TEXT: Dungeon Crawl Classics 
                              Adventure: Giles Othen    Editing: AMP   Illustrations: AMP & JK
  Module – The Other Side of the Coin
                  www.knightsinthenorth.com
  The Other Side of the Coin
   An Extended Funnel OR a 3rd Level Adventure for DCC
  “The harsh desert has been particularly cruel this year. Unseasonable dust storms have beaten the nameless,
  tiny oasis town into submission, and every night the hungry yawps of jackals can be heard beyond the
  oppressive blanket of pitch black darkness.
  Your small group has been stranded here for too long and hopes are wearing thin, when the unlikely
  neighing of tired horses signals new travelers outside the inn. Maybe this is the way out you’ve been waiting
  for? Or at least a chance to recoup some of your losses through gainful employment ”
  …
  Module Introduction
  “The Other Side of the Coin” is an extended funnel
  scenario  written  for  the  Atlanta  Georgia  DCC
  Playtest group, of which I had the honor of being a
  part of. As such it was written for the beta-version of
  DCC and with this re-write a few things have been
  tweaked to fit in better with the rules as released. I
  rely on the editorial oversight of my fellow Knights
  to further tweak as needed!
  The idea came to me from one of my very, very first
  D&D  adventures  back  in  the spring  of '81. Our
  smiling GM casually asked if our low level characters
  would be agreeable to guarding the horses of a higher
  level party  With bright eyes and no guile the eight
  …
  of  us  joyfully  agreed! Two  of us  even  got  out!
  Honestly my old mate Colin Hart (the DM of said
  bloodbath) was a DCC man even if he didn't know it!
  The adventure was originally intended for 18-24 0-
  levels, although you could probably run it with 8-12
  characters of 1st level as well. Alternately, you can
  weave the adventure into an existing campaign at
  around 3rd level, or use it as an introductory one-shot
  with premade characters (see Appendix A at the end
  of the document).
  - Giles Othen
  Editor’s Note
  This is version 1.0 of the adventure. It has been edited
  and polished in close collaboration within the KitN
  Lance. Any feedback or questions should be directed
  to knightsinthenorth@gmail.com.  
                
   
                 
   
                 
   
   
  Adventure Start1
  Play starts in an oasis town in some suitable desert;
  the geography here is intentionally vague so that the
  module can be fitted into a world of the Judge’s
  choosing. The 0-level characters are townsmen of the
  village or perhaps travelers from nearby settlements. 
  There have been a lot of unseasonable dust storms of
  late that have disrupted the usual caravans that come
  through the village. By the time the adventure begins
  the locals and any  incidental travelers have been
  stranded in this gods forsaken wilderness for too
  long. 
  The characters are bored, half starved (there is only
  so many  ways you  can cook  figs after all), and
  desperate for a change; or at least the chance to earn
  some coin to pay for a trip out on the next caravan to
  1
  See notes on using the adventure for higher level characters
  in Appendix A.
  1
  
  brave the dune. Luckily, the Sponsors ride into town,
  offering just that: a chance to alleviate the endless
  sandy boredom of the oasis and fair pay for a few
  days work  (of course, not everything is quite as
  simple as it seems at first).
                
   
                 
   
                 
   
   
  Adventure Structure
  This is a point-crawl style adventure through the
  desert to a small mountain there, and back again.
  Refer to the map of the desert (Map A) for the basic
  structure of the trek. The events below are divided
  into days, with descriptions for the challenges and
  dangers for each. As mentioned, the Judge should feel
  free to set the adventure in any suitable location
  within their own campaign world.
  The journey out to the basilisk lair – I mean the
  flower bed – is intended to be heavy on description
  but fairly bare of actual danger except as noted below
  in the daily descriptions. It is impressed on the Judge
  to ham up the fearsome effects of the howling wind,
  the fervent heat and the eeriness of the desert on the
  0-level  proto-adventurers. Every  hour should  feel
  threatening and oppressive, even though the real
  dangers are just lurking around the corner.
                
   
                 
   
                 
   
   
  A Note on Rationing Water
  The adventure takes place in a desert, and as such
  water is an important topic for guaranteed survival.
  Throughout the module, water is tracked in daily
  rations. One ration equals to roughly  ~2 ½ litres:
  people require one ration per day, and animals must
  have two to survive. 
  Unless the characters act in a completely  stupid
  manner there should  be enough water available to
  keep the caravan safe and functional, but Judge’s are
  encouraged to emphasize the dearth of the life saving
  liquid to keep the players on their toes. Thirsty and
  dry  characters  and  animals  suffer  the effects  of
  exhaustion (suffering -1d to all rolls) before expiring. 
                
   
                 
   
                 
   
   
  Day & Night 0 – The Oasis
  Read the following to the group at the start of the
  adventure:
  “The days have been long. It’s been months since the
  last  caravan  braved  the  desert  heat  and  brought
  either fresh food or news to the small oasis village
  you call your current home.
  Then  four  strangers  ride  into  town.  Three  on
  horseback, the fourth  a halfling driving a wagon
  pulled by two mules, with a pony tethered to the
  back of the wagon.
  The first of these figures is a tall imposing human,
  heavily armed and armored in black plated mail. His
  only discernible feature is the spike of red beard that
  pokes out from beneath his great helm.
  The next is a lithe scantily clad elf woman, but as she
  turns to face you; you see a terrible scar crosses her
  face down between the eyes and across one cheek. She
  silently challenges any of you to dare mention her
  disfigurement  
  …
  The  last  is a young  man, his features dark and
  tanned like any local, who sits easily in the saddle of
  his horse  surveying  the  crowd  of onlookers and
  urchins  that  have  gathered  at  their  arrival. His
  armor  is  supple  and  gleams  in  the  daylight. It
  appears to be of leather, but as you look you see it is
  sewn of tiny lizard skins!
  The  young  man  speaks a mumbled  word  to  the
  halfling in the wagon and they smile as they head to
  the Inn of Seven Palms  and demand rooms.
  Later, along with many other curious folk, you find
  yourself in the common room of the inn hoping to
  2
  
