TEXT:   
  
  2 
  THE DAMNED 
  Paul Wolfe — Publisher, Editor, Layout 
  David Fisher — Art for Duel at Midora Temple 
  With additional artwork by: Dave Persinger, Jordan G, Doug 
  Kovacs, Jason Sholtis, Stefan Poag, and Marc Bruner 
  Cartography by: Matthew Ray and Paul Wolfe 
  Writing by: Marc Bruner, Paul Wolfe, David Persinger, James 
  Spahn, Julian Bernick, Jason Sholtis, and James Pozenel. 
  Cover by: Thomas Novosel 
  GOT SOMETHING TO SAY? 
  damn-mag@mysticbull.com 
  Shoot us a note and we’ll include it 
  in the next issue. Just make sure 
  you put “Okay to Print” at the end 
  of your message.  
  Thomas Novosel answers the 
  age-old question: Should Hitlers 
  be punched? Or punched really 
  hard? 
   
  CONTENTS 
  Pg 
  Article 
  3 
  From the DAMNed Pit 
  4 
  News from Around the Fire 
  5 
  d14 Rumors and Reports 
  6 
  Operation Unfathomable: The Underworld 
   
  Ranger Class; By Jason Sholtis and P. Wolfe 
  11 
  Third Party Spotlight: Dark Trails 
  12 
  Third 
  Party 
  Spotlight: 
  AD&BB 
  Elfland 
   
  Edition; By James Pozenel 
  14 
  Duel at Midora Temple 
   
  0-level Funnel; By Paul Wolfe 
  36 
  Dashing Deeds Abound!: The Swashbuckler 
   
  Class; By James Spahn 
  41 
  Nalfeshnee: Lord of Pigs 
   
  A Patron; By David Persinger 
  44 
  Attack of the Frozen Führer 
   
  3rd Level Adventure; By Julian Bernick 
  54 
  While the Gods Laugh 
   
  10th Level Funnel; By Marc Bruner 
  81 
  Submissions 
  84 
  Flammable Hospital Crowdfunding Preview 
   
  By the Mongrels 
  This product is based on the Dungeon Crawl Classics Role Playing Game, published 
  by Goodman Games. This product is published under license. Dungeon Crawl 
  Classics and DCC RPG are trademarks of Goodman Games. All rights reserved. For 
  additional information, visit www.goodman-games.com or contact info@goodman-
  games.com. 
  This issue is supported by an extensive web 
  enhancement, available for free in PDF from the 
  Mystic Bull Games website: www.mysticbull.com.  
  0-level character generation rules for Duel at 
  Midora Temple, as well as special character 
  sheets and a “build-your-own” Rod of Karma for 
  While the Gods Laugh. And other content that 
  wouldn’t fit in this issue. Check it out!  
  
  3 
  Foreword from the Publisher 
  Games emerge from play like organic molecules 
  forming into living things. All it takes is a lightning 
  strike into that primordial soup of play for a pure 
  game to emerge. I was an agent in this process at 
  GaryCon this year. And I'm a better GM and player 
  for it!  
  Reid San Filipo changed his Mall Maul funnel into a 
  competitive 
  two-table 
  tournament 
  where 
  the 
  encounters were randomized, and the main set piece 
  -- a fight with an ape/flying saucer mutant -- allowed 
  both tables to engage each other, as well. It was 
  complete chaos from my perspective as GM, but it 
  brought out an old idea of gaming made new: The 
  players make the game. The GM just makes sure the 
  world is there, coherent, and reacts to player/
  character actions.  
  I played in /ran a Black Powder Black Magic game 
  with Eric Hoffman at the head...originally. It was his 
  adventure, but at random points, a magical wind 
  would blow across the island of Kalmatta. In its wake, 
  characters made Will saves. Those that failed turned 
  in their characters and drew new ones. The player 
  that rolled the lowest became the new GM. No prep, 
  no plan. Even the module text was not reliable -- it 
  was the new GM's world. Reality had changed, but it 
  had always been the same.  
  Emergent elements were there in every game I played 
  or ran. And, I have to tell you, it's hard to run an 
  emergent game in a convention environment -- it's 
  loud, players come with preconceived notions of what 
  they're "supposed" to do, and there's a huge time 
  limitation. Dino-tastic Park with Jarrett Crader, 
  Gangbusters with Mark Hunt (we played mostly 
  Batman villains...with a few Dick Tracy and Shadow 
  villains thrown in, planning a train heist...I was the 
  Penguin), and in Paolo Greco's Gangs and Bullshit -- a 
  completely emergent and chaotic game where at one 
  point we had 20 players. There is no plan. There is no 
  adventure 
  path. 
  The 
  game 
  is 
  the 
  players' 
  imaginations squeezed through the GM's creation.  
  I watched it in the bar -- Dogstorm, Happy Salmon 
  (go find the video...it's amazing!) and Flammable 
  Hospital. In GaryCon's primordial soup, organic 
  gaming principles rearranged themselves into 
  living games. All it took was the participants' 
  abilities to suspend their preconceptions of what a 
  game is...and let the game be what it becomes.  
  In this issue of DAMN, I think we have captured 
  some of this in amber: Semi-realized worlds where 
  the GM and players emerge their own stories. In 
  Julian's you get to fight Hitler -- and change 
  history! In Marc's, you experience your powerful 
  character through flashbacks in order to move 
  forward. In mine, you're trapped by an invading 
  force, and you can fight or join them...up to you! 
  My last year in gaming, culminating in GaryCon 
  this year, has reinforced the need for this 
  emergent structure for a session, game, and 
  campaign to be successful. The participants come 
  away from the experience with stories that seem 
  more real than memories from their own lives. And 
  that's because we create life when we let the 
  lightning strike. 
  Late September… As I get back to the editorial, I 
  realize we’re very very late with this issue. But, I 
  think the extra time proves we’re committed to 
  bringing you the best content from the best 
  writers and artists in the DCC Community. We 
  have “newcomers” that you may not have seen 
  DCC stuff from: James Spahn, David Persinger,  
  and Jason Sholtis. And we have works from the 
  “old saws”: Marc Bruner, Julian Bernick, and the 
  Mongrels.  
  As always, I hope you enjoy this issue and let us 
  know what you think!  
  —- Paul (damn-mag@mysticbull.com) 
  EMERGENT PLAY AND LONG DELAYS 
  
  4 
  New in Third Party Publishing 
  Umerican Survival Guide — Crawling Under a Broken 
  Moon Campaign setting is here! We covered it last issue 
  when it was but a wee crowdfunding campaign. Reid 
  San Felipo and Shield of Faith Studios. Available at 
  RPGNow/Drivethru. (PDF — 286 Pages — $12.99) 
  Sword in the Jungle Deep — A 0-level funnel set in the 
  jungles of Erset La Tari, by Francisco Duarte at The Keep 
  Studios. Available on RPGNow/Drivethru and Goodman 
  Games’ site (Softcover/PDF — 16 pages — $10—$12) 
  Curse of Mistwood — Follow-up to Trolls of Mistwood by 
  D.A.M.N.’s very own Daniel Bishop and David Fisher! 
  Published by Shinobi 27 Games. Available at RPGNow/
  Drivethru 
  (Hardcover/Softcover/PDF 
  — 
  100 
  pages—
  $12.99—$16.99) 
  Fearsome Critters of the Woodlands — DCC Monster book 
  that draws heavily on North American mythology. From 
  Purple Duck Games, Mark Gedak, Daniel Bishop and Perry 
  Fehr. Continuing series in the Porphyra setting. Available on 
  RPGNow/Drivethru (PDF — 26 pages — $4.99) 
  Crawljammer: Most Wanted — NPC threats or friends for the 
  Crawljammer setting. By Tim Callahan for Moon Dice Games. 
  Available on RPGNow/Drivethru (PDF — 5 pages — $1.00) 
  Divinities and Cults Volume II: Roman and Celtic— Gods 
  and demi-gods from Roman and Celtic mythos for your DCC 
  games! By Dan Osarchuk for OSRDAN Games. Available on 
  RPGNow/Drivethru and Goodman Games’ site (PDF/Softcover 
  — 53 pages — $4.99—$14.11) 
  Sanctum Secorum — Episode 28 Companion — Roger 
  Corman’s the Raven — DCC content inspired by Roger 
  Corman’s The Raven by various authors for Sanctum Media. 
  Available on RPGNow/Drivethru (PDF — 32 pages — FREE!) 
  Revelation of Mulmo — Tentacled Edition — Updated and 
  physical edition of a classic! By Daniel Bishop from Shinobi 
  27 Games. Available on RPGNow/Drivethru (Softcover — 72 
  pages — $10.99) 
  
  5 
  D14 
  RUMOR OR REPORT 
  1 
  Priests are dying in Lankhmar’s Temple to Votishal 
  because Death himself has moved in! (Verification 
  needed) 
  2 
  The Mongrels have started their own political party, but 
  no one can agree whether they’ll stand on a platform of 
  poop, poop and liquor, or poop and poop. (Likely True) 
  3 
  At GenCon, Jeff Goad maxed his spellcheck and 
  destroyed Terry Olson’s playtest. I hear that they’ve 
  cancelled the delivery of Lankhmar as a result. (Mostly 
  true) 
  4 
  Dan Osarchuk is planning to release Volume I of 
  Divinities and Cults for DCC soon. (True) 
  5 
  XCrawl is going to be a MOVIE! (Could be true — 
  support their Indiegogo campaign and make it true) 
  6 
  Kevin Searle has sent his online group from Brandolyn 
  Red to the body of a sleeping titan in space. Now they 
  fight dragon riders and mad wizards on Mount Black 
  Fume!   (True) 
  7 
  The Asheville DCCRPG Society ended up on a distant 
  planet, the air redolent of alien spices. There they fought 
  psychic spider monsters and prevented the summoning 
  of Shub-Niggurath. (True — They play every other week 
  at Wyvern’s Tale) 
  8 
  Chris Lauricella ran a Tomb of Horrors funnel at Cincity 
  Con. Despite being skewered, stabbed, bitten (by sharks 
  with tapeworms!), poisoned, strangled, pummeled, and 
  dipped in acidic goo, the players were begging for more. 
  (True) 
  9 
  Hobbes and Friends of the OSR is going on tour. Check 
  your local listings (Probably true) 
  10 
  It is said that Cody Mazza read many religious texts in 
  his youth. (True — Those that play in his game can 
  attest!) 
  11 
  Daniel Bishop has written or co-written 50 published 
  adventures for DCC and has 9 published conversions 
  from previous systems (False; He’s only had 47).  
  12 
  Brendan LaSalle and Jobe Bittman were spotted lurking 
  around Tacoma Games, as reported by Hector Cruz 
  (True — we have photo evidence) 
  13 
  Adam and Katie Muszkiewicz (how many consonants 
  can you fit in a last name?) are expecting their second 
  child! (Totally not true. I apologize for spreading this 
  vicious rumor.) 
  14 
  The Minneapolis DCC RPG Society is secretly moving on 
  nearby 
  Wisconsin 
  and 
  planning 
  to 
  take 
  over 
  GameHoleCon 2017. (Totally true!) 
  The Fall of Gonzo 
  FreeRPG Day Cultists 
  Trio of Northwestern Cultists 
  
  6 
  ou 
  are the secret 
  protector 
  of 
  humanity, waging perpetual, mostly 
  unseen war against Chaos in the Underworld. 
  Snatched from your home in early childhood, 
  you were subjected to a battery of blood tests 
  and Chaosometer readings, ensuring your 
  resistance to Underworld corruption. Deep 
  below the earth, you man demilitarized zones, 
  fortified positions and lonely secure bunkers 
  fighting to contain the emergent Chaos threat 
  before it spills over into the lands above.  
  Y 
  NOTE: The Underworld Ranger is a special 
  character class in DCC RPG. Much like the 
  old school ranger class, the PC must have a 
  minimum of 12 Strength and 13 Stamina to 
  even be selected as a ranger. The character 
  does not roll on the occupation table — they 
  were “recruited” too young to have one. 
  Instead, their occupation is Ranger Trainee 
  at 0-level representing the years of training 
  undertaken in areas crawling with primal 
  Chaos. Starting equipment includes: badge 
  of service, light intensifying goggles and the 
  ZR1 sidearm (all described at the end of this 
  article).  
  Hit Points: Underworld rangers gain 1d8 hit 
  points per level.  
  Alignment: Underworld rangers are generally Lawful. 
  Though they do not suffer existential peril for committing 
  chaotic acts, if they ever knowingly serve a power of 
  Underworld Chaos, their names are stricken from the rolls 
  of the rangers, and they are hunted without prejudice. 
  Other than losing the support of the organization, they 
  still retain their abilities.  
  UNDERWORLD RANGER 
  Character Class for DCC RPG 
  I’ve wanted Jason to convert his home 
  campaign to DCC RPG since I started 
  playing both back in 2012-ish. And now it’s 
  here! Delivery of the full books is pending, 
  but here’s a preview!  
  Art and Words by: Jason Sholtis (with 
  more 
  art 
  from 
  Stefan 
  Poag). 
  DCC 
  Conversion by Paul Wolfe  
  
  7 
  Chaos 
  Crusader: 
  Underworld 
  rangers are intensely focused on 
  containing primal Underworld Chaos 
  and the horrors that they employ. As 
  such, the class gains a Deed Die and 
  Critical Hit range when fighting 
  beings of Chaos. These are detailed 
  in the class table.  
  Natural Underworlder: Underworld 
  rangers grew up surrounded by the 
  oppressive Primal Chaos. Rangers 
  add their level and Luck modifier as 
  a bonus to any skills related to 
  survival in the Underworld or 
  tracking Chaos beings, in addition to 
  any saving throws related to the 
  Primal Chaos. This includes saves 
  against 
  long-term 
  Underworld 
  exposure, proximity to Primal Chaos, 
  spells cast by Chaos entities, et al at 
  the Judge’s discretion.  
  Assistive 
  Charms: 
  Underworld 
  rangers learn four spells to aid their 
  fight against the Primal Chaos. They 
  cannot learn new spells, nor can 
  they cast spells from scrolls. Any 
  attempt to do so (and reported to the 
  URCAC) 
  results 
  in 
  immediate 
  disciplinary action up to and 
  including termination. Rangers only 
  receive one spell per level, as listed 
  in the class table.  
  Spell 
  Check: 
  To cast assistive 
  charms, the ranger makes a spell 
  check using a d16+Level+Luck 
  modifier. Rangers can spellburn to 
  add points to their spell check, as a 
  wizard/elf.  
  NOTE: On a successful deed result 
  (3+ on the deed die) and a successful 
  attack roll against an opponent of 
  Primal Chaos, the ranger’s attack is 
  considered magical for bypassing 
  resistance to non-magical attacks. 
  This is in addition to other deed 
  effects.  
  UNDERWORLD FORAGING SUCCESS TABLE 
  D12 
  UNDERWORLD FORAGING SUCCESS 
  1 
  2d5 plump and juicy rats (single meal for up to 8 humans) 
  2 
  2d7 delicious bats (single meal for up to 12) 
  3 
  1d5 blind cave fish (single meal for up to 12) 
  4 
  Several handfuls of glutinous fungi (single meal for party) 
  5 
  Small sack full of edible lizards (party eats for 1 day) 
  6 
  Huge blob of life-sustaining pool algae (party eats for 1d2 days) 
  7 
  1d3 giant rock snails (party eats for 1d4 days) 
  8 
  A dozen giant lizard eggs (party eats for 1d4 days) 
  9 
  2d24 giant spider hatchlings (party eats for 1d4 days) 
  10 
  Large sack full of giant insect larvae (party eats for 1d4 days) 
  11 
  Bushel of nutritious lichen (party eats for 2d4 days) 
  12 
  2d5 cave cephalopods (party eats for 2d4 days).  
  
  8 
  Organizational Support: Underworld rangers are supported by a powerful and pervasive organization 
  dedicated to containing and defeating Primal Chaos. Rangers may request support from any ranger 
  station, however, they suffer a –2d to Personality checks at 1st level to do so. At second level, the penalty 
  is –1d and –2 at third level. At 4th level, the ranger suffers no penalty, but still must fill out loads of pain-
  in-the-ass paperwork and pass a DC 15 Personality check. The aid — or the denied request — comes 
  through in 2d4 days. In addition, the ranger is obliged to attempt to return any wealth apportioned to the 
  Ranger service, keeping only what they may need in the performance of their duties. Paperwork must be 
  filed for such allocations at the nearest ranger station.  
  ITEMS AVAILABLE FOR REQUISITION 
   
  Healing Balms — restore 1d7+1 hit points when applied 
  topically. 
   
  Light Enhancing Goggles — Grants infravision 60’ (see below) 
   
  ZR1 Dissuader — The trusty ranger sidearm (see below) 
   
  ZR2 Lightning Thrower — When more “umph” is needed… 
   
  Demolition Supplies — Plan to use must be submitted for 
  approval; adds 1d4 days to approval process 
   
  Chaosometer — For detecting those hard to reach places 
   
  Underworld Ranger Trainees — 1d4+level 0-level trainees) 
   
  Greenhorn Underworld Ranger — fresh from training; DC 20) 
  Luck: The underworld ranger 
  applies a Luck bonus or penalty 
  to 
  any 
  spell 
  checks 
  when 
  casting assistive charms. In 
  addition, this bonus applies to 
  any skill checks related to 
  survival 
  or 
  tracking 
  as 
  described 
  in 
  the 
  Natural 
  Underworlder entry.  
  Action 
  Dice: 
  Underworld 
  rangers use action dice for 
  attacks or assistive charms. 
  NOTE: 
  Rangers roll a d16 
  action die for spell checks when 
  casting assistive charms.  
  UNDERWORLD RANGER SPECIAL EQUIPMENT 
  Upon completion of basic training, the Ranger organization entrusts the underworld ranger with the 
  following equipment. NOTE: Lost or damaged equipment require several forms, filled out in triplicate, and 
  a special hearing with the Quartermaster’s Service.  
  BADGE OF SERVICE 
  This enchanted bronze brooch must be worn by all active duty underworld rangers. In addition to firing a 
  signal flare at will (360’ illumination for 1 round), most Underworld sentients recognize the badge and avoid 
  hostilities wherever possible. Agents of Primal Chaos take a different view: Some by immediate lethal force. 
  Though others may treat rangers with clemency.  
  LIGHT INTENSIFYING GOGGLES 
  The Underworld is generally suffused with ambient blue-green light emanating from its walls, floors and 
  ceilings. But, in many areas where Chaos beings lurk, primal darkness prevails. A ranger’s light 
  intensifying googles provide infravision out to 60’.  
  ZARACANTH INDUSTRIES ZR-1 “DISSUADER” 
  The standard field sidearm of the Ranger Service, the ZR-1 delivers a bolt of electricity effective up to 
  60’ (three damage settings: 1, 1d3 or 1d6). The weapon recharges every other round with a vigorous 
  winding of a key mechanism. Discharging more than twice before a ten-minute cooling period is highly 
  discouraged and can result in damage to the weapon and/or operator (subsequent uses provoke a 1 in 6 
  chance per use of an electrical eruption, destroying the gun and dealing 1d6 damage to the user), in 
  addition to immediately voiding the warranty.  
  
  9 
  
  10 
  UNDERWORLD RANGER 
  LEVEL 
  ATTACK* 
  Crit Die/
  Action Die 
  Spells** 
  Ref 
  Fort 
  Will 
  1 
  +d3/+1 
  1d10/II—19-20 
  1d20 
  Detect Chaos 
  +1 
  +1 
  +0 
  2 
  +d4/+2 
  1d12/II—19-20 
  1d20 
  Light 
  +1 
  +1 
  +0 
  3 
  +d5/+3 
  1d14/II—19-20 
  1d20 
  Detect Traps 
  +2 
  +1 
  +1 
  4 
  +d6/+4 
  1d16/II—19-20 
  1d20 
  Protection from 
  Chaos 
  +2 
  +2 
  +1 
  5 
  +d7/+5 
  1d20/II—18-20 
  1d20+1d16 
   
  +3 
  +2 
  +1 
  6 
  +d8/+6 
  1d24/II—18-20 
  1d20+1d16 
   
  +4 
  +2 
  +2 
  7 
  +d10/+7 
  1d30/II—18-20 
  1d20+1d20 
   
  +4 
  +3 
  +2 
  8 
  +d10+2/+8 
  1d30+2/II—18-20 
  1d20+1d20 
   
  +5 
  +3 
  +2 
  9 
  +d10+3/+9 
  1d30+4/II—17-20 
  1d20+1d20 
   
  +5 
  +3 
  +3 
  10 
  +d10+4/+10 
  1d30+6/II—17-20 
  1d20+1d20+1d14 
   
  +6 
  +4 
  +3 
  * Underworld rangers only gain deed die and increased critical threat ranges against beings of primal Underworld 
  Chaos. 
  ** Underworld rangers use a 1d16 action die when casting assistive charms. These specialized spells are detailed in 
  Appendix G: Monsters, Treasure, and Spells in Operation Unfathomable: DCC Edition.  
  UNDERWORLD RANGER TITLES  
  LEVEL 
  LAWFUL 
  1 
  Greenhorn 
  2 
  Guard 
  3 
  Guard First Class 
  4 
  Ranger 
  5 
  Ranger II 
  6 
  Ranger III 
  7 
  Ranger IV 
  8 
  Subcommander 
  9 
  Commander 
  10 
  Underwarden 
  
  11 
  This issue we talk to David Baity, southern gentleman, local firefighting hero, and prolific DCC RPG 
  author about the upcoming crowdfunding campaign for Dark Trails — a Lovecraftian Weird West setting 
  for DCC RPG. 
  WHAT IS DARK TRAILS? 
  Dark Trails is an RPG project that I’ve been working for close to two years, now. It’s set in 1865 in an 
  alternate ending to the Civil War. Dark Trails uses and is compatible with Dungeon Crawl Classics, but 
  adds a ton of new content: classes, spells, patrons and sub-systems for deeper character definition.  
  WHAT’S YOUR FAVORITE CLASS? 
  That is a really hard question! One of the main 
  strengths of Dark Trails is its playable classes. 
  With over eleven to choose from, players have often 
  remarked that they have a hard time picking their 
  hero. I’d have to say that the Gunslinger would 
  probably 
  be 
  my 
  choice 
  as 
  favorite 
  class. 
  Gunslingers use a “dead-eye die” that allows them 
  to make trick shots, like a warrior’s Mighty Deed of 
  Arms. Add to that that their guns are possessed by 
  restless spirits of long dead law-dogs, hell-bent on 
  serving up justice on the end of a bullet and you 
  have some great opportunities for role-playing.  
  WHAT MAKES DARK TRAILS DIFFERENT FROM 
  OTHER WESTERN-GENRE GAMES? 
  I’ve made Dark Trails different in the world that 
  the characters inhabit and the rules of that world. 
  You’ll find several new rules that help get your 
  group into the spirit of things with plenty of 
  random generators that aid the Judge in creating 
  their own Weird West campaign. There’s also a 
  stampeding herd of Lovecraftian beasts along with 
  creatures that have been skulking around in the 
  shadows of Native American and Western folklore. 
  Through many playtests, I’ve honed the feel of the 
  game to be one of danger, mystery and weirdness.  
  WHAT? I CAN PLAYTEST THIS?? WHERE?! 
  Playtesting has come to a close with many brave posses slapping leather before saddling up and hitting 
  the trail. You can still get a taste of the rough draft and possibly earn some swag for your group by 
  writing Dave at darktrailsrpg@gmail.com. The game is still being run at most major conventions.  
  SO, WHEN CAN I GET THE GAME? 
  The final draft of the game is being polished now and is expected to be ready in January or February 
  2018. After that, we’re running a Kickstarter to flesh out the original art and to pay for editing and layout. 
  My goal is to have books on the shelves by the latter part of 2018. You can keep up with our progress by 
  joining the Dark Trails Facebook group or G+ community.  
  
  12 
  Having just come off of a wildly successful 
  crowdfunding campaign (technically still 10 
  days left as of this writing), my “brother from 
  another island-continent” David Fisher and 
  patron-writer extraordinaire James Pozenel, 
  Jr., bring us a preview of Angels, Daemons, 
  and Beings Between Volume 2: Elfland Edition.  
  James describes it thus: Elves are required to 
  have patrons, and maybe the current selection 
  is good enough for many a table. However, I’ve 
  heard several players with elf characters 
  resignedly say, “I guess I’ll take the King of 
  Elfland as my patron.” Thus the new volume. 
  Their goal was to provide more options to the 
  only DCC class that must have a patron at 1st 
  level. Within, they promise fey barbarians, 
  stalkers of evil, august healers, vagabond 
  thieves, 
  faerie 
  kings 
  and 
  a 
  range 
  of 
  supernatural oddities. This book is a monster 
  with thirteen elfland patrons and 29 new 
  spells!  
  James says: In AD&BB: Extended Otherworldly 
  Edition, Paul Wolfe (that’s me)...presented his 
  ruminations on demi-patrons:  
  “I realized that we’re not just dealing with 
  Angels 
  and 
  Daemons, 
  but 
  also 
  Beings 
  Between. The idea of entities that were in the 
  early stages of their own march to power was 
  interesting to me.”  
  Wow. I’m super deep. Anyway — without 
  further ado, we present Dahudmorgan, queen 
  of the faery seas!   
  DAHUDMORGAN 
  Queen amongst the sea-faeries, Dahudmorgan inhabits the rocky shores of Menegond, Thousand Rocks. 
  During the day, she hides within a magnificent golden city under the sea or in one of the natural caves or 
  grottoes in the sea-cliffs surrounding her home. At night she sings from her perch on one of the rocky 
  islands that stretch along the coastline, combing her long golden tresses. 
  Yearning for love, Dahudmorgan’s powers bring only sorrow. Bargains with dark powers, intended to 
  protect her faery sisters and their fantastic city, brought curses from the Court of Chaos, which sank the 
  city beneath the waves and transformed the sea queen’s touch to certain death. Her plaintive, hypnotic 
  melodies attract fishermen and sailors to their doom.  
  Dahudmorgan only takes male wizards and elves as subjects of her patron bond spell. The bonding 
  ceremony must take place on the sea shore, preferably at Menegond.  
  
  13 
  Invoke Patron: Dahudmorgan 
  SPELL CHECK RESULT 
  12-13 
  The bittersweet song of Dahudmorgan swells to an emotional crescendo in the caster’s mind. As tears well in the 
  eyes, the caster feels inspired, gaining a +2 bonus to the next action die.  
  14-17 
  The words and mournful melody of the sea queen resounds, and the caster breaks into song. All within a 20’ radius 
  who hear the song become entranced and sleepy, requiring a Will save. Those that fail fall into a normal sleep for 1d6 
  turns.  
  18-19 
  The caster breathes underwater normally for a number of hours equal to caster level. This does not protect the 
  caster’s belongings or improve movement underwater, nor does it prevent breathing of air.  
  20+ 
  A nacreous wand appears in the caster’s hand, guiding itself to make an X on the closest wall, cliff face or other 
  vertical surface. An opening appears in the marked wall leading via a winding path to a cave with a glimmering pool 
  of water. The caster and allies may stay for as long as they wish in this sylvan subterranean cave. Drinking from the 
  pool restores 1 HD of damage and 1 point of temporary ability score damage. The restorative properties only work 
  once per person per day for the duration of the spell.  
  ROLL RESULT 
  1 
  The caster’s hands and feet become webbed, granting a +2 bonus to swimming-related skill checks. The second time this 
  result is rolled, the caster receives a +1 bonus to attack actions while underwater. The final time this result is rolled, the 
  caster feels so comfortable in the water, that, while submerged, survival instincts are impaired — causing a –4 penalty on 
  saving throws involving drowning effects.  
  2 
  The caster has a strong attraction to the sea, feeling ill at ease when beyond close proximity to a shoreline and is likely to 
  venture toward any nearby large body of water. The second time this result is rolled, the caster insists on being near the sea, 
  taking up maritime pursuits and gaining skills at sailing and fishing. The caster dreams of Dahudmorgan constantly and is 
  convinced that her alluring song is countermelody in every piece of music. The third time this result is rolled, the caster 
  continually hears the sea-faerie’s song and is drawn to Dahudmorgan, leaving behind all mortal concerns to join her in her 
  undersea realm. The caster’s corpse is found washed ashore 1d4 weeks later with a look of rictus rapture upon its 
  waterlogged face.  
  3 
  The caster takes on marine aspects, carrying a briny odor that is noted at a distance of 30’ or more. The second time this 
  result is rolled, the caster’s veins, fingernails and toenails turn green. The final time this result is rolled, fine fish scales cover 
  the caster’s skin, though only noticeable on close observation.  
  4 
  Dahudmorgan needs the caster’s assistance to protect her realm and fellow sea-faeries. The first time this result is rolled, the 
  mission is relatively simple, requiring no more than 1d4 days of travel and defeat of a foe who is 1-2 levels (or hit dice) below 
  the caster’s. The second time this result is rolled, the mission becomes more difficult, requiring 1d4 weeks of travel and a foe 
  equal in level (or hit dice) to the caster’s. The final time this result is rolled, Dahudmorgan herself is in danger. Protecting the 
  queen of the sea-faeries requires 1d4 months of travel, generally takes place underwater, and the greatest foe has more than 
  1d4 levels (or hit dice) than the caster’s. Failure at any mission adversely affects the character’s relationship with 
  Dahudmorgan.  
  PATRON TAINT: DAHUDMORGAN 
  When patron taint is indicated, roll 1d4 on the table below. When a caster has acquired all four taints at all levels, there is no need to 
  continue rolling.  
  SPELLBURN: DAHUDMORGAN 
  Roll 1d4 on the table below when the spellcaster spellburns.  
  ROLL RESULT 
  1 
  The caster visits an underwater world complete with fields, villages and beautiful golden castles studded with gems and  stays 
  among the sea-faeries for a festival of dancing and singing, which only lasts but a fleeting moment in mortal realms. The rigor 
  is expressed as physical ability loss.  
  2 
  The caster agrees to convalesce with Dahudmorgan before the spellburn is granted. Ability score loss does not heal until the 
  caster joins the patron under the waves for a short, yet chaste, visit. Ability score loss then heals at an accelerated rate: For 
  each day spent with the queen of the sea-faeries, the caster heals 3 ability score points.  
  3 
  The caster seems distracted, constantly tilting the head in the direction of the nearest sea, as if listening for something. The 
  caster tunelessly hums a mournful song of lost sailors and unrequited love until ability score damage heals naturally.  
  4 
  Dahudmorgan desires a kiss from her future lover and grants double the amount of spellburn if the request is granted. The 
  brief caress causes the caster to lose 1d4 Stamina points that heal after a night of rest. If refused, spellburn points are lost.  
  
