TEXT: 1
  Gnome Jambalaya
  By Daniel J. Bishop
  
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  Gnome Jambalaya
  By Daniel J. Bishop
  Playtesters: David Baity, Becky Banner, Ryan Bishop, Clint Boharty, Todd 
  Brashear, Dave Caulkins, Morgan Clayton, Chris Ellis, Katen Johnson, Jon 
  Steelman.
  This adventure is dedicated to my middle child, Ryan, who wanted the 
  chance to play traditional gnomes in the Dungeon Crawl Classics game!  
  In playtests, the players were each given 3 gnome characters and 1 faerie 
  animal, although the judge may choose to use any character types with only 
  a few adjustments.
  This adventure assumes use of the Gnome class first outlined in Crawl! Fan-
  zine Issue #6, by Yves Larochelle. That class is reproduced herein, by per-
  mission, with some expansion related to 0-level gnomes added by myself. 
  The author recommends a mixture of gnomes and faerie animal characters 
  be used, and both the Faerie Animal class and details on animal types for 
  the Blackwater Bayou region are supplied. Finally, a table of occupations 
  suitable for the swampfolk is included.
  Although the debt this adventure owes to H.P. Lovecraft’s The Colour out 
  of Space is obvious, another debt is owed to Manly Wade Wellman’s The 
  Devil’s Asteroid.
  Introduction
  The gnomes of Blackwater Bayou have lived in peace with the natural deni-
  zens of the surrounding swamps and marshy woodlands for many genera-
  tions.  Now, something threatens that.  Weeks ago, a strange meteor fell 
  into the bogs, its fall a streak of light across the night sky in a color not one 
  of the gnomes could name. For days thereafter, parts of the swamp glowed 
  with a weird phosphorescence in the same unknown hue, and some have 
  seen the tree branches whispering in the dark sky when there is no breeze.  
  Somewhere in the heart of Blackwater Bayou, a malignancy grows.  If the 
  balance is to be restored, the meteor at the center of the strangeness must 
  be found and contained.
  
  4
  Humans live in Blackwater Bayou as well, but the gnomes have little to do 
  with them, and try to avoid the backwards and clannish swampfolk whenever 
  they can.
  Judge’s Notes
  The alien “meteor” that struck Blackwater Bayou carried within it an alien 
  fungus, the Carcinoma, which has spread its parasitic mycelium like a can-
  cer.  As the adventure progresses it should become increasingly clear how dire 
  the situation is – if the PCs do not find a way to deal with the Carcinoma 
  and the meteor that sustains it, Blackwater Bayou is doomed.  Moreover, the 
  meteor is a beachhead for the fungal petalheads, who wish to use it to merge 
  their home world with that of the PCs.  Those who survive the funnel will 
  either emerge as scarred victors, or as refugees fleeing a ruined homeland.
  This adventure comes with two overland maps.  One shows Blackwater Bayou 
  as the PCs know it, and should be given to the players.  The other shows 
  Blackwater Bayou as it currently is, and is used by the judge to run the adven-
  ture.  It is assumed that each hex takes 10 minutes to traverse, and is 1,000 
  feet across.  This takes into account the gnome’s slower movement speed 
  and the difficulty of the terrain.  A human can walk faster on solid ground, 
  but moving through Blackwater Bayou humans lose all advantage in speed.  
  Characters moving off the marked trails slog through the swamp at a rate of 1 
  hex per 1d6 x 10 minutes, and have a 1 in 6 chance per hex of encountering 
  quicksand (see below).
  
  5
  Random Encounters
  The judge’s map is divided into three areas.  In the Outer Area, a random 
  encounter occurs every hour on a roll of 1 on 1d7.  In the Middle Area, a 
  random encounter occurs every 30 minutes on a roll of 1 on 1d5 (+2 to the 
  roll to determine what the encounter is).  In the Inner Area, closest to the 
  Carcinoma, an encounter occurs every 10 minutes on a roll of 1 on 1d3 (+5 
  to the roll to determine what the encounter is). As one gets closer to the Car-
  cinoma, the level of danger increases.  Although average hit points are given 
  for these encounters, the judge should feel free to roll randomly.
  1d5 Encounter
  1
  1d5 swamp deer
  2
  1d4 swampfolk
  3
  Quicksand
  4
  1 copperhead
  5
  1d3-1 alligator
  6
  1d3 infected spoonbills
  7
  1 infected alligator
  8
  1 fungal guardian
  9
  1d3 fungal guardians
  10
  1d5 fungal guardians
  Alligator: This encounter is with one or more normal alligators.  Alligators 
  are ambush predators – roll 1d20+3 to set the DC for an Intelligence check 
  to spot the creature(s).  If everyone fails, the alligator attacks with surprise.  
  Otherwise, the alligators are spotted at a distance of 1d6 x 10 feet.  Alligators 
  can be befriended by gnomes as can other animals, and if the gnome makes a 
  DC 10 Personality check, he can convince an alligator to bear him up to 1d3 
  hexes through the swamp at a rate of 1 hex per 10 minutes.  An alligator that 
  kills a creature takes its meal and departs.
  Alligator:  Init –3; Atk bite +3 melee (2d4); AC 15; HD 2d8;hp 9; 
  MV 20’ or swim 40’; Act 1d20; SV Fort +2, Ref –2 , Will –2; AL 
  N.
  Copperhead: This is a venomous serpent with an irritable disposition.  When 
  encountered, have each player roll a Luck check (1d20 equal to or under 
  Luck) for her character with the lowest Luck score.  If all succeed, the cop-
  