  learn  more  about  these  dramatic  strangers. Your
  patience is soon rewarded as the young man in the
  snakeskin  armor  puts  in  an  appearance: “Good
  people! My companions and I are seeking a few hardy
  souls to guard our mounts as we trek a day or so into
  the wilderness here. If there are any such in this place
  I invite you to share a drink with me in the far table!
  There I may tell you  more without straining my
  voice to such a large crowd!" 
  With a jaunty smile and a slight bow he slips away to
  take up the best seat in one of the Inns many semi-
  enclosed booths.”
  Judges should pause here to allow  the 0-levels to
  organize themselves and make a plan for negotiation.
  Should additional incentive be needed to goad the
  group onward the Judge can leverage the dire straits
  of the village: the innkeeper reports that the wine
  cellar is officially dry! Once the characters choose to
  bite the lead, transition on to The Offer  below.
                
   
                 
   
   
  The Offer
  The young man, one Sharridin Al-Enber, explains
  that his group is looking for a rare plant said to grow
  in the hills about this place. The researches of their
  elven companion suggest the rocky outcrops nearby
  may hold such a plant and they wish to investigate,
  but the rumours about packs of wild jackals, desert
  centipedes and the like mean that they have chosen
  to hire additional guards to protect their camp and
  animals during the trek.
  The pay is 2 silver pieces per day2 – a fortune to the
  commoners – plus they will out fit any who need it
  in desert robes and supply each guard with three
  extra large water skins (~5 litres each, given the heat
  of the region this is enough for one person for 6 days
  2
  Judges should fit the pay to their own world economy. The
  intention here is to offer what is basically double daily pay
  for a professional guard as initial payment.
  in total). They are even willing to provide weapons to
  fend off the vermin of the desert, and allow  the
  hirelings to keep all of this equipment after the work
  is complete.
  A further a bounty of 1 gp per jackal will be paid to
  the slayer, and at least double that amount should
  the guards dispose of other such menaces like the
  sand centipedes that they have heard of.
  The weapons on offer are 4 short bows with 12
  arrows each, 2 small steel shields, 8 curved daggers,
  and spears for anyone without another weapon. All of
  the weapons are of average quality, but their upkeep
  has  obviously  been  ignored  for  a  long  while:
  bowstrings are loose, causing a -1 to hit with the
  weapons, and both the daggers and spears are rusty
  and dull, suffering a -1 penalty to damage. 0-levels
  with suitable occupations or tools can certainly repair
  these conditions while traveling: all it requires is a
  little skill, time and elbow grease. 
  Should the players organize and attempt to negotiate
  a better price Al-Enber is prepared to offer a bonus of
  up to 600 gp (or 100 gp per player) to be divided
  among the guards should the mission be successful.
  Al-Enber  obviously  wants  to  get  the  best  deal
  possible, but is quite ready to negotiate and haggle, as
  that is the local custom.
  Once  a  deal  has  been  made,  the  adventurers
  withdraw  to rest  for the night, and  suggest the
  prospective guards do the same. The caravan will
  move out at first light the following morning. 
                
   
                 
   
                 
   
   
  Judge’s Introduction – The Real Deal
  The above is simply a cover story of course. There is
  scarcely a way for the 0-levels to know it beforehand,
  but the adventuring party’s (hereafter known as the
  Sponsors) actual motivation is a little more complex
  than they let out. 
  3
  
  Map A: The trek through the desert
  The Sponsors’ wagon contains the petrified body of
  the party’s fifth member Nocli Hartstone the Wizard,
  along with the his still active, powerful familiar (see
  below).  This  brave  fellow  saved  the  group  by
  spellburning heavily when a gorgon surprised them a
  short while ago. His patron  has allowed  him  to
  communicate his messages through the familiar, and
  has declared that a serum made from the eye of a
  basilisk will restore the wizard to health. So, can you
  guess what lives nearby?
  According to the elf's research a basilisk
  lives a days journey into the wilds from
  the Oasis. The players’ "guards" – while
  doing just that job – are also considered
  expendable bait to draw  the creature
  out once the caravan gets near its lair. 
  The Sponsors’ are not totally heartless,
  and  fully  intend  to  honour  their
  contracts with any survivors after the
  journey. Any  losses among the hired
  guards  are simply  seen  as  necessary
  casualties, and the Sponsors’ may even
  include a bonus for good work for those
  who make it through the mission.
  If the players try and find out more
  about their prospective employers, they
  should absolutely be allowed to try! Al-
  Enber  is  jovial  and  friendly,  but
  obviously sly and controlled in what he
  lets on. Cherenkoff, the cleric of Amun
  Tor, is dour and pious, and little can be
  gleaned from  his steely  manner and
  Sortayen the Elf is aloof and dismissive
  of any commoners who approach her.
  Perhaps the best chance to rub elbows
  with the Sponsors is through making
  friendly  with Hambol Silkweaver the
  halfling, who is as partial to the finer
  things in life as any member of his race.
  It should be noted however that all of the Sponsors
  are fiercely loyal to their petrified friend, and will not
  intentionally divulge the true goal of their search,
  although clever players may  certainly learn hints
  that all is not as it seems on the trek.
  Both the halfling and the elf keep a careful eye on the
  groups’ covered wagon, and the wizard’s familiar
  remains by its master’s side at all times. Any 0-level
  managing to peek into the wagon is likely  to be
  caught and pressed into silent service either by hook
  4
  
  or by crook. The Sponsors will only resort to killing
  their prospective guards if no other option seems to
  be available to them, but will certainly do so should
  it be necessary to keep their secrets.
  Scoundrel, greater wildcat familiar: Init: +6; Atk: bite
  +6 (1d4+2) or spell; AC: 14; HD: 4d4+4; HP: 12; MV: 40’;
  Act: 2d20;  SP: sneak + 12; can cast  Ventriloquism,
  Cantrip and Color spray with +4 to the spell check;
  telepathic link with Nocli Hartstone;  Saves: Fort +2,
  Ref +6, Will +3; AL: N.
                