  14 
  I 
  NTRODUCTION 
  The Ketsuin Empire is a place of secrets and a 
  spiritual war that remains just out of conscious 
  focus for most of the mundane folks that 
  inhabit the temperate island chain. The gods, 
  demons and spirits of the islands select an unlucky 
  few to serve their arcane purposes and to act as 
  warriors on a shifting and nebulous battlefield. Life 
  is cheap here, where armies clash over age-old 
  rivalries, where a samurai may strike down a 
  peasant at a whim, and the kami play with men’s 
  souls like brightly painted koma (tops). 
  Duel at Midora Temple is a 0-level DCC RPG 
  adventure set within the intersection of a multi-
  faceted war between political rivals, competing 
  faiths, capricious kami, and simple folks just trying 
  to live out their lives in peace and comfort.  
  B 
  ACKGROUND 
  The history of Midora Temple is complex 
  and 
  often 
  contradictory. 
  The 
  site 
  is 
  dedicated to both Otohime, native dragon 
  goddess of the tides, and Zaiten, a dragon goddess 
  imported to the Ketsuin Empire by invading armies 
  hundreds of years ago. The Torai, a sect of the 
  Suizei priesthood that venerates Otohime, consider 
  Zaiten anathema to their beliefs. However as with 
  all priests of the faith, the Torai cannot destroy nor 
  defile temples dedicated to any gods. As a kind of 
  compromise, the Torai erected shrines and temples 
  dedicated to their goddess and her subordinate 
  spirits in order to “protect” the temple of their 
  enemy.  
  But the temple complex hides many secrets. 
  Lurking beneath the Temple of Zaiten is a spirit 
  By Paul Wolfe 
  
  15 
  cage imprisoning Amanozako, a demon herald in 
  the service of the foreign goddess (covered in the 
  companion adventure Blessed of the Demon Herald). 
  In addition, the ornate shrine to Otohime protects a 
  powerful relic of the dragon princess, Kanju, the 
  Jewel of Ebb Tides.  
  The precarious spiritual balance at Midora Temple 
  is 
  complicated 
  by 
  the 
  deteriorating 
  political 
  situation between two powerful samurai clans: the 
  Togashi and the Komei. On the rise with the 
  Emperor, the Togashi have managed to politically 
  displace the Komei in the capital by marrying one of 
  their daughters to the aging Emperor’s youngest 
  son, Arawak. When the marriage was announced, 
  the Emperor’s former heir, Prince Antuok, shaved 
  his head and became a monk, retiring to Midora 
  Temple at the ripe old age of 15. Given the bloody 
  history of Ketsuin’s noble classes, it is a given that 
  retired princes rarely stay retired for long and often 
  become the  pawns of upstart samurai families.  
  Within the last week, Komei Munefara, the leader of 
  the Komei clan, sent his own son and a band of 
  loyal retainers to Midora Temple to secure the 
  retired Imperial heir and to convince the young man 
  to return to the capital, reclaim his birthright, and 
  in doing so, publically support the Komei clan.  
  What the Komei do not know is that Togashi 
  Kirotaki, the leader of the Togashi clan, discovered 
  Munefara’s plot and has dispatched his armies from 
  the nearby Arashi fortress to destroy the temple, kill 
  the Komei samurai found there, and secure the 
  retired prince – likely in a dungeon cell beneath the 
  fortress.  
  P 
  AWNS TO GREATER 
  GODS 
  The player characters are at Midora Temple for a 
  variety of reasons. They may be retainers or other 
  servants of the Komei samurai on a mission to 
  secure Prince Antuok and convince him to leave 
  retirement. They may be monks in the service of the 
  temple dedicated to keeping the grounds and 
  performing the necessary rituals to Otohime and 
  other kami memorialized here. Or they could be 
  simple peasants up from the villages in the area to 
  perform tasks for the monks, worship at the 
  shrines, or sell supplies. Finally, the PCs might be 
  spies for the Togashi or cultists of Zaiten, sent here 
  to report on the activities of the Komei samurai or 
  the Torai sect, or to disrupt rituals and discover the 
  secrets of the Temple of Zaiten. 
  As the adventure opens, the PCs are alerted to the 
  impending attack by the Togashi army. With little 
  time, characters must determine where their 
  loyalties lie – their clan, their faith or themselves – 
  as the situation deteriorates into chaos.  
   
  T 
  HE ATTACK 
  At the Hour of the Dog, as the sun is 
  setting, a young monk rushes into the 
  main temple area shouting that an army of 
  Togashi samurai have destroyed shrines and 
  buildings near the foot of Storm Mountain and are 
  coming up to Midora Temple to destroy all who live 
  here. Looking down the mountain, a long snake of 
  torches approaches the temple grounds. In the time 
  that it takes rice to cook, the Togashi will be upon 
  them!  
  DRAMATIS PERSONA 
  There are four distinct groups of NPCs with very 
  specific goals in this quickly flowing adventure. The 
  first three, the Komei samurai, the Torai monks and 
  the Togashi samurai, are locked in a political battle 
  with a trajectory that ends in one side or the other 
  being destroyed. The PCs are witness to the first 
  bloody act of a tragedy that will eventually rip apart 
  the Ketsuin Empire.  
  Underlying this is the spiritual war between the 
  kami and gods of the Ketsuin Islands and of the 
  Urgil invaders. An Urgil priest in the company of the 
  Togashi is here to see that the first shots in that 
  war are also to his people’s advantage.  
  You may be thinking: What the hell are all these 
  weird weapons? How do my players build 0-level 
  characters? We have it for you! Check out the 
  Mystic Bull website for the DAMN Web Enhance-
  ment. In addition to full 0-level character rules for 
  this adventure, all maps for all the adventures in 
  this book are there!   
  
  16 
  THE KOMEI SAMURAI 
  Komei Hirotoshi is the 16-year old son and heir to 
  the leadership of the second most powerful samurai 
  clan in the Empire, the Komei. Sent here with a 
  band of loyal retainers, Hirotoshi must convince the 
  retired prince, Antuok, to leave the temple and re-
  declare himself as heir to the Imperial line. During 
  the course of the action, Hirotoshi will not leave 
  temple area without Prince Antuok. He is resistant 
  to harming (or even putting his hands on) the boy’s 
  Imperial person. Hirotoshi fights with a tachi (long 
  sword) or his heirloom daikyu (longbow) (+1 
  damage). He wears a full suit of samurai armor 
  (equivalent to splint mail) with an iron kabuto 
  (traditional samurai helmet) to protect his head.  
  Komei Hirotoshi: Init +2; Atk +1d3 melee tachi 
  (1d8) or +1d3 ranged daikyu (1d6+1); AC 15; HD 
  1d12; hp 8; MV 20’; Act 1d20; SP Crit on 19, Mighty 
  Deed; SV Fort +1, Ref +2, Will +0; AL L 
  Hirotoshi’s samurai retainers are veterans of 
  varying degree. Their first order of business is to 
  protect their lord’s son. Secondly, they must return 
  to the capital with Prince Antuok (alive) or suffer 
  grave dishonor. Like Hirotoshi, they are resistant to 
  using force on the prince, though they are less 
  resistant. If need be, they screen any attacking force 
  to allow Hirotoshi and Prince Antuok to escape. The 
  samurai retainers fight with yari (spears), tachi or 
  hankyu (small bows) and are protected by full metal 
  scale samurai armor (equivalent of scale armor) 
  with metal jingasa (flat helmet) upon their heads.  
  NOTE: Any 0-level characters of the Gentry or Noble 
  class may start as direct retainers of Komei 
  Hirotoshi or one of his samurai. Peasants could be 
  servants in the entourage. Outcaste PCs may be 
  spies or camp followers. See the web enhancement 
  for 0-level character generation information.  
  Komei Samurai (5): Init +1; Atk +2 melee tachi or 
  yari (1d8) or +2 ranged hankyu (1d6); AC 14; HD 
  1d10; hp 6 each; MV 25’; Act 1d20; SP Fight beyond 
  death; SV Fort +1, Ref +1, Will +1; AL L 
  The Komei samurai are able to use their force of will 
  in order to continue to fight after reaching 0 hit 
  points. Each round after the first, the samurai 
  makes a Will save (DC 9+ cumulative round dead). 
  On a success, the samurai fights normally. On a 
  failure, the man collapses and dies.  
  THE TORAI MONKS 
  NOTE: 0-level characters in the service of the 
  temple are usually monks or servants, regardless of 
  what social class they hail from.  
  Rikebo, the abbot of Midora Temple, is 75 years old 
  and, though a competent warrior – he was once a 
  samurai in the service of the Torai clan – he refuses 
  to fight even when threatened with imminent death. 
  His first order of business is to organize the defense 
  of the temple grounds, arming his own monks and 
  any 0-level characters available. A vision from the 
  dragon goddess Otohime compels him to select one 
  PC as the protector of the Jewel of Ebb Tides (see 
  sidebar). Once done, he moves to secure the temple 
  treasury (hidden in the Temple of Zaiten – see Area 
  1) and then attempts to escape the mountain using 
  secret trails.  
  Rikebo: Init +0; Atk None; AC 10; HD 1d10; hp 2; 
  MV 20’; Act 1d20; SP; SV Fort +6, Ref +5, WILL +5; 
  AL L 
  The monks of the Torai sect are generally non-
  combatants (equivalent of 0-level characters) but 
  fight fiercely to defend the temple grounds. They are 
  less 
  concerned 
  about 
  Zaiten’s 
  temple 
  and 
  concentrate their actions on defense of the shrine to 
  Otohime and the person of the abbot.  
  
  17 
  The monks are unarmored and armed with a variety 
  of weapons, tools and, in some cases, hands and 
  feet (all of these methods still only net them 1d4 
  damage on a successful attack). All fight to the 
  death to defend their temple, faith and abbot.  
  Monks (30): Init +0; Atk +0 by weapon melee or 
  ranged (1d4); AC 10; HD 1d4; hp 3 each; MV 30’; 
  Act 1d20; SP; SV Fort +0 Ref +0 Will +0; AL L 
  Prince Antuok is the 16-year old ex-heir to the 
  Imperial throne but considers himself nothing more 
  than a humble monk. He has spent a year at 
  Midora Temple and fights with the same zeal as his 
  brethren to defend Otohime’s shrine and the abbot. 
  He is unarmored and armed as his brethren.  
  NOTE: To add even more uncertainty to this 
  adventure, particularly devious Judges can roll up 
  Prince Antuok as a 0-level character (Occupation: 
  Monk; Caste: Noble). Either randomly assign him to 
  a player as one of their starting characters or hold 
  the prince in reserve for later assignment if one of 
  the players loses all 0-level characters.   
  Antuok: Init +0; Atk +0 by weapon melee or ranged 
  (1d4); AC 10; HD 1d4; hp 3; MV 30’; Act 1d20; SP; 
  SV Fort +0 Ref +0 Will +0; AL L 
  The sohei (warrior monks) of the Zinga sect are 
  stationed at Midora Temple for the express purpose 
  of guarding the shrine to Otohime and protecting 
  Kanju, the Jewel of Ebb Tides. They remain on the 
  small island (Area 8) and defend the bridges to 
  Otohime’s shrine to the death. The sohei wear 
  leather scale breastplates (equivalent of studded 
  leather armor). Jebu, the sohei leader, fights with a 
  naginata (pole-arm with a wide sword blade) (+2 
  attack, 1d10+2 damage, two-handed). Tanbo wields 
  two kodachi (short swords) (2d16+3 attack, 1d6+2 
  damage), while Buncu swings a mighty iron tetsubo 
  (great club) (+4 attack, 1d10+4 damage, two-
  handed). All carry 6 shurikens (throwing knives); 
  they can throw up to 3 with one action dice 
  (1d16+3, 1d3 damage each).  
  Sohei (Jebu, Tanbo, Buncu): Init +2; Atk See 
  above; AC 13; HD 1d10; hp 6 each; MV 25’; Act 
  1d20; SP Fight beyond Death; SV Ref +3 Fort +2 
  Will +2; AL L 
  The Zinga sohei are able to use their force of will in 
  order to continue fighting after reaching 0 hit 
  points. When reduced to 0 hit points, the sohei 
  makes a Fortitude save (DC 8+cumulative round 
  dead). On a failed save, the sohei collapses, but can 
  still be healed for 1d4 rounds before dying. 
  NOTE: Any 0-level characters with the sohei 
  occupation may be in the service of the Zinga sect.  
  
  18 
  THE TOGASHI SAMURAI 
  Togashi Kiromori, commander of the Togashi 
  army, has three objectives: Destroy Midora Temple, 
  kill the Komei samurai found there, and secure 
  Prince Antuok – alive if possible. The young captain 
  is in the service of the garrison stationed at Arashi 
  Fortress, just ten miles away from the temple. The 
  captain tolerates the presence of the Urgil priest 
  (see below) since the commander was ordered to 
  bring the foreigner along, but he does not sway from 
  his duty to support the outlander.  
  Kiromori wears a full set of samurai armor 
  (equivalent of splint mail) along with an elaborate 
  iron kabuto and fierce menpo (iron face guard) to 
  protect his face. He fights with an heirloom tachi 
  (+1 damage), only using his daikyu if necessary.  
  Togashi Kiromori: Init +1; Atk +1d3 tachi melee 
  (1d8+1) or +1d3 daikyu ranged (1d6); AC 15; HD 
  1d12; hp 10; MV 25’; Act 1d20; SP Crit on 19, 
  Mighty Deed; SV Fort +1 Ref +1 Will +1; AL L 
  Kiromori’s samurai retainers are specifically tasked 
  with bringing back the heads of the Komei samurai 
  (severed) and the person of Prince Antuok (intact, if 
  possible). They are loyal to Kiromori first, and their 
  clan second and fight to the death for both. They 
  fight with yari and tachi, are clad in full metal scale 
  samurai armor (scale equivalent) and wear iron 
  kabuto on their heads.  
  Togashi Samurai (9): Init +0; Atk +1 melee yari or 
  tachi (1d8); AC 14; HD 1d10; hp 8 each; MV 25’; Act 
  1d20; SP; SV Fort +1 Ref +0 Will -1; AL L 
  The Togashi ashigaru (soldiers) are regular troops 
  comprising two phalanxes of 15 spearmen and a 
  formation of 20 archers. Once engaged, one phalanx 
  of spearmen assaults the monk huts and then the 
  Strong Bridge (where the Torai monks are clustered) 
  and the second breaks off and attacks the Shrine of 
  Otohime (and the Zinga sohei). All three groups stay 
  in formation, unless the PCs somehow manage to 
  scatter them. The ashigaru fight to the death.  
  Togashi Ashigaru (50): Init +0; AC 12; Atk +0 yari 
  melee (1d8) or +0 daikyu ranged (1d6); HD 1d6; hp 
  3 each; MV 30’; Act 1d20; SP; SV Ref +0 Fort +0 
  Will -1; AL L 
  The Clockwork Samurai leads the armies of the 
  Togashi. A towering mechanical horror, it is slow 
  and clumsy but likely tips the balance further 
  toward the Togashi.  
  Init –2; AC 15; Atk +4 large tachi (2d6+2); HD 4d10; 
  hp 32; MV 20’; Act 1d20; SP Half damage from non-
  magical attacks; SV Ref –2 Fort +6 Will –2; AL N 
  Naranbaatar is a priest from the Urgil – a powerful 
  tribe of peoples across the western sea. The 
  outlander has two aims: Capture the relic of 
  Otohime – the Jewel of Ebb Tides – and investigate 
  the temple of Zaiten – one of the ancient gods of the 
  Urgil. In congress with his ascendant gods, 
  Naranbaatar has come to believe that a powerful 
  servant of Zaiten is imprisoned somewhere within 
  the temple. He carries the Nyoi-Jizai, an artifact 
  that he believes will dispel the wards on the Jewel of 
  Ebb Tides and break the bonds of Zaiten’s servant 
  (See Magic Items). The priest keeps out of direct 
  combat whenever possible, using his spells to 
  disrupt potential threats and protect himself. 
  Naranbaatar wears a leather breastplate (leather 
  armor equivalent).  
  Naranbaatar: Init +0; AC 12; Atk +0 staff melee 
  (1d4); HD 1d6; hp 6; MV 30’; Act 1d20; SP Spells, 
  Turn Unholy; SV Fort +0 Ref +0 Will +3; AL L 
  Turn Unholy (Spell Check +4): Ketsuin’s gods and 
  spirits and their worshippers are abominations to 
  the gods of the Urgil. The manifestation of 
  Naranbaatar’s  successful Turn Unholy check 
  
  19 
  produces a mass of entangling plant life which 
  immobilizes the target or targets on a failed Will 
  save (DC equal to the Turn Unholy check) for 3d10 
  minutes. Escape from the resulting entanglement 
  requires a Strength check (DC equals the check -1 
  per minute entangled). Spells (Spell Check +3): 
  Protection from Evil, Darkness, Holy Sanctuary. 
  NOTE: If Naranbaatar’s situation becomes dire, he 
  activates Nyoi-Jizai (see Magic Items) to both protect 
  himself and, hopefully, free the servant of Zaiten to 
  protect him.  
  WARNING AND PREPARATION 
  The temple receives a warning about 30 minutes 
  before the Togashi army, snaking up the mountain, 
  engages. Rikebo, the abbot, and Komei Hirotoshi, 
  the samurai leader, immediately spring to their 
  tasks. The former rallying his monks and any that 
  malinger (i.e. the PCs) to the defense of the temple 
  and the latter to desperately convince Prince Antuok 
  to abandon the temple and escape. 
  TACTICAL SITUATION 
  As the Midora Temple Map (page 34) depicts, the 
  temple grounds are situated near the top of Arashi 
  (Storm) Mountain. Other than the trails noted on 
  the map, escape from the area is severely restricted. 
  Deep rocky gullies choked with trees, bushes and 
  brambles prevent quick exit and sheer cliffs are 
  impossible to negotiate while under such duress.  
  Other than the main trail, three secret trails exit the 
  mountain, but they must be discovered either by 
  talking to the inhabitants of the temple grounds 
  (Personality DC 15; 20% chance that any given NPC 
  knows of the secret trail’s existence) or searching 
  (DC 18). Either of these actions take 1 turn before 
  combat begins and are nigh impossible once the 
  arrows and spears start flying.  
  At some point during the melee, Rikebo may 
  successfully retrieve the temple’s treasury and exit 
  through the secret tunnels under the Dead House 
  (see Area 3). If this occurs, he leaves the entrance 
  open in his haste. NOTE: The secret tunnels are 
  detailed in the second adventure Blessed of the 
  Demon Herald.  
  THE ROLE OF THE CHARACTERS 
  Player characters are assumed to be allied with, or 
  pretending alliance, with both the Komei clan and 
  the Torai sect. Or they are simple peasants trying to 
  survive a brutal and shifting world. Such characters 
  are beseeched for aid, thusly:  
  Characters of the gentry caste or any in the direct 
  service of the Komei are ordered to assist in 
  convincing the prince to leave the mountain, and 
  then escorting and defending his Imperial person.  
  Characters with ties to the temple are ordered to 
  assist the Zinga in the defense of Otohime’s shrine 
  and Kanju, the Jewel of Ebb Tides. Rikebo selects 
  one such character (the one with the lowest Luck) 
  and imparts a ritual that will release the Jewel of 
  Ebb Tides from its hiding place in Otohime’s statue 
  (see Area 8). Knowledge of this ritual passes like a 
  curse to the character with the next highest Luck 
  score should the original character meet his or her 
  demise. See the Aftermath section for further 
  information.  
  Peasant characters are beseeched (or ordered) to 
  assist in either of these aims, while outcaste and 
  outlander characters are generally ignored.  
  Characters that are allied with the Togashi clan 
  know that the raid is coming and have been given 
  specific instructions. Perhaps a Togashi spy betrays 
  his or her false allegiance to the Komei retinue and 
  attempts to kidnap or assassinate the prince in the 
  chaos. Those with false allegiance to the temple may 
  
  20 
  be tasked with finding the temple treasury, killing 
  or capturing Rikebo, or the like. Such nefarious 
  missions are left to the discretion of the Judge.  
  The player characters’ individual motivations aside, 
  the initial stages of the adventure progress as 
  below.  
  TURN 1 
  The monks are alerted to the impending Togashi 
  attack. Rikebo organizes a defense and moves 
  towards the temple of Zaiten (see Area 1). The Zinga 
  sohei arm themselves and move to defensive 
  positions on the bridges to the Shrine of Otohime 
  (see Area 8).  
  The Komei samurai frantically try to convince Prince 
  Antuok to leave with them. Unless the PCs 
  intervene, 
  the 
  prince 
  refuses 
  and 
  continues 
  preparing for battle. If one or more PCs intervene, 
  one “lead” character must make a Personality check 
  (DC 25). Up to two characters can assist, adding +2 
  each to the roll. If the PCs attempt to knock out or 
  otherwise restrain the prince, they are immediately 
  attacked (non-lethal) by the Komei samurai. Komei 
  Hirotoshi may be convinced to use force to restrain 
  and remove the prince from the mountain, with a 
  similar Personality check (DC 25). Successful or 
  not, all this talking and convincing consumes the 
  entire turn. 
  Other than the above actions, characters can arm 
  and position themselves as they desire.  
  TURN 2 
  Togashi Kiromori and his retinue of samurai, along 
  with Naranbaatar, arrive on the secret trail and take 
  refuge under the waterfall (near Area 10). They wait 
  here until the Togashi ashigaru attack commences. 
  PCs that have found this trail and attempt to escape 
  discover a rude surprise.  
  Komei Hirotoshi and his retainers continue their 
  attempts to convince Antuok to leave. This remains 
  a fruitless endeavor unless the PCs intervene. The 
  heightened 
  stress 
  of 
  the 
  impending 
  attack 
  strengthens Antuok’s resolve (DC 30 to convince 
  him to leave) but weakens Hirotoshi’s (DC 18 to 
  convince him that physical force is the only way to 
  remove the obstinate prince from this situation). 
  The Komei samurai take up defensive positions with 
  an eye toward protecting their commander and the 
  prince.  
  The Torai monks wait calmly for the Togashi to 
  attack at the Strong Bridge (Area 5), while Rikebo 
  begins the ritual necessary to release the treasury 
  from the Temple of Zaiten (Area 1). This ritual 
  requires three full turns.  
  The Togashi ashigaru their position on the Midora 
  Temple Grounds map (see page 34) and begin to 
  form up. Anyone within melee or short range for a 
  bow is immediately attacked.  
  TURN 3 
  The Togashi ashigaru move to attack. One troop of 
  spearmen move to the Strong Bridge. The second 
  phalanx of spearmen, along with the clockwork 
  samurai, veers off toward Otohime’s shrine. The 
  archers launch volleys of arrows (some afire) at 
  concentrations of resistance and the buildings. They 
  have been ordered to avoid setting either Otohime’s 
  shrine or Zaiten’s temple on fire (See Mass Battle for 
  additional information).  
  The Torai monks hold the Strong Bridge with their 
  lives. The Zinga sohei similarly defend the bridge 
  that leads to Otohime’s shrine (Area 8). A character 
  that has been given the ritual to release the Jewel of 
  Ebb Tides is immediately recognized by the sohei 
  and allowed to pass. All others are put to the 
  defense of the shrine.  
  If Prince Antuok has been convinced to leave (or 
  otherwise forced to), the Komei samurai make for 
  the secret stream crossing (Area 4), screening 
  Hirotoshi and the prince from attack. If Antuok has 
  not been convinced, he will never be. Though 
  Hirotoshi is easily swayed by any scheme that does 
  not jeopardize the prince’s life (Personality DC 10), 
  regardless of whether it bruises his Imperial person.  
  Togashi Kiromori and his retinue emerge from the 
  secret trail and cross the stream (Area 4) and likely 
  come into direct conflict with the Komei samurai. If 
  the Togashi secure Prince Antuok, all surviving 
  members and Togashi Kiromori move as quickly as 
  possible to the secret trail, under the waterfall, and 
  down the mountain back to Arashi Fortress. See the 
  Aftermath section for more information on tracking 
  down the Togashi.   
  Naranbaatar uses his spells, as necessary, to reach 
  the Temple of Zaiten and incapacitate (or kill if 
  possible) Rikebo. After this, he uses his first 
  opportunity to activate Nyoi-Jizai (see Magic Items) 
  as close to the Shrine of Otohime as possible.  
  
  21 
  NOTE: Review the magic item entry for Nyoi-Jizai 
  thoroughly, since its activation not only alters the 
  course of the battle, but may also destroy many 
  combatants.  
  If Rikebo completes the ritual and retrieves the 
  temple treasury, the abbot moves to the Dead 
  House (Area 3) and escapes through the secret 
  tunnels.  
  MASS BATTLE 
  In order to handle numerous NPC combatants, the 
  Judge is forced to short-hand some of the combat. 
  Consider this system, unless you have a more fluid 
  and quick system to resolve such things.  
  NPCS IN COMBAT 
  The table below indicates the Action Dice, loss of 
  combatants for a success or failure, a Reflex DC for 
  the volley of arrows each round, and special 
  conditions. NPCs that act as characters do not 
  engage the masses (i.e. Togashi Kiromori does not 
  rush the gaggle of monks on the bridge), since they 
  have specific aims once the battle is joined. They 
  are, however, subject to the ashigaru volley each 
  round.  
  Each round of combat between NPCs, roll the  
  Action Die and apply any combat modifiers. The 
  high roll is successful and takes the losses 
  indicated. The low row is a failure and, likewise, 
  take the indicated losses. If the roll is tied, both 
  groups are considered the losers. See the Volley 
  section on how to handle the ashigaru volley each 
  round.  
  Any NPC listed as “played as character,” uses the 
  standard rules for combat.  
  THE ARCHERS AND THE SPEARMEN 
  The ashigaru archers fire arrow volleys each round 
  at concentrations of combatants. The Judge should 
  select a general area where the volley lands, which 
  may shift each round. NPC groups in the area that 
  fail the Volley save (Reflex), lose 1d3 combatants per 
  volley (friend or foe). NPCs that act as characters 
  lose 1d6 hit points if they fail their Volley save. For 
  0-level PCs, the player makes a Luck check using 
  the highest Luck of his or her remaining characters. 
  On a success, the characters have avoided taking 
  arrows. On a failure, one PC of the player’s choosing 
  (in the area) takes an arrow and 1d6 damage on a 
  failed Volley Save. On a natural 1 on the Luck 
  check, the volley was completely off target and no 
  COMBAT GROUP 
  ACTION DIE LOSSES 
  (SUCCESSES) 
  LOSSES 
  (FAILURE) 
  VOLLEY DC 
  SPECIAL 
  Ashigaru Spearmen 
  d12 
  1d3 
  1d4 
  13 
  Do not break formation 
  Monks 
  d10 
  1d3 
  1d4 
  13 
  Fight to the death 
  Ashigaru Archers 
  d10* 
  1d4* 
  1d6* 
  N/A 
  Do not break formation 
  Togashi Samurai 
  d14 
  0 
  1** 
  10 
  Normal combat with 
  PCs 
  Komei Samurai 
  d14 
  0 
  1** 
  10 
  Defend Hirotoshi 
  Zinga Sohei 
  d20 
  0 
  1** 
  8 
  Defend Shrine 
  Antuok 
  N/A 
  N/A 
  N/A 
  10 
  Played as character 
  Togashi Kiromori 
  N/A 
  N/A 
  N/A 
  8 
  Played as character 
  Komei Hirotoshi 
  N/A 
  N/A 
  N/A 
  8 
  Played as character 
  Naranbaatar 
  N/A 
  N/A 
  N/A 
  10 
  Played as character 
  Rikebo 
  N/A 
  N/A 
  N/A 
  10 
  Played as character 
  Clockwork Samurai 
  N/A 
  N/A 
  N/A 
  12 
  Played as monster 
  * If by some miracle, the mass of monks fight their way through the spearmen and to the archers, these are the archers’ mass combat statistics. Otherwise, they maintain 
  formation and fire their volleys of arrows each round. ** These NPCs fight as normal combat when battling the PCs, otherwise, they use mass combat rules. If a Zinga sohei or a 
  Komei samurai is indicated killed, see the stat block for these NPCs. Both can fight beyond death each round with a successful Will save. 
  