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  perhead is spotted at a distance of 1d3 x 10 feet.  If not, the character with 
  the highest check result has stepped on the copperhead, which gets a surprise 
  attack.  A befriended copperhead will allow itself to be carried for 1d6 x 10 
  minutes, or until it is asked to bite someone, before slithering away.
  A copperhead’s bite is venomous, but the first bite has a 3 in 5 chance of 
  being a warning bite (Fort DC 5, 1d3 Strength on a failure), but otherwise 
  the bite does 1d3 Strength (Fort DC 10 or 1 point is permanent).  After 1d3 
  regular bites, the snake can only “dry bite” and isn’t poisonous until it can 
  rebuild its venom supply.
  Copperhead:  Init +3; Atk bite +2 melee (1 plus poison); AC 13; 
  HD 1d4; hp 3; MV 20’ or swim 30’; Act 1d20; SP poison; SV Fort 
  +0, Ref +3, Will +0; AL N.
  Fungal Guardian:  An irregular mass of fungus atop 1d10+2 spindly legs, 
  with 1d3 long lashing tendrils beneath, each fungal guardian stands 8+1d5 
  feet tall.  Each tendril is tipped with a hard bone-like dart that can infect a 
  creature with alien fungus on a successful attack of 18+.  Infected creatures 
  must make a Fort save (DC 10) or take 1d3 Personality damage, with another 
  1 point of Personality damage each hour thereafter so long as the Carcinoma 
  exists.  If Personality reaches 0, a character is controlled by the Carcinoma, 
  and immediately attacks his companions (the player may run the character 
  for this attack, if the judge desires).This is in addition to any critical effect.
  Fungal guardian:  Init +0; Atk tendril +0 melee (1); AC 12; HD 
  1d8;hp 5; MV 30’; Act 1d20 per lashing tendril (1d3); SP infec-
  tion, immune to mind-affecting; SV Fort +4, Ref +1, Will +0; AL 
  C.
  Infected Alligator:  Strands of budding fungus, like sticky elongated mush-
  rooms, emerge from this alligator’s eyes and nostrils.  When it opens its 
  mouth, they coat the reptile’s tongue and the spaces between its teeth.  Once 
  an infected alligator makes a kill, it bears it to the bottom of the swamp, only 
  to return again in 1d5 x 10 minutes.   It will always return to attack again, 
  until it is dead.
  Infected alligator:  Init –5; Atk bite +1 melee (1d4); AC 15; HD 
  3d8; hp 13; MV 20’ or swim 40’; Act 1d20; SP immune to mind-
  affecting; SV Fort +4, Ref –4 , Will –4; AL C.
  
  7
  Infected spoonbills:  These are roseate spoonbills, pinkish wading birds that 
  can reach heights of nearly 3 feet.  Infected by the alien fungus, these birds’ 
  feathers shimmer with unknown colors in the sun, and they glow faintly with 
  strange hues at night.  There is only a 2 in 5 chance that they attack in the 
  Middle Area.  When they attack, the do by swinging their heavy bills and 
  pummeling with their wings.
  Infected spoonbill:  Init +0; Atk bill strike +0 melee (1d3) or wing 
  buffet +1 melee (1); AC 9; HD 1d3; hp 2; MV 20’ or fly 50’; Act 
  1d20; SP immune to mind-affecting; SV Fort –2; Ref +0; Will +0; 
  AL C.
  Quicksand:  All characters must roll a Luck check.  Those who fail to roll 
  under their Luck on 1d20 step into quicksand.  A Reflex save (DC 12) can 
  save the character immediately; otherwise, the character is stuck and sinks at 
  a rate of 1d3 feet per minute.  During this time, the sinking character can be 
  rescued by a character with a pole or a rope, with a vine or with a hand, but 
  any character who approaches closely must make a new Luck check or also 
  step into the quicksand.
  Swamp deer:  These small deer stand no more than three feet at the shoul-
  der, and are no more than six feet in length.  They are at home in the swamp.  
  Although shy, if befriended they can carry a gnome for up to 1d12 x 10 
  minutes.  They can move at two hexes per 10 minutes, even where there is no 
  path.  Swamp deer will not usually fight when fleeing is possible.
  Swamp deer:  Init +4; Atk hoof +0 melee (1d3); AC 13; HD 1d8; 
  hp 5; MV 40’; Act 1d20; SV Fort +0, Ref +3, Will –5; AL N.
  Swampfolk:  These are nothing more than humans who live in the swamp.  
  They are not normally hostile, and can be used as replacement PCs if the 
  judge desires.  They tend to view the gnomes as “magic folk what live back 
  in the swamp”, and look to them to solve the “queerness hereabouts”.  When 
  used as replacement PCs, roll the characters using the normal rules, with the 
  occupation table in Appendix C.  Otherwise, the judge may use the following 
  statistics:
  Swampfolk:  Init +0; Atk weapon +0 melee (1d4); AC 10; HD 
  1d4; hp 3; MV 30’; Act 1d20; SV Fort +0, Ref +0, Will +0; AL N.
  
