Fixes 
   
  When running a playtest for Apotheosis in Green & 
  Gold at Gary Con in 2017, I notices that the 8th level 
  warrior did not seem to keep up with the other 8th level 
  characters (although this could have been due to the 
  luck of the draw, both for random magic items and in 
  character generation).  
   
  Minimum Bonus Against Solitary Foe: First off, I 
  propose that, regardless of the Deed Die result, the total 
  bonus to hit and damage for a warrior should never be 
  less than her level when fighting a single foe. For this 
  purpose, a 10th level warrior, rolling a Deed Die of 
  1d10+4, always gains a minimum +10 to attack and 
  damage. If she rolls a “2” on the Deed Die, the deed 
  does not succeed, but her bonus to hit and to damage is 
  +10 rather than +6. 
   
  This rule would only be in effect against solitary foes. 
  When fighting multiple foes, a warrior’s superior Critical 
  range and results do not need “topping up”. 
   
  Shield Defense:  A Mighty Deed can be used to 
  increase defense. In this case, the Deed Die does not 
  add to attack roll or damage, but instead adds to the 
  warrior’s AC. If the Deed succeeds, the Warrior can add 
  +1 to an adjacent creature’s AC as well per point of 
  success (i.e., a Deed of 3 adds +1, and a Deed of 5 
  adds +3). 
   
  Quest For It Modifiers: Warriors should be encouraged 
  to Quest For It as much as any other class. Here are 
  some modifiers that can be given out as warrior-specific 
  “treasures”, the results of training that most do not 
  receive. The judge and players may easily come up with 
  more. 
   
  
  Forceful Blows:  When using a two-handed melee 
  weapon, the warrior adds double her Strength bonus 
  to the damage done.  
   
  
  Formation Fighting:  When fighting in a military 
  formation, the warrior gains a +2 bonus to his AC.  In 
  addition, he gains a bonus to his attack rolls equal to 
  +1 for every three warrior levels he possesses 
  (rounded down).  These bonuses only apply when 
  the PC is on a battlefield with at least a dozen other 
  friendly non-warrior soldiers, or at least three other 
  friendly warriors. 
   
  
  Mounted Combat:  When mounted, the warrior 
  does an additional +1 point of damage per three 
  levels she possesses (rounded up). 
   
  
  Off-Hand Weapon Defense:  When fighting with 
  two weapons, the warrior gains a +1 bonus to AC, as 
  though he were using a shield. This does not 
  preclude attacking with the weapon. 
   
   
  
  Parry & Riposte:  When fighting with a single one-
  handed weapon, the warrior gains a +1 bonus to AC, 
  as though she were using a shield.   
   
  
  Rapid Shot:  When using a missile weapon other 
  than a crossbow (or similar), the warrior gains one 
  extra attack using 1d16 for his Action Die. 
   
  
  Unarmored Dodge:  When not wearing armor, the 
  warrior gains an AC bonus equal to +1 per three 
  levels possessed (rounded up). Using a shield does 
  not negate this bonus. 
   
  Some Poisons 
   
  
  Damaging Poison:  By injury, this poison does 1d6 
  points of damage per round for 2d6 rounds, unless a 
  Fortitude save (DC 15) is made.  This save must be 
  made to resist damage each round.  Immediate 
  onset. 
   
  
  Draught of Sleep:  Ingested, this poison causes a 
  deep sleep for 2d6 turns unless a Fortitude or 
  Willpower save (DC 15) is made.  Onset in 2d6 
  rounds. 
   
  
  Paralyzing Potion:  Ingested or by contact, this 
  potion causes 1d4 points of temporary Agility 
  damage per round for 1d6 rounds.  A Fortitude save 
  (DC 15) may be made each round to resist the 
  damage given in that round.  Onset in 1d4 rounds. 
   
  Spell Sources 
   
  If you are anything like me, you have a huge shelf of non
  -Dungeon Crawl Classics materials (for example, 
  Lamentation of the Flame Princess adventures!) that 
  include spells not immediately usable in DCC. And, in 
  many cases, you don’t want to write out an entire spell 
  table to use a cool idea. 
   
  This is for you. 
   
  RCFG used “spell sources” to grant sorcerer spells. A 
  spell source is an inherited or acquired source of 
  magical power that can be tapped to gain spells. Each 
  spell source also physically changes the user in some 
  way.  These changes are cumulative (and largely 
  descriptive), but the specifics of the change are 
  determined by the player with the judge’s approval.  
  Finally, some spell sources prohibit the sorcerer from 
  later gaining other specific spell sources. 
   
  For example: 
   
   Celestial:  The spell source comes from celestial 
  powers, including spells that protect and heal.  The 
  wizard with the spell source tends to have a light, 
  graceful appearance – possibly including a soft glow 
  like that of a candle.  A wizard cannot have both the 
  
  4 
   
  celestial and the eldritch horror or infernal spell 
  sources.  Areas attuned to this spell source are often 
  holy areas, such as the interiors of great cathedrals 
  or the sites of miracles. 
   
   Draconic:  The spell source invokes the natural 
  magic of dragons.  These spells deal with things like 
  fiery breath, armored skin, flight, and avarice.  This 
  spell source tends to give the wizard light scales, 
  draconic eyes, or even small horns.  Areas attuned 
  to this spell source are associated with dragons, 
  such as places where dragons have laired, or places 
  laid low by dragonfire. 
   
   Dreams:  The spell source gains power from 
  dreams, nightmares, and illusions, and includes 
  spells that evoke the same.  The wizard attuned to 
  this spell source seems somehow unreal to those 
  who see him, as though he were no more than a 
  figment himself.  Areas attuned to this spell source 
  usually have some dreamlike or nightmarish quality.   
   
   Eldritch Horror:  This spell source invokes the 
  power of primordial horrors that have long been 
  banished from the waking world of men.  These 
  spells deal with madness and twisting men’s minds, 
  as well as with the summoning of things best left 
  alone.  A wizard with this spell source may undergo 
  any of a number of changes that leave her feeling 
  simply wrong to all who see her. A character with 
  this spell source cannot also have the celestial spell 
  source.  Areas attuned to this spell source almost 
  always feel vaguely uncomfortable, and may 
  spontaneously generate aberrations. 
   
  And so on. 
   
  For each spell source you create, make a list of non-
  DCC spells that you want to link to it, the number of 
  times the spell source can be tapped (in a day, month, or 
  year, for example) and the DC to tap each spell. 
  Perhaps make a special chart for corruptions when you 
  roll a “1”. 
   
  When I was working on RCFG, each spell source was a 
  broad area of power. In a Dungeon Crawl Classics 
  campaign, each spell source can have a much smaller 
  focus. It can be a single standing stone, for instance, 
  that can be tapped by characters no more than 10 miles 
  from it…or even in contact. It can be the manifestation of 
  a specific saint attuned at the site of his martyrdom but 
  now accessible anywhere. Do with it what you will. 
   
  Note too that spell sources do not need to be limited to 
  wizards and elves. All characters in DCC are capable of 
  making spell checks, so it is the DC for those checks that 
  determines if, say, a warrior can access the source. If 
  there is a ritual cost for attuning to a spell source, it 
  might grant anyone a single use each month (for 
  example) without having to make a spell check. 
   
  Combat Modes 
   
  RCFG used combat skill ranks; I am not sure (yet) how 
  this material is going to convert to Dungeon Crawl 
  Classics. 
   
  When using a weapon skill, a character engages in one 
  of six combat modes.  If a combat mode is not declared 
  prior to making an attack roll, the standard mode is 
  assumed.  Not every weapon skill allows for every 
  combat mode; see the table above for details.  Where an 
  “x” is indicated, the combat mode can be used with this 
  skill.  In the case of exotic weapons, the combat modes 
  available depend upon the weapon in question. 
     
  The table below shows the effects of using the various 
  modes.  A character cannot have fractional modifiers; 
  where division leaves a remainder, it applies to the first 
  roll listed.  Thus, the standard combat mode applies half 
  a character’s ranks to the attack roll and half to damage.  
  For example, a character with three ranks using the 
  standard combat mode would get a +2 bonus the attack 
  roll and a +1 bonus to the damage roll. 
   
  A character can change her combat mode as a Free 
  Reaction on her first initiative every combat round.  In 
  addition, a character can change her combat mode as a 
  Reaction at any time. 
   
  See table on page 5. 
   
  Sleeping in Armor 
   
  A character that sleeps in medium or heavy armor 
  doesn’t get good rest. The character takes 1 point of 
  temporary Agility, Strength, or Stamina damage (chosen 
  by the player), and heals 1 hp less than he normally 
  would. No ability score damage is healed when sleeping 
  in armor. 
   
  Sleeping in light armor causes the same penalties 
  unless a Fortitude save (DC 10 + AC bonus) is 
  successful. 
   
  Optional Rule:  Pull Strength 
   
  All bows have a pull strength, which determines the 
  maximum Strength bonus of the bow when calculating 
  damage.  A character cannot use a bow whose pull 
  strength exceeds his or her Strength bonus, or even 
  string a bow whose pull strength is 2 or more than the 
  character’s Strength bonus.  
   
  Provisions 
   
  Characters, their followers, and their animals, all require 
  a measure of food and water on a daily basis. A human 
  adult (or similar creature) requires half a gallon of water 
  and one pound of food each day. A smaller creature 
  (such as a halfling) required three-quarters this amount, 
  
  5 
   
  and a large creature (for instance, a horse) requires 1½ 
  times this amount. Other creatures require more or less 
  food and water as is proportional to their sizes. 
   
  A creature that fails to consume enough food can last for 
  a number of days equal to its Stamina bonus (if any) 
  plus its Hit Dice before negative effects set in. 
  Thereafter, it must make a Fortitude save each day (DC 
  10) or take 1 point of temporary Stamina damage, which 
  cannot be healed until the creature has eaten at least 
  one day’s worth of food. Moreover, for each day the 
  character must roll the Fortitude save, he or she suffers 
  a cumulative –1d penalty on the dice chain to all checks, 
  saves, and attack rolls. These negative effects continue 
  until the character eats at least one pound of food.  
   
  Failure to consume enough water (or similar liquid) 
  causes double these consequences – a cumulative –2d 
  penalty to all checks, saves, and attack rolls, as well as 2 
  points of temporary Stamina damage each day the 
  Fortitude save failed. These penalties are removed at 
  the same rate they are initially accrued once a daily 
  allotment of water is consumed. Penalties for lack of 
  water begin immediately on the day after failure to 
  consume enough water. 
   
  Penalties for lack of food and lack of water stack. 
   
  If the judge so desires, bonuses can be given to 
  Fortitude saves due to lack of provisions if some portion 
  of food and/or water is available. Likewise, penalties for 
  excessive activity can be assigned. 
   
  Sleep & Lack Thereof 
   
  Generally, a character must have 8 hours of rest 
  (including 6 hours of sleep) each day to be in top form. If 
  a character fails to get enough sleep, the judge may 
  assign penalties to his or her actions. 
   
  After 24 hours awake, a character must roll a Will or Fort 
  save (DC 10) whenever conditions conducive to sleep 
  present themselves (including while keeping watch). 
  Failure means that the character falls asleep for 1d6 
  hours (or until awakened). 
   
  After 48 hours awake, the save DC is increased to 20, 
  and the period of sleep is 2d6 hours. 
   
  After 72 hours awake, the save DC is increased to 30, 
  and the period of sleep is 4d6 hours. 
   
  Every additional 24 hours increases the DC by +10, and 
  increases the period of sleep by +1 hour. 
   
  Surprise, Dogs, and Luring 
   
  One of the reasons adventurers sometimes bring dogs 
  with them is that dogs have an excellent sense of smell, 
  allowing an adventuring group access to a better chance 
  to notice creatures sneaking up on them (and therefore a 
  smaller chance of being surprised). 
   
  Of course, humanoids and some other creatures might 
  keep dogs or other guard animals for the same purpose. 
   
  Sometimes a creature intentionally calls attention to 
  itself. This is called luring, and occurs in one of three 
  basic ways: 
   
  1. The creature pretends that its condition is different 
  than what it actually is. Like a killdeer, it might pretend to 
  be wounded to draw predators away from its nest. Or it 
  might pretend to be wounded to draw scavengers in as 
  prey. 
   
  2. The creature pretends to be something other than 
  what it is. An anglerfish has a glowing lure that draws in 
  other fish, seemingly offering them an opportunity to eat. 
  Some monsters pretend to be something other than 
  what they are with similar purpose.  
   
  3. The creature is bait for an ambush. Three orcs argue 
  loudly in the corridor to act as a lure for the adventurers 
  they know are in their caverns. Hidden nearby, though, 
  are a dozen alert orc warriors, waiting for a chance to 
  strike at anyone attracted by the bait. 
   
  Just as monsters may use guard animals, adventurers 
  may use a loud noise as bait to draw them from their lair, 
  and to keep attention focused on the obvious characters. 
  Meanwhile, the thief is poised for a sneak attack.... 
  Table: Combat Modes 
  Combat Mode 
  Description 
  Effects 
  Accurate 
  You seek to hit at all costs. 
  All skill ranks go to the attack roll. 
  Aggressive 
  You seek to cause serious damage with each 
  hit. 
  All skill ranks go to damage. 
  Brutal 
  You seek to inflict massive damage with each 
  stroke. 
  ½ skill ranks go to damage, but weapon’s threat range is increased by 
  1 per 4 ranks remaining (or portion thereof). 
  Defensive 
  You seek to protect yourself as much as you 
  seek to strike your foe. 
  ½ skill ranks go to Armour Class, ½ skill ranks go to attack. 
  Fully Defensive 
  You seek to protect yourself at all costs. 
  All skill ranks go to Armour Class. 
  Standard 
  You seek to make a balanced attack. 
  ½ skill ranks goes to attack roll, ½ skill ranks goes to damage. 
  
  6 
   
  Wise players will not assume 
  that things are always as they 
  seem. The wisest players will 
  utilize the tricks of the enemy 
  against them, drawing 
  creatures into ambushes or 
  areas where they can be 
  combated more effectively! 
  Rather than discouraging 
  such attempts, the judge 
  should actively encourage the 
  PCs in these endeavors. 
   
  Optional Rule: Battle Fatigue and 
  Respite 
   
  Any creature can perform strenuous activity, including 
  combat, for a number of rounds equal to its Stamina 
  score without concern. However, each round a creature 
  continues beyond that amount can rapidly tire it out. 
  Once the Stamina score buffer has run out, a creature 
  takes nonlethal (subdual) damage equal to the number 
  of additional rounds it’s fought (1 on the first round, 2 on 
  the second round, 3 on the third round, and so on). 
   
  If a creature doesn’t use its Action Dice for 1 round, it is 
  called a respite. After a respite, the creature can once 
  more perform strenuous activity for a number of rounds 
  equal to its Stamina score before you taking subdual 
  damage from fatigue. A respite does not cause subdual 
  damage already taken due to fatigue to automatically 
  heal (this takes a full turn of resting). A creature can take 
  a respite if while holding an action, so long as the action 
  is not used within that round. 
   
  Characters may also add their level to their AC while 
  taking a respite. 
   
  Respites give opportunities for witty banter – and even 
  negotiations – while both sides of a combat catch their 
  breath. The need for a respite is part of what makes 
  mobs so dangerous…and also creatures like undead 
  and constructs, which are immune to fatigue and do not 
  need to rest. 
   
  “Cover Me!” 
   
  Even a half-decent archer can provide suppressive fire. 
  This uses all of the character’s Action Dice during a 
  given round. However, the character gains a free attack 
  whenever an opponent in range attempts to move or fire 
  a missile weapon, to a maximum of 1 free attack per 
  level. 
   
  These free attacks are made using 1d16, but targeted 
  opponents suffers a –2 penalty to their own attack rolls 
  as a result, whether the archer hits or not.  
   
   
   
  Getting the Drop 
   
  In some cases, one character can “get the drop” on one 
  or more characters. Getting the drop essentially means 
  that the character is threatened by a weapon, which the 
  threatening character can use before the threatened 
  character can react.  
   
  A character can get the drop on another by having a 
  readied missile weapon, holding a dagger to a throat, or 
  any number of other means. It is even possible to get the 
  drop on a character using unarmed attacks. 
   
  The judge determines whether or not a creature has the 
  drop on another creature. 
   
  A character that has the drop on another creature may 
  make a free attack with a +4 bonus on the attack roll and 
  an extended critical range equal to half his level or Hit 
  Dice, rounded down. 
   
  The longer a character has the drop, the harder it is to 
  maintain. The drop may be retained for three rounds 
  without difficulty, but every round thereafter, the 
  defender may test the character with the drop, using a 
  Reflexes save or a Personality check to do so. The 
  defender gains a +1d bonus to this check for every three 
  rounds (or portion thereof) the drop is held past the first 
  three rounds.  
   
