TEXT: 1 
   
  RRAVEN
  AVEN  CCROWKING
  ROWKING’’SS  NNEST
  EST  PPRESENTS
  RESENTS  
    
  DDANIEL
  ANIEL  J. B
  J. BISHOP
  ISHOP’’SS    
    
    
  BBIRTHDAY
  IRTHDAY  M
  MATHOM
  ATHOM  
    
  2015 E
  2015 EDITION
  DITION 
  
  1 
   
  Barsoom, as every Dungeon Crawl Classics player and Judge 
  should know, is Edgar Rice Burroughs’ fantastic version of 
  Mars. Transferring PCs from a terrestrial orb to Barsoom is as 
  easy as failing a saving throw in a cave, while Mars is 
  appearing visibly through the open cave mouth, or having a 
  TPK under the night sky. Instead of dying, the PCs feel drawn 
  to the red planet, where their bodies (but not their armor, 
  weapons, or other goods) appear unharmed. 
   
  Benefits 
   
  I knew that I was on Mars; not once did I question either my 
  sanity or my wakefulness. I was not asleep, no need for 
  pinching here; my inner consciousness told me as plainly that 
  I was upon Mars as your conscious mind tells you that you are 
  upon Earth. You do not question the fact; neither did I.  
   
   
  - Edgar Rice Burroughs, A Princess of Mars 
   
  PCs from Earth or Earth-like worlds gain the following 
  advantages on Barsoom: 
   
   The PC can leap 10’ per point of combined Strength and 
  Agility bonus. No check is required. Thus, a character 
  with an 18 Strength and Agility can leap 60’ without a 
  check. A character with an 18 Strength and an 8 Agility 
  could leap 20’ without a check. Such a leap uses either an 
  Action Die or a move. 
   
   The character gains a +2 bonus to melee attack and 
  damage rolls, and a +2 bonus to AC, as Earthly muscles 
  are stronger and faster under the limited gravity of 
  Barsoom. 
   
   All Earthly PCs on Barsoom may do lethal damage with 
  unarmed attacks, if they so desire. 
   
   All native Barsoomians are telepathic to a limited degree, 
  and project their thoughts. PCs can occasionally access 
  these surface thoughts, as the Judge determines, and gain 
  a +1d bonus to Initiative on the dice chain as a result. 
   
   Native Barsoomians cannot read the minds of terrestrial 
  PCs, unless those PCs are also psychic. PCs might be 
  psychic due to mutations (Mutant Crawl Classics, 
  Crawling Under a Broken Moon), or due to psionics 
  (Crawljammer, The Wizardarium of Calabraxis). 
   
   
  Adapting to Barsoom 
   
  Springing to my feet I received my first Martian surprise, for 
  the effort, which on Earth would have brought me standing 
  upright, carried me into the Martian air to the height of about 
  three yards. I alighted softly upon the ground, however, 
  without appreciable shock or jar. Now commenced a series of 
  evolutions which even then seemed ludicrous in the extreme. I 
  found that I must learn to walk all over again, as the muscular 
  exertion which carried me easily and safely upon Earth played 
  strange antics with me upon Mars. 
  Instead of progressing in a sane and dignified manner, my 
  attempts to walk resulted in a variety of hops which took me 
  clear of the ground a couple of feet at each step and landed 
  me sprawling upon my face or back at the end of each second 
  or third hop. My muscles, perfectly attuned and accustomed to 
  the force of gravity on Earth, played the mischief with me in 
  attempting for the first time to cope with the lesser gravitation 
  and lower air pressure on Mars. 
   
   
  - Edgar Rice Burroughs, A Princess of Mars 
   
  PCs new to Barsoom undergo a period of adjustment, 
  requiring 1d8 minus Intelligence modifier minutes of practical 
  experimentation. During this period, the character has a –2d 
  penalty on the dice chain to all actions using Strength or 
  Agility, and Fumbles on any natural roll of 1-5. 
   
  The Judge may choose to be as lenient as Edgar Rice 
  Burroughs was with John Carter, giving them a chance to 
  adjust before a tribe of Green Barsoomians arrives. Or she 
  may decide that the PCs arrive in the vicinity of a pride of 
  banths.  
   
  Lots of fumbles, no armor, and no weapons (but a hell of a 
  wallop with Earth-born fists!) might make for an amusing 
  combat. If it ends in a TPK, the PCs can always wake up again 
  on Earth, similarly to the way John Carter returns to his home 
  world at the end of A Princess of Mars. 
   
   
   
   
   
   
   
   
   
  Terrestrials on Barsoom 
  By Daniel J. Bishop 
  Copyright © 2015 
  All rights reserved 
  
  2 
   
  Apt 
   
  The apt was our most consistent and dangerous foe. 
   
  It is a huge, white-furred creature with six limbs, four of 
  which, short and heavy, carry it swiftly over the snow and ice; 
  while the other two, growing forward from its shoulders on 
  either side of its long, powerful neck, terminate in white, 
  hairless hands, with which it seizes and holds its prey. 
   
  Its head and mouth are more similar in appearance to those of 
  a hippopotamus than to any other earthly animal, except that 
  from the sides of the lower jawbone two mighty horns curve 
  slightly downward toward the front. 
   
  Its two huge eyes inspired my greatest curiosity. They extend 
  in two vast, oval patches from the center of the top of the 
  cranium down either side of the head to below the roots of the 
  horns, so that these weapons really grow out from the lower 
  part of the eyes, which are composed of several thousand 
  ocelli each. 
   
  This eye structure seemed remarkable in a beast whose haunts 
  were upon a glaring field of ice and snow, and though I found 
  upon minute examination of several that we killed that each 
  ocellus is furnished with its own lid, and that the animal can at 
  will close as many of the facets of his huge eyes as he chooses, 
  yet I was positive that nature had thus equipped him because 
  much of his life was to be spent in dark, subterranean 
  recesses. 
   
  Shortly after this we came upon the hugest apt that we had 
  seen. The creature stood fully eight feet at the shoulder, and 
  was so sleek and clean and glossy that I could have sworn that 
  he had but recently been groomed. 
   
  He stood head-on eyeing us as we approached him, for we had 
  found it a waste of time to attempt to escape the perpetual 
  bestial rage which seems to possess these demon creatures, 
  who rove the dismal north attacking every living thing that 
  comes within the scope of their far-seeing eyes. 
   
  Even when their bellies are full and they can eat no more, they 
  kill purely for the pleasure which they derive from taking 
  life.... 
   
   
  - Edgar Rice Burroughs, Warlord of Mars 
   
  Apt: Init +3; Atk grab +4 melee (1d6 plus hold) or bite +2 
  melee (1d8+8); AC 16; HD 5d8+16; MV 40’; Act 2d20; SP 
  infravision 60’, far-seeing, half damage from cold, hold 
  (opposed Strength check vs. +6 bonus to break free, held 
  characters can be bit with a +2 bonus to the attack roll); SV 
  Fort +6, Ref +2, Will +4; AL C. 
   
  These monsters of the far north can see potential prey from as 
  far as a mile away, making encounters almost certain in the 
  polar regions of Barsoom.  
   
  Encounters usually begin with a charge, following the rules on 
  page 96 of the DCC Core Rulebook. An apt will typically use 
  its Action Dice to grab first, and then bite any opponent it has 
  succeeded in grabbing. It gains a +2 bonus to hit grabbed 
  opponents with its bite.  
   
  A grabbed opponent may attempt to break free (opposed 
  Strength against a +6 bonus), but the attempt uses an Action 
  Die. Alternately, a grabbed opponent may attempt to attack, 
  with a –1d penalty on the dice chain to both attack rolls and 
  damage. 
   
  Once a month, they sleep for a full day and are docile if not 
  attacked. Apts are sometimes tamed by the Okar, who use 
  them as guard beasts. 
   
  Banth 
   
  The banth is a fierce beast of prey that roams the low hills 
  surrounding the dead seas of ancient Mars. Like nearly all 
  Martian animals it is almost hairless, having only a great 
  bristly mane about its thick neck.  
   
  Its long, lithe body is supported by ten powerful legs, its 
  enormous jaws are equipped, like those of the calot, or 
  Martian hound, with several rows of long needle-like fangs ; 
  its mouth reaches to a point far back of its tiny ears, while its 
  enormous, protruding eyes of green add the last touch of 
  terror to its awful aspect.  
   