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  Encounter Areas
  1.  Adventure Start
  You are on the ill-defined banks of the mighty, but slow, Blackwater 
  River, which spreads slowly across the land, feeding the whole of Black-
  water Bayou with its wetness.  The water is often brackish, because the 
  sea flows back into the sluggish waters with the tide, making a perfect 
  habitat for shrimp, crabs, and plankton.  Only a fool would drink from 
  the Blackwater itself.  You stand now by the Great Ford, where the silt 
  of the river covers age-old stone, the waters spreading so that the river 
  reaches a maximum depth of a mere foot and a half – a place where a 
  gnome can easily wade across the water.  To the right, a raised trail leads 
  off through the moss-heavy cypresses.  The gnome loremasters claim that 
  the trail marks a roadway of the Ancients, long-buried, but still offering a 
  relatively clear path through the swamp.
  Any character who drinks untreated water from Blackwater Bayou must 
  make a DC 10 Fort save or suffer 1d3 points of damage to Strength, Agil-
  ity, or Stamina (roll randomly) after 1d6 x 10 minutes.  This represents the 
  toxins in the water, as well as the work of parasites.  If a natural “1” is rolled 
  on the save, the character has swallowed a Blackwater leech, which imme-
  diately causes 1d3 damage to Stamina, and then causes 1 point of damage 
  to Strength, Agility, or Stamina every 10 minutes for 1d10 x 10 minutes.  A 
  character who is submerged in the bayou may attempt a DC 5 Reflex save to 
  avoid swallowing water. 
  2.  Giant Crawdads
  Hiding by the western side of the ford are three enormous crawfish, each of 
  which is approximately 4 feet from claw to tip. These crawfish hide under the 
  large, flat stones around the ford. If more than two characters wade through 
  the ford, a crawfish attacks the third PC by surprise. 1d6 rounds later, the 
  other two crayfish join the fray, one from upriver, and the other from down-
  stream.
  These are natural creatures, and can be befriended by gnomes. If reduced to 
  5 hp or less, a giant crayfish jets backwards powerfully. All characters in the 
  water within 10’ of the creature must succeed in a DC 5 Strength check or be 
  
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  knocked prone. When jetting backwards in this way, giant crawdads do not 
  provoke free attacks.
  A crayfish that kills a victim retreats beneath the stones to consume its prey, 
  and continues to retreat as long as it is pursued. A slain giant crawdad makes 
  a good meal for up to a dozen gnomes.
  Giant crawdads (3): Init +2; Atk claw +0 melee (1d3); AC 15; 
  HD 2d8; hp 8 each; MV 20’ or jet backwards 50’; Act 2d20; SP jet 
  backwards; SV Fort +4, Ref +0, Will +0; AL N.
  3. Bottle Witch
  A creek cuts through the swampland ahead, its waters reddish with mud 
  and the exposed scarlet roots of plants growing into the water from the 
  somewhat drier shore. Rough wooden planks, covered with green moss, 
  cross the small waterway. An ancient willow, huge and bloated, leans over 
  this rough passage, its branches burdened by long beards of sphagnum and 
  a hundred or more tinkling glass bottles of various hues, which are tied to 
  the tree’s hoary limbs.
  This tree is the lair of Raggissa, the bottle witch. Each of the bottles in the 
  tree contains one of the souls, dreams, or shadows of the people she has bar-
  gained with. If any character chooses to examine the bottles, they will note a 
  small amount of liquid – equal chances of dark or light – at the bottom of the 
  bottle.  One character per player can declare they are opening a bottle and 
  drinking its contents before Raggissa emerges. If this liquid is consumed, use 
  the tables below to determine the effects. Each outcome is unique, and can be 
  consumed only once: 
  Dark Liquid
  1d7
  Description
  Effects
  1
  A taste of dark smoke, the mem-
  ory of a love turned to ashes.
  Nothing really matters as much 
  as it once did; character is im-
  mune to all charm spells and 
  effects.
  2
  It is the shadow of a child. It 
  curls around inside you. I just 
  want mommy to get better.
  PC can draw on that child’s 
  strength once to regain 1d3 hit 
  points, even if reduced to 0 hp.
  
  10
  3
  A man’s shadow slips inside you, 
  tasting like smoke and feeling 
  like grit on your tongue.
  No effect.
  4
  I buried the lady in a shallow 
  grave by the side of the road, 
  bloodstained jewels tucked up into 
  my hat.
  At some point in the PC’s career 
  (if they survive) they pass the 
  spot where the lady is buried…
  and she rises up as a ghost or 
  other un-dead seeking vengeance.
  5
  The chamber smells sour with 
  sweat and bile and the healer’s 
  useless medicines. I will never hold 
  him again, or feel him hold me, or 
  see the laughter in his eyes.
  Healing no longer helps the PC 
  as much as it once did; the PC 
  gains -1 hp/die every time heal-
  ing occurs. This included non-
  magical healing.
  6
  It is the shadow of a young man, 
  full of hope and promise, but 
  insubstantial. There is nothing to 
  swallow; it is gone.
  No effect.
  7
  It is the shadow of a devil who 
  wears the shape of a man, and 
  it burns as it slides down your 
  throat, deep down into the core 
  of you.
  Personality is reduced by 1 point 
  each level (3 minimum). Exor-
  cism might reverse this loss.
  Light Liquid
  1d7
  Description
  Effects
  1
  The summer sky was so high and so 
  blue I felt like in went on forever, 
  and I told myself I would never 
  forget this day.
  No effect.
  2
  The soul of an unborn child 
  dances into you, lighter than air 
  and sweeter than the promise of 
  tomorrow.
  Reroll the PC’s Luck, and take 
  the better of the original or new 
  roll.
  3
  I had a dream that I would be rich 
  one day.
  If there is a chance to gain trea-
  sure, the PC must make a DC 10 
  Will save to resist. Remove curse 
  might help.
  