  The character with the drop makes an opposing Will 
  save. If the defender wins by 5 or more, he negates the 
  other character’s drop as a Reaction. If the defender fails 
  by 5 or more, it is as though the drop were just gained – 
  it is automatically maintained for three rounds, and any 
  bonus the defender gains for the time the drop is held 
  must begin anew. 
   
  The character with the drop may simply attack the 
  defender when tested instead of trying to maintain the 
  drop. If he does so, he gains the benefit of +4 extra 
  damage, but loses the +4 bonus to his attack roll and 
  loses the added crit range. Of course, if he wins the test, 
  the character with the drop may make an attack 
  immediately thereafter with all the benefits of the drop. 
   
  This mechanic may be used for a number of reasons: 
   
  When a character is hunting from a blind, he may now 
  potentially take down a game animal in a single shot 
  regardless of its Hit Dice. Indeed, a good enough archer 
  could potentially slay a dragon in this manner. 
   
  The drop can be used to sneak up on and eliminate 
  guards before they can cry out, if the attacker can 
  manage to achieve surprise. 
   
   
   
  The drop can be used to initiate dialogues within 
  adventures, either because the PCs get the drop on 
  
  7 
   
  NPCs, or vice versa. A break in hostilities can lead to 
  negotiation, dropped clues, or even exchanged taunts or 
  witticisms, in the best tradition of film and television. 
   
  The drop can be used to allow for the capture of 
  opponents. 
   
  The drop can be used to hold someone hostage, 
  allowing for escape. Again, while this might mean that a 
  villain survives to bedevil the PCs, it might also mean 
  that the PCs survive by taking the orc chieftain hostage. 
   
  Living Spells 
   
  A living spell is aware of its own existence. It either 
  wants to be cast, or resists being cast. Most living spells 
  want to be cast. 
   
  Spells that Wish to be Cast: If a scroll containing a living 
  spell is examined by someone capable of casting the 
  spell, that being must make a Will save (DC 15 + spell 
  level) or immediately cast the spell. 
   
  Spells that Resist Casting: If a character attempts to cast 
  a living spell on a scroll, he must make a Will save (DC 
  15 + spell level) or the spell is cast at a -1d penalty on 
  the dice chain per spell level. 
   
   “You’ve got...something...over 
  there....” 
   
  The most disturbing changes which can occur when 
  travelling to a new worlds are to the character’s basic 
  form. PCs may discover that they have new sensory 
  organs unique to the new world (sometimes 
  inconveniently located), extra arms growing out of their 
  backs, and so on. 
   
  This is especially appropriate when the means to get to 
  the new world involves magic, or involves forming a new 
  body on the planet upon arrival. 
   
  In general, these changes should apply only while upon 
  the planet....unless you have encountered a post-
  apocalyptic, mutation-causing, radioactive wasteland (in 
  which case, getting to a safer location should become 
  first priority). 
   
  Players are encouraged to role-play their reactions, and 
  to make use of whatever the judge throws their way. 
  Doing so is part of the fun. When your characters go 
  home, after all, the changes usually go away. Even 
  those that do not are probably subject to magical 
  correction. 
   
  (Be aware, too, that creatures visiting your character’s 
  world from another planet or plane might look entirely 
  different –and have different abilities – when at home!) 
  
  8 
   
   
  On the islands of Komodo, 
  Twixt Java and Timor, 
  Deer and men both tremble 
  When they hear the Dragon’s roar. 
   
  No wings grace Her pebbly back, 
  Nor does She mount the sky, 
  But slowly walks across the ground 
  Head swinging side to side. 
   
  Her forked tongue flicks yellow bright 
  And tastes the balmy air. 
  The wild water buffalo sooner flees 
  Than face Her baleful stare. 
   
  Hooves slip silent cross the stones 
  And once-proud heads held low 
  When antlered stag or horned goat 
  Comes thirsting to water’s flow. 
   
  With staccato thunder of Her feet, 
  Strikes the land crocodile. 
  Pestilence drips off dagger teeth 
  Gleaming in Her smile. 
   
  When the stars alight like burning ice 
  Komodo’s dread Mistress tires; 
  She rests Her head on golden sand 
  And dreams of breathing fire. 
   
  The Dragon 
   
  
  9 
   
   
  Pentarde’s Cave 
   
  This is the first RPG submission I ever made. Behold it now, in all of its questionable glory.  
   
  Note that the editor’s remarks are still available for all to see!  
   
  And, yes, it is clear that I was a bastard of a DM even in the 90s….. 
  
  10 
   
  Bishop -
  2 
  Pentarde's Cave 
  Adventure Background 
  Myron ("the Great") is an intelligent and cunning, but lazy, 
  doppleganger. One day, while searching for an area to spend t he night, he 
  stumbled upon t he small cave system outlined below. 
  Although it was too 
  dangerous to keep as a lair, the doppleganger realized that t he natural 
  denizens could make short work of the average group of adventurers, most often 
  ending up with the party alive but unconscious. This was perfect for Myron, 
  who could recover the bodies for food, and even keep bound "guests" alive for 
  ~ 
  later di ning. 
  He is too clever to ransom characters , as t hey might spread 
  ~~«:! word about him or return to attack him. 
  Either way, his source of easy food 
  (}>~~~ \~ would be cut off. 
  Myron believes he has found the perfect home. 
  \°t' ~ Myron has taken to camping out in a waterproofed burlap tent on a trail 
  fl-~~~; that passes close by the cave. 
  When he senses a group approaching with his 
  a.V'I> 
  v>~ -
  ESP power, Myron takes the form of a small, slender woman with hypnotic black 
  eyes. 
  Long, wild black hair cascades over her shoulders, framing a young, 
  perfectly-featured face. The "cover" wears well-worn leather trousers. a 
  plain loose-fitting shirt, a leather pack, high boots, and a wide belt. A 
  short sword is sheathed at her side. In the guise of the "cover", Myron 
  claims to be named Catarrhina Pentarde. 
  In actuality, only t he pack is real. The other equipment consists of 
  extensions of t he doppleganger's body. 
  Within t he pack, Myron keeps four 
  wineskins (in case he is struck by a cave fisher) and his treasures : 
  six 
  gems, worth 100 gp (x 3), 50 gp, and 10 gp (x 2), a potion of treasure 
  
  11 
   
  Bishop -
  3 
  Pentarde's Cave 
  finding, a scroll of protection from poison, and an eversmoking bottle. 
  If characters search in the area around Myron's camp, they will discover 
  the remains of the creature's previous victims not far off the trail. Myron 
  has lazily left the bodies close to his camp, but they are not along the way 
  to the cavern. Only characters who search in this area will receive this 
  clue, and then only on a 1 in 6 chance. 
  Myron's Story 
  Read or paraphrase the following story to the players. 
  Remember that Myron 
  will be using his ESP ability to evaluate the character's belief as he goes 
  on. 
  Feel free to alter the story as you go, stringing the players along as 
  best you can. 
  Remember also that Myron has told these lies many, many times . 
  They fall easily from his tongue. 
  (see boxed text on next page) 
  
  12 
   
  Bishop -
  4 
  Pentarde's Cave 
  "Greetings and well met, fellow adventurers. 
  I am Catarrhina 
  Pentarde, late of Hornburg (or any nearby town in your campaign world). 
  Who are you, and ~ 
  you seek challenge? 
  "There is a cave that I have found, not more than a half hour from 
  this spot. 
  I tried to explore it, but it took three of my companions and 
  I escaped with naught but my life. Yet, I believe there are many riches 
  to be extracted from the cave and its inhabitants. If nothing else, 
  three magical swords, carried by my companions, lie within. If you will 
  help me defeat the creatures dwelling therein, two of the swords will be 
  yourL»tPls~ -
  "You ask what must be fought? 
  That I do not know fully, for I was 
  at the rear of the party, but what I did see were bats and goblins. It 
  was goblins that did my companions in." 
  Accuracy of Duplication 
  Myron has only a 90% chance of accurately duplicating any person . 
  In 
  this adventure, Myron will sometimes let parts of his "cover" slip. This 
  should be rolled for once on the way to the cave and once at the cave. 
  If Myron's cover slips, characters may notice that a white streak 
  appears in Catarrhina's hair, or that her eye color bas changed. 
  Myron may 
  allow a patch of grey skin to show through. 
  As he will be using his ESP to 
  monitor the characters, and as this has happened before, Myron will have his 
  
  13 
   
  Bishop -
  5 
  Pentarde's Cave 
  lie prepared. 
  He claims to be horribly disfigured from a fire, and says he is 
  wearing a hat of disguise to hide this fact. If called upon to prove it, he 
  will use his natural talents to reveal a scarred Catarrhina wearing a hat. 
  Myron "the Great" 
  INT 13; AL NE: AC 5; MV 9; HD 4; hp 15 (as 4th-level thief); THACO 17; 
  gAT 1; Dmg 1-12; SA backstab (+4 to hit, x 2 dmg); SD immune to sleep and 
  charm, save as 10th-level fighter; MR nil; SZ M; ML 13; XP 1,400; Monstrous 
  Manual, p. 60. 
  In addition to the standard abilities of all dopplegangers, 
  Myron has the abilities of a 4th-level thief, including THACO: 
  Pick Pockets: 
  25% 
  Open Locks: 
  10% 
  Find/Remove Traps: 
  15% 
  Move Silently: 
  60% 
  Pentarde's Cave 
  Hide in Shadows: 
  55% 
  Detect Noise: 
  15% 
  Climb Walls: 
  60% 
  Read Languages: 
  0% 
  This cave is entered through a narrow crack, like an upside-down V, at 
  the bottom of a cliff. The crack is about 3' wide at the base, making it 
  difficult for an armored human to enter. Armored humans require a Dexterity 
  check at -6 to avoid becoming stuck. If this check fails, they may be subject 
  
  14 
   
  Bishop -
  6 
  Pentarde's Cave 
  to creature's attacks at a -2 penalty to AC and with no Dexterity or shield 
  bonuses to Armor Class. A stuck character can attack with any weapon already 
  in his hand, unless it is a size Large weapon, at a -4 penalty. 
  In order to get free, the character must roll ld20 and add it to his 
  Strength. If the total is 30 or greater, or if characters with a combined 
  Strength of 40+ push and/or pull him out, the character can be freed. 
  Up to 
  three creatures can try this (one on each leg and. one from the other side). 
  Note that if a character's companions pull on one side, while a creature pulls 
  on the other, the creature's STR is added to the STR needed to pull the 
  character free. If a character remains stuck for 4 rounds, ld6 huge 
  centipedes from the main cavern will arrive to investigate {and attack) the 
  hapless character: 
  Huge Centipedes (ld6): INTO; AL N; AC 9; MV 21; HD 1 hp; hp 1 each; 
  THACO 20; UAT 1; Dmg O; SA poison immobilizes victim for ld6 hours; MR nil; SZ 
  T; ML 5-7; XP 35 each; Monstrous Manual p. 42. 
  There is a +4 bonus to saving throws versus these centipedes' poison. 
  The centipedes make their saving throws at 
  -2. 
  1. Tunnel: 
  Beyond the crevice is a shaft sloping downward at a 5° angle for 
  nearly 20'. This tunnel is exactly the same dimensjons as the crevice, so 
  armored characters must check against getting stuck every 5'. All humans, 
  
  15 
   
  Bishop -
  7 
  Pentarde's Cave 
  elves, and half-elves attack at -2 to hit and gain no DEX or shield bonus to 
  AC in this tunnel. The smell of guano comes from the tunnel, and is very 
  strong, but is not yet overpowering. 
  2. Main Chamber: At the end of the tunnel, the shaft opens into the main 
  cavern, fully 40' wide and 60' deep. 
  The rough, uneven walls come to a 
  natural vault some 70' overhead, and the cavern floor is 15' below (ld6 
  falling damage to anyone who enters without looking first). 
  The floor is 
  covered in heaps and mounds of old bat guano that help soften the fall. In 
  turn, the guano is crawling with insects. Tiny hunting spiders (which are not 
  dangerous) run here and there, feeding off creatures sustained by the guano. 
  The stench of the guano is overpowering, and requires a single 
  Constitution Check to remain conscious. Characters who fail this check pass 
  out, and must be taken to fresh air to recover (recovery takes ld4 turns). 
  Also found hunting the insects, spiders, and even occasional mice, are 
  2d20 huge centipedes (see Area 1, above, for statistics). These creatures 
  will be more than willing, to attack any character who enters the guano piles, 
  and are fearless. 
  The walls and ceiling are home to the cavern's most populous residents, 
  approximately 80 common bats. They enter the cavern through a second shaft 
  near the ceiling, invisible from the floor. This shaft runs upward 40' at a 
  35° angle, eventually exiting the cliff face about 20' above the ground. The 
  exit is near a small ledge, to which several bushes cling, making it difficult 
  to spot from the ground. 
  The bats will swarm around and fly into things if a 
  
  16 
   
  Bishop -
  8 
  Pentarde's Cave 
  strong light source is brought into the cavern; this is 80% likely to put out 
  torches each round and causes characters to suffer a -2 penalty to hit. Spell 
  casters must roll a Wisdom Check each round to cast their spells (a failed 
  check means the spell is ruined, and is lost). 
  Common Bats (80) INT 1; AL N; AC 8; MV 1 fl 24 (B); HD 1-2 hp; hp 2 (x 
  38), 1 (x 42); THACO 20; #AT l; Dmg l; SA see above; SD AC 4 when flying; MR 
  nil; SZ T; ML 2-4; XP 15 each; Monstrous Manual, p. 15. 
  3. 
  Ledges: 
  When the bats become riled, the most dangerous inhabitants of the 
  cavern become active. These are three cave fishers living on isolated ledges 
  near the top of the cavern (each is approximately 65' to 75' above the cavern 
  floor, as shown on the diagram) . 
  They will spend one round withdrawing their 
  filaments (which are spread in the upper reaches of the cavern), and then 
  shoot them as a 6HD monster (THACO 15) . The monsters can pull a weight of up 
  to 400 pounds at a rate of 15 feet per round. 
  The strands have a Strength of 
  18/00 each and can be cut only by +1 or better weapons. 
  The adhesion can only 
  be dissolved using a liquid with a strong alcohol content (such as the cave 
  fishers' blood). 
  Cave Fishers (3): 
  INT 3; AL N; AC 4; MV l; HD 3; hp 15, 12, 10; THACO 
  17 (or 15, see above); OAT 2; Dmg 2-8/2-8; SA adhesive trapline; MR nil; sz M; 
  ML 12; XP 175 each; Monstrous Manual, p. 40. 
  
  17 
   
  Bishop -
  9 
  Pentarde's Cave 
  These cave fishers have attacked mostly bats. centipedes. rats. and 
  mice. and their ledges are strewn with the remains of these creatures, bonded 
  to the rock of the ledge. 
  One of the creatures once had the good fortune to 
  7 ,, 
  catch a young b.uman male, a one-time "companion" of Myron's. 
  His remains are 
  also glued to the ledge. Characters who work hard can pry away the boy's 
  bronze dagger (with an ivory handle, worth 60 gp) and 5 sp. The coins are 
  exceedingly difficult to remove considering their value. 
  Alcohol will 
  dissolve the adhesion, making the remains and treasure easier to remove. 
  If the boy's remains are moved, at least part of Myron's story is 
  validated: he was carrying a magical short sword +2, which his body covers. 
  Dr~~~&-l~~ 
  Concluding the Adventure 
  The cave fisher's filaments are valuable if sold either to a rope maker 
  or a thieves' guild. A rope maker will pay approximately 25 gp worth of trade 
  goods for each filament. 
  The thieve•s guild is willing to pay up to ten times 
  that amount, if the seller has remained relatively selective i n where he 
  announced his "find", and will pay in coin. Thieves do not wish to be 
  conspicuous by purchasing from a "loud" source. 
  In this case, they are likely 
  to just steal the goods. 
  And, of course, thieves are slightly harder to 
  contact than rope makers. 
  If both the characters and Myron survive, the doppleganger may return in 
  another guise to vex the characters' lives. 
  Perhaps he will attempt to take a 
  character's place while she is out adventuring, and will claim that the 
  
  18 
   
  Bishop -
  10 
  Pentarde's Cave 
  character is a duplic~te when she returns . 
  If Myron never gets the opportunity to attack the characters {i.e., if 
  they breeze through this adventure), he may continue with them as Catarrhina, 
  especially if they are rich. As soon as he can steal a sack of gold and 
  escape, he will do so. 
  
