TEXT: DEMONLAND
  Supplemental Rules for Sword & Sorcery Adventures
  Base rule system is the Dungeon Crawl Classics RPG.
  ABILITY SCORES
  Ability scores are generated by rolling 3d6 six times, rerolling 
  any 1s, and assigning each score to the abilities in order. Roll 
  percentile dice for any 18s. Once all scores are rolled, two of 
  them may optionally be swapped.
  Strength (STR)
  Modifier is added to damage rolls for melee and hurled 
  weapons. Die is used for tasks such as breaking down dungeon
  doors, etc.
  Agility (AGI)
  Score acts as armor class, but check penalty from armor also 
  applies to AC. Modifier is added to attack (to-hit) rolls, 
  initiative rolls, and reflex saves.
  Stamina (STA)
  Score equals base hit points. Modifier applies to fortitude 
  saves.
  Personality (PER)
  Modifier applies to the number of followers a PC may have 
  (base 4), and is also added to will saves. Die used for NPC 
  reaction checks.
  Intelligence (INT)
  Characters get a 10% chance to read languages per point 
  above 10. Modifier added to spell checks (sorcerers and half-
  demons).
  Luck (LK)
  Modifier applies to crit and fumble table rolls. Die may be 
  added to any roll a number of times per adventure equal to 
  the PC’s level (see House Rules below).
  ABILITY SCORE MODIFIERS
  Ability Score
  Modifier
  Ability Die
  3
  -3
  d2
  4-5
  -2
  d3
  6-8
  -1
  d4
  9-12
  --
  d6
  13-15
  +1
  d8
  16-17
  +2
  d10
  18/01-50
  +3
  d12
  18/51-75
  +4
  d14
  18/76-90
  +5
  d16
  18/91-95
  +6
  d20
  18/96-99
  +7
  d24
  18/00
  +8
  d30
  CHARACTER CLASSES
  There are three basic character types:
  •
  Warrior
  •
  Sorcerer
  •
  Half-Demon
  Each class is modified as follows:
  Warriors: Use DCC warrior chart. d12 hit dice. Warriors do 
  not get a “lucky weapon”. Add level to AC and initiative.
  Sorcerers: Use DCC wizard chart. d4 hit dice. Sorcerers begin 
  with Detect Magic, Read Magic, and two other spells that the 
  player may choose. Additional spells gained through leveling 
  are randomly rolled for.
  Half-Demons: Use DCC elf chart. d8 hit dice. Automatic Patron
  Bond/Invoke Patron, just like an elf. Ignore the stuff about iron 
  sensitivity, detecting secret doors, etc. Half-Demons get two 
  randomly determined abilities - one beneficial and one 
  detrimental.
  ADVANCEMENT CHART
  Level
  Warrior
  Sorcerer
  Half-Demon
  0
  0
  0
  0
  1
  1
  1
  1
  2
  2,000
  2,500
  4,000
  3
  4,000
  5,000
  8,000
  4
  8,000
  10,000
  16,000
  5
  16,000
  20,000
  32,000
  6
  32,000
  40,000
  64,000
  7
  64,000
  80,000
  120,000
  8
  120,000
  150,000
  250,000
  9
  240,000
  300,000
  400,000
  10
  360,000
  450,000
  600,000
  Each PC begins play with 5,000 XP.
  
  MISC HOUSE RULES AND SUCHLIKE
  * Instead of the d4 hit die for 0-level, characters add their 
  stamina score to their hit point total. Stamina modifier is not 
  added to each hit die. (i.e., a 3rd-level wizard with 10 stamina 
  has 3d4+10 hit points.)
  * Each PC may add their luck die (see ABILITY SCORES table 
  above for which die type to use) to any roll a number of times 
  per adventure equal to their level. (i.e. a 3rd level wizard with 
  a 15 luck score has three 8-sided dice he may add to any rolls 
  during the course of a single adventure)
  * All PCs have access to the thief skills listed below. In general,
  they must roll equal/under their level on a d12 to succeed. 
  Where indicated, ability modifiers may adjust the chances of 
  success (although check penalty may also apply in some 
  cases). 