  As it crept toward me it lashed its powerful tail against its 
  yellow sides, and when it saw that it was discovered it emitted 
  the terrifying roar which often freezes its prey into momentary 
  paralysis in the instant that it makes its spring. 
   
   
  - Edgar Rice Burroughs, Gods of Mars 
   
  Denizens of Barsoom 
  By Daniel J. Bishop 
  Copyright © 2015 
  All rights reserved 
  
  3 
   
  Banth: Init +4; Atk bite +5 melee (1d6+3); AC 13; HD 
  5d8+5; MV 40’; Act 1d20; SP roar, leap, track, stealthy; SV 
  Fort +3, Ref +4, Will +0; AL N. 
   
  The Barsoomian “lion” is a stealthy predator, which has a 1 in 
  6 chance of surprising prey (in addition to whatever standard 
  chance the Judge uses). It has a fine sense of smell, used to 
  detect and track potential prey. A banth has a 1 in 3 chance to 
  roar before it leaps. Creatures hearing the roar must roll a DC 
  10 Will save or be unable to act for 1 round. A banth can leap 
  30’ to attack a creature, granting a +2 bonus to both attack roll 
  and damage.  
   
  Calot 
   
  In response to her call I obtained my first sight of a new 
  Martian wonder. It waddled in on its ten short legs, and 
  squatted down before the girl like an obedient puppy. The 
  thing was about the size of a Shetland pony, but its head bore 
  a slight resemblance to that of a frog, except that the jaws 
  were equipped with three rows of long, sharp tusks.  
   
   
  - Edgar Rice Burroughs, A Princess of Mars 
   
  Calot: Init +4; Atk bite +2 melee (1d6); AC 12; HD 1d8; MV 
  80’; Act 1d20; SP ferocious bite, loyalty; SV Fort +1, Ref 
  +10, Will +8; AL L. 
   
  Calots are fierce, intelligent animals that are the fastest living 
  things on Barsoom. Despite the fact that they are noted for 
  their loyalty, and used as “watchdogs” by Barsoomians, to be 
  called a calot is a deadly insult, and wild calots can pose a 
  serious threat to travellers. 
   
  A calot can clamp down on a successful bite attack, doing 1d5 
  damage each round until it is shaken free (opposed Strength 
  vs. a +3 bonus; one free attempt per round). This hampers the 
  bitten victim so that it takes a –1d penalty on the dice chain to 
  Initiative and attack rolls, but if the opponent is larger than the 
  calot, it can automatically inflict 1 point of damage each round  
  by spending an Action Die to do so. 
   
  Because of their fierce loyalty, a calot gains a +2 bonus to 
  attack rolls, and a +3 bonus to damage, when defending a 
  creature it has bonded with. 
   
  First Born 
   
  The black pirates interested me immensely. I had heard vague 
  rumors, little more than legends they were, during my former 
  life on Mars ; but never had I seen them, nor talked with one 
  who had.  
   
  They were popularly supposed to inhabit the lesser moon, 
  from which they descended upon Barsoom at long intervals. 
  Where they visited they wrought the most horrible atrocities, 
  and when they left carried away with them firearms and 
  ammunition, and young girls as prisoners. These latter, the 
  rumor had it, they sacrificed to some terrible god in an orgy  
  which ended in the eating of their victims.  
  I had an excellent opportunity to examine them as the strife 
  occasionally brought now one and now another close to where 
  I stood. They were large men, possibly six feet and over in 
  height. Their features were clear cut and handsome in the 
  extreme; their eyes were well set and large, though a slight 
  narrowness lent them a crafty appearance; the iris, as well as 
  I could determine by moonlight, was of extreme blackness, 
  while the eyeball itself was quite white and clear. The physical 
  structure of their bodies seemed identical with those of the 
  therns, the red men, and my own. Only in the color of their 
  skin did they differ materially from us; that is of the 
  appearance of polished ebony, and odd as it may seem for a 
  Southerner to say it, adds to rather than detracts from their 
  marvelous beauty.  
   
  But if their bodies are divine, their hearts, apparently, are 
  quite the reverse. Never did I witness such a malign lust for 
  blood as these demons of the outer air evinced in their mad 
  battle with the therns. 
   
   
  - Edgar Rice Burroughs, Gods of Mars 
   
  First Born Warrior: Init +2; Atk short sword +5 melee 
  (1d6+2) or radium pistol +3 ranged (2d6); AC 11; HD 3d8+3; 
  MV 30’; Act 1d20; SP infravision 30’; SV Fort +4, Ref +2, 
  Will +4; AL L. 
   
  The First Born of Barsoom believe themselves to be the 
  descendants of the first sentient being born of the Tree of Life 
  on Mars. They live in a subterranean city, upon a subsurface 
  sea under the South Pole of Barsoom. They maintain a vast 
  aerial fleet, which they use to regularly raid the Therns for 
  slaves. 
   
  Green Barsoomian 
   
  They seemed mostly head, with little scrawny bodies, long 
  necks and six legs, or, as I afterward learned, two legs and 
  two arms, with an intermediary pair of limbs which could be 
  used at will either as arms or legs. Their eyes were set at the 
  extreme sides of their heads a trifle above the center and 
  protruded in such a manner that they could be directed either 
  forward or back and also independently of each other, thus 
  permitting this queer animal to look in any direction, or in two 
  directions at once, without the necessity of turning the head. 
   
  The ears, which were slightly above the eyes and closer 
  together, were small, cup-shaped antennae, protruding not 
  more than an inch on these young specimens. Their noses 
  were but longitudinal slits in the center of their faces, midway 
  between their mouths and ears. 
   
  There was no hair on their bodies, which were of a very light 
  yellowish-green color. In the adults, as I was to learn quite 
  soon, this color deepens to an olive green and is darker in the 
  male than in the female. Further, the heads of the adults are 
  not so out of proportion to their bodies as in the case of the 
  young. 
   
   
  
  4 
   
  The iris of the eyes is blood red, as in Albinos, while the pupil 
  is dark. The eyeball itself is very white, as are the teeth. These 
  latter add a most ferocious appearance to an otherwise 
  fearsome and terrible countenance, as the lower tusks curve 
  upward to sharp points which end about where the eyes of 
  earthly human beings are located. The whiteness of the teeth is 
  not that of ivory, but of the snowiest and most gleaming of 
  china. Against the dark background of their olive skins their 
  tusks stand out in a most striking manner, making these 
  weapons present a singularly formidable appearance. 
   
   
  - Edgar Rice Burroughs, A Princess of Mars 
   
  Green Barsoomian Warrior: Init +0; Atk great sword +4 
  melee (1d10) or bite +0 melee (1d3) or radium rifle +5 ranged 
  (2d8); AC 10; HD 2d8; MV 30’; Act 1d20; SV Fort +2, Ref 
  +0, Will +0; AL C. 
   
  Male green Barsoomians can reach heights of 15’, with 
  females being slightly smaller (12’). They are able to use large 
  swords — effectively two-handed swords — with a single 
  hand, and without a penalty to Initiative. Although they band 
  together in large tribal hordes (such as the Tharks and the 
  Warhoon), most green Barsoomians respect only strength, and 
  smile or laugh only at the suffering of others.  
   
  These Martians are egg-layers, in common with most other 
  Barsoomians, but they lay eggs in clutches, which they place 
  in hidden incubators to hatch. They fear not only predators and 
  other races of Mars, but even other groups of green 
  Barsoomians, who will destroy their eggs and incubators if 
  they find them. When the eggs hatch, the young are distributed 
  among the females of the horde to raise. Normally, no one 
  knows which adults are the actual parents of which hatchlings. 
   
  Green Barsoomians are nomadic, living at times in the ruins of 
  earlier, more advanced Martians. They keep a number of 
  domesticated animals, such as calots, thoats, and zitidar, but 
  control them through the threat of violence rather than through 
  compassion. 
   
  Hormad 
   
  Now it was that I saw what lent them their strange and 
  unnatural appearance. They seemed the faulty efforts of a 
  poor draftsman, come to life — animated caricatures of man. 
  There was no symmetry of design about them. The left arm of 
  one was scarce a foot long, while his right arm was so long 
  that the hand dragged along the ground as he walked. Four-
  fifths of the face of one was above the eyes, while another had 
  an equal proportion below the eyes. Eyes, noses, and mouths 
  were usually misplaced; and were either too large or too small 
  to harmonize with contiguous features. 
   