  19 
   
  ~-Q) 
  , 
  .. 
  , 
  ® 
  @\, 
  -,-op 
  V1£W 
  (t>oHt.e \\"e~ 
  i"~1c .. ~ \e~0
  es.) 
  Side. 
  \Ji~w 
  (Fro.,.,.. ~e wl?.S t-) 
  tJ 
  vJ+E 
  5 
  Pentarde•s cave 
  Maps & Diagrams 
  0 = 5 f'ce \-
  
  20 
   
   
   
  Time passes, and time leaves ghosts, 
  ghosts came when the asteroids cooled in early seas. 
  Ghosts swirled the soup with ladles of molten ice, 
  shifting carbon and hydrogen, oxygen and nitrogen 
  until single-celled life emerged and matured, 
  worms and bony fish and plated amphibians. 
  There are sea-ghosts of squids and lung fish. 
  Chambered nautiluses drift like spectres. 
  Forests remember change, distant shaking, 
  the tread of narrow-eyed, knob scaled kangaroos 
  and scurrying, egg-stealing mammals, 
  the meek would one day rule the world – 
  world rulers can be meek no more. 
  The skies remembered the asteroids. 
  The dinosaurs sprouted feathers 
  and remembered the skies. 
  Ghosts 
   
  
  21 
   
   
  Great Michuval, the Angel of War, appears as a tall, muscular man, with dark hair flowing in an inky mane.  He wields 
  a flaming sword in two of his four arms, and his four great wings are feathered with bronze.  His skin, as supple as 
  silk, nonetheless gleams as though made of metal.  Michuval is a Champion on the Celestial Realms, and Knight 
  Commander of a cohort of angels.  He is a slayer of demons, dragons, and giants.  He expects those who would seek 
  him as a patron to exhibit valour in battle and cunning in the art of war. 
    
  The ceremony to bond with Michuval must be cast upon a battlefield where large-scale combat has taken place, or a 
  place where a dragon, demon, or giant was slain. 
  Invoke Patron check results: 
    
  12-13 
  The Celestial Realms help best those who best help themselves.  Michuval expects the caster to resolve his 
  own problems, but the Angel of War will lend some strength to the caster’s arm – the caster gains a +2 bonus 
  to Strength until the current encounter is resolved. 
  14-17 
  The caster must still solve his own problems, but the Heavens will send greater aid.  For the next CL x 10 
  minutes, the caster’s primary weapon strikes as a magic weapon, granting the caster an additional +1 to hit 
  and damage.  The weapon glints and gleams while wielded, announcing to all who can see the celestial en-
  ergies it is channelling.  Used by anyone else, the weapon is completely ordinary. 
  18-19 
  Armour of Heaven.  The caster’s skin takes on a metallic sheen, giving him a bonus of +4 to his Armour 
  Class.  In addition, he takes only half damage from the physical attacks of Chaotic creatures whose Hit Dice 
  are equal to, or below, his character level.  This celestial armour lasts CL minutes. 
  20-23 
  Scion of Battle.  As 18-19, above, plus Michuval lends great strength to the caster’s arm, resulting in a +1d7 
  bonus to Strength that lasts for CL minutes.  During this time, the caster’s physical attacks are treated as 
  though they came from magical weapons. 
  24-27 
  Flaming Blade.  The caster’s primary weapon bursts into flame, doing no harm to the caster or the weapon, 
  but inflicting an additional 1d6 points of damage with each strike and setting flammable materials on fire un-
  less a DC 15 Reflex save is made.  While flaming, the weapon strikes creatures as though it were magical.  
  The weapon remains aflame until the caster desires it to stop, until it is sheathed, or until CL minutes pass 
  (whichever comes first). 
  28-29 
  Rallying Call.  A great trumpet is heard from the heavens (or echoing in the deep, as appropriate), rallying the 
  caster’s allies and dismaying his foes.  All the caster’s allies within 100’ have their morale restored (if it was 
  lost), and further fight with a +2 bonus to attack rolls and damage for CL minutes.  In addition, all of the cast-
  er’s foes within 100’ must succeed in a DC 15 morale check or flee the battle, running for at least CL rounds 
  before being able to rally.  Foes that succeed in their morale check fight with a –2 penalty to attack rolls and 
  damage (minimum 0 damage) due to their shaken state. 
  30-31 
  Champion of Heaven.  The caster glows with a celestial light, seeming to grow taller and stronger.  For CL 
  minutes, the caster gains a +4 bonus to AC, a +4 bonus to attack rolls, and does +1d7 damage with every 
  successful attack.  Against demons, dragons, and giants, his attacks do +2d7 in addition to the previous bo-
  nus damage.  In addition, the caster gains an extra Action Die (1d16) each round, that can only be spent on 
  an attack.  Every ally who can see the caster gains a +1 bonus to AC and a +2 bonus to hit and damage. 
  32+ 
  War Hosts of Heaven.  As 28-29, above, but 1d5 rounds later, CL war angels appear (outdoors, they swoop 
  from the heavens).  They remain until the current encounter is resolved, or until CL minutes have passed 
  (whichever is longer), and then depart.  War angel: Init +4; Atk +2 flaming longsword +10 melee (1d8+6 plus 
  1d6 fire + 1d4 against chaotic creatures); AC 20; HD 8d12; MV 40’ or fly 50’; Act 2d20; SP detect evil (+8 
  spell check), communicate via speech and telepathy, infravision, immune to weapons of less than +2 en-
  chantment or natural attacks from creatures of 5 HD or less, half-damage (from fire, acid, cold, electricity, 
  gas), can teleport back to native plane or any point on same plane, as long as not bound or otherwise sum-
  moned, critical hit on 18-20; SV Fort +8, Ref +10, Will +10; AL L. 
  Michuval, Angel of War 
   
  
  22 
   
  
  23 
   
   
   
   
   
  Patron Taint:  Michuval, Angel of War 
    
    
  When patron taint is indicated for Michuval, roll 1d6 on the table below.  When a caster has acquired all six taints at 
  all levels of effect, there is no need to continue rolling any more.  The caster also no longer needs to roll for corrup-
  tion. 
    
  Roll 
  Result 
  1 
  Violent Solutions:  Michuval exhorts the wizard toward martial exploits, at the cost of spells.  When this 
  patron taint is first rolled, the caster takes a –1 penalty to all spell checks.  When it is rolled a second time, 
  the penalty increases to –2.  When rolled a third time, the penalty increases to –4.  Ignore further rolls of 
  this taint. 
  2 
  Armoured by Heaven:  When this patron taint is rolled, the caster gains a permanent +1 bonus to AC, and 
  gains +1d4 bonus hit points.  The taint may be rolled three times, and the bonuses stack.  Ignore further 
  rolls of this taint. 
  3 
  Demonic Revenge:  A demon seeks his revenge on the Angel of War by removing his agent on the mortal 
  planes.  When this patron taint is rolled, a demon specifically targets the caster in some manner, and will 
  not rest until it is defeated or the caster is slain.  When this is first rolled, the demon is Type I.  When this is 
  rolled a second time, the demon is Type II.  When rolled a third time, roll 1d4+1 to determine the demon 
  type. 
  4 
  Against the Giants:  Michuval sends the caster on a mission to wipe out a nearby giant or enclave of gi-
  ants.  The distance the caster need travel is determined by the judge, with an average of 1 day for the first 
  taint, 1 week for the second, and 1 month for the third.  The giants being sought are hill giants for the first 
  taint, stone giants for the second, and have a 50% chance of either being frost or fire giants.  Once this taint 
  is rolled three times, ignore future rolls. 
  5 
  Against the Demons:  Michuval sends the caster on a mission to rid the mortal plane of some demon.  
  The distance the caster need travel is determined by the judge, with an average of 1 day for the first taint, 1 
  week for the second, and 1 month for the third.  The first time this taint is rolled, the demon is Type I.  The 
  second time, the demon is Type II.  The third time, roll 1d3+2 to determine the demon type.  Once this taint 
  is rolled three times, ignore future rolls. 
  6 
  Against the Dragons:  Michuval sends the caster on a mission to slay a dragon.  The distance the caster 
  need travel is determined by the judge, with an average of 1 week for the first taint, 1 month for the second, 
  and 6 months for the third.  Determine the size of the dragon by using the chart on page 406 of the core 
  rulebook.  When this patron taint is first rolled, use 1d4 to determine the dragon size.  When it is rolled a 
  second time, use 1d8.  When it is rolled a third time, use 1d16.  Once this taint is rolled three times, ignore 
  future rolls. 
  Patron Spells:  Michuval, Angel of War 
    
  Michuval grants three unique spells, as follows: 
    
  Level 1:  Celestial armour. 
  Level 2:  Celestial weapon. 
  Level 3:  Summon the Hosts of Heaven. 
  
  24 
   
   
  Spellburn:  Michuval, Angel of War 
    
    
   
   
  When a caster utilizes spellburn, roll 1d4 on the table below, or build off the ideas presented therein to 
  create an event specific to your home campaign. 
    
    
  Roll 
  Spellburn Result 
  1 
  Somewhere across the mortal planes, another of Michuval’s agents is in fierce combat with a 
  demon.  The caster experiences part of this battle, lending his essence to the contest, ena-
  bling the mortal to win.  This is expressed as Strength, Agility, or Stamina loss. 
  2 
  The caster begins to loudly sing a chorus of the heavens, a war chant of the celestial realm.  
  He continues to do so for 10 minutes after the spell is cast.  The result is Strength or Stamina 
  loss. 
  3 
  Michuval grants up to 10 points of spellburn at no cost now, but the caster owes the Angel of 
  War a favour, which Michuval will collect…no doubt, there is a demon, a giant, or a dragon 
  that must somewhere be slain.  The Hit Dice of said monster(s) is equal to the spellburn 
  granted. 
  4 
  Somewhere across the mortal planes, another of Michuval’s agents is in fierce combat with a 
  demon.  The caster experiences part of this battle, lending his essence to the contest, but un-
  fortunately it is not enough, and the demon wins.  This is expressed as Strength, Agility, or 
  Stamina loss, but the caster only gains one point of spellburn per two points spent. 
  
  25 
   
  The Lakashi tribesmen are a human group, loosely 
  based on Native American (Midwestern) and Celtic 
  traditions, which appeared in my 3rd Edition campaign.  
  They are matriarchal, and worship their ancestors and 
  the Beast Lords.  Every Lakashi tribe is named for a 
  local animal type (i.e., Bear, Heron, Otter, Wolf), whose 
  Beast Lord they especially revere, and whose traits they 
  seek to emulate. 
   
  General 
   
  The Lakashi worship their ancestors and the Beast 
  Lords. Each tribe or clan has one Beast Lord in 
  particular that they worship, and strive to emulate. 
  However, the Lakashi also sometimes seek a more 
  personal relationship with their ancestors, the Beast 
  Lords, and other nature spirits. To this end, the Lakashi 
  sometimes engage in vision quests. 
   
  Vision Quest 
   
  A character on a vision quest goes into a secluded area 
  of the wilderness, where she must fast until either a 
  totem spirit appears, or she gives up the quest. Normal 
  animals and spirit creatures will not harm the character, 
  though humanoids and monstrous creatures may.  Each 
  day of fasting, the character is allowed to a Personality 
  check. The DC for this check is 25 on the first day, but 
  each subsequent day of fasting lowers the check by 1.  
   
  Spirits attracted to the character while on a vision quest 
  are random, but a character can reject spirits until she 
  gains one that she finds acceptable, or fails in her vision 
  quest. 
   
  The normal rules for starvation apply during vision 
  quests.  
   
  Although a character can only have one totem spirit at a 
  time, she may opt to go on another vision quest to 
  change her totem spirit at any time. Typically, as 
  characters rise in power, they are able to draw the 
  attention of more powerful totem spirits. 
   
   
   
   
   
  Totem Spirits 
   
  Use the following chart to determine what totem spirits 
  are drawn to a character on a successful vision quest. 
  When rolling on the totem spirit chart, add +1 to the roll 
  for every day spent on the vision quest. The more 
  powerful totem spirits are attracted to those who remain 
  on their vision quests the longest. The character’s 
  Personality modifier also applies. 
   
  The Lakashi are matriarchal, and female characters gain 
  an additional +5 on this roll.   
   
  All bonuses are lost if the totem spirit is abandoned. 
  Totem abilities are supernatural in nature. 
   
  Sacred Bundles 
   
  Once a Lakashi has completed a successful vision 
  quest, he may begin to collect items to keep in a sacred 
  bundle.  Anything may be found in a sacred bundle – 
  animal horn, talon, claws, pebbles, bits of fir, seed 
  cones, feathers, etc.  A sacred bundle is a minor magical 
  item that costs the character creating it 5 XP. Once the 
  character has begun to collect a sacred bundle, he may 
  spend additional XP to make the bundle more powerful. 
  These XP spent cannot reduce a character’s level, but 
  they must be replaced before attaining new levels. 
   
  A sacred bundle allows the owner a bonus to any one 
  die roll, once per day. At its basic level, a sacred bundle 
  adds a +1 bonus. However, every time the XP spent on 
  the sacred bundle is doubled (10 XP, 20 XP, 40 XP, 80 
  XP, and 160 XP) the bonus increases by +1 or by one 
  additional use per day. No sacred bundle can hold more 
  than 160 XP unless it is otherwise enchanted. 
   
  Sacred bundles are personal items; a sacred bundle 
  made for one character cannot be used by another. Of 
  course, sacred bundles created with exotic contents may 
  be suitable for other enchantments. 
   
   
   
   
   
   
   
  Totem Spirits of the 
  Lakashi 
  
  26 
   
  Note on the Table 
   
  Dungeon Crawl Classics doesn’t use skills, so 
  the Effects may differ considerably. Sometimes 
  what checks should be granted the bonus is 
  obvious; sometimes it is not. The judge has the 
  final say. 
   
  Dexterity should be considered Agility. 
  Constitution should be considered Stamina. 
  Charisma should be considered Personality. 
  Wisdom should be considered Luck. 
   
  Where Damage Resistance (DR) is granted, 
  that resistance affects both hit point and 
  attribute damage. 
   
  Non-Lakashi Vision Quests and 
  Sacred Bundles 
   
  Non-Lakashi characters may go on vision 
  quests and create sacred bundles if they are 
  instructed and helped along the way by a 
  Lakashi shaman. It is a DC 20 Personality 
  check to convince even a friendly Lakashi 
  shaman to provide this aid (although a Quest 
  may alter this). In addition, there are a number 
  of penalties and limitations involved: 
   
  • The DC to attract a spirit is increased by 5. 
   
  • The character has a –10 penalty when rolling 
  on the totem spirit chart.  Ancestral spirits 
  attracted are those of the character, not of the 
  Lakashi. 
   
  • The XP costs of sacred bundles are doubled, 
  so that it costs 10 XP to create a basic sacred 
  bundle. The maximum value of the sacred 
  bundle (160 XP) is unchanged, so non-Lakashi 
  spirit bundles can never be as strong as those 
  created by the Lakashi. 
  D20 Roll 
  Totem Spirit 
  Effect 
  1 or lower 
  Moss Spirit 
  Concentration +1 
  2 
  Flower Spirit 
  Innuendo +1 
  3 
  Grass Spirit 
  Listen +1 
  4 
  Pebble Spirit 
  Concentration +1 
  5 
  Mouse Spirit 
  Hide +1 
  6 
  Lizard Spirit 
  Spot +1 
  7 
  Rabbit Spirit 
  Jump +1 
  8 
  Hedgehog Spirit 
  +1 natural AC bonus 
  9 
  Bee Spirits 
  Intimidate +1 
  10 
  Toad Spirit 
  Concentration +2 
  11 
  Forgotten Ancestor 
  +2 bonus to any one skill 
  12 
  Sparrow Bird Spirit 
  Gather Information +2 
  13 
  Stream Spirit 
  Swimming +1 
  14 
  Cat Spirit 
  Ref Save +1 
  15 
  Swan Bird Spirit 
  Fort Save +1 
  16 
  Loon Bird Spirit 
  Will Save +1 
  17 
  Heron Bird Spirit 
  +1 Dexterity 
  18 
  Fox Spirit 
  +1 Wisdom 
  19 
  Otter Spirit 
  +1 Charisma 
  20 
  Birch Tree Spirit 
  +1 Constitution 
  21 
  Minor Ancestor 
  +4 bonus to any one skill 
  22 
  Dog Spirit 
  Animal Empathy +2 
  23 
  Skunk Spirit 
  Intimidate +4 
  24 
  Elm Tree Spirit 
  +1 hit point 
  25 
  Badger Spirit 
  +2 hit points 
  26 
  Horse Spirit 
  Ride +4 
  27 
  Deer Spirit 
  Animal Empathy +4 
  28 
  Ancestor 
  +1 Charisma 
  29 
  Water Snake Spirit 
  Swimming +3 
  30 
  Turtle Spirit 
  +2 natural AC bonus 
  31 
  Stone Spirit 
  +3 hit points 
  32 
  Raven Bird Spirit 
  Bluff +3 
  33 
  Goat Spirit 
  Will Save +2 
  34 
  Pine Tree Spirit 
  Fort Save +1 
  35 
  Lynx Spirit 
  +4 hit points 
  36 
  Hawk Bird Spirit 
  Jump +5 
  37 
  River Spirit 
  Swimming +5 
  38 
  Hill Spirit 
  +5 hit points 
  39 
  Boar Spirit 
  Fort Save +2 
  40 
  Major Ancestor 
  +2 Charisma 
  41 
  Oak Tree Spirit 
  Fort save +3 
  42 
  Eagle Bird Spirit 
  Jump +10 
  43 
  Elk Spirit 
  Speed +15 ft 
  44 
  Wolf Spirit 
  Wilderness Lore +5 
  45 
  Viper Spirit 
  Poison DR 5 
  46 
  Bear Spirit 
  +1 Strength 
  47 
  Lake Spirit 
  Swimming +10 
  48 
  Forest Spirit 
  Animal Empathy +10 
  49 
  Air Spirit 
  +2 Dexterity 
  50 
  Fire Spirit 
  Fire DR 15 
  51 
  Water Spirit 
  Water breathing 
  52 
  Earth Spirit 
  +2 Strength 
  53+ 
  Tribal Mother 
  +3 Charisma 
  
  27 
   
  If you have picked up The Tribe of Ogg and the Gift of Suss 
  from the Mystic Bull Games website, you may have noticed 
  that the table for vine hazards got cut off during formatting. I 
  can fix that. 
   