  22 
  characters (from any player’s group in the area) 
  were targeted. On a natural 20, the player must 
  choose two characters to make a Volley Save.  
  If the PCs charge the ashigaru spearmen, they 
  deserve their fate. At any given point along the line 
  of attack, a single character is attacked 1d6+2 times 
  per 
  round 
  taking 
  spear 
  damage 
  with 
  each 
  successful attack.  
  NYOI-JIZAI AND THE URGIL PRIEST 
  At some point, Naranbaatar makes his way as close 
  to the Shrine of Otohime as possible and activates 
  Nyoi-Jizai. If the priest activates this relic, those 
  within a 10’ radius of it must make the requisite 
  Reflex save or suffer fatal consequences. All others 
  may be knocked prone by the short earthquake that 
  the artifact causes (see Appendix M for details).  
  AFTERMATH 
  The expected outcome is that the Togashi defeat the 
  defenders of the temple. It is basically a race against 
  time for the PCs to survive long enough to achieve 
  their goals (even if it’s to just survive and escape). 
  After the monks and Zinga are defeated or have quit 
  the field, the Togashi kill the wounded and burn all 
  structures, with the exception of the Temple of 
  Zaiten, to the ground.  
  M 
  IDORA TEMPLE     
  AP KEY 
  Area 1 – The Temple of Zaiten The temple is a 
  large pillared pavilion with an upswept roof of wood 
  and clay tiles. Those with sufficient knowledge of 
  the sect examining the iconography and statuary 
  around and upon the temple see that Zaiten’s 
  symbology has been removed or defaced and 
  replaced with those of the Suizei priesthood. The 
  symbols and statues all indicate protection, as if a 
  magic circle surrounded the place.  
  A 25’ tall statue of a heavily robed woman stands on 
  a marble base in the center of the pavilion. Though 
  the statue is stone, its surface is covered in 
  yellowing ivory pitted with age. It is clear that the 
  
  23 
  statue and the temple have only received a 
  modicum of care over the hundreds of years they 
  have stood here.  
  Under the left foot of the statue is a secret door (DC 
  13) that opens into a crawlspace just large enough 
  for one person. The space contains a sack holding 
  the temple’s treasury: 2,522 sp, 866 gp, a rusted 
  and broken tachi sword (marked as a relic of the 
  cult of Zaiten – DC 10) and three polished, but 
  uncut rubies (500 gp each).  
  NOTE: Stealing from the temple is considered a 
  major sin. 0-level characters must make a Will save 
  (DC 20) each day, or suffer a -1d to all d20 rolls. 
  Should one or more of these characters level up to 
  Suizei priests (clerics), they suffer immediate deity 
  disapproval if the treasury is still in the party (roll 
  5d4 on the Deity Disapproval table in the core 
  rulebook). This disapproval cannot be removed until 
  the treasury is either returned to Rikebo or should 
  that be impossible, turned over to an abbot of a 
  Suizei temple. For recovering the relic of Zaiten and 
  returning it to an active temple or shrine dedicated 
  to that goddess, a character receives a Luck point.  
  Area 2 – The Abbot’s Hut: This grass hut contains 
  a bedroll, brazier, and chamber pot. Under the 
  bedroll is an antique set of prayer beads (+2 to Turn 
  Unholy checks).  
  Area 3 – The Dead House: Once a crypt for the cult 
  of Zaiten, the building was destroyed hundreds of 
  years ago when the Suizei attacked and seized the 
  temple. A carving of Yengo, an Urgil spider god said 
  to be a guide for the dead, is etched into one of the 
  tumbledown walls. A priest character may know its 
  lore (Intelligence DC 12). 
  A secret trap door in the center of the ruined 
  building leads to the crypts and escape tunnels 
  below. Only the Zinga sohei and Rikebo know of the 
  door’s existence, though on a successful Luck check 
  one of the other monks has heard a rumor, though 
  not its exact location. Searching the Dead House 
  reveals the trap door on a successful Luck check, 
  though this takes 1 turn to complete.  
  NOTE: If Rikebo successfully recovered the temple 
  treasury and escaped, he has left this trap door 
  open. The escape tunnels are detailed in the 
  forthcoming adventure Blessed of the Demon 
  Herald.  
  Area 
  4 
  – 
  Secret 
  Stream 
  Crossing: 
  Three 
  submerged stones lie just under the surface of the 
  Quick Stream. Only Rikebo and the Zinga know of 
  their existence, though they can be found by 
  searching (DC 18). Crossing the slick stones 
  requires an Agility check (DC 12) or the unlucky 
  person falls into the stream (see Area 10).  
  NOTE: Togashi Kiromori and his retinue lurk on the 
  southern trail under the waterfall until the ashigaru 
  begin their attack. They use the stones to cross 
  behind the monk’s lines at the bridge.  
  Area 5 – The Strong Bridge: The Strong Bridge 
  spans the quickly flowing stream and is 12’ wide. 
  The bridge is 500 years old and is intricately carved, 
  painted, and surprisingly well maintained. Those 
  defending the bridge receive a +1 to their combat 
  checks (see the table on page 35). 
  Area 6 – The Monk’s Huts: A collection of wooden 
  and 
  grass 
  thatch 
  huts, 
  each 
  masterfully 
  constructed, cluster around the northwestern end 
  of Strong Bridge. Each hut contains 1d3 items from 
  the equipment list in the core rulebook.  
  Area 7 – The Lower Secret Trail: This trail dives 
  into a deep ravine before climbing back to an 
  undercut next to the main trail after half a mile. The 
  trail eventually ends up at the shores of Hyoishi 
  Lake (See Aftermath). 
  Area 8 – The Shrine of Otohime: This small 
  pillared pavilion stands on a rocky island in the 
  middle of an unfathomable pool. A narrow, 
  intricately carved bridge (the Small Bridge) arcs 
  from the shore to the island. Those holding the 
  bridge against attack receive a +2 to their combat 
  rolls (see the table on page 35).  
  Within the pavilion stands a 20’ tall twisting 
  alabaster statue of a dragon with the face of a 
  young woman. In one claw, the statue clutches a 
  chunk of rose quartz the size of a goose egg. Anyone 
  touching this stone must make a Will save (DC 18) 
  or be teleported 100’ below into the unfathomable 
  pool (Area 9). 
  NOTE: If Naranbaatar successfully activates Nyoi-
  Jizai, the statue of Otohime is traced with 
  thousands of minute cracks. If the quartz stone is 
  touched it falls and shatters on the ground. Even 
  though the Urgil artifact is powerful, the true jewel 
  is not revealed.   
  
  24 
  The ritual that Rikebo imparts on one of the 
  characters requires 1d4+1 rounds of chanting and 
  concentration. At the end of this time, the caster 
  makes a Spell Check (DC 10). On a success, the 
  alabaster statue melts away revealing the true Jewel 
  of Ebb Tides – a plain grey magatama (or “comma-
  shaped” stone) carved with the symbol of Otohime, 
  Daughter of the Guardian Dragon of the Sea (see 
  Appendix M). 
  Area 9 – The Unfathomable Pool: This pool of icy, 
  clear water is believed by the monks of Midora 
  Temple to be bottomless. At some juncture deep 
  below the earth, their stories go, a swimmer that 
  survives the dive passes into the hellish realm of the 
  demon goddess, Zaiten, Dragon of the West. Each 
  dark of moon, the monks secretly drop silver coins 
  into the pool in order to distract the demon goddess 
  from reaching this world.  
  Those that are transported into the pool by the false 
  Kanju jewel (see Area 8) discover that the pool is in 
  fact not bottomless, for the bottom is here and 
  heaped with thousands of silver coins. The crushing 
  weight of the water immediately deals 1d6 damage 
  per round, however, those that find themselves in 
  this predicament may make an immediate Luck 
  check (NOTE: Tokaru characters automatically 
  succeed at this check). If successful, the giant 
  octopus-like yokai, Akkorokamui unfolds from the 
  rocky sides of the pool. Though the creature is a 
  tentacled monstrosity with wildly glowing patterns 
  running across its skin, it is a kind-hearted yokai. It 
  immediately 
  casts 
  an 
  enchantment 
  on 
  the 
  unfortunate swimmer which heals all damage and 
  allows him or her to breathe water for 1d5+2 
  rounds. The swimmer, if he or she wishes, may 
  make for the surface at a rate of 10 feet plus the 
  results of a Strength check each round. If the 
  enchantment ends before the swimmer reaches the 
  
  25 
  surface, he or she may continue to swim at the 
  same speed with a successful Fortitude save (DC 
  10+1 per round of swimming). On a failure, the 
  swimmer begins to drown, taking 1d4 damage per 
  round and swims at half speed.  
  Those that survive the ordeal are blessed by 
  Akkorokamui (see Appendix M).  
  Area 10 – Quick Stream: The stream that emerges 
  from the unfathomable pool is 8’ deep, 30’ wide and 
  runs very quickly. Those attempting to swim it must 
  make a Strength check (DC 13) or be swept 1d6x10 
  feet per round toward the waterfall. The current is 
  much slower at the southern end of the stream, 
  requiring only a DC 10 Strength check to avoid 
  going over the falls.  The waterfall drops 30’ to a 
  wide pool at the head of a slow river that snakes 
  down the mountain and into Hyoishi Lake. Those 
  that are drawn over the waterfall must make a 
  Reflex save (DC 13) or suffer 3d4 damage. Success 
  indicates that the victim managed to dive into the 
  pool, avoiding all damage.  
  A 
  PPENDIX A: 
  FTERMATH 
  With so many conflicting aims and chaotic events, 
  the following outcomes should be altered as needed 
  by the Judge. The characters may end up in the 
  following entanglements. 
  NOTE: Regardless of the outcomes, should the 
  characters escape from the mountain, all know that 
  Yoishi-mura is a village in the nearby Arashi River 
  Valley and, though situated on Togashi lands, is 
  friendly to the Torai sect and, to a certain degree, to 
  the Komei clan. Yoishi-mura and the Arashi River 
  Valley are detailed in a future Ketsuin Empire 
  supplement.   
  ENEMIES OF THE STATE 
  In the event that the party escapes from the 
  mountain, regardless of other outcomes, the secret 
  trails that exit the mountain are patrolled and 
  guarded at various points by Togashi samurai. If 
  Rikebo is in the party, he may know ways to avoid 
  guard posts and patrols in order to reach the safety 
  of Hyoishi Shrine far to the north or the relative 
  safety of the Arashi River Valley and Yoishi-mura. 
  Patrols 
  encountered 
  contain 
  1d7+1 
  Togashi 
  ashigaru, led by 1d3 Togashi samurai mounted on 
  horses.  
  Those obviously aligned with the Komei clan, the 
  Torai sect, or otherwise known to have fought 
  against the Togashi are hunted vigorously. Consider 
  a 1 in 5 chance per day (for 1d30 days) of having an 
  encounter with a Togashi samurai patrol lead by a 
  yoiki (samurai investigator) searching for the 
  wanted PCs. After this time, the search seems to die 
  down, though the Judge is encouraged to use such 
  encounters to hook/nudge the party into further 
  adventures.  
  CHOSEN BY THE DRAGON PRINCESS 
  If Kanju is recovered by the PCs, they have taken a 
  step from their mundane lives into a complicated 
  and perilous spiritual war that is burgeoning on the 
  Ketsuin Islands. The bearer of the jewel is 
  immediately a blessed servant of Otohime (see 
  Appendix M), a relationship that is not unlike a 
  wizard to his or her patron. The Judge should 
  consider using visions and other arcane promptings 
  to provide further adventure hooks, including the 
  immediate need to secure the spirit prison in the 
  secret escape tunnels (see Blessed of the Demon 
  Herald).  
  If the jewel fell into the hands of Naranbaatar, the 
  situation is much more complicated. The Urgil 
  priest escapes the mountain in the chaos and 
  makes his way back to Arashi Fortress via one of 
  the secret trails. Further adventures involving the 
  Urgil priest and the jewel are in the hands of the 
  Judge. As a guide, it takes the priest about half a 
  day to reach the safety of the fortress – those that 
  pursue him should not have much of a problem 
  tracking him down before that, though see Enemies 
  of the State for additional complications.  
  THE PRINCE THAT DISINHERITED 
  HIMSELF 
  If Prince Antuok is secured and removed from 
  danger, he rewards the PCs for saving him. It is up 
  to the Judge what this entails. Characters of the 
  gentry caste may be “promoted” to samurai, while 
  others become trusted servants and retainers. The 
  prince’s immediate plans are subject to other 
  factors (such as the state of the Jewel of Ebb Tides). 
  
  26 
  Still a devoted believer in the power of Otohime, he 
  will defer to the bearer of the jewel and the 
  promptings of its mistress, Otohime. If any of the 
  Zinga survived, they likewise defer to the bearer of 
  the jewel. The remaining Komei samurai, especially 
  Hirotoshi, reluctantly agree to follow their prince, 
  though they persuade the party to head to the 
  capital, as it was their duty to escort the prince 
  there.  
  If Antuok did not survive the assault, the Komei 
  samurai including Hirotoshi, cannot bear the 
  dishonor, and immediately send a messenger to the 
  capital with the news and with a request to commit 
  seppuku. It is up to the Judge how the PCs can 
  become entangled in such actions.  
  The prince in the hands of the Togashi complicates 
  the situation considerably. Any surviving Komei 
  samurai insist on following the Togashi and 
  recovering the prince by any means necessary. 
  Similar to the Urgil priest’s path, above, the captors 
  move down the mountain via a secret trail, arriving 
  at Arashi Fortress in about half a day. Again, 
  additional adventures to recover the prince are left 
  up to the Judge. 
  Overall, the political situation deteriorates rapidly in 
  the area. The Togashi ruthlessly hunt for Prince 
  Antuok and anyone associated with him or the 
  Komei samurai (see Enemies of the State, for 
  additional information that might affect the PCs).  
  ESCAPE TUNNELS OF THE DEMON 
  HERALD 
  A second connected adventure, Blessed of the 
  Demon Herald, details the escape tunnels and the 
  secret 
  prison 
  of 
  Zaiten’s 
  herald, 
  the 
  demon 
  Amanozako.  
  A 
  PPENDIX M: MAGIC 
    
  NYOI-JIZAI 
  Nyoi-Jizai is an artifact created by a sorcerer of the 
  ancient Panian people and discovered in a tomb on 
  the remote jungle island of Praeder by the Urgil 
  cleric Naranbaatar. Devoted to both the outcast 
  saints of the Zharanthian faith, and Elat, the 
  Shadowed Face specifically, Naranbaatar has long 
  sought knowledge and power from the old gods of 
  his heritage. The most powerful of those old gods 
  was Zaiten, a great dragon goddess, called Ebrek by 
  the Urgil people. She was believed to have been 
  captured and imprisoned by the Guardian Dragons 
  of the Ketsuin Empire hundreds of years ago after a 
  failed Urgil invasion of the empire. Naranbaatar has 
  brought Nyoi-Jizai to Ketsuin intent on freeing this 
  powerful goddess from her imprisonment and 
  bringing her back to prominence, though his 
  intentions are purely selfish. The Urgil priest 
  believes that he can personally harness the power 
  derived from such a shift in the Upper World.  
  Nyoi-Jizai is a short, curved staff about 4’ long with 
  broad, twisting heads on either end. Strips of ruby 
  are inlaid along the length of the bloodwood staff 
  and the heads are traced in glittering golden 
  symbols.  
  The artifact is activated through a short prayer to 
  the old gods of the Urgil (contained in the golden 
  symbols and readable with a read magic or 
  comprehend languages spell) and is then thrust into 
  the earth. Once done, a shockwave of invisible force 
  explodes out from this center, shattering magical 
  bonds as a dispel magic spell. The effect specifically 
  dispels magic that imprisons, binds, locks or 
  otherwise holds secret any object or space in a ¼ 
  mile radius sphere. Physical objects within 10’ of 
  the staff, once activated, are blown apart, including 
  
  27 
  the ground under the artifact (a point that is 
  unknown to the Urgil priest likely to activate it). 
  Those within this radius must make a Reflex save 
  (DC 15) or take 12d6 damage. On a successful save, 
  the subject has avoided all damage. The person 
  activating Nyoi-Jizai automatically fails this saving 
  throw (something the Urgil priest doesn’t know!). 
  Other than the magical effects, the release of this 
  energy causes a short, but violent earthquake 
  localized to the ¼ mile radius of its effect. All within 
  the affected area must make a Reflex save (DC 10) 
  or fall prone. The effect lasts for 1d6 rounds. 
  Additional effects on structures in the area are left 
  up to the Judge.   
  In the context of this adventure, 
  the effect of Nyoi-Jizai cracks the 
  statue of Otohime in her shrine, 
  though does not release the true 
  Jewel of Ebb Tides, shatters the 
  false 
  jewel 
  (see 
  Area 
  8) 
  and 
  destroys certain enchantments in 
  place within the escape tunnels 
  under the Dead House (see Area 3 
  and 
  the 
  connected 
  adventure 
  Blessed of the Demon Herald).  
  Once used, Nyoi-Jizai remains 
  inert. Certain sages and arcane 
  lore suggest that the artifact can 
  be charged with magical energy 
  through a complex (and poorly 
  understood) ritual of sacrifice at 
  points 
  along 
  a 
  dimensional 
  continuum. These details are left 
  to the Judge. 
  KANJU, THE JEWEL OF EBB 
  TIDES 
  Kanju 
  is 
  a 
  powerful 
  artifact 
  created by Otohime, the daughter 
  of the Guardian Dragon of the Sea. 
  A rumored second artifact, created 
  by her sister Tamayori, can be 
  used in conjunction with the Jewel 
  of Ebb Tides.  
  Kanju 
  is 
  a 
  stone 
  magatama, 
  rounded and smooth as if from a 
  river and about the size of a goose 
  egg. Upon its face is etched the 
  symbol of Otohime. The jewel, through the power of 
  the dragon goddess, allows the caster to control 
  bodies of water.  
  The caster must stand in the body of water to be 
  controlled and spellburn at least 10 points of ability 
  damage. Only half of this sacrifice is added to the 
  subsequent spell check, though the caster and 
  anyone touching the stone can spellburn more 
  points to add to the check. Use of Kanju is 
  dangerous; failures and misuse are subject to 
  corruption and the dragon goddess’ wrath.  
  
  28 
  KANJU, THE JEWEL OF EBB TIDES 
  Range: Body of Water  Duration: 1 hour/CL  Casting Time: 1 turn  Save: None 
  Manifestation 
  Roll 1d4: (1) Tsuki, the largest of the moons, suddenly appears in the sky for the duration 
  of the effect (2) A shrieking wind emanating from the caster rolls out in a given radius (3) 
  The ghostly form of Otohime rises from the body of water or appears nearby. (4) The sound 
  of drums and flutes rises from all around the caster.  
  SPELL CHECK 
  RESULT 
  1 
  Failure and Artifact Corruption. NOTE: If others spellburned to boost the spell check, the 
  character(s) that did so also receive artifact corruption.  
  2-13 
  Failure. The caster must make a Will save DC 15 or lose the ability to use the Jewel of 
  Tides unless a sufficient sacrifice is made to Otohime. See the Supplication entry in the 
  Artifact Corruption Table, opposite page.  
  14-17 
  The caster causes a body of water to lower 1d10+CL feet. This is a localized effect in a 150' 
  radius.  
  18-19 
  As above, but the caster can control the level of the water for the duration of the spell by 
  concentrating for 1 round, but cannot raise the water above its original depth. 
  20-23 
  The caster causes a body of water to lower by (1d6+CL)x10 feet. This is a localized effect in 
  a 250' radius.  
  24-27 
  As above, but the caster can control the level of the water and walk upon it as if it were 
  solid ground.  
  28-29 
  As above, but the caster can cause riptides and currents strong enough to shatter ships, 
  drown men, and smash down small structures in 1/4 mile radius. 
  30-31 
  The caster can lower water by (1d6+CL)x100 feet. This is a localized effect in a 1/2 mile 
  radius. For the duration, the level of the water can be controlled, though not raised above 
  its original depth.  
  32+ 
  The caster can command any body of water to lower to any depth.  This is a localized effect 
  in a 2 mile radius. The caster may create a column of water (1d6+CL)x100 feet high and 
  move it at 100' per round, controlling the height and speed of the column at will. Columns 
  of water may be used to destroy ships and structures near the water. The caster may also 
  travel on this water column.  
  
  29 
  ARTIFACT CORRUPTION 
  Roll 1d6    
  +/- Luck 
  Modifier 
  Effect 
  Cure 
  Less than 2 
  Supplication 
  The caster cannot use the Jewel of Tides until (1d6+CL)x100 gp value is 
  sacrificed to the sea.  
  3 
  Immersion 
  Each day, the caster must immerse in a body of salt water until 
  Stamina is reduced to 1 point -- Half of the Stamina recovers when the 
  caster is drawn out of the water. This must continue for 1+CL days. 
  After this ritual, the caster must make a Spell Check (DC 12) or lose 
  the ability to use the Jewel of Ebb Tides until a major quest is 
  undertaken.  
  4 
  Ordeal 
  The caster develops an allergy to water; foregoing water until dropping 
  to 1 hit point from dehydration. The caster then consumes enough 
  water to maintain 1 hp for 30 days. At the end of this time, the caster 
  makes a Spell Check (DC 15) or loses the ability to use the Jewel of 
  Ebb Tides until a major quest is undertaken.  
  5 
  Meditation 
  The caster must be immersed in water for 8 hours per day for the next 
  1d30+CL days. During this period, the caster sinks into a meditative 
  fugue and can breathe water, but is unable to rest/recover spells.  At 
  the end of this time, the caster must make a Spell Check (DC 18) or 
  lose the ability to use the Jewel of Ebb Tides until a major quest is 
  undertaken.  
  6+ 
  Marked 
  The caster is marked as an enemy of the Guardian Dragons. A physical 
  mark is burned onto the surface of the caster’s skin, like a patterned 
  tattoo. The caster is harried by the servants of the Guardian Dragons 
  until they recover the jewel or the caster successfully completes a 
  major quest for the Guardian Dragons.  
  CORRUPTION OF TIDES 
  Those that misuse the Jewel of Ebb Tides draw the attention and ire of Otohime, the Dragon Goddess of 
  the Sea. If artifact corruption is indicated, the caster and anyone that either spellburned or burned Luck 
  on behalf of the caster rolls a 1d6 modified by Luck. A positive modifier subtracts from the roll, while a 
  negative modifier adds to the roll. Quests imparted by the corruption are left up to the Judge, but should 
  entail weeks of travel and could comprise defeat of a major enemy or enemies of the Guardian Dragons, 
  recovery or destruction of major artifacts, or other perilous tasks.  
  
  30 
  BLESSINGS OF THE KAMI 
  The Ketsuin Empire campaign introduces a system 
  of blessings and invocations that are bestowed by 
  powerful kami found on the islands, similar to 
  patron bond and invoke patron spells.  
  Blessings are often bestowed on a subject against 
  their will representing the capricious natures of 
  kami. Unwilling recipients must make a Will save 
  (DC 
  18) 
  to 
  resist. 
  Willing 
  subjects 
  may 
  automatically fail this roll. Either way, a blessed 
  subject must then make the equivalent of a spell 
  check to determine the level of the blessing. 
  Blessings are permanent unless otherwise removed 
  via a remove curse, exorcise or similar magic.  
  Spellcasters make a standard spell check, while all 
  others roll a d16+Personality modifier. Any such 
  petitioner may spellburn to add to this roll. Any 
  result above a natural 1 is considered a success, 
  and the subject is physically marked in some way 
  identifying him or her as a servant of the kami.  
  INVOKE THE NAME 
  Invoking the Name of a kami provides the direct 
  assistance of a powerful spirit, but may have 
  physical and spiritual costs to the invoker. Each 
  kami is different in the assistance it provides, and 
  the costs it exacts.  
  Invoking the Name requires a standard spell check 
  (modified as the result of the original blessing) and 
  1 round of uninterrupted ritual casting. Non-
  spellcasters roll a d16+Personality bonus for this 
  check. All who can Invoke the Name may spellburn 
  ANY ability score to modify the roll.  
  BLESSING RESULTS 
  SPELL CHECK 
  RESULT 
  1 
  Failure. The kami has seen into the heart of the subject and found him or her wanting. If the 
  subject performs some other service worthy of the kami, he or she may attempt to become 
  blessed again.  
  2-11 
  The petitioner is barely more than a regular worshipper. Once per year, the subject can Invoke 
  12-17 
  The caster can Invoke the Name of the kami once per month at no penalty.  
  18-23 
  As above, but the caster can Invoke the Name of the kami at +2 to the roll.  
  24-29 
  As above, but the caster can Invoke the Name of the kami at +1d on the roll.  
  30+ 
  The subject is considered a scion of the kami. As 24-29 above, but the caster can Invoke the Name 
  of the kami at +2d on the roll once each week. The caster can attempt invocations more 
  frequently at -3d.  
  LOOKING FOR MORE? 
  We have it! Check out the Mystic 
  Bull website for a 0-level character 
  table, equipment, and information 
  on 
  the 
  ongoing 
  campaign 
  (www.mysticbull.com) 
  
  31 
  BLESSED OF THE DRAGON PRINCESS 
  Those that take up the Jewel of Tides are blessed by Otohime while they continue to serve her interests. 
  While under this effect, the character’s hair and eyes turn pure white. Those that subsequently fail to serve 
  the kami or actively resist her will find that the blessing is revoked (see result 1 on the Blessing Results 
  table in the Blessings of the Kami section).  
  In order to Invoke the Name of Otohime, the invoker must spend a round scribing the symbols of the 
  Dragon Princess onto a strip of parchment. The brush, ink and paper must be purchased from a shrine 
  dedicated to Otohime (150gp per invocation). Lesser materials may be used in a pinch (even a stick drawing 
  in the mud), however, the invoker suffers a -1d to the invocation roll. Finally, anyone that invokes Otohime 
  must spend a full day in purification at one of her many shrines before she can again be invoked.  
  Invoke the Name: Otohime 乙姫  
  SPELL CHECK RESULT 
  1 
  The Dragon Princess fills the petitioner's stomach with salt water. He or she must make a Fortitude save (DC 15) 
  or spend 1d3 days completely debilitated. After this time, the petitioner makes a Will save (DC 13) or loses 1 
  Stamina, permanently. Those that succeed at both saves receive a +2 to Invoke the Name, permanently (this is 
  not a cumulative bonus).  
  2-11 
  The power to invoke the name is lost for 2d3 days. This time can be reduced by 1 day, to a minimum of 1 day, for 
  every 50gp of valuables sacrificed to the sea.    
  12-13 
  Salt water gushes from the invoker's mouth onto a wound, healing 1d4+CL hit points.  
  14-17 
  A thick bubble of water surrounds the caster, deflecting non-magical missiles and providing the invoker with a +4 
  to AC and +2 to Reflex saves. The effect lasts for 1d4+CL rounds.  
  18-19 
  The caster can breathe water and move at his or her normal speed when immersed. This effect lasts for 1+CL 
  hours.  
  20-23 
  A thick bubble of salt water surrounds 1d3+CL enemies. The bubbles prevent movement, though each opponent 
  may make a Fortitude save (DC = Spell check) to exit the bubble. Kami, yokai, and other spirit creatures suffer    
  -1d to the roll. The effect lasts for 2d4+CL rounds.  
  24-27 
  As 12-13 above, but the effect cures diseases and poisons, allows a second saving throw for curses or other 
  enchantments (such as Charm Person), and heals 2d4+CL hit points.  
  28-29 
  A deluge of salt water gushes from the invoker's mouth in a cone-shaped wave 60' long and 30' wide at its apex. 
  Any spirit creatures caught in this wave must make a Will save (DC = Invoke Check) or be driven from the 
  material world for 1d6+CL days. All others that fail the save are knocked prone and pushed back (1d6+CL) x 10 
  feet.  
  30-31 
  As 24-27 above, but the healing waters remove curses and other enchantments, restore lost ability points (even 
  permanent loss) and completely heal the subject.  
  32+ 
  The invoker is a scion of the Dragon Princess. The invoker can reproduce any effect listed here for 2d4+CL 
  rounds. In addition, the invoker can attack targets up to a mile away with a column of water causing 3d6+CL 
  damage.  
  
  32 
  Invoke the Name: Akkorokamui 
  SPELL CHECK RESULT 
  1 
  Mouse-sized jellyfish swarm from the spirit world and cover the petitioner in painful 
  stinging welts. The petitioner must make a Fortitude save (DC 15) or lose 1 Strength, 
  permanently. On a successful save, the petitioner is nauseated and disoriented for 1d4 
  turns (-1d to all rolls).  
  2-11 
  The power to invoke the name is lost for 1d20 days. The time can be reduced by 1 day, to a 
  minimum of 1 day, by sacrificing 50gp worth of fish into any natural body of water (pool, 
  stream, ocean, etc.). A mass of luminous tentacles emerge from the water to accept the 
  sacrifice.  
  12-13 
  The invoker is coated in a translucent slime that color shifts to match his or her 
  surroundings. The invoker adds +10 to checks related to hiding when the subject remains 
  perfectly still and +5 to such checks when moving at half speed.  
  14-17 
  The petitioner is coated in a foul smelling and luminous slime for 1d6 turns. The magical 
  substance protects the invoker from stings, injected poisons, and other physical attacks 
  that cause physical debilitation (such as paralysis). Damage from electrical attacks is 
  reduced by 1 die type and the invoker receives a +1d to the saving throw for such attacks.  
  18-19 
  The invoker regurgitates a foul smelling and luminous slime onto a wound. This slime 
  heals 2d4+CL hit points, restores 1d3 lost Ability points, or regrows lost limbs (this could 
  include repairing eyes that were blinded by physical attacks, poison, or the like; ears that 
  were deafened, etc.) NOTE: Only one of the effects may be applied at any given time, and 
  the process takes 1 turn to complete. During this time, the creature healed is nauseated 
  (moves at half speed, -1d to all Action Dice)  
  20+ 
  Though a weaker spirit than many, increasing Akkorokamui’s power upon the temporal 
  world may increase the power of those that invoke his name!  
  BLESSED OF THE TENTACULATED KAMI 
  If character was saved by Akkorokamui (and survived the ordeal – see Area 8), that character is blessed by 
  the strange kami. The skin of the subject’s arms and legs are marked with luminescent stripes and swirls, 
  considered holy by the various tokaru tribes found on the islands. The kami requires a sacrifice of fish, 
  crabs and other water creatures each time she is invoked. In the continuum of kami and yokai upon the 
  Ketsuin Islands, Akkorokamui is considered unaligned with any of them and has no known aims.  
  