  11
  4
  The love I feel for my daughter, the 
  love I feel for my child, enough to 
  burst a heart asunder.
  Fort DC 10 to avoid death by 
  heart attack. If successful, gain 
  +1d3 permanent Luck.
  5
  I thought I would not need my 
  soul, if I could only have the man I 
  desired. Ah, but I was very young, 
  and I have seen the spiteful thing 
  I became once my soul was given 
  away. 
  Insight into loss grants a perma-
  nent +2 bonus to Will saves.
  6
  It tickles like dandelion fluff as 
  it goes down, silly and light, a 
  child’s perfect dream.
  No effect.
  7
  The liquid fizzes down your 
  throat, a rich feast of daydreams, 
  adolescent longings, and mature 
  wisdom stolen from the vaults of 
  Somnos.
  The PC can fall asleep whenever 
  there is an opportunity (rests, 
  etc., as determined by the judge), 
  including anytime the character 
  is on watch. Will DC 10 to stay 
  awake each time.
  Raggissa dwells within an extradimensional space inside the tree itself, which 
  she can merge with as a regular move (she will do this to confront PCs who 
  display an interest in the bottles on her tree, or who call for her, or to escape 
  an encounter that goes against her). She appears as an ancient crone with 
  sharp features and long fingernails, dressed in a ragged grey dress. Only four 
  feet tall, she towers over gnomes, but is shorter than humans or elves.
  The bottle witch can offer potions to those who come here, or can cast an 
  oracular reading. Each of these has a price: the soul, dreams, or shadow of the 
  petitioner. Although the witch will claim that these are things the character 
  has no use for anyway, losing any of them has consequences, as indicated 
  below:
  Price
  How it is Taken
  Consequences
  Soul
  Breath drawn into a bottle, 
  condenses as light liquid.
  The beneficial effects of divine 
  magic, including clerical heal-
  ing, no longer aid the character.
  
  12
  Dreams
  Bottle held before forehead, 
  light or dark liquid slowly con-
  denses.
  When the character rests at 
  night, he must succeed in a 
  Luck check to gain any benefit 
  from resting – healing, reset 
  disapproval, regained spells, etc.
  Shadow
  Cut from character with knife 
  of black meteoric iron, then 
  placed in bottle, where it be-
  comes a dark liquid.
  The character loses 3 points of 
  Personality, one per day, taken 
  at noon. If the shadow is re-
  stored, Personality is restores 1 
  point per night, at midnight.
  A character can restore his lost price by finding his bottle and consuming the 
  contents.
  Conducting an Oracular Reading: Raggissa presents the PC with a handful 
  of chicken, opossum, and cat bones, wrapped within a dirty rag. These are 
  represented by 1d3, 1d5, and 1d7. The PC rolls all three, modifying the re-
  sult by Luck, and the result determines the reading, as indicated on the chart 
  below. 
  Result
  Reading
  Effect
  3 or less
  Death reaches his 
  bony hand toward 
  you from the dark 
  waters.
  During this adventure, every time the PC 
  takes damage, increase by +1. All saves 
  are made at -2. All attacks against the PC 
  are at +2. If the PC survives anyway, they 
  thereafter gain a permanent +1d shift in 
  Hit Die type.
  4-5
  A shadow of ill luck 
  hangs over your 
  head.
  The PC has a -1d shift to every roll made 
  related to their Birth Augur (regardless of 
  actual Luck score), until the end of the 
  adventure.
  6-7
  The waters here are 
  deeper than you 
  know, and hidden 
  things move in their 
  depths.
  The PC may make any roll with a +1d 
  shift on the dice chain, but then the 
  judge gets to choose a roll for the PC 
  made with a -1d shift. Once both rolls are 
  made, the PC can choose to shift another 
  roll by +1d, and then the judge by -1d, 
  and so on.
  
  13
  
  14
  8-9
  The omens align 
  against you, so be-
  ware!
  The judge may choose to make the PC 
  reroll any one roll during the adventure.
  10-11
  Your destiny is en-
  tangled with some-
  thing from another 
  world.
  No effect.
  12-13
  The omens are in 
  your favor.
  The PC may choose to reroll any one roll 
  during the adventure.
  14
  The shadows part 
  to reveal a shining 
  destiny. Fate aligns 
  with you this day!
  The first three times that the character 
  would be brought to 0 hp during the 
  adventure, that damage is instead taken 
  by the closest ally for some narratively 
  plausible reason.
  15 or 
  more
  Ildavir reaches out 
  her green hand to 
  protect you. Blessed 
  are you indeed!
  Every roll made by the PC during the ad-
  venture is at a +1d shift. The PC cannot 
  be reduced to 0 hp; they are destined to 
  survive…at least to Level 1.
  The bottle witch can supply the following potions:
  • 
  Healing Draught: Regain 1d6+1 hp, up to normal maximum hp.
  • 
  Knight’s Blood: Gain a 1d3 Deed Die for 1d7+1 turns (this adds to at-
  tack roll and damage, and allows the imbiber to perform Mighty Deeds, 
  as if a 1st level Warrior). If the imbiber has a higher Deed Die already, 
  this potion has no effect.
  • 
  Love Philter: The imbiber must succeed in a DC 16 Will save or fall in 
  love with the first creature seen after drinking this potion.
  • 
  Water Breathing: Lasts 2d6 turns.
  These potions are mixed among the bottles on the witch’s tree, but cannot be 
  found by other creatures. Those paying close attention see the bottle come 
  into existence as the witch reaches for it.
  Raggissa the Bottle Witch: Init -2; Atk claw -2 melee (1d4-1) or 
  curse (DC 16 Will save) or spell; AC 9; HD 3d6; hp 13; MV 20’ 
  or climb 20’; Act 1d20; SP familiar, curse, spellcasting (+8 to spell 
  checks); SV Fort +4, Ref +0, Will +8; AL C. Spells: Chill touch, 
  forget, sleep.
  