  If you have not picked up The Tribe of Ogg and the Gift of 
  Suss, what are you waiting for? It’s free! It has over 60 pages 
  of content! Moreover, there is a rather larger “Easter egg” in 
  Cold Stone and Running Water, upcoming from Purple 
  Duck Games, relating to that adventure.  
   
   
  The Tribe of Ogg and the 
  Gift of Suss: Addendum 
   
  1d6 
  Vine Hazard 
  1 
  Ants:  The vines are hollow, and are home to a colony of stinging ants.  When the character has climbed 1d12 feet, the 
  vines come alive behind him, causing 1 point of damage to a random physical ability each round that the character remains 
  in the tree.  Further Climb checks are DC 20. 
  2 
  Thorns:  The vines have hidden thorns, which increase the difficulty of climbing to DC 15. 
  3 
  Poisonous Thorns:  The vines have hidden thorns, as above, but they also exude a paralytic poison.  The climber must 
  make a DC 5 Fort save for every 5’ climbed, or lose control of his muscles and fall.  Paralysis lasts 1d7 minutes. 
  4 
  Sticky Vines:  The vine oozes a sticky sap that may capture a creature climbing within them.  Every 5’, the climber must 
  make a Strength check.  This starts at DC 5, but the DC increases by 2 for every 5’ climbed, as the effects of the sap accu-
  mulate.  If the check fails, the climber is stuck in place, and the DC increases by 5 to get free.  Failure by 5 or more indi-
  cates that the climber cannot get free without help.  Tendrils from the vines then surround the climber and begin to digest 
  him, at a rate of 1 point of Stamina damage each hour. 
  5 
  Ribbon Snake:  A poisonous serpent hides among the vines.  It has a 5 in 6 chance of gaining surprise.  Init +4; Atk 1 bite 
  +2 melee (1 plus poison); AC 7; HD 1 hp; MV 30’; Act 1d20; SP poison (Fort DC 12 or die); SV Fort –4, Ref +3, Will +0; 
  AL N. 
  6 
  Vampiric Orchids:  The vine has needle-like tendrils that stab the character, requiring a DC 10 Fort save or the climber 
  becomes rigid, still holding onto the vine.  Pale orchids then surround the character, draining blood from him over the 
  course of 1d5 minutes.  If they drain for 1-4 minutes, the climber takes only 1 point of Stamina damage.  If they drain for 5 
  minutes, the character takes 2 points.  The flowers flush red, and the character is released 1d3 rounds after the flowers stop 
  draining, and is able to move normally.  Once a climber has fed the vampiric orchid, other orchids seem to know this, and 
  he has no more problems from them for the next 24 hours. 
  
  28 
   
  Background 
   
  A rift occurred in history, dividing our universe from that 
  of Toronto Crawl Classics. The year was 1974. The 
  incident was the publication of Dungeons & Dragons in 
  Lake Geneva, Wisconsin. In our world, millions benefited 
  from a harmless, and often educational, hobby. In the 
  world of Toronto Crawl Classics, though, Jack Chick 
  was right – the game released real magic into the world, 
  and it was not altogether benign. 
   
  Some say that the burst of technology which followed 
  was keyed to that magic. Some say that great occult 
  powers seeking to bargain with humanity aided 
  researchers seeking to understand the remains of a 
  crash in New Mexico. Whatever the truth may be, the 
  Toronto That Was knew technologies we do not, in part 
  resembling the future glimpsed in 80s cartoons, with 
  robots, energy weapons, and other devices, some of 
  which still function. 
   
  The cataclysm came with a great display in the heavens. 
  The world shook. Buildings fell. Stars reeled in their 
  courses. Many people simply…disappeared, never to be 
  seen again. Creatures from mythology, nightmare, and 
  storybooks began to appear. It was as though the 
  boundary between the real world and the human 
  collective unconsciousness momentarily dissolved, 
  allowing things to seep through. 
   
  That was over two centuries ago. The campaign begins 
  in the Common Year 105 PC (Post Cataclysm), 
  sometimes known as 2220 AD based on the calendars 
  of the Ancients (although no one is certain if this is 
  accurate or not). The great technologies of the past are 
  a memory. Magic is real. Gods involve themselves in 
  worldly affairs. And, as always, people have adapted. 
   
   Characters 
   
  Fully 90% of playable inhabitants of villages and towns 
  in the immediate vicinity of Ruined Toronto (and 
  sometimes within the Ruins themselves) are human. The 
  other 10% are comprised of elves, dwarves, halflings, 
  and even stranger creatures. 
   
  Among humans, players may roll percentiles, or simply 
  choose, to determine descent. Players are encouraged 
  to roll 1d3 times – many people in Ruined Toronto are of 
  mixed heritage.  
   
  Roll 1d100: (01-07) English , (08-11) Chinese, (12-13) 
  Japanese, (14-18) Irish, (19-22) Scottish, (23-26) Indian, 
  (27-29) Italian, (30-32) Filipino, (33-35), German, (36-38) 
  French, (39-40) Polish, (41-42) Portuguese, (43-45) 
  Jamaican, (46-47) Jewish, or (48) Ukrainian, (49) 
  Russian, (50) Sri Lankan, (51) Spanish, (52) Greek, (53) 
  Korean, (54) Dutch, (55) Iranian, (56) Vietnamese, (57) 
  Pakistani, (58) Hungarian, (59) Guyanese, (60) Welsh, 
  (61) Afghan, (62) Arabic, (63) Barbadian, (64) 
  Bangladeshi, (65) Bulgarian, (66) Colombian, (67) 
  Croatian, (68) Ecuadorian, (69) Ethiopian, (70) 
  Grenadian, (71) Macedonian, (72) Mexican, (73) Nepali, 
  (74) Romanian, (75) Salvadoran, (76) Serbian, (77) 
  Somalian, (78) Tibetan, (79) Trinidadian, (80) 
  Vincentian, (81-82) Métis, (83) Inuit, (84) Algonquin, (85) 
  Anishinabeg, (86) Chippewa, (87) Delaware, (88) 
  Hiawatha, (89) Mohawk, (90) Cree, (91) Iroquois, (92) 
  Mattagami, (93) Mississaug, (94) Ojibway, (95) Oneida, 
  (96) Onondaga, (97) Saugeen, (98-99) other First 
  Nation, or (00) non-human. 
   
  In the event of non-human descent, roll 1d16: (1-5) 
  Elvish, (6-7) Halfling, (8) Goblinoid, (9-10) Bestial (roll 
  1d7: 1 Feline, 2 Canine, 3 Ursine, 4 Reptilian, 5 Piscine, 
  6 Cetacean, 7 Other), (11) Alien, (12-13) Faerie. (14-15) 
  Demonic,or (16) Other. Whether or not non-human 
  descent has any in-game statistical effect will be 
  determined by the judge on a case-by-case basis. Player 
  input is most definitely solicited! 
   
  Human characters may select from any of the human 
  classes in the Dungeon Crawl Classics core 
  rulebook (Cleric, Thief, Warrior, or Wizard). In addition, 
  they may choose from the following additional classes. 
  Note that this is an inclusive, not an exclusive list. If you 
  wish to play a Blood Witch  or a Paladin, I will help you 
  make that happen. You must have a copy of the class, 
  you must make sure that I have a copy of the class, and 
  I need the time to make sure it is reasonably “balanced” 
  with the core classes. 
   
  The most common human classes in Ruined Toronto, 
  apart from the standard four, are: Cyborg, Druid, Mad 
  Scientist, Monk, Petrol Head, Psychic Knight,  
  Scavenger, Skate Hero, Technologist, Technomancer, 
  Toronto Crawl Classics: 
  A Primer 
   
  
  29 
   
  and Witch. Alternate human classes from Mutant Crawl 
  Classics include: Sentinel, Shaman, Healer, and Rover. 
   
  (Some attempt was made to correlate diversity with Census 
  information, but the attempt was limited because the data 
  totalled more than 100%. You can absolutely choose 
  ethnicities not listed on the above chart!) 
   
  Non-Human Characters 
   
  If 90% of the playable characters in the environs of Ruined 
  Toronto are human, the other 10% are not. In addition to 
  the three core Demi-Humans in the DCC rulebook (Elf, 
  Dwarf, and Halfling), the following race-classes are 
  relatively common: 
   
  Faerie Animal (with a local species table specific to Ruined 
  Toronto), Gnome, Moktar, Mutant, Robot, Simian, Tiefling, 
  Warforged, and Zaria. Mutants, Manimals, and Plantients 
  from Mutant Crawl Classics are also to be found. I have 
  no problem with having an Umerican Survival 
  Guide  Mutant, a Hubris Mutant, and a Mutant Crawl 
  Classics Mutant in the same campaign. 
                                                                                  
  Ten percent of all non-humans (and therefore 1% of all 
  characters) are "exotics". This is your chance to play 
  an Avarian, a Ghost, a Kith, a Moon Dweller Psionicist, or 
  even a Scrappler. The same rules apply as with non-
  standard human classes - you need a copy, and I need a 
  copy. I will also need a chance to look it over. If it is 
  published for DCC the odds are extremely good that I have 
  a copy. 
   
  Dungeon Crawl Classics uses "Race as Class" for non-
  humans, but I have no problem with a player who wishes 
  (for example) a Dwarven Rune Priest.  
   
  Modifying Classes 
   
  Perhaps you are considering a Warrior who, like Conan, 
  can climb walls and locate traps. Perhaps you want a Thief 
  who, like the Gray Mouser, knows a bit of magic. Perhaps 
  you would rather your Halfling caused birds to fly away and 
  rabbits to flee when she stoops to pick up a rock, as 
  with Bilbo in The Hobbit. Or maybe your elf is more fight-y 
  and less spell-y than the average elf. 
   
  The Occupations roll in Dungeon Crawl Classics goes a 
  long way to differentiate characters, if you can remember 
  that your Wizard was once also a blacksmith (or, 
  in Toronto Crawl Classics, possibly a bike courier). There 
  is a big chance between a skill check made with 1d10 and 
  1d20. Even a lowly gong farmer should hope to find 
  situations where his knowledge is handy…perhaps even a 
  +1d bonus on the dice chain when saving to tolerate a foul 
  odor! 
   
   
  Sometimes occupation is insufficient for what you want, 
  though. Other game systems use widgets like feats and 
  skill points to differentiate characters. Dungeon Crawl 
  Classics says, “Quest For It”. I will take a middle road and 
  say, if you want to make a minor adjustment to your 
  character’s class…or, hell, even a moderate 
  adjustment….propose it. 
   
  “Bob’s never going to be a Lucky Halfling…could I give up 
  a Halfling’s special relationship with Luck to gain a full 
  complement of Thief skills?” 
   
  Depending upon what you are asking, the answer will be 
  “Sure” or “Quest For It”. In the event that you need to Quest 
  For It, I will either give you something specific to 
  accomplish or leave it to you to discover, probably with 
  some clue as to how to go about it. I.e.: 
   
  “Your elf might be able to tolerate iron if she bathed in the 
  blood of the dragon that dwells in Wonder Mountain.” 
   
  “Your warrior wants a Luck Die like a Thief? Well, the 
  nomadic Bone Folk might know a way, but they are only in 
  the area of Ruined Toronto around the springtime, and they 
  are known to eat people.” 
   
  The only important restriction here is that, in Toronto 
  Crawl Classics, humans are special. Only humans have a 
  clerical relationship with the gods. 
   
  Multi-Classing 
   
  You have two options. One, you can use “half-levels”, as 
  described in Crawl #10. This method trades XP for 
  versatility. 
   
  The second option trades time and effort for versatility. You 
  need to locate a powerful mentor, who can train you in the 
  second class. In this case, you trade game time (when the 
  character is training, he is not available) for the additional 
  class. 
   
  In neither case do benefits “stack”: you gain the more 
  favorable of the two possible benefits. Each time you gain 
  sufficient XP for a new level, you decide which class it 
  applies to. Since no character can have more than 10 total 
  levels, both methods ensure that no character can possibly 
  be the best in all things. You either have a great deal of 
  ability in a narrow focus, or you have a smaller amount of 
  ability with a wider focus. 
   
  
  30 
   
  New Classes 
   
  Finally, if you wish, you may devise an entirely new class 
  for your PC. The same rules apply here as with any third-
  party class: You must have a copy, I must have a copy, 
  and I require time to okay the class. If you aren’t trying to 
  “game the system”, I will probably approve it. I might 
  approve it contingent on one or more adjustments, 
  however. 
   
  If you devise a new class, I will also determine that it is a 
  “one off” (i.e., no one but you will get to play it, and no other 
  character of yours will get to be it) or open it up to the table. 
   
  Money 
   
  In the interim since Ancient Toronto fell and the new world 
  arose, governments began minting coins anew, so that the 
  standard silver, gold, and copper coins of the standard 
  DCC milieu are also found in Toronto Crawl Classics. 
  Platinum and electrum also exist, but these coins are 
  extremely rare. 
   
  But that is not all. Oh no, that is not all. 
   
  Caches of ancient coinage also exist in Ruined Toronto. 
  Some of these coins are ancient indeed, coming from the 
  collection of the Royal Ontario Museum that was, and 
  others are from foreign exchanges – these are curios, most 
  often, of little practical value. I wanted to give PCs reason 
  to seek out Canadian coins, though – loonies, toonies, and 
  quarters in particular, but right down to the humble maple 
  leaf penny. 
   
  (Non-Canadians should be aware that the Canadian dollar 
  coin is called a “loonie” because it has an image of a loon 
  on it, and the two-dollar coin is called a “toonie”.) 
   
  Setting a value for these coins had to meet three criteria: 
  (1) that they be valuable enough to search for, (2) that 
  there is a real decision between keeping them or turning 
  them in for the monetary value, and (3) that the value still 
  makes currency conversion relatively simple. 
   
  To this end, a Canadian loonie is worth 5 gp, a toonie is 
  worth 10 gp, and a quarter is worth a mere 1 gp. The 
  reasoning is thus: You need Canadian currency to use the 
  vending machines scattered throughout the ruins. These 
  vending machines are generally priced at $2.00 per can of 
  beverage. The vending machines can defend themselves. 
  Moreover, if the ritual of putting the correct change into the 
  machine is not followed, the beverage vended will lose any 
  potential mystical ability it has. 
   
  That’s right – pay for it properly, and there is a good 
  chance that your can of Dr. Pepper is also a healing potion. 
  And, as the abilities of any given potion are based on the 
  type of drink, once you learn the ropes, you can almost 
  certainly decide if you really want Coke or Pepsi right now. 
  Don’t pay for it, and you have carbonated sugar water and 
  may have to fight the machine even for that. Since the time 
  of the Ancients, the vending machines link directly to 
  another plane of existence, so you can’t even break them 
  open to retrieve your change…. 
   
  Quarters are only worth 1 gp in this system because fully ¼ 
  of them disappear into the vending machine without being 
  accepted as payment. Nickels and dimes are worth 1 sp 
  and 2 sp respectively; fully 1 in 3 disappear into the void 
  without payment being registered. Finally, pennies are also 
  worth 1 sp…in this case because elves can handle the 
  metal, which can be forged into pennysteel – a metal like 
  steel in all ways, but with no iron content. Every indication 
  shows that pennysteel didn’t exist in Ancient times; its very 
  existence is a by-product of the arcane forces set loose in 
  the new world. 
   
  For some reason, American coins don’t work in Ruined 
  Toronto’s vending machines, and cannot be forged into 
  pennysteel here. Perhaps if you travel to Buffalo or 
  Windsor, things will be different? 
   
  Occupations 
   
  When creating 0-level characters for Toronto Crawl 
  Classics, you may choose your character's occupation 
  once per every four characters. You may choose your 
  character's race once per every eight characters. This is 
  done on the honour system; I am not going to check up on 
  you.  
   
  I nonetheless encourage you to relax into the 
  awesomeness of discovering who your character(s) are 
  through random rolls and through playing them. You may 
  be prompted into areas you might otherwise never have 
  considered! 
   
  Roll 1d10 once per character or per group of four 0-level 
  characters (you must determine which before you roll). See 
  table on next page. 
   