  33 
  Stay tuned for the next adventure in the Ketsuin Empire: Blessed of the Demon Herald. Also, be sure to 
  check out the D.A.M.N. Autumn 2017 Web Companion for 0-level tables, equipment, and general 
  information about the Ketsuin Empire and other adventures in this issue.  
  
  34 
  DUEL AT MIDORA TEMPLE: JUDGE’S MAP 
  
  35 
  DUEL AT MIDORA TEMPLE: PLAYER’S MAP 
  
  36 
  You are a witty rogue, a reckless ne'er-do-well, a 
  rapscallion daredevil. With a lighting blade and a 
  flashing smile, you deftly dance about your foe. Your 
  precision swordsmanship and unshakable audacity 
  serve you well where others would rely on a clumsy 
  axe and a meaty fist. Style over substance, luck 
  before skill, and above all it is done with the greatest 
  of ease. 
  Swashbucklers combine lightning reflexes, keen 
  swordsmanship, 
  devilish 
  charm, 
  and 
  sheer 
  foolishness to dazzle and defeat their opponents with 
  both sword and style. They are not as stealthy as 
  thieves, as heavily armed or armored as fighters, or 
  as lucky as halflings. Instead, they combine elements 
  of these professions to bring excitement and more 
  than a bit of danger to the lives of their companions. 
  Hit Points: A swashbuckler gains 1d10 hit points 
  each level. 
  Weapon training: A swashbuckler is trained in these 
  weapons: club, dagger, longsword, short sword and 
  staff. They forgo the use of almost all missile 
  weapons and focus their training solely on the art of 
  fencing. Because of their training and reliance on 
  natural agility, they rarely wear heavy armor or use 
  shields as it often impedes their movement and 
  precision. 
  Attack modifier: Like warriors, swashbucklers do 
  not receive a fixed attack modifier at each level. 
  Instead they receive a randomized modifier known as 
  their dashing die – though only when fighting with a 
  dagger, longsword, or short sword, and only when 
  fighting in melee. At 1st level this is a d3. The 
  swashbuckler rolls this d3 on each attack roll and 
  applies it to both his attack roll and damage roll. On 
  one attack the die may give him a +1 to his attack 
  roll and damage die. On his next attack it may give 
  him a +3! The dashing die advances with the 
  swashbuckler's level, climbing to d7 by 5th level, and 
  then higher up to d10+4 at 10th level. The 
  swashbuckler always makes a new roll with this die 
  in each combat round. When the swashbuckler has 
  multiple attacks at higher levels, the same dashing 
  die applies to all attacks in the same combat round. 
  Agile Duelist: Swashbucklers add their Agility 
  modifier instead of their Strength modifier to all 
  attack and damage rolls when fighting in melee 
  combat. 
  Dashing Deeds of Daring: Swashbucklers are 
  nothing if not stylish. They leap through plate glass 
  windows to make daring escapes, sweep maidens 
  off their feet mid-duel to steal a kiss, and throw 
  sharp insults at opponents just before a sudden 
  riposte. Dashing Deeds of Daring are similar to a 
  warrior's Mighty Deeds of Arms, with some 
  differences described below. 
  Prior to making an attack with a dagger, longsword 
  or short sword a swashbuckler can declare a 
  Dashing Deed of Daring – or Daring for short. This 
  Daring is dramatic and flashy melee maneuver 
  appropriate to the context of the current combat – 
  though not as broad in scope as a Mighty Deed of 
  Arms. Pages 88 – 92 of the Dungeon Crawl Classics 
  core rulebook describe several Mighty Deeds of 
  Arms. A swashbuckler may perform only Blinding 
  Attacks, Disarming Attacks, Pushbacks, Trips and 
  Throws, Defensive Maneuvers, or Signature Deeds 
  when mimicking the effects of a Mighty Deed of 
  Arms. 
  A Dashing Deed of Daring can also be any action 
  which 
  is 
  associated 
  with 
  physical 
  agility, 
  acrobatics, or recklessness. When performing such 
  an act, the swashbuckler may add their dashing 
  die to any Agility checks made to perform such 
  actions. 
  Finally, swashbucklers are known for their wit and 
  charm. Whenever they attempt to seduce a being 
  who would find their gender sexually attractive or 
  attempt to insult someone, the swashbuckler may 
  add their dashing die to any Personality checks 
  made to perform such actions. 
  Regardless of how the Dashing Deed of Daring is 
  used, it is modified by the swashbuckler's Armor 
  Check Penalty. 
  By James Spahn 
  
  37 
  Fool's Luck: Swashbucklers often survive impossible 
  situations by sheer, dumb luck. A swashbuckler 
  gains additional benefits when expending Luck, as 
  follows: 
  First, the swashbuckler rolls a luck die when he 
  expends a point of luck as indicated the table below. 
  For each point of Luck expended, he rolls one die 
  and applies that modifier to his roll. For example, a 
  2nd level swashbuckler who burns two points of 
  Luck adds +2d4 to a d20 roll. 
  Second, 
  unlike 
  other 
  classes, 
  a 
  swashbuckler 
  recovers 
  lost 
  Luck 
  to 
  a 
  limited 
  extent. 
  The 
  swashbuckler's Luck score is restored each night by 
  a number of points equal to one-half his level, 
  rounded down. This means that a 2nd level 
  Swashbuckler recovers a single point of Luck in this 
  fashion. This process cannot take his Luck score 
  past its initial maximum. A 1st level swashbuckler 
  does not recover any Luck each night. 
  Two-Weapon Fighting: Swashbucklers are trained 
  duelists, able to wield two weapons with ease. They 
  only gain these benefits when fighting with a 
  longsword or short sword in their primary hand 
  and a short sword or dagger in their off-hand. 
  A swashbuckler is always considered to have a 
  minimum Agility of 16 when fighting with two 
  weapons. This means he rolls -1 die for his first 
  attack and second, based on the die chain 
  (typically 1d16 for his first attack and 1d16 for his 
  second). 
  If the swashbuckler has an Agility score higher 
  than 16, he instead uses the normal two-weapon 
  fighting rules for his Agility. 
  When fighting with two weapons, the swashbuckler 
  only fumbles when both attack dice come up a 1. 
  Uncanny Bastard: As long as the swashbuckler is 
  not surprised he may add both his Personality 
  modifier and Luck modifier (if positive) as a bonus 
  to his Armor Class. 
  Action Die: A swashbuckler uses his action dice 
  for any normal activity, including attacks and skill 
  checks. 
  SWASHBUCKLER 
  LEVEL 
  ATTACK 
  (DASHING DIE) 
  Crit Die/
  Table 
  Action Die 
  Luck Die 
  Ref 
  Fort 
  Will 
  1 
  +d3* 
  1d12/III 
  1d20 
  d3 
  +1 
  +1 
  +0 
  2 
  +d4* 
  1d14/III 
  1d20 
  d4 
  +1 
  +1 
  +0 
  3 
  +d5* 
  1d16/IV 
  1d20 
  d5 
  +2 
  +1 
  +1 
  4 
  +d6* 
  1d20/IV 
  1d20 
  d6 
  +2 
  +2 
  +1 
  5 
  +d7* 
  1d24/V 
  1d20+1d14 
  d7 
  +3 
  +2 
  +1 
  6 
  +d8* 
  1d30/V 
  1d20+1d16 
  d8 
  +4 
  +2 
  +2 
  7 
  +d10* 
  1d30/V 
  1d20+1d20 
  d10 
  +4 
  +3 
  +2 
  8 
  +d12* 
  2d20/V 
  1d20+1d20 
  d12 
  +5 
  +3 
  +2 
  9 
  +d14* 
  2d20/V 
  1d20+1d20 
  d14 
  +5 
  +3 
  +3 
  10 
  +2d7* 
  2d20/V 
  1d20+1d20+1d14 
  d16 
  +6 
  +4 
  +3 
  * A swashbuckler’s attack modifier is rolled anew, according to the appropriate die, with each attack. 
  The result modifies both attack and damage rolls.  
  
  38 
  SWASHBUCKLER TITLES 
  LEVEL 
  LAWFUL 
  Chaotic 
  Neutral 
  1 
  Swordsman 
  Ruffian 
  Sellsword 
  2 
  Fencer 
  Blade 
  Errant 
  3 
  Duelist 
  Ne’er-do-Well 
  Cassanova 
  4 
  Hero 
  Rake 
  Daredevil 
  5 
  Blademaster 
  Desperado 
  Belted Knight 
  TOOLS OF THE TRADE 
  Swashbucklers, musketeers, and rogues-all developed specialized weapons and armor to go with their flashy 
  techniques. Any warrior or thief-style class can use the equipment listed below, though only swashbucklers 
  can use the special qualities listed due to long training at fencing schools and duels with other ne’er-do-
  wells.  
  Buff Coat — The buff coat is a simple leather tunic with skirts favored by duelists for its lightness and 
  protection against bladed weapons.  
  Buckler — This small shield mainly protects the duelist’s hand. Swashbucklers can wielded the buckler in 
  the same hand as any weapon their trained with. Though quicker to intersect incoming attacks, it can only 
  effectively defend against one attack per round.  
  Rapier — A long, thin sword, the rapier is favored by swashbucklers for its quick and deadly strikes. When 
  wielded by a swashbuckler, she may use both her Strength and Agility bonuses for attack and damage. 
  Parrying Dagger — Specifically constructed as an off-hand weapon, the parrying dagger is primarily used to 
  deflect incoming blows. In the hands of a swashbuckler, it provides a +1 to AC in any round that the 
  character doesn’t attack with it.  
  NEW ARMOR 
  ARMOR 
  AC 
  BONUS 
  Check 
  Penalty 
  Speed 
  Fumble 
  Die 
  Cost 
  Special Quality 
  Buff Coat 
  +2 
  - 
  - 
  d6 
  25 gp 
   
  Buckler, Shield 
  +1* 
  - 
  - 
  d6 
  8 gp 
  Can be wielded in the 
  same hand as a weapon 
  NEW WEAPONS 
  WEAPON 
  DAMAGE 
  Range 
  Cost 
  Special Quality 
  Rapier 
  1d6 
  - 
  15 
  Agility bonus to attack and damage 
  Parrying Dagger 
  1d3 
  10/20/30 
  5 
  +1 to AC when not used to attack 
  * Defends against one attack per round 
  
  39 
  
  40 
  
  41 
  Lord Nalfeshnee, King Nalfeshnee, the God of Gluttony, or the Master of Butchers. Knowledgeable in 
  vivisection, consumption and hoarding, he is the progenitor and namesake of all Nalfeshnee demons. When 
  the most gluttonous of mortals die, Lord Nalfeshnee inserts their souls into his own mutilated horrors, 
  forming the lesser Nalfeshnee who guard hoarded masses of treasure and relics of chaotic power. He 
  frequently makes deals with rapacious mortals, granting them a short life filled with worldly delights, 
  fattening their souls for future servitude. Secret guilds of butchers who desire customers with an endless 
  hunger serve him. Wizards may make pacts with Lord Nalfeshnee, exchanging access to chaotic forces, in 
  exchange for shepherding wild chaos magic back for their master’s consumption. Typically appearing as a 
  morbidly obese, jaundiced humanoid with tattered bat’s wings and head of a tusked boar, standing on four 
  fattened pigs legs. The demon manifests in collective bodies of an entire sounder of swine, his voice echoing 
  from the individual animals in an unholy chorus. For those to whom he is a patron, he may appear as an 
  enormously fat, human butcher, wearing black, bloody rubber gloves and apron, with the head of a dead pig.  
  INVOKE PATRON: LORD NALFESHNEE 
  SPELL CHECK 
  RESULT 
  12-13 
  Lord Nalfeshnee is busy with other matters, but creates a nimbus of unholy light around his devotee. Nauseating 
  tendrils of light writhe around the caster’s body, causing anyone within a 10 foot radius to succeed on a DC 21 
  Will save or be dazed for 1d3 rounds.  
  14-17 
  The Gluttonous One gives the caster a tiny, strong smelling pig fetus.  If consumed, the fetus will remove any lingering 
  effects of normal poisons or diseases and heal the eater for up to 3d6 points of damage.  After 24 hours the fetus will rot away 
  to dust.  
  18-19 
  The caster’s weapon transforms into a large, two-handed meat cleaver. The cleaver adds +3 to attacks, and deals 
  1d10+3 damage. The caster has 1d4 rounds to draw fresh blood before the cleaver reverts back to its original 
  form.  
  20-23 
  A giant ravenous mouth appears directly beneath the caster, swallowing everything within a 10’ radius, including 
  the caster. The mouth vanishes after 1 turn, reappearing up to 1d100xCL feet away in any direction, spilling the 
  its contents. The mouth will not drop the caster over 20’ from the ground or directly on a trap, but does not 
  account for the presence of other hazards.  
  24-27 
  The caster transforms into a raging wereboar for 2d6 rounds.  
  28-29 
  The dead and parts of the dead from the current encounter converge into a Gore Golem. The golem gains 1 HD 
  per CL + 1 HD per corpse used to create the creature. The golem dries out and falls apart after 1d4+CL hours.  
  30-31 
  The Lord of Swine transforms 2xCL HD worth of enemies into mindless hogs. The victims remain transformed for 
  1d6+CL hours.  
  32+ 
  Lord Nalfeshnee touches the caster’s eyes revealing the abyss of pure chaos and primal, magical secrets in the 
  form of an enormous sow. The caster may drink chaotic energy from the teat of the sow, growing more magically 
  proficient, but becoming more obese. Each round, the supplicant loses 1d3 Agility points due to increased 
  obesity, but gains a wizard spell (determined randomly) in the form of a scroll (written within the fat gained from 
  the sow). If the supplicant’s Agility reaches 0, the soul explodes gorily from the body drifting to the eternal abyss. 
  Each spell gained may be used once like a scroll. Once all obtained spells are used, the caster’s body and Agility 
  score return to normal.  
  By David Persinger 
  
  42 
  PATRON TAINT: LORD NALFESHNEE 
  When patron taint is indicated for Lord Nalfeshnee roll 1d6 on the table below. When a caster has acquired all six taints 
  at all levels of effect, there is no need to continue rolling any more.  
  ROLL RESULT 
  1 
  Pig Heat. The caster no longer has sweat glands and constantly pants to keep cool. If this result is rolled a second time, the 
  caster must immerse in mud every 24 hours to prevent overheating (loss of 1d3 hp). The third time this result is rolled, the 
  caster must make a Fort save in warm environments or suffer 1d3 hp loss per turn of active movement (Judge’s discretion on 
  conditions and DC for the save) 
  2 
  Meat Hunger. The caster finds cooked meat repugnant, preferring raw flesh. The second time this result is rolled, the caster can 
  only digest raw meat — any other food induces intense nausea. The third time this result is rolled, the caster constantly craves 
  raw flesh and must make a Will save (DC 13) when passing a dead animal. On a failure, the caster feasts for 1d3+CL rounds.  
  3 
  Hog Face. The caster’s face gains a distinctly porcine shape — eyes shrink, nose upturns and chin fattens. The caster snorts 
  and squeals while laughing. The second time this result is rolled, the caster’s gains a definite snout, gains twelve more teeth — 
  two of which become tusks that never stop growing, and a small coiled tail — though the caster can still pass for a severely 
  deformed humanoid. The third time this result is rolled, the caster’s head is completely transformed into that of a hog. The 
  caster can still speak, though in the grunting, squealing accent of a pig. The caster gains +2 to scent-based perception checks.  
  4 
  Fetid Spells. Each time spell is cast, the stench of rotting meat and offal surrounds the caster. The second time this result is 
  rolled, the caster is surrounded by the stench which grows so foul that the caster suffers a –1d to any social checks and dogs 
  begin to follow the caster. The third time this result is rolled, the caster smells so bad that interacting with normal folk is 
  impossible. Rats, flies, buzzards and other scavengers follow the caster at all times.  
  5 
  Porcine Shape. The caster gains weight over the course of a few days becoming morbidly obese, having trouble squeezing into 
  tight places. The second time this result is rolled, the caster must eat a full day’s ration after casting a spell, suffering a –1d to 
  all actions each round food is not consumed. The third time this result is rolled, the caster must eat some food every hour — 
  equal to three rations per day. For every hour that the caster fails to eat, Stamina is reduced by one. At zero Stamina, the 
  caster sinks into a coma and dies in 1d3 turns.  
  6 
  Meat Storm. When the caster casts a spell, 1d3 pounds of raw meat drops from the air. The second time this result is rolled, 
  meat drops from the sky when a spell is cast and 1d4 times randomly each day. If this result is rolled a third time, the meat is 
  rotten and infested with worms.  
  Where are the Spells? 
  This issue got out of control! We have an 
  extensive web enhancement on the Mystic 
  Bull Games website with Nalfeshnee’s three 
  spells, as well as a ton of other content. Go 
  check it out at www.mysticbull.com.  
  
  43 
  SPELLBURN: LORD NALFESHNEE 
  Lord Nalfeshnee knows that in the Land of the Pig, the Butcher is King. The caster must humble himself, 
  and acknowledge that he is but meat, kneeling before the Slaughterhouse at the edge of the Abyss. When a 
  caster utilizes spellburn, roll 1d4 on the table below when a request is made. These ideas should hopefully 
  give you room to expand in your own campaign.  
  ROLL RESULT 
  1 
  Lord Nalfeshnee requires the caster to prove they are on the gluttonous path. The caster is stricken with 
  agonizing hunger, and a 10 pound piglet appears. Following spellburn, the caster must immediately slaughter 
  and completely gormandize the young hog or suffer an additional -4 Stamina, permanently.  
  2 
  Upon death, the devotee is expected to guard the Master’s hoarded chaos energy as a Nalfeshnee demon for 
  eternity. Granting his follower a taste of future damnation, Lord Nalfeshnee transports the caster to the edge of 
  the Abyss, to guard the chaos for a year. At the end of the sentence, no time has passed in the mortal realm, 
  though the caster has aged terribly (reflected in the lost attributes) and may have gone mad from the experience. 
  The devotee must succeed a Will Save (DC 15) or suffer a -1d penalty to all future Will saves. On a success, the 
  caster gains a +1d to future Will saves.  
  3 
  Lord Nalfeshnee has an appetite for all coveted things. The caster must swallow 10 gold pieces for every point of 
  spellburn. These are vomited as pure chaotic energy, fueling the spell.   
  4 
  The caster painfully wretches, spewing forth a gelatinous sac containing a tiny piglet. To prove his ability to tend 
  to forces of chaos, the caster must care for and raise this piglet for one month. At the end of the month, piglet 
  must be sacrificed and devoured. If the piglet dies before the month is up, the caster suffers patron taint.  
  PATRON SPELLS: LORD NALFESHNEE 
  Those with an appetite to bargain with the Master Butcher eventually learn three unique spells, as follows:  
  Level 1 
  Blood for Gold 
  Level 2 
  The Master Butcher’s Mystical Meathooks 
  Level 3 
  Porcinnial Spirit Transference 
  BEASTS OF NALFESHNEE 
  Wereboar: Init +2; AC 16; Atk +3 melee bite (2d4+4); HD 3d8+4; MV 40’; Act 2d16; SP Half damage from normal 
  weapons, gore; SV Ref +3 Fort +4 Will +1; AL C 
  The wereboars of Nalfeshnee are obese humanoids with the slavering head of a wild boar. Course hair covers their 
  bodies and they attack with their massive tusks. On a successful hit, the victim must make a Reflex save (DC 12) or 
  the wereboar savages the wound for and additional 2d4+4 damage per round until the save is successful. Nalfeshnee’s 
  wereboars are immune to non-magical weapons and cold and only take half damage from non-magical fire. Weapons or 
  other attacks blessed by a Lawful god deal double damage to the wild creatures.  
  Gore Golem: Init -2; AC 20; Atk up to +12 melee slam (2d6+2) or up to +12 ranged stream of offal (2d4+2; Fort save or 
  nauseated); HD up to 10d10; MV 20’; Act 2d20; SP Slow, Unnatural growth; SV Ref –2 Fort +12 Will +1; AL C 
  Gore golems are creatures spontaneously created from the dead and parts of the dead. When first summoned, the gore 
  golem is humanoid sized (4 HD, +6 attacks). As it moves across areas where the dead lay, it grows unnaturally, adding 
  a HD and +2 to attacks for each full body added to its bulk. NOTE: This includes foes defeated in combat! Though slow 
  moving, the creature relentlessly pursues the living until it or they are destroyed. When it spits its foul stream of offal, 
  the target and anyone within a 10’ radius must make a Fortitude save (DC 8+ gore golem’s HD) or suffer from intense 
  nausea for 1d3 turns — unable to take actions other than moving at half speed. Gore golems, infused with the spirit of 
  Nalfeshnee, can be turned by clerics of Lawful or Neutral powers.  
  
  44 
  WHAT IS NOWHERE CITY NIGHTS? 
  Nowhere City Nights is a 21st century occult noir 
  setting for DCC RPG. This setting book is available 
  where all fine third party DCC products are sold! It 
  contains details on the city, the factions and three 
  new patrons, including the Weeper and Scutigera, 
  who are referenced in this adventure. 
  If you want to play the game without Nowhere City 
  Nights, use the firearms rules from Crawl Magazine 
  or Crawling Under a Broken Moon or others. 
  Replace Poor Knights with Warriors, Free Agents 
  with Thieves and Sorcerers with Wizards. Substitute 
  other DCC patrons for the ones referenced below. 
  Add your own color and flavor, do a little hand-
  waving, and you’re in business! 
  ADVENTURE 
  BACKGROUND: 
  It’s 1940! With fascism on the march in Europe, the 
  Gutter Knights (knowns as the Poor Knights in 
  1940) are fighting their occult battles against Adolf 
  Hitler and the Axis powers over in Europe. That 
  leaves Nowhere City temporarily under the guard of 
  the female Knights, known locally as the “Guinevere 
  Brigade.” 
  Four months ago, unbeknownst to him, Mortimer 
  Rosen, the curator of Nowhere City’s Museum of 
  Ancient History, acquired the ancient relic known 
  as the Spear of Destiny. This relic, also known as 
  the Lance of Longinus, is supposedly the lance that 
  pierced the side of Jesus as he hung on the cross—
  according to the Gospel of John. 
  Hitler’s obsession with the artifact was well known 
  in occult circles. Many already thought the Spear to 
  be hidden away safely in Germany. But the German 
  relic was a sham! And only now has his coterie of 
  sorcerers tracked the real Spear through hands of 
  antiquities dealers across Europe to the relatively 
  quiet and unguarded location of the Museum of 
  Ancient History in downtown Nowhere City. 
  Knowing that there’s no way to steal the Spear and 
  transport it home without arousing suspicion in the 
  occult factions watching his every move, the Führer 
  concocts a radical plan: After installing a double as 
  his decoy, he will use himself as the Nazi secret 
  weapon! Building on the cryogenics secrets of his 
  most unorthodox scientists, he freezes himself in a 
  faux 
  Egyptian 
  sarcophagus 
  and 
  donates 
  the 
  sarcophagus as a gift from the German government, 
  shipping himself to Nowhere City under the 
  watchful eye of his elite guards! 
  Then in the dead of night, when the museum is 
  empty, he plans to be revived so he can emerge from 
  the coffin and take up the Spear, executing his dark 
  ritual to sap the strength and will of the American 
  people. With France under German control, Britain 
  and the Soviets on the ropes, the lightning stealth 
  strike against the USA will ensure a total victory for 
  the Third Reich Fascists! 
  That’s not all! The cult of Scutigera the Hunter is 
  sympathetic to the Nazi cause. (After all, they 
  believe only the strong survive and embrace preying 
  on the weak, even for sport. Eugenics is a natural fit 
  for them.) The Scutigera cult, led by Lars Manning, 
  an industrialist and alderman of Nowhere City, is 
  aiding Hitler in his plan by securing the museum 
  with his hired goons- and perhaps more. 
  NOTES ON THE SETTING: 
  How is 1940 different than 21st Century Nowhere 
  City? In many ways, the city is the same as it is 70-
  80 years later in our contemporary time.  Sorcerous 
  factions battle the Poor Knights. Free Agents still 
  work both sides for selfish gain. The neighborhoods 
  are still split into various ethnic enclaves. Green 
  Grove is still the home of the well-to-do. The biggest 
  
  45 
  difference is that, instead of a burnt out wasteland, 
  the West Side is a booming industrial area, with 
  many factories and offices.  
  Note that Spy Kits for Free Agents still function as 
  in the Nowhere City Nights rules, but contemporary 
  inventions like cellphones and night vision goggles 
  are 
  anachronous. 
  Miniaturized 
  transistors, 
  disguised pistols, cyanide gas guns and the like 
  were all the rage with the Free Agents of the 40s. 
  Also note that there are no stun guns in 1940, nor 
  flak jackets or other body armor. The museum itself 
  will have a fair amount of old-fashioned armor and 
  weapons. Doubling up tough leather jackets can 
  provide +1 AC. 
  PLAYER BACKGROUND 
  The Guinevere Brigade has been guarding Nowhere 
  City with great success and indeed, the city is 
  unusually quiet. But the museum benefactor 
  Mortimer 
  Rosen, 
  has 
  noticed 
  the 
  strange 
  sarcophagus and the mysterious German guards 
  that accompany it at all times. In addition, no one 
  could miss the large contingent of Scutigera-hired 
  goons that have been loitering around the museum, 
  ensuring that no one will get in after hours.   
  Mortimer Rosen has tipped off his niece Aliza, 
  socialite, sorceress, and an agent of the Weeper. 
  Though not aware of Hitler’s scheme, she senses 
  that something is going on involving the rival 
  Scutigera faction. To thwart this, she’s done 
  something very unusual—contacted Free Agents, 
  and through them, Poor Knights, to help her stop 
  the agents of Scutigera at all costs. 
  PLAYER CHARACTER BACKGROUNDS 
  AND PARTY COMPOSITION 
  If 
  you 
  use 
  the 
  standard 
  setup, 
  the 
  party 
  composition should probably be 2-3 Poor Knights, 2 
  Free Agents and one Sorceress (Aliza.) Each of the 
  Knights and at least one of the Free Agents should 
  have a weapon forged of Sainted Steel. (See Nowhere 
  City Nights, p.21) One of the Free Agents should 
  also have a Sainted Steel dagger, the other should 
  have a black market grenade or some other exotic 
  weapon. 
  The following guidelines are for the purpose of easily 
  integrating the characters into the setting and 
  adventure. They are totally optional and can be 
  replaced by anything the Judge and players like 
  better! 
  Sorceress: Aliza Rosen, 3rd level. Background: 
  Socialite, College student. Patron: The Weeper  
  Spells: Flaming Hands, Runic Alphabet: Mortal, 
  Magic Missile, Shatter, Ekim’s Mystical Mask, Ward 
  Portal   
  Patron Spells: Invoke Patron (Nowhere City Nights, 
  p.57), Tears of Chaos (NCN, p.61) 
  Free Agent: One should be working for Rosen, the 
  other should be working for the Poor Knights (hired 
  to fill out their company). 
  Poor Knights: No special guidelines needed, though 
  humble origins might be an interesting source of 
  tension with Aliza. 
  PLAYER SETUP 
  The adventure begins with the characters meeting 
  in Aliza’s swanky downtown apartment just four 
  blocks away from the Museum of Ancient History. 
  Aliza has heard from her uncle that a small army of 
  goons has now completely surrounded the museum, 
  apparently intent on stopping anyone from entering. 
  What are they guarding? Aliza doesn’t know, but 
  has learned that the Cult of Scutigera is involved, 
  and that many of the goons are affiliated with that 
  cult. 
  She’s 
  also 
  aware 
  of 
  the 
  strange 
  new 
  sarcophagus and the odd, blonde guards who 
  accompany it at all times. How does the party enter 
  the museum, learn the truth and then thwart the 
  scheme of Scutigera? 
  Aliza is aware at the outset of (at least) these 
  options: 
   
  Trick or fight their way in through the front 
  or rear entrances, which are guarded by 
  Scutigera’s thugs. 
   
  Sneak in through the sewers. According to 
  city maps, there is a man-hole that comes up 
  right into the loading dock area of the 
  museum.  
   
  Aliza has a fellow Sorceress who can open a 
  portal through “the Aether” directly into the 
  museum, but this exposes travelers to the 
  Chaos of the Fringe Aetherial. 
  Each of these options is described in the following 
  encounters. 
  