   
                 
   
                 
   
   
  Day 1 – Onwards to Adventure!
  The first leg of the journey is still fairly close to
  “civilization” and thus quite peaceful. The caravan
  treks along a rocky path only partially covered in
  sand: this is the only way available as they Sponsors
  seem intent to keep their wagon with them in the
  desert. Although not completely covered in dunes,
  the path is still rocky and difficult, and the wagon
  gets stuck every so often. The Judge should throw in
  a few easy (DC 1d10) skill checks to keep the caravan
  going and to break the monotony – after all, the
  hired help should earn their keep!
  Observant player characters (with suitable bonuses
  for  occupations)  may  notice  a  pack  of  jackals
  shadowing the caravan towards the end of the day.
  Hopefully, this will get there guard up for the night
  to come!
                
   
                 
   
                 
   
   
  Night 1 – Who Let the Dogs In?
  Allow  the players to build a camp, settle in and
  divide guard shifts as they choose. The Sponsors set
  camp in and around the wagon and expect the 0-
  levels to handle the tasks related to the upkeep of the
  animals and camping in general. The Sponsors will
  not take part in guard shifts, and will generally keep
  amongst themselves for the night.
  At some point a small pack of 15 jackals will attack
  the group. They will try and strip an animal away
  from  the  caravan.  The  pack  will  attack  player
  characters if they try to stop them, as the beasts are
  unusually aggressive due to being under the thrall of
  a wandering jackalwere (see Day 5  below for notes on
  him). Even if driven off they will stay near the camp
  for the remainder of the night, howling and barking
  in the night.
  Hungry jackals (15): Init: +1; Atk: bite +1 (1d3); AC: 13;
  HD: 1d4; MV: 30’; Act: 1d20; Saves: Fort +1, Ref +3,
  Will +1; AL: C.
                
   
                 
   
                 
   
   
  Day 2 – The Wind and Ruin
  At the start of the day, the Sponsors admonish or
  commend the guards for the previous night’s labours
  – efficient guards can expect a bonus to be paid
  immediately as per previous description, and the cost
  of lost animals may be deducted from the pay of
  particularly  lax  guards. In any case, the Sponsors
  explain that the group should reach their destination
  by midday. 
  However, as fate would have it, at around 10 AM a
  sandstorm whips in out of nowhere! Player characters
  must make DC 12 Ref saves to avoid taking 1 point of
  damage from the stinging sand or tripping onto
  rocks as the wind buffets them. Clever reactions,
  equipment and the use of occupational skills may
  mitigate this at Judge’s discretion.
  When the storm passes in about an hour and a half
  two things that will change the complexion of the
  mission will have occurred.
  Firstly, the shifting winds have uncovered the top of
  a sunken minaret roughly a quarter mile (~½ km)
  from where they stand. 
  Secondly, and more seriously, one of the mules is
  found to have slipped and gashed open two of the
  5
  
  great  water  skins  it  was  carrying,  reducing  the
  overall water supply  of the trip to about 4 days
  worth. This is not overly serious, as the oasis is but a
  day or so from the rocky peak where the caravan is
  headed, but one can never take chances with water in
  a desert, as we all know.
  The animals, especially the mule, will need to be
  properly looked after and cared for before they can
  carry on. The Sponsors will suggest that it might be
  worth looking around the area about the minaret for
  a  water  source. If  any  of  the  party  are  feeling
  particularly  bold, the Sponsors will  say  they  are
  willing to allow up to half of them to go investigate if
  the other half stays to care for the animals.
  Map B: The minaret cross section
  The Minaret
  Refer to Map B for a cross section of the minaret.
  Only the top two chambers in the slender tower are
  accessible  without  extreme  measures.  The  only
  visible window is about 14’ (~4.5 m) above the sandy
  ground (fall from here and you only take 1d3 damage
  due to the soft sand). Once inside, the small tower
  room is found windswept and empty save for a single
  dessicated skeleton clad in tatters of fine robes. There
  is nothing of value in this topmost room apart for
  the skeleton’s single gold tooth (worth 1 gp). A spiral
  stair leads downwards to the next area.
  The lower room is filled 3’ (~1 m) deep with very fine
  sand. Lots of broken items and equipment including
  swords, bows, arrows, bits of armor and so
  on can be seen sticking out of the sand. A
  detailed search will take an hour and yield
  some sort of usable result,  roll a d6 for
  each person searching:
  1.
  An intact, small  silver weapon.
  Scimitar, mace, dagger or similar.
  2.
  A bronze half eggshell,  roughly
  the size of a soup-bowl. If this
  result is rolled twice the other
  half  will  be  found  as  well,
  completing the magical artefact
  (see Egg of Incubation below)..
  3.
  An  ivory  scroll  case  (worth  at
  least  10 gp)  containing  one 1st
  level  arcane spell  chosen  at
  random. Of course, the scroll case
  is  trapped:  unscrewing  the end
  causes a spring to puff a blast of
  very ancient and no longer viable
  contact poison over the hands of
  the person opening it (DC 10 Ref
  save to avoid). Although inert, the
  poison still has enough kick to
  cause a disgusting, blistery rash
  should the save fail.
  6
  
