TEXT: Page 
  World_Quest of the
  Winter
  Calendar
  By Steve Bean 
  & Julian Bernick
  Additional Development by    
  Roy Snyder and Brendan LaSalle
  
  Page    
  World Quest of the Winter Calendar
  A “World -Shaping” 0 -Level Funnel
  By: Steve Bean and Julian Bernick
  Development by: Roy Snyder and Brendan LaSalle
  Patron Development Assistance: Terry Olson
  Cover Artist: Nathan Campos
  Interior Artists: Nathan Campos, Thomas Denmark, Lyle Lynde, Danny Huynh and Steve Bean
  Image Usage Acknowledgments: ©Torky Dreamstime.com – Wooden Church Sketch Photo, Fadley Ndowo and John D. Batten
  Cartography: Thomas Denmark and Steve Bean
  Art Direction: Steve Bean
  Layout: Marcus Cisneros
  Editors: Steve Bean and Julian Bernick
  Playtesters: John Brosnahan, Gilbert Burton, Jon Carnes, Brian Courtemanche, 
  Theodin B. Feldman, Ivy Fowler, Charlie Gilb, Jen Gubicza. Juan Lopez, Reid Luhn, 
  Gerardo Martinez, Ian MacMillen, Tim Mulry, “Eggsavior” Rodriguez, Evan Rossi, 
  CraigSpellman, Katrina “Kat” Torres, Jack Walls, Lisa Walls
  This product was created, in part, using the skills and labor of young 
  adults from the Digital NEST, a technology education studio that 
  trains rural, predominantly Latino youth in Watsonville, California, for
  careers in the tech industry. A portion of every sale of this product will
  be donated to the Digital NEST. Please consider making an additional
  donation at www.digitalnest.org.
  
  Page 
  INTRODUCTION
  World-Quest of the Winter Calendar is a quintessential 
  0-level funnel: it starts the player-characters down the road
  of adventuring destinies, determining who lives and who
  dies and potentially affecting the Luck and other ability
  scores of those who survive. As with any funnel, after it’s
  over, the survivors will graduate to full-fledged adventurers
  as they level up to first level in an adventuring class.
  But World-Quest is also a 0-level funnel unlike any you’ve 
  ever seen. By undertaking the quest contained within these 
  pages, the PCs take part in a mystical event with such 
  cosmic significance that the PCs’ actions shape the very 
  nature of the world into which they emerge after the adven-
  ture! Many aspects of their world - politics, the economy, 
  Patrons, even the current state of Balance in the Eternal 
  Struggle between Law and Chaos - will be determined by 
  what happens in their 0-level adventure. These determi-
  nations, in turn, change in-game mechanics in the Judge’s 
  campaign. World-Quest is a great funnel for players who 
  are new to the DCC game, but its world-shaping feature 
  makes it an excellent way to start a campaign for veteran 
  DCC players who’ve “been there, done that” with regards to 
  0-level funnels.
  World-Quest of the Winter Calendar is particularly 
  appropriate for running during the holiday season. The 
  Winter Calendar was conceived of as mystical Advent 
  Calendar, menora or marker of the turn of the New Year 
  and the quest of a holiday-inspired adventure. A holiday-in-
  spired adventure is different from a “Christmas module.” 
  World-Quest draws on ancient myths that are the original 
  sources of our holiday themes to present recognizable 
  holiday season elements while avoiding cheesy adaptations 
  of Christmas tropes. But World-Quest can also be run with 
  no reference to the holiday season whatsoever - the week 
  tracked by the Winter Calendar marks the high holy days of 
  the god Lamushea and can be transposed on to any season 
  in any climate.
  THE LAND OF VARJOMA
  Varjoma is a majestic, sub-arctic region of rugged steppes, 
  dense pine forests and icy lakes. The Varjoma setting for 
  World-Quest (also found in the Steve Bean Games-penned 
  module Trial of the Toymakers) was inspired by Finnish 
  mythology, a mythos which gave Western-European, Chris-
  tian culture many of the things that are part-and-parcel of 
  its winter holiday mythology: Santa’s flying conveyance, his 
  outfit, his reindeer and his toy-making “elves.” 
  Varjoma shares its northern border with the Lands of the 
  Dead. This proximity makes Varjoma’s boundaries with all 
  of the “Other Worlds” very thin. This proximity also makes 
  Varjoma a locus of powerful mystic energy. Many beings 
  have crossed the boundaries from the Other Worlds to take 
  up residence in Varjoma, or have sought out this land as a 
  source of power for magical works. 
  The land’s best known being is its ruler: The Witch-Queen 
  of Varjoma. Other powerful figures associated with Varjoma 
  include: Tuwonatar, God of the Dead; Tkurrso, a lake-mon-
  ster demi-god, the divine hero Vaniminen and the wicked 
  progeny of Tkurrso and the Witch-Queen, the demonic 
  demi-gods collectively called the Nine Mortal Afflictions. 
  Several races of demi-humans with strong associations with 
  all things mystical are also known to call Varjoma their 
  home, including the semi-nomadic, wild elves called the 
  Makarhu, the secretive Konhengen gnomes, and new to this 
  adventure, a race of elf-kin called the Zvarts. 
  We’ve packed World-Quest of the Winter Calendar full 
  to bursting with supplementary material about fantastic 
  aspects of Varjoma to enrich your game. You’ll find a new 
  DCC class and two new patrons complete with Invoke Pa-
  tron tables and new Patron Spells.
  ADVENTURE BACKGROUND
  Centuries ago, the Witch-Queen coupled with the 
  lake-monster Tkurrso. In so doing, these two demi-gods 
  completed one of the most powerful, unholy rituals of an 
  entire age. Their coupling produced nontuplets - nine fra-
  ternal twins -”The Nine” – who all emerged as fully-formed 
  arch-fiends. Each of the Nine is the embodiment of a pair 
  of afflictions –a life-threatening disease and a related flaw 
  or vulnerability in the mortal psyche. The Nine are primal 
  forces of Chaos and their sole purpose is to innundate the 
  world with their afflictions and bring low all civilization - 
  human, demi-human and humanoid. 
  One of the Nine Afflictions was Grim Inchyron, an artifi-
  cer and the bringer of colic, a disease the fiend invented-
  to inflict anguish on mortal babes. Day upon day, Grim 
  Inchyron would sit in his Undercroft and create new ways 
  to bring anguish to all beings who honor Law. On one such 
  day, he hatched a diabolical plot to undermine the position 
  of Law in the Eternal Struggle.
  Grim Inchyron murdered Lamushea, beheaded him and 
  took possession of the legendary scrying device and divine 
  symbol called the Krytz. But, unbeknowst to the Artificer of 
  Anguish, the Krytz had absorbed the Law-Shaper’s essence. 
  1
  
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  Then Grim Inchyron returned to his Undercroft Found-
  ry Hall. He worked his minions near to death forging the 
  Hell-Forged Ferro-Zeffir - a magical flying conveyance that 
  would aide him in impersonating Lamushea. At the same 
  time, the Artificer of Anguish used Lamushea’s severed 
  head to fashion a mask and he worked a great gloaming 
  glamour to complete his impersonation.
  Grim Inchyron ventured forth during the Law-Shaper’s 
  High Holy Week to visit merciless, false justice on the 
  mortal world. While posing as Lamushea, Grim Inchy-
  ron passed judgment upon judgment. He pronounced 
  entire races and kingdoms guilty of heinous charges and 
  sentenced them to insanely severe penalties; widespread 
  executions and mass torture; cities were razed and farm-
  lands were salted and made infertile for years to come. The 
  plot was so successful that the very Balance of the Eternal 
  Struggle tipped significantly in Chaos’ favor. 
  Grim Inchyron returned to his sanctum to celebrate his 
  great success. He took up watch at the Krytz to view, 
  firsthand, the misery produced by his efforts. But instead 
  of being cowed by the chaos Grim Inchyron had wrought, 
  the mortal world rose to the occasion. In a rare, morally 
  transcendent moment, people chose to forgive Lamushea 
  in spite of their belief that the Law-Shaper had sown false 
  justice. 
  This supreme act of moral transcendence funneled through 
  the Krytz like a lightning bolt and struck down Grim Inchy-
  ron. The Artificer of Anguish decorporealized into a mere 
  shade of himself, a “devil-wraith.” During this interaction, 
  Grim Inchyron’s corporeality and Lamushea’s essence with-
  in the Krytz intersected in a manner beyond mortal com-
  prehension and trans-substantiated a third, new, Neutral 
  god:  Laylokan, the God of Weighing the Cost of Balance. 
  The “coming” of Laylokan had several significant meta-
  physical side effects. The transubstantiation sucked away all 
  mortal memory of the world-shaking events of the previous 
  week. These memories coalesced into a “mystical morality 
  tale,” a living, metaphysical narrative that magically en-
  veloped both the Devil-Wraith and the Krytz artifact. The 
  safe-keeping of this metaphysical narrative became the 
  responsibility of the newly-created god, Laylokan - every 
  birth comes with a price, one even the gods must pay. 
  Laylokan fashioned the Winter Calendar - an artifact to 
  contain the lost tale - and has borne both every day since. 
  The tale has served as source of guidance in his work of 
  weighing the cost of balancing Law and Chaos. It has also 
  been a massive distraction from that divine work, as he is 
  constantly pursued by allies and servants of Grim Inchy-
  ron who seek to free the Devil-Wraith from the bonds of 
  the tale and restore him to full demonic form. In an effort 
  to keep the calendar out of evil hands, Laylokan keeps to 
  the “spaces-between-the-worlds.” But in certain places, at 
  specific times of the year, the boundaries between worlds 
  is thin. At those times, mortals might very well find them-
  selves in a chance encounter with Laylokan…
  ENCOUNTER TABLE
  Area 
  Type 
  Encounter
  1-1
  C, T 
  Barbed Imps and Trapped in the Penumbra
  1-1a 
  P
  Laylokan
  2-1
  T 
  Escaping Grim Inchyron’s Undercroft
  2-1a 
  P
  The Chronicle 1 “Moral-Making”
  2-2
  C, T 
  Slag Hellion assault on Lamushea’s Tower
  2-3
  T 
  Hellish Environment of the Foundry Hall
  2-3a 
  P
  The “Moral-Making” for Chronicles 2 & 3
  2-4
  C, T 
  Fuliginous Wing-Fiends
  C, T 
  2-5
  2-5a 
  P
  Dire-Rat and a Dangerous Climb
  2-6
  C, T 
  Angry, Aggrieved Mob
  2-6a 
  P
  The Final “Moral-Making”
  PLAYER START
  The adventure begins in a Zvart village in Varjoma, north-
  west of the Lake of God’s Blood. Zvarts are a race of elf-kin 
  native to the Penumbra who crossed the border-between-
  the-worlds millennia ago and have all but lost this history 
  to their long immersion in a mortal existence. The players 
  may make Zvart PCs using the information on this class 
  provided in Appendix C of this module. Any PCs whose 
  0-level characters are not Zvarts are travelers who have been
  welcomed into the Zvart village as “hearth-friends” during
  the festival of the High Holy Week.
  The PCs have formed a foraging party to gather fodder for 
  thefestival feast. They are foraging in the forest when they 
  come upon Laylokan in a glen. The boundary of the glen is 
  also a portal into the Penumbra. 
  2
  The “Moral-Making” for Chronicles 4 & 5
  
  Page 3
  1-1 THE PENUMBRIC GLEN
  Your group has gone gathering for the Grand Festival-Feast 
  of the High Holy Week. Trekking through a crisp, snow-clad, 
  evergreen forest, you hear a commotion up ahead. You come 
  upon a perfectly round clearing in the forest, bordered by a 
  circle of amber-leaved birch trees. Within the clearing is a 
  bearded man who has been dragging a heavy, eight-runner 
  sledge. On the sledge is a 5’ tall sculpture wrought in pure, 
  sterling silver - a wheel-like calendar with the symbols for 
  the festival week’s days engraved on 2’ tall, hinged doors. The 
  old man is beset by a swarm of hostile flying creatures – 6” 
  tall, fiendish, winged simulacra with vaguely humanoid 
  bodies fashioned from metal barbs welded together in wicked 
  tangles.
  If any PCs step into the clearing on the other side of the 
  amber-leaved birches they will be attacked by Barbed Imps. 
  Barbed Imp Swarm (2):  Init +0; Atk swarming  scourge +1 
  melee (1d3); AC 13; HD 1d8; hp 5 each; MV fly 40’; Act 
  3d16; SP must successfully re-roll to-hit roll to score a crit-
  ical hit, reduced combate effectiveness at lower than 4 hp, 
  immune to fire attacks, darkness, demonic vision; SV Fort 
  +3, Ref -1, Will +0; AL C.
  Barbed Imps served Grim Inchyron in his lair, the Under-
  croft. Grim Inchyron fashioned them to fetch, carry, run 
  errands and perform basic manual labor - not for combat. 
  But what they lack in martial skill they make up for in num-
  bers. A swarm consists of hundreds of imps. The swarm can 
  form itself into a cloud around a target and create a magi-
  cal darkness with the same properties as if they had rolled 
  an 18-19 on a spell check for the Cleric spell of the same 
  name on page 258 of the DCC rule book. The Barbed Imps 
  themselves have demonic vision that cannot be hampered 
  by any form of darkness or non-solid obscurant such as fog, 
  smoke, etc. 
  With no higher intelligence to direct them, a swarm of 
  these weak-minded imps is slow to react and has difficulty 
  coordinating actions and executing decisions. Within the 
  swarm, individual imps can often be seen bickering with 
  each other or taking actions that interfere with other imps. 
  As a result, the swarm lacks the coordination necessary for 
  well-targeted strikes and therefore has difficulty scoring 
  critical hits. Any roll of a natural 16 that would normally 
  trigger a critical hit requires a re-roll of the action die. If 
  the second roll hits against the opponent’s armor class the 
  critical hit occurs; if the re-roll doesn’t equal or exceed the 
  target’s armor class, then the original roll of 16 is treated as 
  a normal, non-critical hit. When the swarm starts to lose its 
  numbers, its combat effectiveness is further reduced. At less 
  than four hit points, the swarm’s attack bonus is reduced to 
  zero and it loses an action die. 
  The Barbed Imps will NOT attack anyone within 8’ of the 
  Winter Calendar for fear of damaging the artifact that hous-
  es their master’s wraith form. Laylokan will quickly move 
  into this safe proximity to the Winter Calendar. 
  Any PCs who step inside the ring of amber-leaved Birch 
  trees enter the Penumbra, a space between dimensions. 
  Time moves with almost infinite slowness in the Penumbra, 
  so while they are in the Glen or in the Chronicles of the 
  Winter Calendar, PCs cannot heal naturally, cannot earn XP 
  or gain levels. 
  
  Page    
  Laylokan will Volunteer: 
  • That he is bound by the terms of his divinity to bear
  the calendar and its contents.
  • That the PCs entered a space-between-the-worlds
  called “The Penumbra” the moment they stepped
  into the clearing inside the ring of birch trees.
  • That time does not work the same in the Penumbra
  as it does in the mortal world. (Though Laylokan
  may or may not choose to reveal this, time moves
  much more slowly in the Penumbra. As a result,
  when the PCs return to the mortal world, decades,
  centuries or even millennia will have passed.)
  • That having passed into the Penumbra, they cannot
  leave – if they try to go back the way they came
  they will wander through an endless, fairy version
  of the same forest.
  • To return to their world they must enter the
  Chronicles of the Winter Calendar, in order, from
  1-7, and bear witness to the story told in the
  Chronicles, a lost tale called the Sacred Krytz
  Mystery. By exploring the story and bearing witness
  to it, they will call forth the magic of the calendar.
  This will create an opening in the Veil of the
  Penumbra through which they can return to the
       mortal world.
  • If the PCs ask Laylokan what they’ll find in the
  Chronicles, he responds cryptically, in verse:
  The Winter Calendar
  Contains the tale
  Of murder and miracle
  That upended the scales
  Hubris for both:
  Devil and wisdom impearled;
  The morals you glean
  Will reshape the world!
  • That inside the Chronicles they will become
  involved in the story of the Sacred Krytz Mystery.
  Their mission is to bear witness to what they see.
  They may intervene as they see fit, and are likely
  to be drawn into events. However, they should
  understand that while they can affect the “local”
  events within a Chronicle and can, in turn be
  affected by the events (eg wounded or killed!) they
  cannot change the ultimate course of the story.
  • That they must relate to him what they see within
  the Chronicles. At four intervals, upon returning
  from exploring one or more Chronicles, they will
  determine what the “moral” is of the portion of the
  story they just witnessed. One or more of their
  party must present what they think that moral is
  from the perspective of Law and one or more
  must present a moral that they believe represents
  the perspective of Chaos.
  •
  The PCs not involved in formulating and
  presenting the morals from the perspectives of Law
  and Chaos will decide, from a neutral perspective,
  which of the two morals presented is the better one.
  •
  By interpreting the significance of the story, they
  are enacting a great, magical ritual that restores the
  story of the Sacred Krytz Mystery to the mortal
  world. This ritual is so powerful that it will also
  change the very shape and nature of their world on
  a profound and fundamental level!
  4
  1-2 MEETING LAYLOKAN
  When the battle is over, you get a good look at the man with 
  the sledge. Despite a bone-white beard, his age is difficult to 
  discern; he could be 35 or 75. He is wrapped in a great-kilt 
  made from yards and yards of thick angora felt dyed a deep 
  green and enhanced with silver-embroidered, spiked leaves. 
  On his bald head he wears a silver half-skullcap covering 
  his pate with two silver-sculpted ram’s horns that curve back 
  behind his ears. Despite the snowy clime, he goes barefoot and 
  wears no gloves. Other than the harness for pulling the sledge, 
  the man carries only a counting-tablet fashioned of well-
  waxed beech wood. The counters for working the tablet hang 
  from cords attached to the burnished leather girdle he wears 
  overtop his kilt. 
  The man wipes the sweat from his brow and then addresses 
  you. “Forsooth, I thank you for your assistance. I am Laylo-
  kan, God of Weighing the Cost of the Balance and this load I 
  pull is The Winter Calendar.” 
  The Judge should use the information below to guide the 
  interaction between Laylokan and the PCs.
  
  Page 
  Laylokan will explain two more aspects of exploring 
  the Chronicles:
  • That when they open a door of the Calendar they
  can enter that Chronicle, but once they enter, there
  are specific conditions they have to fulfill in order
  to be able to leave it.
  • That by exploring the Chronicles they may also
  recover artifacts lost to the world, or set free
  powerful forces of the Eternal Struggle that have
  long been contained within the Chronicles.
  Laylokan will NOT:
  • Identify the Devil-Wraith, invoke the name “Grim
  Inchyron” or explain that the Calendar contains
  Grim Inchyron’s spirit, in the form of the
  Devil-Wraith.
  • Name “Lamushea the Law-Shaper” or inform them
  that his essence went into the Krytz.
  • Describe the Krytz itself or identify its powers.
  • Foreshadow, explain or interpret anything the PCs
  will see in any of the Chronicles.
  Moral Making: The Chronicles
  The quest to restore this lost morality tale to the mortal 
  world requires that the PCs interpret to Laylokan what they 
  witness in the Chronicles.
  These interpretations happen at four points: after Chronicle 
  1, after Chronicle 3 (covering the events of Chronicles 2 
  and 3), after Chronicle 5 (covering Chronicle 4 and 5) and 
  after the final Chronicle, number 6, has been explored. 
  Before the PCs enter the first Chronicle, each player must 
  choose an “alignment lens” - Law, Neutrality or Chaos - 
  from which ALL of his or her PCs will interpret the events 
  of the story. To repeat: ONE “lens” will apply to ALL of the 
  PCs a player controls (typically 3-4 in a 0-level funnel). This 
  adopted lens bears no relation to those PCs’ actual align-
  ments; it doesn’t matter if the alignments of the PCs a player 
  controls are different from the “alignment lens” which the 
  player uses to guide his or her participations in the mor-
  al-makings. 
  5
  When both the Law and Chaos player groups have com-
  posed their morals, the Neutral alignment lens players re-
  turn and the two morals are presented to them. The Neutral 
  lens players have the task of deciding which of the morals is 
  better. This decision can be based on whatever criteria they 
  decide is appropriate to the goals of Neutrality (If after a 
  couple of minutes of deliberation the Neutral group cannot 
  agree, the Judge should put the decision to a majority-rule 
  vote of those players).
  The Neutral PCs will bestow a rating on the winning side 
  which determines what die on the Die Chain is rolled to 
  determine the world-shaping effects:
  Rating
  Difficulty Class and Die 
         
  Marginally better =           Roll against a DC 12 using a d20
  Significantly better =        Roll against a DC 12 using a d24
  Vastly better = 
  Roll against a DC 12 using a d30
  SIDEBAR: Explaining the 
  "Alignment lens"
      Having all of a players’ three or four PCs view the  
      Chronicles from a single “alignment perspective” is
      necessary to avoid confusion and streamline play. If 
      your players need an in-game justification, tell 
      them that entering the Chronicles is like mounting 
      an anthropological expedition and that adopting an
      “alignment lens” is part of such an 
      “investigative” approach to viewing the narrative; it 
      is acknowledging bias and constantly choosing a 
      singular perspective through which to view and 
      interpret events. It has no bearing on their PCs’
      personal ethics or beliefs as reflected in their actual 
      alignments.      
  After viewing  one or more Chronicles, the PCs prepare 
  and conduct a “meaning making.” First, the players break 
  off into alignment lens-alike groups. The Neutral group 
  should leave the room while the other two player groups 
  – Law and Chaos – spend three minutes or less composing
  a “moral of the story” guided by the alignment lens
  perspective through which they were viewing the story. The
  moral should be a pithy (12 words or less) statement that
  captures the “lesson” or “learning” that they believe should
  be understood from the portion of the story they just
  witnessed, according to their adopted alignment lens.
  