  - Edgar Rice Burroughs, Synthetic Men of Mars 
   
  Hormad: Init -2; Atk short sword +0 melee (1d6); AC 9; HD 
  3d6; MV 30’; Act 1d20; SP hard to kill; SV Fort +8, Ref +0, 
  Will –4; AL N. 
   
  Hormads are artificial men, ill-wrought in the vats of the 
  ancient and brilliant red Barsoomian scientist Ras Thavas, 
  called the Mastermind of Mars. Although misshapen, and not 
  very intelligent, they are extremely difficult to kill — only an 
  attack that causes damage equal to a hormad’s hit points or 
  more actually destroys the creature. All other damage is 
  ignored. 
   
  Kaldane and Rykor 
   
  In the center of the chamber a headless body lay upon the 
  floor — a body that had been partially devoured — while over 
  and upon it crawled a half a dozen heads upon their short, 
  spider legs, and they tore at the flesh of the woman with their 
  chelae and carried the bits to their awful mouths. They were 
  eating human flesh--eating it raw! 
   
  Tara of Helium gasped in horror and turning away covered 
  her eyes with her palms. 
   
  "Come!" said her captor. "What is the matter?" 
   
  "They are eating the flesh of the woman," she whispered in tones 
  of horror. 
   
  "Why not?" he inquired. "Did you suppose that we kept the rykor 
  for labor alone? Ah, no. They are delicious when kept and 
  fattened. Fortunate, too, are those that are bred for food, since 
  they are never called upon to do aught but eat." 
   
  - Edgar Rice Burroughs, The Chessmen of Mars 
   
  Kaldane: Init +1; Atk bite +0 melee (1d3); AC 12; HD 1d8-1; 
  MV 20’; Act 1d20; SP control rykor, hypnotic gaze; SV Fort 
  +0, Ref +2, Will +8; AL C. 
   
  Rykor: Init +0; Atk by weapon +0 melee (by weapon +2); AC 
  10; HD 2d6; MV 30’; Act 1d20; SV Fort +4, Ref +0, Will -10; 
  AL N. 
   
  Kaldanes are disembodies heads with spider-like legs and 
  mouthparts. Rykors are headless humanoid bodies, which a 
  kaldane can mount and control, making it appear to be a single 
  creature. Kaldanes are bluish-grey, become larger and bluer as 
  they age. The eldest kaldanes have white and scarlet bands 
  encircling the eyes and mouth, with a band of white and 
  scarlet extending outward from each nostril, horizontally the 
  width of the face. These are the leaders of a kaldane “people”, 
  and all of its “people” are born from the elder kaldane’s 
  asexually produced eggs. 
   
  All kaldane have the mental power needed to control any 
  rykor within 10’, enabling them to force the rykor to approach, 
  lift the kaldane, and place it into the rykor’s mouth (where a 
  head would attack on a humanoid). 
   
  10% of kaldane can use this power on other humanoids, 
  exerting a hypnotic gaze that requires a DC 10 Will save to 
  resist. Elder kaldane can exert a hypnotic force requiring a DC 
  15, or even a DC 20, Will save to resist. About 10% of elder 
  kaldane as so potent as to be able to control other kaldane 
  psychically (DC 25). 
  
  5 
   
  Kangaroo Men 
   
  I turned in the direction she was pointing, to see a number of 
  strange creatures coming toward us in prodigious leaps and 
  bounds. That they were some species of human being was 
  apparent, but there were variations which rendered them 
  unlike any other animal on Mars. They had long, powerful 
  legs, the knees of which were always flexed except 
  immediately after the take-off of one of their prodigious leaps, 
  and they had long, powerful tails; otherwise, they seemed 
  quite human in conformation. As they came closer, I noted that 
  they were entirely naked except for a simple harness which 
  supported a shortsword on one side and a dagger on the other. 
  Besides these weapons, each of them carried a spear in his 
  right hand. They quickly surrounded us, remaining at a little 
  distance from us, squatting down with their knees bent as they 
  supported themselves on their broad, flat feet and their 
  tails.  
   
  “Who are you, and what are you doing here?” demanded one 
  of them, surprising me by the fact that he possessed speech. 
   
  - Edgar Rice Burroughs, Synthetic Men of Mars 
   
  Kangaroo Man Warrior: Init +3; Atk spear +0 melee (1d8) 
  or short sword +0 melee (1d6) or dagger +0 melee (1d4); AC 
  12; HD 1d6; MV 40’; Act 1d20; SP leap; SV Fort +0, Ref +3, 
  Will –2; AL N. 
   
  The boastful, but cowardly, “kangaroo men” of Gooli dwell in 
  a tiny city in the Toonolian marshes. They collect shells and 
  pretty stones as treasure, and are avaricious by nature. 
  Kangaroo men have a marsupial-like pouch, wherein they 
  deposit their eggs, and in which they protect their young. 
   
  They can easily leap 20’ by using a move or an Action Die. 
   
  Lotharian 
   
  “We send out our deathless archers—deathless because they 
  are lifeless, existing only in the imaginations of our enemies. It 
  is really our giant minds that defend us, sending out legions of 
  imaginary warriors to materialize before the mind's eye of the 
  foe. 
   
  “They see them—they see their bows drawn back—they see 
  their slender arrows speed with unerring precision toward 
  their hearts. And they die—killed by the power of suggestion.” 
   
  “But the archers that are slain?” exclaimed Carthoris. “You 
  call them deathless, and yet I saw their dead bodies piled high 
  upon the battlefield. How may that be?” 
   
  “It is but to lend reality to the scene,” replied Jav. “We 
  picture many of our own defenders killed that the Torquasians 
  may not guess that there are really no flesh and blood 
  creatures opposing them. 
   
   
   
  “Once that truth became implanted in their minds, it is the 
  theory of many of us, no longer would they fall prey to the 
  suggestion of the deadly arrows, for greater would be the 
  suggestion of the truth, and the more powerful suggestion 
  would prevail—it is law." 
   
  “And the banths?” questioned Carthoris. “They, too, were but 
  creatures of suggestion?” 
   
  “Some of them were real,” replied Jav. “Those that 
  accompanied the archers in pursuit of the Torquasians were 
  unreal. Like the archers, they never returned, but, having 
  served their purpose, vanished with the bowmen when the rout 
  of the enemy was assured. 
   
  “Those that remained about the field were real. Those we 
  loosed as scavengers to devour the bodies of the dead of 
  Torquas. This thing is demanded by the realists among us. I 
  am a realist. Tario is an etherealist. 
   
  “The etherealists maintain that there is no such thing as 
  matter—that all is mind. They say that none of us exists, 
  except in the imagination of his fellows, other than as an 
  intangible, invisible mentality. 
   
  “According to Tario, it is but necessary that we all unite in 
  imagining that there are no dead Torquasians beneath our 
  walls, and there will be none, nor any need of scavenging 
  banths.” 
   
  “You, then, do not hold Tario's beliefs?” asked Carthoris. 
   
  “In part only,” replied the Lotharian. “I believe, in fact I 
  know, that there are some truly ethereal creatures. Tario is 
  one, I am convinced. He has no existence except in the 
  imaginations of his people. 
   
  “Of course, it is the contention of all us realists that all 
  etherealists are but figments of the imagination. They contend 
  that no food is necessary, nor do they eat; but any one of the 
  most rudimentary intelligence must realize that food is a 
  necessity to creatures having actual existence.” 
   
  “Yes,” agreed Carthoris, “not having eaten to-day I can 
  readily agree with you.” 
   
  - Edgar Rice Burroughs, Thuvia, Maid of Mars 
   
  Lotharian: Init +0; Atk by weapon +2 melee (by weapon); 
  AC 9; HD 1d4; MV 30’; Act 1d20; SP kill by suggestion, 
  illusion, etherialists; SV Fort +0, Ref +0, Will +6; AL L. 
   
  The inhabitants of Lothar are white Barsoomians with auburn 
  hair. They are able to conjure phantoms with their minds, 
  illusions which seem so real that it is difficult at times to 
  determine who in Lothar actual exists, and who is an ethereal 
  projection. 
   