  4.
  A horn composite bow which always applies
  the  wielder’s  Strength  modifier  to  the
  damage inflicted with each shot (in addition
  to the usual Agility modifier bonus).
  5.
  A rotten quiver with 8 well-made arrows still
  inside. The arrows are magical (see Faithful
  Arrows below). 
  6.
  A large, hanging lamp made of bronze and
  violet desert glass, worth some 15 gp.
  However, per person per hour of searching there is a
  1 in 6 chance of disturbing the sidewinder snake that
  makes its home in this ruin! If the characters take a
  real good look before they rummage in the fine sand
  they should be able to see its curious, rippling tracks
  here and there and be forewarned. The snake will try
  to bite at least once when startled, slithering to safety
  if threatened. Judges should also keep track of the
  time spent here: this is a side path, and the 0-levels
  should return to the caravan soon, lest it continues
  on without them.
  Sidewinder snake: Init: +5 (see special); Atk: bite +3
  (1d3 + poison); AC: 12; HD: 1d4; HP: 3; MV: 30’; Act:
  1d20; SP: always surprises targets; poison DC 15 Fort
  save or 2d6 STA damage, if STA brought to 0 target
  dies; will attempt to flee and hide if attacked; Saves:
  Fort +0, Ref +5, Will +1; AL: N.
  The Egg of Incubation:  A bronze egg, roughly the
  size of a man’s head. The artefact has a few uses, most
  of them not inherently apparent.
  •
  Any  owner of the artefact will find that
  when the halves are brought together, the
  egg conjures a small animal (up to housecat
  size). The owner of the artefact has no control
  over the conjured critter, although only 1d5
  critters can be conjured per day.
  •
  If the summoned creature is used as part of a
  sacrifice to cast a spell, it provides a +2 bonus
  to any spell cast.
  •
  Extended study will allow an arcane caster to
  learn  the  spell  Find  familiar  from  the
  intricate magics woven into the eggshell.
  •
  Should the Egg be used as a spell focus for a
  Find familiar  ritual, the caster may choose
  the type of familiar they  gain  from  the
  casting.
  Faithful Arrows: A well-made set of eight magical
  arrows.
  •
  The arrows return to the quiver of their
  owner  when  shot, unless  the attack  is a
  critical success.
  •
  If the arrows crit, they remain in the wound
  causing 1 HP of additional damage per round
  until removed or the target dies. After this
  they return to the shooter once more.
                      
   
                       
   
                       
   
   
  Night 2 – The Water Fight
  The rest of the day is uneventful, and as the sun is
  setting the caravan arrives at the base of a rocky
  outcrop approximately some ¾ of a mile (~1 km) in
  diameter. The small mountain is some 150’ (~45 m)
  high,  with  rocky  paths  and  scrubby  plant  life
  crisscrossing its sides. 
  At one end, a small wellspring pool is discovered half
  hidden under an overhang. This pool can supply 24
  rations of water per day. Humans, elves, dwarves and
  so on need 1 ration per day, and animals require 2
  each for convenience. Basically, its not quite enough
  to keep the whole group self sufficient but would
  greatly  ease  their  dependence  on  their  carried
  supplies.
  The Sponsors will point out that all sorts of wild
  animals will no doubt come to drink for this pool at
  night, and especially as their own water reserves have
  been depleted they demand that the pool be defended
  to make sure the caravan survives. 
  The Sponsors will set up their base camp just a stone’s
  throw away from the pool, where the guards from
  either the pool or the main camp can be swiftly
  reinforced by the other if needed. The party must
  7
  
  decide who is stationed where to keep watch through
  the night.
  Sometime in the night 6 sand centipedes will erupt
  out of the ground and charge for the water hole. They
  can consume one days ration of water in two rounds.
  They  will not attack anything until one of their
  number is killed  and will concentrate on drinking
  first tonight. If left unmolested they will each drink
  for 2d3 rounds (potentially consuming 6-18 rations of
  water in total) then burrow back into the sand.
  Sand centipede (6): Init: +3; Atk: bite +1 (1 + poison);
  AC: 13; HD: 1d3; MV: 30’; Act: 1d20; SP:  poison DC 10
  Fort save or 1d6 STR damage, if STR brought to 0
  target dies; will attempt to flee and hide if attacked;
  Saves: Fort +1, Ref +3, Will +0; AL: N.
                
   
                 
   
                 
   
   
  Day 3 – Picking Flowers
  No  encounters  will  occur  during  the  day.  The
  Sponsors will supposedly spend some time looking
  for plants and suggest the  player characters also
  comb the area for  blue flowering shrubs. In actual
  fact they hope the party will stumble across the lair
  of the Basilisk for them!
  If the party search then they will find some small
  scrubby trees and plants (never any blue flowering
  ones, curiously enough). If the summit of the rocky
  hill is climbed then near the top a small cave opening
  will be discovered on the far side of the mountain,
  just a few feet from the path leading to the very peak.
  Should the characters traverse the rough  regions
  nearby, Judges should have any 0-levels with suitable
  professions roll checks for noticing the tracks of a
  large creature with razor sharp claws. (The DC of the
  check should be reduced for detailed searches, and
  returning here on further days will of course increase
  the chance of finding the cave mouth.)
                