  Page    
  SIDEBAR: Examples of 
  Morals from Aesop’s
   Fables
   Perhaps the best-known source of stories with morals ‘
     is “Aesop’s Fables.” These are good  models for the 
     player’s morals:
  • Appearances often are deceiving. - From “The Wolf
  in Sheep’s Clothing”
  • Avoid a remedy that is worse than the disease.
  - From “The Hawk, the Kite, and the Pigeons”
  • Pride goes before destruction - From “The Fighting
  Cocks and the Eagle”
  • The hero is brave in deeds as well as words - From
  “The Hunter and the Woodman”
  • No one believes a liar, even when he speaks the
  truth. - From “The Boy Who Cried Wolf"
  A worksheet is included in Appendix A for the Judge to use 
  to document these changes. 
  If at any point in the adventure, because of PC death, an 
  “alignment lens”, is no longer represented, a player may 
  change his PCs’ adopted lens to cover the gap. If there is 
  ever only two players left with surviving PCs, one player 
  should adopt the Law lens and another the Chaos lens and 
  the players with no surviving PCs can continue to judge the 
  retelling as Neutral “spirit-advisors” to Laylokan, who will 
  announce their decision. 
  SIDEBAR: Moral-Making 
  during Play Testing
       Our playtest Judges experimented with different 
       ways of handling the moral-making. You may find 
       that some of these variants match well with your
       group of players:
  • One Judge had players rotate roles, so over the
  course of the adventure each player had the
  experience of  inventing a moral from the
  perspective of Law,  inventing one from the
  perspective of Chaos  and judging others’
  moral-making from the Neutral perspective.
  • Some Judges instructed their players to invent
  morals focused on the events they witnessed in the
  Chronicles while others allowed players to derive
  their morals from their characters’ and/or the entire
  party’s own experiences of the encounters in the
  Chronicle. Both of these approaches are good ones
  – you can choose what works best for you or
  mix-and-match and see what happens!
  6
  2 -1 Chronicle 1 Encounter
  Laylokan gestures to the door at the top of the sculpture, 
  engraved with an ancient rune representing the numeral one. 
  “The Chronicle behind this door recounts the first day in a 
  week-long set of events. Remember, you will be a part of the 
  story, making any dangers real to you. You can affect local 
  events within the Chronicle but you cannot change the ulti-
  mate outcome. Your primary mission is to survive so you can 
  bear witness, for, upon your return, you must tell me what 
  meaning you derive from what you see.”
  As soon as any one PC opens the door, the entire party is 
  transported instantaneously into the first encounter. 
  You materialize in a small round underground chamber with 
  a low, vaulted ceiling. A tar pit burbles in the center of the 
  chamber floor. Smudges and spills indicate that someone has 
  been harvesting from this pit. There are several passages lead-
  ing out of the chamber. As your eyes adjust to the dim light 
  you see that the excavation of the chamber and its egresses 
  
  Page 7
  have exposed scores of small skeletons. You realize that this 
  complex has been carved out of some kind of huge barrow 
  mound that serves as a burial ground for dead children. 
  As you survey your surroundings, you see a troop of strange 
  figures pass by a tunnel mouths. Two feet tall, the figures are 
  composed of tar similar to what’s in the pit, giving them a 
  melted, amorphous, humanoid form. When they flex their 
  limbs, their joints part at seams, revealing an orange, faintly 
  glowing, molten substrate. There is nothing faint about the 
  glow of their eyes, however – it is an unearthly purple hue like 
  the sheen on an oil slick and much more luminescent than it 
  should be, betraying the creatures’ Infernal origin. 
  You hold your breath then exhale both silently and gratefully 
  when the last of the troop of figures passes you by without no-
  tice. But your relief is short lived, replaced by a single thought 
  that leaps to the forefront of your mind: Escape!
  The party’ objective in the Chronicle is to escape this por-
  tion of the Undercroft. They’ll fare much better if they do 
  this by stealth – fighting the denizens of the Undercroft can 
  be hazardous to their health! 
  The PCs will make their way through and out of the Un-
  dercroft by making a series of paired navigation and stealth 
  checks. (A map of this level of the Undercroft is provided, 
  but is a rough illustration of the environs rather than a true 
  map.) 
  In between these paired Navigation + Stealth checks, they 
  SIDEBAR: Player Strategies
   in the Undercroft
      In keeping with the ethos of Dungeon Crawl Classics, 
       the Judge should encourage players to use creative 
       problem-solving to improve their chances of 
       navigating out of the Undercroft. You can award 
       bonuses or reduce the number of successful navigation
       checks required by the party for stratagems like 
       capturing one of Grim Inchyron’s minions and
       compelling it to lead the party out, or looking for
       telltale signs that they are getting closer to the
       outdoors. In playtesting, one player with a Halfling 
       Mariner kept testing the air in the Undercroft, looking 
       for a draft that she could follow to an exit. 
  will hear portions of a ranting speech by Grim Inchyron 
  echoing through the halls of the Undercroft (see below).
  Navigation Checks
  The party must make four (4) successful DC 12 checks. One 
  PC must decide the direction for the entire party and the 
  player controlling that PC makes the roll. The roll is:
  Roll = d20 ± Int modifier +1 for related occupation 
  (if applicable) +1 per successfull PC assist vs DC 12
  
  Page    
  • Other PC’s may attempt to aid the PC who is
  deciding direction by making a DC 13 Personality
  check. Every PC who contributes to making
  navigation decisions adds a cumulative -1 penalty to
  the party’s stealth (see below).
  Natural 4
  Tunnel to The 
  Pulpit
  A tunnel 20’-50’ long leads to The Pulpit – the grand, cavernous area where Grim Inchyron 
  strokes his own ego by relating the details of his grand scheme out loud to whatever min-
  ions are around. Entering a tunnel leading to The Pulpit or entering The Pulpit itself forces 
  an extra stealth roll to avoid discovery by a troop of Bituminous Quasits.
  Natural 
  2-3
  Bituminous 
  Quasit troop
  The troop is passing by in an adjacent tunnel – the PCs remain unnoticed with a successful 
  extra stealth check (see below).
  Roll
  Feature
  Notes
  Natural 20
  Hint of an exit
  This result counts as two successful navigation checks. The Judge should describe some-
  thing that suggests that the party is on the right path to an exit such as a broken piece of 
  foliage or smudge of dirt tracked in from the outdoors.
  Modified 
  19+
  Small chamber 
  with tar pit
  Chambers are 15’-40’ across and varied in shape. This result means the party finds one with 
  a bubbling tar pit.
  Modified 
  13-18
  2-way fork in
  tunnel
  The PC deciding direction should choose left or right (though the choice has no actual 
  bearing on finding the exit).
  Modified 
  9-12
  3-way fork in
  tunnel
  The PC deciding direction should choose left, center or right (though the choice has no 
  actual bearing on finding the exit).
  Modified 
  4-8
  4-way fork in
  tunnel
  The PC deciding direction should choose left, center-left, center-right or right (the choice 
  has no actual bearing on finding an exit).
  Natural 5
  Small chamber
  Same as above but with no tar pit. The Judge can add “flavor” such as random tools, dead 
  vermin, etc.
  8
  • Occupations with knowledge of navigation or
  underground complexes: any Dwarf occupation,  Elven
  Navigator, Grave Digger, Smuggler, etc.
  . 
  Each successful navigation check brings the PCs closer to 
  an exit. In addition, the result of the check roll determines 
  what features the PCs come across as they move through 
  the Undercroft:
  After each Navigation check roll, tell the party: 
  “You walk/sneak down a short stretch of left-curving/straight/
  right-curving tunnel (Judge’s choice) then Insert Undercroft 
  Feature.
  Stealth Checks
  Along with each navigation check, the party must roll a DC 
  13 Stealth check. The roll is: 
  Roll = d20 -3 if party doesn’t declare stealth +1 per 
  PC with a stealthy occupation +2 if party uses tar -1 
  per PC assisting with navigation decisions vs DC 13
  Stealthy occupations: any Halfling occupation, Outlaw, 
  Smuggler, Hunter, etc. 
  In a manner similar to Deity Disapproval, each failed 
  Stealth check increases by 2 the chances that the party will 
  be “Discovered!” by a troop of Bituminous Quasits on sub-
  sequent Navigation check rolls. For example, after the first 
  failed Stealth check, a roll of a natural 1-3 on a Navigation 
  Check produces the “Discovered!” result. After two failed 
  Natural 1
  Discovered!
  A troop of Bituminous quasits stumbles directly upon the party, giving them no chance to 
  hide - the PC’s must run or fight. If the party is not suprised and win initiative, they can au-
  tomaticly evade the imps but they lose two of their succesful navigation checks to a maxi-
  mum of once again needing 4 succesful checks.
  Stealth checks, a roll of a natural 1-5 produces a “Discov-
  ered!” result, etc. This resets back to a natural 1 after the 
  resolution of any “Discovered!” result.
  Stealth Checks
  
  Page 
  Bituminous Quasit (1d3+4):  Init +0; Atk spit acrid brim-
  stone -1 missile (1d3) or sling tar +0 missile (no dmg) or tar 
  slap  +1 melee (1d2); AC 9; HD 1d6; hp 4 each; MV 20’; Act 
  1d16; SP flaming missile, immobilize, suffocating critical 
  hit, demonic vision; SV Fort +2, Ref -1, Will +0; AL C.
  Bituminous Quasits are minor demons that Grim Inchyron 
  animated from his tar pits using pure anguish in place of 
  a spirit or soul. Fanatically loyal and obedient servants of 
  Grim Inchyron, the anguish at their core drives them to 
  treat all other creatures with extreme malice. In combat 
  they can use either of two ranged attacks: their acrid brim-
  stone spittle (10/20/30 range bands) ignites flammables that 
  it contacts;  or tar slung from their bodies (20/30/40 range 
  bands) immobilizes an appendage unless the target makes 
  a DC 12 Ref save. In melee, Bituminous Quasits lash out 
  with their arms to slap hot tar on their opponents. A roll of 
  9
  a natural 20 means that the Imp has covered a humanoid 
  target’s mouth and nose with tar. Until the tar is removed, 
  the victim must make a DC 12 Fort save each round or fall 
  unconscious from lack of air, dying from suffocation in four 
  more rounds. These imps have demonic vision that cannot 
  be hampered by any form of darkness or non-solid obscu-
  rant such as fog, smoke, etc.
  Grim Inchyron’s Rantt
  In between each set of paired checks, the PCs will hear 
  Grim Inchyron ranting. The tunnels act as a natural echo 
  chamber, so Grim Inchyron is easily heard in any part of 
  the Undercroft. But the PCs cannot (and wouldn’t benefit 
  from) following the sound to its source. 
  
  Page    
  SIDEBAR: Grim Inchyron’s
   Appearances in the Chronicles
      From a metaphysical perspective, the Chronicles 
      comprise a “living morality tale.” The tale is “living” in 
      the sense that the narrative can be physically 
      experienced and how it is experienced is influenced by 
      what the PCs do while they’re a part of it. It is a 
      magical vessel with the power to give the PCs benefits 
      or hurt, maim or kill them. But it is still a story and 
      each Chronicle resets after a party of adventures 
      experiences it. Grim Inchyron’s role in the Chronicles 
      is, almost exclusively, as an expositor of the narrative 
      the PCs are witnessing. Thus, with the exception of 
      Chronicle 5, he will take no notice of the PCs, nor will 
      he take any action against them or be affected by any 
      action they take. He’s like a hologram (and if you want,  
      you can literally treat him as holographic!). 
      Alternately, Judges may choose to have Grim Inchyron 
      affected by PC actions. But if you do, remember that he 
      is a demi-god! If you allow the PCs to affect Grim 
      Inchyron, these effects only apply to him in the current 
      Chronicle the PCs are exploring. Such effects do not 
      carry over into subsequent Chronicles – each new 
      Chronicle hits the proverbial “reset button” and Grim 
      Inchyron will not retain any effects the PCs have had on 
      him in previous Chronicles. In fact, he will not even 
      remember the PCs from chronicle to chronicle.
  The PCs hear the monologue, below. Because it is 
  possible to exit the Undercroft in as few as two rolls, the 
  PCs should get the whole monologue in three parts. Pieces 
  of it should then be modified and repeated to give players 
  the sense that the speaker is engaged in an endless loop of 
  ranting and raving.  
  “Lamushea. God of Law. The Law-Shaper. Hah! So proud of 
  his many righteous adjudications. Bah, that hubris will be his 
  downfall!
  So accustomed are mortals to Lamushea’s legal pronounce-
  ments, they will not stop to question the harsh justice I mete 
  out in his name! And I will dare to do so during his very own 
  High Holy Week!
  How? How will I hold court in Lamushea’s stead? Why, theo-
  cide, of course! Murder!... In a manner befitting my moniker 
  as the Artificer of Anguish! 
  I, Grim Inchyron, will consider the 'motions' and 'arguments' 
  that flow from Lamushea’s life’s blood. And I… will… laugh. 
  ‘Ha, ha, haaa!’ Then I’ll make a bench-worthy robe from flesh 
  flensed from his form. I will weave a barrister’s wig from the 
  tangle of tendrils that will be his torn ligaments. 
  Then I will go forth and mete out false, merciless justice across 
  the mortal world, appearing to all eyes to be the Law-Shaper 
  himself! (Followed by an evil laugh.)”
  In the unlikely event that the PCs make it all the way to the 
  top of The Pulpit, use the second block of read-aloud text in 
  2-2 Chronicle 2 Encounter to provide a description of Grim 
  Inchyron. 
  2-1a The Chronicle 1 “Moral-Making”
  Back in the Glen, Laylokan invites you to sit. “When you have 
  stanched your wounds, quenched your thirst and caught your 
  breath, you must describe what you believe to be the higher 
  meaning behind what you saw. Those viewing the events 
  through the lens of Law must present what they believe is the 
  “moral” of this portion of the story, and those contextualized 
  in Chaos must also present their moral. I am not interested in 
  the myriad details of the Chronicle but rather in what mean-
  ing and significance you draw from those details. Those who 
  seek the Balance will decide which moral represents better the 
  meaning behind the events you all witnessed.”
  The players prepare and present the two “morals” in the 
  manner described in the “Interpreting the Chronicles” 
  10
  Moral-Making” section.
  As the two sides prepare and present their morals, Laylokan 
  explains: 
  "Your moral-making will determine the very nature of gov-
  ernance in your world, affecting the shape ruler-ship takes in 
  directing the course of mortal societies."
  The Neutral-lensed PCs will decide - using whatever criteria 
  they like - which moral is “better.’ They bestow one of the 
  three ratings, below, on the winning side. This, in turn 
  determines what die on the Die Chain is rolled to determine 
  the world-shaping effects:
  Rating  
                    Difficulty Class and Die 
  Marginally better =           Roll against a DC 12 using a d20
  Significantly better=         Roll against a DC 12 using a d24
  Vastly better =                     Roll against a DC 12 using a d30
  
  Page 
  Broad Effects on 
  Campaign World
  C
  H
  A
  O
  S
  Anarchy is widespread. Any centralized 
  power is short lived; revolutions are fre-
  quent and violent. Most governments are 
  quickly corrupted and no lineages rule for 
  long without their claim being disputed. 
  N
  E
  U
  T
  R
  A
  L
  Individual liberty combined with a belief 
  in using the least amount of control to 
  create the collective good trumps any oth-
  er concepts of legitimate political power. 
  Harmony in Nature is held up as the best 
  guide for good governance.
  L
  A
  W
  Governments achieve control easily. The 
  people depend on government and have 
  great faith in it. They support long reigns 
  but corrupt rulers are quickly replaced 
  through regime change. However, indi-
  vidual rights and freedoms are subsumed 
  to the needs of the polis.    
  Roll
  Effects on Game Mechanics
  12-14
  Widespread black marketeering makes any Thief’s share of treasure 
  worth +10% of its stated value; Thieves get an additional +1 added to 
  their bonus to forge documents and backstab.
  15-17
  A Thief’s share of treasure is worth +20% of its stated value; Thieves 
  get an additional +1 added to their bonus to forge documents and 
  backstab. Both Thieves and Halflings get an additional +1 to their 
  bonus to sneak/hide. Chaos-aligned PCs receive a +1 to any Person-
  ality check rolls.
  18+
  All of the effects of a 15-17 roll, plus: both Thieves and Halflings 
  receive a bonus +1 to any addition to a die roll due to Luck Burn. 
  Chaos-aligned PCs receive a +2 to any Personality check rolls.
  Fail
  Neutral-aligned PCs receive a +2 to any Personality Check Rolls. 
  Because ideologies and loyalties are highly varied in a Neutral-dom-
  inated world, non-Neutral PCs must roll a Personality check in any 
  new social situation (DC determined by a judge). If a PC fails this 
  Personality check, any subsequent checks in that same social situa-
  tion are made rolling one die lower on the die chain. If any PC fails 
  this check, ALL of the party’s PCs that have the same alignment as 
  the PC who failed the check will be charged 20% higher prices when 
  purchasing goods and services. Seeking metaphysical balance, the 
  Neutral powers grant all Neutral-aligned PCs the ability to learn and 
  cast Cleric spells, albeit with a d12 action die.
  12-14
  Extensive taxation means that ALL treasure is worth -5% of its stated 
  value. Thieves suffer a -1 penalty to attempts to forge documents. 
  Ubiquitous law-supporting institutions provide training to lawful 
  characters, reducing the XP that lawful characters need to achieve the 
  next level by a number of XP equal to that next level.
  15-17
  Extensive taxation means that ALL treasure is worth -10% of its stat-
  ed value. Thieves suffer a -2 penalty to attempts to forge documents. 
  The XP that lawful characters need to achieve the next level is re-
  duced by a number of XP equal to that next level minus an additional 
  XP. Law-aligned PCs receive a +1 to any Personality check rolls.
  18+
  Extensive taxation means that ALL treasure is worth -10% of its 
  stated value. Thieves suffer a -3 penalty to attempts to forge docu-
  ments. The XP that lawful characters need to achieve the next level is 
  reduced by the number equal to that next level minus two additional 
  XP. Law-aligned PCs receive a +2 to any Personality check rolls.
  GOVERNMENT & INFLUENCE 
  11
  Use the Judge’s Worksheet included in this module to record 
  these results. 
  Using the “Narrative Effects on the Campaign World” col-
  umn have Laylokan relate to the players how the world they 
  return to will be different as a result of the roll. 
  2-2 Chronicle 2 Encounter
  Laylokan turns the calendar so the second door is at the apex 
  of the wheel. “You go now,” he intones “to one of Law’s funda-
  mental places of power. You will be there for Grim Inchyron’s 
  assault on Lamushea. In order to return here, you must some-
  how withstand the assault.”
  You will yourself through the doorway and suddenly you’re 
  on a tower platform that doubles as a work area. The thinness 
  of the air and the cloud formations below you suggest that 
  
  Page    
  the tower is impossibly high. In fact, you’re not sure how it is 
  that this tower hasn’t reached the heavens yet - and for all you 
  know, it has. The tower itself is a proverbial “house of cards,” 
  constructed of 12’ tall clay tablets inscribed with engraved 
  writing - cuneiform. Somehow you know that these are re-
  cords of Lamushea the Law-Shaper’s legal work, spanning the 
  ages. 
  The dominant feature of the tower’s architecture is its im-
  probability: overhangs are just barely counterbalanced, huge 
  platforms teeter-totter on thin, fin-like ridges and there are 
  jumbled piles of tablets that shouldn’t stay in place themselves, 
  much less support other parts of the structure. 
  Looking around, you spot platforms just like yours in ev-
  ery direction. On them you see workers call down massive 
  creatures that are crosses between a bison and a turkey. These 
  creatures use lifting harnesses to hoist finished tablets in the 
  air. They fly off these tablets to the tower’s peak and place 
  them atop the structure, growing the tower ever higher. 
  The platform has all the tools and equipment necessary for 
  making tablets: vats of wet clay, sacks of dry clay powder 
  ready for reconstitution, tools, work tables, every manner of 
  wooden stylus, (all of them spear-length) and a giant cow 
  dung-fired kiln. There is no one else besides the PC's on the 
  platform but every few minutes one of the aerial bovines 
  flies by their platform just a few score yards away. 
  If the PCs wish to investigate, give them a few actions to do 
  so, then the excitement begins. 
  A powerfully built humanoid with lustrous, pale skin appears, 
  levitating in the air beside the tower. His form is physical 
  perfection, from his toned musculature to the ebony sheen of 
  his long, lustrous, raven-black hair. His face is hidden by a 
  multi-flanged mask carved from the pelvic bone of some alien 
  creature. The figure’s voice gives away his identity – it is Grim 
  Inchyron. With two gore-covered hands he presents a huge, 
  severed, human head bearing an expression both wise and 
  anguished. 
  Grim Inchyron screams out: “Come my Slag Hellions, lay 
  waste to this tower of folly just as I have destroyed its build-
  er!” He gestures downward and you see a thousands-strong 
  horde of figures clambering up the tower like devil-spawned 
  ants. 
  Grim Inchyron’s assault force contains thousands of Slag 
  Hellions. They are not especially fast climbers but none-
  theless make steady progress up the tower. As the horde 
  ascends, smaller swarms break off to kill Lamushea’s faithful 
  and then rejoin the mass. 
  Slag Hellion Horde (1): Init +2; Atk bludgeon +4 melee 
  (4d3); AC 13; HD 24d4; hp 50; MV 20’; Act 6d20; SP en 
  masse overrun, reduced damage from normal weapons; SV 
  Fort +4, Ref -2, Will +0; AL C.
  Slag Hellion Swarm (Special): Init +0; Atk bludgeon +2 
  melee (2d3); AC 15; HD 8d4; hp 18; MV 20’; Act 2d16; SP 
  en masse overrun, reduced damage from normal weapons; 
  SV Fort +2, Ref -1, Will +0; AL C.
  Slag Hellions are 1½ foot tall minor demons that are as 
  broad and thick as they are tall. Grim Inchyron fashions 
  Slag Hellions from the tailings of stone and metal that are 
  the byproducts of his foundry work. The Hellions emerge 
  from this process as tough, ugly, lumpy, malevolent little 
  humanoids. Their incredibly hard skin is highly resistant 
  to normal weapons. Piercing and slashing weapons, and 
  bludgeoning weapons made entirely of wood (eg, staves 
  and clubs) do half-damage. PCs wielding steel bludgeon-
  ing weapons subtract 1 point from their damage roll. Slag 
  Hellions can attack “en masse” in the first round of combat 
  that a horde or swarm makes contact with a foe. This mass 
  overrun attack works like a charge, but grants the horde or 
  swarm the +2 bonus to its attack without any penalty to ar-
  mor class. The to-hit roll for this attack affects all opponents 
  in a 20’ radius and does 1d4 damage to any target hit by the 
  attack. 
  The PC’s have three minutes to prepare themselves. 
  It should be apparent that the horde is too large to fight 
  using conventional skirmish tactics. But the PCs can utilize 
  their surroundings to their advantage against swarm-sized 
  forces of Hellions. The sticky clay in the vats can slow or 
  immobilize. The bags of powdered clay can be used as an 
  obscurant. If the PCs can figure out a way to herd the imps 
  into the kilns, the heat will melt them. 
  12
  There’s nowhere to escape to on the tower that the horde 
  won’t eventually reach and Lamushea’s flying bovines will 
  not willingly transport people – they haven’t been trained 
  for it. However, the bovines will follow the PC’s commands 
  if instructed to do what they know how to do – pick up 
  and drop off tablets. This is key to what may be the PCs’ 
  best chance, albeit a risky one: commanding the bovines to 
  drop tablets on swarms or direct them to remove “keystone” 
  tablets to cause sections of the tower to collapse, dropping 
  groups of Hellions into the ether and cut off their avenues of 
  attack. While this tactic matches the scope and scale of the 
  opposing horde, it also risks collapsing the section of the 
  tower on which the PCs are standing! 
  