  15
  Opossum Familiar: Init +0; Atk bite +2 (1d3); AC 14; HD 1d4; 
  hp 3; MV 20’ or climb 20’; Act 1d20; SV Fort +4, Ref +0, Will +8; 
  AL C. 
  If Raggissa is killed, but the familiar yet lives, her soul flees to the opossum’s 
  body, which runs away to restore her power to fight another day. 
  4.  Medlock 
  Ahead, through the cypresses and the hanging moss, you can see a collec-
  tion of ramshackle huts, sagging heavily with moss. Faded laundry hangs 
  dejectedly from lines strung beneath the trees, wherever there is a chance 
  for sun. Shrimp nets are strung up across some of the slowly collapsing 
  porches. Chickens run loose, as do a few barefoot children in dirty tunics 
  and short-legged pants, calling to each other as they play.  
  This is the village of Medlock, a swampfolk community of less than a hun-
  dred rather inbred yokels. Additional PCs may be obtained here (see Appen-
  dix S for swampfolk occupations and random gear). Appropriate equipment 
  may also be obtained here. Most of the swampfolk prefer trade and good 
  manners to copper coins.
  No map is given for Medlock. Most of the people who live here gain their 
  living from the bayou – netting shrimp, crab-fishing, fishing, hunting, and 
  growing what they can in the dry patches around their settlement. The 
  gnomes seldom have dealings with swampfolk, and their map mislabels the 
  settlement as “Arntree”…but this path doesn’t go to Arntree. They’ve taken a 
  wrong turn.
  It is completely possible for the PCs to skirt the village entirely. 
  5. Turtle Bridge
  A dark, deep stream enters the Blackwater here, over 100 yards across. 
  Wooden pilings have been driven into the streambed to support a bridge 
  of weathered wooden planks. The bridge is mostly level, but some places 
  tilt where the pilings have shifted. The bank on the far side is swampy, 
  with a moss-covered boardwalk going some distance into the reeds and 
  cypresses.
  
  16
  As the PCs cross the bridge, they see painted turtles slide into the water ahead 
  of them. A group of roseate spoonbills swing their heads side to side as they 
  seek crustaceans and frogs in the water. All seems well enough. However, a 
  gigantic snapping turtle lurks beneath the bridge where it is most skewed. It 
  has grown used to bumping the pilings to knock food into the water. When 
  the third creature reaches this point, it bumps the pilings, sending a shiver 
  down the bridge. 
  The third creature (or creatures, if walking double-file) must make a DC 15 
  Reflex save or fall into the water. The next creature in either direction must 
  make a DC 10 Reflex save, and the creatures after that a DC 5 Reflex save. 
  If even one creature falls into the water, the turtle may attack with surprise. 
  When the turtle succeeds with a bite attack, it snatches its prey, holding it 
  underwater and automatically dealing 1d3 damage per round. The turtle is 
  only interested in a meal, and once it has gained one, it spends 1d3 turns 
  consuming it.
  Proximity to the boundary of the Middle Area has allowed a number of 
  strange rhizomes to grow from the snapping turtle’s shell, amid the moss and 
  algae. These rhizomes seem to vacuum up escaped bits of flesh in tube-like 
  orifices as the turtle feeds, but are not directly harmful to the PCs. 
  Gigantic snapping turtle: Init +0; Atk bite +3 melee (1d7 plus 
  snatch); AC 20; HD 4d8+8; hp 34; MV 10’ or swim 20’; Act 1d20; 
  SP snatch; SV Fort +10, Ref -8, Will +0; AL N.
  The water here is deep, and creatures that fall into it are in danger of drown-
  ing. It is only a DC 5 task to swim for the shore, but each failure sweeps the 
  character ½ hex towards the Blackwater. Any creature that reaches the river 
  draws the attention of 1d3 infected alligators (see random encounters), which 
  begin the encounter 1d6 x 10’ away.
  Gnomes can attempt to befriend this creature.
  6.   Skunk Ape 
  As you continue along the path from the bridge, the air gets closer, and 
  there is a feeling of being watched. Tendrils of fungi weave among the 
  moss hanging from the trees. The sense of rot is increasingly pervasive until 
  you realize that there is another smell underlying it – the deep, musky 
  
