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  Mysteries of the PurPle Planet
  T
  he Purple Planet is not easily understood by out-
  siders. This table provides 74 mysteries you can 
  reference when your characters adventure in the 
  inhospitable wastes. These can serve as random encounters, 
  encounter seeds, or the start of a new adventure.
  1. An unpiloted airship drifts slowly along, about 100’ above 
  the ground. If the characters can reach that nearby hilltop fast 
  enough, they just might be able to grab the hawser trailing 
  from its stern.
  2. A massive herd of surly herbivores is migrating through 
  this hex toward its mating grounds. Attempting to move 
  through the hex will result in attacks from 1d6 of these rutting 
  creatures (judge’s discretion as to creature type).
  3. Weather conditions cause high levels of static electricity. 
  PCs should make 1d3 Luck checks while navigating this hex. 
  For each failed check, take 1d3 electrical damage.
  4. The characters encounter a wandering (and talking) 
  mushroom. It is an ascended master, and is accompanied by 
  3d20+10 mushroom/kith hybrids.
  5. The PCs encounter a river, flowing uphill. Why? How? 
  They will have to investigate to learn the truth.
  6. The PCs meet an ascended master that takes the form of 
  a funnel cloud. Defeat the master to take charge of 1d100+25 
  kith warriors.
  7. A large number of tumbling ziggurat weeds are blowing 
  through this hex. PCs failing a Luck check must make DC 10 
  Ref save or be knocked prone.
  8. The hex contains an area of weird rock formations, with 
  holes, bridges, towers, etc., all naturally formed by the effects 
  of the winds. Feral kith (and/or other creatures) may live here.
  9. The hex contains an uncanny grove of luminescent mush-
  rooms inhabited by a sage/musician, who will answer ques-
  tions (for a price).
  10. A set of ascending ridges, built like a giant’s staircase, 
  climb towards a distant tower. Could one of the ascended 
  masters have made a giant golem to inhabit it? There’s only 
  one way to find out.
  11. Wildfire! Designate one character to lead the way. This 
  PC must succeed on three Luck checks to guide the party out 
  of danger. Each failed roll may result in damage and/or Stam-
  ina loss due to smoke inhalation (judge’s discretion).
  12. Ring fungi have created a clearing, somewhat like a fairy 
  circle, but foul and unsavory-looking. At the center is some-
  thing shiny. PCs entering the circle will find it much harder to 
  leave than to enter, as the fungus is semi-intelligent and can 
  cast a version of the sleep spell (DC 15 Will save to exit ring). 
  Effects of failure at judge’s discretion.
  13. The characters encounter a massive grove of shelf fungi 
  inhabited by a tribe of unaffiliated kith. Can the PCs impress 
  them, or will they attack?
  14. There is a rock fall! PCs must make DC 15 Ref saves or 
  take 3d6 damage (save for 1d6 damage). 
  15. The PCs surprise a troop of 2d12 horned, ape-like crea-
  tures, covered in long purplish-white fur.
  16. The PCs encounter a group of walking cactus-like succu-
  lents. The creatures have low intelligence, but are capable of 
  communication through changes in color. They are protected 
  by sharp spines (as javelins).
  17. The PCs encounter a large group of 3d10 kith cultists 
  who worship the mother death orm, Vatya-Ibdid. They re-
  quire a sacrificial victim.
  18. The characters have found a grove of large, floating puff-
  ball mushrooms (buoyed by hydrogen) that might be used as 
  balloons, for travel, should the PCs successfully craft a basket 
  or harness.
  the PurPle Planet CoMPanion
  This sourcebook is designed to accompany Dungeon Crawl Classics #84: Peril on the Purple Planet. 
  Copyright ©2015 Goodman Games.
  table of contents
  Mysteries of the Purple Planet ................................................2
  The Ecology of the Kith ............................................................5
  Kith as Player Characters ................................................13
  Additional Kith Resources ..............................................16
  Lost Tech of the Ancients .......................................................18
  Bestiary of the Purple Planet .................................................25
  Magic on the Purple Planet....................................................37
  Wizard Magic ...................................................................63
  Divine Magic ....................................................................46
  Techno-Magic ...................................................................50
  The Purple Under-Planet .......................................................52
  The Green Flow ................................................................54
  Significant Geography of the Under-Plateau ...............57
  Underplanet Races ...........................................................60
  credits
  The Purple Planet was created by Harley Stroh
  Writers: Daniel J. Bishop, Tim Callahan, Edgar Johnson, 
  Terry Olson, Harley Stroh
  Editor: Rev. Dak J. Ultimak
  Cover art: Doug Kovacs
  Interior art: Doug Kovacs, William 
  McAusland, Stefan Poag
  Layout & art direction: Joseph Goodman
  www.goodman-games.com
  
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  19. The characters find a freshwater oasis, surrounded by a 
  grove of mushrooms and occupied by a caravan of 4d6 crea-
  tures. Roll 1d6 for composition (1-slavers and slaves, 2- kith 
  war band, 3-merchant caravan, 4-religious pilgrims, 5-herders 
  and their stock, 6-refugees).
  20. The PCs find an injured (but seemingly dead) death orm.
  21. The weirdling rays of the dying sun have begun to alter 
  the effects of the mushrooms, causing strange alterations to 
  the kith who have feasted on the spongy stalks. The PCs dis-
  cover that some kith have grown additional appendages and 
  started worshiping a particularly rancid mushroom as a new 
  master.
  22. In the Broken Hills, another ascended master – an un-
  speakable evil inside the body of a 10-year-old girl – has 
  grown bored and instituted a bizarre kind of gladiatorial 
  combat among her kith champions, and the PCs cannot pass 
  without proving their mettle.
  23. Uleph, House Reagen’Tor outcast, and former noble of 
  the clan, has begun to stalk the PCs and attempt to enlist their 
  aid in helping him reclaim his position of power within the 
  great House.
  24. Greenstone shards in the presence of the PCs for more 
  than a day begin to decay and cause random effects. It seems 
  that the PCs’ very presence on the Purple Planet has acceler-
  ated the half-life of all greenstones, and the ascended masters 
  are not too happy when they realize this.
  25. An eclipse! If the characters thought the Purple Planet 
  was deadly by the rays of the dying sun, wait until they see 
  what monstrosities rise from beneath the surface of the pla-
  teau after two days of continuous, chilling, darkness.
  26. One of the ascended masters is a self-proclaimed law-
  man of sorts, operating without kith followers, dispensing 
  justice to those who would disturb the tombs of the ancients, 
  and he has the PCs in his sights.
  27. A surprisingly intelligent kith warlord has splintered off 
  from the ascended masters and created his own faction of kith 
  raiders who operate as greenstone shard smugglers, trafficking 
  shards back and forth between the two major kith clans.
  28. The PCs find themselves able to help a vulnerable kith 
  raider who is under attack from a local monstrosity, and he 
  thanks them by rewarding them with a token he thinks is 
  worthless, but turns out to be a powerful artifact that attracts 
  attention from even more powerful enemies.
  29. A rogue ascended master will reward the PCs with a rare 
  and powerful artifact if they find and return his brother who 
  is being held captive deep inside the caverns of the Ancestor 
  Peaks. 
  30. A faction of kith raiders has commandeered a pair of 
  mechanical birds of the sky masters and these air pirates have 
  begun a reckless plundering spree.
  31. In the past few days, hideously deformed humanoids 
  have hatched from inside the mushrooms in the forest. It’s as 
  if the Purple Planet itself is giving birth to a new and deadly 
  form of sentient life.
  32. A portal in the sky opens for an instant and a green-
  skinned humanoid in strangely futuristic garb crashes to the 
  ground. He insists that he knows the fate of the PCs and he is 
  here to help them survive the coming Age of the Orm.
  33. A small silver skull floats over the Lake of Death and 
  zooms across the wasteland, spying on the PCs’ next move-
  ments. It is a surveillance drone following the commands of 
  someone or something beneath the surface of the lake. It oper-
  ates out of a kind of submarine base, filled with ancient tech 
  and dark mysteries.
  34. For one hour a day, a crystalline castle appears atop the 
  ancestor peaks, and cries of pain ring out from within.
  35. The seneschal of House Cotcyst, a head on a levitating 
  platter, seeks a rare piece of ancient art that is rumored to be 
  
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  buried in the Broken Hills. 
  36. A kith warlord in gilded armor appears and begins to 
  draw kith away from other factions with his strange gifts and 
  undeniable charisma. He seemingly makes wishes come true, 
  but at what price?
  37. The Triskeleon of Vurr – a giant war-wheel – has been 
  unleashed from its sleeper mode at the base of the ancestor 
  peaks.
  38. A Priest of the Sky Masters has become increasingly 
  powerful on the plateau, establishing himself as a third major 
  clan with his large kith following and his apparent connec-
  tion with divine powers. His secret is an ancient runecrafting 
  manual he has uncovered, allowing him to modify ancient 
  technology and exploit it for his own gain.
  39. The mirrormen, enigmatic and haunting, have begun to 
  become enslaved by a mysterious ascended master who at-
  tempts to syphon their power for use in his extra-dimensional 
  chronomancy. But the mirrormen are avatars for something 
  much more dangerous waiting to enter the dimension of the 
  Purple Planet to feed on the living creatures atop the plateau.
  40. A renegade ascended master has cybernetically linked 
  himself to a pride of strekleons to control them. Unfortunately, 
  the link works both ways, and he has become a savage beast.
  41. A renegade kith, bereft of his House, has wandered into 
  the wilderness to die.
  42. A forgotten “tomb” turns out to be an ancient bomb 
  shelter whose tunnels and rooms harbor a society of mutated 
  and inbred kith.
  43. The rare “trapdoor strekleon” burrows beneath the sand 
  to surprise passersby!
  44. A shimmering doorway opens and “reinforcement 
  troops” march out from the past, to aid in a battle they have 
  overshot by a thousand years.
  45. A unique ambulatory mushroom with very helpful 
  properties attempts to elude the PCs in the fungal forest.
  46. A yellow comet appears in the sky, visible even during 
  daylight hours, granting all living things an unusual vitality 
  for the three days of its passage.
  47. The swirling dust forms ghosts of the ancient world – 
  possibly allowing visions of lost cities or peoples – before col-
  lapsing. This may offer a clue to some hidden area.
  48. The weirdling sun visibly convulses, enervating all PCs. 
  Any kith present when this occurs throw themselves wailing 
  to the ground.
  49. A doppelgänger of the wastes attempts to replace one of 
  the PCs. This is a renegade ascended master who has led its 
  entire kith tribe to ruin.
  50. An earthquake, with aftershocks. Enormous death orms 
  fighting below the ground?
  51. The PCs encounter a kith hermit who believes that the 
  weirdling sun has risen for the last time before the world 
  ends. He says the same thing tomorrow.
  52. A PC’s patron sends a literal-minded minion to rescue 
  that PC only. He is taken on a 24-hour side quest then dropped 
  back exactly where and when he was picked up.
  53. The PCs discover the corpse of creature from another 
  world. How did it get here, and why? (Editor’s note: This 
  could tie in to the Emerald Enchanter adventures in the DCC 
  series, if you own those.)
  54. The PCs hear of a kith warlord who is an outlander. He 
  sounds suspiciously like a PC or NPC previously presumed 
  dead or missing.
  55. A spatiotemporal warp in the sky reveals a huge aerial 
  battle on giant war-skiffs. One descends and a crewman drops 
  a ladder to the PCs, urging them to board.
  56. The characters encounter a rogue one-way portal. Where 
  does it go?
  57. The PCs discover a treasure map, written in Elvish!
  58. An errant demon is magically imprisoned and begs the 
  PCs to aid in his release (via some quest). He bargains with in-
  formation (true or false) to the location of a greenstone crystal.
  59. A stray kith youngling is fleeing from a pack of strekle-
  ons, but falls into a narrow hole in the ground. The strekleons 
  wait outside the hole but are inexplicably too frightened to 
  follow.
  60. The “World-Shroom” is said to be the oldest living being 
  on the Purple Planet. Perhaps it will grant the PCs a boon for 
  a favor…
  61. The PCs discover that their collection of greenstone 
  shards is missing, and in the shards’ place is a map.
  62. The characters witness two kith fighting over the re-
  mains of a corpse. A kith warband arrives and demands the 
  PCs to serve as witnesses in the pair’s trial. 
  63. The PCs find a cave drawing: three objects (a head in a 
  jar, a pyramid with smoke, and a giant worm) are placed at 
  vertices of a triangle. In the center is a mushroom with many 
  doors.
  64. A kith woman with strange tattoos has a young gribb on 
  her shoulder and two strekleon cubs accompanying her. She 
  beckons the PCs to follow.
  65. The characters find a skeleton with a journal written in 
  Common. The journal has an account of the author becoming 
  stranded on the Purple Planet and discovering how to create 
  a potion/oil to protect oneself from disintegration. A danger-
  ous-to-retrieve ingredient is required.
  66. The PCs encounter two kith champions fighting each 
  other one-on-one. No one else is in sight.
  67. The characters find a makeshift altar to some forgotten 
  god. The altar’s unlit candle, when lit, summons an appari-
  tion of a long-dead cleric.
  68. A lone kith is repeatedly casting the line of a makeshift 
  fishing pole into a riverbed that has long dried out.
  69. A gribb is encountered on the ground with a broken 
  wing. If the PCs heal it, it takes flight, trying to lead them to 
  some destination. 
  70. A kith ghost informs the PCs that some renegade kith in 
  the mushroom jungle refuse to eat their kills. Consequently, 
  their kills rise as evil spirits and terrorize the land. If the PCs 
  defeat these kith and eat them, the spirits will be abated. Of 
  course, the vegetarian kith have an alternative offer…
  71. A lone strangely-armored warrior riding a strekleon 
  (or giant gribb!) follows the PCs, maintaining a long distance 
  from them. He disappears whenever the PCs take their eyes 
  off him.
  72. A headless android wanders the waste, looking for aid to 
  find its head. Is this a lost ascended master of House Cotcyst?
  73. The characters discover a small air-tight brass cylinder; 
  inside, they find red pills. Ingesting a red pill allows one to 
  see footprints that were not there before, as well as other sur-
  prises to come…
  74. An infectious plague in the swirling sands.
  
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  the eCology of the Kith 
  “Barbarism is the natural state of mankind...Civilization is unnatural. It is a whim of circumstance. And 
  barbarianism must always ultimately triumph.” — Robert E. Howard
  T
  he Great War’s origins are lost to the mists of time. 
  Some sages aver that the first skirmishes were 
  fought over the shrinking resources of a dying 
  planet. Others believe the war was born of a mad bloodlust, 
  inspired by the sickly rays of the weirdling sun, or that it 
  was the kith’s blind devotion to their loathsome god-kings 
  that first allowed kith to split the skull of their brothers. Or 
  perhaps the nature of the kith has always been, and will al-
  ways be, one of brutality and violence.
  Whatever the war’s origins, its bitter fruits are hardly in 
  question: The kith – once upright and graceful, practiced in 
  philosophy and rich in the arts – are now bent-backed beasts, 
  wracked and tortured by the soul-warping light of the dy-
  ing sun. Their bodies are encrusted with scars, crude tattoos, 
  and the bloody trophies torn from the corpses of their foes. 
  They are tireless engines of war that battle, not for survival, 
  but for the rabid devotion to their ascended masters.
  Perhaps worst of all for those that would oppose them, the 
  man-beasts are seldom found alone. While a lone kith is like 
  a feral pig or bear, bristling with deadly ferocity, a horde of 
  kith is like a force of nature, washing over foes and leaving 
  devastation and ruin in its wake.
  Inflamed by religious devotion, disdainful of their foes, the 
  kith hordes rule the High Plateau, bringing ruin to all that 
  oppose them.
  overview
  The present-day kith are the result of hundreds of genera-
  tions of selective breeding, manipulation and culture-wide 
  mind-control, the philosophy of total war made manifest in 
  the flesh. Twisted by science, warped by the weirdling sun, 
  and tutored under the uncompromising beliefs of their mas-
  ters, each kith is an unquestioning, enduring warrior bent 
  on the slaughter of his foes.
  As noted by scholars elsewhere, the common kith stands 
  over 6’ in height, with broad shoulders and a round barrel 
  chest. At first glance they appear lumbering and slow – a 
  mistake that an adventurer will make just once.
  Their skin is pale, ranging from ash white to a fatty yellow 
  the color of the planet’s soil. Kith take great pride in decorat-
  ing their skin with elaborate tattoos. The sigils, marks and 
  inked scars record the kith’s triumphs in battle and serve 
  as wards against evil. The tattoos are both a challenge and 
  a warning to any would-be foes, and the skin of a heavily 
  tattooed foeman is a highly sought addition to any kith’s 
  war banner.
  The kith produce little in the way of sophisticated goods. 
  Their implements range from sharpened stones, to crude 
  iron tools. Weaponsmiths and armorers are accorded great 
  respect, and the secrets of metalworking are closely guarded 
  and clouded by superstitions. (Characters from other worlds 
  displaying advanced knowledge will be highly sought, with 
  warband pitted against warband as each seeks to secure the 
  knowledge for their own.) To supplement their meager pro-
  duction, the kith scour the wastes for lost artifacts hidden 
  beneath the shifting sands.
  A warrior’s rank is readily determined by the quality of his 
  weapons and the number of his tattoos; weak kith stumbling 
  upon ancient weapons are quickly bullied into surrendering 
  their items to stronger warriors. Likewise, inept warriors fall 
  quickly in battle, surrendering their skins to their foeman’s 
  warbanner. 
  (When characters from other worlds join kith warbands, 
  their lack of tattoos and sophisticated weapons mark them 
  as targets for bullies and tyrants. Heavily tattooed PCs will 
  be obvious exceptions, receiving the grudging respect and 
  admiration of their surrogate warband.) 
  Young, inexperienced, or weak kith commonly bear simple 
  clubs and spears into battle. Their clubs are fixed with stone 
  heads atop hafts of dried mushroom stalks. Their spear-tips 
  are either worked stone or hammered bits of metal scav-
  enged from the wastes, and the kith drape themselves in 
  whatever paltry skins they can steal, secured with a belt of 
  sinew or woven skin.
  Kith that have survived one or more battles have had the op-
  portunity to loot the bodies of the fallen, and consequently 
  possess better arms and armor. Stone-headed clubs are trad-
  ed for crude lengths of pitted iron, and skin tabards forgot-
  ten in favor of rude hide armor. Sharp-eyed kith may have 
  even discovered a relic or two, though whether the warrior 
  is strong enough to keep his find is another matter.
  a note on Kith etymology
  Scholars and explorers from other lands are sure to question the kith’s use of terms like House and Company when nam-
  ing what are – in most instances – scarcely more than mobs of savage warriors bent on slaughter.
  The terms are etymological remnants, half-buried bits of words and phrases hinting at the kiths’ lost culture. Just as 
  the blasted landscape of the Purple Planet is littered with ancient and impossible tools and weapons, so too is their 
  language littered with terms and grammars left over from another age.
  
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  The fiercest warriors emerge from the fog of war to become 
  champions: scarred from scores of battles, emblazoned with 
  tattoos recording their triumphs in battle, wearing the lay-
  ered hides of their fallen foes and wielding blazing arti-
  facts from a lost age. Of these champions, the rare few with 
  the strategic cunning and mob-charisma necessary to lead 
  troops are promoted to the heads of warbands.
  The kith make no distinction between male and female war-
  riors; the sole cultural differentiation is prowess in battle. 
  Every member of a clan is expected to fight on behalf of the 
  house, and those that refuse are doomed to exile, lest their 
  example be imparted to the young.
  Kith are, by nature, highly social creatures, each longing for 
  the comfort of his warband. In small part this is due to the 
  deadly nature of the High Plateau – a lone kith is a quick 
  meal for a flock of gribbs or a strekleon on the hunt. How-
  ever, this pack mentality is due most to the kith’s own des-
  peration for assurance and direction. This helplessness is 
  instilled in every kith at birth: the ascended masters know 
  all, it is only to the kith to obey. This mob-mentality sees its 
  fruits in unquestioning loyalty of the adults, and few kith 
  will stand behind a decision contrary to the will the master. 
  The threat of exile is terrifying to a kith. Any fate, including 
  death, is better than being left alone. 
  For a short while, this rigid paradigm can benefit the PCs 
  who – by virtue of their extra-planetary origins – exist out-
  side the kith’s schema. Unable to determine how they should 
  react to the PCs, the kith simply ignore them. This willful 
  blindness ends abruptly if the PCs ever attack the kith (iden-
  tifying themselves as foes) or if the ascended masters learn 
  of the PCs’ presence on the planet, and issue commands to 
  their warbands.
  Finally, to understand kith culture it is vital to recognize ev-
  ery kith’s belief that their ascended masters speak the abso-
  lute word of truth. To believe otherwise risks suicide of the 
  psyche, forcing the kith to confront the horrors they have 
  inflicted on their brethren since time immemorial. Better to 
  believe in the word of the masters, redouble one’s efforts, 
  and fight for what you are told is right.
  clans of the high Plateau
  Two remaining tribes dominate the high plateau where the 
  core adventures take place: Houses Cotcyst and Reagen’Tor. 
  The remainder of the surface-kith belong to roaming bands 
  of exiles and refugees led by charismatic prophets heeding 
  the call to immortality. These renegades may even be de-
  scendants of the Houses Memniscene, Ishgar’Ols, and Jed-
  harl (see The Purple Underplanet).
  Each group believes itself the rightful heir of the Purple 
  Planet. Few of the kith even believe they are at war; rather, 
  they believe they’re desperately fighting for their civiliza-
  tion’s survival against animalistic savages. No atrocity is too 
  great, when done in service of the clan.
  As a consequence, each side has demonized the other so that 
  no common ground remains. For the disparate clans, the only 
  hope for peace rests in the utter annihilation of their foes. 
  a brief aPocryPha
  All of the planet’s factions subscribe to a common origin 
  myth: a time and place when the kith were universally no-
  ble of spirit, merciful in their dealings, and lovely to behold. 
  Tales of shimmering Ae’nthor, with its bright spires and 
  quiet halls of learning, where the mysteries of the universe 
  were laid open for the curious and the mad; of high-walled 
  Dorak perched like a hawk on the edge of the wildlands, 
  her valiant knights sallying forth in defense of their kin; and 
  somber Raxas, with its holy tombs and gray halls, where em-
  peror and serf alike were laid to rest with equal ceremony, 
  and the spirit of each kith was honored as a finite expression 
  of the infinite, a brilliant spark cast from the undying sun.
  In those halcyon days – if the legends are to be believed – ev-
  ery kith bent his shoulder to the same cause. And each clan 
  believes that, if they are victorious in their ceaseless war, 
  their people will rise once more and resume their rightful 
  place atop the world’s throne, ushering in an era of peace 
  and learning unmatched since the days of yore.
  Each surviving house has its own narrative explaining their 
  stumbling fall from greatness. The truth of the matter is lost 
  to the mists of war; if there ever is a definitive history, it will 
  have no more accuracy for having been penned by the vic-
  tors. Following are the legends retold by the plateau’s sur-
  viving houses:
  House Cotcyst: As recounted by the shaman-speakers of the 
  militant clan, the kith’s fall was precipitated when a coalition 
  of rogue houses refused to submit to the will of the world-em-
  peror. Caught in a civil war, seven loyal houses volunteered 
  their own noble sons in the fight to reunify the empire.
  The sons of Cotcyst were ill-suited to battling their broth-
  ers. In desperation to create a superior warrior, the sons of 
  Cotcyst submitted themselves to horrific experiments. Their 
  minds and bodies were warped by science-magic, and their 
  spirits broken – and then forged anew – on the anvil of blind 
  devotion.
  This lost generation were the precursors to the present day 
  Cotcyst kith warriors.
  The war of unification dragged on. As one rebel clan was sub-
  jugated to the righteous might of the Cotcyst death squads, 
  another rose up, seduced by the siren call of independence. 
  The Cotcyst war machine kept pace with the stubborn fe-
  rocity of the rebels, and what began as an effort to reunite 
  the shattered empire, became a desperate fight for survival. 
  Harried on all sides, with their own allies turning against 
  them, House Cotcyst abandoned their goal of unity, settling 
  instead for total war. They reduced their foes’ cities to slag, 
  crushed their bodies beneath the march of their warbands, 
  and drove their families wailing into the wilderness.
  Today’s warbands bear the tragic lineage of their forefa-
  thers. Dreams of unification were long replaced by the goal 
  of peace through abject slaughter. After centuries of flight, 
  their foes have been reduced to mere beasts. The end is in 
  sight, the chieftains assure each other. One more great battle, 
  one last victory, and then perhaps the masters can lead their 
  people back to greatness.
  
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  House Reagen’Tor: The Day of Dooms is drawing near, 
  when at last the weirdling sun will shrink and die, before fi-
  nally flaring out in a cosmic conflagration that will lay waste 
  to the living and consume the planet, leaving naught but 
  scorched cinders in its wake. 
  All this was foretold by prophets from atop their shining 
  towers. If the kith are to survive the apocalypse they must 
  purge all wickedness from the planet.
  Not every house embraced the prophecies of old. And some, 
  fearing House Reagen’Tor and its uncompromising vision, 
  sought to protect themselves by silencing the prophets. The 
  heretical houses rose up as one, slaughtering the faithful of 
  House Reagen’Tor and marching on their sacred temple. But 
  just as the mobs reached the holy house, eager to cast down 
  the ziggurat’s stones, the ascended masters interceded, caus-
  ing the temple and its faithful to vanish, and then reappear 
  atop the high plateau. But the miracle came at a great cost, 
  reducing the ascended masters to clouds of sentient dust. 
  The masters had sacrificed their own mortal coils, so that 
  their children might see a new day. 
  Since that day, the devotees of the House have imitated 
  their masters’ example, bearing the temple on their backs 
  and transporting it, day after endless day, over the broken 
  wastes. Evading the heathen savages that would cast down 
  their holy house, the faithful give their lives to ensure that 
  their temple will stand for all time.
  Driven to the ends of the planet, the faith of House Reagen’Tor 
  remains unshaken. Their masters are now immortal, residing 
  in their sooty sky castle, and even their temple has broken free 
  of the earth’s surly bonds. All that remains is to cleanse the 
  souls of the living, so that – upon the foretold day – the fires 
  of the dying sun wash over the faithful, restoring the House 
  and all the kith to their former glory.
  the exiles
  There is no place in the Clans for disloyal or cowardly kith. 
  Renegades and rebels are given a choice: execution or ex-
  ile. The majority choose execution. Those few electing exile 
  are left to find their own way in the wilderness. Kith that 
  manage to survive long enough to discover other exiles join 
  forces to form their own warbands.
  These rebel bands are often short-lived. Bereft of the direc-
  tion of their tyrannous masters, and faced with the innumer-
  able decisions necessary to survive in the wilds, the bands 
  quickly dissolve into bickering quarrels that quickly escalate 
  to violence. 
  However, in the rare instance when a charismatic prophet 
  finds himself at the head of a mob of refugees, there is the 
  slim chance that the band can survive, or even thrive in the 
  shadow of the Ancestor Peaks. These smaller bands pose no 
  threat to the great clans, and often go unnoticed. Depending 
  on the prophet and the nature of his message, these small, 
  rebel bands may be more tolerant of the PCs, or even more 
  entrenched in fundamentalist dogma.
  warbands
  Every tribe is divided into warbands, and every member of a 
  band is expected to fight. After centuries of conflict there are, 
  effectively, no non-combatants within the kith tribes. Rank 
  within a warband is accorded by merit and battle-prowess. 
  Cruelty, cunning and viciousness are qualities admired in 
  leaders, who in turn demand absolute obedience from their 
  warriors.
  Each warband marks its encampment with a master stan-
  dard; each troop within the warband maintains its own 
  lesser banner. Arrayed on poles of bound mushroom stalks 
  these standards are 16’ or higher, and are hung with grisly 
  trophies from the band’s kills. There is no formal heraldry, 
  save that every warband delights in making its standard 
  more gruesome than its rivals. (The great standards of the 
  Company of the Black Queen are tall and strong enough to 
  be decorated with whole bodies of slain kith.) The standards 
  are carried into battle at the head of the marching warband, 
  and warded by carefully chosen sentries when the warband 
  is encamped.
  While non-kith may never formally join a house, PCs can 
  be accepted into warbands.  This accords the PC a narrow 
  ribbon of privilege: so long as the character remains with 
  or near his warband, he is safe; but the moment the PCs are 
  caught away from their kith-in-arms, their status returns 
  to that of beasts. Champions of opposing warbands chal-
  lenge the PCs to single combat; the remainder of the howl-
  ing warband surrounds the PCs, threatening to overrun the 
  characters, tear them to bits, and hang their entrails from the 
  tribe’s banner. 
  
  Page 8
  No character can hope for acceptance without surviving a 
  variety of challenges and rites. Characters must succeed in 
  at least three rites, but house politics can increase this expec-
  tation to five or more. Judges are, of course, encouraged to 
  put their own nefarious spin on the rituals or create entirely 
  new rites to torment their players’ PCs.
  Characters undertaking the rites must do so without weap-
  ons, armor or gear. However, judges should also note that 
  the kith have exceedingly low opinions of the PCs and allow 
  the characters to attempt the trials together or alone. Clever 
  PCs are likely to find ways to cheat or otherwise “Cugel” 
  the trials – this is perfectly acceptable and even may even 
  be necessary, but characters caught in the act of cheating are 
  swarmed and attacked by the entire warband.  
  Potential rites include these:
  • The PCs are presented with an unadorned warbanner 
  and sent out into the wilderness. Their mission: return 
  with a fully decorated banner. The more fearsome the 
  monsters, the greater the hunter’s accolades; stories are 
  repeated around the campfires of legendary warlords 
  that returned with their banners decorated with the 
  skins of a mighty orm.
  • The PCs are presented with cuttings from five differ-
  ent mushrooms. They must choose and consume three. 
  (Note that the aim is surviving the test, not necessar-
  ily choosing appropriate mushrooms. Characters that 
  choose the deadliest and survive are awarded the great-
  est honors.)
  • Armed only with ritual clubs (1d4 damage), the PCs are 
  tasked with ambushing an opposing tribe’s warband. 
  The greater the slaughter inflicted by the PCs, the great-
  er their respect.   
  • The characters are marched into the ancestor peaks, and 
  tasked with looting an opposing tribe’s ancestor tombs. 
  The greater the value of the items brought back to the 
  warband, the greater the praise, and pity the PCs that 
  return empty-handed or with relics that have no value 
  in battle.
  • In order to demonstrate their loyalty to their warband, 
  the PCs are led into an arena built of sharpened mush-
  room stalks, and instructed to kill one another. The en-
  tire warband watches on, cheering their favorites and 
  slaying any PCs that refuse the challenge.
  Upon completing a warband’s rites of passage, surviving 
  PCs are borne to the ground and pinned, while flesh-artists 
  and tattooists cut and ink the PCs’ flesh, marking them with 
  sacred sigils and runes. The wound-inking generally takes 
  place on the chest and back, but especially valiant warriors 
  may have their arms or legs decorated. The greatest warriors 
  have their faces and scalps inked upon induction.
  Conversely, characters deemed to have failed in their trials 
  are swarmed, pinned to the ground and eviscerated, in a 
  bloody ritual known as the manti-beboj.
  Following are some of the most successful and notorious 
  warbands, their champions and warlords.
  house cotcyst 
  Company of the Black Queen: Of the all warbands that 
  scour the high plateau, the most feared are the legions of 
  howling savages that campaign beneath the banner of the 
  Black Queen. When the company is on the march, the plumes 
  of dust can be seen for miles; and when they turn their will 
  to slaughter, none live to relate the tale. The company’s ban-
  ner is the skinned hide of a massive albino death orm, borne 
  aloft by seventeen blinded standard bearers, who all gave 
  their eyes willingly in of absolute loyalty to their company’s 
  mistress, Nam-knir.
  Revered by her followers as the Black Queen, Nam-knir is 
  fearsome in aspect, towering above her fellow kith, with long 
  limbs scarred from a life of battle, and liquid green eyes that 
  seem to flare with emotion. Unmistakable in battle, the Black 
  Queen dons a great helm fashioned from the lacquered skull 
  of a strekleon and plates of blackened iron, while wielding a 
  unique set of paired torches that combine to create a single 
  7’ beam of crackling, dripping plasma.
  For all the terror she inspires in the thick of battle, Nam-knir 
  earned her rank not as a mere slayer, but rather for her keen 
  sense of tactics. The Black Queen has an uncanny ability to 
  anticipate her foes; this, combined with her warband’s un-
  swerving loyalty, results in a fighting force unparalleled on 
  the Purple Planet. The masters of House Cotcyst rely greatly 
  on their talented war-master, and she has yet to disappoint 
  them.
  The Company of the Black Queen is some 1,000 kith strong, 
  but rarely are they gathered to march against the same foe. 
  More often the Company is split into smaller warbands pur-
  suing separate goals. However, were the House ever threat-
  ened, the Black Queen would be quick to rally her captains, 
  and lay waste to all that dare rise against her.
  Roleplaying the Warband: Steeped in myths of the old 
  planet, the Black Queen mistakes the PCs for ascended mas-
  ters, freshly awakened from their ageless slumber. Whether 
  or not this illusion is maintained rests entirely on the PCs. If 
  they succeed in behaving as centuries-old kith nobility, the 
  Black Queen will do everything in her considerable power 
  to protect the characters. The Queen will chose the most 
  physically powerful PCs to take as her mates, in the hopes 
  of siring a warrior worthy of taking her place at the head of 
  the company. Her hope of a legacy will even tempt the Black 
  Queen to betray her Cotcyst masters. 
  However, if the PCs fail to apprehend the opportunity, or 
  simply let the charade drop, her wrath will be doubled for 
  their duplicity (even if it was unintended).
  The Queen is ignorant of the threat posed by the Riders (see 
  below), believing them to be loyal followers. If the charac-
  ters can convince her of Pol-el’s duplicity, she enlists them 
  into her warband and rides out to lay waste to her traitorous 
  ex-lover and his hardened warband. 
  The Black Queen is always accompanied by 3 to 5 champi-
  ons, massive eunuch kiths willing to lay down their lives at 
  their mistress’ word. In battle, these numbers are doubled; 
  the eunuchs serve as shield-men, eagerly leaping before in-
  
  Page 9
  coming blows in the defense of their mistress. (In combat, an 
  adjacent eunuch can attempt a DC 10 Ref save to interpose 
  himself between an incoming attack and the Black Queen.)
  Nam-knir, the Black Queen: Init +3; Atk paired plasma 
  torches +6 melee (1d16+4) or death ray +2 ranged (1d5 + DC 
  10 Fort save to avoid disintegration); AC 15; HD 6d12+10; 
  hp 46; MV 30’; Act 2d20; SV Fort +3, Ref +0, Will +3; AL L. 
  Champion Eunuchs: Init +2; Atk spiked club +4 melee 
  (1d6+4) or spear +0 ranged (1d8+4); AC 13; HD 3d12+6; hp 
  40; MV 30’; Act 1d20; SP DC 10 Ref save to take attack on 
  Queen; SV Fort +3, Ref +2, Will +0; AL L.
  Riders of the Wastes: Subordinate to the Company of the 
  Black Queen, the Riders are an elite warband renowned and 
  feared for riding great strekleons into battle. Each rider flies 
  a warbanner from his saddle, adorned with the skull of his 
  greatest kill and a flapping skin inked with the sigil of the 
  riders. 
  Numbering only in the dozens, the warband prides itself as 
  House Cotcyst’s deadliest warriors (and therefore, the finest 
  kith warriors on the plateau). Few would claim otherwise. 
  All of the strekleon “knights” are arrayed in bone armor 
  and scavenged plates (masterworks, by kith standards), and 
  wield lances, scavenged blades and strekleon-quill javelins 
  in battle.  
  The Riders specialize in harrying foes from a distance, wear-
  ing them down with disciplined feints and false charges 
  followed by javelin attacks. Once their opponents’ morale 
  breaks, the kith close with their strekleons, cutting down 
  their fleeing foe with terrible efficiency. In the rare instances 
  where the Riders are forced into melee, they dismount to 
  fight on foot, permitting the strekleons to fight alongside 
  their masters. 
  Haughty and proud, the Riders view themselves as superior 
  to all of House Cotcyst. Their warriors return to acclaim and 
  celebration after every raid, and every member of the House 
  yearns to join their ranks. Inundated with would-be Riders, 
  the warband welcomes only the best warriors into its ranks, 
  further reinforcing their prestige. Members of the warband 
  consider themselves above House law, striking down other 
  members of the House for slights, real or imagined.
  The Riders are led by Pol-el the Old, a surly master-at-arms 
  and survivor of a hundred bloody frays. Grotesque and hid-
  eous to behold – even by kith standards – he was once fierce-
  ly in love with the Black Queen, until Nam-knir spurned his 
  advances. Now Pol-el seeks to destroy the woman that he 
  cannot possess. Pol-el’s plans for the Black Queen following 
  the coup vary by day and the captain’s temperament, but 
  are all uniformly wicked.
  Pol-el avoids battle when he can, directing his troops from 
  safety. But, if engaged, he fights with the ferocity born of his 
  hatred for the living and the lovely. The kith captain wields 
  a great spiked club and rides a giant albino strekleon into 
  battle, yet is quick to cede the field if facing even or worse 
  odds.
  