  Page 
  SIDEBAR:  Player Characters 
  Inscribing New Laws on Tablets
     The players in all the playtests came up with the   
     same strategy:  they tried to inscribe a law on a fresh 
     tablet that would counter the Hellion horde, hoping 
     that their law would be enforced by some divine or 
     mystical magic. Our playtest Judges thought this was
     very clever and rewarded this creativity – you should 
     too! Your players may try to enact a law prohibiting
     Hellions from occupying the tower, or they may write a 
     law that punishes all Hellions with execution – who 
     knows what they’ll come up with! The thing to 
     remember when adjudicating these attempts is that the 
     Hellions’ assault is being commanded by Grim 
     Inchyron, a demi-god. So, while enacting a law in
     Lamushea’s place of power can and should have an 
     effect, Grim Inchyron’s own power should blunt that 
     effect, limiting it to reducing the size and power of the 
     Horde and preventing any  scribed law from legislating
     it out of existence. Use Luck or Intelligence checks to 
     determine how powerful an effect the players can 
     derive from manipulating the mystical power of Law 
     through their writ. Determine an appropriate DC for 
     this check and award a bonus to the PCs if their law is 
     cleverly written. 
  >51% = 2 swarms
  51%-74% = 1 swarm
  75%+ = 0 swarms
  If the PCs choose this strategy, for simplicity is sake state 
  that each player’s collection of 0-level PCs are working 
  together as a team. Each round, a team can direct a flying 
  bovine to move one tablet. At the point at which the party 
  implements this strategy they have four rounds before the 
  horde arrives at their platform.
  Successfully executing the tactic requires that the PCs have 
  three things: situational awareness, an understanding of 
  engineering and the “animal magnetism” to direct a bovine. 
  These challenges combine into a single DC 13 skill check. 
  Each team determines its own modifier to the check by 
  adding the highest Intelligence modifier in the team with 
  the highest Personality modifier and then adding a +1 if any 
  member of the team is a Dwarf or has an occupation that 
  would involve knowledge of engineering. The sum of these 
  three modifiers is the group’s net modifier.
  Each team rolls once per round and reports success or 
  failure. The Judge should write the results as they happen on 
  a piece of paper visible to all players. A roll of a natural 1 – a 
  13
  fumble – makes that team’s next check an automatic failure. 
  If at any point in the process, more than half the teams have 
  failed more times than they’ve succeeded, they’ve made 
  a critical error and the part of the tower on which they’re 
  standing collapses. (See below for the effects of falling from 
  the tower.)
  If the platform has not collapsed at the end of four rounds, 
  all teams determine their rate of success as a percentage and 
  then all teams average their collective percentages to deter-
  mine the party’s overall rate of success. This determines how 
  many Slag hellion Swarms they have to face in skirmish 
  combat:
  If the PCs collapse the tower, then in game terms it means 
  the wrong tablet was removed or a tablet was dropped in 
  the absolutely wrong place and the platform they’re on falls 
  away, sending them all plummeting to the ground. 
  Any PC falling from the tower – either knocked from the 
  tower during combat or because a section of the tower 
  s/he is standing on collapses - must make a DC 13 Fort save. 
  If the save is failed, s/he dies instantly from the fall. If s/he 
  makes the save, s/he awakens in the Penumbric Glen but 
  has suffered a disabling injury and must subtract -1 point 
  each from Strength, Agility and Stamina.
  Once the party fights the Hellion Swarms they are forced to 
  face, they are teleported back to the Penumbric Glen. 
  Note: After their Chronicle 2 encounters, the PCs do not 
  do a moral-making with Laylokan. Instead, when they are 
  ready, he sends them into Chronicle 3. When they return 
  from their Chronicle 3 encounters they will do a mor-
  al-making that covers both Chronicles. 
  2-3 Chronicle 3 Encounter
  Once your party has readied itself, Laylokan rotates the wheel 
  of the calendar so that the door inscribed with the “3” rune is 
  oriented vertically. Then he addresses you: “In this Chronicle, 
  you have the chance to learn how Grim Inchhyron was able to 
  impersonate another god. But you must infiltrate his Foundry 
  and observe him in a great act of making. When you have 
  seen what was made, you will be returned here to the Penum-
  bric Glen.”
  
  Page    
  Laylokan continues: “In this Chronicle you will be closer to 
  the Architect of Anguish than ever before. You may be tempt-
  ed to confront Grim Inchyron directly. I caution you: you may 
  be able to affect the demon or you may not – existing only 
  as part of a story he may be insubstantial. Remember, your 
  main task is to survive so you can bear witness. Even if you 
  14
  can affect him, think twice on your actions – this is a demonic 
  demi-god and you cross him at extreme peril! Extreme!”
  Nodding an acknowledgment of Laylokan’s words, you take a 
  step towards the door, then find yourselves kneeling in canoes 
  made from carved frames of pumice stone covered with the 
  single, intact skin of some giant snake or lizard. You’re pad-
  dling across a huge swamp, winding your way through tufts 
  of marsh grass and the bone-grey trunks of dead trees sticking 
  up from brown-green water. Off in the distance you see that 
  the swamp gives way to a set of rolling lowlands. One feature 
  stands out from the land’s gentle hills and swales: a Great 
  Barrow, mounded up against a tilted rock formation, jutting 
  up three score yards tall. 
  Then you see another watercraft coming your way: a flat, nar-
  row barge carrying a fully-enclosed, two-wheeled cart hung 
  with all manner of peddler’s wares. The barge is harnessed to 
  two giant frogs who tow it behind them as they leap from tuft 
  to tuft. The frogs’ deft dance is directed via a set of long reins 
  expertly handled by a slender, foppish demi-human with pale-
  green skin. 
  The reins-holder is Nedanax, an elf, hedge-wizard and 
  self-proclaimed “Purveyor of Precious Products.” 
     SIDEBAR: Using a Stacked-Block 
  Tower Game as a 
  Prop for Encounter 2-2
     If your players direct the flying bovines to remove
     and drop tablets and you’re a Judge who likes
     physical props in your game you can use a 
     Jenga™-style stacked-block tower game to 
     determine the outcome of their use of that tactic. 
     The outcome of the stacked-block tower game will 
     determine how many Slag Hellion Swarms the PCs
     have to face in skirmish combat on their platform.
     Set up the stocked-block tower game. It should 
     have 18 levels. To speed up the process and prevent 
     the players from removing all the easy, center row 
     blocks,remove alternating side blocks from rows 3, 
     8, 13 and 18. Stacked-block tower games are 
     played in “moves.” A move requires the player to 
     remove one block from anywhere on the tower and
     position it back on top of the tower. In World-
     Quest of the Winter Calendar, these moves represent
     the PCs directing flying bovines to remove tablets and 
     drop them on swarms of Hellions or let them fall away 
     with imps aboard. Use your best improvised exposition 
     skills to describe to the players what happens to the
     Slag Hellions’ assault as players use the tactic against
     them.
     Your players must take turns making moves in the 
     stacked-block tower game – players cannot opt out 
     or execute more moves than any other player. 
     Keep a tally of the number of moves the players 
     complete without collapsing the tower. The players 
     may choose to stop at any time short of collapsing 
     the tower. The number of moves they’ve completed
     when they choose to stop determines the number 
     of Slag Hellion Swarms that attack the platform 
     they’re on: >21 = 2 swarms, 21-25 = 1 swarm, 
     26+ = 0 swarms. If the PCs fight off the swarms in 
     skirmish combat, the rest of the assault passes 
     them by and they are teleported back to the 
     Penumbric Glen.
  
  Page 
  Nedanax is coming from Grim Inchyron’s Undercroft where 
  he filled an exceedingly large order for cast iron pots and 
  other implements. Nedanax just completed the transac-
  tion and is celebrating – bottle in hand - two facts: that he 
  profited handsomely and left the Undercroft alive. Unless 
  attacked, Nedanax will volunteer information about his visit 
  to the Undercroft:
   •  There’s a “big making” being undertaken in the 
      Undercroft - the Foundry Hall was tooling up as he 
      was making his delivery.
   • He can give the location of the delivery dock where 
      he offloaded the iron. A short access tunnel leads 
      from the dock straight into the Foundry Hall. He 
      believes the tunnel is only used for accepting 
      deliveries and thinks it will be empty.
   • The Foundry Hall in full work mode is a hellish 
      place full of smoke and heat and sparks and fire and 
      acrid gases and molten metal and massive, 
      hazardous machinery. 
   • He’s a little remorseful about trading with demons and 
      very fearful about the purpose to which Grim Inchyron 
      is going to put the raw materials he delivered. Between 
      draws on his bottle, he rationalizes his action with 
      statements like “an elf’s gotta make a living” and “if I 
      hadn’t sold him the iron, someone else woulda…”
   • He thinks that “Someone REALLY oughta go learn
      what that ole devil is up to…” Just talking about it
      he starts to shake with fear and apprehension. He 
      gets the trembling under control and says “Yep, 
      somebody really, REALLY oughta find out what’s   
      goin’ on. I’d do it myself if I was one of them 
      hero-types instead of a simple peddler.”
  Nedanax is happy to sell or barter supplies or equipment. 
  He doesn’t have much in the way of armor and only a few 
  weapons, but he can supply any common piece of gear from 
  Table 3-4 on page 72 of the DCC rule book. If the PCs state 
  their intention to investigate the Foundry Hall, Nedanax 
  will give them very favorable trade terms and will also 
  recommend some items: glassware to fashion into goggles, 
  oilcloth garments to protect their skin, wool scarves and 
  mint tonic to soak the scarves in and wrap around their 
  nose and mouth to protect their lungs. He’ll offer the PCs a 
  stiff drink – for free – to bolster their courage. 
   
  Following Nedanax’s directions, the party can easily find the 
  loading dock. The low silhouettes of their canoes combined 
  with their approach by water guarantees stealth. There is 
  a door by the dock positioned where the barrow mound 
  meets the rock outcrop. It is unlocked and opens into a 30’ 
  15
  long tunnel that leads directly to the Undercroft’s Foundry 
  Hall. 
  The Foundry Hall is a voluminous workshop, just under 
  half a furlong (300’) across. It contains a foundry for smelt-
  ing ore into metal, complete with a blast furnace and a large 
  crucible. It also contains a smithy, a dye shop and a general 
  workshop. The Foundry Hall is currently operating at peak 
  capacity, with scores of every variety of imp, quasit and less-
  er fiend hard at work. Grim Inchyron is supervising from an 
  elevated platform where he is also crafting something all his 
  own.
  With the Hall in full swing, the environs are just as hellish 
  as Nedanax described:  intensely hot, smoky, acrid and 
  deafeningly loud. Molten metal boils in the furnace, cru-
  cible and molds, smoke billows everywhere, sparks fly and 
  there is an industrial accident practically every time an imp 
  or fiend turns around. In this chaos, it will require long and 
  careful observation to determine what is being constructed. 
  But all the minions in the Hall are intent on their work and 
  there are plenty of places to hide, inviting little to no chance 
  of being noticed. 
  
  Page    
  If the PCs survey their immediate surroundings, they will 
  have the opportunity to line their pockets with some valu-
  able salvage. Piled in bins and scattered about the floor are:
   • Five metal ingots of meteoric iron that have gone
      through the smelting process. Each ingot weighs 5 
      pounds and is worth 50 gp.
   • A pile of dust and ash covered slag tailings. These
      tailings contain multiple metals, including small 
      streaks of the extremely rare form of Mithril called 
      Paladinium. This metal is a purely Lawful element 
      and can be forged into armor and weapons 
      anathema to Chaos. Many minions died disposing of 
      these tailings and they steer well clear of the pile. 
      Individual tailings weigh between ½ and 5 pounds 
      and tailings have 10 gp worth of trace Paladinium 
      per pound. 
  Upon examination, any Dwarf PC or PC with an occu-
  pation possessing knowledge of metals will immediately 
  recognize the value of these materials. 
  Grim Inchyron’s minions are crafting an artifact called the 
  Hell-Forged Ferro-Zeffir – meteoric iron cast into the shape 
  of a large, hollow bull without a head. By attaching wings, 
  imbuing it with enchantments and fashioning a full-headed 
  mask constructed from Lamushea’s own severed head, Grim 
  Inchyron will be able to appear in multiple locations all over 
  the world at the same time. He will appear as Lamushea and 
  only powerful Wizards, Elves and Clerics will be able to see 
  through the illusion.  
  But learning this through hidden observation of the Found-
  ry is a test of endurance. The party must withstand the 
  conditions of the Foundry Hall for five rounds to learn what 
  Grim Inchyron is up to. Each round they endure, including 
  the first, free (no check) round, yields an observation. (See 
  table on next page.)
  To endure the conditions of the Foundry, PCs must make 
  DC 10 Fort Saves. (If the party still has more than 8 sur-
  viving members, for the sake of time you may want to have 
  your players roll one d20 for all the PCs they control and 
  then apply each PCs modifiers to that one roll). 
  16
  Roll = d20 ± Fort Save modifier +1 to +4 for impro-
  vised techniques for mitigating Foundry conditions 
  -1 (cumulative) for each consecutive round with-
  standing conditions after the 1st vs DC 10. 
   • Award a bonus for each strategy or piece of equipment a  
      PC utilizes to mitigate the Foundry Hall’s conditions. 
  After his great invocation of “maker magic,” Grim Inchyron 
  – exhibiting his usual megalomania – turns to his minions 
  to make a speech 
  “My tremendous toil and selfless sacrifices have not been in 
  vain – tomorrow I will launch this Hell-Forged Ferro-Zeffir, 
  and with it, the greatest act of Diabolism ever conceived…” 
  (etc., etc.)
  Truly bold PCs can seize the initiative and attempt to steal 
  the Hell-Forged Ferro-Zeffir while Grim Inchyron is busy 
  making his speech.
  The PCs make Stealth checks using the rules for encounter 
  2-1. If the first check is successful, they sneak up to the Fer-
  ro-Zeffir. If the second check is successful, they to slip inside 
  the Zeffir’s “cockpit.” Any failed check alerts Grim Inchy-
  ron’s minions to the PCs’ activity – the PCs get a surprise 
  round before swarms of Barbed Imps and Slag Hellions and 
  troops of Bituminous Quasits charge to attack. (Use stats 
  from encounters 1-1, 2-2 and 2-1 respectively.)
  Once they have climbed inside the hollow metal bull (max-
  imum occupancy is two human- or dwarf-sized individuals 
  or three individuals if two of them are elves or halflings), 
  one occupant must act as pilot and operate the device using 
  willpower. The inside of the cockpit is inscribed with runes 
  and sigils of awesome and universal magics – understand-
  ing and manipulating the runes requires a DC 18 Intelli-
  gence test. 
      Typically this bonus should be +1, though a larger bonus 
      should be awarded for particularly clever inventions. 
   • As time in the Foundry takes its toll, PCs roll their saves 
      at a cumulative -1 each subsequent round after the first. 
  Any PC who fails her Fort Save falls unconscious. For each 
  full round a PC spends unconscious in the Foundry, s/he 
  must make a DC 10 Fort Save to avoid death from toxic 
  fumes and heat stroke. (Improvised gear does NOT modify 
  this roll). 
  Canny groups may decide to send just a couple of PCs into 
  the Foundry at a time to avoid prolonged exposure. This is a 
  good strategy, but if it is used, the Judge can choose to write 
  those PC’s observations on notes and prohibit the sharing of 
  the written notes. This will force the party to piece together 
  these individual bits of information into the full story of the 
  crafting. 
  
  Page 
  Round
  Step in the Crafting Also Describe to Players
  1
  (Free)
  Casting of torso, leg and 
  tail pieces
  Minions are still prepping molds when others pour the molten metal in, destroying their comrades.
  2
  Tempering of pieces
  As the hot castings are dunked in water to cool them, steam shoots out of the tempering tubs, melting 
  nearby Bituminous Quasits.
  3
  Joining of the pieces
  Slag Hellions pound Barbed Imps into pilot holes, using them as rivets while the Slag Hellions, in turn, are 
  sacrificed as solder for welds.
  4
  Assembly of wings
  Scores of Barbed Imps are stapled together then bleached with acid to form great, white animated wings. 
  As the acid is sprayed about, Bituminous Quasits are dissolved by careless overspray.
  5
  Completing the illusion
  When the bull is complete, Grim Inchyron comes down from his platform bearing a rigid, full-head mask 
  he has fashioned from Lamushea’s own severed head. He attaches it to the bull and with a powerful ges-
  ture, he scribes a great, demonic Rune of Making in the air. There’s a strobe of demonic light and a burst of 
  brimstone. When the flash fades, standing on the foundry floor is a perfect mechano-magical illusion of 
  Lamushea – the Hell-Forged Ferro-Zeffir.
  Observation
  Roll = d20 ± Int modifier +4 for PC with magic-re-
  lated occupation +2 (cumulative) per additional 
  PC with magic-related occupation vs DC 18
   • Magic/mysticism-related occupations: any Elf 
      occupation, Sage, Astronomer, etc. convey a +4 
      bonus to this test, and an additional +2 for each PC 
      beyond the first that has a similar background to 
      lend knowledge to the test. 
  On a roll of a Natural 1, the characters have raised the ar-
  tifact high into the air only to experience a critical control 
  failure. This sends it crashing to the Foundry’s floor, de-
  stroying the Ferro-Zeffir - and the PCs piloting it - forev-
  er.  Not a trace remains of them, and only a few rivets and 
  hull fragments remain of the artifact.
  Should they steal the device, it has the following statistics:  
  Can carry 1000 lbs; +7 AC when flying in it, MV 40’, fly 
  60’; melee +4, dmg 2d6; magical weapon; demons will not 
  attack occupants unless said occupants take hostile action 
  or act in a way that is obviously inimical to the demons’ 
  interests; imp wings wear out in 13 days and must be 
  replaced.
  Any of the following three conditions will teleport the 
  party back to the Penumbric Glen: 1) If the entire party 
  falls unconscious they will be teleported at the end of 
  the round following (necessitating one poison save), 2) 
  17
  The entire party spends three full rounds back outside 
  the Foundry, or 3) Observing the entire crafting. If, after 
  observing the completed crafting, one or more PCs make 
  a “play” to steal the Hell-Forged, any PC can choose to run 
  out of the Foundry and return to the Penumbra, either 
  with or without the Hell-Forged Ferro Zeffir.  
  Rating  
   
     Difficulty Class and Die   
  Marginally better =           Roll against a DC 12 using a d20
  Significantly better =        Roll against a DC 12 using a d24
  Vastly better =                   Roll against a DC 12 using a d30
  2-3a “Moral-Making” for 
  Chronicles 2 and 3
  The format of the second moral-making is the same as the 
  first. The  morals the PCs compose should cover the com-
  bined events of Chronicles 2 and 3. Before the two sides 
  prepare and present their morals, Laylokan explains: 
  “This time, the moral that better captures the meaning of the 
  events you witnessed will re-write the very roster of gods and 
  patrons who populate the pantheons of your world!”
  Once again, the Neutral-acting PCs decide - using whatev-
  er criteria they like - which moral Lawful or Chaotic was 
  better. They bestow one of the three ratings, below, on the 
  winning side: 
  Have a player from the winning group compare the result 
  to the “Gods and Patrons” table (see next page). Record any 
  significant results from this re-telling on he Judges work-
  sheet referring to the “Narrative Effects on the Campaign 
  World” column, have the Laylokan NPC relate to the players 
  how the world they return to will be different as a result of 
  the roll. 
  