   
   
  
  6 
   
  Among other illusions, Lotharians can create legions of 
  bowmen or spearmen (+2 Init; AC 10; +4 to hit; 1d6 or 1d8 
  damage) and banths. These illusions are 5% likely to become 
  “ethereals” — illusionary beings capable of self-
  determination, who do not know that they are illusions. 
   
  Malagor 
   
  About twenty birds were winging toward us. That in itself was 
  sufficiently astonishing, since they were easily identifiable as 
  malagors, a species long presumed to be extinct; but to add to 
  the incredibility of the sight that met our eyes, a warrior 
  bestrode each of the giant birds. 
   
  - Edgar Rice Burroughs, Synthetic Men of Mars 
   
  Malagor: Init +0; Atk peck +2 melee (1d3); AC 8; HD 3d8; 
  MV 10’ or fly 60’; Act 1d20; SV Fort +4, Ref +2, Will +0; AL 
  N. 
   
  These large birds are easily capable of carrying two full-grown 
  red Barsoomians — they can carry more using nets. Malagor 
  can fly for hours at about 60 miles an hour (400 haads a zode), 
  covering up to 300 miles in a single day. 
   
  Okar 
   
  Directly before us we saw a half dozen men—fierce, black-
  bearded fellows, with skins the color of a ripe lemon. 
   
  “The yellow men of Barsoom!” ejaculated Thuvan Dihn, as 
  though even now that he saw them he found it scarce possible 
  to believe that the very race we expected to find hidden in this 
  remote and inaccessible land did really exist. 
   
  We withdrew behind an adjacent boulder to watch the actions 
  of the little party, which stood huddled at the foot of another 
  huge rock, their backs toward us. 
   
  One of them was peering round the edge of the granite mass 
  as though watching one who approached from the opposite 
  side. 
   
  Presently the object of his scrutiny came within the range of 
  my vision and I saw that it was another yellow man. All were 
  clothed in magnificent furs—the six in the black and yellow 
  striped hide of the orluk, while he who approached alone was 
  resplendent in the pure white skin of an apt. 
   
  The yellow men were armed with two swords, and a short 
  javelin was slung across the back of each, while from their left 
  arms hung cuplike shields no larger than a dinner plate, the 
  concave sides of which turned outward toward an antagonist. 
   
  They seemed puny and futile implements of safety against an 
  even ordinary swordsman, but I was later to see the purpose of 
  them and with what wondrous dexterity the yellow men 
  manipulate them. 
   
  One of the swords which each of the warriors carried caught 
  my immediate attention. I call it a sword, but really it was a 
  sharp-edged blade with a complete hook at the far end. 
   
   
  - Edgar Rice Burroughs, Warlord of Mars 
   
  Okar Warrior: Init +2; Atk hook-sword +2 melee (1d6 plus 
  free attack) or sword +2 melee (1d7) or dagger +1 melee (1d4) 
  or javelin +2 ranged (1d6); AC 11; HD 3d8; MV 30’; Act 
  1d20; SP hook-sword; SV Fort +2, Ref +3, Will +2; AL L. 
   
  Okars are trained to fight using a hook-sword in the left hand, 
  which is further protected by a cup-shaped shield or buckler, 
  and a sword in the right. This sword is somewhere between a 
  long and short sword in size. If they succeed with a hook-
  sword attack, the opponent is drawn forward and off-balance, 
  allowing an immediate free attack using the straight sword, 
  with a +2 bonus to hit. 
   
  The Okars fled to Barsoom’s North Pole region when the 
  planet began to die, seeking to escape the carnage caused by 
  the green Barsoomians. The game of jetan is supposed to be 
  based upon their historic battles with the First Born. 
   
  The Okar train apts as guard beasts. 
   
  Orovar 
   
  “The inhabitants of Horz are, as far as we know, the sole 
  remaining remnant of the once dominant race of Barsoom, the 
  Orovars. A million years ago our ships ranged the five great 
  oceans, which we ruled. The city of Horz was not only the 
  capital of a great empire, it was the seat of learning and 
  culture of the most glorious race of human beings a world has 
  ever known. Our empire spread from pole to pole. There were 
  other races on Barsoom, but they were few in numbers and 
  negligible in importance. We looked upon them as inferior 
  creatures. The Orovars owned Barsoom, which was divided 
  among a score of powerful jeddaks. They were a happy, 
  prosperous, contented people, the various nations seldom 
  warring upon one another. Horz had enjoyed a thousand years 
  of peace. 
   
  “They had reached the ultimate pinnacle of civilization and 
  perfection when the first shadow of impending fate darkened 
  their horizon — the seas began to recede, the atmosphere to 
  grow more tenuous. What science had long predicted was 
  coming to pass — a world was dying. 
   
  “For ages our cities followed the receding waters. Straits and 
  bays, canals and lakes dried up. Prosperous seaports became 
  deserted inland cities. Famine came. Hungry hordes made war 
  upon the more fortunate. The growing hordes of wild green 
  men overran what had once been fertile farm land, preying 
  upon all. 
   
   
   
   
  
  7 
   
  “The atmosphere became so tenuous that it was difficult to 
  breathe. Scientists were working upon an atmosphere plant, 
  but before it was completed and in successful operation all but 
  a few of the inhabitants of Barsoom had died. Only the 
  hardiest survived — the green men, the red men, and a few 
  Orovars; then life became merely a battle for the survival of 
  the fittest. 
   
  “The green men hunted us as we had hunted beasts of prey. 
  They gave us no rest, they showed us no mercy. We were few; 
  they were many. Horz became our last city of refuge, and our 
  only hope of survival lay in preventing the outside world from 
  knowing that we existed; therefore, for ages we have slain 
  every stranger who came to Horz and saw an Orovar, that no 
  man might go away and betray our presence to our enemies. 
   
  “Now you will understand that no matter how deeply we must 
  regret the necessity, it is obvious that we cannot let you live.” 
   
   
  - Edgar Rice Burroughs, Llana of Gathol 
   
  Orovar Warrior: Init +0; Atk by weapon +0 melee (by 
  weapon); AC 10; HD 1d6; MV 30’; Act 1d20; SV Fort +1, 
  Ref +0, Will +1; AL L. 
   
  The Orovar are white Barsoomians with yellow hair and blue 
  eyes. They are perhaps ancestral to the therns, Lotharians, and 
  Okar. If the First Born are to be believed, the white Martians 
  share a common ancestor with the white apes of Barsoom. 
   
  Plant Man 
   
  Odd, grotesque shapes they were ; unlike anything that I had 
  ever seen upon Mars, and yet, at a distance, most man-like in 
  appearance. The larger specimens appeared to be about ten or 
  twelve feet in height when they stood erect, and to be 
  proportioned as to torso and lower extremities precisely  
  as is earthly man.  
   
  Their arms, however, were very short, and from where I stood 
  seemed as though fashioned much after the manner of an 
  elephant's trunk, in that they moved in sinuous and snake-like 
  undulations, as though entirely without bony structure, or if 
  there were bones it seemed that they must be vertebral in 
  nature.  
   
  As I watched them from behind the stem of a huge tree, one of 
  the creatures moved slowly in my direction, engaged in the 
  occupation that seemed to be the principal business of each of 
  them, and which consisted in running their oddly shaped 
  hands  
  over the surface of the sward, for what purpose I could not 
  determine.  
   
  As he approached quite close to me I obtained an excellent 
  view of him,, and though I was later to become better 
  acquainted with his kind, I may say that that single cursory 
  examination of this awful travesty on Nature would have 
  proved quite sufficient to my desires had I been a free agent. 
  The fastest flier of the Heliumetic Navy could not quickly  
  enough have carried me far from this hideous creature.  
   
  Its hairless body was a strange and ghoulish blue, except for a 
  broad band of white which encircled its protruding, single 
  eye ; an eye that was all dead white — pupil, iris, and ball.  
   
  Its nose was a ragged, inflamed, circular hole in the center of 
  its blank face; a hole that resembled more closely nothing that 
  I could think of other than a fresh bullet wound which has not 
  yet commenced to bleed.  
   
  Below this repulsive orifice the face was quite blank to the 
  chin, for the thing had no mouth that I could discover.  
   