  46 
  OPTION 1: MUSEUM EXTERIOR  
  The Museum takes up one city block of Nowhere City. 
  There is a majestic front entrance with a long, wide 
  staircase leading to huge double doors flanked by 
  10’ tall lions, statues of white stone. The rear door 
  opens into the loading dock area, beside a large 
  garage door to admit vehicles. 
  Both entrances of the museum are guarded by gruff 
  men in long coats and hats. Their coats are bulging 
  with the familiar shapes of side arms. These are 
  hardened criminals, ex-soldiers, strike-breakers and 
  other mercenary roughneck types by the look of 
  them. They are scanning vigilantly and a few break 
  off in irregular but frequent patrols to circle the 
  premises of the museum. 
  The most obvious ways in are the front and rear 
  entrances to the museum. Each is guarded by ten 
  goons in Scutigera’s employ. They know nothing of 
  any scheme inside; their only mission is to prevent 
  anyone from getting into the building. They work for 
  Lars Manning, a local alderman and city boss. 
  Obviously, fighting through ten goons is a messy 
  affair. Unless executed quietly within d4 rounds, 
  five guards from the other entrance reinforce the 
  first ten. In addition, all characters must make a 
  Luck check each round. On a failure, local 
  concerned citizens call the police, who arrive in 
  d24+4 rounds. Use the same Goons statistics for 
  the police, who are also in the pocket of Lars 
  Manning. 
  Scutigera Goons: Init: +1; Atk unarmed +1 melee: 
  (1d3) or revolver +2 ranged (1d8); Spd 30; AC 10; 
  HD 1d10; hp 5 each; Act 1d20; SV Fort +1, Ref +1, 
  Will +0. NOTE: Only five out of each team of ten 
  goons is armed with a revolver. 
  OPTION 2: THE SEWERS 
  The Poor Knights can also choose to make their way 
  through the sewers, entering through a man-hole 
  near Gould’s Delicatessen (intersection of Merritt 
  and Ashton). Aliza has acquired a map via her 
  Weeper cult connections so there is no difficulty in 
  locating the entrance into the museum.   
  The dank environs of the sewers reek with garbage, 
  excrement and perhaps worse. Two slick five foot 
  ledges run along either side of the sewage flow. 
  There are legends about these sewers being 
  inhabited by giant rats, exotic predators and even 
  vile frog-people. As you make your way along the 
  slippery ledge, you see two apparently prone forms 
  on the ledge ahead of you. 
  These are the forms of two sewer workers who were 
  ambushed and killed by the Giant Scutigerae who 
  have been enlisted by Manning to watch this 
  entrance from below. If the party ignores the prone 
  bodies, the character with the lowest Luck may 
  make a Luck check. If successful, the characters do 
  not trigger an attack of the Scutigerae. 
  If they examine the bodies, they find them ripe and 
  full of baby centipedes, mewling with near-human 
  voices, and cringing away from any light source. 
  This noise triggers the Scutigerae attack. 
  The adult Scutigerae are able to cling to any surface 
  and also to swim (slowly). They are 12 to 18 inches 
  long with heads that are disturbing parodies of 
  human faces. They speak nonsense plucked from 
  some realm of pure chaos—one squeals lines from 
  Shakespeare, while another calls out for Mama and 
  another shrieks for his brethren to kill, kill, kill! 
  Scutigerae (20): Init: +2; Atk bite +1 melee: (1d4+ 
  special); Spd 20’ swim, 40’ land; AC 12; hp 1 each; 
  Act 1d20; SV Fort +1, Ref +1, Will +0. Special: On a 
  successful hit, target must make a Fort save (DC 
  10+ the damage inflicted). If failed, the victim is  
  afflicted with a nasty infection within 1d5 turns (-1d 
  to all action dice).  
  OPTION 3: THE FRINGE AETHERIAL 
  Aliza’s friend, Adriana Cardozo, has a ritual she can 
  cast to move the party from a safe, secure location 
  into the museum. The only drawback here is that 
  moving 
  through 
  the 
  Aetherial 
  is 
  intensely 
  dangerous. Aliza knows this but may or may not 
  share it with her companions (as Aliza’s player 
  decides.) Adriana lives in a seedy apartment in the 
  Bohemian part of Merritton by the University. Her 
  cold-water flat is decorated with her odd abstract 
  paintings, and the place smells of cannabis and 
  cheap wine. Cardozo is a willowy, large-eyed girl 
  with dark hair who never smiles. She has seven 
  cats. The ritual to open the portal takes ten 
  minutes. 
  The strange beauty sits cross-legged and chants in 
  an unholy language, her voice growing in intensity, 
  tears streaming down her face. Then a portal of 
  brilliant, multi-colored light opens in the air before 
  you. Gazing in, you see an almost featureless area 
  
  47 
  with a portal of normal looking earthly darkness just 
  a thirty or forty paces away. Dare you step in? 
  Once they enter, the coruscating colors, profane 
  sounds and tempting whispers require characters to 
  make a Will save (DC 15) or lose a point of 
  Personality permanently. (The Judge should make 
  this as unpleasant as possible). In addition, all 
  characters must make a Luck check. On even one 
  failure, they have attracted the attention of an 
  Aetherial Hunter, a vaguely scorpion-like “demon” 
  that prowls the fringes of reality. It follows the PCs 
  into the museum and seeks to bring the Spear back 
  to its own twisted neo-reality for the furtherance of 
  the dark agendas of its extra-dimensional masters. 
  The portal is open for one hour or until Aliza 
  returns through the portal. If Aliza dies, the party 
  will need to return with her body to shut the portal 
  behind them. The Aetherial Hunter attacks them 
  before they return to the portal. Characters must 
  make the same save, this time at a DC 12, upon the 
  return trip. 
  Aetherial Hunter: Init: +6; Atk sting +5 melee: 
  (3d4) and pincers +5 melee (1d6); Spd 20 outside 
  the Warp; AC 20; hp 50; Act 3d20; SV Fort +10, Ref 
  +1, Will +10. Special: On a successful sting, the 
  Hunter injects a poison that “translates” a victim 
  back to the Deep Aetherial (Fort save DC 12 to 
  resist). Here the character will be studied by the 
  dark Chaos Gods that exist outside reality, and 
  since there is no mortal concept of time in the Deep 
  Aetherial, this unrelenting torment lasts forever. 
  IN THE MUSEUM (THE ROMAN ROOM) 
  This room contains artifacts and representations of 
  the ancient world. One case contains many swords, 
  shields, spears and other miscellaneous weapons of 
  the ancient empires. Another case on the southern 
  wall contains coins, basketry and jewelry. The 
  display on the eastern wall shows a mixture of tools 
  and maps from various eras of the Roman Empire. In 
  the center of the room are two life-size dioramas with 
  mannequins: One is a Roman driver racing a chariot 
  pulled by a single stuffed horse. The second is a 
  display of toga-clad senators killing Julius Caesar. 
  A complete detailed floor plan of the entire museum 
  is not provided, but see the high-level map at the 
  end of this adventure. The Spear of Destiny is a 
  powerful artifact that attracts evil! For a longer 
  session, Judges may even wish to throw in some 
  horrors from other eras or nations. 
  While the museum is not vast and complete, 
  resourceful characters looking for weapons or armor 
  should roll Luck checks to find serviceable gear 
  (after smashing the glass cases of course). 
  Due to the ritual plans of Scutigera and Hitler, the 
  usual security has been disabled. If displays are 
  harmed or glass is smashed, an alarm blares 
  throughout the museum but the police are not 
  automatically notified. The goons outside only enter 
  on the direct personal orders of Lars Manning. 
  The sarcophagus has been placed in the Egyptian 
  room. The four fanatical guards wait for the Führer 
  to emerge from his frozen cocoon and are vigilantly 
  monitoring the scene for any interference, whether 
  deliberate or not. Their chief priorities are the 
  Führer’s safety both before and during the ritual. 
  DETERMINING THE ORDER OF EVENTS ONCE THE CHARACTER ENTER THE ROMAN ROOM 
  The timing of events will depend on the Luck checks of the characters as they make ready to enter the 
  Roman Antiquities room. Have each character make a Luck check. 
  If all fail their checks, Hitler and his four half-golem 
  guards are in this room. Hitler is just finishing the 
  ritual (see Appendix A: The Spear of Destiny!). 
  If a third or fewer of the party make their checks 
  (but not all fail), Hitler and his guards are in this 
  room, but the Fuhrer is  2 rounds away from 
  completing the ritual.  The half-golem guards attack 
  fanatically to buy him time to complete the ritual. 
  If two thirds or fewer Luck checks are made (but not 
  a third or less), the guards have just wheeled the 
  sarcophagus into the Roman room and are in the 
  act of releasing him. 
  If more than 2/3 of the characters make their Luck 
  checks, the half-golem guards are just in the 
  Egyptian room loading up the sarcophagus onto a 
  cart.  
   
  The Aetherial Hunter is a being of tainted sorcery 
  and only Sainted Steel weapons do full damage to 
  it. All others do 1/4 damage. See Nowhere City 
  Nights for more info on Sainted Steel. 
  
  48 
  The encounter with the Führer and his half-golem 
  guards is the “final” encounter. If the characters are 
  having an easy time, bring in Nam-Ra-Tep early (see 
  next section). If not, bring in the mummy later. The 
  same goes for the Aetherial Hunter (if applicable) and 
  the optional encounter with Lars Manning.  
  Hitler’s guards are actually hulking half-golems, the 
  products of Nazi super-science gone very wrong. 
  Constructed with occult rituals, these corpses are 
  also thick with wires, hinges, necrotically repaired 
  flesh and even magical clay. They are slow, large and 
  heavy, though they look outwardly like big blond 
  brutish men. They have been provided with powerful 
  pistols by the Scutigera faction. 
  The men used for this ritual were actually political 
  opponents of the Reich. Hitler delighted in making 
  his enemies into his mindless slaves, using the golem 
  magic of his despised victims. But a spark of their 
  resistance lingers; if any character can speak enough 
  German (make a Luck check), they may attempt a 
  DC 15 Personality check to halt them for 1 round. 
  Three successive continuous checks indicate that the 
  half-golem turns against his evil master. 
  Half-Golem Guards: Init: +3; Atk Knife +3 melee: 
  (d5+3) or pistol +1 ranged (1d10); Spd 20; AC 14; hp 
  15; Act 1d20; SV Fort +10, Ref +0, Will +3. Special: 
  The Half-Golems are the product of obscure rites and 
  only Sainted Steel weapons do full damage to them. 
  All others do quarter damage. See Nowhere City 
  Nights for more info on Sainted Steel. They are 
  immune to mind-influencing spells. 
  The Frozen Führer’s mind has been even more 
  warped by his time in stasis. After undergoing such 
  an ordeal, he is single-mindedly focused on getting 
  the Spear and completing his ritual. He only realizes 
  when attacked that the freezing has changed his 
  body and endowed him with strange gifts: His body is 
  tougher and stronger than before and his blood and 
  skin are extremely cold to the touch. 
  Hitler acts with single-minded purpose; as soon as he 
  has recovered his orientation he staggers from the 
  coffin and shouts “Der Speer gehört mir!” (“The spear 
  is mine!”) If anyone else grabs the Spear, he will fly 
  into a jealous rage and recklessly attack them with 
  his freezing touch. Otherwise he will enact the ritual, 
  praying to the Old Gods for the destruction of all 
  Holy Order and the return to a pre-Law state of 
  Chaos in which humankind trembled before power 
  and strength of cosmic tyranny. (see Appendix A: The 
  Spear of Destiny!)  
  Adolph Hitler, the Frozen Führer: Init: +6; Atk 
  Touch +5 melee: (2d12) + special; Spd 30; AC 18; hp 
  40; Act 2d20; SV Fort +10, Ref +5, Will +10.  
  Special: Once per turn, the cryo-mutated dictator 
  can let loose a blast of frozen nitrogen breath.  
   
  Dimensions: 5 feet at start, 30 foot long cone, 20 
  foot width at end. 
   
  Damage: 3d6 damage, Reflex save (DC 15) for 
  half. 
   
  All people moving more than 5’ within the frost 
  zone, must DC 15 or slip and be prone. 
   
  Visibility in the frost zone is 10’ for d4 rounds. 
  AREA 4: ATTACK OF NAM-RA-TEP! 
  When and if the Spear is touched by a Sorcerer, 
  either Hitler or Aliza Rosen (or someone else 
  altogether) the evil vibrations by this conjunction stir 
  the ancient mummy Nam-Ra-Tep from his ancient 
  sleep within a nearby sarcophagus in the Egyptian 
  Room.  
  Bursting from his sarcophagus, he rasps out in 
  ancient Egyptian that he must have the Spear to put 
  down his enemies. It will take him a round to enter 
  the Roman Room. After that, he plunges forward for 
  the Spear or instantly attacks the one who holds the 
  Spear or any who block his path to it. 
  Nam-Ra-Tep, former Pharaoh (Mummy): Init: +3; 
  Atk Touch +5 melee: (2d4) + Special; Spd: 20; AC: 15; 
  hp 25; Act: 1d20; SV Fort: +5, Ref: +0, Will: +15.  
  On a successful hit, the mummy attacks with his 
  dreaded 
  “Mummy 
  Dust” 
  attack, 
  withering 
  an 
  opponent and decaying his life force. This attack does 
  1d6 points of permanent damage to each attribute 
  unless a DC 15 Fortitude save is made. (Roll a save 
  for each attribute, including Luck.) Each drain of this 
  nature heals Nam-Ra-Tep the number of hit points 
  equal to the total amount drained from his victim. 
  The mummy is the product of ancient sorcerous 
  rites and only Sainted Steel weapons do full dam-
  age to Nam-Ra-Tep. All others do quarter damage.  
  See Nowhere City Nights for more info on Sainted 
  Steel. 
  
  49 
  Roleplaying Nam-Ra-Tep: 
  When awakened, Nam-Ra-Tep is disoriented and 
  thoroughly evil. If the PCs can somehow keep him 
  away from the Spear and reason with him, the 
  mummy may be placated but still seeks a way to 
  revitalize himself by attribute draining the living. In 
  life, even in that distant era, Nam-Ra-Tep was a 
  servant of the Weeper, and, if given a chance to 
  recognize the Weeper’s servants, he may establish a 
  connection to that cult. Obviously no Poor Knight can 
  knowingly suffer such an evil creature to live. 
  AREA 4 (OPTIONAL ENCOUNTER 3):  
  If the Judge desires a longer session, or if the 
  characters linger in the museum after a loud pitched 
  combat, the goons outside summon Lars Manning to 
  the scene. Lars dons the ritual black rubber costume 
  of Scutigera and enter the museum with five of his 
  most trusted men. 
  Into the room comes a strange human-sized creature 
  waving many arms and legs and with nasty stinger 
  appendages where a man’s arms would be, as well as 
  an insectile head with long flopping antennae. Behind 
  him are five goons of the type commonly employed by 
  the Scutigera cult as well as mobsters all throughout 
  Nowhere City. 
  They will immediately attack any creature or people 
  who are not Hitler and/or his guards. 
  Sorcerer: Lars Manning, 5th level Sorcerer. 
  Background: Alderman. Patron: Scutigera  
  Init +0; Atk Revolver +0 ranged (1-8); Spd 30; AC 10; 
  HD 6d4; hp 10; Act 1d20; SV Fort +2, Ref +1, Will +3.  
  Spells: Charm Person, Comprehend Languages, Magic 
  Shield, Ropework, Spider Climb, Ward Portal, Knock, 
  Ray of Enfeeblement, Slow 
  Patron Spells: Scurrying Hell (p.66 Nowhere City 
  Nights), Wondrous Antennae of the Hunter (p.68) 
  Scutigera Goons: Init +1; Atk unarmed +1 melee: (1-
  3) or revolver +2 ranged (1-8); Spd 30; AC 10; HD 
  1d10; hp 5 each; Act: 1d20; SV Fort +1, Ref +1, Will 
  +0. Note: Each of these five goons is armed with a 
  revolver. 
  Other locations in the Museum: 
  Other rooms are similarly set up but uninhabited 
  (unless the Judge wishes to populate them). 
  Egyptian Room: Six sarcophagi (including Nam-Ra-
  Tep’s). Ancient vases, copper metalwork, scarabs and 
  cartouches. The displays are of a pharaoh watching 
  slaves construct stone pyramid blocks and another of 
  two priests conducting the mummification of a dead 
  pharaoh. 
  Greek Room: Coins, swords, shields, vases and 
  statuary from the Minoan, Mycenaean, Athenian and 
  Hellenistic eras. The displays are of Alexander the 
  Great cutting the Gordian Knot and Paris with the 
  Golden Apple weighing the offers of Hera, Athena and 
  Aphrodite (fully clothed) Characters succeeding a 
  Luck check may find a blade made of Sainted Steel 
  1d6: 1-4) Pugio (1d4) 5) Gladius (1d6) 6) Spatha 
  (1d8). Only one blade of such quality may be found in 
  this room.  
  American Room: A large collection of pre-Columbian 
  tools and artifacts as well as some 18th century 
  muskets, knives and furs. The displays are of 
  Washington crossing the Delaware and a native 
  American 
  outside 
  his 
  teepee. 
  (Not 
  necessarily 
  historically 
  authentic…it’s 
  1940.) 
  Characters 
  succeeding a Luck check may find a blade made of 
  Sainted Steel 1d6: 1-4) Knife (1d3) 5) Bowie Knife 
  (1d5) 6) Sabre (1d8). Only one blade of such quality 
  may be found in this room. 
  Asian Room: Many vases, jades and some well-
  crafted katana blades and suits of lacquer armor (+5 
  AC, check -4). The displays are of a poet writing 
  calligraphy (the characters are not actually words) 
  and a master samurai exacting obeisance from his 
  pupil. Characters succeeding a Luck check may find 
  a blade made of Sainted Steel 1d6: 1-4) Tanto (1d3) 
  5) Wakizashi (1d6) 6) Katana (1d8). Only one blade of 
  such quality may be found in this room. 
  European Room: This room is full of medieval arms 
  and armor as well as some ancient tapestries, tools, 
  coins and similar paraphernalia. The double-sized 
  single display is of two mounted knights charging 
  each other with lances raised. Characters succeeding 
  a Luck check may find a blade made of Sainted Steel 
  1d6: 1-4) Dagger (1d4) 5) Short Sword (1d6) 6) Long 
  Sword (1d8). Only one blade of such quality may be 
  found in this room. 
  
  50 
  ENDING THE ADVENTURE 
  If the PCs survive, defeat the opposition and 
  claim the Spear: 
  Generally speaking, the Poor Knights seek to claim 
  the Spear and hide it away from Sorcerous hands. 
  The Free Agents seek to sell the thing to the highest 
  bidders. And Sorcerers do anything to claim the 
  weapon for themselves and their cults. The resolution 
  of this conflict may put the characters in a very 
  interesting conundrum! 
  Anyone known to possess the Spear is hunted by all 
  factions of Nowhere City and beyond. Selling, hiding 
  or destroying the spear could be the springboard to 
  many future adventures! 
  If the PCs run away or surrender: 
  Hitler, Nam-Re-Tep and even Lars Manning all 
  despise weakness and ruthlessly kill any who 
  surrender. (After tactically disarming them, of 
  course.) Even if the surrender was negotiated with 
  promises of safe passage out of the museum, they 
  have no mercy. 
  If Hitler enacts the ritual: 
  American willpower is broken before the war effort 
  even launches. The Japanese attack Pearl Harbor, 
  the US surrenders and signs a non-aggression pact 
  with the Axis powers. Germany conquers Europe and 
  eventually dominates the world (including North 
  America.) Nowhere City has a very different future 
  indeed, and it is up to the Judge to imagine this 
  wretched place. 
  APPENDIX A: THE SPEAR OF DESTINY 
  At some point, the characters realize that the Spear 
  is the focal point of the occult doings in the museum. 
  Assuming that they live long enough to make 
  choices, this will presumably confront the characters 
  with an important choice: What to do with the spear? 
  What is the Spear? 
  The Spear is a relic that can be used to perform very 
  specific rituals: The ritual bestows a powerful curse 
  upon the political leaders of a given region or nation 
  and they devolve into disorganization, nihilism, 
  incompetence, and total discord. 
  This power makes the Spear a priceless weapon. All 
  Sorcerous factions are aware of the relic generally 
  and have a rough idea of its power.  A Free Agent can 
  make a Luck check to recognize and know it as a 
  famous relic. Both of those factions kill and risk their 
  lives to win such a priceless object; the Poor Knights 
  are obliged to keep it from them at all costs. 
  The ritual itself is a very rare piece of occult lore; the 
  ancient ritual script, in the form of a leather bound 
  book 
  with 
  vellum 
  pages, 
  is 
  present 
  in 
  the 
  sarcophagus with Hitler, so that there is no chance of 
  him failing to enact it when he is un-frozen in the 
  museum. The ritual is almost as valuable a prize as 
  the Spear. 
  The Spear is ten feet long, the haft is of ash. The 
  spear’s tip is of very old steel, rusted and perhaps 
  bearing some faint traces of blood. The holy curse of 
  the object is such that no mundane means of 
  
  51 
  THE MUSEUM 
  burning, cutting, melting down and 
  so on damages the Spear. 
  The Spear can be destroyed—every 
  thousand years, a ritual can be done 
  on the exact anniversary of the 
  moment that it pierced Jesus’s side. 
  If successfully done, the Spear loses 
  all of its magical properties but the 
  protection of His sacrifice is slightly 
  unwound; henceforward all Chaotic 
  spell-checks are at +2 and all Lawful 
  characters in the world immediately 
  lose d4 points of Luck. 
  Powers of the Spear of Destiny 
  When wielded, it saps the strength 
  and health of all enemies (-2 to attack 
  rolls and melee damage rolls against 
  the wielder.) 
  The Spear is a +3 weapon on all 
  attacks and damage. 
  All wounds inflicted by the Spear are 
  permanent and do not heal naturally 
  outside of divine intervention.  
  The spear can be used to animate 
  other weapons in a 50’ radius. The 
  wielder can take no action but can 
  cause the weapons to attack anyone 
  within 50 feet. There is no limit to the 
  number of weapons  controlled in this 
  fashion (except for the number of 
  weapons in the radius!) No other 
  action may be taken by the wielder 
  while the Spear is used thus. 
  
  52 
  THE ROMAN ROOM 
  1 square = 2’ 
  
  53 
  
  54 
  INTRODUCTION 
  While the Gods Laugh is a tenth-level funnel 
  adventure for use with Dungeon Crawl Classics 
  RPG. 
  The 
  tenth-level 
  funnel 
  is 
  an 
  unusual 
  adaptation 
  of 
  the 
  character 
  creation 
  funnel 
  specifically written for the judge wishing to 
  introduce high-level play to their players. As with 
  the traditional funnel, this adventure is intended to 
  be used at the start of a campaign; at its 
  conclusion, though, the players will have achieved a 
  singular understanding of the capabilities of the 
  DCC character classes that will inform the decisions 
  for those that survive to first level, and possibly 
  even provide the option to continue as immortal 
  entities capable of feats only limited by their 
  imagination. 
  At the start of the adventure, the PC’s future selves 
  are summoned into the midst of an eternal struggle 
  between the cosmic forces of existence, each 
  striving to win dominance over the other. Now 
  ensnared in a viscous cycle of resurrection and 
  death, they are doomed to be endlessly reborn into 
  new bodies without memories of their past or 
  future. To escape, they must survive long enough to 
  recover their true abilities and confront the gods 
  themselves. 
  This adventure is intended for use with seven 
  players 
  running 
  a 
  single 
  character, 
  each 
  representing one of the seven core DCC RPG 
  classes, though in playtests it has been adjusted to 
  accommodate as few as five and as many as nine 
  players by decreasing or increasing the specific 
  classes used, including drawing additional classes 
  from third party publications. NOTE: 
  Special 
  character sheets for this adventure are available in 
  the D.A.M.N. Autumn 2017 web enhancement on 
  www.mysticbull.com.  
  It should be noted that the author drew much of the 
  inspiration for this adventure from the works of 
  Michael Moorcock, Harry Harrison, and Roger 
  Zelazny, in particular the novel The Lord of Light, as 
  well as from countless hours of watching Star Trek 
  as a youth. 
  ADVENTURE BACKGROUND 
  Looking across the infinity of space and time and 
  possibilities aeons ago, Yuga, the faceless Lord of 
  the Fates, foresaw the doom of creation in the 
  endless conflict between the gods of chaos and 
  order. Yuga breathed life to the balance - the vast 
  cycles of death and rebirth that govern the world 
  until the universe itself runs down and fades away. 
  To enforce his word, the Lord of Fates empowered 
  different heroes bound to eternally serve in this 
  ceaseless struggle, to preserve against a final 
  eschaton of either perfect stasis or formless entropy 
  and to ensure that victory by either side is 
  foredoomed to fail. 
  This equipoise is now threatened. Centuries before 
  the present, three renegade champions of law, 
  chaos, and neutrality named Rudra, Anthos, and 
  Vaygesa 
  made 
  a 
  pact 
  to 
  overthrow 
  the 
  commandment of Yuga and escape their fate. 
  Travelling to the icy wastes at the bottom of the 
  Earth, they secretly opened a portal to the 
  underworld and unleashed the demonic forces 
  made of the void from the age before gods. 
  Harnessing this power, they summoned potent 
  magicks and trapped Yuga’s remaining champions, 
  sundering the connection to their physical forms 
  and transferring their souls to new, physically weak 
  bodies. This unnatural reincarnation prevents them 
  from being reclaimed by the universe to serve as 
  agents of the balance. As a result of their actions, 
  pockets of law and chaos now grow unchecked, and 
  the multiverse itself threatens to forever split apart. 
  As each host quickly breaks down under the stress 
  of containing the champion’s spirit, the three 
  renegades subjugated nomadic tribes of men they 
  found subsiding on the frozen wastes, a primitive 
  race known as the Elai, who came to worship the 
  
  55 
  three champions as a pantheon of immortal gods 
  they named the Caretakers. To the most devout of 
  their subjects, the Caretakers offered the promise of 
  sharing in the blessing of reincarnation, creating a 
  theology where the highest aspiration is to be 
  chosen as a vessel for the gods themselves - and 
  where defiance is punished by a fate worse than 
  death - enforced by an order of priest-fanatics called 
  the Varna that ensure there is always a fresh 
  supply of bodies for the Caretaker’s needs. 
  To house the Elai, the Caretakers reshaped the 
  power from the underworld into domes of force 
  located on the frozen surface and created a vast 
  Eden for themselves atop the portal itself. Within 
  these structures, an Elai’s every need is fulfilled. 
  They also created the Entertainments, highly-
  detailed recreations of adventures and decisive 
  events drawn from the purged memories of Yuga’s 
  champions used as rewards for their most loyal 
  servants and populated by those Elai that defy 
  them, punished to be reborn as one of the many 
  creatures seeded throughout the scenes. 
  It is into this cosmic struggle that the party is 
  unwittingly brought, summoned by the forces of the 
  multiverse that the powers of Law and Chaos violate 
  at their peril. They arrive in a shadow setting that 
  awakens dim memories of their past, before they 
  became 
  great 
  champions, 
  and 
  are 
  now 
  the 
  universe’s last chance to restore balance before the 
  Caretakers destroy fate itself! 
  ADVENTURE SUMMARY 
  The PC’s begin the adventure in a familiar setting: 
  aboard a dragon-prow longboat on a starless sea. 
  The characters have no recollection of who they are, 
  the Caretakers having purged their memories after 
  placing them in their new host bodies. All that 
  remains is a vague sense of familiarity with the 
  scenes akin to a deep impression of déjà vu. This is 
  reinforced through the re-use of settings that will be 
  familiar to many DCC RPG players (see Player Start 
  below).  
  Awakened by hints of memory, they must survive 
  pivotal encounters from their own pasts recreated 
  for the entertainment of the Elai nobles that 
  worship the Caretakers and populated by host 
  creatures like themselves, as they struggle to 
  unravel the puzzle of who they are and escape 
  before their captors realize they are becoming aware 
  of their condition. 
  The second part of the adventure details the 
  growing discovery of the PC’s identities as they 
  evade the servants of the Caretakers sent to recover 
  them: the Varna, an order of fanatical priest-
  technicians drawn from the ranks of the Elai that 
  enforce the will of the gods. They also begin to 
  realize the artificial construct aspects of the world, 
  and as they journey closer to the source of the 
  energies powering the domes, gain new abilities that 
  bely their physically frail forms, providing access to 
  great skills, magicks, and knowledge. Yet the PCs 
  also weaken as the energy required to contain their 
  spirits tears away at their host bodies.  
  Finally, the PCs confront the Caretakers themselves 
  in their Eden constructed above the portal to the 
  underworld that powers their immortality. What 
  they discover may also alter the final choices they 
  make, and whether the world will again be remade 
  to begin a new age of man.  
  TENTH LEVEL FUNNEL 
  Core to this adventure is an adaptation of the 
  traditional character creation funnel mechanic, 
  what the author terms a “tenth-level funnel,” 
  designed to expose players to upper-level play 
  before they decide on a class when advancing to 
  first level. Part funnel, part puzzle, characters in the 
  tenth-level funnel represent potential future aspects 
  of each of the core DCC RPG character classes - a 
  representation of what they could become in time. 
  During the course of game play, the players’ 
  decisions determine which specific aspect they 
  embody through a system of rules described below. 
  By the end of the adventure, the players are left 
  with a narrative link to a character class that 
  informs the choice they make when advancing to 
  first level - whether it is to embrace or reject what 
  fate has in store for them. 
  Like the traditional character creation funnel, the 
  tenth-level funnel starts at 0-level, though players 
  only control a single 0-level character at a time. 
  This may raise some eyebrows as it could run 
  counter to player’s expectations of what a “high-
  level funnel” is, and indeed, during playtests it 
  threw players off to be handed a 0-level character 
  sheet and only added to the puzzle aspect of the 
  adventure! It is suggested that the judge roll up 
  
  56 
  multiple 0-level characters for each player following 
  the rules outlined in Appendix B as it is expected 
  each player will lose one or even multiple characters 
  until they understand the nature of the funnel 
  enough to overcome its early challenges. 
  The funnel works as follows: As players make 
  decisions or actions, they have the opportunity to 
  acquire higher-level abilities based on the actions 
  they succeed in 
  performing. Narratively, this 
  represents the PC gradually overcoming the effects 
  of the reincarnation/mind purge they have endured. 
  Players discover abilities as follows: 
   
  Upon making a successful attack, the PC 
  gains a second d14 action die that can be 
  used starting in the next round. 
   
  When rolling critical hits, the PC rolls a 
  1d10 instead of the 0-level crit die.  
   