  Page    
  Broad Effects on Campaign World
  C
  H
  A
  O
  S
  The Devil-Wraith of Grim Inchyron is introduced 
  into the world. One god of Law (Judge’s choice) 
  vanishes from the pantheon. PCs who level-up to 
  become Wizards or Elves automatically receive 
  Invoke Patron and the Patron Bond Spell tied to the 
  Devil-Wraith of Grim Inchyron. The head of one 
  of the world’s prominent Lawful orders is secretly a 
  worshipper of dark Chaotic forces.    
  N
  E
  U
  T
  R
  A
  L
  Neutrality possesses the greatest influence. Both the 
  Logos of Lamushea AND the Devil-Wraith of Grim 
  Inchyron are introduced to the mortal world. The 
  head of one of the world’s prominent Lawful orders 
  AND the head of one of the world’s prominent Cha-
  otic orders are both secretly worshippers of Neutral 
  forces.
  Roll
  Effects on Game Mechanics
  12-14
  Casters receive a +1 bonus to spell checks when casting 
  Invoke Patron in connection to Chaotic Patrons
  15-17
  Chaotic Clerics receive a +1 bonus to all spell checks. 
  Chaotic Clerics who incur deity disapproval subtract 1 
  from their roll on DCC Table 5-7. Casters receive a +1 
  bonus to spells checks when casting Patron Bond and 
  Invoke Patron spells in connection with a Chaotic Patron.
  18+
  Chaotic Clerics receive a +2 bonus to all spell checks. 
  Chaotic Clerics who incur deity disapproval subtract 1d3 
  from their roll on Table 5-7. Casters receive a +2 bonus 
  to spells checks when casting Patron Bond and Invoke 
  Patron spells in connection with a Chaotic Patron.
  Fail
  Neutral Clerics receive a +1 bonus to all spell checks. 
  Neutral Clerics who incur deity disapproval subtract 
  from their roll on Table 5-7. Casters receive a +2 bonus 
  to spells checks when casting Patron Bond and Invoke 
  Patron spells in connection with a Neutral Patron. 
  Halflings and those with agrarian- or nature-related 
  occupations add 1d3 points to their Luck. Animals, both 
  normal and giant, are especially hale and hardy, receiving 
  a +1 AC bonus and +1 hp per hit die.
  GODS AND PATRONS
  L
  A
  W
  The Logos of Lamushea is introduced to the mortal 
  world and one god of Chaos (Judge’s choice) vanish-
  es from the pantheon. PCs who level-up to become 
  Wizards or Elves automatically receive Invoke Pa-
  tron and the Patron Bond Spell tied to the Logos of 
  Lamushea. The head of one of the world’s prominent 
  Chaotic orders is a secret follower of Law.
  12-14
  Casters receive a +1 bonus to spell checks when cast-
  ing Invoke Patron in connection to Neutral and Lawful 
  Patrons
  15-17
  Lawful Clerics receive a +1 bonus to all spell checks. 
  Lawful Clerics who incur deity disapproval subtract 1 
  from their roll Table 5-7. Casters receive a +1 bonus to 
  spells checks when casting Patron Bond and Invoke Pa-
  tron spells in connection with a Lawful Patron.
  18+
  Lawful Clerics receive a +2 bonus to all spell checks. 
  Chaotic Clerics who incur deity disapproval subtract 1d3 
  from their roll on Table 5-7. Casters receive a +2 bonus 
  to spells checks when casting Patron Bond and Invoke 
  Patron spells in connection with a Lawful Patron.
  18
  2-4 Chronicle 4 Encounter
  By the time your group has assembled itself, Laylokan has 
  already oriented the calendar to the fourth door. “In this 
  Chronicle you must again bear witness to the world suffering 
  at the hands of Chaos, but I can also tell you this: you have 
  the opportunity to lessen that harm by taking action.”
  Then you find yourselves in Akaa, a village not unlike your 
  own. But this village has been plunged into chaos – terri-
  fied screams can be heard from all corners and the smell of 
  burning thatch wafts in every direction. You quickly learn the 
  source of the chaos: in the village square stands Lamushea 
  the Law-Shaper directing his followers to destroy Akaa! Many 
  of the villagers, conflicted but faithful, run to and fro with 
  axes and brands, striking down any who attempt to contest 
  Lamushea’s judgment. 
  As you take in the scene, a stately, grey-haired woman creeps 
  out of the shadows. She wears the insignia of Lamushea’s 
  priesthood. She identifies herself as A’arni, the Truth-Teller. 
  “Please help us!” she croaks, the sound of her voice betraying 
  the abuse she has suffered at the hands of villagers who once 
  revered her as a god’s spokesperson. “Something is amiss here! 
  That is not the true Law-Shaper and this imposter has or-
  dered his winged fiends to burn the Chapel of Akaa. Even the 
  
  Page 
  The Fuliginous Wing-Fiends’ preferred mode of attack is 
  the snatch-and-drop: on a successful attack, the fiend grabs 
  its opponent and then flies up 10’ or more and drops the 
  Fuliginous Wing-Fiends (special:  ½ the number of PCs, 
  rounded down): Init +1; Atk claws +1 melee (1d4); AC 
  13; HD 1d6; hp 6; MV 20’(on the ground), 20’ (horizontal 
  flight and diving) and 10’ (climbing flight); Act 1d20; SP 
  snatch-and-drop. SV Fort +2, Ref 0, Will +0; AL C.
  19
  villagers who execute the imposter’s orders will not commit 
  this heresy, but devils suffer no such inhibitions! If we don’t 
  stop them, we’re all doomed – the Chapel is built around a 
  seal that contains a great force of Chaos!” 
  If the PCs agree to go with A’arni, she leads them through 
  the chaos-ridden village to the chapel. It’s a one-and-a-half 
  story building of wood and plaster sitting on a stone foun-
  dation. Built into the chapel’s tallest wall is a stained-glass 
  window depicting the rune of power that holds a force of 
  Chaos in check. 
  A flock of Fuliginous Wing-Fiends are hard at work using 
  brands to set the chapel on fire. If the chapel burns, the win-
  dow will shatter and the rune’s containment magic will fail. 
  The Fuliginous Wing-Fiends are three feet tall with thick 
  grey hide and fiery red eyes. Though naked and weaponless, 
  the fiends’ bat-wings give them clumsy but rudimentary 
  powers of flight.
  grabbed individual, inflicting 1d6 of falling damage per 10’ 
  of altitude. 
  To confront the fiends, the PCs will have to find ways of 
  neutralizing their flight advantage. They can scale the build-
  ing’s walls with a DC 13 Agility check, though climbing 
  characters will be fighting the Wing-Fiends at a -4 penalty 
  and any natural 1 attack roll will cause a character to fall 
  from the walls, taking 1d6 hp damage for every 10’. 
  A nearby hut - with a sign reading “The Brink-Man’s Bait 
  Shop”- contains some items that could be of use in fighting 
  flying foes: 2 fishing nets, 10 fishing lines and 4 harpoons 
  (treat as javelins). A successful hit with a net forces a fiend 
  to make a DC 13 Fortitude save or lose his flight ability; 
  he will either be grounded (if already on land) or fall to 
  the ground and take appropriate falling damage.) Netted 
  creatures must make a DC 13 Fort save each round to 
  escape the net. PCs receive a +4 bonus to hit netted targets. 
  The nets can be used to trap creatures up to ten feet away. 
  Fishing lines may be used to lasso or bind targets or as aides 
  in climbing the chapel walls.
  The chapel also contains useful items. The chapel font 
  contains enough holy water for five uses. Holy Water does 
  1d6 points of damage to the Fuliginous Wing-Fiends and 
  causes them to leave the encounter, flying off in agony and 
  rage. The proximity of the stained glass window’s protective 
  rune of power allows a 0-level PC to use the holy symbols to 
  
  Page    
  Turn Unholy as if s/he were a 1st-level Cleric, modifying the 
  roll by his or her Personality modifier. 
  As an aside, the chapel regalia is valuable. Holy symbols 
  are worth 50 gp apiece and on the altar there are also two 
  censers inlaid with electrum worth 10gp each, a silver sacra-
  mental cup worth 7 gp, a fine candelabra worth 5 gp and an 
  embroidered silk altar cloth worth 3 gp. 
  The Fuliginous Wing-Fiends apply themselves obsessive-
  ly to the task of setting fire to the chapel. Only if netted 
  or damaged will they engage in combat; any fiend that is 
  forced to fight turns its full focus on the PCs. However, at 
  least three will always stay focused on setting and stoking 
  the chapel fire. 
  The chapel has 10 structural “hit points” left when the PCs 
  arrive- for each round that the Fuliginous Wing-Fiends, 
  work at torching it, it loses points. The PCs get one free 
  round to get their bearings and observe the Fuliginous 
  Wing-Fiends start their work. During this first round no 
  structural points are lost. The number of structural points 
  lost in subsequent rounds depends on the number of Wing-
  Fiends focused on destroying the chapel.
  # of Wing-Fiends En-
  gaged in Burning the 
  Chapel
  Structural Points Lost 
  That Round
  6+
  3
  4-5
  2
  1-3
  1
  0
  None
  If the PCs save the chapel from destruction by destroying 
  or driving off the Fuliginous Wing-Fiends Aarni rewards 
  any who wish to receive it with her blessing (Aarni will not 
  bless any PCs who openly display – and refuse to return - 
  items looted from the chapel-  besides the holy symbols). 
  The blessing heals 1d3 hit points and envelopes the party in 
  a glowing halo of light. They emerge from this halo back in 
  the Penumbric Glen. 
  If the Chapel sustains more than 10 structural hit points 
  of damage, the fires have raged out of control. The stained 
  glass Rune of Power shatters, freeing a force of Chaos that 
  was contained generations ago. The power of Chaos un-
  leashed causes everyone in the vicinity of the chapel to roll 
  a DC 10 Fort Save. Those who fail must then make a Luck 
  check - a successful luck check indicates the character has 
  survived with a minor corruption (see DCC RPG core 
  rulebook p. 116); failure indicates the character is utterly 
  corrupted and his/her body devolves into a squirming mass 
  of Chaos-flesh. Those who make their save black out only to 
  awaken back in the Penumbric Glen.
  Note:  The next moral-making occurs after the Chronicle 5 
  encounter and combines Chronicles 4 and 5.
  2-5 Chronicle 5 Encounter
  You’re in a dark dwelling that reeks of foul workings and black 
  energy. You are shrunk so small that the world towers above 
  you and the view momentarily threatens to overwhelm your 
  senses. Then this passes and you realize that you’re in some 
  kind of a sanctum. A giant divan looming as large as a Levi-
  athan indicates that you are roughly the size of a mouse. You 
  hear a familiar, vile laugh and see Grim Inchyron reclining 
  on the divan and staring intently into a crystalline mirror. He 
  adjusts several of the various gems set into the sides of this ar-
  tifact, bringing into focus a view of first this village and then 
  that city. He cackles with malicious glee as agents of Law fol-
  low through on the commands he gave them while posing as 
  Lamushea. They burn, defile and destroy the institutions that 
  they once held dear – institutions that made them “civilized.” 
  He reaches over to a coffee table, drawing your attention to a 
  classic, bell-shaped, wire bird cage – as large as a gazebo to 
  you. Imprisoned in the cage are many winged, elfin Sprites. 
  20
  
  Page 21
  As you watch in horror, the Artificer of Anguish opens the 
  door of the cage and reaches in. He snatches out a Sprite 
  then thrusts it into his maw, crunching down once and then 
  swallowing it, bones and all. He shuts the cage door and stag-
  gers away to refill his goblet of wine. As you follow his path, 
  your eyes track across a vast field of thick, soft purple fronds. 
  Beyond this field is a 20-story doorway through which Grim 
  Inchyron exits. You cannot see beyond it, for the entire door-
  way is filled with the same aura of light that has accompanied 
  each of your previous teleportations back to the Penumbra!
  The PCs start in the corner of the room that’s furthest away 
  from the portal. The purple fronds are actually the strands 
  of a plush carpet on the floor. These slow movement by 
  half, so that moving through the carpet in a direct line to 
  the portal exit is roughly the same distance as taking a right 
  angled route around the carpet. The time needed to traverse 
  the room at an all-out run is 10 rounds, assuming the 
  characters can travel 60 feet a round if they take no other 
  actions besides a double-move.
  As the PCs advance across the room, the Sprites will call 
  to them from the cage – positioned 120’ (4 feet in human 
  scale) on a lefthand perpendicular off the straight-line 
  path to the doorway. The Sprites implore the PCs in shrill 
  voices to come and free them. 
  While Grim Inchyron will be out of the room for a good 
  while selecting a vintage, there is another malicious 
  creature in the vicinity: Sloucher, Grim Inchyron’s Dire 
  Rat minion. He is lingering nearby, hoping to score some 
  cast-off Sprite bones. 
  The round after the PCs begin their trek across the room, 
  
  Page    
  the PCs. But if the cage is open, he will fly into a rage and 
  seek out the PCs, stomping them flat, one-by-one, shouting:
  "Damn, pesky Brownies! I’ll take cockroaches over ‘em any 
  day!"
  Grim Inchyron makes no roll for this attack. Instead, the 
  target must succeed at a DC 12 Reflex save or be instantly 
  squashed flat like a bug.
  Note: Any PC staring at the Krytz can see the images of 
  Grim Inchyron ravaging the mortal world in the guise 
  of Lamushea, and glean some sense of the function and 
  operation of the Krytz artifact. This will afford that PC a +4 
  bonus to the Intelligence check required to use the Krytz 
  as a scrying device (see Encounter 2-6, below). The PCs are 
  currently too small to adjust the gems or handle the Krytz 
  in any meaningful way.
  2-5a “Moral-Making” for
  Chronicles 4 & 5
  Conduct this re-telling in exactly the same manner as the 
  previous two. Before the two sides prepare and present their
  morals, Laylokan explains: 
  “The lessons you learned this time around will determine 
  the influence that war and conflict have on the mortal world 
  when you return to it. Whether violence is a force for order in 
  your land or a daily source of fear and chaos will be decided 
  by what you say!”
  Sloucher slinks out of a crack in the wall and begins to stalk 
  the PCs. He will take 2-3 rounds to carefully consult all five 
  of his senses, making sure the PCs will be a good source of 
  food and fun. 
  Sloucher the Dire Rat: Init +2; Atk bite +4 melee (1d8); 
  AC 12; HD 5d8; hp 25; MV scamper 60’; Act 1d20; SP 
  stealthy movement, gnawing; SV Fort +0, Ref +4, Will +0; 
  AL C.
  Relative to their reduced size, Sloucher is a gargantuan, 
  terrifying death machine. His gnawing ability means that 
  after a successful strike he gets +2 on the next attack 
  against the same target.
  To add to the PCs’ difficulties, any melee attacks, agility 
  checks and Reflex saves in the purple carpet field incur a -2 
  penalty.
  Saving the Sprites
  If the PCs decide to try to help the Sprites, they will face a 
  dangerous climb up the coffee table on which the cage sits. 
  Ascending the table to the cage requires three DC 12 climb 
  checks, modified by a character’s Strength or Agility, 
  which-ever is better. The three stages of the climb are: 1) 
  floor to a horizontal brace spanning the legs of the table 
  (the equiv-alent of 10’ off the floor), 2) horizontal bracing 
  to a set of decorative cross braces joining the legs of the 
  table (equiva-lent of 20’ off the floor), and 3) decorative 
  cross-bracing to the tabletop (equivalent of 30’ off the 
  floor). Because of the overhanging lip on the table top, the 
  last check is made at a -2 penalty.
  If the PCs make it to the cage atop the desk, opening the 
  cage door is a matter of working a simple latch mechanism. 
  But it is stout and stiff, requiring a DC 15 Strength check to 
  open. Up to 3 PCs may try to open it at once. Each addi-
  tional PC after the first adds a +1 to the check, in addition 
  to any strength modifier the PC has.
  If freed, the Sprites will bestow 1d3 Luck to each of the PCs 
  who climbed to the tabletop to save them and will gladly fly 
  those PCs to the portal across the room. If the PCs wish to 
  persuade the Sprites to try to save other comrades who 
  didn’t ascend the table, one of the PCs who was directly 
  involved in their rescue must succeed at a DC 10 Personal-
  ity check.
  After ten rounds, Grim Inchyron returns with his goblet of 
  wine and resumes his vigil at the mirror – the legendary 
  Krytz. If the Sprites have not been freed, he will not notice 
  Rating  
  Difficulty Class and Die   
  Marginally better =           Roll against a DC 12 using a d20
  Significantly better =        Roll against a DC 12 using a d24
  Vastly better =
  Roll against a DC 12 using a d30
  Compare the result of this roll on the War & Racial 
  Conflict Table
  22
  2-6 Chronicle 6
  You find yourselves in a dank basement. Painted on the walls 
  are the holy symbols of Lamushea the Law-Shaper. A crude-
  ly-crafted altar sits at one end and the rest of the damp space 
  is filled with rickety, makeshift pews. A young priest in the 
  vestments of Lamushea is imploring a group of commoners to 
  join him in a prayer – a prayer that forgives the Law-Shaper 
  for dealing in false justice. Lamushea’s priests, disgraced and 
  persecuted, have figuratively and literally taken their worship 
  “underground.”
  
  Page 
  Broad Effects on Campaign World
  C
  H
  A
  O
  S
  Peace is impossible to maintain. Bar-
  barian tribes invade civilized nations 
  at any opportunity. Feudal lords attack 
  each other at the slightest provocation. 
  Diasporas range across populated 
  lands ravaged by war.   
  N
  E
  U
  T
  R
  A
  L
  Warfare is eschewed because of its 
  potential to destabilize the balance and 
  its destructive effect on Nature. All 
  beings are acknowledged as having a 
  niche and no creature is held another.
     
  WAR & RACIAL CONFLICT
  Roll
  Effects on Game Mechanics
  12-14
  Combat is savage and deadly. All rolls for critical hits are made 
  with a +1 bonus to the roll.
  15-17
  Combat is savage and deadly. All rolls for critical hits are made 
  with a +1 bonus to the roll. All threat ranges are increased by 
  one. Elves receive a +1 to Personality.
  18+
  Combat is savage and deadly All critical hits are rolled one 
  die higher on the die chain. All threat ranges are increased by 
  one. Elves receive a +2 to Personality; Dwarves receive at -1 to 
  Personality.
  Fail
  PCs receive a +2 to their die roll for all non-lethal combat:  
  grappling, unarmed combat and subduing strikes. Casters 
  using non-lethal attack spells such as Sleep or Paralysis receive 
  a +2 to bonus to their spell check. Anyone inflicting harm or 
  administering a coup de grace on a helpless foe must roll a DC 
  12 Fortitude Save. A failed save results in a Greater Corruption 
  and a successful save still results in a Minor Corruption.
  L
  A
  W
  Warfare is a prime instrument of order 
  but the best offense is a good defense. 
  The most strongtly governed nations 
  have the best-trained armies and use 
  them to expand their empires and 
  maintain order. Military Orders have 
  great prestige and influence. 
  12-14
  Shields improve armor class by 2 instead of 1.
  15-17
  Shields improve armor class by 2 instead of 1. All Mighty Deed 
  attempts in the categories of Defense, Disarming and Rallying 
  are rolled one die higher on the die chain. Dwarves receive a +1 
  to Personality.
  18+
  All of the effects from the 15-17 die roll category, plus: War-
  riors, Elves and Dwarves receive a +1 to die rolls for HP 
  increases. Dwarves receive a +2 to Personality; Elves receive a 
  -1 to Personality.
  23
  
  Page    
  That is, the PCs receive a cumulative +1 bonus for every 
  PC with a strength over 12 and also a modifier equal to the 
  net sum of the Strength modifiers of the PCs’ standing in 
  defense of the priest. In addition, the size of the PC group 
  is compared to the mob’s 10 members and the difference is 
  applied as a bonus or penalty to the roll. (For example, if 
  12 PCs stand in defense, the party adds a +2 bonus to their 
  check. If only 8 stand in defense, they incur a -2 penalty.)
  To attempt pacification, one PC must take the lead:
  Roll = d20 ± Pers modifier + sum of positive Pers 
  modifiers of PCs standing in defense +1 per holy 
  item displayed from Chapel of Akaa +2 if lead PC 
  has a “persuasive occupation” +1 to +4 role-playing 
  modifier (as applicable) vs DC 12
  That is, the lead PC’s Personality check receives a bonus 
  equal to the sum of positive Personality modifiers of the 
  PCs standing in defense of the priest. If PCs display the holy 
  symbols or holy water from Encounter 2-4, they gain an 
  additional +1 bonus for each item so displayed. In addition, 
  if the lead PC has an occupations that deals in persuasion, 
  s/he receives a +2 bonus to their checks. In addition, the 
  GM should have the PC roleplay what s/he does to pacify 
  the mob. The Judge should award bonuses as appropriate, 
  particularly for entreaties to Lamushea’s dogma of peace 
  and order through lawful strictures.
  If the PCs fail to calm the mob or defeat it in combat, it will 
  beat the priest to death- he is sworn to do no violence to a 
  mortal and will not defend himself. Any surviving PCs will 
  each lose a Luck point and be returned to the Penumbra.
  24
  The stripling priest wipes sweat from his brow and says in a 
  shaky voice: “Who amongst us is capable of the ultimate act 
  of forgiveness? Who can show the Mercy that our god for-
  sook? Who will embody selflessness and sacrifice himself for 
  Lamushea? Who among us will give his very life in order to 
  prove that our faith does not yield, that our trust cannot be 
  destroyed, that we are greater than the woes that may beset us 
  - no matter what - even if those woes come from the very god
  who promised us deliverance?”
  Completing this holy rite invoked by the priest requires a 
  volunteer to willingly forfeit his or her life. 
  If one or more PCs volunteer, read the following, then con-
  If the crowd is subdued or calmed, the priest continues his 
  sermon:
  The service begins with the crowd kneeling while the boy-
  ish-faced priest chants his prayer. But quickly shouts of “Liar!” 
  and “Where is the false god Lamushea?” and “Why has he 
  betrayed us?” ring out from different corners of the assembled 
  worshippers. The priest tries to calm the crowd but pockets 
  of attendees abruptly stand and start to push aggressively 
  toward him, seething with violence. The young priest lifts his 
  hands and shouts for order:
  “Friends, even if we have been betrayed by our god, should we 
  put away the principles we hold in our hearts? No! We must 
  hold fast - transcend rage and bitterness and forgive, forgive 
  even our own god! When Law fails us, Mercy must prevail! 
  And what is Mercy except self-sacrifice? The path forward is 
  clear: a willing sacrifice must be made! Will one of you sacri-
  fice him- or herself to redeem Lamushea?” 
  For a moment, the priest’s words give the crowd startled 
  pause. Then the moment passes and the crowd yells in rage 
  and frustration and surges forward, no longer just a crowd, 
  but a mob.
  The priest has presented a transcendent path through the 
  injury Grim Inchyron has done to the mortal world. By 
  invoking forgiveness he has initiated a divine rite. But he 
  is now in mortal danger. Left unchecked, the angry mob 
  will dismember him. If they do, the holy rite of self-sacri-
  fice will not be completed and the world will continue the 
  plunge into darkness that Grim Inchyron has set in motion. 
  Pressing forward violently against the priest in clumps of 
  2-4 and armed with clubs and knives are 10 commoners and 
  peasants:
  Engraged Commoners (10): Init +0; Atk +0 melee (1d3);
  AC 10; HD 1d4; hp 3; MV 30’; Act 1d20; SP: none; SV Fort 
  +0, Ref +0, Will +0; AL L.
  The PCs must find a way to defuse the situation and protect 
  the priest by force of arms or by dint of Personality and, at 
  the same time, complete the rite. If five or more PCs stand 
  in defense of the priest by forming some kind of defensive 
  line or redoubt, it enables one of the PCs to try defuse the 
  situation with a DC 12 Personality check. The Personality 
  check can be done using one of two approaches: intimida-
  tion or pacification.
  If they use intimidation:
  Roll = d20 ± Pers modifier +1 / PC with 12+ Str + 
  net sum of Str modifiers of PCs standing in defense 
  ± modifier equal to net difference in # of PCs stand-
  ing in defense (compared to 10) vs DC 12
  