  The head, with the exception of the face, was covered by a 
  tangled mass of jet-black hair some eight or ten inches in 
  length. Each hair was about the bigness of a large angleworm, 
  and as the thing moved the muscles of its scalp this awful head 
  covering seemed to writhe and wriggle and crawl about the 
  fearsome face as though indeed each separate hair was 
  endowed with independent life.  
   
  The body and the legs were as symmetrically-human as Nature 
  could have fashioned them, and the feet, too, were human in 
  shape, but of monstrous proportions. From heel to toe they 
  were fully three feet long, and very flat and very broad.  
   
  As it came quite close to me I discovered that its strange 
  movements, running its odd hands over the surface of the turf, 
  were the result of its peculiar method of feeding, which 
  consists in cropping off the tender vegetation with its razor-
  like talons and sucking it up from its two mouths, which lie 
  one in the palm of each hand, through its arm-like throats.  
   
  In addition to the features which I have already described, the 
  beast was equipped with a massive tail about six feet in length, 
  quite round where it joined the body, but tapering to a flat, 
  thin blade toward the end, which trailed at right angles to the  
  ground.  
   
  By far the most remarkable feature of this most remarkable 
  creature, however, were the two tiny replicas of it, each about 
  six inches in length, which dangled, one on either side, from 
  its armpits. They were suspended by a small stem which 
  seemed to grow from the exact tops of their heads to where it  
  connected them with the body of the adult.  
   
  Whether they were the young, or merely portions of a 
  composite creature, I did not know.  
   
  As I had been scrutinizing this weird monstrosity the balance 
  of the herd had fed quite close to me and I now saw that while 
  many had the smaller specimens dangling from them, not all 
  were thus equipped, and I further noted that the little ones 
  varied in size from what appeared to be but tiny unopened 
  buds an inch in diameter through various stages of 
  development to the full-fledged and perfectly formed creature 
  of ten to twelve inches in length.  
   
  Feeding with the herd were many of the little fellows not much 
  larger than those which remained attached to their parents, 
  and from the young of that size the herd graded up to the 
  immense adults.  
  
  8 
   
  Fearsome looking as they were, I did not know whether to fear 
  them or not, for they did not seem to be particularly well 
  equipped for fighting, and I was on the point of stepping from 
  my hiding place and revealing myself to them to note the effect 
  upon them of the sight of a man when my rash resolve was, 
  fortunately for me, nipped in the bud by a strange shrieking 
  wail, which seemed to come from the direction of the bluffs at 
  my right.  
   
  Naked and unarmed, as I was, my end would have been both 
  speedy and horrible at the hands of these cruel creatures had I 
  had time to put my resolve into execution, but at the moment of 
  the shriek each member of the herd turned in the direction 
  from which the sound seemed to come, and at the same instant 
  every particular snake-like hair upon their heads rose stiffly 
  perpendicular as if each had been a sentient organism looking 
  or listening for the source or meaning of the wail. And indeed  
  the latter proved to be the truth, for this strange growth upon 
  the craniums of the plant men of Barsoom represents the 
  thousand ears of these hideous creatures, the last remnant of 
  the strange race which sprung from the original Tree of Life.  
   
  Instantly every eye turned toward one member of the herd, a 
  large fellow who evidently was the leader. A strange purring 
  sound issued from the mouth in the palm of one of his hands, 
  and at the Same time he started rapidly toward the bluff, 
  followed by the entire herd.  
   
  Their speed and method of locomotion were both remarkable, 
  springing as they did in great leaps of twenty or thirty feet, 
  much after the manner of a kangaroo.  
   
  Plant Man: Init +1; Atk bite +0 melee (1d3 plus latch); AC 
  12; HD 1d8; MV 50’; Act 2d20; SP latch, blood drain, 
  immune to fear-based attacks, leap; SV Fort +0, Ref +3, Will 
  +0; AL C. 
   
  The plant men of Barsoom attack using their clawed hands. A 
  successful hit latches onto the victim, draining blood each 
  round thereafter. Blood drain causes a temporary loss of 1d3 
  points of Strength, Agility, or Stamina (as determined by the 
  victim), which can be recovered with 1 turn of rest. 
   
  Plant men are immune to fear-based attacks, and never need to 
  check morale. They can leap 1d10+20’ by using an Action Die 
  or their move. 
   
  Red Barsoomian 
   
  And the sight which met my eyes was that of a slender, girlish 
  figure, similar in every detail to the earthly women of my past 
  life. She did not see me at first, but just as she was 
  disappearing through the portal of the building which was to 
  be her prison she turned, and her eyes met mine. Her face was 
  oval and beautiful in the extreme, her every feature was finely 
  chiseled and exquisite, her eyes large and lustrous and her 
  head surmounted by a mass of coal black, waving hair, caught 
  loosely into a strange yet becoming coiffure. Her skin was of a 
  light reddish copper color, against which the crimson glow of 
  her cheeks and the ruby of her beautifully molded lips shone 
  with a strangely enhancing effect. 
  She was as destitute of clothes as the green Martians who 
  accompanied her; indeed, save for her highly wrought 
  ornaments she was entirely naked, nor could any apparel have 
  enhanced the beauty of her perfect and symmetrical figure. 
   
  As her gaze rested on me her eyes opened wide in 
  astonishment, and she made a little sign with her free hand; a 
  sign which I did not, of course, understand. Just a moment we 
  gazed upon each other, and then the look of hope and renewed 
  courage which had glorified her face as she discovered me, 
  faded into one of utter dejection, mingled with loathing and 
  contempt. I realized I had not answered her signal, and 
  ignorant as I was of Martian customs, I intuitively felt that she 
  had made an appeal for succor and protection which my 
  unfortunate ignorance had prevented me from answering. And 
  then she was dragged out of my sight into the depths of the 
  deserted edifice. 
   
   
  - Edgar Rice Burroughs, A Princess of Mars 
   
  These are the most common of the civilized Martian races. For 
  statistics, consult the “Men and Magicians” section of the 
  DCC Core Rulebook. Barsoomians do not have magic, but 
  may have super-science or psychic abilities that seem magical 
  to the average PC.  
   
  Sith 
   
  Imagine, if you can, a bald-faced hornet of your earthly 
  experience grown to the size of a prize Hereford bull, and you 
  will have some faint conception of the ferocious appearance 
  and awesome formidability of the winged monster that bore 
  down upon me. 
   
  Frightful jaws in front and mighty, poisoned sting behind 
  made my relatively puny long-sword seem a pitiful weapon of 
  defense indeed. Nor could I hope to escape the lightning-like 
  movements or hide from those myriad facet eyes which 
  covered three-fourths of the hideous head, permitting the 
  creature to see in all directions at one and the same time. 
   
  Even my powerful and ferocious Woola was as helpless as a 
  kitten before that frightful thing. But to flee were useless, even 
  had it ever been to my liking to turn my back upon a danger; 
  so I stood my ground, Woola snarling at my side, my only 
  hope to die as I had always lived — fighting. 
   
  The creature was upon us now, and at the instant there seemed 
  to me a single slight chance for victory. If I could but remove 
  the terrible menace of certain death hidden in the poison sacs 
  that fed the sting the struggle would be less unequal. 
   
  At the thought I called to Woola to leap upon the creature's 
  head and hang there, and as his mighty jaws closed upon that 
  fiendish face, and glistening fangs buried themselves in the 
  bone and cartilage and lower part of one of the huge eyes, I 
  dived beneath the great body as the creature rose, dragging 
  Woola from the ground, that it might bring its sting beneath 
  and pierce the body of the thing hanging to its head. 
   
   
  
  9 
   
  To put myself in the path of that poison-laden lance was to 
  court instant death, but it was the only way; and as the thing 
  shot lightning-like toward me I swung my long-sword in a 
  terrific cut that severed the deadly member close to the 
  gorgeously marked body. 
   
   
  - Edgar Rice  Burroughs, Warlord of Mars 
   
  Sith: Init +3; Atk bite +2 melee (1d5) or sting +3 melee (1d6 
  plus poison) or kick +0 melee (1d4 plus knockback); AC 17; 
  HD 3d8+16; MV 10’ or fly 30’; Act 2d20; SP poison (Fort DC 
  16 or die; 1d3 Stamina damage on successful save), 
  knockback; SV Fort +8, Ref +7, Will +4; AL N. 
   