  No one is going to watch you to make sure 
  you roll fairly, though. Making your starting 
  0-level characters is up to you. 
   
   
  
  31 
   
   
  Although not a comprehensive list, you may find alternate 
  occupations tables in: 
   
  Alternate Occupations; Beyond the Silver Scream; 
  Black Powder, Black Magic Vol. 1; Crawling Under A 
  Broken Moon fanzine #3; Frozen in Time; Death Slaves 
  of Eternity; Drongo: Ruins of the Witch Kingdoms; 
  Tales From the Fallen Empire; The Tribe of Ogg and the 
  Gift of Suss; and Transylvanian Adventures. 
   
  Occupations for Toronto Crawl 
  Classics: 
   
  To determine occupation, roll 1d120 and 1d6. If the 1d6 roll 
  is 1-3, add nothing to the 1d120 roll. If the 1d6 roll is 4-6, 
  add 120. Thus, a roll of 53 on the 1d20 and 5 on the 1d6 
  would be read as 173 (53 + 120). If you do not have a 
  d120, the online die roller at rolz.org is capable of rolling 
  1d240. As with normal Dungeon Crawl Classics, if you 
  have a weapon such as a bow, sling, or dart, roll 1d6 to 
  determine the number of missiles you have. Quills and quill 
  pens are treated as darts for this purpose. 
   
  The table starts on page 32. 
   
  Notes on Occupations 
   
  Acolyte: Choose who you worship. Your holy symbol is the 
  symbol of that deity or religion. 
   
  Ale-conner: The job of an ale-conner is to test the quality 
  of beers and ales, and ascertain that people paying for a 
  pint actually get a pint. 
   
  Almoner: An almoner disperses alms. Alms are charity 
  given to poor people. That money you are carrying 
  probably is meant for distribution. 
   
  Apothecary: You have six doses of drugs. What do they 
  do? Roll 1d7 for each dose: (1) pain killer, (2) 
  antihistamine, (3) sleeping medicine, (4) antibiotic, (5) anti-
  fungal cream, (6) or (7) recreational drugs. 
   
  Arkwright: This is a chest-maker. 
   
  Artist: An artist’s trained weapon and trade goods depend 
  upon the type of artist. 
  Athlete: Even in the ruined city of Toronto Crawl 
  Classics, sports continue to thrive. An athlete’s trained 
  weapon and trade goods depend upon his sport: 
   
  1-6 
  Use table provided below. 
  6-7 
  Roll 1d100 and use table in Core Rulebook, pp. 22-23, ignoring race when determining 
  results. 
  8-9 
  Roll 1d200 and use table in Alternate Occupations, pp. 3-5. If Alternate 
  Occupations is not available, reroll on this table using 1d7. Ignore race when 
  determining results. 
  10 
  Roll using the appropriate die and roll on any occupation table you desire, from 
  any Dungeon Crawl Classics product or the Purple Sorcerer 0-level generators. Do 
  not ignore race when determining results. 
  1d7 
  Artist 
  Type 
  Trained 
  Weapon 
  Trade Goods 
  1 
  Bronze 
  sculptor 
  Knife (1d4) 
  1’ cube of beeswax 
  2 
  Engraver 
  Knife (1d4) 
  1’ square panel of wood, 
  2” thick 
  3 
  Landscape 
  painter 
  Palette knife 
  (1d4) 
  Easel and 1d3 canvases 
  4 
  Mural 
  painter 
  Scaffolding 
  pole (1d5) 
  Paints and brushes 
  5 
  Portrait 
  painter 
  Easel (1d4) 
  Paints and brushes 
  6 
  Stone 
  sculptor 
  Hammer 
  (1d4) 
  Chisels, 3 
  7 
  Wood 
  carver 
  Chisel (1d4) 
  Hammer and 3 wood 
  chisels 
  1d8 
  Sport 
  Trained 
  Weapon 
  Trade Goods 
  1 
  Baseball 
  Baseball bat 
  (1d5) 
  Baseball and baseball 
  mitt 
  2 
  Curling 
  Broom (1d4) 
  Curling stone, 40 lbs. 
  3 
  Football 
  Football (1d3) 
  Shoulder and knee 
  pads (+2 AC) 
  4 
  Gymnastics 
  Club 
  Training mat 
  5 
  Hockey 
  Hockey stick 
  (1d4) 
  Hockey pads (+2 to 
  AC), hockey puck 
  6 
  Parkour 
  Dagger 
  Excellent running 
  shoes 
  7 
  Tennis 
  Racket (1d3) 
  Tennis balls, 3 
  8 
  Track & field 
  Discus (1d4) 
  Vaulting pole, 15’ long 
  
  32 
   
   
  Roll Occupation 
  Trained 
  Trade Goods 
  Weapon 
  001 
  Accountant 
  Quill pen (1 d4) 
  Accounting ledger 
  002 
  Acolyte 
  Daaaer 
  Holy symbol 
  003 
  Actor 
  Wooden sword 
  Makeup kit 
  (1 d4) 
  004 
  Acupuncturist 
  Lona needle (1 d4) 
  1d10+2 silver needles (1 sp each) 
  005 
  Ale-conner 
  Club 
  Pewter mua 
  006 
  Almoner 
  Walking stick (1 d4) 
  !J sp, 24 cp 
  007 
  Animal trainer 
  Club 
  Pony 
  008 
  Apothecary 
  Daaaer 
  Druas, 6 doses 
  009 
  Architect 
  Metal ruler (1 d4) 
  Roll of buildina plans 
  010 
  Archivist 
  Heavv book (1 d4) 
  Parchment, 1 O sheets 
  011 
  Arkwright 
  Chisel (1 d4) 
  Large chest 
  012 
  Armorer 
  Hammer (1 d4) 
  Iron helmet 
  013 
  Artist 
  Special 
  Special 
  014 
  Astrologer 
  Daaaer 
  Spyglass 
  015 
  Athlete 
  Special 
  Special 
  016 
  Bailiff 
  Club 
  Symbol of office 
  017 
  Baker 
  Club 
  Flour, 1 lb. 
  018 
  Bank clerk 
  Daaaer 
  Bearer's note for 5 aP 
  019 
  Barber 
  Razor (1 d4) 
  Scissors 
  020 
  Barista 
  Daaaer 
  Sack of unaround coffee, 1 lb. 
  021 
  Barrister 
  Quill (1 d4) 
  Law book 
  022 
  Bartender 
  Cudgel (1 d4) 
  Bottle of spirits 
  023 
  Basket weaver 
  Knife (1 d4) 
  Larae basket 
  024 
  Beadle 
  Staff 
  Holv svmbol 
  025 
  Beekeeper 
  Staff 
  Jar of honey 
  026 
  Beaaar 
  Stick (1 d4) 
  Beaaing bowl 
  027 
  Bellfounder 
  Hammer (1 d4) 
  Iron bell 
  028 
  Bellows maker 
  Knife (1 d4) 
  Larae leather bellows 
  029 
  Bicycle mechanic 
  Wrench (1 d4) 
  Beater-level bicycle 
  030 
  Bird catcher 
  Stick (1 d4) 
  Net 
  031 
  Blacksmith 
  Hammer (1 d4) 
  Steel tonas 
  032 
  Boat maker 
  Heavy mallet (1 d6) 
  6 heavy wooden pegs 
  033 
  Bookbinder 
  Awl (1 d4) 
  Book 
  034 
  Bowyer 
  Short bow 
  Draw knife and scraper 
  035 
  Bravo 
  Rapier (1 d7) 
  Jewellery worth 15 aP 
  036 
  Brewer 
  Club 
  Cask of ale 
  037 
  Bricklayer 
  Trowel (1 d4) 
  Bricks, 1 O lbs. 
  038 
  Broadsheet reporter 
  Quill pen (1 d4) 
  Parchment, 1 O sheets 
  039 
  Buralar 
  Daaaer 
  Thieves' tools 
  040 
  Busker 
  Acoustic guitar 
  Begging bowl 
  (1 d4) 
  
  33 
   
   
  Roll Occupation 
  Trained 
  Trade Goods 
  Weapon 
  041 
  Butcher 
  Cleaver !1 d6) 
  Side of beef 
  042 
  Butler 
  Letter opener 
  Immaculate suit of clothes 
  (1 d4) 
  043 
  Cabinet maker 
  Chisel !1 d4) 
  Small trunk 
  044 
  Carpenter 
  Planer (1 d4) 
  4 boards, 1 ' x 6" x 6' 
  045 
  Cartoqrapher 
  Protractor (1 d4) 
  Map in scroll tube 
  046 
  Cartwriqht 
  Handaxe 
  Small waqon 
  047 
  Chambermaid 
  Knife (1 d4) 
  Feather duster 
  048 
  Chandler 
  Candlestick (1 d4) 
  1 d5 candles 
  049 
  Charcoalburner 
  Iron brazier (1 d4) 
  Baq of charcoal 
  050 
  Charwoman 
  Broom !1 d4) 
  Cleaninq suoolies 
  051 
  Cheesemaker 
  Cudgel (1 d4) 
  Stinky cheese 
  052 
  Chimney sweep 
  Broom (1 d4) 
  Cloth baq of soot 
  053 
  Clockmaker 
  Brass clock hand 
  Finished clock 
  (1 d4) 
  054 
  Clothier 
  Scissors (1 d4) 
  Bolt of fine cloth 
  055 
  Cobbler 
  Awl!1d4) 
  Shoehorn 
  056 
  Confectioner 
  Knife (1 d4) 
  Box of chocolates 
  057 
  Confidence artist 
  Daaaer 
  Quality cloak 
  058 
  Cook 
  Long metal spoon 
  Meat pasties, 6 
  (1 d4) 
  059 
  Cooper 
  Crowbar (1 d4) 
  Barrel 
  060 
  Coooersmith 
  Hammer (1 d4) 
  Raw coooer, 10 lbs. 
  061 
  Cordwainer 
  Knife !1 d4) 
  Rope, 100' 
  062 
  Costume designer 
  Scissiors (1 d4) 
  Theatrical costumes, 3 
  063 
  Courier 
  Daaaer 
  Important packaqe 
  064 
  Court reporter 
  Quill pen (1 d4) 
  Parchment, 1 O sheets 
  065 
  Cultist 
  Daaaer (wavv) 
  Holv svmbol 
  066 
  Cutler 
  Knife (1 d4) 
  Pedal-powered qrindinq wheel 
  067 
  Cutpurse 
  Daaaer 
  Small chest 
  068 
  Dancer 
  Daaaer 
  Special 
  069 
  Debt collector 
  Club 
  1d10-1gp,1d12-1 sp, and 1d30-1 
  cp 
  070 
  Dentist 
  Hand drill !1 d4) 
  Pliers 
  071 
  Ditch diaaer 
  Shovel (1 d4) 
  Fine dirt, 1 lb. 
  072 
  Dock worker 
  Belayinq pin (1 d4) 
  Piece of scrimshaw 
  073 
  Doq catcher 
  Club 
  Rope, 50' 
  074 
  Door warden 
  Spear 
  Iron helmet 
  075 
  Dowser 
  Forked stick (1 d4) 
  Waterskin 
  076 
  Dressmaker 
  Scissors (1 d4) 
  Fine dresses, 3 
  077 
  Drink server 
  Daaaer 
  Pewter trav 
  078 
  Dyer 
  Staff 
  Fabric, 3 yards 
  
  34 
   
   
  Roll Occupation 
  Trained 
  Trade Goods 
  Weapon 
  079 
  Enmaver 
  Chisel 11 d4) 
  Vial of acid 
  080 
  Errand runner 
  Cudgel (1 d4) 
  Special 
  081 
  Exterminator 
  Club 
  Poison, 1 O doses 
  082 
  Falconer 
  Daaaer 
  Falcon 
  083 
  Farmer 
  Pitchfork 11 d8) 
  Special 
  084 
  Farrier 
  Hammer (1 d4) 
  4 iron horseshoes 
  085 
  Fisherman 
  Pole (1 d4) 
  Net 
  086 
  Fletcher 
  Arrow (1 d4) 
  Quiver with 1 d5 additional arrows 
  087 
  Florist 
  Knife (1 d4) 
  Floral arrangement 
  088 
  Fortune-teller 
  Daaaer 
  Tarot deck 
  089 
  Furrier 
  Scrapping knife 
  Beaver pelt 
  (1 d4) 
  090 
  Gelder 
  Daaaer 
  Pincers 
  091 
  Glassblower 
  Hammer (1 d4) 
  Glass beads 
  092 
  Glazier 
  Daaaer 
  Glass pane, 4' x 2' 
  093 
  Glovemaker 
  Awl(1d4) 
  Gloves, 4 pairs 
  094 
  Goldsmith 
  Daaaer 
  20 ao worth of unworked qold 
  095 
  Gonafarmer 
  Trowel (1 d4) 
  Sack of niaht soil 
  096 
  Grave digger 
  Shovel (1 d4) 
  Trowel 
  097 
  Grocer 
  Knife (1 d4) 
  Fruit 
  098 
  Guard 
  Spear 
  Leather armour 
  099 
  Guild beaaar 
  Slina 
  Crutches 
  100 
  Guild builder 
  Heavy mallet (1 d6) 
  Hardhat 
  101 
  Guild driver 
  Club 
  Beater-level carao van 
  102 
  Guild electrician 
  Screwdriver (1 d4) 
  Heavy aloves 
  103 
  Guild fireman 
  Fire axe ( 1 d6) 
  Bucket 
  104 
  Guild mechanic 
  Wrench (1 d4) 
  Beater-level small car or keeper-
  level motorcycle 
  105 
  Guild police officer 
  Truncheon (1 d4) 
  Handcuffs 
  106 
  Guild postman 
  Club 
  Mail satchel 
  107 
  Guild storaae worker 
  Club 
  Cold weather clothina, 1 set 
  108 
  Guild welder 
  Weldina iron (1 d5) 
  Weldina amalaam, 1 lb. 
  109 
  Gunsmith 
  Pistol, revolver 
  Fine tools and cleaning kit 
  (1 d8) 
  110 
  Gypsy 
  Slina 
  Hex doll 
  111 
  Haberdasher 
  Scissors (1 d4) 
  Fine suits, 3 sets 
  112 
  Hansard 
  Short sword 
  1 d5 short swords 
  113 
  Herald 
  Daaaer 
  Book of heraldic arms 
  114 
  Herbalist 
  Club 
  Herbs, 1 lb. 
  115 
  Herder 
  Staff 
  Special 
  116 
  Hermit 
  Staff 
  Special 
  117 
  Hunter 
  Shortbow 
  Deer pelt 
  
  35 
   
   
  Roll Occupation 
  Trained 
  Trade Goods 
  Weapon 
  118 
  Indentured servant 
  Staff 
  Locket 
  119 
  Innkeeper 
  Club 
  3d24 sp 
  120 
  Janitor 
  Mop (1 d4) 
  Bucket 
  121 
  Jester 
  Dart 
  Silk clothes 
  122 
  Jeweller 
  Daaaer 
  Gem worth 20 aP. 
  123 
  Juaaler 
  Wooden pin (1 d4) 
  Coloured balls 
  124 
  Keeper of the hounds 
  Club 
  Huntina doa 
  125 
  Labourer 
  Club 
  Special 
  126 
  Lapidary 
  Knife (1 d4) 
  Jewellery worth 20 gp 
  127 
  Launderer 
  Wooden bat (1 d4) 
  Bucket of lye 
  128 
  Leatherworker 
  Knife (1 d4) 
  1 d5 pieces of raw leather 
  129 
  Lens grinder 
  Daaaer 
  2d6 lenses 
  130 
  Limner 
  Penknife (1 d4) 
  Powdered paints and brushes 
  131 
  Locksmith 
  Daaaer 
  Fine tools 
  132 
  Magician 
  Collapsing daaaer 
  Special 
  133 
  Maid 
  Special 
  Special 
  134 
  Mason 
  Trowel (1 d4) 
  Fine stone, 1 O lbs. 
  135 
  Masseuse 
  Garrotte 
  Fragrant oils, 3 vials 
  136 
  Medicant 
  Club 
  Cheese dip 
  137 
  Mercenary 
  Longsword 
  Hide armour 
  138 
  Mercer 
  Knife (1 d4) 
  1' x 1' cloth samples, 6 
  139 
  Merchant 
  Daaaer 
  4 ao., 14 SP., 27 CP. 
  140 
  Meteoroloaist 
  Pointer (1 d4) 
  Ancient book on weather patterns 
  141 
  Midwife 
  Knife (1 d4) 
  Sewing kit 
  142 
  Miller 
  Club 
  Flour, 1 lb. 
  143 
  Milner 
  Knife (1 d4) 
  Fine hats, 6 
  144 
  Moneylender 
  Short sword 
  20 gp, 25 sp, 50 cp 
  145 
  Mudlark 
  Pole (1 d4) 
  Special 
  146 
  Musician 
  Daaaer 
  Special 
  147 
  Nanny 
  Daaaer 
  Carpet baa 
  148 
  Navigator 
  Longbow 
  Spyglass 
  149 
  Noble 
  Longsword 
  Gold ring worth 1 O gp. 
  150 
  Nurse 
  Knife (1 d4) 
  First aid kit 
  151 
  Office scribe 
  Fountain pen (1 d4) 
  Bottle of ink 
  152 
  Optometrist 
  Walking stick (1 d4) 
  Magnifying glass 
  153 
  Orphan 
  Club 
  Rag doll 
  154 
  Ostler 
  Staff 
  Bridle 
  155 
  Outlaw 
  Short sword 
  Leather armour 
  156 
  Painter 
  Extension stick 
  Roller and bucket of paint 
  (1 d4) 
  157 
  Paper-stainer 
  Cudael (1 d4) 
  Rolls of wallpaper, 3 
  158 
  Paver 
  Trowel (1 d4) 
  Paving stones, 20 lbs. 
  