   
                 
   
                 
   
   
  The Basilisk's Lair
  Refer to the map of the cave (Map C) for details of the
  lair. The rock of the lair is shot through with dirty
  veins of quartz, and a detailed search in any area may
  yield a purer crystal that could
  fetch up to 10 silver (only one
  such  will  be  found  in  any
  given section). 
  Any dwarves entering the lair
  notice the sultry tang of gold
  on their nose: this cave could
  become a gold mine of decent
  yeild, should it be mined with
  proper dwarven rigour!
  Area 1: The Entrance: 
  This passage is very small, only
  about 4’ (~1.2 m) high and wide
  until Area 3. Any combat or other violent maneuvers
  here could risk injury to taller characters.. In such
  situations make a DC 12 AGI check or be knocked
  unconscious. 
  Area 2: The Pool: 
  This small seepage pool is one reason the basilisk
  doesn't come out of its lair every night. The pool
  contains  enough  water  to account  for  one  day’s
  ration in total, and refills each night. When even a
  8
  
  single mouthful of  its water is drunk it has some
  peculiar effects on those so doing: upon the first drink
  on any given day each player must roll 1d4 (drinking
  again  on  another  day  has  additional  effects,  see
  below):
  1.
  Imbiber permanently loses -2 STR, but gains
  +2 INT as a trade.
  2.
  Imbiber permanently loses -2 AGI but gains
  +2 STA instead.
  3.
  Imbiber’s eyes take on a silvery hue and they
  become  permanently
   immune  to  the
  basilisk's gaze and other similar effects.
  4.
  Imbiber  vividly  hallucinates of a  Sleeping
  God, who rolls over each night and lifts the 
  sun into a blue sky in the morning. Judges 
  should ham up the description each time this
  happens to imply the deity is becoming more
  restless the more times folks “dream” of it  
  …
  If a character drinks multiple times on the same day
  the  water has  no  further  effect,  but  the  magic
  changes each day: a second drink on  another day
  permanently  removes  any  other  effect  AND  is
  treated as result 4. If a character drinks a third time
  on a different they may get a different effect but any
  effect they lost can’t be restored and is instead treated
  as  result 4. 
  Map C: The basilisk’s cave
  9
  
  Basically, the best bet is to drink once and leave it at
  that. At most the players will be at the mountain for
  three days, so they can have multiple shots if they
  must.  Naturally  of  they  come  back  after  this
  adventure is over there may well have been a rock
  slide or something to cover the magic pool up  
  …
  Area 3: The Scratching Post
  Shards of crystal litter the floor at this point. An
  examination of the nearby rock will reveal that deep
  furrows  have  been  scratched  in  the  stuff  fairly
  recently by long talons..
  Area 4: The Lost One
  A petrified human thief lies slumped against the wall
  here. His arms are held up in front of his face and one
  hand is clenched around a 100 gp diamond: the poor
  fellow had decided to hide his stolen loot in a MUCH
  worse location than the local jail ever could be! 
  Although petrified, he still hears, sees and feels, and if
  the characters decide to break his hand to get the gem
  then   
  … Ouch! Maybe he'll revive one day and come
  looking for the people who destroyed his livelihood!
  Area 5: The Lair! 
  To the party’s dismay, a greater basilisk lies here half
  asleep! 
  The creature’s gaze is particularly powerful. Should
  its gaze attack  be successful, the target character
  must roll a save (on their best save modifier) or be
  paralyzed. Next round on the action of the basilisk
  they  must roll a further save (Fort DC 15) or be
  permanently petrified due to the foul magics of the
  basilisk’s gaze! 
  Petrified characters can only be returned to a fleshy
  form by an unguent brewed from the eyes of this
  creature (or a basilisk of a similar stature), but if they
  pass the save they are free to act as normal.
  The Greater Basilisk: Init: -1; Atk: bite +2 (1d10)  or
  claw +5 (1d3) or gaze +6 (special); AC: 16; HD: 5d8; HP:
  30; MV: 40’; Act: 2d20; SP: perfect darkvision; gaze DC
  15 save on best mod, petrified/paralyzed; will gaze +
  claw until a target is paralyzed and then bite the
  paralyzed  target; if dropped  below  half HP  will
  become frenzied and just bite and claw; Saves: Fort +7,
  Ref +1, Will +2; AL: C.
  10
  