  Page 10
  The Wasteland Riders maintain their own small camps out-
  side the Castellum. Here they train their strekleons, fashion 
  their arms and armor, and train relentlessly, ensuring the ex-
  cellence of their raiders. Each camp houses 5-15 raiders at a 
  time, and a camp’s riders are ready to saddle and ride at a 
  moment’s notice.
  Roleplaying the Warband: The haughty raiders are loathe 
  to welcome PCs into their ranks, dismissing them outright. 
  Characters persevering in their quest will be offered a dev-
  il’s gambit: earn the warband’s acceptance by capturing the 
  Black Queen and delivering her to the Pol-el the Old.
  Should the PCs defeat the Riders in battle or a contest of 
  arms, the Pol-el spares no effort to erase the indignity, mobi-
  lizing the entire warband in an effort to hunt the characters 
  down. If the PCs side with the Black Queen, their fate is little 
  better. Pol-el assumes that Nam-knir has taken the PCs as 
  her lovers, and his violent jealousy can only be abated by 
  the PCs’ deaths.
  Pol-el the Old: Init +0; Atk spiked club +4 melee (1d10+4 
  dmg) or death ray +2 ranged (1d5 dmg + DC 10 Fort save 
  to avoid disintegration); AC 17; HD 5d12+10; hp 52; MV 30’; 
  Act 2d20; SV Fort +2, Ref +2, Will +3; AL C.
  Typical Rider: Init +2; Atk lance +3 melee (1d12+3) or jav-
  elin +0 ranged (1d6+3); AC 15; HD 3d12+6; hp 35; MV 30’; 
  Act 1d20; SV Fort +3, Ref +2, Will +0; AL L.
  house reagen’tor
  Servants to the Cauldron: Heralded by a tower of bil-
  lowing cobalt smoke and the stench of scorched flesh, the 
  warband is composed entirely of fevered devotees, march-
  ing eagerly to their deaths on a holy pilgrimage of wrack 
  and ruin. In the place of a common warbanner, they bear 
  a great cauldron, supported by long poles tied with sinew 
  and fibers. The cauldron blazes and smokes with fiery coals, 
  and as members of the warband die, they are tied to stakes, 
  hoisted high into the air and pitched into cauldron, where 
  the blued smoke of their burning bodies rise to join their 
  sooty masters. 
  The warband’s kith are invariably coated in oily soot and ash, 
  and stink of burnt offerings. Their weapons are crude (even 
  for kith), consisting of blunt mushroom stalks, rotting quills 
  torn from the corpses of strekleons, and the (still bloody) fe-
  murs of their slain foes. Save for rare bits of armor (deemed 
  sacred by the warband’s captain), the kith largely go naked, 
  believing that their ascended masters will protect the faithful 
  from all harm. And if a kith is killed in battle, then surely this 
  is only proof that his faith was found lacking.
  The kith howl their devotions while on the march, repeating 
  their wailing prayers until their throats are raw and bloody. 
  While all the warbands of the plateau profess devotion to 
  their masters, the kith of the Cauldron elevate their devo-
  tion to the degree where every act, no matter how trivial, is 
  held to an impossible, ritualized ideal: Lighting a fire must 
  
  Page 11
  be done with the proper prayer; each bite of food must be 
  chewed a specific number of times, corresponding with a 
  holy sequence. This even holds true even in combat. Ser-
  vants to the Cauldron cry out curses with each blow and 
  every strike is a fevered plea to their sooty masters.
  The devotees are led by the grim Pontip, a gaunt kith stand-
  ing over 8’ in height. Arrayed in kith skin robes and bear-
  ing a flame-spitted staff of iron, the cadaverous priest seems 
  perpetually on the verge of death. Aged beyond his years, 
  the withered Pontip is kept alive – not by faith – but by his 
  unyielding hatred of the heretical. In pursuit of the faithless, 
  his energy and passion have no bounds. Non-believers are 
  given one opportunity recant their false ways and join his 
  crusade. Those that hesitate are slaughtered.
  (Judges should note that the prophet  – for all his ferocious 
  charisma – possesses no spellcasting ability. The sooty mas-
  ters of Reagen’Tor are false gods, and lack the divinity to 
  grant spells.)
  The Pontip’s symbol of authority is an iron staff, pitted with 
  rust. Formerly a specialized plasma torch, the staff spits a 
  continuous blue flame that consumes any material it touches 
  – a power the Pontip employs with great cruelty as proof 
  of his divine favor. However, after decades of slow use, the 
  flame is slowly dying out. How and when the staff burns 
  out is left to the judge’s pleasure. Bereft of his relic, the Pon-
  tip will be hard pressed to prove his divinity to his fevered 
  horde. (The staff can be recharged and ignited as any other 
  artifact, if the PCs possess a greenstone shard.) 
  A survey of the company would not be complete without 
  noting their mysterious, ever-burning cauldron. Borne 30’ 
  in the air by bound mushroom stalks, the cauldron seethes 
  with beryl flames that darken into clouds of oily blue smoke. 
  Rays of light cast directly from the cauldron melt flesh (1d12 
  damage per round of exposure, DC 15 Fort save for half). 
  Characters managing to view the source of the flames discov-
  er seven skulls, jaws agape, emitting brilliant green flames. 
  Flesh caught in the flame’s direct light melts as above. 
  The skulls are sources of immense power. A cleric, wizard or 
  thief can master a single skull with a 6-hour ritual culminat-
  ing in DC 25 spell check. If successful, the character is grant-
  ed a +5 bonus to all spell checks. Each time the skull is used 
  to aid a spell check there is a 1% cumulative chance that it 
  slips its eldritch bonds and melts the flesh from its master 
  (DC 25 Ref save or death). Elves have no chance to master 
  the skull and are immediately destroyed (DC 20 Will save or 
  death). Casters may attempt to master multiple skulls, but 
  the initial spell check and subsequent saves increase by +5 
  for each additional skull.
  Roleplaying the Warband: Unless the PCs are taking ex-
  traordinary pains to disguise themselves, the Pontip im-
  mediately identifies them as heretics. (Indeed, proof of their 
  existence is heretical.) The PCs are given a single chance to 
  swear fealty to their new lord and masters; those that fail to 
  do so are set upon by the Pontip’s horde of zealots. 
  The Pontip is blinded by his righteous hatred, and there is 
  little that can stay his hand save the threat of his own death. 
  However, any coups attempted by the PCs must be done in 
  private; if the warband witnesses their divine master abas-
  ing himself to the PCs, they rise up in holy fury, slaying their 
  former master and the villains that led him astray. 
  The Pontip: Init +0; Atk plasma-tipped staff +0 melee (1d14); 
  AC 9; HD 6d12+10; hp 32; MV 25’; Act 1d20; SV Fort +2, Ref 
  -1, Will +5; AL L. 
  Zealot: Init +2; Atk claw +2 melee (1d3+2) or flail +0 melee 
  (1d8); AC 10; HD 2d12+6; hp 18; MV 30’; Act 1d20; SV Fort 
  +2, Ref +1, Will +3; AL L.
  Devotees of the Negnib:  Once a mighty warband that ri-
  valed the Servants of the Cauldron, the devotees are now 
  but a pale shadow of their former selves. The death of their 
  holy mistress, the Prophetess of Negnib, has laid the band 
  low. Now only 30 members remain, wandering their wastes, 
  bearing the mistress’ wrapped corpse with them. 
  Ostensibly, the Prophetess still commands the warband. Her 
  former lover, a hulking kith champion, refuses to believe his 
  mistress has not been reborn as an ascended master. All that 
  remains is to find her. Every dawn and dusk, the champion 
  prays before the mummified prophetess and casts runes in 
  her shadow. The runes determine where the band marches 
  that day in search of their reborn mistress. 
  With their dwindling resources and blind mysticism, the 
  Devotees are not long for the world. Either they will be 
  saved (or en-slaved) by the PCs (see below) or vanish into 
  the sifting dunes, consumed by the heartless planet.
  Roleplaying the Warband: So great is the champion’s des-
  peration that he mistakes a female PC as the incarnation of 
  his love. (Judge’s choice, or select the female PC with the 
  worst Luck.) Upon sighting the PC, the champion hurls him-
  self at her feet, screaming chants of praise and relief. After a 
  moment’s confusion, the warband follows suit, praising the 
  return of their mistress.
  What happens next depends entirely on the PCs. The entire 
  party – not just the faux-mistress – must behave as if she is 
  who the warband thinks. If the party manages to maintain 
  the illusion, they have thirty devoted kith, willing to die (or 
  kill) at their command. In addition, the legend of the Reborn 
  Prophetess of Negnib will spread quickly through House 
  Reagen’Tor, drawing the attention of its ascended masters. 
  However, if the illusion drops, the Devotees exhaust all their 
  might attempting to grind the PCs into dust. 
  Champion of Negnib: Init +3; Atk longsword +4 melee 
  (1d8+4) or spear +0 ranged (1d8+4); AC 16; HD 4d12+6; hp 
  50; MV 25’; Act 2d20; SP death ray (+2 ranged, 1d5 dmg + 
  DC 10 Fort save to avoid disintegration) with 7 charges; SV 
  Fort +3, Ref +2, Will +3; AL L.
  
  Page 12
  holy sites
  The high plateau is littered with ruins and sites deemed sa-
  cred by the kith. The truth of these claims, and the specific 
  locations of the sites, is left up to the determination of the 
  judge. While some of the sites are sacred only to one house 
  or warband, most are exalted by all – albeit, each for their 
  own reasons.
  The Black Redoubt: Visitors to the high, craggy citadel, re-
  port that it is impossible to discern whether the fastness was 
  carved from the black basalt spires, or was worn into its pres-
  ent shape by wind, ice and snow. Regardless of its origins, the 
  Black Redoubt certainly functions as a fortification. Set atop a 
  pass in the Ancestor Peaks, whatever house rules the Redoubt 
  controls a main artery to and from the tombs of the ancients.
  Many warlords have vied for mastery of the fastness, but 
  none have succeeded. With each new moon something 
  crawls forth from the redoubt’s unplumbed, time-worn 
  dungeons, and when the dawn casts its weak light upon the 
  black spires, no inhabitants are left to greet the sun.
  Cutting Hills: The site of a hundred battles, the rough, 
  craggy hills are littered with the remains of the dead. The 
  bones of slain kith warriors and their ruined weapons lie 
  half-buried in the low valleys and exposed to the wind and 
  weirdling sun atop the pitted ridges. Scavengers abound 
  and strekleon packs prowl the hills, eager for fresh carrion.
  For unknown reasons creatures passing into the hills be-
  come irritable and agitated, with minor arguments quickly 
  escalating into violence. Any time PCs in the Hills engage 
  in a heated disagreement, all involved must succeed on DC 
  10 Will saves or attack their friends out of frustration and 
  anger. (Only the first attack is dictated by the Will save; sub-
  sequent attacks are left up to the players.)
  It is left to the judge to determine what qualifies as a “heated 
  disagreement.” Dividing treasure, arguing about the use of 
  relics, shortages of food and drink, and frustrations over 
  becoming lost are obvious opportunities. Discussions over 
  watch duties, direction of travel, and mundane planning are 
  more ambiguous and require adjudication. 
  The kith clans recognize the mysterious power of the hills, 
  and mark its boundaries with squat stone cairns. (Placed at 
  the very limit of line of sight, these are easily missed by less 
  attentive explorers.) This practice has shown the kith that 
  the radius of the power is expanding; now, once per year, 
  each clan sends their weakest kith to maintain and widen 
  the circle of cairns. These kith inevitably succumb to the 
  power of the hills and fall upon each other like rats, helping 
  to widen the circle even further for the next cycle. 
  Finally, if the judge possesses DCC #76.5: Well of the Worm, it 
  can be placed in the Hills with only minor re-skinning.
  Ghost River of Varnasu: The ghost river is a legend among 
  the great houses. It appears only during torrential lightning 
  storms, and never in the same place. A coursing river, crash-
  ing with whitecaps, appears where previously there was 
  none, rushing uphill from the wastes to the Ancestor Peaks, 
  where it races up the high crags and into the sky. 
  Kith that have seen the river report seeing slain comrades 
  awash in the current, calling for the living to join them. If any 
  have dared to enter the waters, none returned to tell the tale. 
  The Howling Stones: Located in the western wastes is a 
  series of towering stone monuments, carved in the likeness 
  of enormous heads. Though worn by the blistering sands, 
  and cracked by the ice-cycle, the heads still present noble 
  profiles, hinting at an earlier, pre-kithian age, when the mas-
  ters of the Purple Planet resembled high-blooded humans. 
  The heads are uniformly thrown back, mouths agape, as if 
  to sing or scream.  
  The monoliths take their name from the howling sound that 
  resonates from deep within the stone. The howling only 
  sounds at dusk, when the air is perfectly still. Those hop-
  ing to hear the stones lay wait for weeks before the evening 
  winds die down enough for the stones to howl. Characters 
  climbing to the stone lips see that the maws open to gaping 
  throats that plunge down into darkness. They may even be 
  an ancient entrance into the Under-Plateau (see The Purple 
  Underplanet).
  Each of the clans claims the statues to be depictions of their 
  own masters, leaving offerings of flesh, moonmilk, and 
  grisly trophies at the base of the statues. These offerings, in 
  turn, cultivate a local environment rich with scavengers – 
  gribbs and strekleons that eagerly await an easy meal. It is 
  strictly forbidden to attack the “holy” scavengers (even in 
  self-defense) or to steal the offerings, but desperate PCs can 
  utilize the statues for supplies and the rare bit of gear. Clever 
  PCs with a gift for vocalization might opt climbing inside 
  and “speak” to gathered kith from within the stones, though 
  there is no way of knowing what this might summon up 
  from the deeps.
  The Maze of Rh’ick-Ull: Located on the eastern slopes of the 
  Ancestor Peaks, where the great rocky spires tumble into the 
  sandy wastes, is a labyrinth of standing stones. Half buried 
  in the sifting sands, and scarred by the blows of a thousand 
  blades, the maze stands abandoned and largely forgotten 
  – save for when the weirdling sun and the planet’s moons 
  come into alignment. Then each house ceases its bitter war-
  fare and makes the long pilgrimage to the maze. There the 
  clans offer up living sacrifices to the maze, praying for the 
  return of the dying sun. (See Escape from the Purple Planet 
  for additional details on the maze and the secrets concealed 
  beneath the labyrinth.)
  
  Page 13
  Kith as Player CharaCters
  With the judge’s blessing, players can run kith PCs. Kith 0-level characters use the same rules as the core book, but roll on 
  the following Kith Occupations table. Note that each of these occupations is the PC’s secondary role in the warband; all of 
  kith are first and foremost soldiers in service of their divine masters. 
  Kith occuPations
  1d24
  Occupation
  Trained Weapon
  Equipment
  1
  Scout
  Club
  Skin cloak
  2
  Hunter
  Short bow
  6 arrows
  3
  Tracker
  Club
  Trained gribb
  4
  Mushroom harvester
  Flint knife (as dagger)
  4 bits of mushroom
  5
  Slave
  Club
  Chain
  6
  Shield bearer
  Club
  Shield
  7
  Stone cutter
  Stone axe (as handaxe)
  Stone tools
  8
  Armorer
  Flint knife (as dagger)
  Bundle of bones and 30’ sinew
  9
  Tanner
  Flint scraper (as dagger)
  Bundle of hides
  10
  Berserker
  Battleaxe
  Strekleon-hide cloak
  11
  Butcher
  Flint knife (as dagger)
  Hunk of meat
  12
  Mapper
  Flint knife (as dagger)
  Thin hide and ink
  13
  Rebel
  Club
  1 week’s mushroom rations
  14
  Prophet
  Staff
  Sacred skull
  15
  Quartermaster
  Shortsword
  Hide armor
  16
  Wound inker
  Flint knife (as dagger)
  Needle and ink
  17
  Digger 
  Shovel (as club)
  Greenstone shard
  18
  Mystic
  Staff
  Rune dice
  19
  Wound binder
  Flint knife (as dagger)
  Roll of bandages
  20
  Standard bearer
  Shortsword
  Warbanner
  21
  Histus (green warrior)
  Spear
  Hide roll of lucky teeth
  22
  Javelin thrower
  3 javelins
  Small shield
  23
  Torturer
  Hammer
  Roll of hooks and blades
  24
  Executioner
  Two-handed sword
  Belt of skulls
  
  Page 14
  Y
  ou are an ursine giant with deep-seated belief in a super-
  sensible world. The product of centuries of warped breeding 
  and fell experimentation beneath the weirdling sun, you are 
  a nigh-unstoppable engine of destruction. You have no tolerance for 
  cowards, traitors, or weaklings. Cut, bleeding, broken and crushed, 
  you are able draw from inner resources and push on when others sur-
  render. Driven to the wall you are willing to die for your beliefs…but 
  you’d rather kill for them.
  All kith long to be with their clan; for adventuring kith, the party of 
  PCs is their clan and warband. Kith society demands absolute loyalty. 
  Kith that have broken free of the shackles of their culture are either 
  driven by a prophetic vision, or are rebels that refused to blindly obey 
  their masters.    
  Hit Points: A kith gains 1d10 hit points at each level.
  Weapon training: A kith is trained in the use of these melee weapons: 
  battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, 
  two-handed sword, and warhammer. A kith is also trained in the use 
  of the javelin, shortbow, and sling. For armor heavier than hide, a Kith 
  suffers a check penalty of the armor’s AC bonus + 3, so that scale ar-
  mor incurs a -7 penalty, and full plate a -11. 
  Alignment: Kith society cultivates absolute, slavish obedience. Kith 
  that choose exile over blind devotion must do so for a good reason. 
  Lawful kith are driven by indisputable mystic visions. Kith of neutral 
  and chaotic alignments are exiles that have rejected a life of blind obe-
  dience, preferring to determine their own fate. 
  Wilderness Survivor: Every kith that survives to adolescence has 
  learned skills necessary to wilderness survival. Kith immediately rec-
  ognize poisonous mushrooms or fouled water. While outdoors, kith 
  receive a bonus equal to their class level when tracking or detecting 
  traps and hidden foes.  
  Force of Will: Kith triumph where other creatures succumb to fear, ex-
  haustion and pain. The strongest kith are those driven by indomitable 
  will and savage determination.   
  A kith can gain bonuses when expending Personality, as follows: 
  The kith rolls a burn die when he expends Personality. The burn die is 
  indicated on the kith class table below. For each point of Personality 
  expended, he rolls one die and applies those points to a single roll or 
  check. For example, a 2nd-level kith who burns 2 points of Personality 
  receives +2d3 to add to a single roll. These points may be used for to-
  hit or damage rolls, Strength checks, or Fortitude saves. Additionally, 
  wounded kith may use burned Personality to recover lost hit points. 
  The kith’s Personality score is restored each night by a number of 
  points equal to his level. This cannot take his Personality score past 
  its natural maximum. For example, a 1st-level kith with starting Per-
  
  Page 15
  sonality score of 11 burns 3 points of Personality to add 3d2 
  to a damage roll, killing his foe. His Personality is now 8. 
  Because the kith is 1st level, his Personality score will be re-
  stored by 1 point on the following morning, bringing it up to 
  9. Then, 1 additional point will be restored on the following 
  morning, bringing it back to 10. The kith’s Personality score 
  cannot increase past his natural maximum of 11.
  Luck: At first level, a kith’s Luck modifier applies to attack 
  rolls with javelins, spears and axes. The modifier remains 
  fixed over time, even if the kith’s Luck score changes.
  Languages: At zero level, a kith automatically knows Plan-
  etary Common (Kith). A kith can learn one additional lan-
  guage for every point of Intelligence modifier, as described 
  in Appendix L, but may not learn any “off-planet” languag-
  es until coming into contact with speakers. 
  Action dice: A kith receives a second action die at 5th level. 
  Kith always use their action dice for attacks.
  Table I-I: Kith
  Level
  Attack
  Crit Die / Table
  Action Die
  Burn Die
  Ref
  Fort
  Will
  1
  +1
  1d10/III
  1d20
  d2
  +1
  +1
  +0
  2
  +2
  1d12/III
  1d20
  d3
  +1
  +2
  +0
  3
  +3
  1d14/III
  1d20
  d4
  +1
  +2
  +1
  4
  +4
  1d16/IV
  1d20
  d5
  +2
  +3
  +1
  5
  +5
  1d20/IV
  1d20+1d14
  d6
  +2
  +3
  +2
  6
  +6
  1d24/V
  1d20+1d16
  d7
  +2
  +4
  +2
  7
  +7
  1d30/V
  1d20+1d20
  d8
  +3
  +4
  +3
  8
  +8
  1d30/V
  1d20+1d20
  d10
  +3
  +5
  +3
  9
  +9
  2d20/V
  1d20+1d20
  d12
  +4
  +5
  +4
  10
  +10
  2d20/V
  1d20+1d20+1d14
  d14
  +4
  +6
  +4
  Table I-II: Kith Titles
  Level  
  Title by Alignment
   
  Lawful 
  Chaotic & Neutral  
   
  1 
  Grub 
  Banished 
   
  2 
  Long-marcher 
  Exile 
   
   
  3 
  Slayer 
  Outlaw  
   
  4 
  Champion 
  Lawless  
  5 
  Destroyer 
  Untouchable
  Judge’s note: 
  Personality burn
  At first glance, Force of Will might appear prone to 
  abuse. It stands to reason that a kith could burn all his 
  Personality, and then simply opt not to speak in social 
  settings until his stat recovered. After all, if he doesn’t 
  open his mouth, there’s no way to insert his foot, right?
  If only this were true. 
  The designers implore the judge to recall moments in 
  his or her own life, when one’s perverse, moody si-
  lence shifted a room’s entire mood, creating awkward 
  moments and elevated emotions without the slightest 
  breath. Indeed, entire wars have been fought due to si-
  lence.
  A kith’s presence is no different. Companions will find 
  it impossible to ignore the hulking war-machine frame 
  fuming silently in the corner. Diplomats and kings will 
  pause and look askance, merchants will shutter their 
  doors, and mothers will hurry their children off the 
  street, when a kith simply opts “to be silent.”
  Whenever a kith with 6 Personality or less is present for 
  a social interaction, call for a Personality test (d20 equal 
  to, or below the Personality). If the kith succeeds, he 
  conceals his feral, violent nature. However if the check 
  fails, the interaction goes horribly awry in whatever de-
  vious manner the judge decides. 
  A kith’s silence cannot protect him. All this, and he 
  stinks of slaughter. 
  
  Page 16
  additional Kith resourCes
  random Kith 
  warband generator
  W
  hen the need arises for a judge to create a warband 
  on the fly, consult the following series of tables for 
  inspiration. Discretion and common sense should 
  prevail at all times, and the judge should ignore or re-roll 
  results as he or she feels fit. 
  1d3 
  Clan
  1 
  Cotcyst
  2 
  House Reagen’Tor 
  3 
  Rebel faction
  1d4 
  Purpose
  1 
  Raiders
  2 
  Reconnaissance 
  3 
  Hunting / foraging party
  4 
  Burial party
  1d5 
  Attitude towards the Characters
  1 
  Friendly. 1-in-3 chance of mistaking for PCs for as-
  cended masters.  
  2 
  Wary. Watch PCs from a distance. 
  3 
  Suspicious. Warband tracks and follow PCs.
  4 
  Antagonistic. Warband attacks at first opportunity.
  5 
  Hostile. Warband attacks, and in 1d4 hours a second 
  warband arrives in support of the first.
  1d7  
  Composition
  For generic kith stats, see page 3 of Peril on the Purple Planet.
  1 
  One warlord and 1d30 kith.  
  2 
  One warlord, 3 champions and 2d20+10 kith. 
  3 
  One warlord, 5 champions, 3 captains and 3d20+20 
  kith. 
  4 
  A pair of warlords, 10 champions and 4d20+40 kith. 
  5 
  A triumvirate of warlords, ruling 15 champions, 10 
  captains and 5d30+50 kith. 
  6 
  Leaderless. A trio of captains vying for power over 
  3d20+10 kith. 
  7 
  Leaderless. A band of 2d20 kith, desperate for a 
  master.
  1d8 
  Treasures
  Note: If the warband possesses energy weapons, they do not hesi-
  tate to use them in battle.
  1 
  Field kit 
  2 
  1d5 greenstone shards
  3 
  Raygun 
  4 
  1d10 greenstone shards
  5 
  Plasma torch
  6 
  1d20 greenstone shards
  7 
  Rayrifle 
  8 
  Roll twice 
  fumbles against 
  Kith hordes
  H
  n chaotic, fever-pitch battles against the kith, a 
  fumble represents a moment’s hesitation, a wor-
  ried glance to one’s companions, or a desperate 
  gasp for breath — all of which are used to terrible advantage 
  by the hordes of savage warriors.
  In keeping with Appendix N, these moments can prove to 
  be grim turning points in a battle, when the hero is finally 
  dragged beneath the rolling tide of tooth, claw and club. A 
  glancing blow to the skull, a stumbling step atop the blood-
  drenched corpse mound, and all is undone.
  At the judge’s discretion, the following tables can be used in 
  place of the core DCC RPG fumble tables when the PCs do 
  battle with 5 or more kith. In battles against other creatures 
  on the planet, the judge should default to using the tables 
  found in the core rules.
  As per the core rules, fumbles automatically miss, and the 
  attacker must roll 1d16 on the fumble table. Because “lower 
  is better” on fumble table rolls, the roll is modified by the 
  reverse of the character’s Luck. For example, a +1 Luck modi-
  fier becomes -1 on the fumble table roll.
  Unlike core fumble rules, armor is not taken into account. 
  The danger of battling a horde of kith is due to the crashing 
  tides of chaos not the relative obstruction caused by heavier 
  armors.
  
  Page 17
  Roll 1d16 
  Result
  0 or less 
  No effect. You recover at the last instant, narrowly avoiding a brutal kith attack. 
  1 
  Rivulets of sweat and blood sting your eyes. -1d on your next attack.  
   
  2 
  You strike for half damage, but your weapon becomes lodged in your foe. It requires a DC 15 Strength 
  check to rip it free, or draw a new weapon with your next action.
  3 
  You miss wildly; your foe’s next attack receives +1d to hit and damage.
  4 
  Kith hair ornaments slash your face for 1d6 damage.  
  5 
  Your weapon comes loose in your hand. You quickly grab it, but your grip is disrupted. You take a -2d 
  penalty on your next attack roll.
  6 
  You slip amid the blood and gore. For the remainder of the battle you act last in the initiative count.
  7 
  Your weapon is damaged! The weapon can be repaired with 10 minutes of work but is useless for the re-
  mainder of the battle.
  8 
  A kith tackles you, clinging to your torso. You are treated as prone and must make a DC 10 Strength check 
  to end the condition.
  9 
  You stumble among the bodies but may recover with a DC 15 Ref save; otherwise, you are struck by the 
  nearest kith, full damage.
  10 
  You and your foe lock weapons. DC 20 Strength check to twist your weapon free.
  11 
  Disarmed! You weapon flies 1d30 feet away. You must retrieve it or draw a new one on your next action.
  12 
  You weapon shatters against your foe! On a successful Luck check, you inflict half damage, but regardless 
  your weapon is destroyed. Magical weapons are not affected.
  13 
  Two or more (roll 1d3+1) kith surge against you, trying to bear you to the ground. Make a DC 10 Strength 
  check, +5 for every additional kith. If you fail, you are tackled to the ground next round. (See next result.)
  14 
  You are tackled and borne to the ground. To escape, use your next action to make a DC 15 Strength check, 
  +5 for every additional kith. So long as you are pinned each kith atop you automatically hits each round for 
  1d4 damage.
  15 
  You are stunned by a blow to the head! Attempt a DC 20 Will save once per round until successful; you lose 
  all actions until you succeed.
  16+ 
  You are knocked unconscious. Make a Luck check – if you succeed, your foes mistake you for dead and you 
  awaken 1d4 hours after the battle. If you fail, your foes continue to attack your body until you are dead, 
  automatically hitting each round.
  