  17
  odor of the legendary skunk ape!
  The PCs can hear a thrashing in the damp woodland as the skunk ape ap-
  proaches them. They have only three rounds to act before the sasquatch-like 
  beast is upon them….but this is neither the fierce nor the timid creature of 
  conflicting legends – it is nothing more than the vehicle of the great purple-
  red mushrooms growing out of every orifice of its skull: eyes, ears, mouth, 
  nostrils. It makes a barely audible, pitiful mewling noise as it stumbles along.
  If not interfered with, the infected skunk ape is harmless. If attacked, or if 
  any attempt is made to stop its motion, veins along the mushrooms stems 
  begin to throb as the fungi take control of the beast to defend themselves. 
  Even then, its movements are jerky, and it continues to mewl. If the swamp 
  ape is reduced to 0 hp, the mushrooms detach their bloody roots and attempt 
  to crawl away at 5’ speed (AC 7, 1 hp).
  Infected Swamp Ape: Init -2; Atk claw +1 melee (1d3+1); AC 8; 
  HD 1d8; hp 5; MV 30’; Act 1d16; SP immune to any pain-based 
  effects, death throes; SV Fort +4, Ref -2, Will +0; AL C.
  7.  Beached Skiff There is a flat-bottomed skiff beached here, large enough 
  to accommodate up to 8 humans or 16 gnomes.  It is visible from the far side 
  of the Blackwater River, but is tied to a thick stake with an 8’ hempen rope. 
  There are four long poles in the skiff (12’) and a torn shrimp net. It is not 
  guarded.
  8.  River Crossing 
  The path leads to where a tributary stream cuts across the swamp, becom-
  ing lost in a myriad of smaller streams as approaches the larger Blackwa-
  ter. Large, mostly-flat stones have been placed into the streambed here, 
  allowing one to cross the algae-rich water without getting wet above the 
  ankle.
  Each player must choose one character to make a Luck check. If the chosen 
  PC fails, a stone turns underfoot and deposits him in the water. The PC must 
  succeed in a second Luck check or a random item the PC is carrying is lost in 
  the silt at the bottom of the stream, and cannot be recovered. If no character 
  fails, the first PC across notices an old shield half-hidden in the weeds on the 
  far side. It is still serviceable, and, as it was made for a human child, a gnome 
  
  18
  could use it. It has a white pony on a green field painted on it, now barely 
  discernable due to fading and peeling.
  9.  Frog Hollow 
  The land plunges downward into a swampier marsh, before rising again 
  to an area of drier ground. Cedars and cypresses grow in the hollow 
  between the two squat ridges, giving way to a crown of bog oak on the 
  higher ground beyond. The road follows a berm from ridge to ridge, about 
  half a foot above the level of the marsh. The peeps and croaking of count-
  less frogs fills the air, as do the gnats on which the amphibians must feed. 
  So loud and persistent is their uncanny chorus that you get the feeling 
  there is something unnatural about it...almost as though it were a chanted 
  prayer. 
  PCs who listen to the frogs for a few moments begin to make out a word 
  in the multitudinous voices, as though each frog but created a small part of 
  any syllable: “Bo-bug-bib-ilz, Bo-bug-bib-ilz”. Any character who indicates 
  a desire to serve Bobugbibilz, or venerates the evil lord of amphibians here, 
  immediately rolls 1d24 + Personality modifier and consults the invoke patron 
  spell chart on pages 148-151 of the core rulebook (Other). This occurs even if 
  the veneration is done in jest.
  These circumstances only occur once; if the PCs return to this area, nothing 
  unnatural occurs.
  10.  Arntree  
  The road follows a rise out of the swamp, cut by a deep ravine through 
  which a stream flows into the Blackwater. A ramshackle town huddles 
  along the river and the road, forming almost a cross of grey-weathered 
  wooden buildings.  A listless silence hangs over the settlement. The trees 
  sway slightly in a breeze that you cannot feel.
  The people of Arntree are dull, grey, and listless. Even the children do not 
  really play. Examination shows fungal growths hidden beneath the villager’s 
  clothing – just under the ends of sleeves, under hats, hidden in tangled 
  beards, etc. 
  The village has fallen under the influence of a petalhead, which saps their will 
  
  19
  while seeking power for its craft (see Area 18). If the PCs spend any amount 
  of time in Arntree, the zombie-like possessed villagers will attempt to capture 
  them and bring them to the petalhead. Although there are 25 villagers avail-
  able, they do not attempt to kill the PCs; they do not even attempt to disarm 
  them. Instead, they attempt to grab PCs, with a base 5 Strength check to 
  get free, +2 per villager in addition to the first. No more than 4 villagers can 
  grab a small character, such as a gnome, but small characters take a -1d shift 
  on their Strength checks against the larger villagers. If a character fails three 
  checks, he is pinned. Once all characters are pinned, or have fled, the petal-
  head emerges:
  The door of one of the ramshackle huts creaks open, and a being such as you 
  have never seen before folds itself out from the darkness within. It is spindly, 
  with long, thin arms and legs, and a narrow stalk of a body. In addition to 
  its three arms and legs, the being has a fringe of branching tendrils growing 
  in a ring midway up its body. The head is almost flower-like in form, but its 
  brownish-orange hue speaks more of rot than beauty. At least a dozen un-
  blinking eyes circle its immense cranium. The entire creature – which seem 
  more like a plant or a fungus than an animal – towers over the villagers at 
  11 feet in height. You can feel its intelligence as it contemplates you, neither 
  malign nor evil, but simply without compassion.
  The petalhead wishes to examine the prisoners, using its branching tendrils. It 
  measures the PCs’ Stamina, Intelligence, and Personality, looking for strong 
  life-force with which to power the Carcinoma. As it examines the PCs, the 
  zombie-like villagers relax their grip, providing another chance for PCs to 
  escape (just requiring a DC 5 Strength check).  If the PCs can slay the petal-
  head, the villagers drop like marionettes with their strings cut. They are still 
  alive, recovering within 1d3 hours. The fungal growths are still present, but 
  the village can now supply additional 0-level PCs if required.
  Zombie-Like Villagers (25): Init -2; Atk grab +0 melee (0 plus 
  hold); AC 8; HD 1d4; hp 2 each; MV 20’; Act 1d20; SP hold and 
  pin; SV Fort +2, Ref -2, Will +0; AL N.
  Petalhead: Init +2; Atk blow +3 melee (1d3) or psionic blast +4 
  ranged (1d6); AC 12; HD 2d6+2; hp 12; MV 40’; Act 3d20; SP 
  psionic blast (Will DC 15 for half); SV Fort +4, Ref +0, Will +5; 
  AL N.
  