  Area 6: The Hermit
  Still lying in a stone niche bed is the original "owner"
  of these caves. Clad in tattered robes and dessicated
  flesh, the remains of the nameless hermit cleric are
  very  threadbare.  The corpse lacks a jaw  and has
  obviously suffered the toils of the arid desert air for a
  very long time. 
  Despite its mummified appearance, the creature is
  simply an animate skeleton. However, this should
  not be readily apparent to most inexperienced would-
  be adventurers, and Judges should feel free to keep
  the players guessing when it comes to the nature of
  this  undead  apparition  (suitable  occupations  and
  backgrounds  should  certainly  help  in  the
  identification of the creature). 
  If disturbed  the skeleton will  NOT  immediately
  attack, but instead will stand gesticulating at those
  who have trespassed  on  him  and  keep  pointing
  towards the way out stridently! 
  Under ther remains of his pillow is half a torn open
  book. This will yield TWO random spells of level 1-3
  (can be treated as a scroll) if translated and studied
  well. Notes on the past of this rocky outcropping as a
  bulwark against the deep reaches can also be gleaned
  from the ruined book, should it be studied in enough
  detail.
  If attacked or the gong goes off in Area 7 the skeleton
  will awaken and charge to attack. If the  only the
  basilisk is attacked the hermit will not awaken unless
  personally disturbed by something. 
  If “destroyed”  the bones  will  slowly  crawl  back
  together in 2d4 hours and reassemble. Each time they
  do  this  they  lose 1 hp  permanently. When  the
  skeleton loses its last hp the poor old thing is finally
  gone. Until that the Judge should feel free to use the
  returning undead monstrosity to add extra tension
  in the camp.
  Skeleton of the Hermit Priest: Init: +0; Atk: claw +2
  (1d4 + 1 pt STR damage); AC: 14; HD: 1d8; HP: 8; MV:
  30’; Act: 1d20; SP:  half damage from piercing and
  slashing weapons; reassembles after destroyed (see
  above); Saves: Fort +0, Ref +0, Will +4; AL: L.
  Area 7: The Chapel 
  This  room is  very old and dusty but holds all the
  trappings of a shrine to those that dare poke around
  in here. A total of seven square plaques of what will
  be discovered as electrum are attached to the walls by
  deep screws. The plaques are 5’ in diameter (~1 ½ m)
  and as a collection are worth 175 gp with each one
  being about 25 gp  in  value. They have star maps
  etched into them but have no magical or occult
  power, unless the Judge wishes to utilize them as a
  quest  hook  for  further  adventure.  For  more
  materialistic delvers getting the plaques through the
  cave’s  tiny  entrance undamaged is  a much more
  pertinent  challenge,  as  is  carrying  them  to
  civilization safely. Hacking the metal to bits requires
  suitable  tools  and  considerable  effort,  and  will
  devalue the treasure by at least half.
  On the altar stone made of the best quartz in the cave
  lies the hermit  priest’s old ceremonial robe. This is
  made from a gold-embroidered cloth and is worth a
  fortune to the correct dealer. In theory the robe has a
  value of 350 gp but that's IF you could find the right
  buyer. Locally, the best you could get would be one
  tenth that.
  In the pocket of the robe is a vial of holy water that
  has distilled itself into a  tincture of healing.  The
  potion will restore 4d2 points when drunk, or it can
  instead be sipped for 1d2 points 4 times.
  All this treasure is great, but not quite unguarded
  due to the animated skeleton and basilisk lurking
  nearby. Adding to the party's trouble is a large brass
  gong, carefully balanced on the robes so that a DC 15
  AGI check is needed to lower it without making a
  11
  
  great noise which will surely bring the basilisk and
  the skeleton a-running! 
  The skeleton hermit may try to fight the monstrous
  basilisk  first if it is not molested by  the party.
  Naturally, the skeleton can't be turned to stone or
  paralyzed. In the unlikely case it survives the basilisk
  it will continue to attack anyone still in the area.
  Finally, behind the altar is a secret panel with some
  more treasure (finding it requires a detailed search or
  a DC 18 check). In it, 10 platinum pieces of an ancient
  and unknown design lie behind a poison needle trap.
  The poison has long since gone off, although the
  players obviously don't need to know this.
  “Poison” needle trap:  DC 18 perception  check  to
  notice if searching for traps; when sprung causes 1
  point of damage along with stinging pain, DC 18 Ref
  save to avoid.
  Area 8: Sinkhole. 
  This  deep  ragged  shaft  seems  to go on  forever,
  although a ledge some 20’ below reveals that it has
  been previously  used as a privy  for basilisk, and
  possibly the hermit before it.
  Falling in will cause 2d6 damage for landing on the
  ledge, and a further DC 5 Ref save to avoid falling
  down into the yawning chasm. Additionally, the
  ledge is covered in the highly corrosive droppings of
  the basilisk: anyone falling in will have all of the
  clothes and other worn equipment  made of soft
  materials entirely destroyed (this includes items of
  leather and wood). Climbing up (or down) requires a
  DC 5 AGI check as well to avoid falling further down.
  The bottomless pit itself stretches way down into the
  underworld below  the desert, to the subterranean
  reaches from which the basilisk originally rose to
  terrorize the region. Judges should feel free to use this
  entrance to the deep reaches as a future adventure
  locus. Should anyone fall in, well  They’re dead.
  …
  There is nothing to find on the ledge, and absolutely
  nothing good can come out of rummaging around in
  the basilisk’s privy, but adventurers are nothing if
  not inquisitive  
  …
                
   
                 
   
                 
   
   
  Night 3 – The Quiet Dark?
  Tonight  nearby  creatures will  again  visit  the
  waterhole. Roll d6:
  1.
  Everything is quiet in the night. Nothing
  happens.
  2.
  Scoundrel, the greater wildcat familiar of the
  petrified  wizard  (see  Judge’s  Introduction
  above) will sneak to the waterhole to drink
  and clean itself. If accosted it will flee and
  disappear into the night, sneaking back to
  the wagon to guard its owner. In the unlikely
  situation that it is noticed it will defend itself
  or entreat with the characters as the situation
  merits. In any case, the tracks of a large cat
  will  be found  near the waterhole in  the
  morning.
  3.
  Like the previous night, the sand centipedes
  return (see Night 2  above).
  4.
  A pack  of 8 hungry  jackals (see  Night  1
  above) tries to drink  at the waterhole or
  attacks the pack animals in the camp (50/50
  chance).
  5.
  The unlucky dead claimed by the desert stir
  in the vicinity of the camp. Three weather
  beaten  skeletons  appear  quietly  near  the
  guards, and  sluggishly  gesticulate for the
  characters to leave the mountain. If left well
  enough alone the revenants will recede back
  into the desert before dawn, if disturbed the
  creatures will attack (use the stats for the
  skeleton  hermit  in  Area  6  above; these
  skeletons  have  3 HP  each  and  will  not
  reassemble after being destroyed).
  6.
  The basilisk itself comes out to drink! The
  great beast (see Area 5  above for details) will
  not attack unless accosted, and will simply
  12
  
  meander to the waterhole, drink its fill and
  leave. Characters would do well to rouse the
  Sponsors before disturbing the creature!
                