  Page 18
  lost teCh of the anCients
  M
  any of these additional items utilize the rune sys-
  tem described on page 31 of Peril on the Purple Plan-
  et. No two relics are alike; you can customize them 
  using the table on page 12 of Peril on the Purple Planet.
  Active Shield
  Activate (Low Defense): Rune 8 
  Moderate Defense: Rune 7
  High Defense: Rune 2
  Deactivate: Rune 3
  This artifact consists of a box containing four intricately en-
  graved metal plates and a large, thick medallion on a chain 
  of heavy-gauge links of iridescent, lightweight metal. The 
  medallion is engraved with the 8 runes of control in a cir-
  cle around a milky jewel, which flashes with brief bursts of 
  greenish light. When activated, the medallion’s jewel glows 
  a steady green, and the plates begin to orbit the medallion at 
  a radius of 4 feet. They will continue to do so until deactivat-
  ed or until 2 turns have passed. This simple activation will 
  reduce the number of charges by 1. Should an attack (melee 
  or missile) be launched in the direction of the medallion, the 
  plates will try to intervene to block the attack. Low defense 
  (1 charge) adds 2, moderate defense (2 charges) adds 4, and 
  high defense (3 charges) adds 8 to Armor Class. This defense 
  does not interfere with attacks made by the user.
  When found, the artifact has 1d5 charges. A greenstone 
  shard will imbue it with 2d10 additional charges, up to 20.
  Aerosol Adhesive
  This can has a button which causes it to release a spray of 
  string-like adhesive material up to a range of 15’. The mate-
  rial is very sticky, instantly adhering one item to another. If 
  sprayed on a living creature, it reduces Agility by 1d3 points 
  per spray, and this damage can only be restored if the crea-
  ture is cleansed with alcohol or another solvent. In the case 
  of creatures with no Agility score, reduce Initiative modi-
  fier by 1 point per spray, with a modifier of –4 or greater 
  indicating that the creature is immobilized. Extremely large 
  or strong creatures, such as death orms, are unaffected. The 
  judge may rule that some characters merely have their ar-
  mor immobilized, and can move freely once they are cut 
  free. The can has 2d5 uses remaining when it is found.
  Autoclimber
  Activate: Rune 8
  Slow (15 feet per round): Rune 5
  Medium (30 feet per round): Rune 2
  Fast (50 feet per round): Rune 1
  Deactivate: Rune 3
  This device consists of a metal cylinder with the 8 runes of 
  activation on its side, connected to a long loop of braided 
  metal strands at one end, and a thick metal ring at the other. 
  A 2-inch channel passes through the center of the cylinder. 
  Inside the channel, two sets of wheels with tiny, sharp teeth 
  face each other. When activated, the wheels press inward 
  and rotate at a speed determined by the activation rune 
  pressed by its user. A rope inserted into the channel will feed 
  through the device from the ring side to the loop side at a 
  speed determined by the rune(s) pressed, and can be used to 
  lift loads up to 400 pounds.
  Each time the device is used to lift a heavy load (300 or more 
  pounds), the judge should roll a d5. On a “1” result, the judge 
  should ask the user to make a Luck check. A failed roll means 
  that the rope has snapped, and a DC 25 Reflex save must 
  be made to grab the frayed end of it, or fall from the height 
  reached. 
  When found, the artifact has 1d5 charges. Each use requires 
  one charge. A greenstone shard can be used to impart 3d10 
  additional charges.
  Beverage Heater
  Activate: Rune 8
  Deactivate: Rune 3
  A mug made of silvery metal, with the familiar 8 runes 
  around its circumference. Activating this item heats whatev-
  er liquid is placed within it to a temperature just below the 
  boiling point. When found, this item has no more than 3d8 
  charges remaining. Each charge heats a liquid, and main-
  tains a hot temperature for 3d6 minutes before it begins to 
  cool down.
  Binding Ball
  Activate: Rune 8
  5-second Delay (1 charge): Rune 2
  Proximity (1 charge): Rune 5
  5-second Delay and Shock (2 charges): Rune 7
  Proximity and Shock (2 charges): Rune 4
  Deactivate: Automatic, after 1 turn
  This device takes the form of a sphere approximately 5 inch-
  es in diameter. When activated, it is capable of deploying a 
  spherical discharge (10’ radius) of extremely tough, flexible 
  metallic tendrils with thorn-like barbs. The tendrils bind any 
  creatures in the area of effect until the artifact deactivates 
  (or DC 25 Strength check to break, taking 1d4 damage per 
  attempt). The artifact may be deployed by proximity sen-
  sor or after a 5-second delay. The user simply throws it (as 
  missile attack) at the intended target, whether a creature or 
  a location. When the proximity discharge setting is used, the 
  device is activated by detectable movement within 10 feet. 
  The device also may be configured to produce a strong elec-
  trical shock upon deployment (DC 20 Fort save or stunned 
  for 2d5 rounds). 
  When found, the binding ball has 1d4 charges. A greenstone 
  shard will charge this device with 3d4 additional charges, 
  up to 10.
  
  Page 19
  Death Orm Caller
  Activate: Rune 8
  Deactivate: Rune 3
  When activated in the wastelands of the Purple Planet, this 
  artifact attracts the waste worms known as Death Orms, as 
  if it were a complete greenstone. It continues to do so for up 
  to 1 hour per charge, unless deactivated.
  When found, the caller has 1d4 charges. Each greenstone 
  shard adds 1d10 charges, up to 10.
  Dried Rations Bars
  Although hideous to taste, this greyish-brown food bar will 
  sustain a character for a full day if he can succeed in the 
  requisite DC 10 Fort save to keep it down. 1 in 7 have been 
  corrupted over time, producing an additional result, as indi-
  cated on the table below. These bars are typically discovered 
  in silvery wrappers.
  1d7
  Special Effect
  1
  Skin takes on another hue over 24 hours. Roll 1d7: 
  (1) red, (2) orange, (3) yellow, (4) green, (5) blue, 
  (6) fluorescent pink, or (7) purple. This coloration 
  fades over the next 1d5 days. If a character’s skin 
  turns purple, she is immune to the enervating ef-
  fects of the weirdling sun until the color fades.
  2
  Character develops a horrible skin rash 1d3 hours 
  after consuming the rations bar; 1d3 Agility dam-
  age. The rash fades as the damage is healed, or can 
  be healed by 2 dice of clerical healing, ending the 
  effect in 1d3 rounds.
  3
  Poison! 1d3 Stamina damage; DC 12 Fort save or 
  also take 1d3 Strength and Agility damage.
  4
  Character’s hearing becomes painfully acute for 
  1d3 days. The character cannot be surprised by 
  anything which makes any sound whatsoever, but 
  is disoriented and unable to attack after hearing 
  any loud noise (including battle cries or the roar of 
  a strekleon) for 1d5 rounds unless he succeeds in 
  a DC 10 Fort save. The judge may increase the DC 
  and/or the period of disorientation for especially 
  loud noises. The character takes double damage 
  from any sound-based attack.
  5
  No food value. Although the rations bar seems fill-
  ing, the character heals no damage (hit points or 
  ability damage) from resting overnight, unless he 
  has normal rations as well.
  6
  Bad odor. 1d3 x 10 minutes after eating the rations 
  bar, the character begins to exude an offensive 
  smell. This makes it difficult (if not impossible) to 
  surprise almost anything, and doubles the chance 
  of random encounters. The odor fades after 1d7+7 
  hours.
  7
  Hallucinations. For 1 day after consuming the ra-
  tions bar, every foe the PC faces is treated as having 
  1d5 mirror images that only the PC can see. Until the 
  images are disrupted by successful attacks, the PC 
  has an equal chance of targeting each of the hal-
  lucinatory images or the real foe with each attack. 
  The judge may introduce additional hallucinations 
  during this period, such as a distant oasis, hallu-
  cinatory monsters, or threatening noises when the 
  PC is on night watch, as he desires. The judge gets 
  bonus points if he can get the player to assume that 
  a real threat is merely hallucinatory.
  Gunner’s Helm
  Activate: Rune 8
  Function: Rune 1
  Deactivate: Rune 3
  Few attacks are more feared in kith warfare than those of a 
  rayrifle sniper. The deadliest snipers are often found wearing 
  a gunner’s helm. This metal helmet is open faced, except for 
  a rotating 4-inch diameter disk over each eye; each disk has 
  3 different lenses arranged 120 degrees apart. The first lens 
  permits normal vision. The second grants “medium range” 
  vision; missile attacks at medium range have no to-hit pen-
  alty, but attackers have +2 bonus to hit the  helm-wearer. The 
  third lens is for “long-range” vision; missile attacks at long 
  range have no penalty, but attackers gain +1d die-chain bo-
  nus to hit the helm-wearer. When the helm is activated, the 
  lenses on either side of the nose slot open; when deactivated, 
  they close. The function rune must be pressed to rotate the 
  disks to the next lens; rotating the disks counts as one action 
  during a combat round.
  
  Page 20
  It is common practice for kith to adorn their gunner’s helms 
  with a net woven from right index fingertip bones of slain 
  foes. Helms are often found with a partial net of 3d4 bones. 
  It is a severe kith taboo to wear another’s net of bones, un-
  less the new wearer killed the old wearer himself.
  The helm uses 1 charge per day of activation (no matter 
  how short that day’s period of activation may be). A single 
  greenstone shard imparts 1d10 charges to the relic. Gunner’s 
  helms are typically found with 1d3 charges remaining.
  Heavy Flashlight
  Activate: Rune 8
  Function: Rune 1
  Deactivate: Rune 3
  A bar of hard black metal, one meter long, with a crystal 
  encased in one end and the familiar 8 runes running down 
  its length, this tool can shine a directional light to a range of 
  90’. Used as a weapon, it deals 1d7 points of bludgeoning 
  damage. If used to strike a critical hit, or if a fumble occurs 
  that would damage it as a weapon, the internal mechanism 
  is broken and it no longer functions. Otherwise, there is a 
  5% chance every time that the flashlight is activated that it 
  burns out with a flash (all within 30’ must make a DC 10 
  Reflex save or be blinded 1d7+1 rounds).
  Inertial Swing Enhancer
  Activate: Rune 8
  Function: Rune 1
  Deactivate: Rune 3
  The inertial swing enhancer (I.S.E.) turns a mundane melee 
  weapon into an instrument of devastation. Using a mass-en-
  ergy field generator to alter inertia, it makes a given weapon 
  feel lighter upon the initial swing or thrust, and heavier upon 
  impact. Deactivated, it appears as a gray slightly gelatinous 
  ring that is slid over a portion of a swung weapon, e.g., on a 
  blade near the hilt, on the shaft of mace, etc. Activating the 
  relic causes the ring to turn black and form an extremely 
  tight fit (DC 20 Strength check to remove). 
  Unlike many other relics, the inertial swing enhancer may 
  only hold six charges at a time; using a greenstone shard to 
  charge it will empty the shard of all charges, but the I.S.E.’s 
  charge count will not exceed six. Each time the function rune 
  is pressed, the relic uses a charge. The function rune may be 
  pressed repeatedly until all available charges are used; with 
  each press, the I.S.E. changes color and imparts a larger bo-
  nus to hit and damage according to the table on facing page. 
  These bonuses are applied to the next use of the weapon. 
  Note that unless all six charges are used, the same bonus for 
  hitting and damage is also applied to the fumble table in the 
  event of a fumble on a charged swing. If the target is success-
  fully hit when employing all six charges, then the attack is a 
  critical hit with the attacker using 1 die up the die chain on 
  his critical table.
  The inertial swing enhancer became famous when discov-
  ered on the dagger of kith gladiator Nobiccanif, “The Last 
  Word.” Its use in the arena was considered cheating, so No-
  biccanif was fed to a mother orm as punishment. Many kith 
  warriors, especially those of higher skill, view the I.S.E. with 
  disdain. PCs openly displaying an inertial swing enhancer 
  in kith society will be challenged to one-on-one combat by 
  such warriors, who typically demand that the I.C.E. be de-
  activated for the bout. 
  The relics are typically found with 1d4+1 charges. 
  
  Page 21
  Mini-Skiff
  Activate: Rune 8 
  Function: Rune 2 
  Deactivate: Rune 3
  While the skiff was a common means of small-group trans-
  portation when the Purple Planet was thriving, the mini-
  skiff fulfilled a similar role for single-person transport. In its 
  deactivated state, the mini-skiff appears as a two-inch thick 
  metallic disk, three feet in diameter. When activated, the 
  disk hovers one foot off the ground and changes its shape 
  to include a triangular bow, within which are controls for 
  altitude, direction, and speed.
  Operation is the same as the skiff, although the mini-skiff 
  cannot hover without power. It travels at 1 hex (6 miles) 
  per hour, regardless of terrain, and, unlike the skiff, is small 
  enough to maneuver in the mushroom jungle. It is able to 
  change altitude 30 feet per round, but due to its limited an-
  ti-gravitational field generators it has a maximum altitude 
  of 160 feet above earth or water. Should a PC try to cross a 
  deep chasm on a mini-skiff, he’ll find that it uncontrollably 
  descends at 30 feet per round until it is 160 feet from the bot-
  tom; it will not be able to rise back out.
  Because it lacks railing of any kind, the mini-skiff’s rider is 
  meant to be seated during operation, and has safety sensors 
  to ensure this. Should the rider stand while the skiff is mov-
  ing, it will safely slow to a hover without changing altitude. 
  A single greenstone shard powers the mini-skiff for 1d10+5 
  hours. They are typically found in their deactivated disk-
  like state with no charges remaining. 
  Ancient Kith scrolls show aerial melees of standing warriors 
  on mini-skiffs, high above the Ancestor Peaks. These images 
  suggest that mini-skiffs could be flown while standing with 
  a much larger maximum altitude than 160 feet, although the 
  art and technology seem to have been lost.
  Mood Ring
  This is a cheap band of polished stainless steel, set with a 
  false gem that changes colors depending upon the mood of 
  the wearer. Although the item doesn’t work that well (the 
  “gem” is temperature sensitive, and there is only a 1 in 5 
  chance that it indicates the correct mood), when the PCs 
  return to their home world they discover that these mood 
  rings can become a real fad among the wealthy and power-
  ful.
  The PCs can sell their entire stock of mood rings for 300 gp. 
  If they bring back only a single ring, it is treated as a valu-
  able unique artifact. If they bring back 10 rings, they go for 
  30 gp each. If they bring back 100 rings, they go for 3 gp 
  each. Canny players may hide the total number of rings 
  available to get the best price. Giving a mood ring as a gift 
  may earn the PCs the favor of the recipient. At the very least, 
  these rings allow the PCs to party like it’s 1974.
  Nano Tool
  Activation: Rune 8
  Deactivation: Rune 3
  This device appears to be a rounded bar of dull grey metal 
  about two feet long and two inches in diameter, marked 
  only with the runes of activation and deactivation. When ac-
  tivated, the bar transforms into liquid metal. Through sheer 
  willpower, the user may shape the artifact into any shape 
  possible with the mass of metal available, cause it to harden 
  or become liquid, and manipulate it as if with his or her own 
  hand. The metal is harder and less brittle than steel, and 
  will not break or crack even from hard use. Whatever form 
  the artifact takes, the control runes will remain close to the 
  user’s hand. 
  After activating the artifact, the user should make a Will 
  Save, and use the following guide as to the effect achieved 
  (lesser results may be used):
  • 0 or less: the metal flows up the user’s arm, incapacitat-
  ing it for 1d6 rounds.
  • 1 to 5 or less: the user may fashion a crude facsimile of 
  the object he or she intended to create.
  • 6 to 12: the user may fashion a simple object up to the 
  mass of the metal contained in the bar (e.g., a long 
  sword).
  • 13 to 17: the user may create a complex object. The object 
  may have either a complex shape (e.g., a key) or simple 
  moving parts (e.g., hinges or articulation).
  • 18-24: the user may craft a simple machine powered by 
  mechanical force (e.g., a mechanical jack).
  • 25 or more: the user may create a complex machine, 
  powered by something other than brute physical force 
  (e.g., a hydraulic cylinder or a power tool). 
  When found, the nano tool will have 1d5 charges. Each use 
  of the object requires 1 charge. Each greenstone shard used 
  will add 2d10 uses, to a maximum of 20. 
  Inertial Swing Enhancer 
  Charge Bonus Table
  Charges 
  Used
  Color
  Result
  1
  Red
  +2 to hit and damage, +2 on 
  fumble table
  2
  Orange
  +3 to hit and damage, +3 on 
  fumble table
  3
  Yellow
  +5 to hit and damage, +5 on 
  fumble table
  4
  Green
  +8 to hit and damage, +8 on 
  fumble table
  5
  Blue
  +13 to hit and damage, +13 
  on fumble table
  6
  Violet
  +21 to hit and damage, auto-
  matic critical if hit, +1d on crit 
  table
  
  Page 22
  Optical Ruler
  Activate: Rune 8 
  Function: Rune 1
  Deactivate: Rune 3
  The optical ruler was a standard architectural tool during 
  the technological boom on the Purple Planet. It is an eight-
  inch long by two-inch diameter golden cylinder with small 
  lensed holes at one end and a speaker at the other. Once the 
  ruler has been activated, it is operated by pointing the lensed 
  end at the desired target and pressing the function key. A 
  feminine voice emanates from the speaker reporting the dis-
  tance to the target in the kith language. The ruler must have 
  line-of-sight to the target, which may be no further than 160 
  feet.  Note that it isn’t necessary for the wielder to see the 
  target; the ruler operates in absolute darkness, both mun-
  dane and magical. This is due to the photons it emits, which 
  are well beyond the visual capabilities of humans, dwarves, 
  elves, and halflings. Note, however, that any obstruction to 
  the target, even transparent glass, will cause the ruler to re-
  port the distance to the obstruction. If the target is farther 
  away than 160 feet, then it will indicate that the target is 
  beyond the maximum range.
  The origin of the optical ruler’s voice is unknown, whether 
  it is synthetically created or a recording of a long deceased 
  woman. Regardless, many kith find the timbre of the voice 
  soothing. One kith tribe is known to worship their opti-
  cal ruler, believing that the reported distances are cryptic 
  instructions given to them by their goddess, who hungers 
  for greenstone shards. This tribe in particular will demand 
  greenstone shards for a tithe to their “goddess.” Should the 
  PCs possess and display an optical ruler of their own, the 
  tribe will become violent to eradicate the “false believers.” 
  A single greenstone shard imparts 1d10 charges to the relic. 
  Optical rulers are typically found with 1d3 charges remain-
  ing. 
  Omniscient Oculus
  Activate: Rune 8
  This artifact grants the user senses far beyond those of mun-
  dane sight. The device is peculiar in comparison to other 
  artifacts found on the Purple Planet, in that it need only be 
  powered once with a greenstone shard, and then takes its 
  energy from its user, as described below. Upon inspection, 
  the device seems to be a dull grey metallic circlet with an 
  attached eyepiece. While the circlet of the Oculus is embla-
  zoned with all eight runes of control, only the rune of ac-
  tivation is functional. When activated the Oculus immedi-
  ately energizes its eyepiece, which eviscerates the eye of the 
  user, and sends metallic tendrils deep into his or her head, 
  meshing with the optic nerve, permanently. The victim must 
  make a DC 20 Fortitude save against the intense pain or lose 
  consciousness for 1d6 turns.
  Once attached, the user activates the Oculus by spellburning 
  1d4 points per use (affecting a physical attribute rolled ran-
  domly), as the Oculus sucks vitality from the user to power 
  itself. One of those points must be burned simply to gain the 
  power used. Any additional points modify the power used, 
  as per descriptions, below. Any additional points from the 
  1d4 roll supplement the roll to manifest the chosen power. 
  No additional spellburn can be used to increase it further.
  The Oculus grants its user the following powers: 
  • Detect invisible (as per wizard spell). Roll 1d24, modified 
  by Intelligence and by points of additional spellburn.
  • Second sight (as per cleric spell). Roll 1d24, modified by 
  Intelligence and by points of additional spellburn.
  • See in darkness, as in light (1 turn per point of addi-
  tional spellburn)
  • See through walls (up to 2 feet per point of additional 
  spellburn, for 1d10 rounds)
  • Remote sensing. The lens of the eyepiece may be de-
  tached and fixed to any surface. Within a range of 2 miles, 
  the user can see from the lens (180 degree span) as if 
  physically present. Effect lasts one hour, plus one hour 
  per point of additional spellburn. Lens must be recovered 
  physically when the user seeks to reunite it with the rest 
  of the artifact.
  Once the Oculus is fused with the user, not even a lay on 
  hands check can remove it. It is possible, however, that the 
  Judge can dream up a set of circumstances whereby it could 
  be removed, but the price should be very dear. If removed, 
  the user will be short an eye, which for some reason cannot 
  be healed by any means.
  When found, the artifact is uncharged. A greenstone shard 
  will provide enough energy to activate it.
  
  Page 23
  Perambulating Shelter
  Activate: Rune 8
  Slow Travel (uses 2 charges per hour): Rune 7
  Fast Travel (uses 2 charges per turn): Rune 4
  Deactivate: Rune 3
  This artifact takes the form of a round chamber (7.5 foot ra-
  dius, 8 feet tall) with a dome-shaped cap (much like a gigantic 
  mushroom). It is made from weirdly-colored metals engraved 
  with complex geometric patterns (judge’s choice of colors and 
  patterns). The artifact is opaque when deactivated, but activa-
  tion makes the interior walls transparent to the outside (like 
  two-way glass). A small console with an attached chair stands 
  in the middle of the chamber, and atop it is a panel with the 
  8 runes of control, and two levers on each side of the runes. 
  When within the shelter, even while it is deactivated, PCs are 
  insulated from the degenerative effects of the weirdling sun.
  When the shelter is activated, it rises approximately 8 feet to 
  stand on four widely-splayed, articulated legs, which termi-
  nate in both pads for stability and claws for gripping. The 
  levers on the console can be used to control the movement 
  of the shelter: 
  • Pushing both levers forward causes it to move forward 
  in a straight line. 
  • Pushing one lever forward causes the shelter to turn 
  slowly clockwise (left lever) or counter-clockwise (right 
  lever)
  • Pushing one lever forward and pulling one back causes 
  it to spin rapidly in the direction of the backward lever. 
  • Pulling both levers back causes it to move backward.
  Speed of movement depends on which rune of movement 
  has been activated (see above). Slow movement rate is 
  35’ and fast movement rate is 50’. Movement is strangely 
  smooth, the articulated legs making it feel more like an 
  ocean journey than a ride in a carriage, and the chamber it-
  self always remains more or less level. However, only the 
  central console provides any sort of place to sit and/or se-
  cure oneself. Anyone else in the chamber must create some 
  other means to secure themselves. If they do not do so, rap-
  idly spinning the chamber causes anyone not seated at the 
  center console to be flung toward the walls.
  When found, the perambulating shelter has 1d12 charges. 
  Each greenstone shard used imbues it with 2d10 additional 
  charges, to a maximum of 30.
  Poison Distiller
  Activate: Rune 8
  Weak Poison (1 charge): Rune 2
  Strong Poison (2 charges): Rune 7
  Stronger Poison (3 charges): Rune 4
  Deadly Poison (4 charges): Rune 1
  Deactivate: Rune 3
  This artifact takes the form of a 4-inch cube surmounted by 
  a cone-shaped hopper made of a tough, glassy material of 
  purplish hue. The device sits on a tall, metal stand with six 
  legs, and a small nozzle emerges from the base of the cube 
  just above a small, cylindrical beaker of the same glassy ma-
  terial as the hopper. 
  When activated, the artifact distills a poison of variable con-
  centration from the Purple Planet’s poisonous fungi, or from 
  other toxic materials. The level of toxicity of the resulting 
  poison depends on the setting of the machine, as outlined 
  above. The judge should use his or her discretion regarding 
  how much material is required to manufacture a single dose 
  of poison, but the amount should not be insubstantial. Ef-
  fects are as follows:
  • The weak poison does 1d4 damage per dose. DC 5 to 
  handle this poison.
  • The strong poison does 1d4 damage per round for 1d4 
  rounds. DC 10 to handle this poison.
  • The stronger poison does 1d6 damage for 1d4 rounds 
  and requires a DC 20 Fort save to avoid paralyzation 
  (1d5 turns). DC 15 to handle this poison.
  • The deadly poison requires a DC 20 Fort Save or death 
  (2d10 damage and unconsciousness for 1d6 turns with 
  successful save). DC 20 to handle this poison.
  Anyone attempting to handle the poisons should make a 
  Handle Poison roll. Thieves may do this as a skilled roll; all 
  others must roll a d10 for this check, modified by Luck.
  Portal Pair
  Activate: Rune 8 
  Function: Rune 1
  Deactivate: Rune 3
  Born of the same technology found in the Pyramid of the 
  Ancients’ portal, portal pairs are designed for limited tele-
  portation (or partial teleportation) over small distances. 
  The device is comprised of two matching rings of black vol-
  canic glass, each with a six-inch diameter hole. Both rings 
  have a thick handle with the eight standard artifact runes. 
  Anything that passes through the “origin” ring comes out 
  the “destination” ring, as long as the rings are kept within 
  sixty feet of each other. For example, inserting one’s arm in 
  the origin ring causes it to come out of the destination ring, 
  shooting an arrow through the origin ring makes it come 
  out of the destination ring, etc. Activating a ring establishes 
  an encircled green energy field, which indicates an origin 
  ring. Pressing the function rune changes the green field to a 
  purple field, indicating a destination ring. 
  For the rings to function properly one field must be green 
  while the other is purple; note that this implies that the 
  rings’ teleportation is one way only, from green to purple. If 
  both fields are green, then any inanimate object (or portion 
  thereof) inserted in a ring is lost to the void; if a living object 
  (hand, etc.) is inserted, then it takes 2d6 damage and may be 
  severed (DC 15 Reflex save to avoid severing). PCs trying to 
  place objects in the purple field (the destination ring) will 
  find the field impenetrable; shooting an arrow into the des-
  tination ring is similar to shooting it into a solid wall. Each 
  time an object is inserted into a field (regardless of color) the 
  portal pair loses a charge; the rings also lose 1 charge per 
  hour of constant activation, even if nothing is teleported. 
  
  Page 24
  A famous victory among the kith tribes is the battle of Tragu-
  nico. Here a kith warlord and 10 archers cleverly employed a 
  portal pair; they hid behind a large boulder cluster, mounted 
  the origin ring in front of them, and set the destination ring 
  atop the rocks. Safely behind the cover of the boulders they 
  shot arrows into the origin ring, which rained death from 
  the boulders’ zenith onto a much larger force.
  A single greenstone shard imparts 1d10 charges to the relic. 
  Portal pairs are typically found with 1d3 charges remaining. 
  Rayshield
  Activate: Rune 8 
  Function: Rune 1
  Deactivate: Rune 3
  With the advent of plasma torches, rayguns, and rayrifles, 
  the Purple Planet sorcerer king Reveg Setsor invented the 
  rayshield. An awkward-looking device, it is a silver skull 
  cap with nine metal arcs radiating outward from the top. 
  These arcs are each roughly 2 feet long and compose the 
  frame for the top of a sphere. A pair of ankle bands accom-
  panies the cap. 
  When the shield is activated, a protective sphere radiates 
  from the arcs to the ankle bands, making the wearer seem as 
  if he is encased in a mirage. The sphere causes plasma torch 
  attacks to do half damage, and protects the wearer from 
  disintegration from rayguns and rayrifles. The wearer still 
  makes a fortitude save, however. If the save is successful, 
  then no damage is sustained; if the save is failed, then the 
  wearer takes damage equivalent to the difference between 
  the DC and his roll. Any time the shield is hit with a success-
  ful attack from a plasma torch, ray gun, or rayrifle, it loses 
  a charge (regardless of the result of the Fortitude save). The 
  shield acts the same from both directions, so a target fired 
  upon by a shielded opponent will also enjoy the benefits 
  of the shield, which will lose a charge. A single greenstone 
  shard imparts 1d10 charges to the relic. Rayshields are typi-
  cally found with 1d3-1 charges remaining. 
  Silence Field Generator
  Activate: Rune 8 
  Function: Rune 1
  Deactivate: Rune 3
  A thief’s boon on the Purple Planet, the silence field genera-
  tor (S.F.G.) is a black opaque metallic tetrahedron roughly 3 
  inches per side (like a big d4). When activated, the faces will 
  display swirling purple streaks that fade in and out. When 
  the function rune is pressed, the S.F.G. creates a 10-foot ra-
  dius sphere of complete silence, which lasts for 10 rounds. 
  The relic may be held, placed, thrown, etc. Pressing the de-
  activate rune before 10 rounds elapse ends the silence. 
  Silenced wizards, elves, and clerics may not cast spells, un-
  less they have the “silenced” mercurial magic trait, or some 
  other magical protection. Wizards and elves outside the ra-
  dius of silence can deactivate the silence field generator with 
  clever spell use, such as a dispel magic spell check of 18+, a 
  magic mouth spell check of 22+ (casting the mouth on the 
  S.F.G.), or a levitate spell check of 20+ (this does not actually 
  deactivate the relic, but will lift it out of range if there is suf-
  ficient room). Clerics also have options, such as a word of 
  command spell check of 18+ (commanding the owner of the 
  S.F.G. to “deactivate” while pointing at the device). 
  A thief carrying an enabled silence field generator may add 
  +20 to his sneak silently check; however the silence field will 
  alert any enemies within it, imposing a -5 penalty to the hide 
  in shadows check for the silenced thief if an enemy is within 
  the 10-foot radius.
  A single greenstone shard imparts 1d10 charges to the relic. 
  A silence field generator is typically found with 1d3 charges 
  remaining. 
  Summoning Glove
  Activate: Rune 8 
  Function: Rune 1
  Deactivate: Rune 3
  The kith have a proverb, which crudely translated says, 
  “The apprentice finds tools for tasks, whereas the master 
  finds tasks for tools.” The summoning glove is a tool that 
  separates the masters from the apprentices. Allegedly in-
  vented by the infamous kith Swindler-King, a summoning 
  glove appears as a silver meshed gauntlet with runes about 
  the cuff. Holding an inanimate object with the gauntlet and 
  pressing the activate rune attunes the glove to the object. 
  Pressing the function rune summons the attuned object to 
  the glove up to a distance of 90 feet away. Objects must be 
  small and light enough to be held and carried in one hand. 
  Each summoning expends one charge. 
  There are many potential uses for the summoning glove. A 
  thrown weapon may be summoned to be thrown again. A 
  devious thief could summon back a gem he traded with a 
  merchant. A warrior could summon a disarmed weapon. 
  PCs should be cautious, however, as uses of a summoning 
  glove witnessed by kith often attracts the attention of the 
  cult of the Swindler-King. Such attention results in the par-
  ty’s glove being stolen, greenstone shards going missing, or 
  worse…
  A single greenstone shard imparts 1d10 charges to the relic. 
  Summoning gloves are typically found with 1d3 charges re-
  maining. 
  Y-Head Screwdriver
  A useful, and purely mechanical, tool for disassembling or 
  reassembling other technology of the Purple Planet. If it is 
  used on an item that still has charges, there is a 1 in 3 chance 
  that opening the item causes a discharge that does 1d5 dam-
  age to the would-be mechanic. Attempts to repair items re-
  quire a DC 20 Intelligence check, and must be rolled on 1d10 
  unless the character has a background that is somehow suit-
  able to repairing advanced technology (note that this is a 
  real possibility in a DCC RPG game). Luck may be burned as 
  usual. Regardless of success or failure, there is always some 
  small piece (such as a spring) left outside when the device 
  is reassembled. It is impossible to open most Purple Planet 
  ancient devices without a Y-head screwdriver. It can be used 
  as a weapon doing 1d3 damage.
  