  Page 
  tinuing seamlessly with the next section of read-aloud text 
  after this one:  
  As soon as you give yourself up to forgiveness of Lamushea, 
  you feel your body flash with searing - but somehow painless - 
  heat and you are illuminated by an unearthly radiance. Your 
  senses are consumed in a lightning flash and the stunning 
  sense of a tremendous impact!  
  The PC who makes the sacrifice is dead, consumed in a 
  nimbus of white flame. If more than one PC volunteers at 
  the same time, all are consumed in the flame, but only the 
  PC with the highest Personality dies. The other PCs who 
  sacrifice themselves receive a permanent +1 to their Person-
  ality and Luck ability scores.
  Someone may ask: “Why doesn’t the priest sacrifice him-
  self?” The young priest, (named Gerhan), is willing to do so 
  but once the crowd turns into a mob he doesn’t believe that 
  anyone will help him to conduct the ritual properly. But if 
  a PC agrees to assist, Gerhan will give them his ceremonial 
  dagger and take off his vestment, placing himself on the 
  altar and letting his life feed forgiveness for Lamushea. The 
  Judge should have the PC make a DC 12 Personality check 
  25
  to complete the sacrifice with skill, awarding a bonus for the 
  PC’s Occupation if that Occupation relates to understand-
  ing the divine nature of things (eg Alchemist, Astrologer, 
  Grave Digger, Mendicant, Shaman, etc.). If the check is 
  failed, the PC is included in the sacrifice and disappears 
  along with Gerhan in a blaze of mystical light.
  If no PC volunteers, one innocent little girl named Pan-
  nihoo steps forward and volunteers. She does it so quietly, 
  and with such humility, that it takes several moments for 
  the assembled crowd to even realize what is happening. 
  Then, she disappears in the nimbus of white flame while her 
  parents weep. Even the young priest will shed a tear, though 
  he is bound by duty to the sacrifice.
  Even if both Pannihoo and Gerhan are somehow prevented 
  from making the sacrifice, the PCs will move to the next 
  part of this encounter; after all, across the wide world, other 
  congregants are sacrificing themselves for the redemption of 
  Lamushea. 
  Regardless of who makes the necessary sacrifice, the com-
  pleted rite means: 
  You appear back in Grim Inchyron’s sanctum, almost the 
  same as you had left it before, but this time you are full-
  sized. The demon lies on his back, moaning and twitching. 
  He’s clearly been struck by some magisterial force-- and you 
  realize that (name of sacrifice)’s profound act of selflessness 
  has stunned and defeated the Architect of Agonies. On the 
  table before you, you see the Kryzt, still shimmering with the 
  after-effects of the lightning-essence that it channeled – the 
  force that struck down Grim Inchyron. 
  Whoever sacrificed him- or herself was literally transformed 
  into pure redemptive force. Lamushea’s essence, contained 
  within the Krytz, was able to guide that force through the 
  artifact and direct it at Grim Inchyron. The power of this 
  force struck down Grim Inchyron and now, before the PCs’ 
  very eyes, it decorporealizes him. Turing to smoke, his spirit 
  peels out of his body and dissipates into the air.
  The blinding shimmer emanating from the Krytz slowly 
  fades. As the PC’s eyes adjust they realize that a figure has 
  appeared in the chamber who wasn’t present before; it is 
  Laylokan, the same as he appears in the Penumbric Glen. 
  Laylokan does not notice the PCs and nothing they do can 
  gain his attention. He looks around and makes a single, 
  self-reflective remark: 
  “And thus do I take up the duty of weighing the cost required 
  to bring Balance to the Eternal Struggle. I shall fashion an 
  Advent to commemorate these events and contain the powers 
  
  Page    
  SIDEBAR: What the @#$%&^ 
  Just Happened!?!
      If you wish, as Judge, you can explain to the PCs what
      they’ve seen: the mystical interaction of a 
      metaphysical trinity of Law (the Krytz, containing 
      Lamushea’s  essence) Chaos (Grim Inchyron) and  
      self-sacrifice as a force for Balance has given form and
      “licensure” to a new, Neutral God of “Weighing the 
      Cost of Balance.”
  If the PCs Try to Take Possession of the Krytz
  The Krytz is a mirrored sheet of crystal enclosed in a thick 
  frame of a silver-hued metal that is harder than steel and 
  not of this world. Circumscribing the frame are 13 round 
  gem settings, inset with 13 precious stones carved into let-
  ter-like shapes. The pane of the mirror shifts from one scene 
  to another, scanning the mortal world. The device is still 
  crackling with menacing sparks.
  The Krytz’s thirteen gems are each carved into the shape of 
  a rune. The runes are readable in the Common language as 
  the letters T, D, O, P, U, J, C, E, W, I, R, G and L. The back 
  of the Krytz has an engraved inscription written in Ordi-
  nal - a primal language of Law that can be understood by 
  all creatures – that gives a clue to how to safely operate this 
  powerful Artifact of Law:
  Understanding comes through an ordering of the senses. Only 
  then can the universe itself be ordered. Signify order and you 
  will see with crystal clarity.
  Anyone picking up the Krytz must first touch gem-letters 
  in an order that spells out a concept of Law such as EDICT, 
  WRIT, CODE, RULE, etc. A gem can only be touched once, 
  so spelling out “ORDER” or “PRECEPT” does NOT work.
  Handling the Krytz for more than a round without first 
  touching a correct sequence of gems will result in the char-
  acter being exposed to a metaphysical force composed of 
  divine wisdom. Since no mortal mind can comprehend or 
  contain an infusion of divine awareness, a PC subjected to 
  this metaphysical force must make a Will save at DC 12. If 
  successful, the PC loses 1d3+1 points of Stamina and falls 
  unconscious. If the save is failed, the PC’s brain will literally 
  be melted in his or her head. His or her drooling, rudderless 
  body will fall vegetatively to the floor with no possibility for 
  restoration.
  Once able to handle the Krytz, a PC acquainted with arcane 
  arts (such those with the Astrologer or Shaman occupa-
  tions) may roll an Intelligence check to attempt to use as the 
  Krytz a scrying device. The result of this check is substitut-
  ed for the Spell Check for the 1st level Cleric Spell Second 
  Sight.
  of both Law and Chaos that have brought such destruction to 
  the worlds through their constant warring. Bearing this Ad-
  vent is the cost of my creation - every birth comes with a price 
  that even the gods must pay.”
  The PCs have two rounds before they are transported back 
  to the Penumbric Glen. If anyone handles the Krytz during 
  these two rounds, their return is delayed until their interac-
  tion with the Krytz is completed. In addition to the Krytz, 
  there are valuable luxury items that the PCs could loot from 
  the sanctum: a goblet with inset gems worth 100 gp, a rare 
  earthen jug of mead brewed by a monkish order dedicated 
  to the god Sakanta worth 60 gp, a tea service carved from 
  obsidian and inlaid with silver worth 50 gp and a set of 
  silver serving utensils worth 20 gp. 
  26
  
  Page 
  Roll
  Effects on Game Mechanics
  12-14
  Chaotic Clerics incur a -1 penalty to spell check rolls to use Lay 
  on Hands on a Lawful subject. 
  15-17
  Chaotic Clerics incur a -2 penalty to spell check rolls to use Lay 
  on Hands on a Lawful subject. Once per day, Chaotic Clerics 
  may re-roll one spell check to try to avoid deity disapproval (the 
  spell still fails regardless).
  18+
  Chaotic Clerics incur a 2 penalty to spell check rolls to use Lay 
  on Hands on a Lawful subject and a +1 bonus to Lay on Hands 
  checks on a Chaotic subject. Once per day, Chaotic Clerics may 
  re-roll one spell check to try to avoid deity disapproval (the 
  spell still fails regardless). Lawful clerics who incur deity disap-
  proval also suffer a minor corruption
  Broad Effects on Campaign 
  World
  C
  H
  A
  O
  S
  The social order is characterized by 
  instability and rampant debauchery. 
  No respect or deference is paid to vir-
  tue, in fact the very concept is subject 
  to constant challenge. Individuals 
  constantly question what is moral and 
  acceptable and explore where these 
  lines are drawn through all manner of 
  depravities. Religion is pure politics 
  and has no moral authority.  
  N
  E
  U
  T
  R
  A
  L
  Neutrality is the overriding philoso-
  phy and notions of good and evil are 
  nuanced and often unclear.
  L
  A
  W
  The social order is characterized by 
  narrow, prim mores and a strict class 
  system. Individuals know exactly how 
  they are expected to behave and there 
  is no tolerance for deviation from the 
  norm or aspirations beyond one’s sta-
  tion. The moral authority of religion 
  is absolute, making theocracy the 
  dominant form of government and 
  the forces of Law dominant in these 
  religious oligarchies. 
  Fail
  Clerics roll to Turn Unholy one die lower on the die chain (a 
  d16 instead of a d20). Detect Evil and Protection from Evil spell 
  checks are made at a -1 penalty to the die roll. Neutral casters 
  roll one die higher on the die chain when casting all other De-
  tect spells, divination spells (eg Read Magic and Second Sight) 
  and illusion spells (eg Mirror Image). 
  12-14
  Lawful Clerics incur a -1 penalty to spell check rolls to use Lay 
  on Hands on a Chaotic subject. 
  15-17
  Lawful Clerics incur a -2 penalty to spell check rolls to use Lay 
  on Hands on a Chaotic subject. Once per day, Lawful Clerics 
  may re-roll one spell check to try to avoid deity disapproval (the 
  spell still fails regardless).
  18+
  Lawful Clerics incur a 2 penalty to spell check rolls to use Lay 
  on Hands on a Chaotic subject and a +1 bonus to Lay on Hands 
  checks on a Lawful subject. Once per day, Lawful Clerics may 
  re-roll one spell check to try to avoid deity disapproval (the 
  spell still fails regardless). Chaotic clerics who incur deity dis-
  approval add an extra 1d3+1 to the dice they roll on the disap-
  proval table. 
  MORALITY AND ETHICS
  27
  2-6a The Final “Moral-Making”
  After the PCs exit the sixth Chronicle, they come before 
  Laylokan for one final moral-making. He says:
  “What understanding have you gleaned from this 
  story in its entirety? What lessons do you draw from the mira-
  cle you beheld, whether viewed through the eyes of Lamushea 
  – whose divine essence lives on within the crystalline mirror –
  or through the eyes of Grim
  Inchyron, whose wraith-like spirit still inhabits the calendar?
  It is time for you to determine the ultimate meaning of this
  Sacred Mystery. That meaning will
  define the very nature of morality and ethics in the world you 
  return to.”
  Conduct this re-telling in exactly the same manner as 
  the previous three. 
  Using the “Narrative Effects on the Campaign World” 
  colum, have Laylokan relate to the PC’s how the world they 
  return to will be different as a result of the roll. 
  Rating  
                   Difficulty Class and Die   
  Marginally better =          Roll against a DC 12 using a d20
  Significantly better =       Roll against a DC 12 using ad 24
  Vastly better =                  Roll against a DC 12 using a d30
  
  Page    
  Concluding the Adventure
  With the Chronicles finished, Laylokan will gesture toward 
  the seventh and last door on the calendar, explaining that it 
  is now unlocked. Passing through it will take the PCs back 
  to their world. 
  Before the surviving PCs leave the Penumbra, Laylokan will 
  bestow upon each one a parting gift. He will pluck a single 
  leaf from the amber birches and whisper an enchantment, 
  attuning that leaf to the PC who receives it. The leaf now 
  has the power to turn back time for the PC. When dropped 
  to the ground in the mortal world, the leaf allows the PC to 
  re-roll a single die roll and take the higher of the two results. 
  Each leaf only works for the PC to whom it was given. 
  Through their experience exploring the Chronicles, the PCs 
  have also unknowingly forged mystical conections with the 
  two most powerful inhabitants of the calendar:  The Logos 
  of Lamushea and the Devil-Wraith of Grim Inchyron. Both 
  28
  of these divinely-powered beings desire to regain their 
  influence over the mortal world. This makes both of them 
  eager to bestow their Patronage on one or more of the PCs. 
  (Patron write-ups for both can be found in Appendix D.)
  The PCs have also restored the memory of the story behind 
  the Sacred Krytz Mystery to the mortal world. However, 
  this restored memory is reflective of the PCs’ interpretation 
  of the story. The PCs’ meaning-making acted as a ritual in-
  cantation that activated the power inherent in the calendar 
  and its divinely-powered denizens, producing a powerful 
  magical effect. This magic re-shaped the mortal world on a 
  fundamental level, turning it into a representation of all the 
  varied meanings that the PCs derived from the Chronicles. 
  As Judge, you can decide that returning to the mortal world 
  from the Penumbra imparts to them an instantaneous, full 
  understanding of how they have re-shaped their world from 
  the one they left. Alternately, you can choose to reveal these 
  differences to them over time, as they embark on their new 
  careers as full-fledged, first-level adventurers. 
  
  Page 
  Appendix A: Judge Worksheet – Recording Effects of the Moral-Making on the Campaign World
  Theme,
  Chronicle(s) and Mor-
  al-Making Encounter #
  GOVERNMENT AND 
  INFLUENCE
  Moral-Making
  Encounter 2-1a
  about Chronicle 1
  Effect on In-
  Game Me-
  chanics (From 
  Moral-Making 
  Encounters)
  Moral-Making 
  Alignment
  CHAOS
  NEUTRALITY
  LAW
  Broad Effects on the Campaign 
  World
  Anarchy is widespread. Any centralized 
  poser is sort-lived; revolutions are fre-
  quent and violent. Most governments 
  are quickly corrupted and no lineages 
  rule for long without their claim being 
  disputed.
  Individual liberty combined with a 
  belief in using the least amount of 
  control to create the collective good 
  trumps any other concepts of legit-
  imate political power. Harmony in 
  Nature is held up as the best guide for 
  good governance.
   Governments acheive control easily.   
   The people depend on government 
   and have great faith in it. They
   support long reigns but corrupt 
   rulers are quickly replaced through
   regime change. However, individual
   rights and freedoms are subsumed 
   to the needs of the polis.
  Judges Notes: What Your 
  Campaign World Looks 
  Like with This Effect
  (Refer to ideas in 
  Appendix B)
  CHAOS
  NEUTRALITY
  LAW
  GODS & PATRONS
  Motal-Making
   Encounter 2-3a about 
  Chronicles 2 & 3
  The Devil Wraith of Grim Inchyron 
  is introduced into the world. One god 
  of Law (Judge’s choice) vanishes from 
  the pantheon. PCs who level-up to 
  becomeWizards or Elves automatically 
  recieve Invoke Patron and the Patron 
  Bond spell tied to Devil Wrai. The head 
  of one of the world’s prominent Lawful 
  orders is secretly a worshipper of dark 
  Chaotic forces.
  Neutrality possesses the greatest 
  influence. Both the Logos of Lamue-
  sha AND the Devil-Wraith of Grim 
  Inchron are introduced to the mortal 
  world. The head of one of the world’s 
  prominent Lawful orders AND the 
  head of one of the world’s prominent 
  Chaotic orders are each secretly  a 
  worshipper of Neutral forces.
   The Logos of Lamuesha is introduced to
   the mortal world and one god of Chaos
   (Judges Choice) vanishes from the 
   pantheon. PCs who level-up to become
   Wizards or Elves automaticly receive 
   Invoke Patron and the Patron Bond spell
   tied to the Logos of Lamuesha. The head
   of one of the world’s prominent Chaotic 
   orders is a secret follower of Law.
  29
  
  Page    
  Judge Worksheet – Recording Effects of the Moral-Making on the Campaign World, Page 2
  Theme,
  Chronicle(s) and Mor-
  al-Making Encounter #
  WAR & RACIAL 
  CONFLICT
  Moral-Making
  Encounter 2-5a
  about Chronicles 4 & 5
  Effect on 
  In-Game 
  Mechanics 
  (From 
  Moral-Making 
  Encounters)
  Alignment that 
  Wins Moral-Mak-
  ing Contest
  CHAOS
  NEUTRALITY
  LAW
  Broad Effects on the Campaign 
  World
  Peace is impossible to maintain. Bar-
  barian tribes invade civilized nations 
  at any opportunity. Feudal lords attack 
  each other at the slightest provocation. 
  Diasporas range across populated lands 
  ravaged by war. 
  Warfare is eschewed because of its po-
  tential to destabilize the Balance and its 
  destructive effect on Nature. All beings 
  are acknowledged as having a niche and 
  no creature is held above another.
  Warfare is a prime instrument of order 
  but the best offense is a good deffense. 
  The most strongly governed nations 
  have the best-trained armies and use 
  them to expand their empires and 
  maintain order. Military Orders have 
  great prestige and influence. 
  Judges Notes: What Your 
  Campaign World Looks 
  Like with This Effect
  (Refer to ideas in Appen-
  dix B)
  CHAOS
  NEUTRALITY
  LAW
  MORALITY & ETHICS
  Making
  Encounter 2-6a
  about Chronicle 6
  The social order is characterized by in-
  stability and rampant debauchery. No 
  respect or deference is paid to virtue, in 
  fact the very concept is subject to con-
  stant challenge. Individuals constantly 
  question what is moral and acceptable 
  and explore where these lines are drawn 
  through all manner of depravities. Reli-
  gion is pure politics and has no moral 
  authority. 
  Neutrality is the overriding philoso-
  phy and notions of good and evil are 
  nueanced and often unclear. 
  The social order is characterized by 
  narrow, prim mores and a strict class 
  system. Individuals know exactly 
  how they are expected to behave and 
  there is no tolerance for deviation 
  from the norm or aspirations beyond 
  one’s station. The moral authority of 
  religion is absolute, making theocracy 
  the dominant form of government and 
  the forces of Law dominant in these 
  religious oligarchies.
  30
  
  Page 
  Appendix B: Tables of the Narrative Effects of Moral Making on Campaign Worlds
  d11
  Category
  Effect
  1
  Government
  All governments evidence layer upon layer of corruption. Secret political orders vie 
  with each other for the real political power. Assassination, character assassination 
  and political sabotage are the primary tools of statecraft.
  2
  Governments operate under the patronage of evil gods and demons. Populations are 
  ruled through terror and random cruelty; a “blood tax” is levied on all subjects.
  3
  Gods & Patrons
  Total, open war has broken out among the gods; this war has shattered the boundar-
  ies between the mortal and divine spheres and made the world into the gods’ battle-
  field.
  4
  A god’s power is directly determined by how many followers s/he has, creating a 
  vast marketplace of worship. Temple Districts dominate all settlements and in these 
  districts the gods themselves make “sales pitches” in an effort to sign up more wor-
  shippers.
  5
  Warfare
  There are no large civilizations; small, fortified keeps dot the landscape. Warlords 
  maintain their military forces through oppressive feudal systems. These warlords 
  sometimes band together for mutual defense but more often prey on each other.
  6
  Morality and Ethics
  Public events are wild, violent Bachanals marked by mob violence, property destruc-
  tion, narcotic use and other debaucheries 
  7
  Land & Weather
  Violent storms and other extreme weather, such as droughts, appear frequently, 
  quickly and without warning; earthquakes shake the continents.
  9
  The Races
  An over-abundance of Chaotic patrons has hybridized the Elvish races into
   omni-corrupted ½ demons that are reproducing so rapidly that the world is on the 
  verge of being overrun
  10
  Metaphysics
  A magical corruption-plague sweeps across the land, defying any attempts to cure it.
  11
  All creatures are subject to rapid, magical mutation triggered by any physical change: 
  the blood flow from a wounds morphs into snake heads, the gap created by a tooth 
  being knocked out fills with a functional eye, an individual defecates a tail, etc.
  8
  There is no order or reason to nature: some continents float in the air, some seas boil, 
  time moves faster or slower in some locales, lakes are filled with blood or wine and 
  the world is rent open in random places, oozing raw magic
  31
  CHAOS
  
  Page    
  d11         Category
  Effect
  1
  Government
  Fairness is an immutable principle of governance. Each settlement has a Market 
  Square of Balance as its highest authority. There, any and all choices or actions can 
  be approved on the condition that those affected by that choice or action receive 
  fair compensation.
  2
  The Law of Nature is an immutable principle of governance. Human and demi-hu-
  man lands must answer to a governing body of animals called the Council of 
  Beasts.
  3
  Gods & Patrons
  The gods are forbidden by divine law to interfere in the affairs of mortals. Lawful 
  and Chaotic Clerics still act as liaisons between mortals and the gods but receive no 
  spells.
        4
  A secret order of wizard-assassins punishes gods who interfere in mortal affairs. 
  They possess wondrous technology that negates divine power. 
  5
  Warfare
  The only organized armies are ancient coteries of mercenaries who fight on 
  contract; these contracts are known for having many loopholes and termination 
  clauses.
  6
  Morality & Ethics
  Taverns and inns have satirical names and signs that lampoon symbols of Law and 
  Chaos: the aristocracy, the clergy, lawful gods, major demons, etc.
  8
  Land & Weather
  There is a ubiquitous, gentle wind in every corner of the land. The smell and feel of 
  this continual breeze makes one feel relaxed and content.
  7
  Art is seen as the purest expression of individuality and is revered. Settlements 
  abound with sculpture, murals and mosaics. Every city claims an “artistic wonder of 
  the world.” Punishment for major offenses can be avoided by invoking the
   “performance art defense” and proving the artistic merit of an act.
  9
  The Races
  Races of humanoids formerly considered “evil” – orcs, goblins, etc. – co-inhabit 
  the civilized lands with humans and demi-humans. They have organized their own 
  petitioner groups and guilds. 
  10
  Halfling culture is considered the most evolved and the race has produced an 
  abundance of evangelists who spread a gospel of “live and let live” mixed with mild 
  hedonism.
  11
  Divine magic” (cleric spells) is wielded by shamanistic wizards called “witches” and 
  “warlocks” and involvs spell burn, misfire and corruption.
  NEUTRALITY
  32
  