   
                 
   
                 
   
   
  Day 4 – Picking MORE Flowers
  The day begins much like the previous one. If the
  party  has  not  found  the cave yet they will  be
  strenuously  encouraged to explore the top of the
  mountain for “blue flowers”. If the Sponsors are made
  aware of the cave they and they will also show up
  this time, suggesting that a  trap is set for whatever
  beast lairs in the tunnel. If characters volunteer to go
  in they won't stop them, but they will not go in
  themselves, as they know what's most likely in there!
  Judges should allow the players to plan their trap as
  best they can. The Sponsors will show some interest
  in the proceedings, although they won’t deign to join
  in any manual labour: they are paying the work after
  all. Unless somehow driven from its lair during the
  day, the basilisk will come out the following night. 
                
   
                 
   
                 
   
   
  Night 4 – The Showdown
  If the basilisk has not yet been dealt with then it will
  come out to the water hole tonight.  If this happens, a
  pack of 6 sand centipedes will opportunistically join
  in the melee (see Night 2  above). If the party has
  prepared a trap near the cave mouth things may go
  differently: in this case, resolve the trap and figure
  out the events of the remaining night using the notes
  for the previous one (see Night 3; should the basilisk
  result be rolled it appears at the water hole, eluding
  the trap somehow).
  The Sponsors will actually lead the attack on  the
  ”rock lizard” as they call it, but will make sure any
  missile wielders  in  the  party  support  them. The
  party’s melee fighters will be tasked with defeating
  the  centipedes then joining in the fight with the
  lizard-beast. 
  This will  certainly  be a battle royal,  and Judges
  should  recall at all times  that the Sponsors will be
  playing it very safe and trying to get the hired help
  to do the dangerous stuff.
  The Sponsor  cleric Cherenkoff will  try  and  save
  anyone  that  is  hurt  (Sponsors  first,  of  course).
  Sortayen the Elf immediately gets to work to make
  the anti-petrfication serum (as the basilisk eyes must
  be fresh for this to be possible). She can generate 1d3
  doses per harvested eye. She may be open to try it out
  on a petrified character if enough doses are created,
  and  may  also restore particularly  well-performed
  characters  with  any  surplus  doses  once  Nocli
  Hartstone has been turned to flesh first.
                
   
                 
   
                 
   
   
  Day 5 – The Last Turn of the Screw
  Once the basilisk has been dealt with, the Sponsors
  will hasten home back towards the oasis. Depending
  on the party’s attitude and performance, they may be
  open to offering bonus pay to the survivors, and as
  described above may even offer to save petrified 0-
  levels should the situation allow. 
  Despite being turned to flesh, Nocli Hartstone is still
  recuperating from his previous spellburning efforts.
  He will not leave the wagon, nor will the Sponsors
  reveal his presences to the characters. Whether the
  Sponsors give any explanation beyond ”obviously we
  were mistaken, there are no rare flowers here” is left
  up to the Judge.
  As the  party will get back to their home  oasis by
  nightfall, the last event of this adventure depends on
  what they did in the first encounter.
  Optional Ending 1: 
  If the party slew all the jackals in the first encounter
  (see Night 1 above), Wadi the jackalwere will not be
  prepared  for  them. He will  accidentally  stumble
  across their camp  in  human  form,  and  being a
  consummate  actor,  will  go  into  a  big  showy
  13
  
  expression  of thanking  the  gods  that  somebody
  found him as his own camel was supposedly just lost
  in the recent sandstorm.
  Wadi will beg hospitality from the camp, to which
  the Sponsors will agree to with some reluctance. He
  will single out a person in the  camp (at Judge’s
  discretion this may be a Sponsor rather than a player
  character) and attempt to get them away from the
  group alone. If he succeeds  in this ruse,  he will
  attempt to use his sleep gaze upon the poor fool, and
  carrying them off to eat later. If he cannot do this he
  will simply shrug and disappear into the night rather
  than risk a full scale battle.
  Optional Ending 2: 
  If even a single jackal escaped the first encounter (see
  Night 1  above), then the jackalwere will have had
  some days to prepare of the group’s return. 
  A few miles out of the oasis town, in a natural choke
  point, the ground will open up to a 20’ pit, and the
  first rider  (random  Sponsor) will fall in. Both rider
  and horse take the usual damage, and are unable to
  get out without help.
  A double sized pack of 30  jackals will then attack
  from all sides and attempt to panic a horse to drive it
  off for running down later. While the  jackals are
  doing that the jackalwere will pop up from cover in
  human  form,  shooting  poisoned  arrows  at  the
  defenders, targeting one at a time. Between shots he
  will duck down out of line of sight and using his
  powers shape shift into  jackal  shape to move to
  another location for a new shot. If a defender closes in
  with him he will use his gaze to try and sleep them
  and carry them off for later devouring, leaving the
  fight. Similarly, if he gets to below half HP or half the
  jackals are killed he will abort the attack.
  The jackalwere is a murderous magical beast, able to
  take a human form to further effect mischief on the
  world. He is immune to damage from all sources
  apart for fire, magic and cold iron. He can change
  between human and jackal form at will. Note that
  due to the powerful magical nature of the were-beast,
  the chances are the Sponsors will need to intervene in
  this fight as it is very unlikely that the surviving 0-
  levels can stand up to the jackalwere!
  When attacking, the jackalwere is equipped with a
  shortbow and 20 poisoned arrows. He carries a mere
  30 silver on him, but if his lair (a decrepit tent some
  half a mile distant) is found it holds an additional 500
  cp and stolen goods to the value of 200 sp.
  Hungry jackals (30): Init: +1; Atk: bite +1 (1d3); AC: 13;
  HD: 1d4; MV: 30’; Act: 1d20; Saves: Fort +1, Ref +3,
  Will +1; AL: C.
  Wadi, murderous jackalwere:  Init: -1;  Atk: bite +3
  (2d4) or bow +3 (1d6 + poison) or gaze +4 (special); AC:
  14; HD: 4d4; HP: 12; MV: 40’; Act: 1d20; SP: perfect
  darkvision; gaze DC 10 Will save or fall in deep
  natural sleep; 20 poison arrows, DC 15 Fort save or
  2d6 STR damage, if STR brought to 0 target dies;
  only suffers damage from fire, magic or cold iron;
  may change form at will; Saves: Fort +2, Ref +5, Will
  +2; AL: C.
                