  Page 25
  Bestiary of the PurPle Planet 
  android guardian
  Android Guardian: Init +0; Atk punch +6 melee (1d10) or 
  stun flechette +4 missile fire (1d8 + special); AC 19; HD 3d8; 
  MV 20’; Act 2d20; SP infravision, stun on successful flechette 
  attack; SV Fort +5, Ref +0, Will +3; AL N.
  Remnants of the Last 
  War, the android guard-
  ians continue to follow 
  the directives of their 
  long-lost masters and 
  protect ancient tombs or 
  abandoned security sta-
  tions. Clad in gunmetal 
  gray and hinged with 
  plastic joints powered by 
  strange energies, a single 
  android guardian stands 
  ten feet tall with glow-
  ing red eyes and fists like 
  hammers.
  Most often these steel 
  guardians 
  operate 
  in 
  pairs, standing nearly 
  immobile to prevent any 
  intruders from accessing 
  whatever it is that they 
  think they are protect-
  ing. Electrified stun flechettes launch from the holes that 
  dot their chestplates at a rate of two attacks per round. They 
  wait until their enemies drop to the ground stunned before 
  bludgeoning the victims into unconsciousness. Unless, that 
  is, the intruders are bold enough to engage a pair of android 
  guardians in melee. If that happens, double punch attacks 
  commence until the android guardians destroy their oppo-
  nents. Retreat is not in their programming.
  An android guardian can use its infravision at a distance of 
  100’, allowing it to see in darkness or detect the presence of 
  otherwise invisible beings. Illusions or mind control have no 
  effect on an android guardian. The stun flechette attack has a 
  range of 50’ and a successful hit requires the victim to make 
  a Fort save vs. the attack roll or fall prone, unable to take an 
  action for 1d3 rounds.
  arid ooZe
  Arid Ooze: Init -2; Atk touch melee (special): AC 9; HD 2d8; 
  MV 10’; Act 1d20; SP saps victim’s Strength and Stamina, 
  immune to all damage except cold, heat, and magic; SV Fort 
  +2, Ref -4, Will +0; AL N.
  Arid Ooze appears as dry, rust-colored moss with streaks of 
  throbbing dark green veins. A misbegotten product of genet-
  ic engineering from the days of the ancients, this slow-mov-
  ing creature lurks along cracks in cavern walls and ceilings, 
  stretching out its flaky form to reach unsuspecting victims 
  and draw life-sustaining moisture from their bodies. Initial 
  attacks by the arid ooze always hit the target, as the ooze 
  engulfs the closest arm or leg or tentacle and begins draw-
  ing blood and water from its new host. When an arid ooze is 
  attached to a victim, any damage dealt to the ooze is dealt to 
  the victim as well, though only cold, heat, or magic attacks 
  can actually reduce the ooze’s hit points.
  The victim of the ooze loses 1d4 Strength and 1d4 Stamina 
  each round until the ooze is destroyed or the victim col-
  lapses, and each point of Strength or Stamina absorbed into 
  the ooze increases the creature’s hit points by one. When 
  the arid ooze has devoured all of the moisture it can from 
  a single target, it slides back to the nearest surface and slips 
  through cracks where it can rest, leaving its victim’s desic-
  cated corpse behind.
  bloat leech
  Like a corpse beneath its weirdling sun, the Purple Planet 
  is riddled with parasites. Bloat leeches are long, thin worm-
  like things – like six-inch-long flatworms with sharp grasp-
  ing legs at several points along their body. They burrow into 
  a host, creating a swollen pus-filled sac where they consume 
  the adjacent necrotic flesh and lay their eggs. Bloat leeches 
  usually infect large creatures, such as death orms and even 
  strekleons, but no living thing is immune.
  When fighting a creature infected with bloat leeches, there is 
  a 1 in 5 chance that any blow will rupture a bloat sac. In this 
  event, everyone within 5’ (including the attacker) must suc-
  ceed in a DC 15 Reflex save or be sprayed with foul-smelling 
  pus. If the creature then fails a Luck check, it is infected with 
  bloat leeches. This is negligible on a creature as large as a 
  death orm, but it can be deadly for a human, demi-human, 
  or kith.
  It takes 1d3 days for symptoms to appear. Thereafter, each 
  
  Page 26
  day the infected victim must succeed in a DC 15 Fort save or 
  take 1 point of Strength, Agility, or Stamina damage, which 
  cannot be healed naturally so long as the infection persists. 
  There is no known natural cure for bloat leeches. The infec-
  tion can be suppressed with 2 dice of clerical healing, but 
  1d3 days later, the infected creature must succeed on a Luck 
  check or unaffected eggs hatch, and the infestation begins 
  anew.
  chargeon and chirPling
  Chargeon: Init +3; Atk electrified horn +3 melee (1d12+3) 
  and spiked tail +4 melee (1d12+4); AC 16; HD 6d8; MV 50’; 
  Act 2d20; SP vulnerable to water or other liquid, bioelectric 
  hide, blisters inhabited by one or more chirplings; SV Fort 
  +4, Ref +1, Will -1; AL N.
  Chirpling: Init -3; Atk bite +2 melee (1d4); AC 10; HD 1d8; 
  MV 30’; Act 1d20; SV Fort -1, Ref -1, Will +4; AL C.
  A chargeon is a 14’ long, 8’ tall beast with a ridge of large 
  horns along its snout and plates of thick hide dotted with 
  strange blisters along its back that crackle with bioelectricity. 
  Like a mix between a rhinoceros, a triceratops, and a turtle, 
  the chargeon lumbers along the wasteland, breaking into a 
  charge when it sees the movement of potential prey.
  The creature seems instantly hostile toward anyone or any-
  thing it encounters, but that hostility stems from the persis-
  tent irritation caused by its symbiotic relationship with the 
  small chirplings who live inside the blisters on the char-
  geon’s back. Each chargeon is covered by six or more of these 
  pus-filled blisters, and 1d6 of the blisters are inhabited by 2’ 
  long, feathered two-legged dinosaurs who thrive on the en-
  ergized fluid inside these repulsive sacs. The chirplings help 
  the chargeon generate its bioelectric charge which helps to 
  sustain both creatures as they try to survive with little food 
  on the harsh landscape of the Purple Planet. The chargeon 
  will attack up to two enemies at once, using its electrified 
  horn and spiked tail to kill its next potential meals. Anyone 
  who touches the hide of a chargeon or successfully hits the 
  beast with a melee attack using a conductive weapon (like a 
  steel sword) takes 1d6 electricity damage. Any water or flu-
  ids splashed onto the chargeon will temporarily short out its 
  bioelectric charge, dealing 1d6 damage to the creature and 
  reducing its damage by 50% during the next round. 
  The blisters each have an AC 12 if targeted specifically, and 
  a rupture in that area frees a chirpling who will attack any 
  nearby threat to its survival before attempting to wriggle 
  back beneath the armor plates of its former host and estab-
  lish a new blister-dome. If all chirplings are removed from a 
  chargeon (or destroyed in their pus-filled sacs), the chargeon 
  will lose its aggressive nature and wander off aimlessly or 
  immediately lay down to rest, and will not even fight to de-
  fend itself. If the chargeon dies while any chirplings still live 
  inside the blisters, the chirplings will tear free from their sacs 
  and aggressively attack whatever killed its host.
  cyber-Zombie
  Cyber-zombie: Init +0; Atk claw +2 melee (1d3); AC 15; HD 
  1d8+2; MV 20’; Act 1d20; SP death throes, immune to most 
  critical effects, mind-affecting, and pain; SV Fort +5, Ref –4; 
  Will –4; AL N. 
  Created by the Ascended Masters to fight in the Last War, 
  cyber-zombies were created at a point where the ancestral 
  kith were still far more obviously descended from humans. 
  Now neither alive nor dead, the cyber-zombies which re-
  main functional are driven by programming and cybernet-
  ics. Their bodies serve no function beyond housing their 
  machines.
  A cyber-zombie is covered with a skein of silvery wires. Its 
  limbs are sheathed in bronze-like metal, with pistons driv-
  ing the joints. Green energy coruscates across their features, 
  and green sparks arc from their implants, hinting at the 
  greenstone shards that power them. 
  Cyber-zombies cannot be Turned by clerics. Most critical 
  effects do not actually impair them or cause extra damage. 
  The cyber-zombies are immune to pain and mind-affecting 
  attacks. Whenever struck in combat, there is a 1 in 3 chance 
  that sparks fly from the cybernetic implants, causing the at-
  tacker 1d5 damage (1d3 if using a non-metallic or insulated 
  weapon; DC 15 Fort save for half). When a cyber-zombie is 
  destroyed, there is a 3 in 5 chance that the cybernetics ex-
  plode, doing 1d12 damage to all within 10’ (DC 10 Ref save 
  for half). 
  If it does not explode, 1d3-1 greenstone shards may be dug 
  out of the cadaver. Inert cyber-zombies contain no green-
  stone shards – their power supply died out long ago. Where 
  no shards are found, searching uncovers nothing more than 
  crumbling nodes containing green ash.
  If a character attempts to use a cyber-zombie’s active cy-
  bernetics, the machines dig into the body of their would-be 
  
  Page 27
  “host”, causing 1 point of Stamina damage each round. A 
  DC 10 Strength check can remove the cybernetic harness on 
  the first round; each round thereafter the DC increases by 2. 
  If a PC is reduced to 0 Stamina, he becomes a cyber-zombie 
  and immediately attacks. Worse, any greenstone shards the 
  character had are consumed in powering the cybernetics, 
  yielding only 1d3-1 remaining shards (but never more than 
  the character initially had) if the cybernetics do not explode 
  when the PC is defeated.
  hutarraK
  Hutarrak swarm: Init +3; Atk swarming bite +0 melee (1d3); 
  AC 14; HD 5d8; MV 40’; Act special; SP bite all targets in 10’ 
  x10’ area, half damage from non-area attacks; SV Fort +2, 
  Ref +8, Will +0; AL N.
  These six-legged mammalian scavengers are the size of a 
  mouse, and appear somewhat like a cross between a rat and 
  a spider, with six eyes and needle-sharp fangs. They are the 
  color of sand, and use this to hide in the wastelands. They 
  bury themselves in the dust for protection, both from the 
  sun and from predators, only venturing out at night or when 
  they sense carrion.
  A lone hutarrak can be killed with any attack against AC 
  16. While its bite is painful to a humanoid, it is not danger-
  ous. Swarms of hutarrak are another matter entirely, and 
  have been known to strip even a strekleon of flesh within 
  a matter of minutes. Swarms may emerge out of the waste-
  land dust to consume a fallen foe, or to complicate recover-
  ing the body of a fallen PC. Some swarms form of nothing 
  more than hunger, as the hutarrak seek to eat those before 
  them while fleeing from those behind. These hutarrak are 
  the most dangerous, for they will attack anything they come 
  across, and multiple swarms may be encountered. A hutar-
  rak swarm covers a 10’ square area, and automatically at-
  tacks everything within the area each round, on its initiative.
  incabulus
  Incabulus: Init +0; Atk grasping clamp +5 melee (grasp) or 
  flailing appendage +3 melee (1d3+2); AC 18; HD 5d10+10; 
  MV 20’; Act 3d20; SP immune to many critical hit effects, 
  grab (ignores armor but not shields, DC 15 Strength check 
  to break fee), sphere vulnerability, wild attacks if sphere de-
  stroyed; SV Fort +8, Ref +3, Will +12; AL N. 
  In the early years of the Last War, as birth rates began to 
  decline, some among the Ascended Masters began to ex-
  periment with artificial wombs. Few of these machines still 
  walk upon the Purple Planet, and those that do are far be-
  yond their prime. Appearing to be a 5’ diameter sphere of 
  yellowed, once-clear glass, the incabulus is mounted on a 
  six-legged frame of reddish metal armed with four long 
  snake-like metal appendages that end in clamps. Within the 
  semi-transparent sphere, greasy brown liquid sloshes and 
  roils.
  When it comes across a living creature, an incabulus at-
  tacks to incapacitate. Each of its flexible appendages ends 
  in a clamp that can hold a creature (DC 15 Strength check to 
  break free) and draw it to the incabulus. The incabulus ig-
  nores armor (but not shields) with this attack. On the round 
  following a successful grasp, it jabs the creature with a large 
  needle, and draws a blood sample for DNA. A creature who 
  submits to this procedure takes no damage whatsoever. The 
  incabulus can extract DNA from a dead specimen as eas-
  ily as from a living, and meets any serious resistance with 
  deadly force.
  The artificial womb sphere is stronger than glass (AC 20), but 
  is the weakest point on the automaton. If targeted by an at-
  tack that does 15 points or more damage, the sphere cracks. 
  A second attack doing 10 points of more damage, shatters 
  the sphere. The incabulus attacks wildly for 1d5 rounds, us-
  ing 1d24 for all d20 rolls, and then ceases to function.
  
  Page 28
  Even before the Last War had ended, the effects of the Pur-
  ple Planet’s dying sun affected the birthing process within 
  the incabulus, creating monsters. Once a DNA specimen is 
  taken, the liquids within the sphere seethe with a life of their 
  own, churning and throwing themselves about, causing the 
  incabulus to take a –2 penalty to all die rolls. After 2d7 min-
  utes, the sphere opens, and a hideous monstrosity crawls 
  out (see Incabulus Spawn, below). 
  It is possible for an incabulus to extract genetic material 
  from up to 3 creatures in the same round.
  incabulus sPawn
  Incabulus spawn: Init +0; Atk slam +5 melee (1d6+2) or by 
  weapon +2 melee; AC 20 (24); HD 10d12; MV 15’; Act 3d20 
  (3d24); SP immune to critical hits, protean form, link to ge-
  netic parent, defeating genetic parent increases Hit Dice; SV 
  Fort +8, Ref +10, Will +6; AL C.
  Created by an incabulus (see above), this monstrosity ap-
  pears to be a quivering protean mass, possessing neither 
  bones nor clear shape. And yet, the features of the incabulus’ 
  last victim are stamped clearly upon it. An incabulus spawn 
  has the mass of a large human, but it can fit through the nar-
  rowest opening, and can form appendages as needed on a 
  round-by-round basis. These appendages do not last; each 
  round the spawn may attempt a DC 15 Will save to main-
  tain a particularly useful appendage (such as that wielding a 
  weapon), but when the appendage is lost, so too is its benefit 
  (i.e., anything it held is dropped).
  An incabulus spawn can always detect the last victim whose 
  DNA was extracted by the incabulus. It will follow that vic-
  tim forever, and attack it in preference to all others, so long as 
  they both remain on the same plane and planet. The spawn 
  is tireless. It can predict the actions of the victim it follows 
  so well that it gains a +4 to AC against that individual, and 
  uses 1d24 (instead of 1d20) for all attack rolls against that 
  creature, as well as all saves against spells or other effects 
  caused by that creature.
  It is possible for an incabulus to extract genetic material 
  from up to three creatures in the same round. In this case, 
  each of the creatures is treated as the “last victim” for the 
  incabulus spawn. The creature pursues either the most crea-
  tures (if three creatures split into two parties) or pursues one 
  random victim first. Every time an incabulus spawn reduces 
  its linked victim to 0 hp, it gains 1 HD.
  lensdrone
  Lensdrone: Init +2; Atk lens +5 ranged 150’ (2d4 Stamina); 
  AC 16; HD 7d8; MV fly 70’; Act 1d20; SP treats all non-mag-
  ical ACs as 10, infravision 150’, immune to mind-altering 
  spells; SV Fort +2, Ref +5, Will +6; AL N.
  A Purple Planet relic from a bygone age, the lensdrone is 
  a flying spybot with a 6-inch wide metallic ring encircling 
  a 3-foot diameter lens. Originally used for reconnaissance, 
  it patrols the landscape observing lifeforms and transmit-
  ting images to an unknown location. Some believe that an 
  ascended master controls the drones to monitor surviving 
  kith tribes, but this has never been confirmed. 
  Unfortunately for PCs, the focus of the observation lens 
  enhances the effects of the Purple Planet’s dying sun, with 
  characters taking 2d4 stamina damage from a successful 
  “attack”; PCs reduced to zero stamina fall unconscious, but 
  stamina damage may be healed with normal rest or cleri-
  cal magic. A lensdrone always remains flying and spying at 
  maximum range from the party (150’); this is long range for 
  most mundane ranged weaponry, incurring a -1d penalty to 
  hit the craft. It also “target-cycles,” choosing a different PC 
  to observe/attack each round. Due to the radiative nature of 
  its attacks, the lensdrone treats all non-magical ACs as 10. 
  Should it score a critical hit, it focuses and filters the sun’s 
  radiation for a more damaging effect; roll a 1d6 on the crit 
  table below, subtracting the PC’s luck modifier. On a fumble, 
  the lensdrone drops to eye level of the nearest PC and hov-
  ers actionless for 1 round. 
  Attempting to restrain a hovering drone is dangerous; di-
  rect handling incurs 1d8 radiation damage. A drone can fly 
  at half-speed with one human-sized PC holding on, but the 
  weight of two humans can prevent it from flying. If PCs 
  avoid being directly observed (hiding behind cover, invis-
  ibility, etc.) for 3 consecutive rounds, the drone moves on in 
  search of more interesting quarry. If destroyed, it yields 1d3 
  greenstone shards amidst its wreckage. 
  Crit Table for Lensdrone
  Roll
  Result
  1 or 
  less
  Third-Degree Sun Burn! Focused light inflicts 
  +1d6 damage.
  2
  Reacquire Target! Lensdrone attacks again.
  3
  Yellow Ray of Blindness! PC suffers -8 to hit for 
  2d4 rounds.
  4
  Red Ray of Fire! +1d10 fire damage.
  5
  Blue Ray of Electricity! +1d12 electrical damage.
  6+
  Dying Sun Corruption! PC rolls 1d10 on the Ma-
  jor Corruption table in Magic on the Purple Planet.
  
  Page 29
  lorguP
  Lorgup: Init -4; Atk tendril +2 melee (bind, DC 15 Str roll to 
  escape), bite +4 melee (2d6); AC 14; HD 5d10; MV 50’; Act 
  2d20; SP bind; SV Fort +2; Ref -1; Will +2; AL N.
  This denizen of the Mushroom Jungle stands on 10 deli-
  cate, stilt-like legs, its body about 60 feet above the ground. 
  The creature is a scavenger, and uses long, sticky tendrils to 
  gather carrion from among the fungal groves. However, it 
  also will settle for fresher meat, if it’s available. If struck with 
  a tendril, the victim will be hauled up into the air toward the 
  creature’s gnashing maw, rising 30 feet per round, including 
  the round it was grabbed.
  nanite swarm
  Nanite Swarm: Init +4; Atk swarming shock +5 melee (2d6 
  + DC 15 Fort save or become paralyzed for 1d3 rounds, -4 to 
  save if in metal armor); AC 17; HD 8d8; MV fly 40’; Act d20 
  special; SP shock all targets within 800 cu. ft. volume (20’ x 
  20’ x 20’, 20’ x 40’ x 10’, etc.), half damage from non-area at-
  tacks, takes -2d electrical damage, takes +2d water damage, 
  immune to mind-altering spells. SV Fort +5, Ref +5, Will +8; 
  AL N.
  A technological entity developed by the ancients of the Pur-
  ple Planet, the nanite swarm is a cloud of millions of tiny, 
  networked, sentient machines. It was originally designed 
  as a method of subdual, engulfing a victim and “stun lock-
  ing” him via electrocution until he could be apprehended, 
  disarmed, etc. With their creators long extinct, most nanite 
  swarms are now feral, roaming the planet without purpose 
  and choosing to kill rather than simply incapacitate. Some, 
  however, adhere to their original programming guarding 
  chambers, patrolling areas, etc.
  A swarm appears as a glittering metallic cloud that moves 
  in a uniform fashion, but small volumes may move some-
  what independently of others. As such, it attacks all targets 
  within a given 800 cubic feet volume. The swarm’s behavior 
  is sentient; if a PC’s attack misses, the swarm has dodged 
  by opening a space of air around the moving weapon. The 
  nanites collectively deliver a large electric shock for 2d6 
  damage that frequently causes paralysis, especially for those 
  donning metal armor. They are resistant to electrical-based 
  attacks (-2d damage), but vulnerable to water (+2d damage). 
  Non-area attacks, both mundane and magical, only do half 
  damage. On a fumble the swarm vibrates coherently in place 
  and receives a -2 penalty on its next attack. A critical hit by 
  the swarm results in significant damage, debilitation, and 
  possibly death; roll a 1d6 on the crit table below, subtracting 
  the PC’s Luck modifier. 
  Although their primary function is martial, nanite swarms 
  can be programmed to deliver three-dimensional translu-
  cent messages involving moving images and sound. They 
  can also network with other technologies; on rare occasions 
  they work as ground based support for a lensdrone.
  Crit Table for Nanite Swarm
  Roll
  Result
  1 or less
  Muscle Spasm! Shocked PC involuntarily 
  throws weapon 15’ in a random direction.
  2
  Deafening Static!  Penetrate ear canals for 
  +1d4 damage; PC is deaf for 2 days.
  3
  Blinding Swarm! Grind beneath eyelids for 
  +1d6 damage; PC is blind for 3 days.
  4
  Stroke! Induce stroke for +1d8 damage; slur-
  ring causes -2 for checks requiring speech un-
  til healed.
  5
  Shock Treatment! Electrify brain for +1d10 
  damage; -5 to Personality until healed.
  6+
  Organ Damage! Invade nose and mouth to 
  attack organs for +1d12 damage; DC 10 Fort. 
  save or die.
  mechanical bird of the 
  sKy masters
  Mechanical Bird of the Sky Masters: Init +2; Atk claw +4 
  melee (1d10) or laser wing +4 missile fire (1d8+1); AC 18; 
  HD 7d10; MV fly 80’; Act 1d20; SP carry off prey; SV Fort +6, 
  Ref +3, Will -2; AL C.
  As the Last War escalated, a cabal of technomantic scientists 
  under the command of the great kings constructed robotic 
  avian transports – giant mechanical birds – that could be 
  used to travel great distances and provide offensive capa-
  bilities in battle. Each mechanical bird could seat one pilot 
  and one passenger between its two vast wings, spanning 30’ 
  from tip to tip.
  The mechanical birds were sentient, but docile, obeying the 
  commands of whomever activated the series of gems that 
  operated as its control panel, at the base of its head. Due to 
  the lost science of ages past, or perhaps the unusual climate 
  changes since the Last War, the remaining mechanical birds 
  – some say there are a few dozen still terrorizing the skies – 
  have gone insane. The creatures are known, by those who 
  have seen them and survived, as the “Mechanical Birds of 
  the Sky Masters” simply because what other great power 
  could have created such inscrutable beasts?  
  
  Page 30
  Pilotless, the mechanical birds travel in small formations 
  (2d3 birds at a time) and look for prey to feed their “hatch-
  lings,” damaged mechanical birds who cry in remembered 
  pain in their rusted metal nests atop the highest peaks.
  When a mechanical bird strikes, it attacks at a distance with 
  its laser wings from a range of up to 150’, and when the 
  prey drops to the ground, it grabs the victim and attempts 
  to carry it back to its twisted nest. Anyone or anything still 
  conscious and in the grasp of a mechanical bird may attack it 
  at a -2 penalty, but any damage to the bird causes the victim 
  to drop from whatever height the bird had achieved.
  Any sentient creature who manages to climb into the pilot’s 
  seat of a mechanical bird must make a DC 15 Reflex save 
  each round to avoid being thrown from the bird’s back, but 
  the bird cannot attack anyone in its own pilot or passenger 
  seat. If occupying the pilot’s seat, an attempt may be made 
  to use the magical red gems at the base of the bird’s head to 
  control the creature by making a DC 20 Intelligence check. If 
  successful, the bird (and its attack ability) 
  remains under total control of the pilot as 
  long as contact with the gem-infused con-
  trol panel remains constant.
  mirrorman
  Mirrorman: Init +1; Atk grab +3 melee (1d8 
  + special); AC 14; HD 4d8; MV float 30’; Act 
  1d24; SP additional psychic damage, spell 
  reflection; SV Fort +1, Ref +3, Will +3; AL C.
  A mirrorman is a slender, silvery human-
  oid, 6’ tall and completely featureless. The 
  surface of its skin resembles a shimmering 
  mirror, reflecting light and magical effects 
  in equal measure. Some say mirrormen 
  are the ghosts of the original inhabitants 
  of this planet, drawn back through the 
  aether to haunt those who have destroyed 
  this once beautiful land, and the sight of a 
  mirrorman, floating eight inches above the 
  ground and closing toward its victim with 
  its reflective glare, is a chilling sight to be-
  hold.
  Mirrormen are most often found haunting 
  the sites of tragedy, with an occasional lone 
  mirrorman floating near a single corpse, 
  1d6 mirrormen paying tribute to the death of many, and 2d6 
  mirrormen hovering near scenes of great violence and terror. 
  They attack any living creatures or characters they can see 
  in the areas they haunt, assuming, often wrongly, that these 
  living things are responsible for the death and devastation 
  on their homeworld. 
  Attacking with a d24 grab, a mirrorman attempts to confront 
  its opponent with distorted reflections as the creature holds 
  its victim against its mirrored face which changes to look 
  like the following manifested image (roll 1d6): (1) youthful 
  version of self – victim must make a Will save vs. attack roll 
  or permanently lose 1d4 Intelligence, (2) old version of self – 
  victim must make a Will save vs. attack roll or permanently 
  lose 1d4 Personality, (3) angelic version of self – victim must 
  make a Will save vs. attack roll or permanently lose 1d4 
  Luck, (4) demonic version of self – victim must make a Will 
  save vs. attack roll or take an additional 1d7 damage, (5) ex-
  act image of nearest ally – victim must make a Will save vs. 
  attack roll or attack that nearest ally repeatedly, only stop-
  ping when the ally takes damage from the victim, (6) image 
  of the victim’s greatest fear – victim must make a Will save 
  vs. attack roll or flee in terror for 1d7 rounds.
  Anyone attacking a mirrorman with a light-based weapon 
  (like a laser or a raygun) or a targeted spell will automati-
  cally have the attack reflected back at him with a d24 roll to 
  hit (or as a spell check).
  ortanus
  Ortanus: Init n/a; Atk spores area effect (1d4 + special); AC 
  8; HD 1d6; MV fly 35’ (drift on wind); Act n/a; SP spores-
  contact with a spell caster or reduction to 0 HP causes it to 
  explode. Any character within 10’ of the 
  explosion should make a DC 15 Fort Save 
  or take 1d4 damage. Spell casters failing 
  the save must check for additional effects 
  (see below); SV Fort n/a; Ref n/a; Will n/a; 
  AL n/a. 
  This floating puffball mushroom has an iri-
  descent, lavender exterior. Each beautiful 
  specimen drifts serenely on the wind, and 
  may end up outside the Mushroom Jungle 
  as a result. They are often encountered sin-
  gly or in small groups (1d5 per encounter). 
  However, they are drawn to arcane magic 
  like lint to static electricity. Should any wiz-
  ard or elf in the party cast a spell, any orta-
  nus within 2 miles will be drawn inexorably 
  toward him (1d10 per level of spell cast). 
  Upon contact with the spell caster the orta-
  nus will explode in a cloud of spores. Roll 
  1d5 for effect (1) glow—the affected target 
  will emit bright light for 1d4 hours, (2) sym-
  biont—spores complement the caster’s ar-
  cane ability adding 1d6 the next spell check; 
  (3) parasite—spores sap arcane energy, re-
  ducing the next spell check by 1d6; (4) poi-
  son—spores reduce all physical attributes 
  
  Page 31
  by 1d3 (as per spellburn); (5) fungal corruption—caster is in-
  fected with the spores, causing small, lavender mushrooms 
  to sprout from exposed flesh (usually hands and head); if 
  removed, they will grow back. The caster thus affected also 
  reduces spell checks by 1 point, but each point of energy is 
  stored and may be used on a later spell check by making a DC 
  15 Will Save (all stored energy must be used on a single spell).
  Pleth
  Pleth: Init +2; Atk bite +2 melee (1d3 plus poison); AC 16; 
  HD 1d4 to 3d4; MV 5’; Act 1d20; SP grip (+4 to opposed 
  Strength checks), poison (1d3 Strength, DC 20 Fort save or 
  blinded 1d3 hours), nutritious; SV Fort +2, Ref –6, Will +2; 
  AL N.
  These rare, semi-reptilian fungivores can still be found at 
  times beneath mushroom caps in the fungi forests. A pleth is 
  round and flattened, like an elongated pancake. It has eight 
  legs with which it can grip tightly, giving it an effective +4 
  bonus to opposed Strength checks to be pulled free from 
  where it clings, and it maintains this grip even after death. 
  Pleths have a poisonous bite, and can use it against any crea-
  ture that attacks them with a longsword or shorter weapon. 
  They are helpless against spears and similar weapons. Pleth 
  venom does 1d3 points of Strength damage, and requires a 
  DC 20 Fort save to avoid blindness for 1d3 hours.
  A pleth is from 1 to 3 feet long, with each foot in length in-
  dicating 1 Hit Die, and supplying enough nutritious flesh 
  for two PCs for a single day. Dried pleth flesh is half as nu-
  tritious as that of a living pleth, and can feed half as many 
  creatures.
  Psionomold
  Although infested with worms and infected with fungal 
  growths, the Purple Planet yet retains some species that may 
  be of benefit to those who encounter them. Psionomold is a 
  symbiotic slime mold that can be found in the fungi forests. 
  It can also be encountered growing on another creature as a 
  dull orange-brown patch of leathery flesh.
  Psionomold creates a weak telekinetic field that increases 
  the AC of its symbiotic partner by +1. In exchange, it causes 
  1d3 hit points of damage at the start of each day. If linked to 
  a wizard or elf, psionomold draws a point of spellburn ev-
  ery time a spell is cast, grants a bonus of +1d5-2 (minimum 
  0) to the spell check. If the caster uses other spellburn, there 
  is a 1 in 7 chance that the psionomold consumes half the 
  expected benefit of the spellburn, rounded up. If not, there 
  is a 1 in 5 chance that the psionomold limits the damage to 
  half intended, rounded up, but grants the full effects of the 
  intended spellburn. 
  A creature coming in contact with psionomold may attempt 
  a DC 20 Fort save to avoid infestation. Once infection has 
  occurred, psionomold may be removed with 2 dice of cleri-
  cal healing or 1d3 hp of fire damage applied directly to the 
  slime mold. In either case, the dying slime mold inflicts 1d3 
  points of damage to Strength, Agility, or Stamina (determine 
  each point randomly) as it attempts to survive.
  moth mother
  Moth Mother: Init +2; Atk mesmerize (special), ovipositor 
  +2 melee (1d4 + poison), or shriek (special); AC 12 (at rest) 
  or 17 (when in flight); HD 4d8; MV fly 50’ or crawl 20’; Act 
  1d20; SP shriek (area effect 30’ radius, DC 18 Fort save or 
  stunned for 1d6 rounds, each character carrying greenstones 
  should make a Luck check; if failed, the greenstone carried 
  is destroyed, causing an explosion), mesmerize (DC 15 Will 
  save or drop weapons and move toward the moth mother), 
  poison (DC 15 Fort save or sleep for 2d4 turns); SV Fort -1, 
  Ref +0, Will +2.
  The Moth Mother resembles a terrestrial moth with wildly 
  colorful, iridescent wings, their patterns swirling hypnoti-
  cally. The creature dazzles its victims with these ever-chang-
  ing patterns, making them easy targets for its sharp and poi-
  sonous ovipositor. It is also capable of emitting a shriek that 
  can stun its victims, and shatter glass and other crystalline 
  
  Page 32
  substances, including greenstones. A destroyed greenstone 
  shard explodes for 1d6 damage per shard carried. A com-
  plete greenstone explodes for 20d10 damage within 25 feet, 
  and half damage within 50 feet. Should the moth mother 
  strike a character with its ovipositor, the victim is poisoned 
  and implanted with 1d3 eggs. If not removed, the eggs in-
  cubate in the host for 3 days before hatching, and the moth 
  mother’s offspring eat their ways out of the host’s body, 
  causing 2d4 damage each. However, the victim may not 
  even be aware of the growing threat within until the eggs 
  hatch. It will just seem like a large, painful, and itchy bug 
  bite. Judges should be careful not to let slip this detail to the 
  players. The eggs can be removed by a lay on hands attempt 
  resulting in at least 3 dice of healing. Rolls resulting in less 
  than 3 dice heal the external wound but do not affect the 
  pain and swelling, a clue pointing to the real danger.
  shardmole
  Shardmole: Init +0; Atk bite +1 melee (1d8) or claw +2 (1d6); 
  AC 12; HD 2d8; MV 20’ or burrow 30’; Act 1d20; SP green-
  stone euphoria (see below); SV Fort +2, Ref +1, Will +2; AL 
  C.
  Shardmoles are wild vermin who look like small aardvarks 
  with protruding eyestalks and drill-like snouts with a toothy 
  feeding orifice at the tip. They burrow beneath the sand and 
  through stone with equal efficiency, sniffing after the trail 
  of greenstone dust. There is a 25% chance of encountering 
  1d4 shardmoles in the area of a greenstone shard, and any-
  one sheltering a complete greenstone knows that these small 
  beasts will inevitably dig their way into its vicinity unless 
  they wall the area off with metal. 
  Greenstone dust is normally undetectable by humanoids, 
  and is more abundant on the surface of the planet than most 
  realize, so the shardmoles have ample sustenance which 
  they supplement with the meat from any prey they encoun-
  ter in their travels. If a shardmole does come into physical 
  contact with a greenstone shard or a complete greenstone, 
  the shardmole immediately doubles its current hit points 
  and gains an additional two attacks per round as it enters a 
  greenstone euphoric fury and attempts to devour the green-
  stone.
  sPore orb
  Spore Orb: Init -2; Atk spore gas (special) or bite +1 melee 
  (1d6); AC 12; HD 1d5; MV fly 20’; Act 1d20; SP spore gas 
  area effect, unaffected by mind effects; SV Fort -2, Ref -2, 
  Will +1; AL N.
  Spore orbs are balloon-sized greenish-blue floating mem-
  branes with star-shaped mouths and no apparent sensory 
  apparatus that float down from the sky on the rays of the 
  dying sun. They appear only during the day, and they seem 
  uninterested in any victims who might stand in the way of 
  their spores as they make their descent, rest for 3d10 turns 
  basking in the weirdling rays of the sun, and then float into 
  the skies again. They are a quasi-sentient form of plant life 
  and are not affected by spells or abilities that require the vic-
  tim to have a mind.
  Spore orbs travel in pods of 2d6 and emit clouds of green-
  ish, spore-filled gas as they descend, covering an area of 20’ 
  with each blast. Any creature with lungs caught in the spore-
  filled area must make a DC 10 Fortitude save or take 1d8 
  damage and begin coughing uncontrollably for the next 1d4 
  rounds, causing the victim a -4 penalty to all rolls during 
  that time. The penalty is not cumulative, though a potential 
  victim who has succeeded on the saving throw would have 
  to attempt it again for each successive attack. Spore orbs will 
  only use bite attacks on anyone who attempts a melee attack 
  against them, and if a spore orb is killed, it immediately rup-
  tures with a massive final spore attack affecting an area of 
  30’ and requiring a DC 15 Fortitude save or the victim takes 
  1d16 damage and becomes immobilized with coughing for 
  1d4 rounds.
  trillimite
  Trillimite: Init +2; Atk Tarsal Claw +2 Melee (1d4) or Weap-
  on +3 (varies); AC 14; HD 2d8; MV 40’ or Special; Act 1d20; 
  SP cannot be surprised by normal means, wall-crawling, 
  beetle-ability; SV Fort +5, Ref +2, Will +1; AL L.
  Trillimite are intelligent creatures with the torsos of horned 
  men and women and the lower bodies of five-legged beetles. 
  These omnivorous inhuman abominations live in hidden 
  tribal societies beneath the wasteland. The societies involve 
  somewhat sophisticated laws about ownership and retribu-
  tion, though many of the inhabitants of the planet who are 
  
  Page 33
  aware of their relatively secretive existence refer to the tril-
  limite as “eaters of the land.” The legends refer to them as 
  “Kyrion’s Children” in reference to their originator – the sci-
  entist who long ago merged man and insect.
  All trillimite have two horns on their heads which are ac-
  tually deformed antennae, giving them enhanced senses 
  which prevent them from being surprised by mundane 
  attacks, and they can grip porous surfaces with the tarsal 
  claws at the end of their five legs, allowing them to walk 
  along cavern walls and ceilings at normal speed. Trillimite 
  have also learned to use whatever weapons they have ac-
  cess to, though various groups of the tribe tend to special-
  ize in a single weapon, and they use military style tactics 
  like ranged volleys and flank attacks when their colonies are 
  threatened by invaders. 
  In addition to their antennae and wall-crawling, each tril-
  limite, or trillimite family, has a special beetle-related ability, 
  determined below:
  D6
  Special Trillimite Ability
  1
  Acid burrowing: secretes acid that allows a bur-
  rowing movement of 30’; acid can also be project-
  ed as a missile fire attack at +2 to hit (1d6 damage) 
  – range 20’.
  2
  Devouring: special bite melee attack at +2 to hit 
  (1d6 damage or special); SP may eat any sub-
  stance, including non-magical weapons long-
  sword sized or non-magical armor of +5 AC bo-
  nus or less, rendering those items useless.
  3
  Attuned senses: gains an additional +2 to initia-
  tive and can make an opposed check at +2 vs. any 
  otherwise successful attack to avoid the attack 
  completely.
  4
  Enhanced movement: may move at double-speed 
  and still attack in the same round; may also fly at 
  20’ per round.
  5
  Defensive armor: gains an additional +4 to AC; 
  any successful melee attack against this trillimite 
  deals damage, but the attacker must make a suc-
  cessful Luck check or the attacking weapon shat-
  ters. This does not affect magical weapons.
  6
  Poison spines: gains an additional +2 to AC; any 
  successful melee attacks against this trillimite deal 
  damage, but the attacker must make a Luck check 
  or he takes 1d8 damage from the sharp spines and 
  he must make a DC 12 Fortitude save or take an 
  additional 1d6 poison damage.
  tusK terror
  Tusk Terror: Init +3; Atk adhesive spew +3 missile fire (spe-
  cial) or charge +6 melee (1d12 or special); AC 14; HD 8d6; 
  MV charge 60’; Act 1d20; SP target immobilized by adhesive 
  spew unless Ref save is made, charging gore after successful 
  adhesive attack; SV Fort +5, Ref +2, Will +0; AL C.
  Tusk terrors are among the most vicious predators on the 
  Purple Planet. These large, shaggy boars with protruding 
  tusks travel in small hunting packs of 2d4 members and, 
  though they look like unintelligent creatures, they actually 
  have low-level human intelligence which allows them to 
  communicate with single-syllable words and repeat parts of 
  phrases that are said in their presence. Their preferred tactic 
  involves sending a single member of their hunting pack into 
  a non-threatening position in front of potential prey, with 
  that single tusk terror repeating a word recently said by their 
  soon-to-be-meal, spewing adhesive at the baffled target, and 
  then charging with the rest of the hunting party from behind 
  hoping to gain surprise and impale their victim before it can 
  fight back.
  The salivary glands of the tusk terror, combined with the 
  strange atmospheric effects of the Purple Planet, allow each 
  beast to project a rancid, gummy substance from its mouth 
  up to a range of 30’ and any single target in its line of fire 
  must succeed on a Reflex save vs. the attack roll or become 
  affixed to the ground and immobilized by the adhesive 
  spew. Victims trapped by the adhesive cannot break free 
  unless they use an action and succeed on a DC 20 Strength 
  check.
  If a tusk terror makes a charge attack vs. a victim stuck to the 
  ground, the attack becomes a charging gore at a total of +10 
  to hit (including modifiers for the immobilized target) and 
  deals 2d12 damage.
  Tusk terrors are smart enough not to continue to fight when 
  they are obviously outmatched, but if they retreat, they will 
  wait until their prey is vulnerable and then strike again.
  