  Example: A 4th-level warrior wants to pick a noble’s 
  pocket. He would normally need to roll a 1-4 
  (equal/under his level), but since he has a 16 agility 
  (+2 modifier), he succeeds if he rolls a 1-6 on a d12.
  Thief Skills
  1.
  Sneak/Hide (AGI)
  2.
  Pick Pocket (AGI)
  3.
  Climb Sheer Surfaces (AGI)
  4.
  Pick Lock (AGI)
  5.
  Find Trap (INT)
  6.
  Disable Trap (AGI)
  7.
  Forge Document (AGI)
  8.
  Disguise Self (PER)
  9.
  Handle Poison
  * When attacking from behind, and the target is unaware of 
  the character’s presence, a backstab may be attempted. The 
  to-hit roll is made at +4. If a hit is scored, it is an automatic 
  critical hit.
  * All PCs may attempt Mighty Deeds. Use the attack die chart 
  below instead of the attack bonuses listed in the DCC 
  rulebook. Warriors are still the only class that adds their deed 
  die result to damage rolls. Sorcerers and Half-Demons apply it 
  to attack rolls only.
  CHARACTER ATTACKS
  Level
  Warrior
  Sorcerer
  Half-Demon
  1
  d4
  d3
  d3
  2
  d4
  d3
  d3
  3
  d6
  d3
  d4
  4
  d6
  d4
  d4
  5
  d8
  d4
  d6
  6
  d8
  d4
  d6
  7
  d10+1
  d6
  d8
  8
  d10+2
  d6
  d8
  9
  d10+3
  d6
  d10
  10
  d10+4
  d8
  d10+1
  * At every even-numbered level, the PC has a chance at an 
  ability score increase. Roll a d6 to randomly determine an 
  ability (1 = STR, 2 = AGI, etc.). The player then rolls a d20, and 
  if he rolls higher than the current ability score, the ability is 
  increased by one point. If the score is already 18/XX and he 
  rolls a 19 or 20, then the player may roll percentile dice again, 
  and keep the new result if it is higher. If the percentile roll is 
  lower than the current score, it remains the same. Since 
  characters begin at 2nd level or higher, brand new PCs get a 
  chance at an increase before play begins.
  MONEY/STARTING FUNDS
  Demonland is metal-poor. As a result, small gemstones called 
  rupees are used as currency. The rupee is equivalent to the gold
  piece commonly used in less pretentious settings. Each PC 
  begins play with 3d6 x 20 rupees.
  WEAPONS
  Since Demonland is a metal-poor setting, only the following 
  weapons are available at the start of play. Metal weapons are 
  extremely rare, and are usually imbued with strong 
  enchantments.
  Weapon
  Damage
  Cost
  Blackjack
  1d3/2d6* (subdual)
  3
  Blowgun w/ crystal darts
  1d3/1d5*
  6
  Club
  1d4
  3
  Dagger (flint)
  1d4/1d10*
  3
  Dagger (glass or crystal)
  1d4/1d10*
  30
  Garrote
  1/3d4*
  2
  Handaxe (wood/flint)
  1d6
  4
  Mace (stone head)
  1d6
  5
  Bow (sharpened wood 
  arrows)
  1d6
  30
  Sling
  1d4
  2
  Spear (flint head)
  1d8
  3
  Staff
  1d4
  1
  * second number is backstab damage
  ARMOR
  Note that armor offers damage reduction rather than making 
  you harder to hit. Check penalty reduces AC.
  Armor
  Damage
  Reduction
  Check
  Pen.