   
                 
   
                 
   
   
  Epilogue
  After the jackalwere attack, one way or another the
  party  (or such as survives of it) are home free.  All
  rewards promised will be duly given to the survivors.
  Depending on performance the Sponsors may offer
  further employment or suitable training to 1st level
  (see  Appendix  S   below  for  the  details  of  the
  Sponsors). 
  As this adventure was originally the springboard to a
  new campaign these connections provided a decent
  enough justification to get the surviving  characters
  up to speed for further adventures.
                
   
                 
   
                 
   
   
  14
  
  APPENDIX A:
  Alternate Adventure Start
  Although the module is originally  intended as a
  funnel adventure for poor, unlucky gongfarmers, it
  can be utilized as a 3rd level adventure for seasoned
  delvers. In this case, replace the group of sponsoring
  adventurers with  the player characters, with  the
  Judge (or mayhaps a new player) running the 0-levels.
  In  this  case,  the  leveled  adventurers  have  been
  promised a reward for saving the petrified wizard (see
  Judge’s Notes at the beginning of the document). He
  has communicated his plan to them via his familiar:
  travel to the desert, hire a group of villagers to help
  finding the basilisk, kill it, and complete a ritual to
  concoct an antidote for the wizard’s condition. 
  The catch here is that the ritual requires a certain
  number of chanting voices, and the basilisk eyes
  must be used immediately after harvesting lest they
  spoil. The hireling 0-levels function as assistance, bait
  and ritual choir all in once. Should enough of them
  survive the trip, that is: the ritual  to make the
  antidote for petrification requires at least 12 chanting
  voices to repeat a certain phrase during the brewing
  of the antidote, and careless Sponsors may find their
  best designs foiled by the cruel winds of the desert.
  Finally, the module can also be used as a one-shot
  introductory adventure for 4-6 3rd level characters.
  Pre-made  character  sheets  for  the  four  Sponsors
  mentioned in the module, along with two additional
  bonus Sponsors, are included in Appendix S. If ran in
  this fashion follow the above notes for higher level
  play,  although  if  running  the  module  for
  inexperienced players it may be astute to leave the
  swarm of gongfarmers at the oasis and forego the
  challenge of keeping them alive for the dangerous
  trek through the desert.
  In either case, the basic structure of events remains
  the  same  and  any  further  modifications  to  the
  challenges below are left up to the Judge’s discretion.
  APPENDIX S:
  The Sponsors
  The cynical band of adventurers at the root of the
  adventure is deliberately left a bit vague. Ideally, they
  should be used as the deus ex machina if the party
  gets in too deep. Despite setting up the locals for a
  disagreeable mission  they  are not  evil,  and  will
  attempt to do “the right thing” over all. Below you
  can find the descriptions of the Sponsors if used as
  NPCs for a standard run of the module. On the
  following pages there are full character sheets of all of
  the Sponsors (along with a couple of extra characters),
  for use if running the adventure as a 3rd level DCC
  one-shot.
  Sharridin Al-Enber, the Desert Warrior: Init: +5; Atk:
  scimitar +2+d7*  (1d7+1+d7) or thrown dagger +d7*
  (1d4+1d7) ; AC: 14; HD: 5d12; HP: 39; MV: 30’; Act:
  1d20+1d14;  SP: has a d7 Deed die, as per the DCC
  warrior rules; Saves: Fort +1, Ref +2, Will +2; AL: L.
  Sortayen the Elf:  Init: +0;  Atk: poisoned  dart  +2
  (d4+poison); AC: 12; HD: 3d6; HP: 12; MV: 30’; Act:
  1d20; SP: poisoned darts, DC 10 Fort save or 1d6 extra
  damage;  casts  at  +5,  knows  Invoke  patron: Azi
  Dahaka,  Cantrip,  Magic  missile,  Snake  trick,
  Phantasm, Mirror image; Saves: Fort +1, Ref +2, Will
  +0; AL: L.
  Hambol Silkweaver, a halfling: Init: +0; Atk: dagger
  (melee or thrown) +3 (1d4); AC: 12; HD: 4d6; HP: 18;
  MV: 20’; Act: 1d20 OR 2d16 in combat; SP: can share
  Luck with others, +2 per point, 16 Luck to use during
  adventure; Saves: Fort +4, Ref +3, Will +5; AL: C.
  Cherenkoff the Cleric: Init: +0; Atk: battleaxe +3 (d10)
  OR spell (see below); AC: 17; HD: 3d8; HP: 20; MV: 30’;
  Act: 1d20; SP: casts at +4, knows Blessing, Darkness,
  Detect Evil, Detect magic, Food of the gods, Holy
  sanctuary,  Divine  symbol,  Lotus  stare,  Restore
  vitality; Saves: Fort +1, Ref +2, Will +3; AL: N.
                
   
                 
   
                 
   
   
  15
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/DCC - The Other Side of the Coin.pdf