  Page 
  d11
  Category
  Effect
  1
  Government
  A gridwork of tall, ancient, sturdy, ivory walls demarcate the borders of every 
  civilized land and are staffed by efficiently bureaucratic guards who carefully record 
  and tax all border crossings.
  2
  All civilized lands are ruled by Priest-Kings whose every utterance is written into 
  law and who pass down guidance and mores directly from the Pantheon of Law
  3
  Wizardry is outlawed, its unpredictability considered anathema by society. Wizards 
  are hunted and Elves are regarded with great prejudice and must carry registration 
  papers.
  4
  Gods & Patrons
  The Pantheon of Law resides in the mortal world in a great temple atop the highest 
  mount or in a city under the sea or a citadel floating in the sky; all know the loca-
  tion of their domicile.
  5
  The gods of Law have mated freely with mortals, spawning a sizeable race of demi-
  god heroes who walk upon the lands, equaling the highest kings in power, influ-
  ence and might.
  LAW
  6
  Warfare
  Open warfare is extinct, replaced by a huge, live gladiatorial game resembling 
  Chess or Go. This game is used by all factions to settle disputes. 
  Land & Weather
  The land is a continuous series well-kept agrarian steadings, each bordering the 
  next with healthy hedgerows, husbanded forests and canals and connected by ex-
  ceptional roads.
  7
  Morality & Ethics
  Social interactions are defined by formal greetings, titles and gestures; large gath-
  erings involve complex introductions involving caste and ancestry, intricate dances 
  and orchestrated music.
         8
  9
  An administrative order of priests control and regulate the weather, maintaining a 
  fair distribution of rain, sun, wind and snow, facilitating travel and trade.
  10
  Cloud formations are always uniform, symmetrical and well ordered. The color of 
  the sky is always medium blue and clouds are always white, even when there is rain 
  or snow.
  11
  The Races
  Dwarves are considered the apex of civilization, and Dwarvish culture has evolved 
  to evidence moderation in drink and speech and it frowns upon garish displays of 
  wealth. Dwarvish Major Domos are highly prized among the rulers and nobles of 
  other races.  
  33
  
  Page    
  Appendix C: New Class – Zvart
  You are a short, lithe, olive-skinned demi-human with a 
  subtle animal cast to your features and an untamed cu-
  riosity and zest for life. In fact, the name “Zvart” in your 
  native tongue means “high-spirited people”. You are a fae 
  race - distant relatives of the Elves. While you claim no 
  bonds of kinship with your elf “cousins,” like them you have 
  an inherently magical nature and a toxic reaction to iron. 
  You are at home in the wintry, twilit forests and steppes of 
  Varjoma, but living in the wilds has not made you reclusive. 
  Your small, 4 1/2 foot stature makes you cautious and canny 
  about potential danger, but an insatiable sense of wonder 
  drives you to explore new places and meet new people. You 
  are warm company, quick-witted and always eager to make 
  a fair trade of bits of lore or goods and services. 
  Zvart society has been equally shaped by the demands of life 
  in the hinterlands and the quest to create civilization. Zvarts 
  aspire to high-minded pursuits of art and invention. They 
  are a good-humored people, quick to jest or play pranks 
  on one another and quick to break into song or proffer a 
  drink. Zvarts are even-tempered and slow to anger. Even as 
  they cultivate a civilized society, the Zvarts maintain a close 
  relationship with the natural world. Their society’s success 
  is bolstered by their skill as traders. They are aided in efforts 
  to ensure the safety of their settlements by a magical nature 
  that can influence the fortune of others, imparting an ill 
  luck that thwarts enemy endeavors. 
  If you ask a Zvart, most will tell you that theirs is the perfect 
  life, combining the advantages of civilized society and close-
  knit community with haleness and a comprehension of the 
  Great Mysteries that comes with living close to nature. Yet 
  their ingrained curiosity and yearning for congress with 
  other peoples sends many a Zvart out adventuring in the 
  great, wide world. 
  Hit points: A Zvart gains 1d6 hit points each level. 
  Weapon training: A Zvart is trained in the use of the sin-
  gle-edged dagger, dart, sling, javelin, short spear, club and 
  short sword. Sensitive to iron just like elves, Zvarts employ 
  mithril weapons. At 1st level, a Zvart character may pur-
  chase one piece of armor and one weapon made of mithril 
  at no additional cost. 
  Alignment: Zvarts value discovery, life experience, sponta-
  neity and exchange, whether of knowledge, goods, services 
  or friendship. As a result Zvarts embrace all the alignments: 
  Neutrals who live for any and all trades, Lawfuls who insist 
  on fairness and Chaotics who are eager to experience what-
  ever life hands them. However, Chaotic Zvarts tend to es-
  chew evil unless converted to it by some demonic influence.  
  Infravision: Zvarts live in the dim, twilit forests of Varjoma 
  and so can see in the dark up to 30’ distant.
  Immunities: As fae creatures, Zvarts are highly resistant to 
  mind-affecting enchantments and thus are immune to mag-
  ical sleep and charms. Their close ties to the material world 
  gives them normal vulnerability to paralysis. 
  Vulnerabilities: Exposure to iron in the form of ore or met-
  al is toxic to Zvarts. Direct contact over extended periods 
  causes a heat rash and even close proximity makes them 
  uneasy. A Zvart may not wear armor or handle weapons 
  forged of iron or steel. Prolonged contact with iron causes 1 
  hp of damage per day of direct contact. 
  Ill-Crossed: Zvarts have a magical nature that protects them 
  from the depradations of others by bestowing ill fortune on 
  their enemies. A Zvart can burn Luck to lower the results 
  of die rolls that determine whether an opponent harms 
  them and the extent of that harm. Every point of Luck that 
  a Zvart burns reduces the result of an opponent’s roll by one 
  for to-hit rolls, damage rolls and spell- or skill checks that 
  would produce an effect that would cause direct harm to the 
  Zvart. This last point is key: to affect an opponent’s die rolls, 
  the outcome of the targeted roll must be something that 
  would cause direct harm to the Zvart. Opponent’s actions 
  that will harm a Zvart’s allies or compatriots, or may exert 
  control over the Zvart without necessarily causing harm (eg 
  Charm Person) are not affected by the Zvart’s imparting of 
  ill-fortune. The amount of Luck a Zvart may burn to impart 
  ill-fortune as a single action is equal in points to the  Zvart’s 
  34
  
  Page 35
  1
  +1
  d6/II
  d20
  +0
  +1
  +1
  2
  +1
  d8/III
  d20
  +0
  +2
  +1
  3
  +2
  d8/III
  d20
  +1
  +2
  +1
  4
  +3
  d10/III
  d20
  +1
  +2
  +2
  5
  +3
  d10/III
  d20
  +2
  +2
  +2
  6
  +4
  d12/III
  d20+d14
  +2
  +3
  +2
  7
  +4
  d12/III
  d20+d16
  +2
  +4
  +3
  8
  +5
  d14/III
  d20+d20
  +3
  +5
  +4
  Level
  Title (all alignments)
  1
  Shee
  2
  Teeg
  3
  Clurich
  4
  Uruisg
  5
  Tylwyth Teeg
  Level                   Attack                Crit Die/Table    Action Dice       Ref
  Fort
  Will
  that of the Zvart. The result of the roll, in terms of number 
  of dice healed, works the same as for a cleric’s lay on hands 
  ability. Just like a cleric, a Zvart may elect to heal a specific 
  condition instead of hit points, using the guidelines for cler-
  ics (DCC rules, page 30). 
  Languages:  At 1st level, a Zvart automatically knows his or 
  her native racial language and Elvish. If a Zvart has a pos-
  itive Intelligence modifier, s/he may make a DC 13 Intelli-
  gence check when s/he first encounters the Common tongue 
  to determine whether or not s/he can understand it. If the 
  check is successful, the Zvart can add Common to the list 
  of languages s/he knows subject to Intelligence limits (See 
  DCC rules, Appendix L.)
  Action Dice: A Zvart’s action dice can be used for attacks, 
  exercising his or her restorative nature and skill checks. 
  Unique Society:  Zvarts hail from isolated settlements in the 
  borderlands between the mortal world and the netherworld. 
  As a result, they have their own collection of occupations 
  with their own associated weapons and trade goods. Because 
  of a mystical connection between a Zvart’s vocation and his 
  level. (ie, a 1st level Zvart can only burn one point per ac-
  tion, a second level Zvart can burn two points, etc.) 
  A Zvart’s ability to impart ill fortune at others perpetually 
  restores itself. A Zvart recovers Luck expended using this 
  ability at the rate of one point per day. Luck "burnt" by a 
  Zvart to add to his or her own dice rolls is lost.
  Restorative Nature: The inherently magical nature of a 
  Zvart is partly rooted in nature. Nature is an expression of 
  pure life energy and Zvart’s can connect to and channel this 
  energy to perform magical healing. By making an action 
  die roll, a Zvart may heal in a manner similar to a cleric’s lay 
  on hands ability. A Zvart may not heal un-dead, animated 
  objects, extraplanar creatures or constructs. The Zvart must 
  physically touch the wounds s/he seeks to heal and concen-
  trate for one action. The Zvart adds his or her Stamina mod-
  ifier and level to the action die roll and checks the modified 
  result against the cleric spell check table for lay on hands 
  (DCC rules, page 31). A Zvart always treats the target of 
  restoration as being of adjacent alignment for the purposes 
  of determining the result of a restoration action, regardless 
  of the actual relationship between the target’s alignment and 
    Zvart
  +
  +
  +
  +
  +
  +
  +
  
  Page    
    Zvart Occupations (Roll d24)
  1. Match-Maker, +1 Stamina; Charm Person spell, flagon of wine and two fine chalices
  2. Oliphalump Charmer, +1 Personality; wooden stool (as staff), large sack of peanuts
  3. Day-Dreamer, +1 Luck; Second Sight spell, velvet cushion
  4. Jig-Dancer, +1 Agility; steel-toed boots (as club), fiddle and bow
  5. Piebald Piper, +1 Agility; flute (blowgun, as darts), piebald cape and comic masque
  6. Brass Shaper, +1 Stamina; ball peen hammer, three ½’x2’ sheets of brass and 24 rivets
  7. Sonnet Stylist, +1 Intelligence; six quill pens (as darts), leather bound book and full inkwell
  8. Herb Gatherer, +1 Intelligence; sickle (1d4), poultice (heals 1d3 hp)
  9. Garland Weaver, +1 Luck; sickle (1d4); Sanctuary spell
  10. Wacky Inventor, +1 Luck; giant compass scribe (as dagger); “odd device” and jeweler’s loupe
  11. Stickling Tinker, +1 Intelligence; screw driver (as dagger), clockworks and grease
  12. Merry-Maker, +1 Personality; pewter ale mug (1d3), jug of honey mead
  13. Haunch Pickler, +1 Strength; meat hook (1d4); pickled boar haunch, jug of vinegar
  14. Carriage Upholsterer, +1 Strength; woodcarver’s chisel and awl (as daggers), 6’x8’ sheet of fine black
  upholstery leather and 50’ of catgut
  15. Team Handler, +1 Agility; hoof pick (as dagger); leather harness and 50’ of spider-silk rope
  16. Scaffold Stager, +1 Strength; mallet (as club) stout prop (10’ pole) and 50’ of spider-silk rope
  17. Rumor Monger, +1 Intelligence; Ventriloquism spell, ear trumpet
  18. Hired Celebrant, +1 Personality; pennant (as club), six small firecrackers
  19. Dirge Carrier, +1 Luck; drum mallet (as club), drum, death masque and mourner’s shroud
  20. Pot Watcher, +1 Stamina; large metal ladle (as club), cast iron soup pot
  21. Canny Lure, +1 Agility; caltrops, camouflaged cloak
  22. Mushroom Milker, +1 Strength; yoke (as staff), two buckets
  23. Worry Wart, +1 Stamina; Detect Evil spell, string of worry beads and an amulet on a leather cord
  24. Raucous Prankster, +1 Personality; Cantrip spell, air bladder and stink bombs
  36
  or her being, by the time a Zvart has learned an occupa-
  tion well enough to be known by its title, it has shaped the 
  Zvart’s physical or mental capabilities. So a 0-level Zvart 
  adds +1 to the ability score associated with his or her occu-
  pation. 
  Because of their inherently magical nature, some 0-level 
  Zvarts know how to cast one spell. Zero-level Zvart spells 
  are always cast as Wizard spells, even if the spell comes 
  from the Cleric list. This follows all the normal rules for 
  casting. However, 0-level Zvarts are not sufficiently ad-
  vanced in the arts to Spell Duel or Spell Burn. 
  
  Page 
  THE DEVIL-WRAITH OF GRIM 
  INCHYRON
  Centuries ago, the Witch-Queen of Varjoma coupled with 
  the lake-monster Tkurrso and gave birth to the Nine Mortal 
  Afflictions. Born as fully-formed arch-fiends, each of the 
  Nine is the embodiment of both a life-threatening disease 
  and a flaw in the mortal psyche. They are primal forces of 
  Chaos who seek the downfall of civilization. 
  Grim Inchyron was one of the Nine, an artificer and the 
  bringer of colic. Grim Inchyron hatched a plot so evil that 
  it brought about the murder of a god of Law and briefly 
  upended the Eternal Balance in Chaos’ favor. But in the end, 
  his plot backfired - the mortal world made a rare choice 
  to embrace virtue and this supreme act of moral transcen-
  dence struck down Grim Inchyron with its metaphysical 
  power. He dis-integrated into a mere shadow of himself, be-
  coming a “devil-wraith.” The Devil-Wraith of Grim Inchy-
  ron inhabits the magical artifact called the Winter Calendar, 
  seeking to return to his full form. 
  The Devil-Wraith’s powerful psyche enables him to reach 
  beyond the confines of the Calendar to traffic with the 
  mortal world. The Devil-Wraith yearns to return to corpo-
  reality and regain his full demonic power. He is generous in 
  granting patronage to mortals and readily answers calls for 
  aid, because each time he does, he inches closer to achieving 
  37
  Appendix D: New Patrons
  
  Page    
  28-29
  Str 17, Agility 15, +6 AC, +4 melee, immune to non-magical weapons, fire, cold, electricity, gas, poison and 
  disease, ½ damage from acid and to magical weapons of less than +2 enchantment, immune from natural 
  attacks from creatures of less than 5 HD, infravision, +4 to Fort saves, +4 to Reflex saves, +3d8 hp, cast 
  Darkness with a +6 to spell check, Fly with a +4 to spell check and Shatter with a +2 to spell check, subject 
  to Turn Unholy. (Treat as 7-8 HD).
  30-31
  Str 18, Agility 15, +6 AC, +6 melee, immune to non-magical weapons, fire, cold, electricity, acid, gas, 
  poison, disease, magical weapons of less than +3 enchantment and to natural attacks from creatures of less 
  than 7 HD, ½ damage from magical weapons with +3 or +4 enchantment, infravision, +4 to Fort saves, 
  +4 to Reflex saves, +2 to Will saves, +4d6 hp, cast Darkness with a +8 to spell check, Fly with a +6 to spell 
  check, Shatter with a +4 to spell check and Planar Step with a +2 to spell check, subject to Turn Unholy. 
  (Treat as 9-10 HD).
  32+
  Str 18, Agility18, +8 AC, +8 melee, immune to non-magical weapons, fire, cold, electricity, acid, gas, poi-
  son, disease, magical weapons of less than +4 enchantment and to natural attacks from creatures of less 
  than 7 HD, ½ damage from magical weapons with +4 enchantment, infravision, +6 to Fort saves, +6 to 
  Reflex saves, +4 to Will saves, +4d8 hp, cast Darkness with a +8 to spell check, Fly with a +8 to spell check, 
  Shatter with a +6 to spell check and Planar Step with a +4 to spell check, subject to Turn Unholy. (Treat as 
  11-12 HD).
  1-9
  Lost, failure and Patron Taint
  10-12
  +1 AC, +1 melee, -1 point of damage per die from non-magical weapons, poison and fire, immune to dis-
  ease, infravision, +2 to Fort saves, +2d4 hp, subject to Turn Unholy. (Treat as 3-4 HD). Patron Taint.
  13-16
  Str 13, +2 AC, +1 melee, ½ damage from non-magical weapons, poison and fire, immune to disease, in-
  fravision, +2 to Fort saves, +1 to Reflex saves, +3d3 hp, cast Darkness with a +2 to spell check, subject to 
  Turn Unholy. (As 3-4 HD).
  17-19
  Str 13, +4 AC, +2 melee, ½ damage from non-magical weapons, poison, fire, cold and electricity, immune 
  to disease, immune from natural attacks from creatures of less than 2 HD, infravision, +2 to Fort saves, +2 
  to Reflex saves, +3d4 hp, cast Darkness with a +2 to spell check, subject to Turn Unholy. (Treat as 5-6 HD).
  20-22
  Str 15, Agility 13, +4 AC, +4 melee, ½ damage from non-magical weapons, fire, cold, electricity, acid and 
  gas, immune to poison and disease, immune to natural attacks from creatures of less than 2 HD, infravi-
  sion, +4 to Fort saves, +4 to Reflex saves, +3d6 hp, cast Darkness with a +4 to spell check, subject to Turn 
  Unholy. (Treat as 5-6 HD).
  23-27
  Str 15, Agility 13, +4 AC, +4 melee, immune to non-magical weapons, fire, cold, electricity, gas, poison and 
  disease, ½ damage from acid, immune from natural attacks from creatures of less than 3 HD, infravision, 
  +4 to Fort saves, +4 to Reflex saves, +3d6 hp, cast Darkness with a +4 to spell check and Fly with a +2 to 
  spell check, subject to Turn Unholy. (Treat as 7-8 HD).
  38
  full possession of a supplicant. Someday, one supplicant will 
  evidence exactly the right characteristics to withstand a full 
  and permanent transfer of Grim Inchyron’s spirit. The right 
  candidate will possess the fortitude and will necessary to 
  contain the evil spirit of Grim Inchyron without going mad, 
  but that same individual will not be so strong that he or she
   can resist the possession. The day the Devil-Wraith finds 
  – and possesses - that supplicant, is the day that he will be 
  restored to the world as Grim Inchyron, one of The Nine.
  Invoke Patron check results: 
  Special - The casting table for Invoke Patron for The Dev-
  il-Wraith of Grim Inchyron is modified as follows. The 
  caster is imbued with demonic powers and traits:
  
  Page 
  When patron taint is indicated for the Devil-Wraith of 
  Grim-Inchyron, roll 1d6 on the table below. A caster does 
  not get a second or third “level” of the same taint until s/he 
  has acquired all six taints at the previous level. Any repeat 
  result on the table is re-rolled until a caster has all six taints 
  at one “level.” When a caster has acquired all six taints at all 
  levels of effect, there is no need to continue rolling – s/he 
  has become a physical vessel for Grim Inchyron’s spirit and 
  has been fully possessed. This returns the arch-demon to the 
  mortal world.
  Roll
  Result
  1
  During periods of sleep when the caster is not adventuring, the Devil-Wraith takes possession of the caster 
  for half the night. During this time, the demon’s spirit sends the caster’s body out into the world, seeking 
  ways to accelerate his return to physical form. The caster will not have any knowledge of what s/he did while 
  possessed by the Devil-Wraith. The caster may have to deal with the consequences of whatever actions the 
  Devil-Wraith took while in possession of the caster: s/he awakens soaked in the blood of a murder victim, 
  lawful clerics are leading mobs of witch-hunters in a search for the caster, etc. The second time this result is 
  rolled, the caster is possessed for the entire night. The third time this result is rolled, the caster even blacks out 
  during parts of the day and is possessed by the Devil-Wraith.
  2
  Anytime the caster is harmed, s/he must make a DC 12 Will save. If the caster fails the save, his or her next 
  round of actions must be based on what the Devil-Wraith would do in the situation. The second time this 
  result is rolled, the Will save increases to DC 15 and, if a save is failed, the caster must act as the Devil-Wraith 
  would in that situation for the next minute (10 rounds). The third time this result is rolled, the Will save in-
  creases to DC 18 and, if a save is failed, the caster must act as the Devil-Wraith would in that situation for the 
  next 10 minutes (100 rounds).
  3
  The caster begins to resemble Grim Inchyron: his or her hair lengthens and blackens, skin turns paler, his or 
  her form becomes slender and toned, the caster becomes more androgynous, and his or her nose becomes 
  thin and Roman-esque. The second time this result is rolled, the similarities become more pronounced and 
  after the third time this result is rolled, the caster becomes the spitting image of the Artificer of Anguish. 
  4
  The caster’s essence becomes increasingly demonic. S/he develops an aversion to empowered symbols of Law 
  and locations sanctified by Law. If the caster’s alignment is not already Chaotic, it shifts one degree in that 
  direction (ie if it is Lawful it becomes Neutral and if Neutral it becomes Chaotic). The second time this result 
  is rolled, if the caster’s alignment is not already Chaotic, it shifts another degree towards Chaotic. The caster 
  becomes subject to clerics’ Turn Unholy power as if s/he were a 7-8 HD creature and is hurt by holy water. 
  The third time the result is rolled, the caster becomes subject to clerics’ Turn Unholy power as if s/he were a 
  5-6 HD creature and continues to be hurt by holy water.
  5
  The caster experiences occasional dreams that are actually Grim Inchyron’s memories, knowledge and 
  thoughts. The second time this result is rolled, these dreams become a nightly occurrence. The third time this 
  result is rolled, the caster experiences both sleeping and waking dreams of this nature, making it increasingly 
  difficult for the caster to distinguish between his or her memories/experiences and those of Grim Inchyron. 
  6
  The caster spreads colic to infants in his or her vicinity. All babies within 60’ of the caster begin crying uncon-
  trollably until the caster departs. The second time this result is rolled, all babies within 120’ of the caster begin 
  crying uncontrollably until the caster departs and evidence colic for 4d4 weeks afterwards. The third time this 
  result is rolled, all babies within one mile of the caster begin crying uncontrollably until the caster departs; 
  then they evidence colic the 6d4 weeks afterwards.
  39
  PATRON TAINT: THE DEVIL-WRAITH OF GRIM INCHYRON
  