  20
  11.  Ancient Signpost
   Where the main path is met by a side track, ancient posts of twisted and 
  rusted metal still hold a sign partially aloft. Although pitted with age and 
  rust, and warped far from its original shape, green paint can still be seen 
  on the sign’s metal surface, as well as large neat white letters declaring 
  “New Orleans 65 miles” with an arrow pointing to the upper right hand 
  corner of the sign. 
  The writing is ancient, and whether or not the PCs can read the sign is up to 
  the judge. If the judge doesn’t want his campaign milieu to be post-Apoca-
  lyptic, this could have been thrown back from a future era, or from another 
  world/plane of existence.  If the sign is from another world, the judge using 
  standard PCs can make investigating it a necessary component to learn planar 
  step.
  12.  Magnolia Way 
  The raised trail continues on through the swamp, but there is a side track 
  away from the ancient roadway. This track goes off to the southeast, and 
  can be seen climbing out of the bayou swamp into the hillier, forested 
  lands to the east. The track is lined with ancient magnolia trees which 
  have grown to a prodigious size – perhaps unnaturally so. Even in the 
  swamp they seem to have prospered, dropping heavy petals from their 
  pinkish-white flowers onto the ground beneath.
  This path is protected by the will of Ildavir, Goddess of Nature, and nothing 
  unnatural (such as creatures infected by the alien fungus) can step upon it. 
  While the PCs may have encounters on the track, so long as they do not step 
  off it they are safe. Gnomes, faerie animals, and elves feel a sense of peace on 
  the track, 
  13.  Sacred Spring 
  The magnolia-lined track leads upward through the wood for over an 
  hour. It is clear that, although seldom used, the path is maintained. 
  Swampfolk have travelled this way, perhaps even recently. Where the trail 
  ends, a woman is crudely carved on the face of an enormous tulip tree, so 
  great that it dwarfs even those which line the trail. Although the carving 
  is rough, it reveals a figure of serene beauty. Carved flowers entwine the 
  
  21
  woman’s hair. At her feet, a sweet-smelling spring arises from among the 
  magnolia’s roots, from whence it goes splashing down the hillside to the 
  north.
  The figure carved on the tree is a representation of Ildavir. This icon draws 
  the goddess’ attention to Blackwater Bayou, and is the reason why the Carci-
  noma’s poison has not spread further. Defacing this image, or drinking from 
  the sacred spring, both have an effect – one for evil, and the other for good.
  Desecration: The link to Ildavir is severed, and there is an immediate feel-
  ing of air pressure as the Carcinoma’s power pushes outward. Ears pop. The 
  sacred spring is polluted, and no benefits can be gained from consuming its 
  waters. All PCs must roll 1d7 + Luck modifier, and consult the following 
  table:
  1d7 + 
  Luck Mod
  Effect
  0 or less
  The character takes 1d8 damage as his body erupts into a convulsive mass 
  of fungi. If the character survives, he is hideously deformed, and takes 1d3 
  points of permanent damage to all ability scores. 
  1
  The character’s body cells are warped and replaced with fungi. The character 
  is no longer an animal. The character suffers temporary 1d8 Intelligence and 
  Personality damage; if either fall below 3, the character falls under the control 
  of the Carcinoma.
  2-3
  Strangely colored mushrooms burst through the character’s skin, causing 1d4 
  damage. As the damage heals, the mushrooms wither and fall off.
  4-5
  No effect.
  6
  PCs feels the push of an alien intelligence against their minds. There is a 
  momentary vision of a strange fungal landscape, where towering filaments of 
  colorful rot reach high into an extraterrestrial sky. Hues never seen on Earth 
  before the Carcinoma abound.
  7
  The character feels the mind of the Carcinoma. Thereafter, they gain a +1d 
  shift on the dice chain against the psychic powers of the Carcinoma and any 
  of its creatures (petalheads’ psychic blasts, the PRS damage caused by fungal 
  guardians, etc.).
  8 or higher
  The character feels, and rejects, the mind of the Carcinoma. The character is 
  immune to the psychic powers of the Carcinoma and any of its creatures (pet-
  alheads’ psychic blasts, the PRS damage caused by fungal guardians, etc.).
  Drinking from the Sacred Spring: The first time a character drinks from the 
  spring, it heals all damage, cures disease, neutralizes poisons, and restores lost 
  ability score points. Thereafter, Neutral creatures heal 1d4 damage and cure 
  