  Page 34
  thawed one
  Thawed One: Init +2; Atk 2 fists +4 melee (1d6+4) and 1 ne-
  crotic breath +3 cone 5’x5’ (1d4 temporary strength damage); 
  AC 13; HD 8d12; MV 30’; Act 3d20; SP damage reduction 3, 
  takes +2d fire damage, un-dead traits. SV Fort +4, Ref +4, 
  Will +10; AL C.
  During the technological boom of the Purple Planet’s histo-
  ry, cryogenics was carefully researched by the sorcerer kings 
  and queens. They discovered that if a frozen humanoid was 
  rapidly thawed while applying electricity and greenstone 
  energy, then the being would pass into un-death as a thawed 
  one. 
  Thawed ones appear as hairless humanoids having gray 
  flesh mottled with blue and green patches. Their eyes are 
  entirely black (no iris), and their fingers, toes, and lips a dark 
  purple. The transformation to a thawed one creates a lithe, 
  resilient, but shriveled body; it resists the first 3 points of 
  damage caused by any strike (taking 1 point for damage 
  rolls less than 4). They are ferocious attackers, swinging their 
  fists twice per round and breathing their strength-draining 
  necrotic breath once per round. Note that a target reduced to 
  zero strength is incapable of movement (including attacks). 
  They are especially susceptible to fire damage, which is in-
  creased +2d up the die chain. Due to their breath weapon, 
  they are incapable of speech. Thawed ones tend to be soli-
  tary, but may also be found in groups as large as four.
  Thawed Ones are un-dead, and thus can be turned by cler-
  ics. They do not eat, drink, or breathe, and are immune to 
  critical hits, disease, and poison. As un-dead, they are im-
  mune to sleep, charm, and paralysis spells, as well as other 
  mental effects and cold damage. They use Crit Table U in the 
  DCC rulebook. On a fumble, the thawed one attacks wildly 
  and trips; it must make a DC10 Ref save or spend the next 
  round prone.
  uPravian stalKer 
  Upravian Stalker: Init +4; Atk stabbing suckers +4 melee 
  (2d4) and tail bore +6 melee (1d10); AC 16; HD 4d10; MV 
  40’, climb 40’; Act 2d20 special; SP claw rake (2d6 damage if 
  suckers and tail hit, opposed Strength check at +8 for immo-
  bilization), immune to terrestrial surprise, ranged vulnera-
  bility (ranged or flying melee attacks gain +2 to hit). SV Fort 
  +2, Ref +4, Will +3 (+8 guarding Upra); AL L.
  The upravian stalker is a Purple Planet native often found 
  tending Upra mushrooms and lairing within their stalks. 
  The stalker is a dark blue, short-furred quadruped; its front 
  feet are triangular-shaped, covered with suction cups and 
  short antennae, while its back feet are padded like those of 
  a cat, with claws intended for climbing and raking. It has no 
  head per se, but has a muscular neck capped with fluorescent 
  green, serpentine stalks (20-30 three-foot long proboscises), 
  each ending with a sharp bone and burrowing sucker. Its 
  tail is an eight-foot long black trunk with boring teeth. Lack-
  ing eyes and ears, it “hears” and “sees” by feeling vibrations 
  through the cups and antennae on its front feet; these are so 
  sensitive that it is impossible to surprise a stalker terrestri-
  ally, even if hidden or moving silently. However, reliance on 
  foot-based vibrations makes the stalker vulnerable to ranged 
  attacks, with ranged attackers gaining +2 to hit; this bonus 
  also applies to melee attacks from flying creatures. 
  Kith lore contends that stalkers keep an Upra mushroom 
  healthy by sucking out diseased milk and harmful parasites 
  from the surface of the plant’s stalk. In return, the Upra “al-
  lows” the stalkers to create a lair within its stalk. They are 
  semi-intelligent, communicating by tapping out complex 
  rhythms with their spiked proboscises. Stalkers eat a mixed 
  diet of mushroom milk and animal blood, which typically 
  comes from creatures foolish enough to invade their terri-
  tory or harm an Upra. Being social animals, they are com-
  monly found in prides numbering from 6 to 12 adults, each 
  pride led by a larger “warden” distinguished by its fungal 
  mane. Stalkers seem devoted to simply tending their spe-
  cific mushrooms, but large-scale coordination amongst all 
  the prides hints at a higher goal.
  Stalkers are asexual fusions of plant and animal, consequent-
  ly their method of reproduction is a mystery. Some theories 
  suggest that spores from a warden’s mane grow into stalk-
  ers, while others contend that they sprout from the interior 
  wall of the Upra itself. Regardless, kith oral histories ascribe 
  mystical properties to body parts of the warden, its organs 
  and fluids having vast alchemical potency. Elder kith recall 
  stories of the warlord Yorah Tesh who wore warden hide ar-
  mor that seemed to heal his wounds. Ancient cave drawings 
  hint that there is a position higher than warden in the stalker 
  hierarchy, and that this creature is directly descended from 
  the first life-forms of the Purple Planet. These speculations 
  are unverified.
  
  Page 35
  Upravian Stalkers attack a single target with suckers and 
  tail; if both hit, then the stalker does additional rake damage 
  with its rear claws, and possibly immobilizes the target un-
  til the stalker’s attack next round (opposed Strength check, 
  stalker gets +8 to roll). Nearby stalkers attack PCs immobi-
  lized this way. Although they are not humanoids, upravian 
  stalkers may be turned by clerics of Chaos. However, stalk-
  ers gain an additional +5 to all will saves (turning, morale, 
  etc.) if defending their home mushroom. They use Crit Table 
  M in the DCC rulebook. On a fumble, the stalker has misin-
  terpreted vibrations and has a -2 penalty on its next attack 
  roll.
  xrif
  Xrif: Init +5; Atk burrow +8 melee (1d6 + special); AC 18; 
  HD 5d8; MV teleport 30’; Act 1d20 special; SP create host 
  (upon successful burrow, DC 16 Ref save to avoid becoming 
  host), pinch host’s liver (1d4 dmg, -2 all rolls for one turn), 
  area attacks gain +6 to hit, ESP for 50’. SV Fort +0, Ref +4, 
  Will +6; AL C.
  Native to the star Ecnav, xrif are astral creatures drawn to 
  the Purple Planet by its dying sun’s radiation. From light 
  years away, the sun’s energy seems pleasingly refreshing; 
  once a xrif astral projects to the planet, however, it finds 
  that the radiation prevents it from leaving. Moreover, it is 
  stuck primarily in its material form: a small white squirming 
  worm-like creature covered in barbs, hooks, and claws. Only 
  a solitary xrif is typically encountered in a given location.
  The xrif’s main goal is to create a host to help it return to 
  Ecnav. Species native to the Purple Planet are too saturated 
  with the sun’s radiation to be hosts; their bodies could im-
  prison the xrif permanently. When attacking, it teleports to 
  a PC’s skin and burrows into his body; a DC 16 Reflex save 
  is required to swat it away. It undulates in the air as if float-
  ing, and tends to target individuals with low Luck scores. 
  Critical hits by a xrif do an additional 1d6 damage and bur-
  rowing is automatic (no Reflex save). On a fumble the xrif 
  misinterprets thoughts of its attackers, who get +2 to hit on 
  their next attack. Xrif are highly intelligent and can read the 
  minds of any life form within 50 feet; however, they can only 
  converse with each other. One communicates with its host 
  by clamping down on the host’s liver, causing severe pain 
  and distraction. Their small size and mind-reading ability 
  make them difficult to hit, though area attacks gain a +6 bo-
  nus. 
  All xrif know about the portal in the Pyramid of the An-
  cients (area A-1 in Peril on the Purple Planet), and want to use 
  it to get far enough away to astral project home. Further-
  more, they realize that a complete greenstone or a collection 
  of shards will power the portal, but they neither know how 
  many shards are necessary nor where to find a whole green-
  stone. Based on this, each xrif follows a well-defined strat-
  egy to get home. First, it burrows into a PC, who becomes 
  its host. Then it trains the party to avoid “wasting” green-
  stone shards, painfully clamping on the host’s liver when-
  ever someone uses a shard to charge an artifact, spellburn, 
  etc. When the PCs learn of a full greenstone crystal, the xrif 
  adapts its training to push the host towards it; deviations 
  from this goal result in pain. Once the party has gained a 
  whole greenstone or 13+1d24 shards (no xrif knows the nec-
  essary amount), the xrif trains the PC to move to the Pyra-
  mid of the Ancients. The xrif is an impatient creature, and 
  does not tolerate delays; however, it tries to avoid killing the 
  host. Nonetheless, accidents do happen, and it selects an-
  other PC in this case.
  Once a xrif gains a host, extraction is difficult, but possible. If 
  the dying sun reduces the host’s stamina more than 8 points 
  before healing, the xrif will leave voluntarily, fearing impris-
  onment in the host. A cleric may lay on hands for 4 dice of 
  healing, or cast a DC 20 banish spell, treating the xrif as a 
  mundane creature (due to the sun’s radiation). Wizards may 
  planar step (DC 18) the host away from the xrif, cast monster 
  summoning (DC 26) to extract it, or cast scare (DC 22, plus 
  Will save) to frighten it. Finally, one may make a Celgu po-
  tion, requiring a DC 32 make potion check, plus Oneit mush-
  room meat and the powdered paddle of a Death Orm. Im-
  bibing the potion causes 3d5 damage, but the xrif dies upon 
  leaving the host. Physically cutting out the xrif will work, 
  but this may kill the host (DC 19 Fortitude save).
  
  Page 36
  
  Page 37
  MagiC on the PurPle Planet
  introduction 
  W
  hen the Purple Planet’s civilizations began their 
  slow decline, the last great sorcerer-king cast sil-
  ver astral threads across the universe in hope of 
  finding aid for his world. The sorceries of the Purple Planet 
  were not the magic of other worlds, but rather technologies 
  to unlock and control the energies of greenstones and green-
  stone shards. These lost, ancient technologies take the place 
  of standard magic on other DCC worlds. 
  Magic imported to the Purple Planet is radically affected by 
  the interactions between the weirdling sun, a mysterious 
  sentient energy called the Green Flow, and the dying world. 
  No one is immune; a summary by class is provided below:
  Clerics: Clerics on the Purple Planet roll a Mercurial Magic 
  effect, using the Purple Planet table, whenever they cast a 
  spell for the first time. This is rolled exactly as a wizard nor-
  mally rolls a mercurial effect, and will affect that spell so 
  long as the cleric remains on the Purple Planet. In addition, 
  the cleric’s class abilities are modified based upon the god 
  he worships. Information for the gods listed in the core rule-
  book may be found on pages XX to XX of this book.
  Wizards: When a wizard casts a spell for the first time on 
  the Purple Planet, he must roll a new Mercurial Magic ef-
  fect, using the Purple Planet table. This supplants the origi-
  nal Mercurial Magic roll while the wizard is on the Purple 
  Planet. In addition, some spells behave strangely upon the 
  Purple Planet; see pages XX to XX of this book. Corruption 
  is also different, using unique tables located on pages XX to 
  XX. Finally, different patrons have greater or lesser strength 
  upon the Purple Planet, and this is reflected by using the 
  Dice Chain when casting invoke patron. See below.
  Elves: Elves have the same changes as wizards. In addition, 
  an elf discovers that the power of his patron (if any) affects 
  all of his spells; they gain the same Dice Chain adjustment as 
  does invoke patron. See below. An elf may also be adversely 
  affected by all of the technology on the Purple Planet. Al-
  though the Purple Planet has metals unknown on the ter-
  restrial sphere, many relics also contain considerable iron or 
  steel. An elf who uses these items takes +1 point of Stamina 
  damage from the weirdling sun on the following day.
  It is impossible to predict the effects that the Purple Planet 
  has on every campaign’s homebrewed patrons, gods, and 
  spells. The authors encourage individual judges to extrapo-
  late from what is presented, to make magic on the Purple 
  Planet truly memorable and to enhance its alien feel. Read 
  on! This is not the world you know!
  Patrons
  A patron’s power on the Purple Planet is affected by his 
  sphere of influence and his connections to the PC’s home 
  world. Some patrons are more powerful on the Purple Plan-
  et, and some are far more difficult to reach. This is reflected 
  by adjusting the die used for invoke patron checks, patron 
  spells, (and, for elves with patrons, possibly all spell checks). 
  For each adjustment up or down, the caster gains or loses 
  one casting of invoke patron or a patron spell each day (deter-
  mine randomly).
  Adjustments for patrons are as follows:
  -2d:
  Bobugbubilz. The Purple Planet has neither amphib-
  ians nor a place for them to dwell.
  The King of Elfland. The Purple Planet has no direct 
  connection to Faerie.
  -1d:
  Yddgrrl. Although there are no true forests on the Purple 
  Planet, the World Root can still reach this world through 
  the mushroom jungles.
  No change:
  Sezrekan. The Old Master reaches all places with equal 
  ease.
  +1d
  The Three Fates. As the Purple Planet dies, it becomes 
  easier to reach the ultimate spinners of destiny.
  Obitu-Que. The suffering of this world draws him as a 
  candle draws a moth.
  Ithha. This dry world welcomes the Prince of Elemental 
  Wind.
  +2d
  Azi Dahaka. The Purple Planet may well be his birth-
  place.
  geograPhical effects
  Casting spells on the Purple Planet can have unexpected 
  side effects, depending upon where the caster may be. All 
  spells consume, create, or convert energy. There are things 
  lying dormant on the Purple Planet ready to use that en-
  ergy, for good or for ill. Whenever a spell is cast, consult the 
  proper chart for the geological area it is cast in.
  
  Page 38
  Ancestor Peaks
  Spells cast in the Ancestor Peaks have an additional effect based on the spell check result, as indicated below:
  Check
  Additional Effect
  1
  An ancestral wraith is summoned, a ghostly kith warrior who attempts to slay the caster. The wraith takes 
  only half damage from non-magical attacks and targets only the caster. It is otherwise identical to the kith 
  champion on page 3 of Peril on the Purple Planet.
  2-17
  The spell energy summons a flock of 1d12 gribb, which are not under the control of the caster. They attack all 
  potential targets indiscriminately until slain or driven off.
  18-23
  No effect.
  24-28
  The sky grows cloudy, and lightning flickers around the peaks.
  29-35
  As 24-28, above, but the caster may select a single target within line of sight to be struck by lightning (5d6 
  damage, DC 20 Fort save for half).
  36+
  The magic triggers a full lightning storm, as described on pages 15-18 of Peril on the Purple Planet, except that 
  the storm forms in 5d5 rounds instead of 1d5 hours.
  Broken Hills
  When a spell is cast in the Broken Hills, the caster must roll 1d7 + Luck modifier, and consult the following chart.
  Check
  Additional Effect
  0 or less
  Long-dormant seeds, energized by the spell, erupt into life up to a mile around the caster. This unfortunately 
  reduces the spell check result by 2d10.
  1-2
  Casting the spell triggers a hutarrak swarm attack (see Bestiary of the Purple Planet).
  3-4
  No effect.
  5-6
  Reverberations in the aether alert a rogue ascendant master hiding in the Broken Hills. He sends a party of 
  1d20+10 kith raiders to capture the source of the disturbance. They arrive at the site where the spell was cast 
  in 5d20 minutes, and begin tracking from there.
  7
  The spell’s energies provide the caster some protection from the weirdling sun, and he recovers 1d3 points of 
  Stamina damage (if any).
  8+
  Long-dormant seeds, energized by the spell, erupt into life up to a mile around the caster. This fortunately 
  feeds back into the spell, increasing the spell check result by +2d6.
  Mushroom Jungle
  Spells cast in the mushroom jungle have an additional effect based on the spell check result, as indicated below:
  Check
  Additional Effect
  1
  Several nearby mushrooms, alerted to the potential energy source, spore upon the caster. Unless he succeeds 
  in a DC 10 Fort save each day for the next 1d7 days, he will suffer 1d3 points of Stamina damage for each 
  failed save as mushrooms erupt from his flesh.
  2-17
  No effect.
  18-23
  Thick growths of harmless mushrooms grow on 1d3 random pieces of the caster’s equipment.
  24-28
  A tall growth of mushrooms sprouts up around the caster, giving him a +2 to AC so long as he remains among 
  them, but impeding his vision and reducing his speed by half when he does move. The caster has a –2 penalty 
  to attack rolls and must succeed on a Luck check to target spells so long as he remains in the growth.
  29-35
  A nearby fungus becomes ambulatory, and strides away into the mushroom jungle. If followed, it may lead 
  to a significant location, a random encounter, or in a random direction, at the judge’s discretion.
  36+
  A nearby fungus becomes ambulatory, and fights for the caster for up to 2d5 rounds before departing. Am-
  bulatory fungus: Init -2; Atk 2 flailing “arms” +2 melee (1d3); AC 12; HD 4d12; hp 25; MV 40’; Act 2d20; SP 
  immunity to piercing weapons, half damage from bludgeoning weapons; SV Fort +6, Ref -4, Will +0; AL N.
  
  Page 39
  Wasteland
  When a spell is cast in the wasteland, the caster must roll 1d7 + Luck modifier, and consult the following chart.
  Check
  Additional Effect
  0 or less
  Ambient nano-mites infest the caster, reducing the spell check result by –1d3. Each spell cast thereafter in-
  creases the reduction by 1d3 until the infestation is removed (protection from evil, neutralize poison or disease, 3 
  HD of clerical healing, or magic shield will do so).
  1-2
  Casting the spell triggers a hutarrak swarm attack (see Bestiary of the Purple Planet).
  3-4
  No effect.
  5-6
  The spell raises whirlwinds of dust around the caster for 1d5 rounds. Creatures within 100’ (but not the 
  caster) must make a DC 10 Will save to take effective actions during this period.
  7
  The spell’s energy revitalizes part of the wasteland, equal to 100 yards per spell level, but the oasis is con-
  sumed again by the wastes in 5d4 days. Until then, the area provides water and food for all who rest here.
  8+
  Insight! Here in the wastes, the caster discovers a method to protect himself from the weirdling sun, and suf-
  fers no further Stamina loss from it.
  PurPle Planet mercurial magic 
  Roll for each cleric or wizard spell, for each character, when it is first cast on the Purple Planet. Each point of Luck modifier 
  indicates a 10% bonus or penalty, as normal. Use the character’s Luck modifier when the spell is first cast.
  D%
  Mercurial magic effect to spell
  01
  Cryosleep. After casting this spell, the caster must succeed on a Luck check or be encased in a cylinder of 
  magical ice for 4d6 hours. The caster is in a deep sleep and oblivious to his surroundings during this period. 
  The ice is unbreakable, unmeltable, and protects the caster from all external agents.
  02
  Here comes the sun. This spell creates a conduit focusing the dying sun’s weird energy on the caster, who 
  takes 1d3 points of temporary Stamina damage. Taking more than 6 points in 1 day causes Purple Planet 
  minor corruption.
  03
  Unfortunate stars. Strange constellations play havoc with targeting this spell. After the target(s) are selected, the 
  caster must roll 1d10+ the caster’s level and Luck modifier. If the roll is 0 or less, the spell centers on the caster. If 
  the roll is 7+, the caster chooses the target(s) normally. Otherwise, the judge randomly selects targets from the area 
  around those the caster intended, consulting the “Lost Movement” chart on page 11 of Peril on the Purple Planet.
  04
  Disable relics. Upon casting this spell, all relics in a 50’ radius of the caster are deactivated. They cannot be 
  activated and used for 1d6 rounds.
  05
  Na-nope! Ambient nano-mites consume part of the spell energy, decreasing the spell result by 1d12 per spell 
  level. This cannot cause the spell to be lost, but it can cause the spell to fail as its energy is consumed. There 
  is a 3% chance per level that the nano-mites consume part of the next spell cast as well. This repeats until a 
  spell is cast without nano-mite interference. 
  06
  Ascended mastery. The character takes on the arrogant personality of an ascended master for 10 minutes per 
  spell level. His Personality is reduced by 1d5 for this period, but he gains none of the authority of an ascended 
  master over the Kith.
  07
  Home wrecker. Casting this spell causes spatial warps “back home,” destroying buildings and lives in the 
  process. Every night following a casting of the spell, the caster is haunted by visions of his destruction.
  08
  Flashback. The caster experiences visions of past events on the Purple Planet (as determined by the judge), 
  effectively leaving him blind to the present for 1d3 rounds per spell level. The character can still hear, feel, 
  smell, and taste his actual time – only his sight is affected.
  09
  Sunburned. When this spell is cast, the weirdling sun pulses. Everyone within 500 yards of the caster (includ-
  ing the caster) is seared for 1d3 damage.
  10
  Go with The Flow. For 1d4 rounds after this spell is cast, a psychic entity identifying itself as “The Flow” at-
  tempts to control the PC’s body each round (DC 15 Will save).
  11
  Earthquake! Creatures within 500 yards of the caster must succeed in a DC 10 Ref save or fall prone. The 
  caster is not affected 50% of the time.
  
  Page 40
  D%
  Mercurial magic effect to spell (continued)
  12
  Greenstone feedback. The caster must roll a Luck check on 1d20. If the result is under his Luck, nothing hap-
  pens. If it is equal to his Luck, every greenstone or greenstone shard possessed by the character adds +1 to 
  the spell check result. If it is over his Luck, a greenstone shard in the group’s possession is reduced to ash, 
  but no benefit is gained.
  13
  Transporter. The caster must succeed in a DC 10 Will save or every living creature within 50’ (including the 
  caster) is transported instantly 1 hex per spell level away in a random direction. The judge determines the 
  direction by rolling 1d6 and consulting the “Lost Movement” table on page 11 of Peril on the Purple Planet. 
  If the spell would take characters off the plateau, they appear at the edge of the plateau instead (unless the 
  judge determines otherwise).
  14
  Payback. A mechanized brain appears and demands reparation for its stolen spell knowledge. It shoots a ray 
  of energy at the caster (Atk +6 + spell level, 1d10 damage) and vanishes.
  15
  Transformation. The spell grants the caster gribb-like wings, and a flying speed of 50’. Unfortunately, it also 
  grants a gribb-like head. This has a bite attack doing 1d4 damage, but costs the caster 1d5 + spell level Intel-
  ligence until the transformation ends (after 1d3 rounds per spell level).
  16
  Technodrain. In order to cast this spell normally, the caster must be carrying a relic that has at least one 
  charge; this charge is lost when the spell is cast. If the caster is not carrying a charged relic, then this spell is 
  cast with a -1d spell check penalty.
  17
  Across the multiverse. There is a percentage chance equal to this spell’s level that this spell exchanges the 
  caster for a different version of himself from a parallel universe. The new version of the caster looks roughly 
  the same, but has opposite alignment (or different, if originally neutral) with appropriate changes to patrons 
  or deities (judge’s choice).
  18
  Rise and fall. The spell loosens the pull of gravity on the caster. He rises 1d12’ per spell level, and then falls 
  as gravity reasserts itself, taking normal falling damage. With a DC 10 Will save, he can divert this affect to 
  another roughly human-sized target within 50’.
  19
  Fungal magic. Casting the spell requires the caster to consume Purple Planet mushrooms. Roll 1d16 and 
  consult page 9 of Peril on the Purple Planet. If the die comes up 16, roll twice and use both results. Normal 
  results of eating the mushrooms apply.
  20
  I am Kith. Upon casting this spell, for 1d4 rounds the caster transforms physically and mentally into a Kith 
  raider. When reverting back to normal form, the caster has a percentage chance equivalent to his Luck score 
  to learn the Kith language. Judges may refer to page 3 of Peril on the Purple Planet.
  21
  Mummified. The spell draws energy from the caster’s body, leaving him withered as an ancient mummy for 
  1d6 minutes per spell level.
  22
  Totemic magic. The spell needs a focus crafted from the remains of one or more creatures from the Purple 
  Planet. 1d5: (1) gribb, (2) strekleon, (3) kith, (4) death orm, (5) roll twice, and both results apply. If the same 
  result, parts from two creatures are needed.
  23
  Storm magic. When the spell is cast, clouds gather. A downpour centers around the caster 1d7 minutes later. 
  There is a 1 in 3 chance that 1d3 lightning strikes per spell level target random creatures within a 100’ radius 
  of the caster (including the caster), each strike doing 3d6 damage (Fort save DC 15 for half).
  24
  Carnivore caster. In order to cast this spell, the caster must first spend 1 action eating the flesh of one of his 
  kills. If he has no flesh to eat, then he suffers a -2d penalty to his spell check.
  25
  Weirdling spellburn. This spell requires at least 1 point of spellburn, which must come from Intelligence, 
  Personality, or Luck. Spellburn for this spell must come through these three abilities, but Luck spellburned 
  in this way heals normally. 
  26
  Kith magic. The caster must perform a ritual focused on a relic of the Purple Planet, like the superstitious 
  rituals of the kith perform out of superstitious ignorance (see Peril on the Purple Planet, page 3). The ritual adds 
  +1d3 rounds to casting time.
  27
  Trophy focus. The caster must use a body part of a Purple Planet native (man or beast) as a focus for this 
  spell. The “trophy” must be one of the caster’s own kills. If he has no trophy he suffers a -2d penalty to his 
  spell check.
  28
  Energy drain. The spell is powered by the closest creature from the caster’s home world, which suffers 1d3 
  damage per spell level. If no other creature is available, the caster suffers the damage.
  
  Page 41
  D%
  Mercurial magic effect to spell (continued)
  29
  Chow time. The caster must make a successful Luck check or be attacked by miniature death orms that erupt 
  from the ground, collectively doing 1d7+ spell level points of damage, then disappearing in green puffs of 
  smoke.
  30
  Baiting smile. After casting this spell, the caster’s lips swell into two writhing banana-sized worm-like shapes 
  for 1d4 hours. The caster suffers a -2 penalty to spell checks and Personality-based actions for the duration.
  31-40
  Just like Aereth. Reroll Mercurial effect using the standard chart. There is a 1 in 3 chance that this change is 
  permanent; otherwise it reverts when the character leaves the Purple Planet.
  41-60
  No Mercurial effect. The spell manifests as standard.
  61-68
  No change. Use previous Mercurial effect from character’s home world, if any.
  69
  Stench of death. The caster smells of carrion for 10 minutes per spell level. This may attract carnivores or 
  scavengers, at the judge’s discretion.
  70
  Inspiration. The caster gains an insight into the nature of something encountered on the Purple Planet. There 
  is a 1 in 3 chance that this insight is garbled, misleading, or simply wrong.
  71
  Shower of worms. A shower of small grey-white worms rains down in a 300’ radius around the caster. They 
  burrow into the ground or dissolve into ash 1d4 rounds later.
  72
  Through unknown eyes. After casting this spell, the caster must make a DC 13 Will save or be helpless for 
  1d4 rounds as he sees through the eyes of another being somewhere on the Purple Planet (judge’s choice).
  73
  War visions. The caster may experience visions of the final war, granting a +1d bonus to the spell check, but 
  costing the caster 1d3 points of Personality or Intelligence damage (caster’s choice) each time he harms an-
  other being for 1 hour per spell level thereafter. If the caster chooses to forgo these visions, the spell is cast at 
  –1d on the dice chain.
  74
  Dust cloud. Clouds of ash and dust obscure vision in a 30’ radius, centered on the caster, for 1 round per spell 
  level. Nothing farther than 10’ away can be targeted through the clouds.
  75
  Summons from home. Every time this spell is cast, a random item of equipment (Table 3-4, core rulebook page 73) 
  falls from the sky. DC 10 Reflex save or it falls on the caster, possibly causing 1d6 damage or having other effects.
  76
  Whoopsie. This spell causes a relic within a 50’ radius (judge’s choice) to spend a charge, functioning as if the 
  proper activation and function rune sequence had been entered.
  77
  Gambler. The caster may add a bonus to the spell check, but each +1 to the spell check increases the range at 
  which the spell is treated as if a natural “1” were rolled. 
  78
  My son, my sun. Painfully bright heliotrope light radiates from the caster for 1d3 rounds per spell level, 
  granting a +2 bonus to AC during this time and illuminating a radius of 260’.
  79
  Shardburner. In order to cast this spell normally, the caster must possess a greenstone shard. The shard is con-
  sumed in the casting, but provides a +1d10 spell check bonus. If the caster does not have a greenstone shard, 
  then this spell is cast with a -2d spell check penalty.
  80
  Meet and greet. After this spell is cast, the caster teleports next to the spell’s target. The caster is not subject to 
  any harmful effects from a successful spell check.
  81
  Death touch. Coursing with weirdling energy, the caster’s touch causes 1d10 per spell level damage for a 
  period of 1d3 rounds per spell level. Targets are allowed a DC 15 Fort save for half damage.
  82
  We are stardust. Upon casting this spell, the caster’s mouth begins uncontrollably filling with a glittery sandy 
  substance. On one of the following rounds he may use that sand as a breath weapon (caster’s attack bonus, 
  1d8 damage, target suffers -2 to hit penalty for 1 round). The caster may not cast, speak, etc., until the breath 
  weapon is used.
  83
  Magnetic personality. For 1d3 rounds after this spell is cast, all metals are slightly attracted to the caster. The 
  caster gains a +2 bonus to hit opponents in metal armor, but opponents using metal weapons gain a +2 bonus 
  to hit the caster.
  84
  Old faithful. Casting this spell causes a 30’ tall, 5’ diameter jet of green acid to erupt randomly in a 30’ radius 
  around the caster for 1d3 rounds. The caster and all creatures within 30’ of him must make a DC 13 Reflex 
  save or take 1d6 + spell level damage each round.
  85
  Ancient echoes. A dissonant chorus of voices echoes the caster’s own as he casts this spell. The caster gains a 
  +1d bonus to the spell check, but for 1d3 rounds receives a -1d Will save penalty.
  