  36 
   
   
  Roll Occupation 
  Trained 
  Trade Goods 
  Weapon 
  159 
  Perfumer 
  Staff 
  Vials of scent, 1 d5 
  160 
  Philosopher 
  Staff 
  Ancient book 
  161 
  Physician 
  Caduceus (1 d4) 
  Doctor's baq 
  162 
  Pimp 
  Daaaer 
  3d6 SP 
  163 
  Pipe fitter 
  Heavy pipe (1 d6) 
  Wrench 
  164 
  Playwriqht 
  Quill pen (1 d4) 
  Manuscript for unmade play 
  165 
  Plumber 
  Heavy wrench 
  Plunger 
  (1 d5) 
  166 
  Politician 
  Daaaer 
  Special 
  167 
  Porter 
  Heavy yoke (1 d5) 
  Larqe backpack 
  168 
  Pot boy 
  Knife (1 d4) 
  Dirty pots, 1 d5 
  169 
  Potter 
  Knife (1 d4) 
  Clay pots, 3 
  170 
  Printer 
  Metal rod (1 d4) 
  Broadsheet samples, 20 paqes 
  171 
  Private investiqator 
  Daaaer 
  Maqnifvinq qlass 
  172 
  Prostitute 
  Daaaer 
  Red cloak 
  173 
  Psychic 
  Daaaer 
  Crystal ball 
  174 
  Psychoanalyst 
  Walkinq stick (1 d4) 
  Ancient text 
  175 
  Publisher 
  Walkinq stick (1 d4) 
  2d3 chapbooks 
  176 
  Quarryman 
  Pick (1 d6) 
  Sack of rubble, 1 O lbs. 
  177 
  Raq and bone man 
  Stick (1 d4) 
  Assortment of raqs and bones 
  178 
  Rake 
  Rapier (1 d7) 
  Foppish hat 
  179 
  Rat-catcher 
  Club 
  Net 
  180 
  Recycler 
  Long pole (1 d4) 
  Special 
  181 
  Saddle maker 
  Knife (1 d4) 
  Saddle 
  182 
  Saqe 
  Daaaer 
  Parchment and auill pen 
  183 
  Sail maker 
  Long iron needle 
  1 O' square of sailcloth 
  (1 d4) 
  184 
  Sailor 
  Cutlass (1 d6) 
  Piece of scrimshaw 
  185 
  Sandwich board 
  Brass bell (1 d4) 
  Sandwich board (+2 AC) 
  advertiser 
  186 
  Scholar 
  Special 
  1 d3 ancient tomes 
  187 
  Scribe 
  Dart 
  Parchment, 1 O sheets 
  188 
  Security consultant 
  Daaaer 
  Thieves' tools 
  189 
  Set decorator 
  Pointinq stick (1 d4) 
  Special 
  190 
  Seweriack 
  Crowbar (1 d4) 
  Hip waders 
  191 
  Sexton 
  Shovel (1 d4) 
  Holy symbol 
  192 
  Shingler 
  Knife (1 d4) 
  1 O' ladder 
  193 
  Short order cook 
  Knife (1 d4) 
  Baq of carrots 
  194 
  Sign maker 
  Signboard (1 d4) 
  Paint and bushes 
  195 
  Silversmith 
  Hammer (1 d4) 
  20 sp of unworked silver 
  196 
  Smelter 
  Iron bar (1 d5) 
  5 lb. iron inqots, 4 
  197 
  Soap maker 
  Wooden ladle(1 d3) 
  Soap, 1 O bars 
  
  37 
   
   
  Roll Occupation 
  Trained 
  Trade Goods 
  Weapon 
  198 
  Soldier 
  Short sword 
  Shield 
  199 
  Spinner 
  Wooden spindle 
  Spinning wheel 
  (1 d4) 
  200 
  Squire 
  Longsword 
  Steel helmet 
  201 
  Stable hand 
  Pitchfork (1 d8) 
  Baq of oats 
  202 
  Steam fitter 
  Biq wrench !1 d5) 
  Metal shears 
  203 
  ::stone cutter 
  c..;hisei (1 d4) 
  Hammer 
  204 
  Street cleaner 
  Broom (1 d4) 
  Dustpan 
  205 
  Street preacher 
  Holy Book (1 d4) 
  Handful of pamphlets 
  206 
  Street punk 
  Special 
  Special 
  207 
  Stripper 
  Daaaer 
  Trenchcoat 
  208 
  Surqeon 
  Scalpel (1 d4) 
  Bone saw 
  209 
  Tailor 
  Measuring stick 
  Sewing kit 
  (1 d4) 
  210 
  Tanner 
  Daaaer 
  Tanned deer hide 
  211 
  Tattooist 
  Cudqel (1 d4) 
  Selection of needles and inks 
  212 
  Taverner 
  Cudqel !1 d4) 
  Cask of ale 
  213 
  Tax collector 
  Longsword 
  100 cp 
  214 
  Taxidermist 
  Knife (1 d4) 
  Stuffed and mounted animal 
  215 
  Teacher 
  Yardstick (1 d4) 
  Textbook 
  216 
  Teamster 
  Club 
  Special 
  217 
  Thuq 
  Special 
  Leather jacket (+1 AC) 
  218 
  Tinker 
  Knife (1 d4) 
  Special 
  219 
  Tobacconist 
  Heavv pipe !1 d4) 
  Tobacco, 1 O lbs. 
  220 
  Town crier 
  Daaaer 
  Bullhorn 
  221 
  Toymaker 
  Knife (1 d4) 
  Special 
  222 
  Trader 
  Daaaer 
  Special 
  223 
  Trapper 
  Slinq 
  Badqer pelt 
  224 
  Trash collector 
  Long scoop (1 d4) 
  Steel trashcan 
  225 
  Turnkey 
  Truncheon (1 d4) 
  Rinq of heavy keys 
  226 
  Undertaker 
  Scalpel !1 d4) 
  Bottle of preservative 
  227 
  Urchin 
  Stick (1 d4) 
  Beaaing bowl 
  228 
  Vaqabond 
  Club 
  Beaainq bowl 
  229 
  Valet 
  Daaaer 
  Garment brush 
  230 
  Veterinarian 
  Knife !1 d4) 
  Medical kit 
  231 
  Wainwright 
  Club 
  Pushcart 
  232 
  Watchman 
  Spear 
  Lantern 
  233 
  Water seller 
  Heavv yoke (1 d5) 
  1 O qallon waterskins, 2 
  234 
  Weaver 
  Daaaer 
  Fine suit of clothes 
  235 
  Wig maker 
  Staff 
  Wigs, 5 
  236 
  Wire puller 
  Lonq pliers (1 d4) 
  Coil of 28 qauqe coooer wire, 100' 
  237 
  Witch hunter 
  Special 
  Holy symbol 
  
  38 
   
  Bailiff: A bailiff’s symbol of office grants him the right to 
  arrest or release prisoners. Possessing or using this 
  symbol of office without being a bailiff is considered a 
  serious crime. 
   
  Beadle: A beadle is a church officer who delivers news to 
  the faithful and keeps order. Choose a deity or religion; this 
  determines what holy symbol you possess. 
   
  Beggar: This is an unlicensed beggar who is not protected 
  by the Beggar’s Guild. Guild beggars will usually attack non
  -guild beggars in an attempt to drive them away. 
   
  Bicycle mechanic: There are still enough working bicycles 
  in parts of the Toronto Crawl Classics milieu that bike 
  mechanics have no organized guild.  The description of the 
  bicycle as “beater-level” follows the nomenclature 
  of Crawling Under a Broken Moon #6 and The Umerican 
  Survival Guide. 
   
  Bird catcher: A bird catcher stands out in the fields all day, 
  driving away birds. Hopefully, he catches a few to sell or 
  eat. Older bird catchers tend to hunt pigeons in Hanging 
  Gardiner, which they sell to street vendors. 
   
  Bravo: The ne’er-do-well children of the (at least 
  moderately) wealthy, who hang around causing trouble and 
  getting into fights. 
   
  Broadsheet reporter: The town of Hanging Gardiner still 
  has printers using what is, essentially, a Gutenberg press. 
  There are three main broadsheets that have survived into 
  the future of Toronto Crawl Classics: The Metro Star, 
  the Xtreme Sun, and the Global Now. A broadsheet 
  reporter works for one of these three. Choose or roll 1d3. 
   
  Cartwright: You have made a small wagon, but it needs 
  an animal to pull it. A few people working together would do 
  in a pinch. 
   
  Courier: What is that important package? If you open it up, 
  roll 1d12: (1) bearer’s note for 3d7 gp, (2) cryptic message, 
  (3) scroll of random 1st level wizard spell, (4) letter from a 
  concerned father to his wayward son, (5) love letter, (6) 
  illicit love letter, (7) recipe for cheese dip, (8) notice of a 
  lawsuit, (9) demand for payment on a past due account, 
  (10) instructions for concocting an anti-fungal foot cream, 
  (11) request for catering services for a dinner party, or (12) 
  request to kill the bearer of this note. Be aware that the 
  original sender and/or recipient may seek you out if you 
  open it. If you deliver it, you gain 1d3 sp. 
   
  Cultist: Choose the forbidden religion you are an adherent 
  of. That determines what your holy symbol is. You may 
  wish to hide your affiliation with an outlawed cult, and 
  pretend to be something else. 
   
  Dancer: To determine your trade goods, roll 1d4: (1) 2d3 
  gossamer silk scarves, (2) BPA-free water bottle, (3) 
  turnboard, or (4) 5’ stretch band. 
   
  Debt collector: The money you are carrying probably isn’t 
  yours. It probably belongs to a powerful crime syndicate 
  that you work for. Roll 1d5: The money belongs to (1) the 
  Green Medusa Banking House, (2) the Black Osprey 
  Syndicate, (3) the Red Rat Brotherhood, (4) the Snake 
  Lotus Triad, or (5) you. 
   
  Door warden: The job of a door warden is to, literally, 
  stand outside the door and determine who is, or is not, 
  admitted. 
   
  Exterminator: To determine what types of poisons you 
  have, roll 1d5: (1) poisoned rodent bait (Fort DC 7; 1d3 
  damage if failed), (2) insect fumigation charge (10’ x 10’ 
  cloud, causes coughing and choking that reduces all die 
  rolls by -1d on the dice chain while within, no save, lasts 
  3d4 minutes), (3) anti-roach paste (1d3 temporary Stamina 
  damage if ingested; Fort DC 15 or 1 point is permanent), 
  (4) sticky contact paste (adheres on contact unless 
  dissolved by soap or alcohol, Fort DC 5 each round of 
  contact or take 1 hp damage; a dose can be applied to a 
  weapon for +1 damage on 3d3 attacks with no save), or (5) 
  all-bane (by contact or consumption, 1d3 damage and Fort 
  DC 10 or die; this black paste can be applied to a weapon). 
  For each poison type that you roll, roll 1d10 to determine 
  the number of doses. Once you have reached 10 doses, 
  that’s all you have (overages are ignored). 
   
  Farmer: What do you farm? Roll 1d12: (1) potatoes, (2) 
  wheat, (3) turnips, (4) corn, (5) rice, (6) parsnips, (7) 
  radishes, (8) rutabagas, (9) soy beans, (10) kale, (11) 
  
  39 
   
  carrots, or (12) pumpkins. What are your trade goods? Roll 
  1d7: (1) hen, (2) sheep, (3) goat, (4) cow, (5) duck, (6) 
  goose, or (7) mule. 
   
  Guild beggar: A beggar you may be, but you are a 
  member of a proud guild that traces its roots back to 
  Toronto That Was. The guild licenses out parts of Hanging 
  Gardiner to beggars, and expects a 10% cut of anything 
  gleaned by its membership. So long as you follow its 
  edicts, you are protected by a powerful guild, and avenged 
  by its assassins. 
   
  Guild builder: The ancient uses of rebar, rivet, girders, 
  and concrete has been all but lost over the centuries. What 
  useful knowledge remains is the zealously guarded secret 
  of the Builder’s Guild. You are expected to protect the 
  guild’s secrets and come to its aid as needed. Membership 
  is for life. 
   
  Guild driver: You are a member of the Drivers Guild, 
  attached to the Motor Yard in Western Gardiner. You have 
  been driving for the town, and you know how dangerous 
  the ill-repaired highways have become. The beater-level 
  cargo van assigned to you is the property of Hanging 
  Gardiner, and they will probably be upset if you abscond 
  with it. The description of your vehicle follows the 
  nomenclature of Crawling Under a Broken Moon #6 and 
  The Umerican Survival Guide. 
   
  Guild electrician: Most of the electricity remaining in the 
  world of Toronto Crawl Classics is the product of 
  generators, wind turbines, or stored in powerful batteries. 
  There is also wild electricity, and there are stories of 
  creatures that produce voltage from their own bodies. The 
  Guild of Electricians collects a 5 gp per annum from its 
  members. 
   
  Guild fireman: The Firehall is organized by the Town of 
  Hanging Gardiner, and pays its members room, board, and 
  1 sp per day of work, whether there is a fire or not. Leaving 
  the guild to avoid fighting a fire is frowned upon. 
   
  Guild mechanic: You are part of the Guild of Automotive 
  Mechanics, a select group licenced to perform upkeep on 
  the vehicles in the Motor Yard in Western 
  Gardiner.  Choose whether you have a beater-level small 
  car or keeper-level motorcycle (following the nomenclature 
  of Crawling Under a Broken Moon #6 and The Umerican 
  Survival Guide). This vehicle is your own property, given 
  to you for service to the town, and kept running by your 
  own sweat and know-how. 
   
  Guild police officer: The Guild of Law Enforcement 
  Officers is licensed by Hanging Gardiner to maintain the 
  peace, investigate crimes, and make arrests. Pay is 2 sp 
  per day of work. The motto of the Guild is “Service to the 
  Lords and Protection of the Peace”. The authority of the 
  Guild is not recognized beyond the limits of the town. 
   
  Guild postman: Preventing a member of the Guild of 
  Postal Workers from performing his duties is a serious 
  offense. The contents of the mail satchel are protected by 
  severe penalty. Your mail satchel contains 3d24 letters. 
  Luckily, there is a 75% chance that these merely need to 
  be returned to the Guildhall for sorting. 
   
  Guild storage worker: One of the wonders of Hanging 
  Gardiner is the Cold Storage Area, which falls under the 
  preview of the Guild of Refrigeration and Frozen Storage. 
  No one knows exactly how the area stays cold, or why part 
  of it is colder than the rest. 
   
  Guild welder: The Welders’ Guild controls the supply of 
  welding amalgam, which is used in conjunction with a 
  heated welding iron. Only licensed welders may perform 
  this function within the town limits. Members pay 5 sp each 
  year. 
   
  Gunsmith: Your revolver uses the rules from Crawl! 
  Fanzine #8, and gunsmithing is covered in Crawling 
  Under a Broken Moon #1 and The Umerican Survival 
  Guide. 
   
  Gypsy: This is not an ethnic group, or even a species-
  specific designation in the world of Toronto Crawl 
  Classics. When the Old World fell, a number of people 
  escaped the cities, travelling the land in groups trying to 
  rediscover a lifestyle that never actually existed. Rather 
  than following the traditions of the historical Romany, the 
  culture of these gypsies was cobbled together from popular 
  culture, especially Hammer Studios horror films. 
   
  Hansard: A hansard sells weapons, especially swords. Do 
  you really want to give away your profits for nothing? 
   
  Herder: To determine trade goods, roll 1d7: (1) herding 
  dog, (2) sheep, (3) goat, (4) cow, (5) duck, (6) goose, or (7) 
  pig. 
   
  Hermit: To determine trade goods, roll 1d7: (1) holy book 
  (choose god), (2) holy symbol (choose god), (3) hairshirt, 
  (4) begging bowl, (5) handful of juniper berries, (6) lantern, 
  or (7) 2d3 songbirds and small mammals that act as 
  friends. 
   
  Labourer: To determine trade goods, roll 1d5: (1) hammer, 
  (2) hand saw, (3) brick hod, (4) 7’ folding aluminum ladder, 
  or (5) retractable craft knife. 
   