  This gigantic insect of Barsoom is a deadly terror found within 
  the Kaolian Forest. A kick from this creature can knock a 
  creature 1d6+5’ away, unless it makes a successful Strength 
  check (DC 15). 
   
  Locals harvest the stings of sith to create light lances (1d6 
  damage, but each containing 1d3 doses of sith poison). 
   
  Thern 
   
  “Fools ! Fools !” it shrieked. “Thinkest thou to defeat the 
  eternal laws of life and death? Wouldst cheat the mysterious 
  Issus, Goddess of Death, of her just dues? Did not her mighty 
  messenger, the ancient Iss, bear you upon her leaden bosom at 
  your own behest to the Valley Dor ?  
   
  “Thinkest thou, O fools, that Issus wilt give up her own? 
  Thinkest thou to escape from whence in all the countless ages 
  but a single soul hast fled ?  
   
  “Go back the way thou earnest, to the merciful maws of the 
  children of the Tree of Life or the gleaming fangs of the great 
  white apes, for there lies speedy surcease from suffering; but 
  insist in your rash purpose to thread the mazes of the Golden  
  Cliffs of the Mountains of Otz, past the ramparts of the 
  impregnable fortresses of the Holy Therns, and upon your way 
  Death in its most frightful form will overtake you — a death so 
  horrible that even the Holy Therns themselves, who conceived 
  both Life and Death, avert their eyes from its fiendishness and 
  close their ears against the hideous shrieks of its victims.  
   
  “Go back, O fools, the way thou earnest.” 
   
   
  - Edgar Rice Burroughs, Gods of Mars 
   
  Holy Thern: Init -1; Atk short sword +1 melee (1d6) or charm 
  (see below); AC 11; HD 1d8; MV 30’; Act 1d20; SP charm 1/
  day; SV Fort +1, Ref +0, Will +2; AL varies. 
   
  Therns are white-skinned Barsoomians whose yellow hair is, 
  in fact, a wig, possibly in imitations of the Orovar, who they 
  believe to be long extinct. The Therns control religion on 
  Barsoom, although they themselves are suffered with 
  contempt by the First Born.  
   
   
  A Holy Thern can attempt, through speech, to charm any non-
  First Born native Barsoomian. So deeply ingrained is the 
  worship of Issus that, if the Barsoomian fails a DC 10 Will 
  save, he is convinced to do as the Thern suggests, even if the 
  suggestion is clearly suicidal. 
   
  Thoat 
   
  And his mount! How can earthly words describe it! It towered 
  ten feet at the shoulder; had four legs on either side; a broad 
  flat tail, larger at the tip than at the root, and which it held 
  straight out behind while running; a gaping mouth which split 
  its head from its snout to its long, massive neck. 
   
  Like its master, it was entirely devoid of hair, but was of a 
  dark slate color and exceeding smooth and glossy. Its belly 
  was white, and its legs shaded from the slate of its shoulders 
  and hips to a vivid yellow at the feet. The feet themselves were 
  heavily padded and nailless, which fact had also contributed 
  to the noiselessness of their approach, and, in common with a 
  multiplicity of legs, is a characteristic feature of the fauna of 
  Mars. The highest type of man and one other animal, the only 
  mammal existing on Mars, alone have well-formed nails, and 
  there are absolutely no hoofed animals in existence there. 
   
   
  - Edgar Rice Burroughs, A Princess of Mars 
   
  Greater Thoat: Init +1; Atk kick +7 melee (1d6+3) or bite +5 
  melee (1d7); AC 15; HD 7d8; MV 50’; Act 1d20; SV Fort +8, 
  Ref +3, Will +4; AL N. 
   
  Lesser Thoat: Init +1; Atk kick +5 melee (1d4+3) or bite +2 
  melee (1d4); AC 14; HD 4d8; MV 60’; Act 1d20; SV Fort +6, 
  Ref +4, Will +2; AL N. 
   
  Thoats are common riding beasts on Barsoom. The greater 
  thoat is larger, and is found among the green Barsoomians. 
  The lesser thoat is smaller, and is commonly used by the red 
  Barsoomians. They are controlled using telepathic commands. 
   
  Ulsio 
   
  The Martian rat is a fierce and unlovely thing. It is many-
  legged and hairless, its hide resembling that of a newborn 
  mouse in repulsiveness. In size and weight it is comparable to 
  a large Airedale terrier. Its eyes are small and close-set, and 
  almost hidden in deep, fleshy apertures. But its most ferocious 
  and repulsive feature is its jaws, the entire bony structure of 
  which protrudes several inches beyond the flesh, revealing five 
  sharp, spadelike teeth in the upper jaw and the same number 
  of similar teeth in the lower, the whole suggesting the 
  appearance of a rotting face from which much of the flesh has 
  sloughed away. 
   
  - Edgar Rice Burroughs, The Chessmen of Mars 
   
  Ulsio: Init +4; Atk bite +2 melee (1d5 plus disease); AC 9; 
  HD 1d6; MV 30’; Act 1d20; SP disease, infravision 60’; SV 
  Fort +5, Ref +3, Will +0; AL N. 
  
  10 
   
  These vermin roam catacombs, ruins, and the under-tunnels of 
  Martian cities. Their bite can cause disease — Fort DC 5 or 
  suffer 1d3 Stamina damage each day for 1d5 days. 
   
  White Ape 
   
  The thing, which more nearly resembled our earthly men than 
  it did the Martians I had seen, held me pinioned to the ground 
  with one huge foot, while it jabbered and gesticulated at some 
  answering creature behind me. This other, which was 
  evidently its mate, soon came toward us, bearing a mighty 
  stone cudgel with which it evidently intended to brain me. 
   
  The creatures were about ten or fifteen feet tall, standing 
  erect, and had, like the green Martians, an intermediary set of 
  arms or legs, midway between their upper and lower limbs. 
  Their eyes were close together and non-protruding; their ears 
  were high set, but more laterally located than those of the 
  Martians, while their snouts and teeth were strikingly like 
  those of our African gorilla. Altogether they were not unlovely 
  when viewed in comparison with the green Martians. 
   
   
  - Edgar Rice Burroughs, A Princess of Mars 
   
  White Ape: Init +3; Atk bite +5 melee (1d6+5) or slam +6 
  melee (1d8+5) or mighty stone cudgel +8 melee (1d6+5); AC 
  15; HD 6d8; MV 40’ or climb 20’; Act 4d20; SP rend for 
  additional 1d8 damage if more than 2 slam attacks hit same 
  target in one round; SV Fort +10, Ref +6, Will +2; AL C. 
   
  The white apes of Barsoom are similar to the four-armed ape-
  men described in the DCC Core Rulebook. They are found in 
  the ruins of Martian cities, and in the Martian wilderness. The 
  First Born claim that they have a common ancestor with the 
  white Barsoomian races. 
   
  Zitidar 
   
  We made a most imposing and awe-inspiring spectacle as we 
  strung out across the yellow landscape; the two hundred and 
  fifty ornate and brightly colored chariots, preceded by an 
  advance guard of some two hundred mounted warriors and 
  chieftains riding five abreast and one hundred yards apart, 
  and followed by a like number in the same formation, with a 
  score or more of flankers on either side; the fifty extra 
  mastodons, or heavy draught animals, known as zitidars, and 
  the five or six hundred extra thoats of the warriors running 
  loose within the hollow square formed by the surrounding 
  warriors.  The gleaming metal and jewels of the gorgeous 
  ornaments of the men and women, duplicated in the trappings 
  of the zitidars and thoats, and interspersed with the flashing 
  colors of magnificent silks and furs and feathers, lent a 
  barbaric splendor to the caravan which would have turned an 
  East Indian potentate green with envy. 
   
  The enormous broad tires of the chariots and the padded feet 
  of the animals brought forth no sound from the moss-covered 
  sea bottom; and so we moved in utter silence, like some huge 
  phantasmagoria, except when the stillness was broken by the 
  guttural growling of a goaded zitidar, or the squealing of 
  fighting thoats. 
   