  Page 42
  D%
  Mercurial magic effect to spell (continued)
  86
  Fungal farmer. Tiny benign mushrooms of all colors grow in a 5’ radius around the caster; a small Viscuson 
  (yielding 1 pint of milk) grows among them if the caster makes a successful Luck check. Judges may refer to 
  page 9 of Peril on the Purple Planet.
  87
  Encounter aversion. The next encounter check after the spell is automatically “no encounter”.
  88
  Purpletone. When this spell is cast, a giant spectral worm passes through the caster, leaving him covered in 
  purple ectoplasmic goo. Fortunately, rubbing it into the skin prevents damage from the weirdling sun for 24 
  hours.
  89
  Gribb summoner. Casting this spell summons a flock of 1d8 + spell level – Luck modifier vulture-like reptiles, 
  and they are hungry. Judges may refer to page 14 of Peril on the Purple Planet.
  90
  Space shrinker. At the instant of casting, the space between the caster and target is momentarily warped and 
  reduced by half, effectively doubling the range of this spell. This effect happens too quickly to be utilized for 
  any other purpose.
  91
  Ascension. The kith treat the caster as an ascended master for 10 minutes per spell level. There is a 1% cumu-
  lative chance per casting that this effect is permanent.
  92
  G.B.T.B. The caster has a moment of insight that may significantly improve casting this spell in his current 
  environment. If the caster makes a successful Luck check, he may add the difference between his Luck ability 
  score and his Luck check roll to his spell check.
  93
  I feel good. The caster is healed 1 point of Stamina damage per spell level.
  94
  Technosurge. If the caster is carrying a relic, then it gains one charge with this spell’s casting. If a natural “1” 
  is rolled on the spell check, the relic self-destructs, inflicting 3d6 damage to all within a 30’ radius (caster 
  included).
  95
  Ormskin. For 1d4 + Luck modifier rounds after this spell is cast, the caster’s skin becomes chitinous red hide 
  like that of an orm. The caster gains +5 AC, suffers a -4 armor check penalty, and a +5 Fort save bonus to 
  disintegration ray attacks.
  96
  Ancestor shield. After this spell is cast, swirling spirits of long-dead kith warlords shield the caster, who gains 
  +2 to AC and saves. This effect lasts for 1 round per spell level.
  97
  Beastmaster. On a successful Luck check, a full grown Strekleon appears and immediately attacks this spell’s 
  target. It remains summoned for 1d3 + Luck modifier rounds, and then vanishes with a thunder clap. Once 
  its target dies, it chooses to attack whatever is closest (PCs included).
  98
  Lifegiver. Vegetation sprouts in a 10’ radius per spell level around the caster. It succumbs to the weirdling 
  sun in (roll 1d7): (1) 1d3 rounds, (2) 1d4 minutes, (3) 1d5 hours, (4) 1d6 days, (5) 1d7 months, (6) 1d8 years, 
  or (7) never.
  99
  Roll again twice.
  00
  Roll again twice, but instead of rolling d%, roll 4d20 modified by the wizard’s Luck adjustment (in increments 
  of 10%).
  Even if a caster maintains his original Mercurial Magic roll, being on the Purple Planet may have unexpected results:
  • Result 17: Stolen knowledge – There is a 1 in 3 chance that any “mechanized brain from the distant future” is actually 
  a rogue ascended master on the Purple Planet. In this case, if the PCs can defeat the rogue master, this mercurial effect 
  no longer occurs.
  • Result 80: Dimensional schism – The chance of being replaced by an alternate version of the caster doubles while on 
  the Purple Planet.
  • Result 82: Spell killer – The Purple Planet is one of the worlds that the caster has stolen energy from to fuel his spell(s). 
  While on the Purple Planet, there is a cumulative percentage (equal to spell level) that energy is stolen again from the 
  Purple Planet. In this case, there is a cumulative percentage equal to total party levels that the energy is stolen from the 
  plateau – destroying all of the PCs in the process. This is not truly random; ancient sorcerer-kings who survived previ-
  ous depredations and the ghosts of the dead are taking advantage of the situation to use the spell’s casting to destroy 
  the PC. The PC is aware of this as soon as the spell is cast for the first time on the Purple Planet. Finally, any kith or 
  ascended master who sees the PC cast the spell instinctively comprehends the danger to the Purple Planet, and will do 
  all within his power to destroy that PC.
  
  Page 43
  Wizard MagiC
  PurPle Planet corruPtion
  When a spell result indicates corruption on the Purple Planet, use these tables instead of the ones in the core rulebook.
  Minor Corruption
  D10 
  Result
  1 or lower
  Enervation! The character takes 1d3 Stamina damage, drained by the weirdling sun.
  2
  The character becomes more Kith-like, adapting to the weirdling sun. Determine what changes randomly 
  (1d6): (1) skin pales; (2) eyes become blue-white; (3) arms become long and hairy; (4) face becomes ursine; 
  (5) torso changes (character takes -1 Stamina damage daily from the weirdling sun); (6) mind is affected (-1 
  Intelligence or Personality, 50% chance of each).
  3
  A strange fungal growth covers all exposed skin. Roll 1d3: (1) mold, (2) mushrooms, (3) lichens. Roll 1d5 to 
  determine color: (1) sickening mauve, (2) emerald, (3) pale grey, (4) dull orange, (5) angry red.
  4
  The character develops painful ulcerations on some part of his body, which are infested with threadlike 
  grey worms. Roll 1d6: (1) hands, (2) face, (3) feet, (4) arms, (5) legs, (6) torso. The worms may show up un-
  expectedly in the character’s food, drink, or equipment.
  5
  Coruscating runes of weird purple light crawl over the character’s skin, giving him a disconcerting appear-
  ance.
  6
  Character’s skin takes on a green cast, increasingly greener and brighter each time this corruption is rolled.
  7
  Dehydration. The character develops a constant and unquenchable thirst.
  8
  Dust and ash fall constantly from the character’s pant legs or robes, making him easy to track.
  9
  His magic linked to the weirdling sun, the character takes +1 Stamina damage daily from exposure if he 
  cast any spell the previous day.
  10+
  Spell feedback. The character takes 1d3 damage, and cannot cast spells without using at least 1 point of 
  spellburn, for 1d6 hours.
  Major Corruption
  D10 
  Result
  1 or lower
  Enervation! The character succumbs to the power of the weirdling sun, losing 1 point of Stamina each week 
  for 1d4 weeks.
  2
  The character grows four extra arms over the course of 1d4 months; these can be operated independently. 
  Use the rules for two weapon attacks, on page 94 of the core rules. Each additional off-hand used increases 
  the penalty to all hands by -1 die on the dice chain.
  3
  The character exudes a rank odor that may be attractive to predators – and which draws any death orm 
  within 1 mile (Vatya-Ibdid is immune).
  4
  Unable to draw spell energy from normal sources, the magic instead causes 1d5 damage per spell level to 
  all living things within 100’. The damage done to the caster is permanent, although others may heal nor-
  mally. If this reduces the caster to 0 hp, a successful Recover the Body check allows him to survive with 1 
  hp.
  5
  The character’s body is wreathed in alternating green and purple fields of just-visible energy. Every time 
  a spell is cast, the character has a 50% chance of being green (spell cast at +1d on the dice chain) or purple 
  (spell cast at -1d on the dice chain); check each spell, even if two are cast in the same round. This effect oc-
  curs only when the character is on the Purple Planet.
  6
  Character is telepathically linked to the hutarrak (see Bestiary of the Purple Planet). When in direct contact 
  with them – including when being attacked by a swarm – the character must make a DC 10 Will save each 
  round to do anything other than speak garbled nonsense. The judge may choose to have the character 
  speak something of importance during this time, but the character will not remember what it was.
  7
  Purple taint. Roll 1d3: (1) character’s eyes become purple, and he gains a ranged eye beam attack for 1d6 
  damage to targets up to 20’ away; (2) hair becomes purple and writhes with a life of its own; (3) teeth and 
  bones turn purple.
  
  Page 44
  8
  Character’s flesh takes on a pulpy fungal consistency, permanently reducing hit points by 1d4 but reducing 
  all bludgeoning damage (including falling damage) by 2 points.
  9
  Character becomes withered, losing 2d4 inches in height and 2d10 pounds.
  10+
  The character gains the pebbly reptilian skin of a gribb, granting +2 to AC but causing 1 point of permanent 
  Personality loss.
  Greater Corruption
  D10 
  Result
  1 or lower
  The character’s soul becomes linked to the unearthly radiations of the weirdling sun, causing 3d6 damage 
  immediately. Henceforth, he suffers no Stamina damage due to the star’s strange radiation, but instead suf-
  fers if he is deprived of the light of the weirdling sun. If the character leaves the Purple Planet, he suffers a 
  permanent –2 penalty to all ability scores (including Luck).
  2
  Desiccation. The character’s body shrivels and mummifies, taking 1d3 points of damage to Strength, Agil-
  ity, or Stamina (determine each point randomly) as his body becomes a dry corpse. Only magic can prevent 
  or reverse this damage.
  3
  Death orm transformation. In a painful transformation, the character’s flesh takes on the chitinous red as-
  pect of a death orm, granting a +2 bonus to AC. Thereafter, every day the character must succeed in a DC 10 
  Will save or grow 1d6’. When the character reaches 10’ in length, his legs merge and he must slither along 
  the ground. When the character reaches 20’ in length, his arms merge with his body, he grows vestigial 
  paddle-like organs from his neck, and his body thickens to 4’ in diameter. Thereafter, each foot he grows 
  increases his diameter by 6 inches until 8’ is reached. The character can smell greenstones and greenstone 
  shards at a distance of 1 mile. When the character reaches 30’, he transforms completely into a death orm, 
  mind and body.
  4
  Infected by nanotech. Nanotechnology uses the spell energy to power itself, infecting the character with 
  nodules of reddish-grey metal over the next 1d4 weeks. When the transformation is completed, it is impos-
  sible to hide. The nodules itch, causing 1 point of Agility loss. There is a 20% chance that the character loses 
  1d3 Personality but gains 1 point of Intelligence as well.
  5
  The character radiates weirdling energy. Anyone who spends more than an hour in his company over a 24-
  hour period must make a DC 10 Fort save or take 1 point of Stamina damage.
  6
  Ascended master! The nanotechnological ghost of an ascended master possesses part of the character’s 
  mind. The character can now speak the language of the Kith, but the ascended master has goals of his own, 
  and can attempt to control the character’s actions with an opposed Will save (+8 bonus) 1d5 times a day.
  7
  Strekleon quills grow over the character’s body, beginning as mere nubs, but growing to full length over 
  1d3 weeks. 
  8
  Phosphorescence. Caster glows in the dark with a radiance that makes it impossible to hide, roughly equal 
  to candlelight. Roll 1d5: (1) pallid green, (2) sickly grey, (3) emerald, (4) violet, (5) pulsating purple.
  9
  The character grows gribb-like wings over the course of 2d6 weeks. If the character’s Strength is 12 or less, 
  they move and twitch on their own, but if 13+ the character gains a fly speed for up to Stamina rounds: 13-
  14 = 30’, 14-16 = 50’, 17 = 60’, 18 = 90’, 19+ = 120’.
  10+
  Resurgence of native magic. Reroll on standard charts as (1d7 + Luck modifier): (0 or less) minor corrup-
  tion, (1-6) major corruption, (7+) greater corruption.
  
  Page 45
  wiZard sPell effects on 
  the PurPle Planet
  Wizard spells, regardless of being rooted in black, white, or 
  elemental magic, may be affected by the fluctuating weird 
  energy of the Purple Planet’s dying sun. Some contend that 
  casting on the Purple Planet is ruled solely by Luck, but there 
  is more to it than that. Mortals cannot perceive the patterns 
  of the weirdling radiation mixing with the arcane, so some 
  spells appear to behave more randomly than usual. These 
  spells have the weirdling magic effect. A caster casting a spell 
  with weirdling magic makes a Luck check before rolling his 
  spell check. If he rolls less than or equal to his Luck score 
  with a d20, then he receives a +1d bonus to his spell check 
  (having integrated his casting with the fluctuating weird en-
  ergy); failure imparts a -1d penalty. A natural 1 or natural 
  20 on the Luck check imparts a +2d bonus, or -2d penalty, 
  respectively. Some spells behave differently than normal if 
  the Luck check is failed; some behave differently regardless 
  of the Luck check. Note that Detect Invisible allows one to 
  perceive enough of the fluctuating energy’s structure that 
  weirdling magic spells are treated as if the Luck checks were 
  successful (see below). For resolving a spell affecting a relic, 
  refer to the Techno-Magic section of this book.  
  First Level Spells and Effects
  •	Animal Summoning: The caster must be familiar with and 
  possess an expendable material remnant from a mun-
  dane Purple Planet animal. Summoning a bear with a 
  bear claw from “back home” will not work.
  •	Charm Person: Treat Purple Planet natives as “outsiders” 
  imparting a -4 spell check penalty.
  •	Choking Cloud (weirdling magic): Regardless of Luck 
  check, the spell always manifests as a bright green cloud 
  that undulates with the shape of an unrecognizable an-
  drogynous face. 
  •	Color Spray (weirdling magic): If the caster fails his Luck 
  check, then he too is affected by his spell. He receives a 
  +1d bonus for his Will save, however.
  •	Flaming Hands (weirdling magic): Regardless of Luck 
  check, the spell always manifests as bright green flames; 
  tiny images of the caster’s burning body appear in the 
  flames.
  •	Magic Missile (weirdling magic): If the caster fails his Luck 
  check, then missiles only hit their targets if the spell 
  check is greater than or equal to the targets’ AC values.
  •	Sleep (weirdling magic): If the caster fails his Luck check, 
  then he too is affected by his spell. He receives a +1d 
  bonus his Will save, however.
  second level 
  sPells and effects
  •	Detect Invisible: On a successful casting, this spell re-
  veals some radiation patterns of the weirdling sun. As 
  long as these patterns are visible, the caster can cast any 
  weirdling magic spell as if he has successfully made his 
  Luck check (+1d spell check bonus).
  •	E.S.P.: This spell is generally benign, unless the spell 
  check is 32 or more. If the caster is able to “hear” all 
  thoughts, then he opens his mind to the Green Flow (see 
  The Purple Underplanet). The caster must make a DC 15 
  Will save or be mentally invaded. The caster is catatonic 
  for 1d4 days as his feeble brain recovers from contact. 
  What does the Flow say? Whatever it is, the caster per-
  manently gains 1 point of Intelligence and loses 1 point 
  of Personality. This effect can only occur once.
  •	Invisibility: There is a 5% chance the caster attracts 
  the attention of an insane astral being trapped by the 
  weirdling rays. This “astral shadow” attacks the caster 1 
  round after the spell has been cast. Each time the spell is 
  cast, the chances to draw the being’s ire are increased by 
  5% (10% for second casting, 15% for third casting, etc.).
  •	Mirror Image (weirdling magic): If the caster fails his Luck 
  check, then each round a different image will visibly 
  flicker, allowing an opponent to avoid that particular 
  image.
  •	Monster Summoning: Unless the intended monster is 
  capable of teleporting across the multiverse, the caster 
  must be familiar with and possess an expendable mate-
  rial remnant from a Purple Planet monster.
  •	Phantasm (weirdling magic): If the caster fails his Luck 
  check, then his illusion will be morphed with the shape 
  of an unrecognizable androgynous face. It is up to the 
  judge how this affects those viewing the illusion, but 
  Will saves to “disbelieve” receive a +4 bonus.
  •	Ray of Enfeeblement (weirdling magic): If the caster fails his 
  Luck check, then rays only hit their targets if the spell 
  check is greater than or equal to the targets’ AC values. 
  This spell does Stamina damage rather than Strength 
  damage, regardless of Luck check.
  •	Scorching Ray (weirdling magic): Regardless of Luck 
  check, the spell always manifests as a bright green arc-
  ing ray of fire; tiny images of the party’s screaming faces 
  move along the ray. If the caster fails his Luck check, 
  then rays only hit their targets if his spell check is great-
  er than or equal to the targets’ AC values. 
  
  Page 46
  Third Level Spells and Effects
  Since Peril on the Purple Planet is a level 4 adventure, most 
  adventuring wizards and elves will not have access to third 
  level spells. However, these adventurers may return, or nev-
  er leave. It is up to the judge to determine how most third 
  level (and higher) spells behave, based on the preceding ex-
  amples. However, there are some specifics that bear men-
  tioning.
  •	Eternal Champion: This champion will be legendary to 
  the Kith, but not the PCs. The warrior is an ancient Pur-
  ple Planet native with armor, weaponry, and fighting 
  techniques unfamiliar to the party.
  •	Planar Step: Planar stepping to, as well as around, the 
  Purple Planet may be done without penalty. However, 
  the weirdling rays of the sun make it extremely difficult 
  to leave via planar step. Casting this spell to leave the 
  Purple Planet incurs a -2d spell check penalty and re-
  quires a minimum result of 27.
  green consumPtion
  Creatures on the Purple Planet feed on any energy source 
  available. The great death orms can scent and consume 
  greenstones and their shards. So, too, can brave or foolish 
  PCs, but only those whose bodies are already suffused with 
  arcane energies can truly profit thereby.
  Any character consuming a greenstone shard gains the ben-
  efits of having consumed a day’s rations. In addition, a wiz-
  ard or elf consuming a greenstone shard gains +1d5 tem-
  porary hit points per shard consumed. These temporary hit 
  points are used first, and cannot be healed once lost. Any 
  character (regardless of class) so foolish as to consume a 
  greenstone gains +1d30 temporary hit points, but must suc-
  ceed in a DC 20 Fort save or immediately suffer 1d5 major 
  corruptions.
  At the end of every day where a shard is consumed, the PC 
  must roll 1d5 and add the number of temporary hit points 
  remaining to the roll. His luck modifier is subtracted from 
  this roll. A non-wizard or elf adds +5 to this roll per shard 
  consumed:
  Die roll
  Result
  0 or less
  Energy surge grants the character an addi-
  tional +1d3 hit points!
  1-3
  No result.
  4-5
  Character’s skin turns an odd shade of 
  green for 1d7 minus Stamina modifier days.
  6-7
  Character’s hair (including body hair) 
  turns to ash; it can regrow normally.
  8-9
  Character’s skin turns bright green and 
  hardens, adding +2 to AC but causing 2d3 
  points of Agility damage. When the Agility 
  damage is healed, the AC bonus is lost, and 
  the character’s skin returns to normal.
  10+
  Character suffers 2d7 damage from power 
  feedback.
  Once a character has consumed a greenstone shard, he must 
  make a DC 5 Will save or consume any additional shards in 
  his possession. He must also save to avoid consuming any 
  additional shards he encounters.
  divine MagiC
  The weirdling sun of the Purple Planet affect divine spell-
  casters in unusual ways, adding mercurial magic effects to 
  even the most reliable cleric spells, but it is the distance from 
  their deities that causes the most trouble for clerics. Some 
  spells work differently, some may falter, as the cleric’s calls 
  to a higher power may not be heard with the same degree of 
  immediacy as normal. The Purple Planet, wherever it might 
  be in the cosmos, is a long way from home. Fortunately, for 
  some clerics, the gods are closer than they might realize. For 
  others, their cries for help may barely be heard at all.
  Depending on the nature of the god and the strength of its 
  divine power, a cleric’s deity may look unusual on the Purple 
  Planet when it appears to the caster in visions (and dreams 
  and nightmares). The divine manifestations of the gods are 
  infinite, and what is seen on the Purple Planet is but one, al-
  beit unusual, permutation of the divine godhood.
  Each of the central deities from Dungeon Crawl Classics is out-
  lined below, with notes about their connection to the Purple 
  Planet (if any), their proximity to this strange world, and an 
  indication of the way in which disapproval and spellcast-
  ing (and other effects) are altered for clerics on this strange 
  world.
  
  Page 47
  gods and the PurPle Planet
  Alignment
  God 
  Disapproval Effect
  Spellcasting and Other Effects
  Law
  Shul, god of the moon: Absent 
  from the sky of the Purple Planet, 
  this god of knowledge and law can 
  only be reached through extreme ef-
  fort, and the rays of the dying sun 
  affect spell casting in his name.
  DC 15 Personality check 
  each day, or disapproval 
  range begins at 5.
  -1d spell check penalty when cast-
  ing outside under the dying sun. No 
  penalty if casting at night, beneath 
  cover, or underground. Divine aid is 
  cast at a -5 penalty.
  Law
  Klazath, god of war: This black-
  armored, battle-axe-wielding god 
  was but a spectator to the war of 
  the ancients, but he has maintained 
  a close presence and favors the cler-
  ics who promote aggression to solve 
  problems.
  Disapproval range imme-
  diately reverts back to 1 if 
  the caster kills an enemy in 
  combat.
  Word of command, stinging stone, and 
  spiritual weapon are granted an ad-
  ditional +5 to the spell check when 
  cast.
  Law
  Ulesh, god of peace: This deity ap-
  pears as a white-haired, androgy-
  nous being who observed the Last 
  War with lamentation and has re-
  mained close to this realm to bal-
  ance the violence of Klazath.
  DC 15 Will save each com-
  bat, or the caster will spend 
  the first round of combat 
  attempting to commune 
  with Ulesh instead of tak-
  ing any other action.
  If the DC 15 Will save is made at the 
  start of combat, +1d spell check to 
  all spells cast for the next turn.
  Law
  Choranus, the Seer-Father, lord 
  of creation: On the Purple Planet, 
  this being of divine omniscience ap-
  pears in myths and legends as a pair 
  of enormous glowing hands. He cre-
  ated the universe, the Purple Planet 
  included, and he is curious to see 
  how everything will unfold.
   No additional effect.
  Blessing, detect magic, second sight, 
  and restore vitality are granted an ad-
  ditional +5 to the spell check when 
  cast.
  Law
  Daenthar, the Mountain Lord, 
  greater god of earth and indus-
  try: This god of dwarves and min-
  ers can barely be contacted from the 
  Purple Planet. He tends to ignore 
  the pleas from this distant world.
  Disapproval range begins 
  at 3 and does not reset 
  back to 1 each night. A 
  substantial tribute to Dae-
  nthar, at the judge’s discre-
  tion, is required to reset 
  disapproval back to 1.
  -1d spell check penalty to all 1st and 
  2nd-level cleric spells. No higher 
  level cleric spells may be cast. Divine 
  aid will not work.
  Law
  Gorhan, the Helmed Vengeance, 
  god of valor and chivalry: The 
  Brave One, worshiped by elves and 
  paladins alike, is far away, but he lis-
  tens to the echoes through the cos-
  mos and reacts accordingly, though 
  rarely with immediacy.
  Disapproval range begins 
  at 5 each day.
  A DC 20 Will save must be made 
  each day, or all spells take one ad-
  ditional round to cast, but the spell 
  check is made at a +5. If the Will 
  save succeeds, there no additional 
  effect.
  Law
  Justicia, goddess of justice and 
  mercy: Scales in one hand and 
  longsword in the other, this deity is 
  nearly blind to the PCs’ peril on the 
  Purple Planet, but calls for help will 
  not be ignored.
  Disapproval 
  range 
  in-
  creases by 1 for each suc-
  cessful or failed attempt, 
  except lay on hands, holy 
  sanctuary, and restore vi-
  tality, which only cause 
  disapproval when failed.
  Lay on hands, holy sanctuary, and re-
  store vitality are cast at a +1d spell 
  check. All other cleric spells are cast 
  at -1d.
  
  Page 48
  Alignment
  God 
  Disapproval Effect
  Spellcasting and Other Effects
  Law
  Aristemis, the Insightful One, 
  demigoddess of true seeing and 
  strategy: This goddess of the glow-
  ing arrow is barely aware of the 
  Purple Planet, but separated from 
  her immediate influence and able to 
  focus on the threats in front of them, 
  clerics of Aristemis are able to fight 
  more ferociously here than they ever 
  have before.
  Make a DC 10 Personality 
  check each day or disap-
  proval range doubles for 
  each failed spell check.
  All combat checks and Reflex saves 
  are at +3, but all spell checks are -2d.
  Neutral
  Amun Tor, god of mysteries and 
  riddles: Appearing as a gigantic 
  humanoid with the head of a lion 
  and the wings of an eagle, an enor-
  mous eye emblazoned on his chest, 
  this enigmatic god watches over all 
  realms, near and far, and answers 
  those who pay tribute to his all-see-
  ing ways.
  Make a DC 10 Intelligence 
  check each day or disap-
  proval range begins at 2 
  and increases by 2 for each 
  failed spell check.
  Spell checks are increased by +1 for 
  each sentient creature or character 
  (not including the caster) physically 
  in contact with the caster when the 
  spell is cast. To gain the additional 
  +1 to the check per sentient being, 
  the being must have his or her eyes 
  open. 
  Neutral
  Ildavir, goddess of nature: The 
  mother of form has nearly aban-
  doned the Purple Planet but a ves-
  tige of her power remain, even as 
  the world decays.
  Disapproval range begins 
  at 5.
  Unless the caster holds a naturally-
  occurring object from the caster’s 
  homeworld in hand (a piece of 
  wood, a stone, etc), all spell checks 
  are performed at -1d.
  Neutral
  Pelagia, goddess of the sea: The 
  Coral Queen ignores all who reside 
  on the nearly barren Purple Planet, 
  though clerics who worship her 
  may still cast spells via her lingering 
  physical connection with the water-
  ways of the cosmos.
  No additional effect.
  If the caster stands in contact with a 
  body of water or a source of ground 
  water, all spell checks are performed 
  at +1d. Otherwise, no cleric spells 
  may be cast. Calls for divine aid on 
  the Purple Planet will be met with 
  silence.
  Neutral
  Cthulhu, priest of the Old Ones: 
  Ancient legends indicate that a bi-
  zarre city built of cosmic aether and 
  greenstone bricks sits deep below the 
  crust of the Purple Planet. This city, 
  known as Ryy-Lee or Arel-Yah, was 
  forsaken by the ancient masters. But 
  something beneath the planet stirs 
  with weird vibrations when a cleric 
  of Cthulhu arrives on the surface.
  Each point of disapproval 
  beyond the first reduces all 
  saving throws by -1.
  Darkness, paralysis, curse, wood wyrd-
  ing, animate dead, and speak with the 
  dead are all performed at +1d to the 
  spell check. All other spells are cast 
  at -1d. In addition, a cleric of Cthul-
  hu gains 1d8 additional hit points 
  when the cleric first successfully 
  casts a spell on the Purple Planet.
  Chaos
  Ahriman, god of death and dis-
  ease: Appearing as a horned skel-
  eton, this fiendish spirit seeks to 
  foster death and disease across all 
  realms and throughout time and 
  space.
  Make a DC 10 Personal-
  ity check each day or each 
  point of disapproval be-
  yond the first temporarily 
  reduces the caster’s Stam-
  ina by 1.
  Any poisons or curses inflicted upon 
  the caster work in reverse (damage 
  becomes healing, etc.). Spell checks 
  are as normal, though if the caster 
  dealt the killing blow to an enemy, 
  the caster gains +1d to the next spell 
  check made.
  Chaos
  Hidden Lord, god of secrets: The 
  Cloaked One is referenced in the 
  ancient texts of the Purple Planet 
  by the name D’hast, meaning “book 
  of mysteries.” He is present on this 
  world, but clerics of his order will 
  find him more unpredictable here.
  For every two points of 
  disapproval, 
  the 
  caster 
  gains +1 to spell checks.
  Darkness, protection from evil, lotus 
  stare, and true name are all cast at 
  +1d. All other cleric spells are cast at 
  -1d to the spell check.
  
  Page 49
  Alignment
  God 
  Disapproval Effect
  Spellcasting and Other Effects
  Chaos
  Azi Dahaka, demon prince of 
  storms and waste: The hydra-god, 
  the spawn of the Deathbringer, this 
  deity has a close connection to the 
  Purple Planet, with some claiming 
  that he evolved from an ascended 
  master on this dying world and his 
  apotheosis brought forth an era of 
  destruction from which this world 
  has never recovered. Other leg-
  ends say that Azi Dahaka retreated 
  to this world and gave birth to his 
  own children on this side of the uni-
  verse, where he hoped to breed a 
  grotesque army to destroy all living 
  things. Whatever the reason, he is 
  powerful on the Purple Planet, and 
  his clerics benefit, though the addi-
  tional power comes at a price.
  For each point of disap-
  proval beyond the first, 
  the caster loses 1 hp per 
  hour.
  The caster gains +1d to any check 
  involving spells with snakes or ser-
  pents, and each morning the caster’s 
  physical presence changes in one of 
  the following ways – each change re-
  places the previous one (roll 1d6 each 
  day): (1) two additional arms, grant-
  ing one additional d16 action die per 
  round, (2) hardened skin, providing 
  +4 AC if the caster wears medium ar-
  mor or lighter, (3) glowing red eyes, 
  providing infravision at a range of 
  60’, (4) long black horns, providing 
  +1d to spell checks, (5) dark red skin, 
  granting +4 to all saving throws, (6) 
  an aura of whirling, hot sands that 
  spins feverishly to deal 1d6 damage 
  to anyone who attempts a melee at-
  tack against the caster.
  Chaos
  Bobugbubilz, demon lord of evil 
  amphibians: This god of toads and 
  slime is not powerful enough to re-
  spond to requests from the Purple 
  Planet. Clerics of Bobugbubilz must 
  draw upon their own store of divine 
  magic this far away from his foul 
  realm.
  Ignore all disapproval ef-
  fects.
  Only 1st level cleric spells and lay 
  on hands may be cast, all at a -2 spell 
  check penalty. Divine aid will pro-
  vide no help to the caster.
  Chaos
  Cadixtat, chaos titan: When the 
  chaos titan’s body was sundered to 
  pieces on Aereth, aspects of his con-
  sciousness floated to realms near 
  and far. One fragment of his psychic 
  being has found itself anchored to 
  the Purple Planet where he imparts 
  his clerics with a strange blend of 
  mercurial magic and unusual spell-
  casting.
  Disapproval 
  does 
  not 
  work as normal, instead 
  roll one random mercurial 
  magic effect for one ran-
  dom spell for each point 
  of disapproval range. This 
  resets back to 1 each day.
  Instead of the lay on hands ability, 
  the cleric gains the color spray spell. 
  Additionally, all cleric spells are re-
  placed with randomly determined 
  wizard spells of an equivalent level. 
  These spells are all cast using the 
  cleric’s normal spell check bonus.
  Chaos
  Nimlurun, the unclean one, lord 
  of filth and pollution: The Holy 
  Defiler, manifesting as a large dung 
  beetle with five legs, rewards the 
  sickly and wounded on the Purple 
  Planet, though he is impatient with 
  weak-willed requests from such a 
  distant realm.
  Make a DC 15 Fortitude 
  save each day or disap-
  proval range begins at 5.
  For each point of Stamina loss, or 
  for every five hit points below the 
  caster’s maximum, the caster gains 
  +1 to all spell checks.
  Chaos
  Malotoch, the carrion crow god: 
  The Mistress Defiler, in her crum-
  bling ossuary far away from the 
  Purple Planet, is largely unrespon-
  sive. When she responds to distant 
  requests for divine magic, she does 
  so reluctantly, with a small reminder 
  to the cleric of the humility needed 
  to pay tribute to the Crow Witch.
  Ignore all disapproval ef-
  fects.
  The caster must succeed on a DC 15 
  Personality check before attempt-
  ing to cast a cleric spell. If success-
  ful, patches of black feathers appear 
  on the face, neck, back, and arms of 
  the caster. The feathers fall out each 
  night. Divine aid will provide no 
  help to the caster.
  
  Page 50
  The Effect of the Purple Planet on Other Deities: The judge 
  is encouraged to mix-and-match the various effects on the 
  table above to create original reactions to divine magic for 
  other types of clerics and deities not mentioned. In addition 
  to the effects presented on the table, the judge may deter-
  mine that the distance between the Purple Planet and the 
  gods of his or her home campaign produce strange results 
  such as (a) automatic corruption, (b) temporary enhance-
  ments or drawbacks, (c) potentially deadly reversal effects 
  instead of spell failure, (d) double damage or duration on 
  particularly high rolls, (e) nightmarish hallucinations, or (f) 
  anything that would emphasize that casting divine spells on 
  the Purple Planet does not lead to the same results as casting 
  back home.
  teChno-MagiC
  The art of Techno-Magic refers to mixing off-world arcane 
  and divine energies with the Purple Planet’s relics of the an-
  cients. While there have been practitioners of techno-magic 
  in the Purple Planet’s history, there has been no recorded use 
  of the art for millennia. 
  sPells affecting relics
  Directly mixing off-world magic with relics of the ancients 
  can be a dangerous proposition. One cannot be sure how 
  spells and relics will interact, even when a particular spell 
  and relic have previously behaved in a certain way. More-
  over, there is always a risk of corruption when practicing 
  Techno-Magic.
  Whenever a relic is exposed to a spell, there is a slim chance 
  that a spell-relic interaction takes place. In general, check for 
  a spell-relic interaction whenever a spell’s arcane or divine 
  energies are transmitted to a relic in any way. Of course, this 
  can happen if a relic is a spell’s direct target, such as using 
  mending to repair a damaged relic, but may also happen if a 
  relic is exposed to a spell’s area of effect, such as color spray. 
  Furthermore, it could occur if a PC is the target of a spell 
  which also affects whatever the PC is carrying, such as invis-
  ibility.
  In order to determine the outcome of mixing an off-world 
  spell with a relic of the ancients, the spell’s caster must roll 
  a “Purple” d20 and compare it to the spell check (d16, d20, 
  d24, etc.). If the unmodified Purple d20 result is the same 
  as the unmodified spell check roll, then a spell-relic interac-
  tion occurs which affects both the caster and the relic as de-
  scribed on the Spell-Relic Interaction Table. Luck may not be 
  used to change this outcome. Note that the relic is affected 
  differently whether it is held by an ally or an opponent; such 
  is the will of the strange forces on the Purple Planet. Finally, 
  corruption rolls due to spell-relic interactions are in addition 
  to corruption rolls that may occur for other reasons (natural 
  1 on a spell check, etc.); recall, however, that a caster may 
  burn 1 point of Luck to avoid a single corruption roll.
  sPell-relic interaction 
  table
  Roll
  Result
  1-2 
  Explosion! Relic destructively resonates with 
  this spell’s energy and explodes, releasing a 
  shockwave of green and purple energies do-
  ing 4d6 + spell level damage to all within a 30’ 
  radius; DC 15 Ref save or be knocked prone. 
  The force is strong enough to blast open locked 
  doors, collapse weakened ceilings, etc. The spell 
  check result is treated as a failure and the caster 
  loses the spell for 1 week. Caster must roll on 
  the Purple Planet Major Corruption Table.
  3-5 
  Done for the day. Spell creates a charge-transfer 
  conduit. The spell check result is treated as a 
  failure and the caster loses the spell for the day. 
  The ally’s relic loses all charges, or the oppo-
  nent’s is fully charged. Caster must roll on the 
  Purple Planet Minor Corruption Table.
  6-10
  Blinded you with science. Spell check result in-
  curs a -3 penalty, and a phlogiston flash blinds 
  the caster for 1d4 rounds (as Blinding Attack 
  result 5 on p. 89 of core rulebook). The ally’s relic 
  loses 2d5 charges, or the opponent’s gains 2d5 
  charges. Caster must roll on the Purple Planet 
  Minor Corruption Table.
  11-14 
  Almost had it. Caster must reroll his spell check 
  with a -1d penalty, choosing the lower result 
  between the original check and reroll. The ally’s 
  relic loses 1d3 charges, or the opponent’s gains 
  1d3 charges. Caster must roll on the Purple 
  Planet Minor Corruption Table.
  15-17 
  Apprentice Technocaster. Caster may reroll 
  his spell check with a +1d bonus, choosing the 
  higher result between the original check and 
  reroll. The ally’s relic gains 1d3 charges, or the 
  opponent’s loses 1d3 charges.
  18-19 
  Journeyman Technocaster. Relic “learns” spell. 
  Caster assigns a functionless rune to be the 
  function rune for the new effect. Relic spends 1 
  charge to duplicate spell effect (at caster’s spell 
  check result). If the caster assigns this effect to 
  the relic’s current activation, deactivation, or 
  function rune then the spell is cast normally, 
  but not learned by the relic. The ally’s relic 
  gains 2d3 charges, or the opponent’s loses 2d3 
  charges.
  20
  Master Technocaster. Caster masters integra-
  tion of spell and relic, gaining +3 to spell check 
  and fully charging the ally’s relic, or fully dis-
  charging the opponent’s. He gains complete 
  knowledge of the relic’s operation (runes, etc.) 
  and discovers a combined effect of spell and 
  relic that he may attempt to learn as a new spell 
  (judge’s discretion).
  