  Finally, PCs may attempt to perform the 
  following class-specific abilities: lay on 
  hands, backstab, mighty deed of arms, 
  spellcasting, shield bash, invoke patron, 
  and good luck charm.  
  Each class-specific ability represents one of the core 
  DCC RPG character classes, cleric, thief, warrior, 
  wizard, dwarf, elf, and halfling, respectively. While 
  some of the listed abilities are shared between 
  classes, for the purposes of the funnel they are 
  considered archetypically linked to a given class. It 
  is part of the challenge presented to the players to 
  identify these archetypes in order to solve the first 
  part of the puzzle. 
  All class-specific abilities are attempted as per rules 
  for a 1st level character. Upon successfully using 
  any class-specific ability, the PC gains access to 
  that ability for subsequent actions and from that 
  point on is ‘linked’ to that specific character class. 
  The action has to be performed in combat or in 
  other appropriate pivotal situations as determined 
  by the judge - only by overcoming something truly 
  challenging can the benefits be granted. The judge 
  keeps track of which PC is emerging as which class. 
  NOTE: Once a class is assigned to a PC, no other 
  PC can perform class-specific actions for that same 
  class, and any attempts to do so automatically fail.  
  Once all members of the party have been linked to a 
  character class, it triggers an awareness of their 
  Examples of Class-Specific Actions and Results 
  Action 
  Result 
  Linked Class 
  Sweep or Trip a foe 
  If the attack succeeds, the judge asks for a deed 
  check using a d3 die and if the result is 3 the 
  character is awarded a deed die to use in future 
  attacks.  
  Warrior 
  Reflexively 
  trying 
  to 
  stop from falling to 
  your death 
  The judge decides the PC reaches out magically 
  to arrest their fall and asks for a spell check. If 
  the spell succeeds per the feather fall spell 
  result table, the character is awarded the spell  
  Wizard 
  Attempting to save a 
  bleeding out comrade 
  The judge asks for a spell check, and if the 
  check succeeds per the lay on hands result 
  table, the character gains the ability.  
  Cleric 
  Calling upon the King 
  of Elfland for aid 
  The judge asks for a spell check and if the spell 
  succeeds per the invoke patron spell result 
  table, the character is awarded the spell.  
  Elf 
  Attempting a backstab 
  after being awarded a 
  deed die 
  The action automatically fails as the PC is 
  linked to the warrior class and cannot acquire 
  the thief class-specific ability.  
  N/A 
  
  57 
  true capabilities. To reflect this, players are 
  provided with an overlay character sheet per the 
  web enhancement (found on www.mysticbull.com) 
  to use along with their 0-level character sheet that 
  includes all of the high-level class abilities for a 
  specific class. The strength of these abilities 
  increases as the PCs get closer to the source of the 
  Caretaker’s power, per the Bonus by Location table 
  on the opposite page. Upon receiving the overlay 
  character sheet, and anytime they increase their 
  effective level, players reroll their hit points using 
  the hit die for their class modified by their effective 
  level and current stamina, keeping the higher of the 
  two results.  
  Finally, PCs can also regain their full abilities by 
  overcoming 
  the 
  effects 
  of 
  the 
  mind 
  purge 
  administered during the reincarnation process. The 
  greater rod of karma found in area D can be used to 
  reverse the effects, or a remove curse cast with a 
  27+ result can potentially remove the memory loss 
  per the rules for a major curse. PCs can also be 
  transferred back to their original bodies that are 
  stored in area D-4d, which also fully restores their 
  abilities. Once a PC’s memory is fully restored they 
  are considered to have the full abilities of a 10th 
  level character. 
  JUDGES NOTES 
  This adventure has been developed to allow 
  experienced DCC RPG players to participate in the 
  funnel in a new and intriguing way. In particular, 
  specific sections of the adventure allow the judge to 
  intentionally revisit player experiences of prior 
  campaigns or settings in order to create the sense of 
  déjà vu hinting a solution to the central puzzle of 
  the host’s reincarnation. 
  The adventure starts with a scene from the party’s 
  past lives recreated by the Caretakers. These 
  vignettes are intended to allow the players to relive 
  memorable scenes from their character’s notional 
  path to becoming great champions, part of the 
  infinite series of heroic reflections spanning all of 
  time and space, and give them the chance to re-
  experience some familiar adventures they may have 
  played. While familiarity with each setting helps to 
  solve the encounters, it is not required. 
  The included vignettes provide a sample of such 
  settings drawn from existing DCC RPG modules as 
  well as potential settings that could represent an 
  aspect of the champion’s past in a different 
  multiverse. Except for area A, the judge should feel 
  free to tailor the vignettes to their particular 
  campaign setting or players to make the context as 
  meaningful as possible. For judges looking for 
  additional inspiration, a list of potential alternate 
  encounters is included below: 
   
  DCC #68 People of the Pit; Area 4-9 – 
  Consultation with Palimdybi. The PCs are 
  thrust into the role of saving an Elai noble 
  before she is seemingly sacrificed to the 
  pit-beast. 
   
  DCC #79 Frozen in Time; Area 4-3 – 
  Treasury. 
  The 
  PCs 
  find 
  themselves 
  accompanying a party of Elai as they 
  investigate 
  Null-Eleven’s 
  personal 
  collection of artifacts. 
   
  DCC #80 Intrigue at the Court of Chaos; 
  Event 4: Return to the Court of Chaos. 
  The PCs appear with the Lords of Chaos 
  shouting “DO YOU HAVE IT?!” and a 
  group of Elai, one of which holds the egg 
  of law in her hands. 
   
  DCC #81 The One Who Watches from 
  Below; Area 4-8 – The Vault of Eyes. The 
  PCs are being herded by a group of nobles 
  to recover treasure; perhaps a PC appears 
  with the curse? 
   
  DCC #85 Peril on the Purple Planet; The 
  PCs arrive riding the great mother Orm, 
  the greenstone crown just within reach! 
  Bonus by Location 
  Location 
  Effective Level 
  Spells* 
  Area A/B 
  6 
  Any level 
  1-3 
  Area C/D 
  8 
  Any level 
  1-4 
  Memory 
  restored 
  (any 
  location) 
  10 
  Any 
  * Modified by Intelligence for wizards or 
  Personality for clerics 
  
  58 
  HIERARCHY OF COLOR 
  As a part of the inspection process in area D-3, the 
  Elai are sorted and ensorcelled with a skin-altering 
  dye based on their potential for serving as various 
  vessels: green for those designated to be hosts, red 
  for priests, and blue for those vessels reserved for 
  the gods themselves. These enchantments react to 
  ultraviolet energy emitted by the force domes to 
  suppress or enhance the vessel’s will, allowing the 
  hosts to be more easily controlled.  
  While under the domes, the field has the following 
  effects on both PCs and hosts, which have already 
  been factored into the monster stats included in the 
  adventure: Green: -6 Will; Red: +4 Will; Blue: +8 
  Will. The effect can potentially be halted or even 
  reversed by characters that reach the control room 
  in area D-1a.  
  REJECTION OF THE HOST BODY 
  The Caretakers have culled the fittest of their 
  subjects for their use, and the bodies the PCs are 
  placed in are not suited for hosting the potency of a 
  higher-level being. As a result, they suffer from a 
  type of corruption as the host body rejects the 
  invasive spirit. 
  Each hour of game time, the PC must make an 
  ability check (randomly determined by the judge). 
  On a failure, the character loses 1d3 points from 
  that ability. These points cannot be recovered until 
  the higher-level being leaves the host. Once an 
  ability is reduced to 3, it cannot be reduced further 
  -- further failure results in loss of 1d3 points from 
  an ability of the player's choosing. Once all ability 
  scores are reduced to 3 (or below, from other 
  sources), 
  the 
  character 
  enters 
  a 
  state 
  of 
  unconscious debilitation and can only be revived by 
  placing the spirit in another host.  
  DEATH AND DYING 
  PCs that go below zero hit points do not die, but are 
  sent into a state of death-like shock that they can 
  recover from per the normal healing rules. This 
  effect is part of the host conditioning and only lasts 
  for the first 10 hit points below zero, where after the 
  normal death and dying rules take effect. The 
  players should not be made aware of this until an 
  attempt is made to heal them or recover their body. 
  Players inspecting PCs can spot this false state of 
  death with a DC 15 Intelligence check. 
  If all of the PCs die in this manner while in area A-
  1, they are collected by the Varna and reincarnated 
  into new bodies, beginning the cycle again. The 
  Judge hands each player a new 0-level character 
  and starts the adventure over. Players do not keep 
  extra action dice or class-specific actions previously 
  earned and are no longer linked to a specific class. 
  If the party suffers a TPK in any other location, 
  instead of placing them in a new host, the priests 
  bring them to the inspection chamber in area D-3 
  for examination, where they awaken with 1 hit point 
  in the bodies of the last hosts they inhabited, 
  retaining any abilities previously discovered. 
  Judge’s Note: Area A-1 is likely to result in a TPK 
  the first time the PCs experience it. After each TPK, 
  the judge should hand out new 0-level characters to 
  each player and read the introductory text again. 
  Each time through, a different set of men and 
  women make up the group of nobles accompanying 
  them on the boat, everything else is the same. The 
  PCs remember the events from the previous 
  encounter in horrible detail. It is up to the PCs to 
  use any knowledge they acquired to overcome the 
  cycle they are trapped within. 
  ADJUSTING TO 10TH LEVEL PLAY 
  PCs are immortals and demi-gods at 10th level, able 
  to pull off incredible feats of magic and defeat entire 
  armies of enemies. This adventure attempts to 
  provide interesting challenges even for such mighty 
  beings. Judges should be forewarned that even the 
  most well-laid plans can be overcome by players 
  with access to almost god-like characters. It is 
  kindly suggested therefore that while judges should 
  do their best to prepare for the unpreparable, they 
  are also encouraged to follow whatever inspiration 
  the players derive from access to those abilities - 
  this is their chance, after all, to attempt to take the 
  system as far as it is designed to go! 
  This adventure uses a number of artifacts to keep 
  track of character advancement. All can be found 
  in 
  the 
  D.A.M.N. 
  — 
  Autumn 
  2017 
  web 
  enhancement 
  on 
  the 
  Mystic 
  Bull 
  website: 
  www.mysticbull.com. The document also contains 
  all maps for all the adventures in this issue, as 
  well as other content! Got get it! It’s free!  
  
  59 
  PLAYER START 
  The party awakens to a scene from their past lives 
  as recreated by the Caretakers. Enclosed by vast 
  domes of magical energy scattered across the frozen 
  wastes and populated by host creatures prevented 
  from harming them, the vignettes provide an 
  opportunity for their worshipers to safely experience 
  the thrill of combat without the risk of real danger.  
  The domes are created out of the uncanny magical 
  energies 
  redirected 
  from 
  the 
  portal 
  to 
  the 
  underworld opened by the Caretakers. Viewed from 
  the outside, they appear as shimmering fields of 
  azure energy roughly a mile across and are one-way 
  physical and magical barriers, warding off the 
  elements and barring passage into them. From the 
  inside they provide the illusion of an infinite horizon 
  to match the specific scene to those within. While 
  passage out through the edge of the dome is not 
  prevented, creatures leaving the dome are affected 
  as if a dispel magic spell with a DC 24 result was 
  cast on them.  
  AREA A-1 - RETURN TO THE STARLESS 
  SEA 
  At the start of the adventure, read or paraphrase 
  the following: 
  You slowly awaken as if from a dream, your only 
  awareness of what came before is a sense of 
  absolute peace, as if you heard the song the stars 
  sing on the shores of a great sea, only to now find 
  yourselves in a nightmare. With mounting horror, you 
  feel a growing awareness of flesh and a disorienting 
  array of senses. Out of the confusion of impressions, 
  you hear the sound of lapping waves and recognize 
  that you are on a strangely familiar boat, its prow 
  carved in the shape of a dragon. A flickering light 
  atop a ziggurat built on an island appears to be the 
  vessel’s destination far across a starless sea. You 
  hear the beat of distant drums and echoing wails of 
  terror. 
  A small group of men and women are on the boat 
  with you, all plainly garbed in the style of peasants 
  and 
  yeomen 
  and 
  carrying 
  an 
  assortment 
  of 
  improvised weapons. Strangely, each bears a golden 
  torque around their necks. One of the men, dressed 
  as a farmer and carrying a pitchfork, calls to you and 
  points toward cluster of waving green tentacles just 
  off the prow of the ship. 
  SUMMARY OF KEY EVENTS 
  While the Gods Laugh is intended to proceed in 
  roughly three broad acts. The first requires the 
  players to solve the puzzle of the 10th level funnel. 
  The second revolves around the discovery of the 
  history of the Caretakers. The third act is the 
  confrontation with the Caretakers and the decision 
  on whether to embrace or reject their roles as 
  champions of balance. Below are some of the key 
  points for the judge to keep in mind:  
   
  The scenes recreated by the Caretakers from 
  the power of the underworld are realistic-
  looking, but show signs of artificiality if 
  examined closely, e.g. the well-made clothes 
  of the nobles and the prop weapons or the 
  building façades in area A. 
   
  The party will likely TPK at least once. This is 
  actually expected and serves to expose the 
  reincarnation plot of the adventure. 
   
  The players can only gain class-specific 
  abilities of a single character class. The 
  classes are assigned based on the PC that 
  first succeeds in that class-specific ability. 
   
  The overlay character sheets are only handed 
  out once all PCs are linked to a specific class. 
  Until then, the players use just the most 
  recently provided 0-level character sheet 
  adjusted with any bonus abilities they 
  acquire. 
   
  The PCs degenerate as a result of the body 
  rejecting the reincarnation process. Each 
  hour they must roll a random attribute and 
  succeed on an attribute check or lose 1d3 
  points from that attribute. 
   
  Finally, be prepared to adjust this adventure 
  to respond to the players. 10th level PCs will 
  find a way to break whatever you throw at 
  them! 
  The characters face a curious challenge: reliving a 
  frantic moment from their past at the earliest point 
  of their adventuring careers, long before they were 
  high level champions. The mental fog from their 
  reincarnation causes a -2 to all rolls for the first 
  two rounds. Additionally, each the PCs recognize 
  each other by the distinct green color of their skin, 
  the same tint as the waving tentacles in the water. 
  
  60 
  The passengers are nobles of the Elai race that 
  worship the Caretakers, disguised as common 
  peasants and are here for a unique form of 
  entertainment. The Caretakers have recreated in 
  minute detail a scene from the purged memories of 
  the champions (the PCs) and provide the scene as 
  entertainment to their devoted servants. The hosts 
  that the PCs and the monsters inhabit are Elai that 
  have defied the Caretakers – and this is their 
  punishment.  
  Attentive PCs (DC 10 Intelligence check) recognize 
  that the clothes the nobles wear are a bit too well-
  made, as if they were intentionally designed to 
  mimic peasant clothing. Each noble is outfitted as a 
  random 0-level character, in addition to golden 
  torques that prevent creatures in the “scene” from 
  attacking 
  them 
  directly. 
  Any 
  harmful 
  action 
  attempted by a PC or host monster against someone 
  wearing the torque requires them to overcome this 
  ward of protection with a Will save (DC 15). Failure 
  indicates the PC or monster’s action is halted and 
  lost. 
  Elai noble (8): Init +0; Atk varies +2 melee (per 
  weapon); AC 10; HD 1d8; hp 5 each; MV 30’; Act 
  1d20; SP golden torque (DC 15 Will save to harm); 
  SV Fort +1, Ref +2, Will +0; AL L. 
  The leviathan moves to attack, arriving four rounds 
  after the PCs awaken. The PCs only choices are to 
  appease the leviathan with a sacrifice or fight. If the 
  party sacrifices a character (PC or Elai noble), the 
  beast accepts the offering and then retreats. 
  Sacrifices are drowned and then released a round 
  later to float on the surface of the water. The boat 
  moves on toward the ziggaraut of its own accord. 
  NOTE: The PCs have to overcome the power of the 
  torque to throw an Elai noble overboard. The 
  leviathan does not attack (and will not accept as 
  sacrifice) a noble still wearing its torque.  
  Otherwise, the leviathan attacks up to six random 
  targets in the boat each round by either slamming 
  an opponent with a tentacle or wrapping up the 
  victim and dragging them under water (Strength 
  check DC 20 to escape). If an Elai noble wearing a 
  torque is the subject of a random attack, the beast’s 
  tentacle visibly recoils.  
  Chaos leviathan host: Init +0; Atk tentacle +6 
  melee (1d8+2); AC 15; HD 10d10; HP 56; MV 50’; 
  Act 6d20; SP grapple on successful hit (DC 20 
  strength check to escape), host traits; SV Fort +10, 
  Ref -2, Will +0; AL C. 
  The chaos leviathan inhabits an Elai host deemed 
  too deficient for other uses by the Caretakers. The 
  host within has been driven mad by the process, 
  but characters can still attempt to communicate 
  with them (Personality check DC 18). Monsters that 
  inhabit a host have an odd greenish tint to the skin 
  exactly like the PCs. Like the PCs, when reduced to 
  0 hit points, hosts go into a state of death-like 
  shock only dying once they exceed -10 hit points.  
  While monster hosts cannot attack anyone wearing 
  a golden torque, should the system controlling the 
  scenes be disabled or if they leave the domes, hosts 
  shake off their monster forms and are no longer 
  affected by the golden torques. 
  Per the Death and Dying section, any drowned or 
  killed PCs that are still above -10 hit points are only 
  in a state of shock and their bodies can be recovered 
  by surviving members of the party. 
  
  61 
  AREA A-1A - THE ZIGGURAT 
  Read 
  or 
  paraphrase 
  the 
  following: 
  Coming down the ramp towards you are two figures 
  dressed in short white kirtles, their exposed skin a 
  deep red hue. The humanoids wear golden torques 
  but have shaved heads and are not further adorned 
  or equipped, though one carries a short segmented 
  rod. They greet you with friendly, open expressions. 
  The Varna, priests of the caretakers, attempt to 
  mollify the PCs long enough for one of them to 
  activate the lesser rod of karma (currently set to 
  paralysis – see the Lesser Rod of Karma section). 
  Barring that, the Varna are fitted with a subdural 
  frequency manipulator that either allows them to 
  control hosts (including the PCs) or disable them 
  with painful wave emissions. If the PCs are 
  captured, they are brought to area D-3 for further 
  examination. 
  Varna novitiate (2): Init -1; Atk fist +2 melee (1d3) 
  or SP; AC 12; HD 3d8; hp 10, 11; MV 30’; Act 1d20; 
  SP golden torque (DC 15 Will save to harm), 
  subdural frequency manipulator (charm host 1/
  day, turns any host friendly to their cause for 1d4 
  hours, DC 13 Will save to resist) or pain emitter 2/
  day, 1d6+1 damage to any host at a range of 50’, 
  (DC 12 Will save for half damage); SV Fort +1, Ref 
  +0, Will +6; AL N. 
  If the PCs overcome the novitiates, they gain 
  possession of the rod, a powerful artifact used to 
  travel between scenes and enforce conduct. Judges 
  should set the puzzle rod to 
  ( 0 , 0 , 3 ) a n d 
  hand it to the players without further explanation. 
  Allow the PCs to experiment as they will. If the PCs 
  do not uncover the secrets of the rod, the 
  Caretakers continue to send their priests to recover 
  the PCs, bringing them back to area D-3 if 
  successful. See Appendix A—Rods of Karma.  
  A cooling fire pit and scatter of weapons and 
  ceremonial implements lie at the top of the ziggurat, 
  looking hastily abandoned. Further investigation 
  reveals the implements to be flimsy props. Even the 
  fire pit is composed of warm glowing stones (about 
  20).  
  Secret door (DC 18): A hidden button opens a 
  hatch in the bottom of the fire pit. The access 
  tunnel below drops down 50’ via iron ladder rungs 
  to a rail tunnel and 1d3+1 powered rail cars. Each 
  car has room for up to eight passengers and is 
  operated by a simple lever that controls acceleration 
  (DC 12 Intelligence check to activate and operate). 
  PCs that use the rail line risk pursuit by the Varna 
  if they do not somehow disable the second car. 
  Travelling by foot requires a journey of half a day. 
  The rail line leads to Area D-1.  
  AREA A-2 - WESTERN WORLD 
  NOTE: The only ways to get to A-2 are via a Rod of 
  Karma or by using the rail line from D-1.  
  A number of timber buildings line both sides of a 
  dusty street that stretches into the distance. Wooden 
  signs with strange runes hang from several of the 
  buildings and creak in the dry, hot wind. Looking 
  down, you find yourselves dressed in strange clothes 
  – women in wide bell dresses while men wear tight 
  leggings, heavy boots and well-tailored shirts. Each 
  of you wears a wide leather belt and short scabbard 
  holding an odd-looking metal object with a curved 
  wooden handle. 
  A tall building at the end of the street emits a series 
  of deep chimes, twelve in all, before the steady howl 
  of the wind takes over again. A door opens down the 
  street and three figures dressed in long dusty coats 
  and wide-brimmed hats exit and slowly gather a few 
  paces away. Each carries a long metal tube and 
  wears a golden torque around their neck. 
  The PCs each have a holstered revolver on their 
  belt, but unlike the very real and very deadly 
  firearms the Elai nobles carry, these are only for 
  show and only fire blanks. Any PCs that ‘died’ in a 
  previous encounter but transported along with the 
  party appear similarly dressed unconscious, and 
  The Varna are a class of priest-technicians selected 
  from the aspiring Elai supplicants that enforce the 
  will of the Caretakers. Their skin has been imbued 
  with a red pigment that acts as a Will-strengthening 
  agent under the domes. There are three orders of 
  Varna: novitiate, acolyte, and aesthete, led by an 
  archabbot who serves as the voice of the gods. 
  If the PCs attack the nobles or manage to defeat the 
  leviathan, the drumming immediately stops from the 
  ziggurat. The starless sea settles into lapping silence. 
  When the boat docks on the island, any surviving 
  nobles immediately flee from the PCs up the ramp 
  seeking remuneration and explanations from the 
  Varna (see below).  
  
  62 
  lying in open wooden coffins propped against the 
  railings of one of the buildings. If the PCs do 
  nothing, the nobles advance to a point 70’ away and 
  call out for them to “draw.” 
  Elai noble (3): Init +2 (d24 when using firearm); Atk 
  rifle +2 ranged (2d10); AC 11; HD 1d8; hp 25 each 
  (20 temporary); MV 30’; Act 1d20; SP golden torque 
  (DC 15 Will save to harm); SV Fort +1, Ref +2, Will 
  +0; AL L. 
  NOTE: Any PC attempting to use a firearm rolls a 
  d16 action die for the unfamiliar weapon.  
  The party can attempt to overwhelm the nobles or 
  escape. If they manage to kill or drive off the nobles, 
  they only have two turns to investigate the town 
  (see below). They quickly find that all of the 
  buildings except the jail and saloon are merely 
  façades 
  propped 
  up 
  on 
  wooden 
  struts. 
  The 
  building’s signs can be read with a DC 15 read 
  languages check or DC 20 Intelligence check and 
  list a number of unfamiliar words such as 
  “Hardware Store”, “Livery”, and “Post Office”.  
  After two turns a posse of a dozen green-skinned 
  gunslinger hosts mounted on horseback led by two 
  Varna ride into town to find the PCs. 
  Varna novitiate (2): Init -1; Atk fist +2 melee (1d3) 
  or SP; AC 12; HD 3d8; hp 10, 11; MV 30’; Act 1d20; 
  SP golden torque (DC 15 Will save to harm), 
  subdural frequency manipulator (charm host 1/
  day, turns any host friendly to their cause for 1d4 
  hours, DC 13 Will save to resist; pain emitter 2/
  day, 1d6+1 damage to any host at a range of 50’, 
  DC 12 Will save for half damage); SV Fort +1, Ref 
  +0, Will +6; AL N. 
  Gunslinger hosts (12): Init +2 (d24 when using 
  firearm); Atk rifle +4 ranged (2d10); AC 11; HD 3d8; 
  hp 
  17 
  each; 
  MV 
  30’; 
  Act 
  1d20; 
  SP 
  host 
  characteristics; SV Fort +1, Ref +2, Will -4; AL L. 
  AREA A-2A - THE SALOON 
  Tables and chairs occupy half of this large open 
  room. The other half is dominated by a broad counter 
  of polished wood, behind which is a mirrored wall 
  filled with shelves holding a dozen colored bottles of 
  various shapes and sizes. The sound of faint music 
  can be heard coming from a far corner. 
  A staircase at the rear leads to several rooms 
  upstairs each furnished with a simple bed and 
  wardrobe. Just below the staircase is a player piano 
  that plays a tinny song in a continuous loop. PCs 
  investigating the bottles discover they contain an 
  abrasive, but warming, alcoholic distillation. Two of 
  the bottles marked with the word courage (DC 15 
  read languages check or DC 20 Intelligence check) 
  provide +20 hit points that last for 1d3 hours. Each 
  bottle contains two doses of “courage.”  
  AREA A-2B - THE JAIL 
  The room contains a spare-looking pine desk and two 
  iron-barred 
  chambers, 
  both 
  with 
  low 
  wooden 
  benches inside. Two weapons, long metal tubes 
  mounted to wide wooden “pommels” hang from the 
  wall.  
  The wall rack holds two rifles with empty spots for 
  three more. Each is loaded with eight shots. The 
  cells can be opened with a DC 12 pick lock check or 
  a DC 20 Strength check. PCs searching the desk 
  find a ring of iron keys, one for each cell.  
  Secret door (DC 18): Under the bench on the floor 
  of the leftmost cell the floor is scratched, as if the 
  bench is regularly move. Moving the bench in the 
  jail cell reveals the outline of a hidden panel that 
  leads to the tunnels connected to area D-1 (see the 
  Secret Door entry in Area A-1a). 
  AREA A-3 - THE PATH 
  NOTE: The only ways to get to A-3 are via a Rod of 
  Karma or by using the rail line from D-1.  
  You stand in a small wooded clearing surrounded by 
  dense old-growth forest. An opening to the north 
  ends in a well-trod path that extends both east and 
  west. Looking down, you see that you are each 
  wearing 
  simple 
  tunics 
  emblazoned 
  with 
  an 
  unfamiliar chivalric symbol. A man-sized white rabbit 
  wearing a vest and hat suddenly hops into view. 
  Pausing, it pulls a golden object on a silver chain 
  from 
  its 
  coat, 
  looking 
  at 
  it 
  before 
  hurriedly 
  disappearing down the path to the east. A few 
  Editor’s Aside: Armed with ineffective weapons 
  (other than ones scavenged previously), this 
  encounter may seem unwinnable. The idea of 
  these encounters is to have the characters stretch 
  their abilities – i.e. attempt class-based actions in 
  order to “level up.” In the playtest that I played in, 
  my warrior with the 6 STR punched a dragon to 
  death. As the characters begin to come into their 
  own, they’ll find they are more than capable of 
  surviving encounters that seem insurmountable. – 
  Paul 
  
  63 
  moments after, a woman’s scream can be heard 
  coming from the same direction. 
  PCs examining the clearing and path find evidence 
  of a number of people passing this way before, and 
  with a DC 12 Intelligence check, locate large rabbit 
  tracks going along the path in both directions. The 
  PCs are dressed as men-at-arms wearing heraldic 
  devices that bear the symbols of the Caretakers as 
  per their alignment (see Area B-1) and carry 
  sheathed wooden longswords, painted to appear 
  real (1d4 damage, breaks on a natural roll of 18-
  20). 
  Any PCs that fell into a state of shock in the 
  previous encounter are laid out west to east on 
  wooden pyres, similarly dressed and clasping a 
  wooden sword across their chest. If revived or 
  inspected, a copper coin stamped with the symbol of 
  A n t h o s 
  can be found in each of the PC’s 
  mouths. 
  AREA A-3A - THE FOREST GLADE 
  The path opens into a large clearing several hundred 
  feet across. Chained to a rocky outcropping in the 
  middle is a woman dressed in a long flowing blue 
  gown with an ungainly conical hat perched atop her 
  head. Curled about the rock is a huge green reptile, 
  its massive wings folded against its body. Seeing 
  you, the woman stops her screaming and clutches 
  her hands together, saying in a high falsetto “my 
  heroes!”, before sitting down in the grass and 
  yawning. The great lizard uncurls off the rock and 
  turns to attack. 
  Bored Elai Noble: Init +0; Atk fists +0 melee (1d3); 
  AC 10; HD 1d8; hp 5; MV 30’; Act 1d20; SP golden 
  torque (DC 15 Will save to harm); SV Fort +1, Ref 
  +2, Will +0; AL L. 
  Average-size green dragon host: Init +7; Atk claw 
  (x2) +8 melee (1d8), bite +8 melee (1d12), tail slap 
  +8 melee (1d20), wing buffet +8 melee (2d12); AC 
  21; HD 7d12; hp 43; MV 50’; Act attacks 4d20, 
  spells 1d20; SP breath weapon (2/day, fire, 53 
  damage, DC 17 Ref save for half), spells (+4 spell 
  check: color spray, read magic, mirror image), 
  armored hide, speak with animals (1/hour), control 
  fire (3/hour); SV Fort +7, Ref +7, Will +1; AL C. 
  Twice per day, the dragon host can breathe fire, 
  burning all targets in a 10’ wide line that is 3d6x10’ 
  long. The dragon host does not pursue opponents 
  beyond the clearing. Unless prevented, the Elai 
  noble slips her chains and flees the clearing as soon 
  as the battle starts to avoid getting injured, and 
  seeks out two nearby Varna novitiates if the PCs 
  exhibit any non-host like behavior. 
  AREA A-3B - THE WARREN  
  The path ends abruptly at a rock wall in the side of a 
  small hill.  
  The hill is part of the system of controls that 
  maintains this scene for the Caretakers. PCs that 
  press their ears against the rock wall hear the faint 
  sound of humming coming from within the hill. A 
  well-hidden natural opening in the rock face leads 
  within to a small burrow. Human-sized PCs must 
  bend over while in the passages, causing a -1d to all 
  actions. 
  The path leads to a corridor of smooth walls and 
  panels. Rounding one corner, the PCs enter a large 
  room filled with complex machinery lit by a harsh 
  overhead glare. A number of large rabbits putter 
  around the equipment. They pay no attention to the 
  PCs unless physically disturbed, in which case they 
  bare their teeth and leap to attack. An exit at the 
  rear of the chamber leads to a the series of long 
  tunnels that lead to area D-1 (see the Secret Door 
  entry in Area A-1a). 
  Hare technician (6): Init +4; Atk tool +2 melee 
  (1d4) or bite +4 melee (1d6+1); AC 12; HD 2d8; hp 
  10 each; MV 30’; Act 1d20; SP leap; SV Fort +1, Ref 
  +3, Will +2; AL N. 
  The hare technicians wield small unfamiliar-looking 
  tools, using them to slash and cut at their 
  opponents. They can also leap at targets up to 15’ 
  away, and with a successful hit, inflict a savage bite 
  on the character’s neck or face. The hares are not 
  hosts and are not affected by the torques. 
  AREA A-4: ABANDONED AMPRIDATVIR 
  NOTE: The only ways to get to A-3 are via a Rod of 
  Karma or by using the rail line from D-1.  
  An ancient ruin filled with towering spires made of 
  glass and metal stretches out as far as you can see. 
  Before you, a smooth dark path cuts between the 
  towers, spreading out in each cardinal direction. Its 
  surface is unlike anything you have seen, and with a 
  dizzying realization, you see that the path itself 
  appears to be moving. At the base of the spires are 
  large piles of rocky debris, seemingly fallen from high 
  above, as well as several unusual boat-shaped 
  