  Speed
  Fumble
  Die
  Cost
  Unarmored
  --
  --
  --
  d4
  0
  Leather
  DR1
  -1
  --
  d8
  50
  Basilisk Hide
  DR2
  -2
  --
  d10
  350
  Hydra Scale
  DR3
  -3
  -5’
  d12
  800
  
  SPELLS CHART: SORCERERS AND HALF-DEMONS
  1st Level (d14)
  2nd Level (d20)
  3rd Level (d20)
  4th Level (d8)
  5th Level (d8)
  1
  Charm Person 131
  ESP 166
  Binding 270
  Control Fire 238
  Fecund Fungi 247
  2
  Chill Touch 133
  Forget 170
  Breathe Life 202
  Control Ice 239
  Invisible Stalker 249
  3
  Choking Cloud 134
  Invisibility 172
  Consult Spirit 204
  Polymorph 243
  Magic Bulwark 251
  4
  Detect Magic 260
  Invisible Companion 
  173
  Demon Summoning 206 Transmute Earth 244
  Mind Purge 252
  5
  Enlarge 139
  Knock 175
  Dispel Magic 208
  Wizard Sense 245
  Replication 253
  6
  Flaming Hands 142
  Levitate 176
  Eldritch Hound 211
  Desecrate 298
  Weather Control 302
  7
  Force Manipulation 143 Locate Object 178
  Entropic Maelstrom 213 Vermin Blight 300
  Whirling Doom 303
  8
  Magic Shield
  Mirror Image 182
  Eternal Champion 214
  Player Choice
  Player Choice
  9
  Read Magic 152
  Monster Summon. 184
  Fly 217
  10 Sleep 155
  Phantasm 187
  Gust of Wind 219
  11 Spider Climb 156
  Ray of Enfeeble. 190
  Planar Step 225
  12 Darkness 258
  Scare 191
  Slow 228
  13 Paralysis 264
  Shatter 193
  Transference 232
  14 Player Choice
  Spider Web 196
  Turn to Stone 233
  15
  Strength 198
  Water Breathing 235
  16
  Banish 269
  Animate Dead 285
  17
  Curse 273
  Speak with Dead 290
  18
  Lotus Stare 276
  Reroll
  19
  Reroll
  Reroll
  20
  Player Choice
  Player Choice
  HALF-DEMON ABILITIES
  (roll one beneficial and one detrimental)
  Beneficial (d12)
  1.
  Sharp teeth. Bite attack for 1d4 + STR modifier damage.
  2.
  Once per adventure you can produce a sharp barb from 
  your body. Treat as a dagger.
  3.
  Hardened demon-hide skin. DR1.
  4.
  Fire resist 5.
  5.
  +4 to spell checks when casting Summon Monster or 
  Summon Demon.
  6.
  Ultravision 60’. You can see in full color, even in complete
  darkness.
  7.
  Supernaturally sly and agile. +2 to all agility-based 
  thieving skills.
  8.
  Invisible to mindless undead creatures, such as zombies, 
  skeletons, and so forth.
  9.
  Ghoul-touched. Once per adventure, you can feast on a 
  corpse and regain hit points. Make a spell check on the 
  Lay on Hands chart as if healing someone of the same 
  alignment. A minimum of 1 die is healed.
  10. Devilishly sexy. Treat personality score as 18/51 when 
  dealing with those sexually attracted to your gender.
  11. Vampiric touch. You may make an attack roll against any 
  living enemy. If the attack hits, look up the attack roll 
  result on the Lay on Hands chart (adjacent). The attack 
  deals that many d6’s of damage, and heals you for a like 
  amount. Usable up to 3 times per adventure.
  12. Fiendish quickness. Once per adventure you may move 
  double your normal speed and take twice the normal 
  number of actions in a single round.
  Detrimental (d8)
  1.
  Vulnerable to cold. +5 damage from cold-based attacks.
  2.
  Vulnerable to silver. Silvered weapons cause double 
  damage against you.
  3.
  Chthonic heritage. -2 to all rolls in daylight.
  4.
  Hideous deformities. Personality score is 6.
  5.
  Emaciated. -2 strength and stamina.
  6.
  Atrophied legs. -10’ speed.
  7.
  Parasitic host. Must consume 3x the normal amount of 
  food and water per day.
  8.
  Enlarged organs. When an enemy scores a critical hit 
  against you, it gets +4 to its roll on the crit table.
  SAMPLE PATRONS
  1.
  Lamashtu, Mother of Monsters
  2.
  Sarku, Lord of Worms
  3.
  Thasaidon, Lord of the Seven Hells Beneath the Earth, 
  and the Hells of Man’s Heart Above the Earth, which are 
  Seven Times Seven
  4.
  Tsathoggua, the Sleeper of N’Kai
  5.
  Thamogorgos, Lord of the Abyss
  6.
  Cthun, Overlord of the Underworld
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/Demonland (DCC).pdf