  Page 51
  countering relic 
  effects with sPells
  Situations may arise when the judge must determine how a 
  spell changes a relic’s effect, rather than the relic itself. For 
  example, a caster may have erected a virtually impervious 
  wall of force from force manipulation, while a kith champion 
  attempts to shoot through it with a raygun. How is this re-
  solved? While it is impossible to account all such situations, 
  we present guidelines to aid the judge.
  1. Relic effects are physically-based or energy-based (Pur-
  ple Planet “magic”), rather than corresponding to off-
  world arcane and divine magic.
  2. Employ the dice chain to modify effects, or impose pen-
  alties and bonuses where appropriate.
  3. If in doubt, employ a Purple Roll versus the appropri-
  ate spell check, attack roll, etc., and use the Spell-Relic 
  Interaction Table to gauge the degree of success.
  Returning to our previous example of a wall of force vs. a 
  raygun ray, stronger walls protect against heat, cold, light-
  ning, and even all types of dragon breath. These are ener-
  gy-based attacks, so it would be reasonable to rule that a 
  raygun’s disintegration ray could not penetrate such a wall. 
  On the other hand, a magic shield protects against physical 
  projectiles as well as magic missiles, so its AC bonus would 
  not apply to a disintegration ray, although the judge may 
  rule that the protected caster would have a bonus to the as-
  sociated Fortitude save. 
  discovering new 
  sPells from relics 
  An enterprising caster who witnesses a relic’s inimitable ef-
  fect may wish to create a spell that behaves similarly. What 
  wizard would not desire a spell that duplicates the ray rifle’s 
  disintegration ray? An extremely lucky caster could acquire 
  similar knowledge by accident, via a Purple Roll of 20 on the 
  Spell-Relic Interaction Table. However, this result creates a 
  spell that blends the effects of an interacting relic and spell; 
  it does not solely duplicate the relic’s effect. In order to cre-
  ate a spell that duplicates a relic, a caster will need weeks, if 
  not months, of research coupled with questing, lots of trial 
  and error, and complete knowledge of the relic in question. 
  To get a feel for the type of sacrifice required, the reader is re-
  minded of Tables 7-1, 7-2, and 7-3 in the core rulebook. In this 
  case, however, there may be no one who knows the spell in 
  question. This process is not restricted to wizards and elves; 
  a cleric may wish to channel his god’s power in a new way, 
  and devoted research will be rewarded with glimmers of di-
  vine insight.
  The process for discovering a spell from a relic is many-fold, 
  consisting of the following requirements. First, the caster 
  must have complete knowledge of the relic; he must know 
  what runes correspond to activation, deactivation, and func-
  tion, as well as successfully having used the relic himself. 
  Secondly, the caster must quest for at least one aid that im-
  parts some knowledge of how the relic works; this aid could 
  be an ancient schematic, an apprenticeship with a knowl-
  edgeable Purple Planet native (e.g., a grateful ascended 
  master), or a deal with a supernatural extra-planar being. 
  With this prerequisite knowledge, the caster may begin try-
  ing to discover a spell equivalent to the relic’s effect. Each 
  week the caster must spend at least 1,000 gp on research ma-
  terials (judge’s discretion). At the end of the week the caster 
  must roll a d20 + Luck modifier on the Spell-Relic Interac-
  tion Table,  ignoring table entries that refer to spell check 
  modifications and spell loss, but adhering to changes in relic 
  charging, relic destruction, and caster corruption. A result of 
  20 or more is necessary for the caster to discover the spell. 
  A caster may modify this roll by burning his own Luck (a 
  halfling may not assist) and by questing for research aids.
  Each research aid (schematic, apprenticeship, etc.) obtained 
  through questing grants a +1 to +3 “bonus” to the interac-
  tion roll, depending on the quality of the aid. If the caster 
  accidentally destroys the relic (e.g., from an interaction roll 
  less than 3), then he must find another to continue. Obvious-
  ly, it behooves the caster to quest for multiple high-quality 
  research aids.
  Finally, success means the caster has discovered the spell 
  and can record its details similar to copying a scroll; how-
  ever, he has not sufficiently learned it for casting at-will. To 
  learn the spell, wizards and elves must make a spell check 
  against DC 10 + spell level as outlined on pg. 315 of the core 
  rulebook. The level of the spell is at the judge’s discretion, 
  based on overall potency. A cleric should make a divine aid 
  check at a similar DC in order to add this new power to his 
  repertoire (or to replace one of his existing spells).
  magic items, relics, and 
  the PurPle Planet
  Magical items with intelligence drastically alter their behav-
  ior if they lose their intended purpose due to being on the 
  Purple Planet. For example, a sword created with a special 
  purpose or bane to slay a particular monster will become 
  confused, anxious, and possibly unpredictable if this mon-
  ster does not exist on the Purple Planet. The item’s top prior-
  ity will always be to restore meaning to its existence. 
  For each purpose, bane, etc., that cannot be achieved, an 
  item receives a -1d penalty to all abilities, a -1 penalty to all 
  bonuses the item imparts, and using the item incurs a -1d 
  penalty to attack rolls, damage rolls, spell checks, etc.
  The ego of such an affected magical item is fragile. If the 
  item’s wielder chooses a Purple Planet relic over it because 
  of its weakened state (such as choosing a plasma torch over 
  an affected magic sword) then the item will remember the 
  transgression and exact its revenge at the worst possible 
  time. It may backfire, do minimum damage, automatically 
  fumble, etc. The more powerful a magic item is, the more 
  powerful its revenge.
  
  Page 52
  the PurPle underPlanet
  “I delved deep to escape the sun, and now we are The Flow.” – Anonymous
  introduction
  T
  he weirdling sun is a persistent obstacle on the 
  Purple Planet’s surface, and PCs, like genera-
  tions of ancient kith before them, may seek shelter 
  deep below ground. This is the Purple Underplanet. Here 
  lie ancient civilizations, some altered unrecognizably from 
  their origins, others cloned to perfection. Sentient beings 
  continental in scope vie for dominance. A history of the 
  Planet-That-Was is pitted against aspirations for the Planet-
  That-Will-Be. Intrepid PCs find themselves facing threats, 
  societies, and locales unlike any found on the surface, and 
  deep within this darkness they may view the Purple Planet 
  in an entirely new light.
  As Peril on the Purple Planet focuses on events atop the pla-
  teau, this work focuses specifically on the Under-Plateau. 
  It gives the judge enough details to evoke the flavor of the 
  Under-Plateau without constraining him from making it his 
  own. Learn what led to the Last War, what drove genera-
  tions below ground, and how the surface kith became what 
  they are today. Face the seductive Green Flow and resist be-
  ing assimilated. Discover the Forest of Glass, the Crystalline 
  Matrix, the Cold Deeps, and the Citadel of the Orm-Masters, 
  and let them be anchors for populating the Under-Plateau’s 
  vast caverns. Embrace the cultures of the Houseless, the 
  Orm-Masters, and the descended masters. This is the Purple 
  Underplanet. Grab a lantern and descend!
  underPlanet history
  The kith and the ascended masters were different once. 
  Thousands of years past, they were the same species. They 
  had conquered war, disease, poverty, and many of the ills 
  that plague most worlds. Their lives had joy and purpose. 
  Their awesome technology appeared almost magical, pow-
  ered by emerald energies seeded on the Purple Planet from 
  meteors fallen from some cosmic gulf before the world’s 
  crust had even cooled.
  Imagine what it meant, for beings so serenely confident in 
  their knowledge of science, to witness their sun altered from 
  the source of life to a power for corruption and decay. Even 
  then, the arrogance of those dwelling upon the Purple Planet 
  demanded belief in some way to reverse the change, or to al-
  ter their world’s atmosphere to shield against the weirdling 
  sun’s harmful rays. 
  Perhaps they did achieve some success, staving off the ulti-
  mate death of their world for millennia. Whatever they ac-
  complished with their sciences, it was not enough.
  Faced with dwindling resources, the dwellers of the Purple 
  Planet turned their sciences upon each other in fierce com-
  petition for food, water, and arable land. Citizens flocked to 
  the banners of noble houses. Soldiers were enhanced with 
  genetic engineering and cybernetics, both to make better 
  warriors and for protection against the weirdling sun’s rays. 
  A sharp divide emerged between the ruling class and their 
  kith. On one hand, the rulers became the ascended masters. 
  On the other, their soldiers were bred for greater hardiness, 
  and ever-greater obedience.
  For thousands of years, endless battles between five Houses 
  – Cotcyst, Reagen’Tor, Ishgar’Ols, Memniscene, and Jed-
  harl – engulfed the Great Plateau. Each sought to survive 
  in its own way. The efforts of House Cotcyst and House 
  Reagen’Tor are described in Peril on the Purple Planet. House 
  Cotcyst placed its hope in a doomed attempt to escape to 
  another world, seeking only to survive long enough to do 
  so. The ascended masters of House Reagen’Tor, unable to 
  recreate the once-glorious past of their world, escaped from 
  the present into a world of memory and smoke.
  House Memniscene almost secured the plateau using proto-
  type “super-kith,” but was defeated by the combined might 
  of the other Houses in the last alliance the Purple Planet has 
  ever known. Following the defeat of House Memniscene’s 
  advanced cyborg, Sotark the Destroyer, Houses Ishgar’Ols 
  and Cotcyst independently hunted down the last remnants 
  of House Memniscene. Within two centuries, that House 
  was functionally extinct.
  House Ishgar’Ols now found itself between Houses Cot-
  cyst and Reagen’Tor like a nut between the pincers of a nut-
  cracker. Ishgar’Ols had specialized in farming, genetically 
  modifying crops to gain sustenance from the weirdling sun; 
  the mushroom jungle remains as a testament to its success. 
  When many Houses vied for the resources of the plateau, 
  the others courted Ishgar’Ols’ favor. Now, food was a re-
  source to be taken and controlled. 
  The conflict was long and bloody, but House Ishgar’Ols nev-
  er fell. Instead, it fled deep beneath the plateau, having long 
  ago bargained with the Green Flow. The Flow is sometimes 
  a force for order, and puts an end to the quarreling between 
  Houses of the ascended masters who fall under its sway. 
  Thus, members of each House have become descended mas-
  ters. To this day, though, the majority have House Ishgar’Ols 
  ancestry.
  Perhaps most tragically, the so-called “sorcerer kings” of 
  House Jedharl discovered the ethereal strands connect-
  ing the Purple Planet’s sun to the arcane wizards of other 
  spheres. The sorcerer kings pleaded with these alien spell-
  casters to no avail. The last ascended master of House Jed-
  harl died attempting to breach the astral barrier, and bring 
  help to his people from beyond. It may have been this action 
  that brought the PCs to the Purple Planet.
  The decline of the Purple Planet began with a happy, pros-
  perous, and advanced people without any weapons save 
  those required to enforce laws upon a compliant popula-
  tion. The ascended masters invented the technologies of war 
  – genetic, cybernetic, and energy-based – the relics of which 
  are still to be found upon the Purple Planet. In the end they 
  
  Page 53
  could not power these weapons, and their warfare has been 
  a slow devolution, from the most potent forces their sciences 
  could bring to bear, to simple stone spears and clubs. Simi-
  larly, blind evolution has replaced the intelligent genetic de-
  signs of the ascended masters.
  As noted in Peril on the Purple Planet, rogue ascended mas-
  ters and their Kith can be encountered on the Great Pla-
  teau. These are usually members of the fallen Houses of 
  Ishgar’Ols, Jedharl, and Memniscene, scattered and hiding 
  from the two great Houses that remain. There were other, 
  minor, Houses on the Plateau when the great wars began. 
  If the judge desires, some of these might have survived in 
  ragtag bands, too weak to be hunted by Houses Cotcyst and 
  Reagen’Tor. It is even possible that splinter factions of the 
  last two great Houses can be found among the rogue fac-
  tions.
  The story of the Purple Planet is one of slow decay and pro-
  found loss. Those with the means to contact spirits of the 
  past may reach not only ruthless military minds, but – if they 
  can only go far enough back – scientists of great vision and 
  pacifist philosophy. Unknown wonders may yet lie buried 
  beneath the Purple Planet. These testaments to the world’s 
  ancient grandeur await only brave souls championed by 
  chance or fate to discover them.
  random events from the 
  last war
  As the PCs interact with the kith, the ascended masters, and 
  various factions of the Under-Plateau, they hear references 
  to events of long ago, many in places which no longer ex-
  ist. The following table supplies the judge with references 
  to add historical depth to the Purple Planet. They can be 
  used randomly, or sprinkled into conversations as the judge 
  deems appropriate.
  1d7 Result
  1 
  The Siege of Blackwell, fought over a long-dead oa-
  sis in the Broken Hills. “Barren as Blackwell” refers 
  to spending resources winning a commodity that 
  doesn’t last long beyond the victory.
  2  
  Fall of the Fields, when House Ishgar’Ols’ holdings at 
  Marsfields fell, precipitating the exodus of Ishgar’Ols 
  to the Under-Plateau. Used both to refer to a great 
  victory, where many spoils are gained, and to the ul-
  timate futility of resisting the weirdling sun; the Fall 
  of the Fields also refers to the decay of the crops at 
  Marsfields without the guiding knowledge of House 
  Ishgar’Ols to sustain them. “Have you forgotten the 
  Fall of the Fields?” reminds the kith both to remember 
  the great victories of the past, but not to forget their 
  ultimate pointlessness.
  3 
  Tergar’s Charge, where the kith champion, Tergar the 
  Mighty, led a rush freeing vastly outnumbered House 
  Cotcyst forces from a House Memniscene ambush in 
  the mushroom jungle. Tergar’s Charge felled the Mem-
  niscene champion, Sotark the Destroyer. It lives on as a 
  memory of great deeds (“I have seen Tergar’s Charge 
  once more!” when witnessing a truly heroic deed, or 
  “fit to be in Tergar’s host” of a respected warrior), and 
  as a rebuke against those who might give up. “Remain 
  strong! Tergar never threw down his spear! He did not 
  wail and gnash his teeth like a cub!”
  4  
  The Gribb Gorging, after a great battle where the 
  reptilian gribb fed upon thousands of corpses. “It is 
  said that the sky was black with their numbers, and 
  the battlefield stirred beneath the gribbs’ feeding as 
  though the dead were rising to fight anew. I was not 
  there, but my grandsire’s grandsire fought in that 
  battle, and we do not forget. We have dwindled now. 
  Such a day will never come again.”
  5  
  The Convulsion, when the weirdling sun seemed to 
  wobble in the sky, and the kith abased themselves in 
  supernal fear – certain that the end of the world had 
  come. Used to describe abject fear or unbridled awe.
  6  
  The Time of the Blood-born, when a rogue master 
  engineered vampiric strekleons whose power almost 
  made his House ascendant, but whose blood-hunger 
  doomed that House to oblivion when they turned 
  upon it. These creatures countered the power of the 
  weirdling sun by consuming the blood of their vic-
  tims, and each feeding both increased the predators’ 
  
  Page 54
  Hit Dice and made them less controllable. The kith 
  hunted down the blood-born over three generations. 
  They represent great physical danger, and the danger 
  of losing control through overreaching.
  7  
  Yatog’s Blood. Green plants were said to sprout where 
  the Kith champion fell. “Yatog’s Garden” is a mythi-
  cal place where the warrior’s lifeblood counters the 
  weirdling sun. No kith can explain what a “garden” is.
  the dying sun
  The Purple Planet has been dying slowly over thousands of 
  years, prey to a weirdling sun whose rays annul life rather 
  than promote it. A non-fungal plant creature brought to the 
  surface of the Purple Planet would wither and die far sooner 
  than an animal, suffering a loss of 1d6 hit points each day. 
  This damage can only be healed if the plant creature can 
  somehow escape the effects of the weirdling sun, and even 
  then it does not heal quickly – 1 lost hit point is restored 
  each week that the plant avoids the weirdling sun’s anti-
  photosynthetic rays.
  The dwellers on the Purple Planet never discovered exactly 
  why their sun changed. Each House held several conflicting 
  theories, but with ever-dwindling resources, and the neces-
  sary war efforts to slow its own decline by winning a great-
  er portion of what resources existed, none of these theories 
  could be adequately examined or conclusively proven. The 
  judge may decide which of these theories, if any, are true:
  • The sun has always been this way, but something in the 
  atmosphere of the Purple Planet, which had previously 
  protected life thereon, changed. If this is true, areas with 
  thicker atmosphere below the Great Plateau may well 
  contain radically different environments, as thousands 
  of years allowed this factor to accumulate in the lower 
  reaches again. Domed cities might also exist, the domes 
  being created of material with similar (but not necessar-
  ily the same) filtering properties.
  • Alien forces altered the sun, turning it into a lens through 
  which the living energy of the Purple Planet could be 
  filtered elsewhere, for unknown purposes. If a PC has 
  the “spell killer” Mercurial Magic result, the weirdling 
  sun may be the result of his spells. See also Magic on the 
  Purple Planet.
  • A star burns elements through nuclear fusion. It releases 
  the energy of the easiest to convert element first, and 
  when that element is burned through, it moves on to 
  the next. The easier it is for the star to use an element 
  for fuel, the more energy the star gives off in terms of 
  heat. In the weirdling sun, there is an unknown element 
  which is so difficult for the star to use that it must ac-
  tually extract more energy from the surrounding space 
  than the star’s fusion produces, not only from the Pur-
  ple Planet, but all its sister worlds. Maybe this element is 
  unique to the Purple Planet’s sun. Maybe it exists in all 
  stars, unknown to the inhabitants of the worlds reliant 
  upon their energies. Waiting to cancel the existence of 
  all life, all energy, and all matter in the cold dark empti-
  ness lurking at the end of time. Maybe it is this elemen-
  tal power that fuels the un-dead. If a way to extract this 
  element can be devised, it might have potent magical 
  potential…but only at a great cost to the living wherever 
  it is unleashed.
  • In the eternal conflict between Law and Chaos, Chaos 
  has gained ascendency here. If the PCs have played 
  through any adventure in which the Courts of Chaos 
  appear, especially Intrigue at the Courts of Chaos, the 
  judge may hint that their actions in that adventure led 
  to the change in the weirdling sun. Simply obtaining the 
  Yolkless Egg in that adventure, if the PCs did nothing 
  potentially more disastrous, could have given the pow-
  ers of Chaos a gap through which to strike.
  • The Green Flow may have caused or influenced any or 
  all of the above. See The Green Flow, below.
  the green floW
  D
  eep within the Under-Plateau lies the Green Flow, 
  a connected network of rivers and lakes com-
  prised of a bright-green sentient fluid. Named 
  “The Flow” by its disciples, it is liquefied arcane energy and 
  a psychic cancer that feeds on the thoughts and emotions 
  of all sentient life. Though cosmic in origin, it is one of the 
  living hearts of the Purple Planet made manifest – a spirit, 
  intelligence, and conscience. The Flow can read the thoughts 
  of all sentient life on the plateau, including the PCs’. 
  breaKing the cycle
  Deep in the Under-Plateau lie fragments of ancient civili-
  zations whose cave drawings suggest that there is a cycli-
  cal relationship between the Green Flow and the Purple 
  Planet’s sun. Some suggest that energy, mass, and sentience 
  is exchanged between the two as the sun’s power repeat-
  edly waxes and wanes. Other records speculate that addi-
  tional cosmic entities govern the Purple Planet’s life-cycle. 
  Regardless, Green Flow religious denominations teach that 
  the Flow desires to escape this cycle, to continue to consume 
  and to grow. Details, however, are particular to each denom-
  ination. For example, Orm-Masters claim that greenstone 
  crystals are remnants of the Flow’s previous attempts to rise 
  from the Under-Plateau, whereas descended masters view 
  crystals as a form of attainable perfection.
  The Green Flow’s primary motivation is to grow from con-
  tinental, to planetary, to cosmic. It is patient, deliberate, and 
  methodical. Who is to say that it did not have a part in the 
  PCs’ arrival to the Planet? Who is to say that it has not in-
  stigated the current war of the kith? Regardless, when the 
  PCs first visit the Purple Planet, the Green Flow is growing 
  while the sun is dying. The Flow believes that assimilating 
  the otherworldly PCs gives it an edge against other sentient 
  continental entities…and there are more adventurers where 
  the PCs came from.
  
  Page 55
  encountering the flow
  Whenever PCs encounter the Green Flow, it gives them hints 
  of its power. The characters should realize that it is not sim-
  ply a bright-green river, lake, etc. Choose or roll entries on 
  the Manifestations of Sentience Table to convey this. 
  manifestations of 
  sentience
  1d8 
  Result
  1 
  The current spontaneously stops or changes direc-
  tion; whirlpools appear in calm lakes; waves move in 
  opposite directions, cresting and falling on opposite 
  sides.
  2  
  When the PCs come near, rather than see a typical re-
  flection, they see three-dimensional oozy-gelatinous 
  green sculptures of themselves rise from the surface, 
  mimic their behaviors and motions, then “melt” back 
  into the liquid.
  3 
  The Flow suddenly changes temperature, steamy and 
  hot or very cold with patches of ice.
  4  
  When the PCs come near, it creates three-dimensional 
  oozy-gelatinous green sculptures that briefly act out 
  a scene from a PC’s memories of being on the Purple 
  Planet. If a PC has betrayed another (through theft, 
  etc.) then this act will be chosen for the “show.” The 
  figures “melt” back into the liquid when finished.
  5  
  The Flow varies its viscosity and opacity, alternating 
  from thick barely-flowing ooze to thin rapidly flow-
  ing liquid, and alternating between translucent and 
  opaque.
  6  
  Columnar geysers erupt in The Flow, almost instanta-
  neously becoming solid. Geometric shapes bulge from 
  the columns’ faces (use dice as examples), afterwards 
  the entire structures fall back into the Flow without a 
  splash.
  7  
  The Flow parts to give the PCs a dry passage or cross-
  ing, or even forms an arched tunnel for them to go 
  through.
  8 
  A giant oozy-gelatinous green “sculpture” of an an-
  drogynous being’s head rises from the surface; if 
  casters have had a spell effect in which an unknown 
  androgynous face appears (see Magic on the Purple 
  Planet), then they will recognize the faces to be the 
  same.
  Anyone casting a spell near the Flow realizes its arcane 
  nature as spell energy is sucked from his body, taking 1d3 
  points of spellburn damage per physical ability (Strength, 
  Agility, and Stamina) per spell level.
  touching the flow
  Witnessing the Green Flow’s strange behavior, PCs may 
  wish to investigate and interact with it. A PC touching it 
  with an inanimate object must roll a Luck check. If success-
  ful, the object will have the words “Drink of Me” written, 
  etched, etc., on it. If the check fails, the inserted object be-
  comes a “Mutated Object Monster” based on its own form 
  (10’ pole, rope, etc.) and attacks the PC.  
  Mutated Object Monster: Init same as PC; Atk same as PC’s 
  melee attack (-1d PC’s melee damage); AC PC’s AC-2; HD 
  3d8+3; hp 15; MV fly 30’; Act 1d20; SP only attacks PC that 
  inserted it; SV same as PC; AL N.
  A PC touching the Flow himself may suffer dire consequenc-
  es. He must make a DC 18 Fort save or be permanently trans-
  formed by the Flow, rolling 1d6 on the Green Flow Transfor-
  mations Table; these are permanent and may not be avoided 
  by burning Luck, etc. If the save is successful, the PC’s in-
  serted body part is numb and lifeless for 1d6 hours.
  green flow 
  transformations
  1d6 
  Result
  1 
  A random limb becomes rubbery (boneless) and use-
  less to the PC. While in the Under-Plateau, the Flow 
  controls the limb, reprimanding and physically at-
  tacking those who defy its will (including the limb’s 
  owner). Outside the Under-Plateau it is simply a rub-
  bery limb.
  2  
  The PC’s head loses all hair and spontaneously 
  morphs small flesh bubbles that display faces, images, 
  etc., which reveal the PC’s thoughts. The PC cannot 
  see them, but everyone else can.
  3 
  The character’s neck swells with bright green mush-
  rooms which release spores as the PC exhales. The 
  spores have a peaty odor that causes gagging and 
  watery eyes. Any casters within 5’ of the PC (includ-
  ing the PC himself) must make a DC 11 Will save each 
  round or be unable to cast.
  4  
  The character’s primary weapon hand transforms 
  into a large icosahedron (a d20’s shape). The “hand” 
  can no longer wield weapons, but may be wielded it-
  self as a magical club doing 2d4 damage.
  5  
  The character’s torso unpredictably expands and con-
  tracts, significantly changing height and girth. Non-
  metal armor is destroyed in 1d3 rounds, while don-
  ning metal armor causes 1d4 damage per round. The 
  PC gains +2 to his natural AC, however, due to his 
  constantly fluctuating shape. 
  6  
  The PC’s lips meld shut while two new functional 
  mouths with bright green lips appear, one on each 
  cheek. One says exactly what the PC means to say, 
  while the other simultaneously says the opposite. 
  Strangely, the mouths speak in unison when casting 
  spells and grant +2 to spell checks.
  
  Page 56
  the chamPion
  Once the Green Flow deems that the PCs respect its power, 
  it sends them a champion. This is a ploy to seduce the party 
  to drink (see below). Reading the characters’ thoughts, it 
  creates a likeness of a PC who has died on a previous ad-
  venture. The champion claims that the Flow has brought 
  him “back for a short time” to help the party. He passes any 
  tests of prior knowledge since the Green Flow constructs his 
  answers from the PCs’ thoughts and memories. The cham-
  pion emerges from the Green Flow’s shore appearing fully-
  equipped and mortal, except for a sub-dermal green lumi-
  nescence and bright-green glowing eyes. The champion is 
  the same class as the deceased PC, but one level higher than 
  the party’s highest level, with 18s for all abilities, and all at-
  tacks equivalent to +3 magical weapons. If a “lost PC” does 
  not exist, The Flow chooses a warrior from a bygone era of 
  the Purple Planet, with similar statistics.
  After a few encounters, the champion claims his time is com-
  ing to an end. He requests that the PCs drink from the Flow 
  before it sends him back to Oblivion. Find the most persua-
  sive not-necessarily-true reasons for this request (drinking 
  will heal their wounds; if they drink then he can come again 
  in a short time, etc.). If the PCs drink, the champion vanishes 
  in clouds of green mist; if they refuse, he attacks them. Upon 
  defeat, he and his equipment vanish as above.
  drinKing the flow
  While the Green Flow is delighted to be touched by the 
  PCs, it prefers to be imbibed. Objects lowered into it for this 
  purpose (flasks, etc.) do not become mutated object mon-
  sters, unless the PCs change their minds. Drinking grants a 
  PC psychic powers while he stays in the Under-Plateau — 
  though this often proves to be fatal. 
  A character who imbibes the Flow is healed 1 hit-die worth 
  of damage, but must make a DC 18 Will save. If he fails, 
  his eyes glow bright-green and he rolls on the Psychic Pow-
  ers Table a number of times equal to one plus his combined 
  Intelligence and Personality modifiers (re-rolling duplicate 
  results). For example, a PC with 18 Intelligence (+3 modi-
  fier) and 5 Personality (-2 modifier) would roll twice. Un-
  fortunately, the PC has this same number of days to live be-
  fore the Flow kills him and permanently possesses his body. 
  The only way to reverse the “infection” is to return to the 
  surface, where the sun’s weirdling rays nullify its presence. 
  Each successive time one drinks from the Flow, he receives a 
  cumulative -2 penalty to his days until death (-2 the second 
  time, -4 the third time, etc.). If the number of days is zero (or 
  less) then instant death occurs.
  If the Will save is successful, the PC becomes unconscious 
  for 1d3 hours as the Flow exposes him to all the plateau’s 
  beings’ thoughts, all at once. A natural 20 results in the PC 
  gaining psychic powers as if he had failed the save, but there 
  is no threat of death. As long as he remains in the Under-
  Plateau, he has these powers. 
  Psychic Powers
  Roll Result
  1 
  Flow’s Gaze: PC is able to shoot green rays out of his 
  eyes that paralyze his foes (30’ range, DC 12 Will save 
  or be paralyzed for 1d6 rounds). Useable 3 times/day.
  2  
  Psychic Mover: The character may move a non-living 
  item with his mind. The object must weigh less than 
  30 pounds and remain within 30’. Once he mentally 
  “locks on” to the item, he may continue to move it for 
  1d6 rounds. This ability requires concentration (p. 106, 
  core rulebook). Useable 3 times/day.
  3 
  Noremac Elav’s Brain Boil: The PC spends the full 
  round concentrating on the opponent’s mind (30’ 
  range, DC 15 Will save or take 1d8 damage); concen-
  trating a second consecutive round causes the oppo-
  nent to take more damage (DC 15 Will save or take 
  1d8 damage and be paralyzed). Concentrating a third 
  consecutive round may kill the opponent (DC 15 Will 
  save or head explodes). Effect is broken if opponent 
  makes any Will save. This ability requires concentra-
  tion (p. 106, core rulebook). Useable 1 time/day.
  4  
  Temacilla’s Puppetmaster: The PC may partially pos-
  sess a humanoid’s body for 1d6 rounds. The PC may 
  see, hear, and smell what his “puppet” experiences. 
  The victim behaves as if under a Charm Person spell 
  with spell check 15 (100’ range, DC 15 Will save). Use-
  able 2 times/day.
  5  
  Illusory Position: The PC spends 1 action infecting an 
  opponent’s mind (60’ range, DC 17 Will save). For 1d6 
  rounds the opponent misjudges the PC’s location. The 
  PC gains +2 AC vs. this opponent. Useable 3 times/
  day.
  6 
  Egirurelle’s Metal Mastery: The PC rubs one non-
  magical metal object which warps and bends from his 
  touch. Object must be smaller than 5’ by 5’ by 5’. Af-
  fected weapons are -2d to attack and damage, while 
  affected metal armor is -3 to AC. Useable 3 times/day.
  7 
  Anti-Relic Field: The PC prevents a technological relic 
  within 100’ from functioning for up to 1d6 rounds per 
  use. This ability requires concentration (p. 106, core 
  rulebook). Useable 2 times/day.
  denying the flow
  Wise PCs know a bad deal when they see it, and avoid the 
  Green Flow as best they can. One does not “defeat” it; one 
  only denies it. If the PCs survive the champion, mutated ob-
  ject monsters, and refuse to drink, then the Flow resorts to 
  force.
  When a PC who has denied the Flow comes within 50 feet 
  of its shores, it attacks with 1d5 Flow Tendrils. These attacks 
  occur once per hour, and can reoccur in the same place. 
  Flow Tendril: Init +6; Atk smash +6 melee (2d6) and/or 
  glob +5 ranged 150’ (2d4); AC 18; HD 6d8+6; hp 30 each; 
  