  64 
  objects. You see no sign of people or animals except a 
  number of bird-like creatures soaring near the tops of 
  the spires. 
  The entrances to the spires are either blocked by 
  debris or no longer function. PCs finding a way in 
  discover ancient lobbies that have fallen into decay. 
  The path is a moving walkway that whisks travelers 
  along at 30’ per round. Stepping on the path for 
  those unfamiliar with its operation requires a DC 10 
  Reflex save to not fall prone. Any movement on the 
  pathway draws the attention of the Elai-piloted 
  aircars. 
  The boat shaped objects are aircars, built by an 
  ancient race long ago and recreated by the 
  Caretakers. The aircars are swift moving vehicles 
  with a transparent domed passenger compartment 
  and cushioned seats, controlled by a series of levers 
  and a large globe mounted on a rod surrounded by 
  strange characters. To activate, the PC must either 
  read 
  the 
  runes 
  (DC 
  15 
  read 
  languages 
  or 
  comprehend languages) or make a Luck check, after 
  which the car hovers five feet off the ground making 
  a curious whining sound. After activation, pushing 
  down on the rod makes the car jerk into the air at a 
  terrifying speed. 
  As you approach the top of one of the spires, you see 
  that the bird-like creatures are actually vehicles 
  similar to your own. As you watch, a flash of fire 
  erupts from one of the vehicles and another directly 
  in front of it explodes in a column of bright light. 
  Seeming to take notice you, a pair of vehicles peel 
  away from the group and head directly toward you. 
  The PCs have been deposited in the middle of a 
  dogfight and gained the attention of two Elai nobles 
  piloting similar vehicles. The air cars are equipped 
  with a kinetic weapon that launches explosive 
  slugs. When flying them in combat, the PCs must 
  make a DC 12 Reflex save each round or lose 
  control. Vehicles that are out of control cannot 
  attack until control is restored, and each round 
  they are out of control there is a cumulative 10% 
  chance of crashing into the side of a tower or the 
  ground. 
  NOTE: Characters unfamiliar with such technology 
  roll a d16 for all action dice and saving throws when 
  operating the aircars.  
  Aircar (2): Init +4; Atk kinetic cannon +4 missile 
  fire (2d8+2); AC 16; HD 4d10+6; hp 35 each; MV Fly 
  120’; Act 1d20; SP golden torque (DC 15 Will save to 
  harm); SV Fort +6, Ref +6, Will +2; AL L. 
  AREA A-4A - HANGER 
  Atop one of the towers is a landing pad with a 
  number of aircars parked on it. A locked door (DC 
  15 pick locks or DC 20 Strength check) opens to the 
  tunnel system that leads to area D-1 (see the Secret 
  Door entry in Area A-1a). 
  AREA B - THE WASTES 
  An icy waste extends in all directions around you, 
  punctuated by several shimmering azure domes in 
  the distance. The only break in the continuity is to 
  the north where a huge arch extends across the 
  horizon. In relation to the other domes it is vast - 
  miles wide and at least a mile high.  
  The surface outside the force domes is a cold 
  desolate place, with the only havens being the 
  occasional shelter of a rocky cave that can be 
  stumbled on by travelers braving the elements. PCs 
  traversing the wastes see a number of smaller 
  domes that dot the horizon, each appearing as a 
  shimmering semi-transparent field (Areas A1 – A4 
  and C). The largest, the Dome of Heaven, where the 
  Caretakers reside is several miles across and soars 
  high above the others.  
  The Caretakers pay little attention to the outside 
  world, leaving those unfortunate hosts that have 
  managed to escape the shelter of the domes at the 
  mercy of the elements and the boreal creatures that 
  hunt there. The environment is extremely harsh. 
  PCs must make DC 15 Fortitude saves each turn or 
  lose 1 point of temporary Agility that can only be 
  recovered once leaving the wastes. Those that reach 
  0 Agility are frozen stiff.  
  Parties who spend any time in the wastes also risk 
  being attacked by waste beasts. These creatures 
  appear and immediately attack on a result of 1 or 2 
  on a d6 rolled when the characters first arrive in the 
  waste and each hour thereafter.  
  The PCs may end up in Area B-1 using the lesser 
  rod of karma. If they decided to set out across the 
  frozen wastes, instead of enter the Dome of Heaven 
  (Area C), they are in for a long dangerous trek. 
  
  65 
  
  66 
  Waste beast: Init +4; Atk claw +6 melee (2d4+2); AC 
  15; HD 5d10+5; MV 30’; Act 2d20; SP freezing 
  touch, double damage from heat; SV Fort +8, Ref 
  +2, Will +4; AL C. 
  The touch of a waste beast freezes the air around its 
  victims, eventually turning its prey into an immobile 
  statue of ice. Any creature struck by a waste beast 
  must make a DC 12 Fortitude save or lose 5’ of 
  movement as the growing weight of hoarfrost covers 
  their skins and clothes. Any creature reduced to 0 
  movement is held in place by the weight of ice and 
  cannot move until freed, requiring a full 1d4+1 
  rounds to remove.  
  AREA B-1 
  PCs transporting here via the lesser rod of karma 
  arrive 1000’ away from the largest dome. At this 
  distance the PCs can see a large arch made of a 
  smooth dark material that appears in the dome’s 
  side. Beyond the opening stands lush, dense green 
  forest. The portal is one of the entrances to the 
  dome regularly spaced about its circumference to 
  allow Elai pilgrims to pass through.  
  Three runes ward the entrance (See the Symbols of 
  Heaven table below) identical to those that appear 
  on the lesser rod of karma. On the arch are three 
  triangular blocks that can be rotated, showing a 
  different rune etched on each side. To pass through 
  unharmed, the PC must align all three blocks to 
  show the symbol that matches their alignment; 
  otherwise they are afflicted as per the table below 
  (treat as a major curse with a DC 26 save). 
  AREA C - THE DOME OF 
  HEAVEN 
  Within the dome, the air is warm and lush with no 
  hint of the icy chill just a few steps away. Above you, 
  a cerulean sky soars into the distance. A large amber
  -colored globe casts a golden light over everything 
  inside. In the distance, a majestic flat-topped 
  mountain rises near the center of the dome upon 
  which rests a golden building with a tall spire. A 
  vortex of azure matter and energy swirls up from the 
  spire merging with the shimmering field of the dome.  
  A well-travelled footpath leads from the portal into 
  the dense forest ahead. 
  This is the Caretaker’s celestial city and the forest of 
  Edaileda. Elai pilgrims flock to the home of the gods 
  to worship and petition the Caretakers to be chosen 
  as vessels. The dome is enormous, extending 
  beyond the horizon, and while within the dome PCs 
  and hosts are affected as per the host qualities 
  listed earlier. 
  The swirling stream is the channeled force of the 
  underworld rising from the portal in area D-1b and 
  spreading 
  outwards 
  into 
  the 
  areas 
  of 
  the 
  Caretaker’s dominion beyond their Eden. 
  AREA C-1 - THE FOREST OF EDAILEDA 
  The forest closes in around you, hiding the mountain 
  peak. A well-worn path leads to the north through 
  tall stands of spruce, pines and birch that spread 
  unbroken for leagues, punctuated by icy rills that run 
  throughout the forest. 
  Symbols of Heaven 
  Alignment 
  Symbol 
  Effect 
  Lawful 
   
  The PC must make a Fortitude save or be blinded for 24 hours. Blind creatures suffer a 
  -4 penalty to initiative, attack and damage rolls, saving throws, and spell checks, and 
  are easy to surprise. In addition, a blind character firing a missile weapon is at -2d to 
  hit and any missed shot has a 50% chance of striking a randomly determined ally.  
  Chaotic 
   
  The PC must make a Fortitude save or be deafened for 24 hours. Deaf creatures suffer 
  a -4 penalty to initiative rolls and are easily surprised. Deaf spellcasters suffer a -1d 
  penalty to all spell checks. The condition also throws off the character’s balance, 
  imparting a -1d penalty to Agility checks and Reflex saves.  
  Neutral 
   
  The PC must make a Fortitude save or be crippled for 24 hours. Crippled individuals 
  have their movement rate reduced to 5’ per round, suffer a -4 penalty to initiative rolls 
  and a -1d penalty to all attack and damage rolls, saving throws, and spell checks.  
  
  67 
  Travel to the base of the mountain using the forest 
  paths takes four hours by foot. As they walk, forest 
  guardians, huge white tigers with human heads, 
  stalk the PCs. Unless the PCs take precautions to 
  disguise themselves as priests or pilgrims, the 
  hybrid tigers attack the party, springing from 
  ambuscades. 
  Forest guardians (6): Init +5; Atk bite +9 melee 
  (2d4+2) and claw +5 melee (1d6+2); AC 17; HD 
  7d10; hp 42 each; MV 40’; Act 2d20; SP hide +10; 
  SV Fort +7, Ref +8, Will +4; AL N. 
  The forest guardians are the most devoted of the 
  Caretakers’ priests changed into animal form. The 
  guardians taunt the PCs, questioning their purpose 
  and mocking their responses before they kill them. 
  If encountered in the forest, they receive a +10 
  check to hide rolls, with a successful check 
  resulting in surprise. 
  During the trek, the PCs see a golden chariot fly 
  overhead towards the north, seemingly propelled by 
  its flaming tail. This is Rudra returning to the dome 
  from one of her errands.  
   AREA C-2 - THE PILGRIM'S CAMP 
  The forest path opens into a large clearing, the 
  central mountain looming in the distance. At its base 
  is an encampment with dozens of white tents. A 
  narrow trail can be seen going up the face of the 
  mountain that starts from the far side of the camp 
  where a river feeds into a sapphire-colored lake. A 
  group of white-robed figures climb the trail. More 
  white-robed individuals move about the camp 
  performing 
  ascetic 
  rituals, 
  preparing 
  meals, 
  conversing, or praying. At the base of the trail, two 
  enormous humanoid figures stand, watching the 
  pilgrims pass. Each has the body of a man with the 
  head of an animal. Both are armed with halberds 
  and spears the size of small trees. 
  The encampment is a staging ground for Elai 
  pilgrims wishing to ascend to the temple at the top 
  of the mountain. They are devoted to the Caretakers 
  and if asked, are quite happy to share the tenants 
  of their belief with any willing listeners, though they 
  recognize any green-skinned individuals as hosts 
  and raise an alarm if encountered. Unlike the 
  nobles encountered in area A, they do not wear 
  torques and if attacked, they prostrate themselves 
  calling out the names of their gods to intervene. The 
  giants are known as Children of the Gods, and 
  guard the path up the mountain, allowing only 
  pilgrims to pass. 
  Elai pilgrims (50): Init +0; Atk fist +2 melee (1d3); 
  AC 10; HD 1d8; hp 5 each; MV 30’; Act 1d20; SP 
  none; SV Fort +1, Ref +2, Will +0; AL L. 
  Children of the gods (18’ tall, 4,000 lbs.) (2): Init 
  +5; Atk halberd +20 melee (3d10+8) or spear +12 
  missile fire (2d8+8, range 200’); AC 18; HD 14d10; 
  hp 71, 80; MV 50’; Act 2d24; SP crit on 20-24, treat 
  halberd as a magical +2 weapon, immunities; SV 
  Fort +12, Ref +8, Will +12; AL N 
  Children of the gods are giant-sized human-animal 
  composites that guard the sacred path and temple 
  grounds. Their semi-animal nature makes them 
  immune to spells that affect people, such as charm 
  person, though the druidic variation of charm 
  person affects them normally, as do potions of 
  animal control. They carry blades of supernal quality 
  derived from a rare element found during the 
  excavation into the underworld and are treated as 
  +2 magic weapons. Animal-headed giants have a 
  random appearance as follows: 
  1d10 
  Animal Head 
  1 
  Elephant 
  2 
  Tiger 
  3 
  Rat 
  4 
  Monkey 
  5 
  Snake 
  6 
  Rhinoceros 
  7 
  Bull 
  8 
  Hippopotamus 
  9 
  Vulture 
  10 
  Goat 
  AREA C-3 - THE PATH 
  The rough trail climbs up the side of the mountain, its 
  path well-worn by the passage of thousands of 
  penitents over centuries.  
  The trail climbs for thousands of feet and is just 
  wide enough for two people to walk abreast. As it 
  ascends, it passes from forest canopy, through 
  scattered trees, and finally into areas of bare furze. 
  There are no railings to assist climbers, to one side 
  is solid rock, the other a deepening abyss. The steep 
  climb is wearying, normally taking the pilgrims half 
  
  68 
  a day. PCs attempting the climb on their own must 
  make three Stamina rolls, with the climb taking 2 
  hours + 1 additional hour for each failed roll.  
  Rudra patrols the Dome of Heaven in her fire 
  chariot. Any disruption or fighting in the camp or 
  along the stairs draws her attention, and she 
  arrives 
  2d4 
  rounds 
  later. 
  Rudra 
  is 
  always 
  accompanied by two huge garudas that she directs 
  to snatch up opponents and bring them to the 
  temple. If Rudra is not encountered here, she is 
  found in the eden gardens in area D-4b. 
  Rudra, renegade champion of law: Init +10; Atk 
  trident +26 melee (4d10+10) or disintegration ray 
  +12 missile fire (2d8+10, range 300’); AC 21; HD 
  16d10; hp 101; MV 30’ or fly 80’ in chariot; Act 
  3d20; SP immune to 1st and 2nd level spells, spells 
  (+12 spell check: animal summoning, magic shield); 
  SV Fort +15, Ref +5, Will +14; AL L. 
  The renegades were once Yuga’s champions, but 
  have been reincarnated into the fittest Elai vessels 
  for centuries and appear as robust blue-skinned 
  men and women. Each carries a potent magic item 
  that is identified with them in stories and tales 
  across a dozen worlds. Rudra currently appears as 
  a blue-skinned woman smeared with ashes, her 
  hair piled up in matted locks. She wears an animal 
  skin and wields a trident that can disintegrate foes. 
  Rudra attacks from a fire chariot that provides 
  magical protection, granting her immunity to all 
  level 1 and 2 spells and causing all spell checks 
  made against her to suffer a -6 penalty. 
  Garuda (2): Init +4; Atk bite +15 melee (4d6) and 
  claw +12 melee (2d6); AC 19; HD 10d10; hp 60, 53; 
  MV 30’, fly 80’; Act 2d20; SP snatch; SV Fort +9, Ref 
  +10, Will +8; AL C. 
  Garuda are huge chimeric bird-like creatures that 
  have golden-colored bodies and faces of men, red 
  wings, and an eagle's beak. Upon a successful 
  attack with their claws, instead of inflicting damage 
  they can choose to snatch opponents. Characters 
  grabbed in this way can do nothing but attempt a 
  DC 20 Strength check to free themselves. Garuda 
  can carry up to two man-sized creatures in their 
  talons. 
  AREA C-4 - THE PLATEAU 
  The trail finally ends at a wide flat plateau. Before 
  you a great golden temple rises atop a steep scarp. 
  Giant statues of golden-armored warriors brace an 
  elaborately carved entablature below a peaked roof 
  A line of pilgrims climb wide steps leading to a set of 
  open doors. A huge crystalline spire rises from the 
  center of the temple, waves of energy flowing out of 
  its unseen crest into the sky above. Two animal-
  headed giants flank the base of the temple stairs. 
  Another pair stand beside the doors into the temple.  
  The celestial city rises from the plateau, wrought 
  and sanctified by the magicks of the Caretakers 
  after opening the portal to the underworld - a shrine 
  where the would-be masters of karma pull apart the 
  fabric of the cosmos in their attempt to wrest away 
  fate itself. The temple is a perfect square out of 
  which rises a tall, multi-faceted central spire that 
  contains the chambers of the gods - a dazzling eden 
  where 
  the 
  Caretakers 
  live 
  and 
  Yuga’s 
  lost 
  champions can be found. The temple itself is 
  imperishable as long as the underworld portal 
  remains open.  
  Children of the gods (18’ tall, 4,000 lbs.) (4): Init 
  +5; Atk halberd +20 melee (3d10+8) or spear +12 
  missile fire (2d8+8, range 200’); AC 18; HD 14d10; 
  hp 71, 80; MV 50’; Act 2d24; SP crit on 20-24, treat 
  halberd as a magical +2 weapon, immunities; SV 
  Fort +12, Ref +8, Will +12; AL N 
  AREA D - THE TEMPLE 
  OF THE CARETAKERS 
  The temple comprises four levels: the Caverns (D1), 
  the Chamber of Prayer (D2), The Chambers of the 
  Priests (D3-4) and the Chamber of the Gods (D5) 
  Inside, surfaces are elaborately decorated with 
  colorful paintings and engravings of the three gods 
  depicted 
  alternatively 
  in 
  poses 
  of 
  serene 
  contemplation and compassion, along with images 
  of destruction, fear and violence. 
  Growing fractures affecting the multiverse can be 
  felt with increased effect as the Caretakers draw 
  more power away from the balance. Effects of 
  alignment are doubled, including Luck penalties, 
  cleric disapproval and actions such as lay on hands 
  (treat as one additional alignment removed; opposite 
  alignments can no longer be healed).  
  
  69 
  AREA D-1 - STAGING CHAMBER 
  The tunnel opens into a wide natural cavern 
  illuminated by artificial light. A group of men and 
  women dressed in furs and animal skins and 
  carrying stone-tipped spears listen as a red-skinned 
  priest describes the golden torque he holds in his 
  hand while another priest hands out one to each 
  member of the gathered group. As they examine the 
  necklaces, you can hear them talking in excited tones 
  about their upcoming adventure. 
  The 
  enthusiastic 
  Elai 
  nobles 
  are 
  receiving 
  instructions from the Varna prior to embarking for 
  a scene. Though they carry them, neither the 
  priests nor the nobles are currently wearing their 
  torques, and it takes a round for them to put them 
  on. Stairs leading further down the complex to 
  areas D-1a and D-1b are located on the far side of 
  the room. 
  Varna novitiate (2): Init -1; Atk fist +2 melee (1d3) 
  or SP; AC 12; HD 3d8; hp 10, 11; MV 30’; Act 1d20; 
  SP subdural frequency manipulator (charm host 1/
  day, turns any host friendly to their cause for 1d4 
  hours, DC 13 Will save to resist; pain emitter 2/
  day, 1d6+1 damage to any host at a range of 50’, 
  DC 12 Will save for half damage); SV Fort +1, Ref 
  +0, Will +6; AL N. 
  Elai nobles (8): Init +0; Atk stone-tipped spear +2 
  melee (1d7); AC 12; HD 1d8; hp 5 each; MV 30’; Act 
  1d20; SP none; SV Fort +1, Ref +2, Will +0; AL L. 
  AREA D-1A -  CONTROL ROOM 
  The door to the chamber is locked, requiring a DC 
  15 pick lock or DC 20 Strength check to open. 
  The hum of arcane energy fills this room. A number 
  of smooth white cylinders are interspersed amongst 
  a maze of glowing rods and beams that span the 
  space between the floor and the chamber’s high 
  ceiling. 
  The control room houses the artifacts that generate 
  the simulations and keep the auxiliary force domes 
  operational. Waves of phlogiston diverted from the 
  open portal are conducted throughout the chamber 
  via the network of arcane rods. There are two ape-
  like demons bound by the Caretakers to oversee the 
  chamber. They use the rafter of bars to propel 
  themselves and access the various devices. The 
  beings are immune to magic including the energy 
  pulsing between the chambers. Any attempts to 
  touch or break the equipment draws their wrath. 
  When fighting, they swing between the bars of the 
  room, baring their long teeth and throwing balls of 
  collected phlogiston at the party. 
  Demon-ape technicians (type II demon) (2): Init 
  +4; Atk fist +8 melee (1d3+4) or bite +10 melee 
  (1d12) or phlogiston +6 missile fire (DC 15 Will save 
  or suffer random corruption; Roll 1d6: (1-3) minor 
  corruption; (4-5) major corruption; (6) greater 
  corruption); AC 18; HD 6d12; hp 32, 38; MV 40’; 
  Act 2d20; SP immune to magic, demon traits; SV 
  Fort +6, Ref +8, Will +6; AL C. 
  PCs examining the equipment for a full turn can 
  attempt to reverse the effects of the force domes on 
  their skin coloration (DC 20 disable trap or 
  Intelligence check). Failure indicates that the PC is 
  transformed into a wave of pure magic and sent 
  spiraling into the column of energy that flows from 
  top of the temple. Any attempt to destroy the 
  equipment ends in a catastrophic explosion. The 
  artifacts can be overloaded, however, by the PCs 
  spellburning a total of 25 or more ability points, 
  causing the magic flowing through the system to be 
  amplified beyond its capacity. Any PC, even non-
  spellcasters can contribute to the total, which shuts 
  off the outer force domes completely, immediately 
  exposing all Elai and hosts within them to the 
  elements. 
  AREA D-1B - CAVERN OF THE CLOSED 
  HELL 
  A sealed metal door leads to Anthos’ chamber. 
  Other than a small 1” round hole in the rock wall, 
  the door has no obvious way to open and resists all 
  attempts to force. PCs can use a rod of karma as a 
  key to access the door, requiring the three symbols 
  for Anthos to be aligned. Any other alignment sets 
  off a trap, sending a column of fire roaring down to 
  fill a 20’ cubic area in front of the door (DC 15 to 
  detect, DC 20 to disarm, 8d6+8 points of damage. A 
  DC 22 Ref save for half) and alerting Anthos to the 
  intruder's presence. 
  The huge cavern is filled with a hot, stinging ash and 
  steam. Beasts with flame-licked skin toil away to 
  continuously stoke great fires that scorch the air. In 
  the middle of the room is circular void in the floor, 
  bounded by a dark metal disc etched with arcane 
  symbols. Despite the intense warmth you can see the 
  
  70 
  
  71 
  disc is coated in rime and dense steam rises from 
  where the waves of heat come in contact with it. 
  Emanating from the portal itself is a vortex of 
  swirling darkness that disappears into a shaft in the 
  ceiling. Overseeing the workers is a powerful-looking 
  figure wearing goggles and bulky gloves. When you 
  enter, he raises a wand and disappears into a cloud 
  of ash.  
  Here lies the portal to the underworld opened by the 
  Caretakers to power their magicks. From the 
  opening issues the vast cold of the void from before 
  creation. Anthos rules here, overseeing the powerful 
  furnaces that keep its power in check. Where the 
  cold encounters the heat from the fires, a hot, 
  stinging ash is formed, causing PCs to make a DC 
  10 Fortitude save each round or suffer -1d to all 
  actions for that round. Even if the save is made, 
  visibility is reduced to 30’, even for infravision, and 
  all ranged attacks are made at -1d. The fire-beasts 
  are immune to the conditions and Anthos wears 
  special goggles that enable him to see in infrared 
  and ultra-violet radiation through the ash. 
  Anthos, renegade lord of chaos: Init +10; Atk fist 
  +15 melee (2d4+5) and fire ray +12 missile fire 
  (2d8+10, range 200’); AC 17 (21 within ash); HD 
  16d10; hp 96; MV 30’; Act 2d20+1d14; SP immune 
  to non-magical weapons, immune to fire, cold, 
  electricity, gas, acid, spells (+12 spell check: 
  scorching ray, fireball, control fire); SV Fort +15, Ref 
  +5, Will +8; AL C. 
  Toiling fire beasts (6): Init +6; Atk burning touch 
  +12 melee (3d6) or flaming bolt +8 missile fire (2d6, 
  range 40’); AC 18; HD 8d8; MV 40’; Act 2d20; SP 
  burning touch, vulnerable to cold and water, 
  elemental traits; SV Fort +8, Ref +8, Will +8; AL N. 
  Anthos appears as a strong, blue skinned man with 
  a rotund belly and golden brown hair, with eyes and 
  mustache that match the color of fire. His is one of 
  the aspects of the eternal champion, and a deadly 
  foe. He carries a wand that emits the universal fire, 
  which destroys anything it touches. The wand itself 
  can only be held by wearing special enchanted 
  gloves, which also make Anthos immune to non-
  magical attacks as well as fire, cold, electricity, gas, 
  and acid. During combat, Anthos stays hidden 
  within the ash, using his vision to target the PCs 
  while they cannot see him. 
  The furnaces keep the energies from the underworld 
  in check, allowing them to be channeled to the 
  temple above. There are six flames, each can be 
  quenched with a total of 30 points of magical cold 
  damage or with enough water (1d3 points inflicted 
  for each cubic foot poured on the fire). If they are 
  left untended, the cold from the portal  overcomes 
  the flames after 12 hours. If the fires are put out, 
  the consequences for the world are dire. The 
  unleashed 
  void 
  spills 
  out 
  into 
  the 
  cosmos, 
  unmaking everything it touches - gods and men 
  alike. 
  AREA  D-2—CHAMBER OF PRAYER 
  There is a 1 in 10 chance that the PCs encounter 
  the Varna archabbot giving a sermon to the pilgrims 
  when they first enter the chamber (see area D-4c for 
  stats). 
  Wide steps lead past rows of columns inside the 
  temple to a vast open chamber. A single marble pillar 
  dominates the center of the room, decorated with a 
  spiraling frieze that runs to the ceiling. The elaborate 
  fretwork depicts scenes of champions battling 
  demons of ice and wind and casting them down, and 
  afterwards sharing the secrets of immortality with 
  the races of men. Hundreds of white-robed pilgrims 
  move in a circle around the pillar, filling the air with 
  chants. On the far side of the room a set of doors 
  stands, flanked by giant guards. On another wall is 
  a wide rostrum high above the floor where a red-
  skinned priest holding a stave watches the crowd.  
  Pilgrims fill the chamber seeking profundity and 
  awaiting 
  the 
  judgement 
  of 
  the 
  gods. 
  Their 
  perambulations are overseen by an acolyte that 
  selects supplicants to be taken up to the inspection 
  chamber (area D-3). If the PCs are disguised as 
  pilgrims, they easily blend into the crowd. Small 
  meditation chambers line the sides of the room 
  filled with colorful scenes from the purged memories 
  of Yuga’s champions. The chambers contain clay 
  pitchers filled with a purifying oil that acts as the 
  level 2 cleric spell Neutralize Poison or Disease with 
  a DC 20 result. Each pitcher contains enough oil for 
  three doses. 
  The great column rises hundreds of feet and is 
  covered with a frieze depicting the story of the 
  Caretaker’s triumph over the demons of ice and cold 
  and sharing the secrets of death, a part of the 
  mythology of their religion. The story can be read by 
  
  72 
  circling the column and following the frieze as it 
  winds upwards. Near the top, carved scenes depict 
  a war between great champions over sharing the 
  secret of reincarnation, the ultimate triumph of the 
  three Caretakers, and the trapping and punishment 
  of Yuga’s other champions as a morality lesson. 
  Beyond the closed doors, a set of stairs leads up to 
  area D-3 and down to area D-1. 
  If the PCs wait for few minutes read the following 
  text: 
  The priest points to several of the people in the crowd 
  and a shout goes up. The doors open and a pair of 
  giant guards come out. With ecstatic looks on their 
  faces, the chosen pilgrims are lead through the open 
  doors which close behind them. 
  Cries of joy and pleading follow the pilgrims as they 
  are escorted to area D-3 to be assessed for fitness 
  as vessels. Disguised PCs can easily push their way 
  to the front of the crowd to be selected by the priest 
  in one of the next waves.  
  Varna acolyte: Init +1; Atk stave +3 melee (1d6) or 
  SP; AC 12; HD 5d8; hp 24; MV 30’; Act 1d20; SP 
  golden torque (DC 15 Will save to harm), stave of 
  the Caretakers, spells (+5 spell check: word of 
  command, binding, darkness); SV Fort +2, Ref +1, 
  Will +7; AL as stave. 
  The acolyte wears a simple white tunic similar to 
  the novitiates, carrying a short stave crowned by the 
  symbol of one of the Caretakers that act as 
  talismans as follows (roll 1d3): 1) Rudra: +4 AC, 
  immunity to level 1 spells; 2) Anthos: +4 initiative, 
  half damage from non-magical weapons and fire; 3) 
  Vaygesa: +4 to spell checks, reduce ranged damage 
  by 10 points. 
  Children of the gods (18’ tall, 4,000 lbs.) (2): Init 
  +5; Atk halberd +20 melee (3d10+8) or spear +12 
  missile fire (2d8+8, range 200’); AC 18; HD 14d10; 
  hp 71, 80; MV 50’; Act 2d24; SP crit on 20-24, treat 
  halberd as a magical +2 weapon, immunities; SV 
  Fort +12, Ref +8, Will +12; AL N. 
  AREA D-3 - INSPECTION CHAMBER 
  Three golden statues dominate the room. A plain-
  looking altar stands at one end in front of a curtained 
  alcove. As you enter, two red-skinned priests emerge 
  from behind the curtain.  
  Pilgrims are sorted in this chamber by the types of 
  potential vessel: those fit for hosts, priests or the 
  gods themselves. Any creature kneeling or placed 
  before the altar activates a white beam of divine 
  light that illuminates them. The light changes to 
  green, red or blue based on the assessment. When 
  the light fades, the pilgrim’s mind has been purged 
  and their skin is changed to the same color as the 
  light. 
  PCs that are captured by the Varna and brought 
  here for further processing wake up in a semi-
  paralyzed state before the altar, aware of their 
  surroundings but unable to take actions. Each 
  round the PC can make a DC 15 Will save to 
  overcome the effects of the paralysis. Once free, the 
  they are at a -1d to all rolls for 2 rounds. Each 
  round, the Varna take a random PC and place them 
  before the altar. The beam activates on the following 
  round. PCs subjected to the beam must make a Will 
  save (DC 24) or have their mind purged, losing all 
  memory of the preceding events as well as all high-
  level abilities. They become a  0-level character until 
  they regain their abilities. 
  Varna acolyte (2): Init +1; Atk stave +3 melee (1d6) 
  or SP; AC 12; HD 5d8; hp 24, 26, 29; MV 30’; Act 
  1d20; SP golden torque (DC 15 Will save to harm), 
  stave of the Caretakers (see acolyte entry in 
  opposite column), spells (+5 spell check: word of 
  command, binding, darkness; SV Fort +2, Ref +1, 
  Will +7; AL N. 
  The Varna use a magical transport pad located in 
  the alcove to travel between levels in area D. For 
  those unfamiliar with its use, the transport is 
  activated by a spell check of 15 or greater, taking 
  the PC to either a previously visited location or to 
  one of the following random areas (roll 1d5): 1) 
  Staging Chamber (D1) 2) Chambers of the Unworthy 
  (D4a) 3) Eden Gardens (D4b) 4) Reincarnation 
  Chamber (D4c) 5) Chamber of the Sun (D5). If there 
  is a misfire, the party is dematerialized into a wall 
  or floor of the target area, suffering 2d20 hit points 
  of damage.   
  Moving Within the Temple 
  Barring other magical means, movement within the 
  upper reaches of the temple are only available as 
  follows:  
  D-3: Stairs from D2 
  D-4a: Teleportation circle in D-3 
  D4b-d: Teleportation circle in D-3, or connecting 
  passages.  
  D-5: Teleportation circle in D3 or Greater Rod of 
  Karma. 
  