   
  – Edgar Rice Burroughs, A Princess of Mars 
  Zitidar: Init +1; Atk gore + 8 melee (2d8+8) or kick +5 melee 
  (2d5+4); AC 17; HD 10d8+10; MV 40’; Act 2d20; SV Fort 
  +12, Ref +0, Will +6; AL N. 
  Edgar Rice Burroughs was a prolific author, who 
  created the Mars series explored here, Tarzan, Venus, 
  Caspek, Pellucidar, etc., etc., etc. The short version is: 
  he was very creative. 
   
  Much of ERB’s work is in the public domain, but not 
  all the Martian novels are everywhere in the world, and 
  there are trademark issues involved as well, to which 
  providing these DCC statistics should not be construed 
  as a challenge! 
  
  11 
   
  These creatures, from The Revelation of Mulmo (Dragon’s 
  Hoard Publishing) are Open Gaming Content. (Actually, some 
  of the description of the Invisible Lunar Creature, and none of 
  the description of the Fungal Wasp Swarm, is in Area T8, 
  although it is referred to, so caveat emptor...although the 
  intent was to have these OGC. The others are completely and 
  utterly in the clear! Please use them!) 
   
  Invisible Lunar Creature 
   
  Invisible Lunar Creature:  Init +0; Atk tentacle +3 melee 
  (1d3 + venom) or claw +4 melee (1d8) or beak +6 melee 
  (2d8+3); AC 10; HD 8d8; MV fly 10’; Act 8d20; SP 
  invisibility, reach, venom; SV Fort –4, Ref +0, Will +0; AL N. 
   
  If this creature is wounded, it becomes visible.  It’s not quite a 
  bee, and it’s not quite a jellyfish, and it has aspects of an 
  enormous lobster and an octopus. It attacks with thin tentacles, 
  each of which terminates in a venom-laden stinger, crustacean
  -like claws, and, if a creature is close enough, its enormous 
  beaked mouth.  It is eight feet in diameter, and its body floats 
  15 feet above the floor.  The cinnamon and honey scent in this 
  room comes from the creature….on the moon, this is used to 
  lure prey. 
   
  So long as the creature is invisible, any attack has a 50% miss 
  chance and the creature gains a +4 bonus to its attacks.  A 
  creature has to target an attack where the creature is to even 
  have a chance of success (although the Judge should have the 
  players roll attacks and miss chance; success indicates that 
  some of the creature’s innumerable tentacles are severed – the 
  12-foot long tentacles, but not the creature, become visible).   
   
  The lunar venom is weak, requiring only a DC 7 Fort save.  
  Those who fail are paralyzed for 2d6 minutes, minus any 
  Stamina bonus, and adding any Stamina penalty.  A character 
  with an 18 Stamina would be paralyzed for 2d6–3 minutes 
  (and therefore potentially not be paralyzed at all). 
   
  If the creature floats down to a mere 10 feet above the floor, it 
  can attack with its claws.  It does this when half the party is 
  paralyzed.  If PCs drop to the floor to trick the creature, it is 
  not smart enough to know the difference.  If no more than a 
  single character remains standing, the creature will drop down 
  far enough to use its beak.   
   
  The creature has thousands of thin tentacles, eight clawed 
  arms, and one beak.  Although it has eight action dice, it 
  cannot use any arm or its beak more than once each round. 
  It never targets elves. 
   
  Tiny Moon Calf 
   
  Tiny Moon Calf:  Init +0; Atk slam +2 melee (3d6+6); AC 8; 
  HD 15d10; MV 20’; Act 1d24; SP accidental crush, most 
  weapons do half damage, immune to cold and electricity; SV 
  Fort +12, Ref –8, Will +0; AL N. 
   
  This is a pale blue-grey caterpillar-like creature 20 feet long, 
  and tremendously strong.  Each round it is alive, roll 1d5.   
   
  On a roll of 1, every nearby character must roll 1d20 and get a 
  result equal to or under their Luck, or be accidently crushed 
  for 2d4 damage.   
   
  On a roll of 5, the creature destroys some nearby object 
  (machinery in the original adventure). 
   
  Due to the creature’s great size, any weapon that does not 
  require two hands to use causes only half damage.  It is 
  immune to cold and electricity.   
   
  This is not an adult moon calf, and does not produce moon 
  milk.  Adults can reach up to 100 feet long. 
   
  Selenite 
   
  Selenite: Init +3; Atk moon calf goad +1 melee (1d6+1) or 
  bite –2 melee (1); AC 12; HD 1d8; MV 30’ or climb 30’; Act 
  2d20; SP +2 damage vs. elves and fey; SV Fort +2, Ref +2, 
  Will +4; AL L. 
   
  These creatures are insect-like humanoids with bluish-grey 
  skin.  They survive by herding moon calves, and drink their 
  milk for sustenance.   
   
  They have four arms, and each has two long, sharp-pointed 
  moon calf goads (similar to an elephant goad) made of lunar 
  steel (+2 damage to elves).   
   
  They can understand and speak elvish and the common tongue 
  and are highly intelligent. Without moon milk, they starve to 
  death in 1d6+4 days. 
   
   
   
   
  Some Creatures From the Moon! 
  By Daniel J. Bishop 
  Copyright © 2015 
  All rights reserved 
  
  12 
   
  Lunar People 
   
  Average Lunar Person:  Init +0; Atk by weapon +0; AC 11; 
  HD 1d4–1; MV 30’; Act 1d20; SV Fort –1, Ref +1, Will +1; 
  AL L. 
   
  These delicate, mauve-skinned people appear to be very thin, 
  very beautiful humans, but they hatch their young from eggs.  
  1 in 7 will arrive with a set of artificial wings (useless here).   
   
  If the judge desires, players may use these creatures to create a 
  0-level funnel group of lunar people. 
   
  To create lunar people characters, roll stats as normal, then 
  examine Strength, Stamina, and Personality.  If Strength or 
  Stamina is higher than Personality, the higher score of the two 
  is exchanged for Personality.  Then, if Strength or Stamina is 
  higher than Agility, the higher score of the two is exchanged 
  for Agility.  Finally, if Strength is higher than Stamina, swap 
  the two scores.  Lunar people arrive with no significant 
  equipment, unless they have (useless) artificial wings.  When 
  rolling profession and birth auger, feel free to rename the 
  results to better match the character’s alien quality.  If a demi-
  human profession is rolled, re-roll. 
   
  Lunar Centaur 
   
  Lunar Centaur:  Init +1; Atk javelin +3 missile (1d6+2) or 
  bite +0 melee (1d3+2); AC 14; HD 2d8; MV 40’; Act 2d20; 
  SV Fort +2, Ref +1, Will +0; AL C. 
   
  These creatures are as large as terrestrial centaurs, but they 
  have hands instead of hooves, and can use any of their limbs 
  as manipulators.  When in combat, they can rise up on their 
  hind legs and use four limbs to fight.  These creatures usually 
  carry 1d3 javelins each.  Their teeth are sharp and their jaws 
  can deliver powerful bites.  Although they are able to speak, 
  they are not particularly smart or wise.  They eat the flesh of 
  any beings they meet, and will even consume their own dead. 
   
  Graceful Wormfolk 
   
  Graceful Wormfolk:  Init +4; Atk bite +2 melee (1d3); AC 
  14; HD 2d8; MV 30’; Act 1d20; SP swallow whole, half 
  damage from bludgeoning weapons; SV Fort +4, Ref +6, Will 
  +0; AL N. 
   
  These creatures appear like sylvan humanoids, but their bones 
  are semi-elastic, allowing them to bend and weave in ways no 
  human ever could.  Instead of fingers and toes, they have 
  manipulative tentacles.  They are very beautiful, with pale 
  orange skin, dark orange hair, large eyes, and smiling faces.  
  In many ways they are physically the same as humans, and 
  their nudity reveals this clearly.  Females outnumber males 3 
  to 1.  Their speech is a form of beautiful singing that is full of 
  keenly felt and worshipful joy.  When encountered, graceful 
  wormfolk will make great efforts to communicate – singing, 
  gesturing, bowing, and smiling.   
   
   
  And then, if the PCs offer no magical means to bridge the 
  language barrier, the graceful wormfolk will determine that 
  they are merely sentient-seeming animals, and attempt to 
  devour them.   
   