  Lens grinder: You know how to grind and polish lenses, 
  mostly for eyeglasses, but also for more esoteric uses, 
  such as spyglasses. 
   
  Limner: You illustrate hand-copied editions of books. 
   
  Magician: You are not a wizard (yet?) but a performer with 
  a special bag of tricks. Your collapsing dagger is designed 
  to look like a normal dagger, but to prevent injury. You can 
  use it as a normal dagger, but if you roll maximum damage, 
  it automatically retracts the blade, doing only 1 point of 
  damage. You can collapse the blade for no damage at will. 
  Your trade goods are prepared magic tricks. Roll 2d3 to 
  determine how many tricks you have, then 1d12 for each 
  trick: (1) colour-changing scarf, (2) wand turns into bouquet 
  
  40 
   
  of flowers, (3) coin dances on knuckles before 
  disappearing, (4) liquid disappears when poured into paper 
  cone, (5) pull rabbit out of hat, (6) cup-and-ball trick, (7) 
  scarf becomes 5’ long chain of scarves, (8) identify mark’s 
  card from deck, (9) misidentify mark’s card, which then 
  appears in a sealed envelope, (10) lean outrageously 
  without falling down, (11) number of balls change between 
  1 and 3, or (12) object disappears and appears in mark’s 
  pocket (10’ range). 
   
  Maid: Your trained weapon and trade goods are both have 
  a 1 in 3 chance of being stolen from the house of your 
  employer. Whether or not they care depends upon what the 
  items are. For trained weapon, roll 1d5: (1) candle snuffer 
  (1d3), (2) fireplace poker (1d4), (3) knife (1d4), (4) broom 
  (1d4) or (5) short sword. For trade goods, roll 1d7: (1) 
  plastic bottle of cleaning fluid, (2) feather duster, (3) gem 
  worth 10 gp, (4) 3d4 sp, (5) silver-plated tray worth 5 gp, 
  (6) rubber gloves, or (7) dustpan and hand broom. 
   
  Mercer: A mercer is a seller of cloth. 
   
  Mudlark: You make a living by looking through the refuse 
  that comes down the Don River and collects in the mudflats 
  of the Portlands. Your trade goods depend upon what you 
  have found recently. Roll 1d14: (1) dead body, (2) purse 
  containing 3d12 cp, (3) warped shopping cart with wonky 
  wheel, (4) bent chrome hubcap, (5) old CD case, (6) six-
  inch action figure in poor condition, (7) carcasses of a small 
  but strange creature, (8) pair of boots with only a few holes 
  in them, (9) cache of 2d12 quarters from Toronto That 
  Was, (10) empty glass Coke bottle, (11) sack full of old fish 
  bones, (12) Rob Ford bobblehead, (13) green compost bin 
  in good shape, or (14) make three extra rolls on 
  the Toronto Crawl Classics Extras Table. 
   
  Musician: Your trade goods are your musical instrument. 
  Roll 1d16: (1) bongo drums, (2) accordion, (3) bagpipes, 
  (4) clarinet, (5) didgeridoo, (6) dulcimer, (7) guitar, (8) lute, 
  (9) flute, (10) panpipes, (11) harmonica, (12) saxophone, 
  (13) violin, (14) fiddle, (15) lyre, or (16) harp. 
   
  Painter: You are an interior/exterior painter. Your 
  extension stick is a device that can extend your paint roller 
  up to 15 feet. To determine the color of the latex paint in 
  your bucket, roll 1d12: (1) bright yellow, (2) watermelon 
  red, (3) pure pink, (4) carrot stick orange, (5) Gladstone 
  tan, (6) majestic violet, (7) Scandinavian blue, (8) cactus 
  green, (9) hummingbird green, (10) snowfall white, (11) 
  parish white, or (12) sepia tan. One day, the world will run 
  out of paint from the Old World, but that day is probably far 
  away. (For the curious, these are paint colours 
  from Benjamin Moore.) 
   
  Paper-stainer: A paper-stainer designs and creates 
  wallpaper. 
   
  Philosopher: What is your ancient book? Roll 1d20: 
  (1) The Dungeon Masters Guide by Gary Gygax, (2) Moby-
  Dick by Herman Melville, (3) A Princess of Mars by Edgar 
  Rice Burroughs, (4) The Water Babies by Charles Kingsley, 
  (5) A Study in Scarlet by Sir Arthur Conan Doyle, (6) The 
  Fairies in Tradition and Literature by Katherine Briggs, 
  (7) Christine by Stephen King, (8) Fear of Flying by Erica 
  Jong, (9) Anne of Green Gables by Lucy Maud 
  Montgomery, (10) Harry Potter and the Goblet of Fire by J. 
  K. Rowling, (11) The Handmaid’s Tale by Margaret 
  Atwood, (12) Life of Pi by Yann Martel, (13) UK Habitats of 
  the Canadian Goose by H.M. Stationary Office, (14) The 
  Return of the King by J.R.R. Tolkien, (15) Don’t Let the 
  Pigeon Drive the Bus! by Mo Willems, (16) Mystery of 
  Crocodile Island by Carolyn Keene, (17) The Silver 
  Chair by C.S. Lewis, (18) Catch-22 by Joseph Heller, 
  (19) Atlas Shrugged by Ayn Rand, or (20) The Elements of 
  Style by William Strunk, Jr., and E.B. White. If you can utter 
  pieces of a strange, funny, and yet sometimes profound 
  philosophy based on your book, you are likely to gain Luck 
  bonuses. 
   
  Politician: You are a minor politician. Decide, right now, if 
  you are an honest politician or not. If honest, your trade 
  goods are 2d6 gp. If dishonest, your trade goods are 2d24 
  gp, but you also owe 1d5+1 favours to shady characters 
  that will one day come to collect. If you survive. 
   
  Psychoanalyst: What is your ancient text? Roll 1d7: 
  (1) The Uses of Enchantment by Bruno Bettelheim, 
  (2) Conditioned Reflexes by Ivan Pavlov, (3) Three Essays 
  on the Theory of Sexuality by Sigmund Freud, (4) Totem 
  and Taboo by Sigmund Freud, (5) Man and His Symbols by 
  Carl Jung, (6) The Power of Myth by Joseph Campbell, or 
  (7) The Behaviour of Organisms by B. F. Skinner. 
   
  Rake: You are a wannabe bravo from a less fortunate 
  family. 
   
  Recycler: What are your trade goods? Roll 1d7: (1) plastic 
  shopping bag containing 3d24 crushed soft drink cans, (2) 
  5 lbs. of rusty scrap iron, (3) 3d16 feet of copper wire, (4) 
  stack of old broadsheets bound with twine, (5) burlap sack 
  containing 1d6 scavenged 2-litre plastic bottles, (6) 2d3 
  ancient beer bottles, or (7) old cardboard box with 3d8 
  used and leaky AA batteries. 
   
  Scholar: To determine your trained weapon, roll 1d5: (1) 
  quill pen (1d4), (2) club, (3) dagger, (4) dart, or (5) pool cue 
  (1d4). To determine which ancient tomes you own, roll 
  1d24 for each. (1) The Gods of Mars by Edgar Rice 
  Burroughs, (2) The Call of the Wild by Jack London, 
  (3) Heart of Darkness by Joseph Conrad, (4) Gulliver’s 
  Travels by Jonathan Swift, (5) Jane Eyre by Charlotte 
  Brontë, (6) The Necronomicon by Abdul al-Hazred 
  (7) David Copperfield by Charles Dickens, (8) Nameless 
  Horrors and What to Do About Them (author unknown), 
  (9) The Theory and Practice of Oligarchical Collectivism by 
  Emmanuel Goldstein, (10) The Stand by Stephen King, 
  (11) Dracula by Bram Stoker, (12) The Canadian 
  Mounted (author unknown, but the name “D. Griffith” is 
  written on the cover inside), (13) Alice’s Adventures in 
  Wonderland by Lewis Carroll, (14) The Monster Manual by 
  Gary Gygax, (15) The League of Extraordinary 
  Gentlemen by Alan Moore and Kevin O’Neill, 
  (16) Kidnapped by Robert Louis Stephenson, (17) The 
  Trees in My Forest by Bernd Heinrich, (18) Lo! by Charles 
  
  41 
   
  Fort, (19) Don Quixote by Miguel de Cervantes, 
  (20) Watership Down by Richard Adams, (21) Collected 
  Ghost Stories by M.R. James, (22) Doctor Who: The Wheel 
  of Ice by Stephen Baxter, (23) The Spy Who Loved Me by 
  Ian Fleming, or (24) The Hitchhiker’s Guide to the Galaxy 
  by Douglas Adams. These are hardcover editions. 
   
  Set decorator: You decorate sets for live theatre. To 
  determine trade goods, roll 1d8: (1) saffron robes for The 
  King in Yellow, (2) 3’ long blue and red glow sticks for The 
  Return of the Jedi, (3) papier-mâché skull for Hamlet, (4) 
  fluffy pillow for Othello, (5) donkey-head mask for A 
  Midsummer Night’s Dream, (6) pirate hat and wooden 
  cutlass for The Pirates of Penzance, (7) 3 foot-long wooden 
  stakes for The Return of Buffy, or (8) an armload of 
  evergreen boughs for Macbeth. 
   
  Steam fitter: Steam power is still used in the world 
  of Toronto Crawl Classics, although the fuel to operate a 
  large boiler is prohibitively expensive for most. 
   
  Street cleaner: Your dustpan has a long handle so you 
  don’t have to bend over too much while sweeping. 
   
  Street preacher: Choose the god you worship. This 
  determines which Holy Book you have. 
   
  Street punk: Roll 1d5 to determine your trained weapon: 
  (1) brass knuckles (1d3), (2) length of chain (1d4), (3) iron 
  pipe (1d4), (4) dagger, or (5) club. Roll 1d7 to determine 
  your trade goods: (1) skateboard, (2) leather jacket (+2 
  AC), (3) tee shirt for pre-Apocalyptic band, (4) 3d4 
  piercings, (5) 2d5 lengths of 2’ chain, (6) gallon jug of beer, 
  or (7) 2d3 doses of recreational drugs. 
   
  Tax collector: That 100 cp you are carrying is collected tax 
  revenue. Spending it is a felony offense, punishable by 
  death. Of course, if you can pay it back, perhaps no one 
  will know…. 
   
  Taxidermist: To determine what type of stuffed and 
  mounted animal you are carrying, roll 1d7: (1) raccoon, (2) 
  chipmunk, (3) skunk, (4) opossum, (5) black squirrel, (6) 
  seagull, or (7) Canada goose. There is a 1 in 10 chance 
  that your animal has some form of mutation. 
   
  Teacher: To determine what textbook you have, roll 1d5: 
  (1) Introduction to Mathematics, (2) Advanced Algebra, 
  (3) A Concise History of North America, (4) Studies in 
  English Literature, or (5) World History: A Canadian 
  Perspective. 
   
  Teamster: To determine your trade goods, roll 1d7: (1) dry 
  beans, 1d6 5 lb. sacks; (2) 50 lb. bale of raw wool; (3) 8 
  gallon firkin of lamp oil weighing 60 lbs.; (4) 40 lb. bale of 
  dry straw; (5) two 25 lb. bundles of firewood; (6) 20 lb. crate 
  of melons; or (7) 1d5 15 lb. bags of twisted tobacco. You 
  make your living moving heavy goods for others; these 
  items do not belong to you. 
                                                                                                
    
  Thug: To determine your trained weapon, roll 1d5: (1) 
  crowbar (1d4), (2) blackjack (1d4), (3) club, (4) dagger, or 
  (5) short sword. 
   
  Tinker: Tinkers are traveling repairmen. To determine your 
  trade goods, roll 1d5: (1) portable grinding wheel, (2) 
  bundle of fresh rushes, (3) bundle of cane for repairing 
  chairs, (4) collection of 1d5 mended pots and pans, or (5) 
  collection of 2d3 sharpened knives (1d4 damage each). 
   
  Toymaker: To determine your trade goods, roll 1d5, and 
  then roll 1d10 a number of times equal to the result: (1) 
  kite, (2) box kite, (3) wooden yoyo, (4) set of 3d8 wooden 
  building blocks, (5) stick horse, (6) rocking horse, (7) 
  wooden toy carriage, (8) tin soldier, (9) rag doll, or (10) 
  nutcracker. 
   
  Trader: To determine your trade goods, roll 1d8: (1) bag of 
  5d6 delicious apples, (2) pushcart of dried fertilizer, (3) 
  wooden box containing 3d5 well-made tobacco pipes made 
  from carved ivory or soapstone, (4) a large sack filled with 
  pungent onions, (5) large rolled-up rug, (6) large backpack 
  with 4d7 skeins of coloured yarn, (7) 3d3 bones or other 
  relics of saints, or (8) pack containing 2d12 jars of pickled 
  beets. 
   
  Turnkey: You are a keeper of the town’s prisons, located 
  in the Understreet. Your ring of heavy keys fits the jail cells, 
  but, with luck, they may fit other locks as well. 
   
  Wainwright: What’s in that pushcart? Roll 1d6: (1) 
  tomatoes, (2) nothing, (3) straw, (4) your dead, (5) dirt, or 
  (6) rocks. 
   
  Witch hunter: You are part of a religious order dedicated 
  to rooting out and destroying the cultists of forbidden 
  religions. To determine your weapon, roll 1d5: (1-2) dagger, 
  (3-5) collapsing dagger (as per magician). Determine which 
  deity you follow to determine whose holy symbol you carry. 
   
  Wizard’s apprentice: That black grimoire you are carrying, 
  among other things, contains the formulae for 1d5 1st level 
  wizard spells. You can attempt to cast them, using the 
  book, if you like, but 0-level characters doing so use 1d10 
  on the spell check. As a wizard’s apprentice, you may use 
  1d12. 
   
  Extras 
   
  In addition to a random item from the table in the Dungeon 
  Crawl Classics core rulebook, each character gains one 
  roll off the d120 table below. Players may choose to 
  substitute the DCC table with that from Mutant Crawl 
  Classics, the Umerican Survival Guide, etc., if they so 
  desire, for one or all of their characters. 
  
  42 
   
  D120 
  Starting Item 
  001 
  Orange traffic cone. 
  002 
  Folding pocket knife with 1d7 “blades” still working. Roll 1d12 for each working “blade”: (1) Bottle/Can Opener, (2) Corkscrew, (3) Large 
  Blade, (4) Magnifying Lens, (5) Scissors, (6) Small Blade, (7) Toothpick, (8) Tweezers, (9) Wood Saw, (10) Nail Cleaner, (11) Ruler, or 
  (12) Screwdriver (50% each flat-head or cross-tip). 
  003 
  A collection of 1d3 spoons and 1d4-1 forks. 
  004 
  Plastic lighter with fuel enough for 1d7 + 1d5 uses. 
  005 
  A shield made from an ancient sign. Roll 1d7: (1) Stop, (2) Yield, (3) Speed Limit 30, (4) Speed Limit 50, (5) No Parking At Any Time, (6) 
  Speed Bump, or (7) Quiet Residential Neighbourhood. 
  006 
  1d7 Tupperware containers of various sizes. 
  007 
  1d20 CDs and 1d20 DVDs. They are probably too damaged to be used, but who knows? 
  008 
  1d3 $500 bills, 1d5 $100 bills, 1d14 $20 bills, and 1d30 $5.00 bills in Monopoly money. 
  009 
  Roll 1d5: (1) softball, (2) football, (3) basketball, (4) 1d3 tennis balls, or (5) 1d7 golf balls. 
  010 
  Yo-yo with 3’ string. 
  011 
  Ancient key ring with 2d10 keys; what locks they fit have been lost to time. 
  012 
  Clipboard; 1 in 7 are metal. The remainder are made of pressboard. 
  013 
  Pencil sharpener. 
  014 
  3d14 rubber bands. 
  015 
  1 meter long measuring stick (ruler); 1 in 3 are metal, and 2 in 5 wooden meter sticks have a metal edge embedded into them. 
  016 
  Fidget spinner. 
  017 
  Brass candlestick. 
  018 
  Kitchen knife (1d4) 
  019 
  Lead pipe, 2’ (1d4) 
  020 
  Adjustable plumber’s wrench (1d5) 
  021 
  1d30 x 10’ of nylon rope. Roll 1d3 for color: (1) bright orange, (2) neon yellow, (3) lime green. 
  022 
  Revolver (1d8). Roll 1d7 to determine condition: (1-2) Total Crap, (3-4) Bad, (5-6) Not Bad, or (7) Normal. On a roll of 3+, you also have 
  1d6 rounds. 
  023 
  “Stop Gap” temporary wooden ramp. 
  024 
  Nylon school backpack. Roll 1d12: (1-6) No decoration, (7) Star Wars, (8) Star Trek, (9) children’s show, (10) superhero , (11) Pixar film, 
  or (12) something truly disturbing. 
  025 
  Litter box tray. 
  026 
  1d30 pounds of unscented cat litter. 
  027 
  1d4-1 reusable shopping bags (minimum 1). 
  028 
  Net from basketball hoop (hoop not included). 
  029 
  Rolled up 4’ x 6’ carpet. 
  030 
  1d5 wooden ceiling fan blades. 
  031 
  Bath mat. 
  032 
  Rocking horse that has seen better days. If rolled more than once, roll 1d5: (1) giraffe, (2) zebra, (3) elephant, (4) hippo, or (5) rhino. 
  033 
  Pepper grinder, d% full of black pepper. 
  034 
  Manual can opener. 
  035 
  Metal barbeque tongs. 
  036 
  Coffee cup. Roll 1d14: (1) World’s Greatest Dad, (2) I Y Grandma, (3) Algonquin Moose Facts, (4) Algonquin Bear Facts, (5) Visit the 
  037 
  1d3 bottles of sunscreen (long past expiry date). 
  038 
  6-inch action figure. Roll 1d16: (1) Darth Vader, (2) Princess Leia, (3) Luke Skywalker, (4) Chewbacca, (5) C3PO, (6) Spiderman, (7) 
  039 
  2d4 Lego mini-figs. 
  040 
  5d20 assorted Lego bricks and pieces of various colors. 
  041 
  Small bag of 3d30 marbles. 
  042 
  Small bag of 2d24 Scrabble letter tiles. 
  043 
  Plastic squirt gun. 
  044 
  Medium-sized stuffed animal. Roll 1d8: (1-3) bear, (4) owl, (5) seal, (6) flamingo, (7) raccoon, or (8) rabbit. 
  045 
  Deck of cards. Roll 1d6: (1) normal playing deck, (2) Tarot deck, (3) Magic: The Gathering cards, (4) Pokémon cards, (5) marked playing 
  046 
  Mood ring. 
  047 
  TransPlastic ID card.  Roll 1d7 for color: (1) Red, (2) Yellow, (3) Green, (4) Blue, (5) White, (6) Black, or (7) Clear transparent. 
  048 
  Extension cord, 1d5+1’ long. 
  049 
  Extension cord, 1d30+1’ long. 
  050 
  Folding stepladder, 3’. 
  051 
  Animal companion. Roll 1d16: (1-3) small dog, (4-5) medium dog, (6) large dog, (7-8) cat, (9) black squirrel, (10) raccoon, (11) mouse, 
  (12) rat, (13) crow, (14) owl, (15) lynx, or (16) moose. 
  