  73 
  AREA D-4A - CHAMBERS OF THE 
  UNWORTHY 
  Several huge vats filled with amber liquid line the 
  floor. A number of pens on the far wall hold groups of 
  green-skinned men and women with blank looking 
  faces. The walls of the chamber appear to be made of 
  crystal, through them you can see fragmented into a 
  thousand reflections the green forest and cerulean 
  sky beyond the mountain. 
  Like all of the upper rooms of the temple, the walls 
  to this room are crystalline, part of the central spire 
  that can be seen from the outside. The walls reflect 
  all magic cast at them, preventing direct access to 
  the tower. Worshipers deemed unfit are held here 
  pending placement in a beast or use as a vessel for 
  the spirits of the trapped champions. The vats 
  contain half-formed creations of the Caretakers that 
  will become the creatures populating the scenes. 
  PCs disturbing the vats or the pens are attacked by 
  a horde of crawling devolved creatures shedding a 
  goo-like substance as they rise from the pools. 
  Half-formed hosts (80): Init +0; Atk claw/bite/
  sting +1 melee (1d4+1); AC 11; HD 4d10; hp 21 
  each; MV 20’ or fly 20’; Act 1d20; SP immune to 
  mind-altering spells; SV Fort +6, Ref +2, Will -2; AL 
  N.  
  The devolved creatures crawl, run and hop towards 
  the PCs on stubby legs or using short leathery 
  wings, biting or pinching with crude claws and 
  misshapen mouths. Their minds twisted by the 
  transformation process, they are immune to mind-
  affecting spells, such as ESP or charm. 
  AREA D-4B - EDEN GARDENS 
  Lush gardens filled with trees bearing a variety of 
  delicious looking fruits spread out before you. 
  Beautiful forest animals, seemingly tame, move 
  through carefully trimmed pathways 
  where a 
  number of content-looking red and blue-skinned 
  humans roam the grounds. 
  The 
  vessels selected for the 
  priests 
  or the 
  Caretakers are allowed to take pleasure in the 
  gardens. If not encountered previously, Rudra is 
  found here holding court and feeding her two 
  garudas choice delicacies. She attacks any green-
  skinned PCs that intrude on her repose, using her 
  powers of animal control to summon the exotic 
  creatures that wander the gardens (See Area C-3). 
  AREA D-4C - REINCARNATION CHAMBER 
  In the center of the room is a white smooth-walled 
  cylinder with two pod-shaped chambers attached to 
  its base. In one of the pods lies an elderly red-
  skinned priest. In the other is a huge white tiger. An 
  important looking priest wearing a golden kirtle and 
  carrying a segmented rod oversees the activity of 
  several attendants who work to adjust the positions 
  of the bodies. 
  The reincarnation chambers are where the priests 
  transfer souls between bodies. The reincarnation 
  device works by inserting the greater rod of karma 
  Rod of Karma (Greater) Table 
   
   
   
  Effect 
  2 
  1 
  0 
  Transports to Area A-1 
  2 
  0 
  1 
  Transports to Area A-2 
  1 
  0 
  2 
  Transports to Area A-3 
  0 
  1 
  2 
  Transports to Area A-4 
  1 
  1 
  1 
  Transports to Area B-1 
  0 
  0 
  3 
  Paralysis; Up to three targets; Will save (DC 24) 
  0 
  2 
  1 
  Mind Purge; Fort save (DC 24) 
  1 
  2 
  0 
  Reincarnation 
  0 
  3 
  0 
  Death; Fort save (DC 24) 
  3 
  0 
  0 
  Transports to Area D-5 
  
  74 
  with the correct settings into a small hole found in 
  the cylinder and making a DC 15 spell check. If 
  successful, it causes a transference of the soul of 
  the being in the first pod into the body in the other, 
  dispersing the target body’s soul into the vortex of 
  energy escaping the temple in the process. A 
  misfire, or attempts to activate the rod with the 
  incorrect setting, results in the spirits of the both 
  creatures being dispersed into the void. 
  PCs can use the reincarnation pods to transfer to a 
  new body. If they chose an Elai, they should reroll 
  their abilities per the vessel type (green 4d6, 
  dropping the highest; red 3d6; blue, 4d6 and drop 
  the lowest). If they recover their own bodies from 
  area D-4d, they are restored to their fullest power 
  with 24 in each ability (+6 to ability bonuses and 
  corresponding saves). 
  Varna archabbot: Init +3; Atk stave +5 melee (1d6) 
  or SP; AC 12; HD 8d8+8; hp 50; MV 30’; Act 2d20; 
  SP golden torque (DC 15 Will save to harm), spells 
  (+8 spell check: curse, bolt from the blue, spiritual 
  weapon, vermin blight); SV Fort +3, Ref +2, Will +9; 
  AL N. 
  Varna acolyte (4): Init +1; Atk stave +3 melee (1d6) 
  or SP; AC 12; HD 5d8; hp 24, 26, 29; MV 30’; Act 
  1d20; SP golden torque (DC 15 Will save to harm), 
  stave of the Caretakers, spells (+5 spell check: word 
  of command, binding, darkness; SV Fort +2, Ref +1, 
  Will +7; AL N. 
  The archabbot carries the greater rod of karma, 
  which appears identical to the lesser rod of karma, 
  but each segment contains all three symbols, 
  allowing for additional combinations (see Greater 
  Rod of Karma table on the previous page). 
  AREA D-4D - CHAMBER OF THE SUN 
  The room contains dozens of stone platforms 
  stretching out as far as you can see; atop each rests 
  a body. Between you and the biers are three red-
  skinned priests wearing red robes sitting in lotus 
  positions on the floor. They stare unseeing at the 
  doorway with milk-white eyes, but seem to focus 
  directly at you as you enter. 
  This room is where the bodies of Yuga’s champions 
  are kept, their spirits long since transferred to Elai 
  hosts, undergoing the same torments as the party. 
  The bodies resting on the biers are heroic in 
  stature, each laid out as if in a funerary pose 
  wearing armor and shields and clasping gleaming 
  weapons. 
  The priests are Varna aesthetes, monks dedicated 
  to an absolute inward focus of their senses in order 
  to channel the power of the underworld into 
  summoning Yuga’s champions. While blind, they 
  are able to extend their mind to sense creatures 
  without the use of their eyes. 
  Varna aesthete (3): Init +8, Atk mind blast +8 
  missile fire (2d3 Int damage, range 100’, DC 20 Will 
  save to resist); AC 10; HD 7d8+7; hp 48, 49, 50; MV 
  0’ or levitate 20’; Act 1d20+1d16; SP create 
  automaton, blindsense (perfect perception of all 
  things, including invisible targets, within 100’); SV 
  Fort +3, Ref +2, Will +8; AL N. 
  In combat the aesthetes use their minds to blast 
  targets. Intelligence lost to the mind blast heals 
  normally 
  unless 
  the 
  creature 
  falls 
  below 
  0 
  Intelligence, in which case the target falls into a 
  death-like coma. Each round they can also attempt 
  to wake up the mindless body of one of Yuga’s 
  champions by making a DC 15 spell check with a 
  +7 bonus, turning it into an automaton under their 
  control.    
  Champion automaton: Init +6; Atk +4 magic 
  weapon +8 melee (1d8+11); AC 18; HD 6d12+18; hp 
  60; MV 30’; Act 1d20+1d16; SP crit on 18-20; SV 
  Fort +7, Ref +5, Will +5; AL Varies. 
  PCs spending a turn searching can find their true 
  bodies amongst the rows of men and women. Any 
  weapons or artifacts of power they find can only be 
  wielded by the champion it is identified with while 
  in their original body. It is up to the judge to 
  determine what, if any artifacts are found with the 
  PC’s bodies, but in general they should provide a +4 
  magical effect based on the type of item it is. 
  AREA D-5 - CHAMBER OF THE GODS 
  A large domed chamber of crystal stretches out 
  before you, filled with a beautiful light reflected from 
  the many facets on the surface of the ceiling. Flowing 
  up from the center of the room is a spiral of azure 
  energy that soars through the ceiling of the dome, 
  spreading out high above into the sky. A short raised 
  platform on the opposite side of the room holds three 
  flowering blossoms that form pedestals. Sitting 
  calmly in the central flower is a white-bearded 
  elderly man with deep blue skin. He holds no 
  weapons and makes no move to attack.     
  
  75 
  The gods rule their world from this chamber. The 
  room is a sanctuary created by the Caretakers, and 
  the holiest place for their Elai worshippers, forever 
  revered by those of their faith. Inside the sanctuary, 
  spells targeted at the any of the Caretakers or their 
  worshippers suffer a -10 penalty to spell checks 
  until 
  the 
  chamber 
  is 
  physically 
  destroyed, 
  desecrated, and the ground itself is salted or doused 
  with cursed waters and oils. The spire itself is the 
  conduit 
  for 
  the 
  energies 
  released 
  from 
  the 
  underworld portal, acting as a resonator to amplify 
  the Caretaker’s power. At least one Caretaker must 
  be present in the room to maintain the focus of the 
  energies and prevent them from fracturing the spire 
  and being dispersed.    
  Vaygesa sits calmly awaiting the party. If spoken to, 
  he will entreat the PCs to sit and offers to tell them 
  why the Caretakers seek to break Yuga’s word. If 
  the PCs listen, Vaygesa weaves a compelling tale, 
  but also seeks to trap the PCs with his power over 
  speech. The judge should keep track of how long 
  the PCs attend him in real time. For each round (10 
  seconds), Vaygesa words become harder to resist. 
  PCs attempting to break away or take any hostile 
  action must make a cumulative DC 5 Will save for 
  each round that they listened. For example, if a PC 
  listens for 5 rounds, they would make a DC 25 Will 
  save to take action in the sixth round. 
  Vaygesa, renegade champion of neutrality: Init 
  +10; Atk skull wheel +8 missile fire (2d8+4 plus 
  special); AC 17; HD 10d8+30; hp 80; MV 30’; Act 
  special; SP hypnotic speech, skull wheel, spells (+13 
  spell check: second sight, righteous fire, whirling 
  doom); SV Fort +10, Ref +5, Will +16; AL N. 
  If attacked, Vaygesa splits into a number of 
  reflections equal to the number of PCs in the party, 
  each identical to the other with a single 1d30 
  action. Vaygesa carries a weapon, the skull-wheel, a 
  spinning ultrasonic emitter that causes pain and 
  confusion to creatures (DC 24 Fort save or lose next 
  action). All of Vaygesa’s reflections must be defeated 
  for him to be killed. 
  CONCLUDING THE 
  ADVENTURE 
  If Vaygesa is defeated, the crystal spire begins to 
  lose its focusing ability. Great cracks appear in the 
  faceted faces, and the very mountain begins to 
  break apart from the released stress. The PCs must 
  find a way to flee before it collapses, otherwise they 
  are crushed as the portal beneath to the underworld 
  is resealed under tons of rock and debris.   
  As the power that holds them in this world 
  dissipates, the bodies of Yuga’s champions begin to 
  fade, though if their spirits have not been rejoined 
  to them, they are trapped in their new forms much 
  like the PCs, and must begin the journey again to 
  becoming great heroes as any memories of their 
  future slowly fades away.  
  If the PCs discover their roles as eternal champions 
  and survive their confrontation with the Caretakers, 
  they 
  have 
  several 
  options 
  to 
  conclude 
  the 
  adventure. If the PCs do nothing, their original 
  bodies disappear, along with their memories, 
  abilities and possessions. They begin play at level 
  one in the next adventure and carry with them a 
  sense of some greater destiny. They can either 
  choose to retain the class they experienced, or 
  select a new one, as all classes are but one aspect of 
  the cosmic balance. 
  If the PCs chose to return to their original bodies 
  prior to confronting the Caretakers, it now comes 
  with the knowledge that unless they, like the 
  Caretakers, can find a way to cheat fate, in the end 
  they too will fade away and be returned to the 
  cosmos - and possibly peace - thereby restoring a 
  measure of balance to the universe. 
  While the Gods Laugh has extensive supporting material in the web enhancement available for free on the Mystic Bull 
  Games website (www.mysticbull.com). Included there are characters sheet “masks” to keep the players in the dark as 
  to their true natures — revealing only what they find out through gameplay. Also, we have a “build your own” rod of 
  karma that fits around a paper towel tube. Go check it out! Marc went all out for this adventure, as he is want to do.  
   
  I have to say, this adventure is one of the best DCC experiences I’ve ever had — your players will love this adventure. 
  I’ve played with Marc for a few years now including a long running DCC campaign (kicked off with Dieter 
  Zimmerman’s Not in Kansas Anymore) that started in 1974 Lake Geneva, Wisconsin (yes, someone had a 0-level game 
  designer named Gary) and went off into the cosmos. I hope to see more of Marc’s creativity in future issues. And 
  someone tell him to get back to that DCC game. My college professor/wizard is itching to find his way back home. 
  
  76 
  APPENDIX: THE RODS OF KARMA 
  The lesser and greater rods of karma are artifacts that the priesthood uses to move between areas and 
  control their charges — the Elai and the souls that inhabit them. Both rods have a similar appearance: A 1’ 
  long cylinder capped by metal ferrules on both ends. The rods have three segments 
  each inscribed with symbols, three per segment. The segments can be rotated 
  to present a different combination of symbols that align with a set of notches  
  on the end of the rod. Once the symbols are set, a small button in its 
  base is pressed to activate the current setting. Pressing the button 
  a second time releases the target(s) from any mind-altering 
  effects of the rod, such as paralysis. 
  Activating one of the transport settings creates a blinding 
  white flash in a 10’ radius around the operator that 
  once clear, reveals the location indicated. After 
  activation of a transport setting, the rod 
  must recharge for 1 turn before it can 
  be used to transport again.  
  Rod of Karma Table 
  Symbol of Vaygesa 
  Symbol of Rudra 
  Symbol of Anthos 
  Effect 
  Lesser and Greater Rod Settings 
  2 
  1 
  0 
  Transports to Area A-1a 
  2 
  0 
  1 
  Transports to Area A-2 
  1 
  0 
  2 
  Transports to Area A-3 
  0 
  1 
  2 
  Transports to Area A-4 
  1 
  1 
  1 
  Transports to Area B-1 
  0 
  0 
  3 
  Paralysis; Up to three targets; Will save 
  (DC 24) 
  Greater Rod Settings 
  0 
  2 
  1 
  Mind Purge; Fort save (DC 24) 
  1 
  2 
  0 
  Reincarnation 
  0 
  3 
  0 
  Death; Fort save (DC 24) 
  3 
  0 
  0 
  Transports to Area D-5 
  On the table below, the numbers indicate the 
  count of the symbol lining up with the notches on  
  the ends of the rods. The lesser rod of karma does not  
  have the same functions as the greater, though it has the 
  same number of symbols. When activated with invalid settings 
  the rod has no effect.  NOTE: The only way to reach certain areas  
  such as other domes or upper reaches of the temple is by using a rod 
  of karma. See the area descriptions for more information.  
  
  77 
  
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  WANT TO CONTRIBUTE? 
  D.A.M.N. is a resource by and for the DCC RPG community, and we want your input, your content, and your 
  creativity to be front and center. Read the submission guidelines below and consider helping us make this 
  resource the best that community has to offer.  
  WHAT DO WE NEED? 
  We’re looking to feature game content of any kind in the DCC RPG milieu. Have a spell? Monster? Patron? 
  Set-piece encounter? Short adventure? Send over your concept and expected word count. Keep in mind 
  that we’re looking for relatively short pieces—generally less than 3,000 words, and most much shorter (see  
  Dave Persinger’s Nalfeshnee patron or James Spahn’s Swashbuckler class in this issue for examples). 
  Unsolicited submissions will be reviewed, and you will hear back quickly whether what you have is what we 
  need for an upcoming issue.  
  We also need art - we most often request specific art, so if you’re an artist, send over a link to your portfolio 
  and your contact info. Understand that we have a fairly aggressive schedule for the magazine — we’re looking 
  to publish once a quarter for 2018, so timelines are generally pretty short (about a month to deliver art 
  pieces requested) Our biggest need is in black and white line art (obviously). But, every issue needs a color 
  cover.  
  WHAT DO WE PAY? 
  For content, expect about $3.00 a page (about a $0.01 a word). When we accept a concept, we’ll provide you 
  with a quote for the completed content.  
  We pay market rates for interior black and white and color cover art. We will put out bids for art for each 
  issue and a delivery date.  
  WHO OWNS MY CREATION? 
  You do! We’re paying for the right to feature your work in the magazine. We’ll always ask your permission to 
  do anything outside the magazine with your creation (including using your content to promote the magazine). 
  WHO DO I TALK TO? 
  Send your pitches and art introductions over to damn-mag@mysticbull.com. We have 
  issues to fill for 2018, so get those ideas over to us!  
  
  82 
  
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  f 
  Enjoy this special preview of the 100 Guest Stars 
  character generator for Flammable Hospital the 
  LARP game. Watch your favorite crowfunding site 
  for more exciting news from West Arlington 
  County’s favorite (and only) hospital.  
  How to do things really good 
  with games and stuff! 
  r 
  
  86 
  Arlington West County TV Guide 
  Evening Saturday, June 3 
  6 : 0 0          
  Accidental Swastika — “College Is Hard” 
  6 :3 0     Trust My Fish — “Weak Episode” — Sass-
  horde accidentally planned dates for 2 elves on the 
  same night. Berwyn tries to spellburn his way into a 
  promotion 
  6 :4 5      That Pickling Show — The ladies take on 
  shandahr root and watermelon. 
  7 : 0 0         Farmer’s Daughter’s Almanac — Fashion 
  trends in jean hot pants discussed.  
  7 : 1 0          
  Resurrect My Ride — Glathorax brings in 
  his fallen steed Stormthrust to be brought back to life by 
  the boys. An update on Slostax the Sly and his trusted 
  giant salamander Mxlyxz. 
  7 :1 1   
  EVERYBODY BE QUIET! — Quiet champ 
  Slafhard meets 2 new competitors. Silence abounds.  
  7 : 1 5       FUNDO!® Presents: Sportsball! — The Big 
  Locals take on the Crosstown Hated Rivals in a game of 
  importance, storylines; 3:1 odds. Starr Jackson hosts. 
  8 : 0 0      Evening Movie: Black Gestapo (1975) 
  General Ahmed of the People’s Inner City Army loses 
  control of Colonel Kojah who forms a “protection squad” 
  to fight the Mob. 
  10:00        It’s Wizard Thyme with Chef Wayne — 
  Chef Wayne and Hank Jr. cook up some BBQ War Boar. 
  Chef Evans makes cookies.  
  10:30            
  Paolo’s Got Your Goat! — Paolo takes a 
  trip to South Kovacistan to show you the cutest damn 
  mountain dwelling goats you’ve ever seen. 
  11:00           
  Real Housewives of Lake Geneva — 
  Glenda loses the family dice bag while Sheryl tells Jenna 
  she’s only a Personality 4. But sparks fly with Gail takes 
  off with all the money.  
  11:30        Follow that Plough — Knut McChesterson 
  and the gang follow the Tall Pines City snowplow along 
  the highways and byways of rural Michiguant.  
  11:45       
  Flammable Hospital’s Got Talent — Nicky 
  from floor 12 sings an Aria; Judges Jarito and Regalta 
  have an on camera spat.  
  11:46      Flagellation with Scott Hubbs — An inter-
  view with Dinky Riddles.  
  12:00     
  Through the Nighthole — A shoving 
  match between two people you’d least expect.  
  Excerpt from Kala Gruber’s latest novel Passions of the 
  Heat 
  ...put down the glass of milk. To anyone else, the apartment was 
  silent, but to Gidget, a medical school-trained assassin, it was 
  awash in sounds. Upstairs, someone took a dump, straining at 
  their issue. Next door, a woman chatted with a beau on some 
  video chat software. It tasted like Hangouts. Gidget shifted her 
  weight. And here, in the bedroom across the hall, she heard the 
  heartbeat of her quarry. The man wasn’t long for this world, as it 
  was. His heart was ever so slightly arrhythmic. He should be at 
  the hospital, Gidget thought. Too bad he’ll be in the morgue 
  before that. 
    As if responding to her thought, the man sighed heavily, almost 
  whining the air out of his lungs. Hmm, Gidget thought. 
  Asthmatic, too. She smelled his movement before he took a step, 
  and had the scalpel out in one fluid motion. The man saw her 
  shadow move across the kitchen and before he could let out a ... 
  Across 
  1. Dragging the body close to the 
  ground unto expiration. 
  7. D&D Elder 
  8. Millhouses and 
  ____________. 
  10. ___seed gets up. 
  12. The Squid Sorcerer is here. 
  14. ____________ Santorum? 
  15. Perpetual state of the 
  medical facility. 
  16. The moon Reid crawls under. 
  17.  2% chance of appearing on 
  Flammable Hospital (backwards) 
  Flammable Hospital Crossword 
  Down 
  2. Classic city of peril and 
  plunder (pig latin) 
  3. This is ______town. 
  4. Nerd family reunion (Northern 
  Edition) 
  5. Take ______. 
  6. Cure/Cause of all visits to F.H. 
  9. The night nurse at Flammable 
  Hospital 
  11. Best ______ magazine ever 
  13. A wizardly podcast 
  16. D.K. alias 
  18. Dark Master’s manifesto 
  19. Buff Dark Trails Fireman 
   
  
  87 
  
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  89 
  
  90 
  James M. Spahn is the owner/operator of Barrel Rider Games, publisher of supplements for DCC RPG, 
  Swords & Wizardry (Complete and Whitebox), Labyrinth Lord, OSRIC, Starships & Spacemen and is most 
  well-known for its flagship OSR sci-fi game White Star: White Box Science Fiction Roleplaying and the award-
  nominated The Hero’s Journey Fantasy Roleplaying. James has served as a freelance author for The One Ring 
  RPG, Adventures in Middle-Earth, Star Wars: Force & Destiny, The Lost Lands: Bard’s Gate, The Lost Lands: 
  The Northlands Saga and Rocket Age.  
  Marc Bruner is a life-long gamer who was quite suspiciously spawned the same year as Dungeons 
  and Dragons was released, making it almost certain that there is some tenuous psychic connection the universe 
  was trying to establish between the two events. When not running Dinosaur Crawl Classics games for his kids or 
  playing with chits, for the past two years, Marc has contributed his wrangling skills to the DCC community ‘zine 
  The Gongfarmer’s Almanac and wrote the 2016 holiday adventure for Goodman Games, Twilight of the Solstice. Marc 
  is currently a co-host on the DCC RPG Appendix N podcast, Sanctum Secorum and a contributor to its companion 
  ‘zine. We used that picture without his permission. Surprise! 
  Julian Bernick is the creator of Nowhere City Nights, a 21st century occult noir setting for DCC RPG and a co-
  host of the DCC RPG podcast Spellburn. His other writing credits include World Quest of the Winter Calendar 
  with Steve Bean, The Oblivion Syndicate and The Millennial Mead (with Fred Dailey) in the 2016 Gongfarmer’s 
  Almanac. He has recently published poetry in Terra Frank’s Dungeon Lord ’zine and serves as a poetry editor for 
  Whistling Shade magazine. Co-founder of the Minneapolis DCC RPG Society, he’s always interested in meeting 
  new gamers in the Twin Cities area. His favorite color is green and he doesn’t enjoy writing about himself in the 
  third person.   
  For the safety of his family, SGT Dave goes by the alias David Persinger, a technical writer for a semiconductor 
  manufacturing company. He was born at the confluence of two mighty rivers, beyond the primeval forests of the 
  Pacific Northwest. His father was a great black bear; his mother, a badger. As soon as he was able to walk, he toiled 
  a summer picking strawberries to earn the requisite copper coins to purchase TSR’s Dungeon! from a vast fluores-
  cent-festooned shopping mall. Shortly thereafter, he obtained a D&D pink box (known as the “magenta” box by the 
  effeminately insecure) from a dank thrift shop in an ill-reputed neighborhood. However, fate’s fickle hand aligned 
  our hero with scurrilous, head-banging friends, more interested in high-banged girls clad in acid-washed jeans, 
  than playing ignominiously dorkish games with sinister, mathematical rules. After twenty years of filling Pee-Chee 
  folders with pathetically questless characters, Dave created fellow gamers through a chemical process known as 
  procreation. He now plays DCC RPG with his home-brewed minions, as well as infrequent groups in the Texas Hill 
  Country. This issue contains his first published RPG work since the Mayfair Games DC Heroes RPG Hardware. 
  Paul Wolfe has done a lot of things. He’s proud of most of them. D.A.M.N. Magazine is one of them. But, there’s 
  other stuff, too. He once tackled a friend and knocked out the man’s two front teeth. He’s not proud of that. Paul is 
  co-owner of Mystic Bull Games and has written a bit of stuff for DCC RPG, White Star RPG, and various OSR bits 
  and bobs. He really needed to drag a comb through that rats’ nest for the photo, though. Not proud of that. And his 
  chin looks MASSIVE! Finally. Dave wrote so much that the picture doesn’t fit properly. Classic Dave.  
  Jason Sholtis is a badass artist and writer. He wrote the Dungeon Dozen, as well as Operation Unfathomable — an 
  adventure in Knockspell magazine and a forthcoming expanded version for Swords & Wizardry and DCC RPG. His art 
  has graced many an OSR publication, and they are better for it. Jason refused to write his bio, so we can write 
  whatever we want here. We’ll be nice, though.   
  James A. Pozenel, Jr. started playing D&D in the early eighties. Along the way to being a software architect 
  and father, his passion for gaming led him to play in Society for Creative Anachronism and obtain a Bachelor’s 
  degree in Medieval studies. He has contributed to The Gongfarmers’ Almanac for the past two years and just 
  finished his first game book for DCC RPG: Angels, Daemons & Beings Between, Vol. 2: Elfland Edition. Coming 
  off a successful Kickstarter, the book of fey themed patrons is published by Shinobi 27 Games. 
  
  91 
  D.A.M.N. Winter 2017 – The DAMNed Edition is published under version 1.0 of the Open Gaming License, and the System Reference Document by permission from Wizards of the Coast, Inc.  
   
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0: Dungeon Crawl 
  Classics, DCC RPG, Mighty Deed of Arms, spell check, Luck check, spellburn, mercurial magic, corruption, disapproval (all of which are Product Identity of Goodman Games and used under 
  license). All artwork, trade dress, and proper nouns (all of which are Product Identity of their creators). All text, art and trade dress in the Duel at Midora Temple article.  
   
  Designation of Open Content: Subject to the Product Identity designation above and copyright information at the end of this document, the following is considered open content. Some of 
  the portions of this book which are delineated OGC originate from the System Reference Document and are copyright © 1999,2000 Wizards of the Coast, Inc. All stat-blocks, weapon 
  descriptions in the Dashing Deeds Abound: The Swashbuckler Class,  
   
  The remainder of these OGC portions of this book are hereby added to Open Game Content and, if so used, should bear the COPYRIGHT NOTICE “D.A.M.N. Autumn 2017, copyright © 2017 
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  D.A.M.N. Autumn 2017 is copyright © 2017 Mystic Bull Games. Open game content may only be used under and in the terms of the Open Game License.  
   
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  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.  
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@goodman-games.com 
  Nowhere City Nights and Attack of the Frozen Fuhrer are copyright © Julian Bernick, 2017 
  Duel at Midora Temple, The Paths of Ketsuin and Blessed of the Demon Herald are copyright © 2017 Mystic Bull Games 
  While the Gods Laugh are copyright © 2017 Marc Bruner 
  All art is copyright of the individual artist.  
  D.A.M.N. Autumn 2017 is copyright © 2017 Mystic Bull Games, all rights reserved. Visit www.mysticbull.com or contact damn-mag@mysticbull.com.  
  
  92 
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Periodicals/D.A.M.N.!/D.A.M.N.! 02 (2017-Autumn).pdf