  When attacking, the wormfolk’s mouths gape open 
  enormously due to their flexible bone structures.  If a 
  wormfolk rolls a natural “20” it swallows its target whole, 
  distending horribly around the clearly visible form of the 
  cocooned victim.  Only if the victim has a tiny weapon, such 
  as a dagger, in his hand can he do anything, and even then he 
  attacks at -1d on the dice chain, and without the benefit of any 
  Strength bonus.  A Mighty Deed of 4+ can draw a sheathed 
  weapon and attack.   
   
  A swallowed victim can only be cut out of a wormfolk once 
  the swallower is dead.  Even if communication is established, 
  a wormfolk cannot voluntarily disgorge a meal.  It’s very 
  embarrassing, and they would not have done it if they knew 
  the victim was truly sentient, but there you have it. Nothing to 
  do now but collect what gear passes through the wormfolk’s 
  digestive tract. 
   
  The swallowed victim automatically takes 1d4 damage each 
  round from powerful digestive enzymes, continuing even after 
  the wormfolk is dead, until he is cut out (requiring a full 
  round).  Worse, the swallowed victim takes damage equal to 
  half any successful attack causes the wormfolk who 
  swallowed him.  On the other hand, once a wormfolk has 
  swallowed a victim in this manner, it can no longer attack. 
   
  Fungus Creature 
   
  Fungus Creature:  Init +0; Atk sting +1 melee (1d3); AC 12; 
  HD 2d6; MV 20’ or climb 10’; Act 3d20; SP infection; SV 
  Fort +2, Ref +0, Will +0; AL N. 
   
  This creature appears to be a lumpy purple toadstool, 3 feet 
  high, walking on nine spidery legs.  Three long stings rise out 
  of its “cap”, each pointed in a different direction.  Any 
  creature stung must make a DC 13 Fort save or be infested. A 
  purple patch grows after 1d3 hours.  Thereafter, the infected 
  character takes 1 point of Stamina damage and 1d3 points of 
  Personality damage each day as the fungus spreads.  If the 
  character’s Stamina reaches 0, he dies.  If the character’s 
  Personality reaches 0, he lapses into a coma.  In any event, 
  after 5 days the character can produce a swarm of fungal 
  wasps once per day, which is active for 1d6+1 rounds.  The 
  fungus can be cured as a disease during the first four days, but 
  after this it requires direct divine intervention to cure. 
   
  Fungal Wasp Swarm:  Init +5; Atk swarm (1d4-2); AC 9; 
  HD 1d8; MV fly 40’; Act special; SP sting all targets in a 10 x 
  10 area, infection; SV Fort +0 , Ref +3, Will +0; AL N. 
   
  This is a swarm of thousands of misshapen violet-black wasps.  
  It is immune to, or takes half damage from, non-area attacks, 
  depending upon their nature and the evaluation of the Judge.  
  The swarm automatically rolls for damage against any creature 
  within its space (minimum 0).  A creature taking no damage is 
  at no risk of infection (otherwise Fort DC 10 avoids). 
  
  13 
   
  Ironroach Swarm 
   
  Ironroach swarm:  Init +0; Atk bites +0 melee (1d6); AC 20; 
  HD 3d8; MV 20’; Act 1d20; SP swarm traits, gains bonus hp 
  from magic missiles; SV Fort +4, Ref +4, Will +0; AL N. 
   
  An individual ironroach is about an inch long, with a hard 
  carapace made of rust-flaked iron.  They feed on iron and 
  steel, as well as on flesh and plant matter, which they use to 
  build up their armoured carapaces.  When they attack as a 
  swarm, ironroaches are dangerous foes. 
   
  An ironroach swarm is a conglomerate of crawling 
  ironroaches (they are too heavy to fly) that covers a roughly 5-
  foot diameter space.  Multiple swarms may be encountered 
  together to cover more space.  Like all swarms, ironroaches 
  are only vulnerable to area affecting attacks and magic.  
  Ironroaches, however, are immune to magic missiles, which 
  dissolve when they come into contact with the swarm, giving 
  the swarm bonus hit points equal to the damage which the 
  magic missiles would otherwise have done.   
   
  An ironroach swarm always attacks the most heavily armoured 
  creature, seeking to devour its armour as well as its flesh.  The 
  swarm reduces the AC bonus of metal armour by 1 for every 
  1d4 weeks spent devouring it, so there is a chance to recover 
  lost armour if a party does not wait too long.  A body is 
  devoured much more quickly, and is reduced to bones in a 
  matter of 1d6 days. 
   
  Siren Bush 
   
  This shrub is able to hear, and can thus detect creatures within 
  a range of about 200 feet.  It can mimic sounds and cries of 
  distress, but these sounds are actually telepathic, and, because 
  the plant is not intelligent, there is a 25% chance that anything 
  heard will include (or be) nonsensical.   
   
  These telepathic calls are intended to entice creatures to within 
  a 30-foot range, where its pheromones can cause drowsiness 
  and sleep.  A creature within this radius must make a DC 10 
  Fort save or fall asleep.  Creatures that fail this save cannot be 
  awakened so long as they remain within the 30-foot radius, 
  and it takes 1d6 minutes for them to wake them thereafter.  
  Even a creature that succeeds in its saving throw is groggy, 
  and all actions are decreased by one die down the dice chain 
  (including attack rolls and initiative) for 1d6 minutes.  
  Awakened creatures are groggy for 2d6 minutes after waking 
  up. 
   
  A siren bush has no actual attacks, and relies upon affected 
  creatures dying of exposure and starvation for its fertilizer.  It 
  can uproot itself and move slowly on four short, thick root 
  stems, but this form of locomotion is too slow to be seen by 
  normal observation.  At the most, a siren bush can move about 
  5 feet over the course of a week. 
   
  A siren bush can be destroyed by 25 points of damage 
  delivered with a chopping weapon against AC 10. 
   
  Trusk 
   
  Trusk worker:  Init –1; Atk by weapon +0 melee (by 
  weapon); AC 9; HD 1d4; MV 30’; Act 1d20; SV Fort –1, 
  Ref+0, Will –1; AL L. 
   
  Trusk warrior:  Init +0; Atk by weapon +1 melee (by 
  weapon); AC 10; HD 1d6; MV 30’; Act 1d20; SV Fort +0, 
  Ref +1, Will +0; AL L. 
   
  Trusk Queen:  Init –5; Atk bite +4 melee (1d8); AC 8; HD 
  4d8; MV 20’; Act 2d20; SV Fort +4, Ref –3, Will +6; AL L. 
   
  The trusk are a matriarchal humanoid species, averaging 4½ to 
  5 feet in height.  These creatures appear to be human-like in 
  most respects, but their pink skin is abnormally wrinkly, their 
  front teeth seem elongated, and they do not favour clothing.   
   
  They live in networks of tunnels under the desert sands, as did 
  the naked mole rats from which they were engineered, and 
  have a culture of castes, with definite workers, warriors, and a 
  queen.  The queen is considerably larger, being 8-10 feet long, 
  and being the mother of the entire colony.  Although 
  intelligent, the queen is quadrupedal, as were the trusk 
  ancestors, attacking with sabre-like front teeth.  
   
  The trusk still worship the Upmoni, which uplifted them from 
  being mere animals. 
   
   
  Parting Shots 
  By Daniel J. Bishop 
  Copyright © 2015 
  All rights reserved 
   
  ALL TEXT ON THIS PAGE DESIGNATED OPEN GAMING CONTENT 
  
  14 
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over the prior art 
  and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, 
  and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open 
  Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to 
  Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the owner 
  of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product 
  Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this 
  License. 
  10 Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any 
  of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13 Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License. 
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Angels, Daemons, and Beings Between, copyright © 2012 Dragon’s 
  Hoard Publishing, all rights reserved, contact Dragon’s-hoard-
  publishing@me.com or sean.connors68@me.com 
  The Revelation of Mulmo, copyright © 2013 Dragon’s Hoard 
  Publishing, all rights reserved, contact Dragon’s-hoard-
  publishing@me.com or sean.connors68@me.com 
  Daniel J. Bishop’s Birthday Mathom: 2015 Edition, copyright © 
  2015 Daniel J. Bishop, all rights reserved, contact 
  ravencrowking@hotmail.com 
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Supplements/Raven Crowking Presents/Raven Crowking's Birthday Mathom 2015 (DCC).pdf