  43 
   
  052 
  Plastic hula hoop. 
  053 
  Roll of duct tape, 3d30’ remaining. 
  054 
  Can of WD-40, 3d10 uses remaining (no plastic application tube). 
  055 
  Skateboard or rollerblades in pretty good condition; 50% chance of each. 
  056 
  Hockey helmet. 
  057 
  Mountain bike in fair condition. 1 in 7 chance that bike seat is missing. 
  058 
  Knitting needles and skein of wool. 
  059 
  Wooden game board and pieces. Roll 1d3: (1) checkers, (2) chess, or (3) backgammon. 
  060 
  Drinking cup. Roll 1d3: (1) leather, (2) pewter, or (3) horn. 
  061 
  Really cool hat. Roll 1d7: (1) leather fedora, (2) Stetson, (3) signed Blue Jays baseball cap, (4) black top hat, (5) raspberry beret, (6) 
  062 
  Ancient money. 2d5-2 loonies and 3d4 quarters. 
  063 
  Tire iron (1d4). 
  064 
  Manual car jack (requires tire iron or suitable replacement). 
  065 
  1d10 large plastic outdoor garbage bags. 
  066 
  Livestock! Roll 1d10: (1) chicken, (2) duck, (3) goose, (4) goat, (5) sheep, (6) donkey, (7) mule, (8) cow, (9) pig, or (10) Bactrian camel, 
  067 
  Thermal bag, 1 quart capacity. 
  068 
  Unopened soft drink can. Roll 1d7: (1) Coke, (2) Pepsi, (3) Sprite, (4) Dr. Pepper, (5) PC Cola, (6) Mug root beer, or (7) Canada Dry 
  069 
  3d6 six-sided dice. 
  070 
  3d4-2 TTC tokens. 
  071 
  Lamp shade. 
  072 
  Wrist watch; still operable, and has Indiglo! The watch time sets itself, but you can set the alarm or use the stopwatch function. 
  073 
  Bicycle tire pump. 
  074 
  Visitor’s brochure. Roll 1d7: (1) Casa Loma, (2) Toronto Zoo, (3) Royal Ontario Museum, (4) Art Gallery of Ontario, (5) Ripley’s 
  075 
  Shopping basket. 
  076 
  Shopping cart. Roll 1d10 for condition: (1-3) one wheel missing, (4-6) one wheel locked, (7-9) one wheel wonky, or (10) all wheels work. 
  077 
  Metal spatula. 
  078 
  Piece of jewellery, a family heirloom worth 3d3 gp. For each natural “3”, roll 1d5 and add the result to the gp value. 
  079 
  Cast iron frying pan. 
  080 
  1 quart aluminum pot. 
  081 
  Aluminum saucepan. 
  082 
  Strong magnet. 
  083 
  Set of six corkboard drink coasters. 
  084 
  Doll. 
  085 
  3d4  plastic clothes hangers. 
  086 
  Nail clippers with nail file. 
  087 
  Hand mirror. 
  088 
  2d4-1 bed springs. 
  089 
  Paper bag of d100 screws. 
  090 
  Towel in very good condition. 
  091 
  Clay flower pot, 1d3 x 3 inches diameter. 
  092 
  Bow tie and fez. 
  093 
  1d6 iron railroad spikes. 
  094 
  Sewing kit (2d5 needles and 2d6  small spools of thread). 
  095 
  Pool cue stick. 
  096 
  Cinder block. 
  097 
  2d3 glow sticks. 
  098 
  Blanket. 
  099 
  Bottle of perfume worth 3d5 gp. 
  100 
  Plastic watering can. 
  101 
  Small plastic box of 1d50 push pins. 
  102 
  Bouquet of fake flowers. 
  103 
  Pillow. 
  104 
  Bottle of wine. Roll 1d5: (1-2) red, (3-4) white, or (5) Champaign. 
  105 
  3d60 poker chips. 
  106 
  Set of glow-in-the-dark polyhedral dice. Roll 1d14 to determine how many dice remain, and then roll 1d14 to determine which dice 
  107 
  Toilet plunger. 
  108 
  Jar of instant coffee with enough granules to make 1d24 cups. 
  109 
  Small bolt cutter. 
  
  44 
   
  110 
  Paddle for canoe. 
  111 
  Life jacket (personal floatation device, orange). 
  112 
  Wicker basket, 1 bushel capacity. 
  113 
  Sleeping bag. 
  114 
  1d3 doses of healing salve (1d3 damage, requires 1 minute to administer). 
  115 
  Hand-held magnifying glass. 
  116 
  Musical instrument. Roll 1d12: (1) cymbals, (2) bongos, (3) kazoo, (4) recorder, (5) ocarina, (6) classical guitar, (7) harmonica, (8) 
  117 
  Jerry can (gas can), empty. 
  118 
  1d3 small propane tanks (camp stove sized). 1 in 10 still have propane inside them, being d% full. 
  119 
  Winter footgear. Roll 1d4: (1) ice skates, (2) snowshoes, (3) cross-country skis, or (4) downhill skis. 
  120 
  A volume of esoteric lore, which contains enough information to research 1d3 random 1st level spells. 
  
  45 
   
  I have been a vampire 
  for a cup of raw blackness. 
  I have scrounged like a ghoul 
  through pockets of change 
  to slink to the coffee-house 
  at midnight. 
  Java Man 
  
  46 
   
  
  47 
   
  The Shining Archipelago 
   
  My original plan for this mathom was to fully detail the 
  Shining Archipelago, including information on towns and 
  villages, religion, monsters, and adventure sites. 
   
  Damn you, writer’s block! 
   
  However, a completed Shining Archipelago is still on the 
  drawing board, and I hope you will get the opportunity to see 
  it some day! 
   
  Does DCC Need a Megadungeon? 
   
  I think that it does. 
   
  There are currently some products out there which almost 
  satisfy that itch (for me), but eventually there will be more. 
  Maps 
  
  48 
   
   
  • 
  
  49 
   
  I I I 
  I. 
  LEVEL l'Q· 
  tJI 
  wf f 
  5 
  I 
  I 
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  50 
   
  LEllfL 1 c. 
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  51 
   
  Petals flushed pink 
  like delicate lips waiting to be kissed.  
  Everyone knows roses draw blood. 
   
  Everyone knows roses carry daggers. 
  Sweet fruit is hidden in their hips. 
  Their stems are sharp, cut from the earth. 
  Roses love you when you bleed. 
   
  So I bring you roses 
  to remind you of the daggers I carry. 
  And if the thorns have been removed, 
  that is to make you forget. 
   
   
  Roses 
  
  52 
   
  Swimming with the Sharks 
   
  The sahuagin were an original creation by Steve Marsh for 
  TSR-Era D&D. They first appeared in Supplement II: 
  Blackmoor in 1975, and, luckily, were released as Open 
  Gaming Content by OGL-era Wizards of the Coast. The result 
  is that we have 1st and 2nd edition AD&D sahuagin, 
  Pathfinder sahuagin, and the sahuagin of every WotC-era 
  D&D to examine in defining the “iconic” sahuagin. They have 
  even made the leap into screen-based games, such as 
  Minecraft and Brave Frontier. 
   
  Cunning and savage fish-folk, the sahuagin hate everybody. 
  Especially aquatic elves…perhaps by extension all elves. They 
  attack ships. They work well with sharks, which they can 
  command, so perhaps they don’t hate everything. The 
  sahuagin are subject to mutation, sometimes having four arms. 
  They are also, apparently, sometimes far more human-like and 
  at other times far more fish- or shark-like in their skeletal 
  structure. 
   
  Sahuagin differ from DCC’s Deep Ones in their inherent 
  savagery, their relationship to sharks, and their tendency to 
  mutate. So, let’s go from there are make them metal! 
   
  Scions of the Shark God 
   
  Elves have always gained their magical powers by making 
  pacts with supernatural entities – powerful demons, nature 
  spirits, fey lords, and eldritch beings from the dawn of time. 
  Thousands of years ago, on the Isles of Sahua, there was a 
  group of elves whose devotion to the shark-god, Kuawangu. 
  They fed slaves to the sharks in His sacred pools, and in return 
  they gained the bounty and protection of the seas. 
   
  Sahua is long gone, brought beneath the waves in a fiery 
  volcanic cataclysm. Some say that there was a schism between 
  the followers of jealous patrons, and that the followers of 
  Kuawangu were transformed to carry their lord’s vengeance 
  against all others.  
   
   
  Some say that the elves of Sahua turned from the shark-god, 
  and He wreaked the destruction of their islands, elevating the 
  sharks from His sacred pools to rule the watery palaces where 
  proud elven folk once strode. Whatever the truth may be, 
  Sahua is gone, and the Sahuagin swarm where ancient charts 
  once placed the island chain. 
   
  Sahuagin are tall, slender humanoids with green scaled skin, 
  shark-like teeth, and sharp claws. They favour tridents as 
  weapons, but, like elves, avoid the use of iron and steel. This 
  may be an indication of their elven ancestry, or it may be 
  because such metal rusts quickly in the salty brine of their 
  ocean home. Their scales are darker toward their spines, 
  fading to a green-white on their bellies. Only a careful 
  examination can determine the gender of a non-pregnant 
  female sahuagin, or an unaroused male. 
   
  Sahuagin Warrior: Init +2; Atk spear +3 melee (1d8+1) or 
  claw +3 melee (1d3) or bite +1 melee (1d6); AC 12; HD 
  2d8+2; MV 25’ or swim 50’; Act 1d20; SP control sharks, 
  grapple ships; SV Fort +2, Ref +3, Will +5; AL C. 
   
  Sahuagin warriors can control up to 2 Hit Dice of sharks each. 
  They are capable of using strong lines of seaweed fibres and 
  animal sinews to grapple ships from below. The sahuagin 
  holding each line adds drag to the ship, slowing it until it is 
  brought to a stop. The sahuagin then board the ship, 
  slaughtering all aboard before sinking the hapless vessel. 
   
  Let’s Get Dangerous 
   
  Already we have a pretty serviceable fish-man monster, but 
  the thing about sahuagin is that they are not all the same. 
  Some sahuagin mutants have four arms, according to even the 
  earliest sources. What if these mutations don’t stop with arms? 
  What if they are caused by the same magic which transformed 
  the sahuagin into what they are in the first place? 
   
  Sahuagin mutants call themselves “Scions of Kuawangu”, and 
  claim that their mutations are the result of the Shark-God’s 
  divine bloodline. When rolling up a small band of sahuagin, 
  the judge may use 1d30 to see which are mutated.  
  Sahuagin: Sea Devils 
  from the Deep 
  
  53 
   
  Alternately, roll 1d10 and use the numbers in parenthesis for 
  whichever sahuagin you decide are mutated. 
   
  Die Roll  
  Mutation 
  1-20 
   
  None 
  21-24 (1-4) 
  Additional pair of arms. +1 Action Die, and  
   
   
  it is possible to wield a second trident. 
  25 (5) 
   
  Extended fish tail. +20’ to swim speed, -5’  
   
   
  to land speed. 
  26 (6) 
   
  Larger. Increase HD by 1d8+1. Increase  
   
   
  melee attack rolls and damage by +1. 
  27 (7) 
   
  Shark-attuned. Can control double the  
   
   
  normal HD of sharks. 
  28 (8) 
   
  Feral bite. Bite damage increases by +1d on  
   
   
  the dice chain. Worse, wound continues  
   
   
  bleeding for 1 damage each round until  
   
   
  staunched (requires 1 minute) or magical  
   
   
  healing is applied. 
  29 (9) 
   
  Psionic. Enlarged head and brain. Can make  
   
   
  a psychic attack for 1d8 damage within  
   
   
  120’. Will save (DC 1d20 + sahuagin’s HD)  
   
   
  for half. If this is rolled more than once,  
   
   
  increase damage by +1d on the dice chain. 
  30 (10)  
  Multiple mutations. Roll 1d3 times. Ignore  
   
   
  future instances of multiple mutations. Or  
   
   
  don’t, and make a truly terrifying adversary. 
   
  For example: 
   
  Sahuagin Mutant: Init +2; Atk spear +3 melee (1d8+1) or 
  claw +3 melee (1d3) or bite +1 melee (1d6); AC 12; HD 
  2d8+2; MV 25’ or swim 50’; Act 2d20; SP control sharks, 
  grapple ships, four arms; SV Fort +2, Ref +3, Will +5; AL C. 
  (Four arms.) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sahuagin Mutant: Init +2; Atk spear +4 melee (1d8+2) or 
  claw +4 melee (1d3+1) or bite +2 melee (1d6+1); AC 12; HD 
  3d8+3; MV 25’ or swim 50’; Act 1d20; SP control sharks (6 
  HD), grapple ships, psionic attack (120’ range, 1d8 dam, Will 
  DC 13 half); SV Fort +2, Ref +3, Will +5; AL C. (Larger, 
  shark-attuned, psionic.) 
   
  Sahuagin Mutant: Init +2; Atk spear +5 melee (1d8+3) or 
  claw +5 melee (1d3+2) or bite +3 melee (1d10); AC 12; HD 
  4d8+4; MV 25’ or swim 50’; Act 1d20; SP control sharks, 
  grapple ships; SV Fort +2, Ref +3, Will +5; AL C. (Larger 
  twice, feral bite three times.) 
   
  Just Add Sharks 
   
  Really, what is the point of including shark-controlling 
  adversaries without including some statistics for sharks? These 
  are only base statistics; the judge can and should modify them 
  to create specific species or creatures. 
   
  Shark (Small): Init +5; Atk bite +2 melee (1d5); AC 12; HD 
  1d8+4; MV Swim 50’; Act 1d20; SP critical hit on 19-20; SV 
  Fort +2, Ref +5, Will +0; AL N. 
   
  Shark (Medium): Init +4; Atk bite +3 melee (1d7); AC 14; 
  HD 2d8+6; MV Swim 50’; Act 1d20; SP critical hit on 19-20; 
  SV Fort +4, Ref +4, Will +0; AL N. 
   
  Shark (Large): Init +2; Atk bite +5 melee (1d12); AC 14; HD 
  4d8+8; MV Swim 40’; Act 1d20; SP critical hit on 18-20; SV 
  Fort +6, Ref +2, Will +0; AL N. 
   
  Shark (Very Large): Init +0; Atk bite +8 melee (1d16); AC 
  16; HD 8d8+16; MV Swim 40’; Act 1d24; SP critical hit on 
  20-24; SV Fort +10, Ref +2, Will +0; AL N. 
   
   
  
  54 
   
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  15 COPYRIGHT NOTICE 
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SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Supplements/Raven Crowking Presents/Raven Crowking's Birthday Mathom 2018 (DCC).pdf