  Page    
  Roll
  Spellburn Result
  1
  The caster receives a Patron Taint as if s/he had rolled it on a casting table.
  2
  The caster receives a Patron Taint as if s/he had rolled it on a casting table.
  3
  The caster must perform a ritual killing of a human or demi-human infant within a fortnight. If the caster does 
  not make this sacrifice s/he receives a permanent Patron Taint and cannot cast the spell for which s/he spell-
  burned until the sacrifice is made.
  4
  One of the caster’s allies within 60’ who is not of Chaotic alignment must make a DC 18 Will save. If the save is 
  failed, the ally’s alignment changes to Chaotic. If none of the caster’s allies are within 60’ when the spellburn is 
  performed, then the next time an ally comes within 60’ of the caster that individual must make the Will Save and 
  change his or alignment to Chaotic if the save fails.
  PATRON SPELLS: THE DEVIL-WRAITH 
  OF GRIM INCHYRON
  Level 1:      Minion Manifestation 
  Level 2:      Nefarious Plot
  Level 3:      Infernal Artifact Magic 
  SPELLBURN: THE DEVIL-WRAITH 
  OF GRIM INCHYRON
  Sacrifices to the Devil-Wraith support the eventual return of 
  a fully-restored Grim Inchyron to the mortal world! When 
  the caster utilizes spell burn, roll 1d4 on the table below.
  40
  MINION MANIFESTATION
  Level: 1  
  Range: 20’ 
   
  Duration: Permanent 
   
  Casting Time: 1 turn or less 
  Save: None
  General
  The Devil-Wraith licenses the caster to summon and command Grim Inchyron’s Infernal minions. Because the 
  minions are constructs, they require no food, drink or rest and will serve the caster until destroyed. They are 
  fanatically loyal, so their service extends to suicidal commands or commands seemingly against their nature.
  Manifestation
  Roll 1d3:  (1) a trap door magically appears in the floor or ground, disgorging the summoned creatures, then 
  seals back up, leaving no sign that it ever existed; (2) a dark, shimmering aurora appears in the air and the sum-
  moned creatures emerge from it; (3) a loud steam whistle with a thunder-like tone blows and then a hail of min-
  ion body parts rain down from above; after these parts hit the ground they join together into complete creatures.
  1
  Lost, failure and patron taint
  2-9
  Failure, but spell is not lost. Patron taint.
  10-12
  Patron Taint. The caster summons his or her choice of:  two Fuliginous Wing-Fiends, two Bituminous Quasits or 
  a Barbed Imp Swarm.
  13-17
  The caster summons his or her choice of: three Fuliginous Wing-Fiends, three Bituminous Quasits or two Barbed 
  Imp Swarms.
  18-19
  The caster summons his or her choice of: five Fuliginous Wing-Fiends, five Bituminous Quasits or three Barbed 
  Imp Swarms.
  20-23
  The caster summons his or her choice of: one Slag Hellion Swarm, six Fuliginous Wing-Fiends, six Bituminous 
  Quasits or four Barbed Imp Swarms.
  24-27
  The caster summons his or her choice of: Sloucher the Dire Rat (in giant form), a Slag Hellion Swarm accompa-
  nied by two Barbed Imp Swarms, seven Fuliginous Wing-Fiends or seven Bituminous Quasits.
  28-29
  The caster summons Sloucher the Dire Rat (in giant form) accompanied by his or choice of: a Slag Hellion 
  Swarm or six Fuliginous Wing-Fiends or six Bituminous Quasits.
  30-31
  The caster summons a Slag Hellion Horde.
  PATRON SPELLS
  
  Page 
  NEFARIOUS PLOT
  Level: 2 
           Range: Varies 
  Duration: Varies 
  Casting Time: 2 rounds 
  Save: None
       General
  In classic serial villain fashion, the caster devises a nefarious plot and then shapes the raw stuff of Chaos into a 
  mystical set of probabilities that increase the likelihood that the plot will succeed. The caster must describe three 
  aspects of a “plot:” 1) a rough outline of the series of steps or actions that s/he will enact, 2) the desired effect 
  achieved by these actions and 3) the timeframe over which the plot will unfold, (The timeframe can be as short 
  as one round.) The desired effect must further the cause of Chaos and the caster must also be able to explain how 
  the series of steps or actions in his or her plot could conceivably lead to the desired outcome. If the caster’s spell is 
  successful, s/he will receive temporary Luck points. These Luck points may be burned to increase the success of an 
  action linked to carrying out the plot. The higher the spell check result, the more temporary Luck points the caster 
  receives and the longer points may be held in reserve to burn in the future.  
  Manifestation
  Roll 1d3: (1) the caster instantly grows a long, curled, waxed mustache and must twirl the ends of it to cast the 
  spell (2) the musical strains of Mysterioso Pizzicato can be heard floating faintly on the breeze (or light draft if 
  indoors/underground); (3) a longhaired, white cat appears in the caster’s arms and must be stroked continuously 
  while the spell is being cast
  1-9
  Lost, failure and patron taint.
  10-13
  Failure, but the spell is not lost. Patron taint.
  14-15
  Patron Taint. The caster receives 1d3+1 temporary Luck points to burn per the guidelines, above. These points do 
  not increase the caster’s Luck ability score (and therefore do not affect his or her Luck modifier). The caster may 
  hold these temporary Luck points in reserve for 1d3 turns, after which any unburned points are lost.
  16-1-9
  The caster receives 1d4+1 temporary Luck points to burn per the guidelines, above. These points do not increase 
  the caster’s Luck ability score (and therefore do not affect his or her Luck modifier). The caster may hold these 
  temporary Luck points in reserve for 1d4+1 turns, after which any unburned points are lost.
  20-21
  The caster receives 2d3+1 temporary Luck points to burn per the guidelines, above. These points do not increase 
  the caster’s Luck ability score (and therefore do not affect his or her Luck modifier). The caster may hold these 
  temporary Luck points in reserve for 2d3 turns, after which any unburned points are lost.
  22-25
  The caster receives 2d4+1 temporary Luck points to burn per the guidelines, above. These points do not increase 
  the caster’s Luck ability score (and therefore do not affect his or her Luck modifier). The caster may hold these 
  temporary Luck points in reserve for 3d4+1 turns, after which any unburned points are lost.
  26-31
  The caster receives 3d4 temporary Luck points to burn per the guidelines, above. These points DO increase the 
  caster’s Luck ability score (to a maximum of 18), affecting his or her Luck modifier. The caster may hold these 
  temporary Luck points in reserve for 2d3 hours, after which any unburned points are lost.
  32-33
  The caster receives 3d4 temporary Luck points to burn per the guidelines, above. These points DO increase the 
  caster’s Luck ability score (to a maximum of 18), affecting his or her Luck modifier. The caster may hold these 
  temporary Luck points in reserve for 3d6+1 hours, after which any unburned points are lost. The caster may burn 
  these temporary Luck points to the benefit of his or her allies, in the manner of a Halfling Luck Charm, so long as 
  the actions of his or her allies advance the caster’s nefarious plot.
  34-35
  The caster receives 3d4+2 temporary Luck points to burn per the guidelines, above. These points DO increase 
  the caster’s Luck ability score (to a maximum of 18), affecting his or her Luck modifier. The caster may hold these 
  temporary Luck points in reserve for 6d6hours, after which any unburned points are lost. The caster may burn 
  these temporary Luck points to the benefit of his or her allies, in the manner of a Halfling Luck Charm, so long as 
  the actions of his or her allies advance the caster’s nefarious plot.
   36+
  The caster receives 4d4 temporary Luck points to burn per the guidelines, above. These points DO increase the 
  caster’s Luck ability score (to a maximum of 18), affecting his or her Luck modifier. The caster may hold these 
  temporary Luck points in reserve for 6d12+2 hours, after which any unburned points are lost. The caster may 
  burn these temporary Luck points to the benefit of his or her allies, in the manner of a Halfling Luck Charm, so 
  long as the actions of his or her allies advance the caster’s nefarious plot.
  41
  
  Page    
  General
  Grim Inchyron was a master maker and was often referred to as the “Artificer of Anguish” and the “Architect of Agonies.” The Dev-
  il-Wraith can psychically transfer this talent to a supplicant, thus enabling a caster to create magical artifacts using this spell descrip-
  tion in combination with Tables 8-4 through 8-9 in the 3rd-level wizard spell Sword Magic. Any artifact produced through the casting 
  of this spell is Infernal in nature: it is automatically Chaotic in alignment and if it acts as a bane, it is always the bane of Law and order, 
  as well as the Balance of the Eternal Struggle. The sacrifice of lives/souls is more critical to the manufacture of an Infernal artifact than 
  the cost of its materials in gold pieces. 
  Level: 3  
   
  Range: Self        
   
  Duration: Permanent 
         Casting Time: A week or more             Save: None
  A spell check determines the possible abilities and properties of the artifact to be created. The specifics are determined by the form 
  and function of the artifact, the design and intentions of the caster and the influence of the primal forces of Chaos that have mar-
  shalled behind the artifact’s creation. Spellburn utilized in the casting is lost for the duration of the casting and only heals when the 
  spell is complete. All costs are expended before the spell check is made and failure means all costs are lost. 
  This spell is geared towards the creation of magical artifacts rather than weapons. Thus, when using Table 8-4: Magic Sword Charac-
  teristics to create an artifact, some of the guidelines, below, will bump the spell check result up one or more rows in the table while 
  other guidelines will bump the spell check result down one or more rows. 
  Generally speaking, follow this process to create an Infernal, magic artifact:
  Manufacture the artifact: The spell is cast as an on-going ritual through the artifact manufacturing process and the caster may need 
  a partner to manufacture the artifact if s/he is not a crafter. Any object can be enchanted and casters receive a +2 bonus to their spell 
  check roll for this spell in addition to any other modifiers. The design, form and function of the artifact should influence what powers 
  and banes a successfully enchanted artifact possesses. (For example, a chariot made into an Infernal magical artifact might have the 
  powers of obscuring its surroundings, flight or plane shifting.) Construction of the physical object itself costs a minimum of 100x the 
  cost of a normal version of the object.
  INFERNAL ARTIFACT MAGIC
  42
  The basic enchantment: The spell check determines the basic enchantment. The “plus” of an artifact works as a bonus to any roll 
  made by the user of the artifact for any action that the function and design of the artifact suggests it should benefit. The caster’s level 
  has no effect on the “plus” of the artifact. The cost of plus, in addition to the artifact itself, is 2000 gp and 10 HD in live sacrifices per 
  plus. 
  The artifact’s intelligence: This spell is geared towards the creation of magical artifacts rather than weapons and for reasons hidden 
  in the deepest recesses of thaumaturgical lore, artifacts are less suited for intelligence and communication than weapons (perhaps the 
  taking of life imbues weapons with an inherent understanding of it). When referring to Table 8-4, the Infernal artifact created with 
  this spell always has an Intelligence from the row two levels lower than the spell check roll would indicate. Thus, while artifacts, like 
  weapons, will always possess intelligence and the ability to communicate, this ability is almost always rudimentary compared to an 
  enchanted weapon. 
  Alignment: An Infernal magical artifact always has a chaotic alignment – ignore Table 8-3. In campaign worlds where Good and Evil 
  exist in an ethos separate from Law and Chaos, an Infernal magical artifact is always Evil. 
  Banes: An Infernal magical artifact may act as a bane by virtue of its design, form, function and the intentions of its creator, all heavi-
  ly influenced by the primal forces of Chaos that marshal behind its creation. When referring to Table 8-4, the Infernal artifact created 
  with this spell always determines its number of banes from the row two levels lower than the spell check roll would indicate. The 
  caster must declare what kind of banes s/he believes fit with the artifact’s form, function and purpose. Depending on the spell check, 
  s/he may be successful in none, some or all of those. However, non-weapon artifacts are rarely constructed for the purpose of slaying 
  particular creatures and many bane effects will not make sense for a non-weapon artifact. Such effects, if indicated, are re-rolled (Un-
  reasoning Hatred, Beacon of Fury, and Festering Wound are examples of bane effects that might not make sense for a non-weapon 
  artifact.) Each bane with which an Infernal magical artifact is imbued costs from 5,000 to 10,000 gp plus 20-50 HD in live sacrifices. 
  The required number of HD of live sacrifices is reduced if the creator sacrifices the type of creature that is subject to the bane. The 
  exact cost is dependent on the level of effect sought and the discretion of the Judge.  
  Special purpose: An Infernal magical artifact always has a special purpose and this purpose is largely determined by the intentions 
  of the caster, heavily influenced by the primal forces of Chaos that marshal behind its creation. Thus, when referring to Table 8-4, the 
  Infernal artifact created with this spell always has Dice Rolled for Special Purpose(s) from the row two levels higher than the spell 
  check roll would indicate. The caster then rolls on Table 8-6 and may choose any purpose on the table equal to or lower than his or 
  her roll. The caster may also invent a special purpose not listed on the table. The Judge should determine a DC for this invented pur-
  pose based on how well the Judge feels the purpose fits with the concept of the artifact. If the roll on Table 8-6 equals or exceeds this 
  DC, then this invented purpose becomes the special purpose of the artifact. Under certain circumstances the Judge may dictate the 
  special purpose of the artifact or s/he may add one or more additional purposes. (The Judge may also hide additional purposes to the 
  
  Page 43
  caster/creator.) Any purpose must be aligned with the interests of the forces of Chaos marshalled behind the creation of the artifact. 
  There is no gp cost for the special purpose. 
  Powers: Because “powers” are the mainstay of artifacts, Infernal magical artifacts created through the use of this spell use the row 
  on Table 8-4 two levels higher than what is normally indicated by the spell check roll. Infernal magical artifact powers are primarily 
  Type I (Table 8-7) and Type III (Table 8-9) - because artifacts are not primarily weapons many Type II: Combat Sword Powers (Table 
  8-8) may not make sense for a non-weapon artifact. (Crippler, Cleave, Vorpal Blade and Throwing Blade are examples of powers that 
  might not make sense for a non-weapon artifact). Type II powers that are rolled but do not make sense for the artifact are replaced. 
  There is a 65% chance that the Type II power is replaced by a Type I power and a 35% chance that it is replaced by a Type III power. 
  The caster pays a cost to imbue an artifact with powers: 1000 gp and 6 HD in live sacrifices for a Type I power, 3500 gp and 10 HD in 
  live sacrifices for a Type II power and 5000 gp and 30 HD in live sacrifices for a Type III power. Depending on the result of the spell 
  check, the artifact will have some number of those powers evident at the completion of the casting. It is possible that the caster will 
  spend the money and make the sacrifices to imbue the powers but his or her spell check will not be sufficient to complete them.
  It bears repeating: spell-like powers are the hallmark of magic artifacts. Because of this, neither the creator of an Infernal magical 
  artifact using this spell, nor the Judge adjudicating its creation should feel limited to Tables 8-7 and 8-9 when considering powers 
  appropriate to the artifact’s design and purpose. This is especially true since these tables are primarily intended for swords and other 
  weapons. In fact, some of the powers on these tables (Un-dead touch comes to mind) are unlikely to fit with a non-weapon artifact. 
  Thus, creators and judges should borrow liberally from the wizard and cleric spell lists for powers to imbue into the design of an arti-
  fact, classifying the spell as a Type I, Type II or Type III power, as appropriate. These spell-like powers should have the same predict-
  ability as a wand, ring or other magic item as described on page 374 of the DCC rules. 
  Creation properties: Several of the entries above note specialized circumstances that can influence an artifact’s final traits. Further-
  more, the Sword Magic spell offers examples of circumstances that can influence the final result of an act of creating a magical sword. 
  For this spell there is one circumstance that is always present but can profoundly affect the creation of an artifact in a myriad of ways: 
  primal forces of Chaos have marshalled behind the creation of the artifact and the end result is Infernal in nature and ultimately 
  serves the goals of the forces that enabled its creation!
  Manifes-
  tation
  Creation of a magical, Infernal artifact. 
  1-15
  Lost, failure and patron taint.
  16-17
  Per above and Table 8-4 on page 367 of the DCC rules.
  18-21
  Per above and Table 8-4
  22-23
  Per above and Table 8-4
  24-26
  Per above and Table 8-4
  27-31
  Per above and Table 8-4
  32-33
  Per above and Table 8-4
  36+
  Per above and Table 8-4
  34-35
  Per above and Table 8-4
  
  Page    44
  THE LOGOS OF LAMUSHEA
  Lamushea the Law-Shaper was a god entrusted with helping 
  mortals administer fair, just and enduring laws. Lamushea 
  appeared as a muscular bull with glossy black hide, giant 
  eagle wings and a majestic, human head. Lamushea was 
  often seen in the mortal world advising kings and pontiffs 
  and bearing the Krytz - a bejeweled, crystalline mirror 
  which is both an Artifact of Law and the repository of all of 
  Lamushea’s legal lore. 
  Ages ago, Lamushea was murdered by Grim Inchyron, a 
  demonic demi-god and one of the Nine Mortal Afflictions. 
  Since divine essence cannot be truly destroyed, at the mo-
  ment of his “death” Lamushea’s essential godhood - com-
  prised of his philosophies and principles - joined his store 
  of legal knowledge in the Krytz and became eternally bound 
  to that artifact. It was thus that the “Law-Shaper” became 
  “The Logos.” Whereas Lamushea was concerned with adju-
  dication, The Logos is dedicated to the path of retribution. 
  A divine revenant, The Logos no longer deals in mercy. In 
  its place The Logos espouses the Right of Retribution: harm 
  is always to be answered in kind - an eye for an eye. If, in its 
  zeal, the hand of retribution should take both the offender’s 
  eyes, so be it:  better that than an act of harm go unan-
  swered. The Logos’ will gladly grant generous Patronage to 
  any who will work uncompromisingly to deliver retribution 
  by whatever means are necessary.
  
  Page 
  12-13
  The Logos licenses the caster with the Iron Boot, one of the Seven Castigations. Boots formed from brilliant light encase the feet of a target 
  of any one biped in sight. That individual takes 1d3 damage per round and cannot walk unless s/he makes a DC 15 Fort save. If the save is 
  successful, the target may walk at ½ speed but the damage-per-round increases to 1d4+1. This Castigation is not a physical construct and 
  so cannot be broken by acts of strength or damage from weapons or tools.  
  Invoke Patron check results:
  14-17
  The Logos warrants the caster to impose the Malefactor’s Fork, also one of the Seven Castigations. A razor-sharp, twin-tined fork of 
  glowing light appears, lashed to the neck of any one biped in sight with bindings composed of that self-same light. The fork wedges itself 
  between the breast bone and jaw such that an individual takes 1d3 damage if s/he speaks or moves. If the individual speaks, the piercing 
  of the fork distorts that speech unless s/he succeeds at a DC 15 Ref save. Distorted speech negatively impacts the individual’s ability to 
  communicate, give commands or correctly form any incantations necessary to cast spells as determined by the Judge. This Castigation is 
  not a physical construct and so cannot be broken by acts of strength or damage from weapons or tools The caster may choose to replace 
  this effect with any effect lower on this Invoke Patron check results table.
  18-19
  The Logos sanctions the caster to sentence one creature to the Pillori Digitus. Manacles of searing light encase the hands and feet of any 
  one biped within 120’, regardless of whether the caster can see that individual or not. The individual takes 2d3 damage per round and can-
  not walk unless s/he succeeds makes a DC 15 Fort save. If the save is successful, s/he may move at half speed but takes an additional 1d3 
  damage. Similarly, the individual may not use his or her hands or fingers unless s/he makes a DC 15 Reflex save (eg to wield a weapon). 
  If the save is successful, the individual takes an additional 1d3 damage and rolls for actions requiring skilled use of the hands are made at 
  one die lower on the die chain. This Castigation is not a physical construct and so cannot be broken by acts of strength or damage from 
  weapons or tools. The caster may choose to replace this effect with any effect lower on this Invoke Patron check results table.
  20-23
  The Logos invests the caster with the authority to incarcerate one creature within the Castigation called the Binding Gibbet. A tight cage 
  of brilliant light encloses any one creature within 120’, regardless of whether the caster can see that creature or not. The imprisoned cannot 
  move. The imprisoned also cannot use his or her arms. The imprisoned may attempt a DC 18 Reflex save; if successful, the imprisoned 
  can make fine movements with his or her hands which may allow the passing of objects or the casting of spells. Any rolls for attempting 
  such actions are made using a die two steps lower on the die chain. This Castigation is not a physical construct and so cannot be broken by 
  acts of strength or damage from weapons or tools. The caster may choose to replace this effect with any effect lower on this Invoke Patron 
  check results table.
  24-27
  The Logos warrants the caster to imprison one creature within the Iron Maiden, one of the Seven Castigations. A fully enclosed sarcoph-
  agus of searing light encases any one creature within 120’, regardless of whether the caster can see that creature or not. The imprisoned 
  takes 1d4 damage per round and cannot move or use his or her arms. The imprisoned by attempt a DC 18 Reflex save; if successful, the 
  imprisoned can make fine movements with his or her hands which may allow the casting of spells but also inflicts an additional 1d4 dam-
  age on the imprisoned that round. Any rolls for such actions are made using a die two steps lower on the die chain. This Castigation is not 
  a physical construct and so cannot be broken by acts of strength or damage from weapons or tools. The caster may choose to replace this 
  effect with any effect lower on this Invoke Patron check results table.      
  28-29
  The caster brings can call forth the Bastard Brazen Bull, the most terrible of the Seven Castigations and a “myth-made-real.” Borrowing 
  from the Logos’ own history, the caster causes a great crucible of molten metal (like those used to make the bull-shaped cast iron artifact 
  called the Hell-Forged Ferro-Zeffir) materialize out of thin air and pour overtop the wizards’ enemies. The metal covers an area 10’ wide 
  by 5’ deep by 10’ tall. Creatures fully covered in the metal take 5d8+2 points of damage (No save). Enemies within 10’ of the coverage area 
  are splashed for 5d4+1 points of damage. A successful DC 15 Ref save reduces this damage by half. The caster may choose to replace this 
  effect with any effect lower on this Invoke Patron check results table.
  45
  30-31
  The Logos sanctions the summoning of an agent of retribution: an Avenging Aura. The Aura must be assigned to exact retribution on a 
  wrong-doer. If, in the Judge’s estimation, the caster attempts to use an Avenging Aura to further his or her personal ends rather than to en-
  act legitimate retribution, the spell rebounds on the caster and the Aura is assigned to him or her until or unless the Logos is placated. An 
  Avenging Aura is a lawful undead creature identical to a Shadow (DCC rules, page 425) except for the following: 1) the aura appears as a 
  subtle glow, nimbus or halo that is visible under certain lighting conditions such as dawn and sunset and 2) the Aura attacks its target with 
  whispered accusations of the wrongs the target has committed. This attack drains Personality instead of Strength and a creature reduced to 
  0 Personality goes stark, raving mad. This creature’s sanity can only be restored by magical healing and that healing will only be efficacious 
  once an act of restitution has been made on behalf of the creature driven insane by the Aura. An Avenging Aura will plague its target until 
  destroyed. 
  32+
  The Logos lends the caster a tiny, dilute portion of Its divine essence called the force majeure. In order to use the force majeure without 
  destroying him- or herself, the wizard must channel it through a written, legal edict prepared on the spot. (The player has 60 seconds to 
  compose the edict and no other players are permitted to give input on the composition). The wizard writes down exactly what s/he wishes 
  to have happen in 13 words or less (13 being one of the numbers of Chaos - the Chaotic powers are able to place this limit on the force 
  majeure). When the caster reads the edict aloud, the force majeure enacts it, making manifest whatever the author proscribed. The force 
  majeure enacts whatever the edict decrees and enacts it in accordance with the proverbial “letter of the law” and applies it as broadly as 
  possible. The force majeure will enact the provisos of the edict to any future situations in which the caster finds him- or herself to which 
  the force majeure deems the edict applicable. The edict’s enactment exists in perpetuity and follows the caster to other worlds and dimen-
  sions. It can be only be altered, mitigated, suspended or revoked by a power greater than the Logos, or by a new force majeure-powered 
  edict. The Logos does not lend the force majeure lightly and only so it canbe used to forward the cause of retribution. Any caster who uses 
  the force majeure in a way that goes against the divine purpose of the Logos will find him- or herself targeted for retribution by the Patron.  
  