  Page 57
  MV extend 50’ (must stay within 100’ of shore); Act 2d20; SP 
  unique critical, Flow Splash death throe, spell healing, spell-
  burn damage; SV Fort +6, Ref +6, Will +6; AL N.
  A Flow Tendril is a cylinder of sentient substance that is 
  rooted in the Flow. It can change its length, extending up 
  to 100’ from its base to attack in melee range, or send globs 
  of green ooze at even longer distances up to 150’. When de-
  feated, its death throe is Flow Splash; anyone within 5’ of the 
  cylinder must pass a DC 15 Ref save or be treated as if they 
  have touched the Flow. Should a caster cast an aggressive 
  spell at a tendril, it makes a Will save vs. the caster’s spell 
  check. If successful, the tendril is healed by a number of hp 
  equivalent to the spell’s damage. The previously mentioned 
  1d3 spellburn damage per physical ability still applies. On a 
  critical hit (either melee or with a ranged glob), it encases the 
  PC’s head, effectively prohibiting sight, sound, speech, and 
  breathing. The victim suffocates, taking 3 points of Stamina 
  damage per round. When Stamina equals 0, death occurs 
  and the Flow permanently possesses the PC, using him to 
  battle his former comrades. In order to release a suffocat-
  ing character, the tendril must either be defeated or attacked 
  with a critical hit.
  signifiCant geograPhy 
  of the under-Plateau
  T
  he Under-Plateau provides plentiful adventuring 
  opportunities for those who dare its depths. These 
  are just a few of the wonders and dangers the char-
  acters might discover among the caverns below the Great 
  Plateau.
  entering the 
  under-Plateau
  One may enter the Under-Plateau through any of four main 
  entrances. Though there are other ways in, they will not be 
  covered here. 
  • The safest entrance lies in the Ancestor Peaks. One of the 
  Tombs of the Ancients contains a portal leading to the 
  original complex to which those who would become the 
  descended masters, fled. The machinery of the Crystal 
  Crèche is near this entrance. 
  • The next easiest entrance is through a pit in the center of 
  the Mushroom Jungle. Here, one may climb down into 
  the Forest of Glass.
  • The Dread Citadel of the Orm-Masters is a riskier means 
  to enter the Under-Plateau, though not the worst. They 
  will not welcome intrusion, and their fortress is difficult 
  for terrestrial creatures to navigate.
  • It also is possible to reach the Under-Plateau through 
  the great pit ruled by the Mother Orm. Doing so is, ob-
  viously, quite dangerous, but this possible entry to the 
  Under-Plateau could provide judges with interesting 
  possibilities should their players lose characters as they 
  attempt to wrest a complete greenstone from the Mother 
  Orm, Vatya-Ibdid.
  features of the 
  under-Plateau
  While there certainly are a variety of locales under the Great 
  Plateau, not all can be recounted here. Judges may wish to 
  add to what is presented. In doing so, remember the follow-
  ing:
  • The Green Flow is the most powerful force in the Under-
  Plateau. Its persistent efforts to infect and change every-
  thing around it have resulted in a variety of changes to 
  the living beings and places characters encounter there. 
  Its influence is insidious and pervasive. Spending sig-
  nificant time there can change the PCs in weird ways, 
  ways which seem contrary to the ways of the weirdling 
  sun.
  • The geography of the Great Plateau is marked, in places, 
  by the intersection of the influence of the Green Flow 
  with that of the weirdling sun. Where these powers 
  meet, one finds features like the Mushroom Jungle and 
  the Pit of the Death Orms. In such places, these diver-
  gent forces are in a state of precarious balance. Below 
  ground, the Green Flow’s influence dominates, result-
  ing in features quite different from those encountered 
  on the surface of the Purple Planet.
  • The Under-Plateau also contains significant geological 
  features, like caverns of all sorts, and underground riv-
  ers and lakes. It also contains constructed spaces and 
  complexes, built to serve a variety of purposes, some 
  inhabited and some long-abandoned.
  • The deepest parts of the Under-Plateau are cold and icy. 
  The Green Flow’s influence in these places is marginally 
  weaker, but still felt. Those areas feature peculiar flora 
  and fauna made of living ice.
  • The various pockets of civilization encountered in the 
  Under-Plateau are isolated from others, or only en-
  counter the others rarely. The Orm-Masters and the 
  descended masters, for example, both derive from the 
  Green Flow’s influence. They are aware of each other, 
  but have no interaction. While it’s not certain why the 
  
  Page 58
  Green Flow’s “peoples” are cut off from each other, their 
  cultures are disparate, and each reckons itself uniquely 
  connected to the Green Flow, and its people count them-
  selves as favored among all the children of the Flow.
  the green flow and 
  greenstone crystals
  The Green Flow is a significant element of the Under-Pla-
  teau’s geography, its “body” filling subterranean rivers and 
  lakes, and its residue leaving greenstone crystals adhered 
  to un-submerged surfaces. The presence of large concentra-
  tions of uncharged greenstone crystals creates great danger 
  for spellcasters (See discussion of empty greenstones on p. 6 
  of Peril on the Purple Planet). Judges should introduce this ef-
  fect early, but keep its magnitude low, to begin with. Perhaps 
  uncharged greenstone is not quite as perilous when under-
  ground. Nonetheless, greater concentrations should be more 
  dangerous, and, later, as they encounter locations like the 
  Crystalline Matrix, they should be well aware of the inher-
  ent dangers of large quantities of uncharged greenstone.
  the forest of glass
  At the center of the Mushroom Jungle is a deep hollow, de-
  scending into the Under-Plateau, and a series of caverns. At 
  the top, the mushrooms are organic, made of various colors 
  of woody pulp. Below, the mushrooms are more angular, 
  with geometries more akin to rock crystals than to fungi, 
  and they are sometimes caught in a state between liquid 
  and crystal. At the lowest levels, in the Cold Deeps, they are 
  things of living ice, beautiful in their perfection, deadly in 
  their symmetry. 
  dread citadel of the orm-
  masters
  The Dread Citadel of the Orm-Masters can found in the 
  wasteland east of the Pit of the Mother Orm (Area D). On 
  the surface is an imposing, walled fortress. Its extensive un-
  derworks lead deep into the Under-Plateau, and extend to-
  ward the Pit. The interior is designed for and aids the Orm-
  Masters’ peculiar form of locomotion (levitation), so there 
  are no stairs or ladders, but only tunnels and vertical shafts 
  connecting its spaces. 
  realm of the descended 
  masters
  The descended masters live in a complex of constructed and 
  natural caverns, deep in the Under-Plateau.
  The Crystal Creche
  Entered from the Ancestor Peaks, this area contains the ma-
  chinery where the descended masters are cloned. It is a vast 
  complex of birthing chambers full of humming machinery, 
  protoplasmic vats, and birthing pods – where the descended 
  masters are nurtured from base genetic materials to new-
  birthed adult. They are perfect clones of the greatest of the 
  Ancients who descended into the Under-Plateau. The com-
  plex is attended by youthful descended masters, who spend 
  time here to become attuned to the Green Flow before mov-
  ing to the Undercity a few years later.
  It’s possible, in this area, that the PCs who are most power-
  ful, least corrupted, luckiest, etc. might be noticed and “se-
  lected” by the Green Flow for a greater destiny.
  The Cavern of the Under-Sun and 
  the Undercity
  The Cavern of the Under-Sun is the seat of the Green Flow’s 
  power, the heart of its being. This is where one can find the 
  Undercity, where the descended masters become Perfect-
  ed. In achieving their perfection, they cast off their organic 
  shells, becoming crystalline beings. Over time they lose the 
  ability to move, and are installed in the Crystalline Matrix.
  mushrooms of the under-Plateau
  Name
  Descriptor
  Effect
  Asculus
  5’ to 25’ tall, pink crystal stalk 
  and chandelier-like cap with 
  ruby-red dangly bits
  Ruby crystals emit their own continual light, which does not affect 
  dark-vision.
  Mozur
  Translucent, obsidian-like sub-
  stance covered in frosty rime
  Amorphous black fungus with crystalline spikes; usually found de-
  pending from walls and ceilings. Spikes radiate extreme cold; creatures 
  coming in contact should make DC 15 Fort Save or take 1d4 frostbite 
  damage per round. DC 15 Strength check to break free. Capable of slow 
  movement (5’ per round).
  
  Page 59
  The Under-Sun is not in the “sky” as such, but is a nexus of 
  the various branches of the Green Flow, and the seat of its 
  consciousness. In form, the Under-Sun is a gigantic green-
  stone rearing from the Great Cavern’s floor. It is at the same 
  time liquid and crystalline, in a constant state of flux, mes-
  merizing to look at. The Descended are bathed in its influ-
  ence constantly, and are changed over time, becoming more 
  and more infected and influenced by it. Any character who 
  spends time there will have his or her Intelligence modifier 
  raised, temporarily, by 2, even if it’s already maxed at +3. 
  However, spellcasting in the presence of the Green Flow is 
  dangerous to the caster, and will result in spellburn effects 
  of 1d3 points damage to all physical attributes, per level of 
  spell cast.
  The Crystalline Matrix
  Outsiders are not permitted to enter the Crystalline Matrix. 
  Attempting to do so results in direct action to prevent en-
  try. The Crystalline Matrix is part crypt, part memory-bank, 
  where descended masters are brought upon achieving Per-
  fection. The Matrix is distributed throughout an extensive 
  network of worked tunnels and natural caverns, leading ulti-
  mately to the center of the Pit of the Mother Orm – where they 
  are extruded many millennia after being installed. The crys-
  talline remains of Perfected Masters are pushed up and out 
  of the Under-Plateau, into the Pit. Their greenstone detritus 
  helps the death orms to breed and thrive. The Great Mother 
  Orm even bears stigmata attesting to that fact in the form of 
  the greenstone embedded in her head. 
  Performing magic in the Crystalline Matrix is extremely 
  dangerous. If a spell is cast here, its caster should roll 3d12 
  and spellburn that many points, distributed evenly among 
  the physical attributes. The first experience of this grants 1 
  point of Luck, permanently. Any character who has an attri-
  bute reduced to zero or less should make a DC 25 Fort save. 
  Failure will mean death for that character.
  the cold deePs
  The areas deepest in the Under-Plateau are frozen with riv-
  ers and lakes of ice, inhabited by peculiar creatures of living 
  ice that riddle the surrounding stone. Adventurers can enter 
  the Cold Deeps through pits in the Mushroom Jungle and 
  crevasses in the Ancestor Peaks, in addition to other loca-
  tions described here. The Deeps are filled with beauty and 
  wondrous geology, but also with unique perils not encoun-
  tered elsewhere.
  The dangers of the Cold Deeps come both from the liv-
  ing creatures and from the frigid, icy conditions. Moving 
  through this area is difficult, and even the simple act of 
  walking presents some degree of peril. Judges should make 
  the environment itself work against a swift and easy pas-
  sage. Even worse, the creatures of living ice inhabiting the 
  Cold Deeps have an array of adaptive features making them 
  well suited for living in this environment, and for hunting 
  creatures that wander into the Deeps from above. Here are a 
  few samples of special powers such creatures might possess:
  • Liquid Ice Form: The creature is made of viscous, 
  ice-cold goo. It is capable of flowing over, under, and 
  through its environment, and can engulf its prey. It can 
  also mimic regular features of a frozen landscape to 
  camouflage itself until ready to strike.
  • Ice Shards: The creature is capable of projecting sharp 
  and jagged ice fragments from a distance.
  • Frozen Armor: A layer of thick ice covers the creature, 
  and serves as ablative armor. Thus, it can “soak” 5 points 
  of damage per hit die. Once the armor has been ablated 
  by damage, it takes damage as normal.
  • Ice Spikes: The creature causes icy spikes to grow from 
  its body, stabbing creatures in melee with it. These 
  spines do damage consistent with the creature’s hit dice 
  (1 point for extremely small creatures, up to d8 or d10 
  for large ones)
  • Ice Spray: The creature can spray foes with a thick coat 
  of ice, immobilizing them and potentially causing hy-
  pothermia (as physical attribute damage) or frost bite 
  (from minor burns up to completely frozen extremities 
  or limbs).
  Judges can use one or more of these, or come up with other 
  powers, as suits the tone and style of their campaigns.
  cave drawings
  With the benefit of time with relatively little to do, the de-
  scended masters not only began their remarkable trans-
  formation, they also created remarkable living spaces, and 
  their history has been recorded on the walls of their habitat. 
  The process of recounting this history began in the caverns 
  in and around the Crystal Crèche. Here the drawings are 
  primitive and organic, with bright colors and bold pat-
  terns. However, as they began to commune with the Green 
  Flow, the descended masters’ civilization began to focus on 
  achieving Perfection, and the drawings grew more formal 
  and realistic, transforming toward more literal, less mythic, 
  imagery. The colors became more muted and serene. This 
  transition is especially apparent in the earliest settled areas 
  of the Cavern of the Under-Sun. Later murals and décor 
  of the Undercity are monochromatic, consisting of simple, 
  precise, black and white designs, the images consisting of 
  ideographs and written script. The forms are representative 
  of the descended masters’ lives and culture, but more in the 
  form of labeled schematics than as a realistic depiction. 
  
  Page 60
  underPlanet raCes
  the houseless
  T
  here have always been ways into the Under-Pla-
  teau, and early proto-kith have exploited them 
  since the weirdling sun turned strange. There are 
  now two strains of subterranean descendants of the kith, 
  both of which belong to a third tribe, which refer to them-
  selves as the Houseless. These strains are the kith-lords and 
  the under-kith.
  The kith-lords have been underground the longest, hav-
  ing descended before much of the blind obedience, ursine 
  strength, and ferocity were bred (or engineered) into the 
  kith. While it is strange to think of the kith as submissive, 
  obedience to their masters has been instilled into them for 
  thousands of years. More intelligent than the under-kith, the 
  kith-lords serve as ad-hoc leaders for the Houseless. Even 
  so, the kith-lords themselves are more tractable than most 
  humanoids, and would rally around a great leader, were one 
  to prove himself to them.
  Neither the Orm-Masters nor the descended masters deign 
  to utilize the Houseless, and the Houseless currently avoid 
  both groups as much as they are able. The Green Flow seems 
  oblivious to the Houseless. Whether this is because the kith-
  lords and under-kith are psychically “invisible” to the Flow, 
  the Flow simply does not find them worth interacting with, 
  or the Flow is simply playing a deeper – and, thus far, unre-
  vealed – game with the Houseless is impossible to say.
  The Houseless can be found in tunnels and caverns, dwell-
  ing in makeshift camps, consuming whatever can be found 
  and then moving on. Central groups consist of 1d7 kith-
  lords, 1d5 under-kith champions, and 4d24 under-kith. Each 
  central group will have 2d7 scouting parties, each comprised 
  of an under-kith champion and 2d16 under-kith. 
  Kith-lord: Init +2 (never surprised); Atk spear +1 melee 
  (1d8-1), bite +0 melee (1d3 + blood drain), or psionic bolt; 
  AC 12 (14); HD 3d6; MV 30’; Act 1d20; SP psychic senses, 
  telepathic, psychic mask, psionic bolts, telekinetic shield, 
  blood drain; SV Fort +0, Ref +3, Will +6; AL N. 
  All of the subterranean kith descendants have potent psy-
  chic abilities. In the case of the kith-lords, these abilities al-
  low them to mask their true appearance (no save), strike en-
  emies with invisible bolts of psionic force (100’ range, 1d8 
  damage, DC 15 Will save for half, failure by 5 or more stuns 
  opponent for 1 round), and to protect their bodies with a 
  weak telekinetic shield (+2 to AC). Every kith-lord has all of 
  these abilities, but they can only use two at once. As a result, 
  when forced into direct conflict, their masks fall and their 
  true appearance is revealed.
  In addition to the above psychic powers, kith-lords have 
  powerful psionic senses allowing them to “see” to a range of 
  120’ (including hiding or invisible beings), and they can hear 
  the surface thoughts of any being within 100’ (making them 
  almost impossible to surprise). They can communicate tele-
  pathically without regard for language barriers at a range 
  of 60’.
  The kith-lords appear to be pale, ethereally beautiful hu-
  man beings with large violet eyes and long, flowing hair. 
  Stripped of their masks, they are the most warped by long 
  generations spent underground, and are worm-like crea-
  tures, completely hairless, and so pale as to be nearly trans-
  lucent. Their heads appear to be skulls covered by thin flesh, 
  their empty black sockets staring sightlessly ahead. Their 
  sucker-like mouths feed by draining the blood of living 
  creatures. A kith-lord which succeeds in a bite attack drains 
  1d5 hit points through drinking blood each round, until the 
  victim is dead, or the kith-lord is slain or dislodged (DC 14 
  Strength check or a Mighty Deed).
  Under-kith: Init +0; Atk spear +2 melee (1d8) or bite +1 
  melee (1d4); AC 10; HD 1d6; MV 30’; Act 1d20; SP psychic 
  senses, exceptional hearing, psychic reserve; SV Fort +1, Ref 
  +3, Will +0; AL N. 
  Under-kith champion: Init +2; Atk spear +4 melee (1d8+1) 
  or bite +2 melee (1d4+1); AC 12; HD 2d6; MV 30’; Act 1d20; 
  SP psychic senses, exceptional hearing, psychic reserve; SV 
  Fort +2, Ref +4, Will +1; AL N. 
  The under-kith are far more numerous, and less devolved 
  than the kith-lords. Their appearance lies somewhere be-
  tween the ursine kith and true humans, but their flesh is pale 
  and hairless, their bulging eyes are blind, and their moist 
  skin is thin and pinkish-white. They have the sharp teeth of 
  flesh-eaters, and speak with hissing, sibilant voices.
  The under-kith can “see” psychically to a range of 30’, and 
  have excellent hearing, allowing them to pinpoint even 
  quiet creatures as much as 100’ away. A thief or halfling at-
  tempting to move silently or sneak up on an under-kith has 
  the DC of his check increased by +5.
  In addition, each under-kith can use its psychic reserve in 
  a burst of power once per day. Roll 1d5 and consult the fol-
  lowing chart for effects:
  1d5 
  Effect
  1 
  Telekinetic burst. All within 20’ (friend or foe) take 
  1d5 damage (no save).
  2  
  Pyrokinesis. A foe chosen by the judge is set on fire, 
  taking 1d3 damage in the first round, and taking 1d6 
  damage each round thereafter until the fire is put out 
  (DC 10 Ref save).
  3 
  Psychic lash. One foe within 30’ suffers 1d6 damage, 
  and takes 1d3 points of Intelligence damage. DC 10 
  Will save negates the Intelligence damage; if the save 
  is 15+, all damage is negated.
  4  
  Telekinetic bubble. A bubble of telekinetic force pro-
  tects the under-kith from all physical damage for 1d3 
  rounds. During this time, it cannot make physical at-
  tacks, but can otherwise move normally. There is a 1 
  in 7 chance that the telekinetic bubble erupts in a tele-
  kinetic burst (see above) at the end of its duration.
  5  
  Local teleportation. The under-kith “blinks” out of 
  existence at its current location, arriving at a new 
  
  Page 61
  location within 30’ (determine randomly or judge’s 
  choice). Any further attacks against the under-kith 
  this round are at -4, and any saves the under-kith must 
  make are at +4, as opponents adjust to the creature’s 
  new location. There is a 1 in 3 chance that the under-
  kith may have a free attack using 1d16 if it arrives near 
  an enemy.
  If an under-kith is slain without using its psychic reserve, 
  psionic backlash forces the slayer to (1d3) (1) make a DC 5 
  Will save or be stunned for 1d3 rounds, (2) make a DC 7 
  Fort save or be knocked prone, or (3) make a DC 9 Ref save 
  or be transported with the remains 1d3 x 10’ in a random 
  direction. The judge may use the Lost Movement diagram 
  (Peril on the Purple Planet, page 11) to determine direction. 
  PCs may be teleported somewhere dangerous, but will not 
  appear in solid stone (or similar).
  The House of the Houseless
  Although they have no known permanent camps, the 
  Houseless kith-lords maintain that, somewhere in the vast 
  Under-Plateau, there is hidden a House of the Houseless. 
  This is the paradise of the under-kith: a place where their 
  existence is given meaning, and their lost Ascended Mas-
  ters await their return. Finding the House of the Houseless 
  is the primary task of all under-kith as they worm their way 
  through the caverns of the Under-Plateau. 
  Whether or not the House of the Houseless exists, canny PCs 
  can manipulate the under-kith by invoking it.
  the orm-masters
  The Orm-Masters are an ancient race of the Under-Plateau. 
  Despite their longevity, few on the Purple Planet’s surface 
  know of their existence. Their origins are shrouded in mys-
  tery, with none able to say whether they are native to the 
  planet or whether they are off-worlders who settled millions 
  of years ago. What is known, however, is based on a hand-
  ful of eyewitness accounts from half-crazed survivors. They 
  attribute vast mental powers to the Orm-Masters, who com-
  mand death orms, cause invaders’ heads to explode, and 
  deactivate relics in their presence. Other accounts warn of 
  the race’s malicious curiosity, with long-lived experimen-
  tal tortures on prisoners kept impossibly alive well beyond 
  their years.
  The race is named from its ability to psychically manipulate 
  death orms from deep within the Under-Plateau. A given 
  Orm-Master has one death orm with which it shares a mental 
  bond, somewhat akin to a wizard and his familiar. An Orm-
  Master, at will, may see whatever its orm is seeing, as well as 
  feel whatever it is feeling. The two communicate telepathi-
  cally with unlimited range, and always know each other’s lo-
  cation. The orm does the bidding of its master with absolute 
  loyalty. Due to their vast size and destructive nature, death 
  orms are rarely summoned by Orm-Masters within their lairs. 
  However, the death of a master may summon a death orm, 
  regardless of the master’s location (see below).
  Devotion to 
  the Green Flow
  The Orm-Masters have lived so long with the Green Flow 
  that most believe their vast psychic powers have been be-
  stowed by it. Consequently they venerate the Flow de-
  voutly. Indeed, their religious tenets establish a three-way 
  relationship between themselves, the orms, and the Green 
  Flow. While no outsiders know these tenets in detail, a lucky 
  few have seen evidence of worship: daily ritualistic drink-
  ing from the Flow; orms regurgitating greenstone matter 
  which the Orm-Masters submerge in the Flow; Orm-Masters 
  watching the Green Flow “climbing” up orm tunnels toward 
  the surface; and an Orm-Master elder making a pilgrimage 
  to be devoured by a summoned death orm. 
  These observations lead to many questions. How are the 
  orms, the Orm-Masters, and the Green Flow related? Do the 
  Orm-Masters compel the orms to seek and devour green-
  stones, and if so, why? What is the connection between 
  greenstone crystals and the Flow? Do the tunnels of the 
  orms serve some purpose for the Flow? Of course, the Orm-
  Masters have their own theories, but only a handful of sur-
  face-dwellers have learned them and lived.
  Encountering 
  the Orm-Masters
  Orm-Master: Init +3 (never surprised); Atk psychic stone +6 
  missile fire (1d8+3, range 100’) or bite +4 melee (1d6+1) or 
  psychic power; AC 17; HD 6d8+3; MV fly 40’; Act 2d20; SP 
  psychic awareness prevents surprise, metal weapons are -1d 
  to hit and do half damage, cumulative psychic powers, dy-
  ing summons; SV Fort +5, Ref +6, Will +7; AL N.
  Ages of living in darkness while coexisting with the Green 
  Flow has drastically altered the Orm-Masters; their origi-
  nal forms, lost to history, would no longer be recognizable. 
  As Orm-Masters’ psychic and mental abilities waxed, their 
  physical abilities waned. Their heads are oversized and 
  hairless, without eyes, ears, and nose. One’s mouth consists 
  of fangs and molars with a multi-jointed flexible jaw that 
  enables it to bite and chew large prey. A forked snake-like 
  tongue provides sensations of smell and taste, while honed 
  psychic and echolocation abilities allow “seeing” and “hear-
  ing.” An Orm-Master’s pale white torso expands and con-
  tracts amorphously, different portions billowing of their 
  own accord. They have stunted arms and legs with no fin-
  gers or toes; this is not a hindrance, however, as they are 
  able to levitate and move their hovering bodies psychically, 
  as well as able to manipulate objects with telekinesis. Orm-
  Masters have no gender, and reproduce asexually.
  Orm-Masters have no need for light, so their Under-Plateau 
  lairs are completely dark. Most stay very close to sources of 
  the Flow, rarely straying more than a day’s journey from its 
  shores. While being individuals, they share a limited hive 
  mind through telepathic communication. Moreover, they 
  become more powerful individually the larger the group 
  they are in, each gaining access to more psychic powers.
  Able to psychically detect thoughts over a long range, an 
  
  Page 62
  Orm-Master cannot be surprised. It may spend one of its two 
  action dice per round to use a psychic power from the Orm-
  Master Cumulative Psychic Powers Table. All Masters pos-
  sess the Improved Brain Boil ability. However, for a group of 
  Orm-Masters, each Master gains access to additional powers 
  according to the size of the group. For example, within a 
  group of 3 Orm-Masters, each has access to Improved Brain 
  Boil, Illusory Position, and Improved Anti-Relic Field. They 
  are also very skilled at mentally manipulating metals; any 
  PC using metallic weapons against an Orm-Master suffers 
  a -1d attack penalty and does half damage. When the last 
  Master of a group dies, its departing essence teleports its 
  death orm to its location; on the round following the Mas-
  ter’s death, the orm erupts from nearby and attacks.
  Orm-Master Cumulative Psychic 
  Powers
  # Masters Result
  1 
  Improved Brain Boil: The Orm-Master spends 
  one action die to concentrate on the PC’s mind 
  (60’ range, DC 15 Will save or take 1d8 damage); 
  spending an action die on the second consecu-
  tive round results in the PC taking more dam-
  age (DC 15 Will save or take 1d8 damage and be 
  paralyzed). Spending an action die on the third 
  consecutive round may kill the PC (DC 15 Will 
  save or head explodes). Effect is broken if the 
  PC makes any one of the Will saves, or if the 
  Orm-Master takes damage during the effect and 
  fails a DC 11 Will save. Useable 2 times/day.
  2  
  Illusory Position: The Orm-Master spends 1 ac-
  tion die infecting the PC’s mind (range 60’, DC 
  17 Will save). For 1d6 rounds the PC slightly 
  misjudges where the Orm-Master is. The Mas-
  ter gains +2 AC vs. this PC. Useable 3 times/
  day.
  3 
  Improved Anti-Relic Field: The Orm-Master 
  spends 1 action die to prevent a technological 
  relic within 200’ from functioning for up to 1d6 
  rounds. Useable 4 times/day.
  4  
  PC Puppet: The Orm-Master spends 1 action die 
  to partially possess a PC’s body for 1d6 rounds. 
  The Orm-Master may see, hear, and smell what 
  his “puppet” experiences. The victim behaves as 
  if under a Charm Person spell with spell check 15 
  (200’ range, DC 15 Will save). Useable 2 times/
  day.
  5+  
  Flow’s Silent Scream: Orm-Master is able to 
  shoot a green ray out of its mouth that paralyzes 
  a foe (30’ range, DC 12 Will save, paralyze 1d6 
  rounds). Useable 3 times/day.
  the descended masters
  While the ascended masters rule the lands bathed in the rays 
  of the weirdling sun, they have a counterpart in the Purple 
  Underplanet: the descended masters, who serve the power 
  known as the Green Flow.
  It is the faith among the descended masters that, over many 
  millions of years, the Green Flow remakes the Purple Plan-
  et into a perfected geography of sentient crystalline forms. 
  Then, as the weirdling sun’s influence waxes and the Green 
  Flow’s wanes, the weirdling sun transforms those perfect 
  forms into dust. From the dust rises a welter of imperfect 
  organic life – which is born, lives, dies, and decays – giving 
  rise to still more imperfect life, always changing, slowly de-
  grading into primordial ooze before ceasing entirely. They 
  believe that this endless cycle of chaos and order, entropy 
  and perfection, has now reached a cusp, and the Green Flow 
  is ready to remake the Purple Planet anew. The descended 
  masters consider themselves a part of its plan, a step to-
  wards final perfection of form and intellect that is the apex 
  of the cycle.
  Long ago, when the Green Flow’s influence began to wane, 
  and the sun’s to wax, some of the denizens of the Purple 
  Planet sought to avoid the degrading effects of the weirdling 
  sun by descending into the hollow places under the Great 
  Plateau (see Significant Geography of the Under-Plateau, p. 
  XX). What they discovered was just as significant a danger 
  to them as what happened to the Ascended Masters and the 
  kith. Where the influence of the sun is toward lower and 
  lesser, devolution and degradation, passion and kinesis, the 
  Green Flow’s influence is toward order and purpose, expan-
  sion and enhancement, intellect and perfection. The life cy-
  cle of the descended masters is testament to this opposition.
  
  Page 63
  Life Cycle of the Descended Masters
  The Underplanet’s descended masters are creatures and ser-
  vants of the Green Flow. They may use any weapon, and are 
  strong and skilled hand-to-hand fighters. They do not use 
  magic. With the power that the Flow grants, they become its 
  agents in the Underworld, tending the birthing chambers of 
  the shard children, living in the Undercity in the light of the 
  Under-Sun, becoming crystalline constructs brought into be-
  ing by the Green Flow’s indefatigable influence, and joining 
  for a time with its alien intellect. 
  There are four milestones in the life cycle of the descended 
  masters: birthing, wizening, perfection, and ascension.
  Birthing
  Each Descendent into the Underplanet was considered by 
  the Green Flow, each carefully weighed and his or her worth 
  calculated. In the end only a few were fit for the Flow’s great 
  purpose. These few are the basis for every one born since. 
  The descended masters are grown in birthing chambers (the 
  Crystal Crèche), cloned from material selected by the Green 
  Flow. The birth cycle takes years, rather than months. Dur-
  ing this time, the clones are allowed to grow and develop 
  into adult forms, each one perfect and whole, thoroughly 
  indoctrinated. Those who fail at various stages in their de-
  velopment are returned to the vats, to begin the cycle anew. 
  Wizening
  Those who “hatch” from the birthing chambers are green-
  skinned humanoids, intelligent and talented, their human-
  like physiologies perfect in every way. They are immune to 
  diseases, and tend to live for at least a century, and sometimes 
  as many as two, before becoming Perfected. During this pe-
  riod they live fulfilled lives of industry and contemplation, 
  becoming ever more integrated with the Green Flow. They 
  are, at the same time, having their thoughts made correct 
  through communion with the Flow, and having their bodies 
  perfected through partaking of its substance. The descended 
  masters are not affected by the Green Flow like PCs are; they 
  are its chosen instruments, symbiotic with it.
  At the end of the Wizening, each Descended Master reaches 
  its pinnacle, shedding its mortal flesh to reveal a crystalline 
  being, a living greenstone, fully in touch with the Green 
  Flow, a part of its consciousness. Such a Wizened Master 
  is capable of movement and speech, but the organic beings 
  around him or her become increasingly inconsequential. 
  They are ephemerals, and lack true communion with the 
  Green Flow. This period of a Descended Master’s life cycle 
  is measured in millennia, over which time it achieves Perfec-
  tion as a crystal shard of the Flow’s memories, and is placed 
  among others of its kind, in the Crystalline Matrix. 
  Perfection
  It is the lot of each living crystal to reach a state of perfection, 
  at which point it no longer possesses autonomy of any sort, 
  and has gone completely over to the Green Flow. It ceases to 
  move, and ceases to have biology, as such; instead it is a being 
  of balanced geometry, a memory in the archive of the Flow. 
  Each time a Wizened Master becomes Perfected, its body is 
  placed in the Crystalline Matrix, a labyrinth of caverns, filled 
  with the Perfected. It is at the same time crypt and library, the 
  sum total of the thought of the Green Flow, and serves as its 
  memory. However, even memory is not eternal. The Green 
  Flow extrudes the Matrix from the Under-Plateau through a 
  kind of peristalsis, into lower reaches of the Pit of the Mother 
  Orm (Area D in Peril on the Purple Planet).
  Ascension
  The Perfected Masters extrude, slowly but surely, toward the 
  surface of the plateau, and emerge in the Pit of the Mother 
  Orm, Vatya-Ibdid. At the leading edge of the extrusion, the 
  eldest of the Perfected fracture from the Matrix, bit by bit, 
  becoming greenstones of various sizes. Once exposed, they 
  slowly fill with the power of the weirdling sun, and some-
  times are ingested by the death orms. Thus, the Green Flow’s 
  memories of its past constantly fracture and ascend into the 
  world above; they must be renewed constantly through the 
  process of birthing, wizening, and perfecting its offspring.
  Youthful Descended Master: Init +3; Atk fist +2 melee 
  (1d3+1) or weapon +2 melee or missile; AC 13; HD 4d6; MV 
  35’; Act 2d20; SP arcane grounding when a spell is cast within 
  20’ of any of the newly birthed, the caster suffers 1 point of 
  spellburn to one physical attribute; SV Fort +2, Ref +2, Will 
  +2; AL L.
  Mature Descended Master: Init +2; Atk fist +3 melee 
  (1d5+1) or weapon +2 melee or missile; AC 15; HD 4d8; MV 
  30’; Act 2d20; SP spell arc any spell effect causes arcs of green 
  lightning doing 1d4 damage per level of caster to all enemies 
  within 10’; SV Fort +3, Ref +1, Will +3; AL L.
  Wizened Master: Init +1; Atk fist +4 melee (1d6+1) or weap-
  on +2 melee or missile; AC 18; HD 4d10; MV 25’; Act 2d20; 
  SP spell reflection any spell effect is reflected back to its cast-
  er, with appropriate Will or Fort Save versus spell result to 
  avoid effect or take half damage; SV Fort +3, Ref +0, Will +4; 
  AL L.
  Encounters With Descended Masters
  If the PCs encounter the descended masters in one or more of 
  their successive forms, they are most likely to encounter them 
  in the Crystal Crèche or in the Undercity, where the Wizen-
  ing occurs. There they find an ordered society, one with strict 
  laws of comportment and behavior, complex customs of man-
  ner, and intricate procedures for carrying out practical tasks. 
  The ones just born are as close to human as they will ever be. 
  In the process of Wizening the descended masters slowly give 
  over passion for intellect, and impulse for planning. They are 
  dispassionate and somewhat disconnected from mundane af-
  fairs as they near Perfection.
  
  Page 64
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SOURCE: textdata/thevault/Dungeon Crawl Classics/Modules/DCC - 84 Peril on the Purple Planet - Box Set/PP-Companion.pdf