  Page    
  PATRON TAINT: THE LOGOS OF LAMUSHEA
  When patron taint is indicated for The Logos of Lamushea, roll 1d6 on the table below. When a caster has ac-
  quired all six taints at all levels of effect, there is no need to continue rolling. 
  Roll
  Result
  1
  The Logos knows better than most that the path of retribution is a lonely one. When this result is rolled, the caster loses 
  a friendship (at his or her discretion the Judge may choose the friendship). Forevermore this individual regards the 
  caster with mild enmity. If this result is rolled a second time, the caster loses all of his or her friendships. If this result is 
  rolled a third time, the caster will never again form a genuine friendship. Personality checks involving interactions with 
  any individuals with whom the caster has lost friendship are made with a die two steps down on the dice chain.
  2
  The caster has the constant feeling of being imprisoned. Every hour that the caster spends underground, s/he must 
  make a DC 8 Will Save or be unable to engage in combat or cast spells until s/he succeeds at the save. If this result is 
  rolled a second time, the difficulty of the Will Save increases to DC 10. If this result is rolled a third time, the caster 
  must make a DC 10 Will Save when indoors as well as underground. 
  3
  The caster begins to speak only Injunction, a rare dialect of the Lawful Alignment language. At first, the caster speaks in 
  pidgin, and listeners must succeed at a DC 10 Intelligence check to understand it. If this result is rolled a second time, 
  the caster’s speech progresses towards a purer form of the language and listeners must succeed at DC 15 Intelligence 
  check to understand the caster’s speech. If this result is rolled a third time, only those fluent in Injunction can under-
  stand the caster’s speech. 
  4
  The Logos’ code of justice sits on the razor-thin line between retribution and revenge. This line is so fine that the pro-
  verbial “double-edged sword” crosses it, cutting any who follow the same path as The Logos. After this result is rolled 
  the caster takes one hit point of damage every time s/he inflicts damage on another. If this result is rolled a second time, 
  this effect increases to one hit point of damage per die of damage inflicted. The third time this result is rolled, the effect 
  increases to two hit points per die of damage inflicted.
  5
  The caster is compelled to tell the truth unless s/he succeeds at a DC 15 Will save. However, the caster can also tell that 
  someone else is lying if s/he succeeds at a DC 18 Personality check (though s/he cannot tell what the truth is). If this 
  result is rolled a second time, the caster must succeed at a DC 18 Will save to speak a lie but can detect lying with a DC 
  15 Personality check. If the result is rolled a third time, the caster must succeed at a DC 20 Will Save to be able to lie but 
  s/he can tell that someone else is lying with a DC 13 Personality check. 
  6
  The caster acquires the aura of an agent of retribution. Wherever the caster goes, s/he is petitioned by victims of wrong-
  doing who beseech him or her to set things to right; the caster is duty-bound to help. After the first time this result is 
  rolled, the caster will find him- or herself petitioned for redress once each month. The second time this result is rolled 
  the frequency of petitions increases to once each fortnight. The third time this result is rolled, the frequency of petitions 
  increases to once a week. 
  46
  PATRON SPELLS: THE LOGOS OF LA-
  MUSHEA
  The Logos exists among the nigh-limitless library of 
  lore stored within the Krytz. It commonly dispenses 
  the following three spells out of these annals: 
  Level 1: 
  Stay of Execution 
  Level 2: 
  Warrant of Warding
  Level 3: 
  Writ of Retribution
  SPELLBURN: LOGOS OF 
  LAMUSHEA
  The Logos of Lamushea requires all who receive its pa-
  tronage to swear to subsume their own interests to the 
  higher goal of punishing the wicked. When The Logos 
  sanctions spellburn, the solicitor-Wizard must honor 
  this judicial oath and accept its burdens. When a caster 
  utilizes spellburn, roll 1d4 and consult the table below. 
  
  Page 
  Roll
  Spellburn Result
  1
  The caster is required to join The Logos in recording legal judgments for posterity by inscribing legal records on to 
  his or her own body using ritual scarification. The process is so painful and makes concentration so difficult that in 
  addition to the reduction of ability scores, a -1 penalty is imposed on all spell checks made by the caster for an hour 
  afterwards.  
  2
  The Logos demands that the solicitor-Wizard re-establish his or her judicial impartiality through a purification ritual. 
  After casting the spell utilizing spell burn, the caster must self-inflict temporary blindness by grinding sand into his or 
  her own eyes, rubbing in a mildly caustic substance such as lemon juice or applying an irritant such as hot peppers. The 
  temporary blindness lasts 4d3 turns.
  3
  Some laws are too controversial to be displayed publicly, and yet they must also be recorded. In exchange for amplifying 
  the effects of a spell the Logos requires that a supplicant-Wizard give over a portion of his or her own memory to keep 
  record of such a law. The supplicant-Wizard must sacrifice a memory or knowledge of a skill, language, piece of lore, 
  spell, etc. and put the legal record in its place. The greater the amount of spellburn, the larger the amount of memory 
  the Logos will demand and the more significant the loss must be. The Judge should determine what memory or knowl-
  edge that the spellburn will cost the wizard up front (eg losing knowledge of a spell, forgetting an ally, etc.) and then 
  give the player the choice of whether to go through with the spellburn at that price or not.
  4
  The Logos demands that the solicitor-Wizard prove that his or her judgment cannot be corrupted through bribery. The 
  caster must destroy valuables – coins, gems, jewelry, luxury items, magic items, etc. – proportional to the amount of 
  spellburn being utilized in the spell as determined by the Judge.
  47
  
  Page    
  STAY OF EXECUTION
  Level: 3 
  Range: Touch or greater              Duration: 2 rounds or longer 
    Casting Time: 1 round 
              Save: None
  General
  The wizard issues a sorcerous, life-affirming subpoena that the Logos sanctions through Stay of Execution. If, 
  during the period of protection provided by the spell, the target of the spell is reduced to zero hit points, instead 
  of dying, that individual may continue to act normally for the duration of the spell. When the spell expires the 
  stay is lifted and the individual begins “bleeding out.” Each time the individual takes damage after the stay is 
  invoked, it reduces by one the number of rounds the he or she bleeds out (down to a minimum of one) and 
  imposes a cumulative +1 on the Luck check roll for Recovering the Body.
  Manifestation
  Roll 1d3:  (1) a tattooed sigil in the shape of an hourglass appears on the target’s forehead – the “sand” flows 
  from top to bottom marking the duration of the spell;(2) a spectral version of the target appears 13 hand spans 
  behind and to his or her left, mirroring his or her every move; (3) if the target is reduced to zero hit points while 
  under the protection of the spell the sound of a gavel being struck echoes forth as loud as a thunderclap
   immediately after the target loses his or her last hit point. 
  1
  Lost, failure and patron taint
  2-11
  Lost, failure.
  12-13
  The caster targets one creature with 4 HD or fewer by touching it. That creature is under the spell’s protection 
  for 1d4+CL rounds. If, during that period of protection, the target is reduced to zero hit points, s/he can
   continue to act normally for a number of rounds equal to CL +1.
  14-17
  The caster targets one creature with 5 HD or fewer by touching it. That creature is under the spell’s protection 
  for 2d3+CL rounds. If, during that period of protection the target is reduced to zero hit points, s/he can 
  continue to act normally for a number of rounds equal to 1d4 + CL.
  18-19
  The caster can target any one creature with 6 HD or fewer within 30’. That individual is under the spell’s protec-
  tion for 2d4+CL rounds. If, during that period of protection, the target is reduced to zero hit points, s/he can 
  continue to act normally for a number of rounds equal to 2d6 + CL.
  20-23
  The caster can target any one creature with 6 HD or fewer within 60’. That individual is under the spell’s 
  protection for 3d4+CL rounds. If, during that period of protection, the target is reduced to zero hit points, s/he 
  can continue to act normally for a number of minutes equal to CL +1.
  24-27
  The caster can target any one creature with 6 HD or fewer within 120’. That individual is under the spell’s 
  protection for 2d3+CL minutes. If, during that period of protection, the target is reduced to zero hit points, s/he 
  can continue to act normally for a number of minutes equal to 1d4 + CL.
  28-29
  The caster can target any one creature with 8 HD or fewer within 120’. That individual is under the spell’s 
  protection for 2d3+CL minutes. If, during that period of protection, the target is reduced to zero hit points, s/he 
  can continue to act normally for a number of minutes equal to 2d3 + CL.
  30-31
  The caster can target any one creature with 8 HD or fewer within sight or a number of creatures equal to CL 
  within 30’. Targets are under the spell’s protection for 2d4+CL minutes. If, during that period of protection, any 
  target is reduced to zero hit points, s/he can continue to act normally for a number of minutes equal to 3d4 + 
  CL.
  32+
  The caster can target any one creature with 12 HD or fewer within sight or a number of creatures equal to CL+1 
  within 60’. Targets are under the spell’s protection for 2d4+CL turns. If, during that period of protection, any 
  target of the spell is reduced to zero hit points, s/he can continue to act normally for a number of turns equal to 
  3d3 + CL.
  48
  PATRON SPELLS
  
  Page 
  WARRANT OF WARDING
  Level: 2  
  Range: Varies 
   
  Duration: 1 minute per CL  
  Casting Time: 1 round 
   
  Save: None
  14-15
  The disruptive forces cause all spell checks made against the caster to suffer a -1 penalty. The caster receives a +1 
  on his or her save against spell-like powers directed against him or her. If a spell-like power does not normally 
  grant a save, the caster receives a DC 18 save. 
  1
  Lost, failure and patron taint
  Manifestation
  Roll 1d3: (1) iron manacles spring up from the ground and shackle incoming spells and spell-like powers; (2) 
  miniature griffins, shining with bright white light, circle about the caster and snatch away incoming spells and 
  spell-like powers; (3) incoming spells and spell-like powers are flung away from the caster by fierce, 
  micro-localized earth tremors.
  2-11
  Lost, failure
  12-13
  Failure, but spell is not lost.
  General
  The caster convenes a “tribunal” of magical forces that disrupts magic from divine and demonic origins (not wiz-
  ardry). This includes spells and spell-like abilities from all clerics, priests, demons and creatures of Chaos. When 
  necessary, the Judge’s discretion determines the degree to which a save against spell-like powers that would 
  not normally grant a save mitigates or cancels the effects of such powers. At the highest levels of effectiveness, 
  the caster can dismiss low-level spells and spell-like powers. On a successful casting, the wizard may choose to 
  invoke any effect equal to or less than his or her spell check roll. Protection provided by the spell remain in effect 
  for its duration. 
  16-19
  The disruptive forces cause all spell checks made against the caster and any of the caster’s allies within a 10’ 
  radius to suffer a -1 penalty. The caster and his or her allies receive a +1 on their saves against spell-like powers 
  directed against them. If a spell-like power does not normally grant a save, the caster receives a DC 18 save.
  20-21
  The disruptive forces cause all spell checks made against the caster to suffer a -2 penalty. The caster receives a +2 
  on his or her save against spell-like powers directed against him or her. If a spell-like power does not normally 
  grant a save, the caster receives a DC 16 save.
  22-23
  The disruptive forces cause all spell checks made against the caster and any of the caster’s allies within a 10’ 
  radius to suffer a -2 penalty. The caster and his or her allies receive a +2 on their saves against spell-like powers 
  directed against him or her. If a spell-like power does not normally grant a save, the caster receives a DC 16 save.
  24-25
  The disruptive forces cause all spell checks made against the caster to suffer a -3 penalty. The caster receives a +3 
  on his or her save against spell-like powers directed against him or her. If a spell-like power does not normally 
  grant a save, the caster receives a DC 16 save.
  26-29
  The disruptive forces cause all spell checks made against the caster and any of the caster’s allies within a 10’ 
  radius to suffer a -3 penalty. The caster and his or her allies receive a +3 on their saves against spell-like powers 
  directed against him or her. If a spell-like power does not normally grant a save, the caster receives a DC 14 save.
  30-31
  The disruptive forces cause all spell checks made against the caster to suffer a -4 penalty. The caster receives a +4 
  on his or her save against spell-like powers directed against him or her. If a spell-like power does not normally 
  grant a save, the caster receives a DC 12 save. 
  32-33
  The disruptive forces grant the caster immunity to all level 1 spells and the spell-like abilities of all clerics, priests, 
  demons and creatures of Chaos that possess less than 2HD. The disruptive forces cause all spell checks made 
  against the caster to suffer a -4 penalty. If a spell-like power does not normally grant a save, the caster receives a 
  DC 12 save.
  34+
  The disruptive forces grant the caster and any allies within 10’ immunity to all level 1 spells and the spell-like 
  abilities of all clerics and priests and demons and creatures of Chaos that possess less than 2 HD. The magic field 
  causes all spell checks made against the caster to suffer a -5 penalty. The caster and his or her allies receive a +5 
  on their saves against spell-like powers directed against him or her. If a spell-like power does not normally grant 
  a save, the caster receives a DC 10 save.
  49
  
  Page    
  WRIT OF RETRIBUTION
  Level: 3 Range: Varies 
   
  Duration: 1 round or more  
  Casting Time: 1 action 
   
  Save: None
  General
  Through the use of this spell, the caster names one creature (or more depending on spell check results) and place 
  it under the aegis of divinely-promised retribution against a second named creature who seeks to harm those 
  under the aegis. A “named” creature can be anywhere in the world or, subject to the Judge’s discretion, on other 
  worlds or in other dimensions. Anything the second-named creature does to the protected individual(s) it also 
  does to itself. For example, if the second-named creature attacks the protected creature with a sword, then the 
  second-named creature must roll a duplicate attack against itself at the same time that it makes the attack against 
  the creature(s) under the aegis. The creature targeted by the retributive effect of the writ always apples the higher 
  of the two die rolls for the duplicate actions to itself and the lower roll to the protected creature(s). With higher 
  spell check results, the caster can have the writ apply to the allies and minions of the second-named creature. On 
  a successful casting, the wizard may choose to invoke any effect equal to or less than his or her spell check roll. 
  Manifestation
  Roll 1d3: (1) a malleable feature of the local environment (clouds, smoke from a brazier, flames from a fireplace, 
  etc.) takes the recognizable shape of a sword of retribution and positions itself so as to hang over the writ’s sec-
  ond-named creature; (2) a glowing picto-glyph in the shape of an eye appears on the forehead of all the crea-
  tures named by the caster for protection under the writ – when harm is done to any of the creatures bearing the 
  picto-glyph, the glyph bleeds glowing light ; (3) fine cords of silver light stretch between the creatures protected 
  by the writ and the second-named creature, identifying that their destinies are intertwined 
  1
  Lost, failure and patron taint
  2-11
  Lost, failure
  12-13
  Failure, but spell is not lost.
  16-17
  The writ’s protection applies to the caster and its retributive effect affects a single, second-named creature with up 
  to 8 HD. The spell lasts for 10 rounds + CL.
  18-21
  The writ’s protection applies to a single creature named by the caster and its retributive effect affects a single, 
  second-named creature with up to 8 HD and any of that creature’s allies with fewer than 2 HD. The spell lasts for 
  2d3 + CL turns.
  22-23
  The writ’s protection applies to creature named by the caster and its retributive effect affects a single, sec-
  ond-named creature with up to 10 HD. The spell lasts for 2d3 + CL turns
  24-26
  The writ’s protection applies to a single creature named by the caster and its retributive effect affects a single, 
  second-named creature with up to 10 HD and any of that creature’s allies with less than 3 HD. The spell lasts for 
  1d4 + CL hours. 
  27-31
  The writ’s protection applies to two creatures named by the caster and its retributive effect affects a single, sec-
  ond-named creature with up to 12 HD. The spell lasts for 1d4 + CL hours. 
  32-33
  The writ’s protection applies to two creatures named by the caster and its retributive effect affects a single, sec-
  ond-named creature with up to 12 HD and any of that creature’s allies with less than 4 HD. The spell lasts for 1d3 
  + CL days.
  34-35
  The writ’s protection applies to up to three creatures named by the caster and its retributive effect affects a single, 
  second-named creature with any number of HD. The spell lasts for 1d3 + CL weeks.  
  36+
  The writ’s protection applies to three creatures named by the caster, plus any additional creatures the caster wish-
  es to include who are within a 15’ radius of the caster when the spell is cast. Its retributive effect affects a single, 
  second-named creature with any number of hit dice and any of that creature’s allies with less than 5 HD The spell 
  lasts  1d3 + CL weeks. If, at any time during the duration of the spell, any creature protected by the writ who was 
  not one of the named three moves more than 15’ from the caster, that creature loses the protection of the writ 
  and that protection is not restored by restoring proximity to the caster.  
  50
  
  Page 
  Designation of Product Identify
  All place names, character names, names of organizations and similar proper nouns introduced in this publication are product identity, including but not limited to 
  World-Quest, the Winter Calendar, Grim Inchyron, the Architect of Anguish, the Artificer of Agonies, Lamushea the Law Shaper, the Devil-Wraith of Grim Inchyron, 
  the Logos of Lamushea, Sacred Krytz Mystery, the Krytz, Laylokan, God of Weighing the Cost of Balance, the Undercroft, the Hell-Forged Ferro-Zeffir, Barbed Imps, 
  Bituminous Quasits, Slag Hellions, Fuliginous Wing-Fiend, A’arni, Akaa, Varjoma, Konhengen, Makarhu, Tuwonatar, Tkurrso, Nedanax,  Penumbric Glen, Sloucher the 
  Dire Rat, Pannihoo and Gerhan . All text that does not describe a discret game element is product identity.
  Designation of Open Game Content
  All game statistics for any game elements included in this publication are designated open game content. This includes but is not limited to monster statistics.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
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  improvement, compilation, abridgement or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, 
  rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, 
  processes, and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Dungeon Crawl Classics, Copyright 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@goodman-games.com.
  World-Quest of the Winter Calendar, Copyright 2015 Steve Bean Games
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under license. Dungeon Crawl 
  Classics and DCC RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit http://www.goodman-games.com or contact info@
  goodman-games.com.  
  60
  
  WorldQuest of the
  Winter Calendar
  Your party encounters an old man under attack by a swarm of fiendish creatures. He is the 
  god Laylokan. He bears the Winter Calendar, a vessel containing the Sacred Krytz Mystery. 
  Unfortunately, in making Laylokan’s acquaintance, the party has become trapped in the 
  Penumbra, a “space-between-the-worlds.” 
  There is only one way back - the adventurers must explore the Seven Chronicles of the Mys-
  tery - a “living morality tale” that was lost to the world eons ago. They must bear witness to 
  the tale and divine its meaning, thus completing a magical ritual that will restore the 
  memory of the tale to the mortal world. 
  But to witness the entire tale, the party must survive. By entering the Sacred Krytz Mystery, 
  the party is jumping headlong into the Eternal Struggle between Law and Chaos – they’ll be 
  caught up in epic events like the making of a Infernal artifact and the murder of a god!
  World-Quest of the Winter Calendar is a unique 0-level Funnel: in it, PCs take part in a 
  great, cosmic game of “telephone” that transforms the Judge’s campaign world – both 
  narrative and game mechanics. This is the module for veteran DCC players and Judges 
  who’ve “been there and done that” when it comes to funnels!
  A  “World-Shaping” 0-Level Funnel with 
  Two Complete Patrons and a New DCC Class!
  By Steve Bean and Julian Bernick
  with Roy Snyder & Brendan LaSalle
  This module is partly the product of the skills and labor of  youth at the Digital NEST, a 
  technology education studio that trains rural, Latino youth in Watsonville, CA. A portion of the 
  sales of this product will be donated to the Digital NEST. Please consider making an additional 
  donation at www.digitalnest.org
  SBG0001
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/World Quest of The Winter Calendar (DCC)/World Quest of The Winter Calendar [v10.1] (DCC).pdf