  22
  all diseases. 
  If the image of Ildavir is not desecrated, PCs surviving this funnel can bring 
  other characters to the Sacred Spring in order to gain a one-time restoration 
  of lost abilities. In OSR-style games, knowledge of the campaign milieu is 
  one of the rewards for play, and the judge should encourage players to make 
  use of their knowledge!
  14. Fallen Bridge 
  The bayou becomes stranger as the roadway moves north. Half-seen 
  creatures slip into the water, and even sometimes scuttle across the road 
  far ahead (or unnervingly close behind). Although you don’t see them 
  clearly, you are certain that they are…unnatural.  Ahead is a wooden 
  bridge crossing a stream feeding into the Blackwater. The bridge has been 
  knocked down. Where it is fallen in the water, strange roots of pulsating 
  weird colors wrap around the waterlogged boards. The road turns to the 
  east beyond the stream, away from the strange meteor at the heart of the 
  bayou.
  The stream is too far across to jump. Characters attempting to wade discover 
  that the water here is about 3 feet deep, and the stream bed is sucking black 
  mud that can pull a character down another 1d3 feet at a rate of 6 inches per 
  round. The smell rising from the disturbed mud is so foul that anyone in the 
  water must succeed in a DC 5 Fort save or pass out for 1d3 rounds – easily 
  fatal here. 
  Failed swimmers get pushed out into the brackish mouth of the Blackwater 
  River after 5 minutes (Strength DC 10 to swim across the river).
  The fungal roots are strange, but only dangerous if actually touched with bare 
  skin. A Fort save (DC 10) is required to prevent the fungus from sending 
  blood-seeking filaments into the character touching them. These filaments do 
  1d3 temporary Stamina damage each round until a DC 15 Strength check 
  succeeds in pulling the character free. 
  15. Bear Warning  A mutated black bear lurks in the forest east of the trail. 
  It is covered in fungal growths, but walks upright, gripping a shovel in its 
  hand-like paws. If the PCs continue along the eastern road, away from the 
  rot at the heart of Blackwater Bayou, it leaves the forest, appearing in the trail 
  
  23
  50’ ahead. “Prevent…” it rasps out in a low growl, pointing in the direction 
  of the Carcinoma. “Only you...” If they persist eastward, it attacks them. The 
  creature wears faded denim trousers and a rumpled hat.
  The mutated bear is half controlled by its one-time interest in protecting 
  the wilderness from fire and other hazards, and half controlled by the Car-
  cinoma’s fungal roots, which reach deep into its brain. The Carcinoma is 
  looking for living creatures to power it, and wants the PCs to approach it for 
  this purpose. The bear wants the PCs to stop the Carcinoma from spreading. 
  If the players attempt to negotiate with the thing, the judge should play both 
  the sly but alien Carcinoma and the confused but desperate creature it has 
  infected. Once combat begins, though, or if the PCs continue eastward, all 
  hesitation disappears.
  Mutated Black Bear: Init +2; Atk shovel +6 melee (1d4+1) or claw 
  +4 melee (1d4+4) or bite +2 melee (1d6+4); AC 12; HD 4d8+8; hp 
  40; MV 40’; Act 2d20; SP maul (free bite attack if it hits the same 
  target with both claws); SV Fort +4, Ref +0, Will -4; AL N.
  The PCs may still persist to the east. In this case, the Carcinoma expands, 
  creating a permanent link to the fungal world of Hellgoth (see Appendix E). 
  While this adventure is over, their failure to stop the Carcinoma now will 
  surely come back to haunt them.
  16.  Dolmen Island  
  Rising out of the Blackwater is a pillar of stone, its carved edges rounded 
  by time. It leans towards the moving water, the detritus of mud and wood 
  caught about it creating an island bound together by weeds and a few 
  scraggly shrubs.
  In a post-Apocalyptic game, this dolmen is made of rebar and concrete, part 
  of the last remaining supports for a bridge which has long since vanished. 
  Otherwise, it is made of stone that was moved to this place in ancient times. 
  PCs who take the time to study it may learn a spell of the judge’s choice, 
  which does not have to be one that they could normally cast, with a DC 17 
  Intelligence check (one time only). This spell is cast using whatever die is 
  normal for the character (i.e., 1d10 for 0-level characters).
  
  24
  17.  Infected Apes and Swampfolk  Drawing near the Carcinoma triggers 
  this encounter.
  As you move forward, you discover creatures coming out of the forested 
  wetlands behind you. Many of them seem human, but a few are swamp 
  apes. All are infected by strange fungal growths.  These large mushrooms 
  and spore-bearing bodies grow from eyes, ears, mouths, and skin, and are 
  of many strange colors, but more that strange, nameless color that came 
  to Blackwater Bayou with the alien meteor weeks ago. They do not seem 
  interested in attacking you, but surround your party at a distance, cutting 
  of your retreat and funneling you toward the heart of the weirdness which 
  has come to this land.
  The infected swampfolk outnumber the PCs by at least three to one, and 
  there is an infected swamp ape for every 5 swampfolk (minimum 3).  These 
  beings do not attack PCs unless they try to move away from the Carcinoma. 
  Resting PCs are guarded, but not molested. Faerie animals in animal form are 
  not registered as sentient beings, and are ignored. Controlled by the Carci-
  noma, their only purpose is to force the PCs to approach the “meteor”, where 
  one or more can serve as a power source.
  Infected swampfolk (3+ per PC): Init -2; Atk makeshift weapon 
  +0 melee (1d4); AC 8; HD 1d4; hp 2 each; MV 20’; Act 1d20; SV 
  Fort +2, Ref -2, Will +0; AL N.
  Infected swamp apes (3+): Init -2; Atk claw +1 melee (1d3+1); 
  AC 8; HD 1d8; hp 5; MV 30’; Act 1d16; SP immune to any pain-
  based effects, death throes; SV Fort +4, Ref -2, Will +0; AL C.
  18. The Carcinoma 
  You come at last to a clearing in the Bayou wetlands, where a great frac-
  tured rock sits, resembling nothing so much as a cracked pecan shell. The 
  rock-shell is covered with alien fungal growths resembling purple ergot 
  and pulsating morels of the strange unknown hue. The whole thing can-
  not be more than five yards in diameter. The entire clearing is surrounded 
  by a ring of infected swampfolk and apes, eerily silent, swaying to the 
  pulsating rhythm of the abnormal color.
  From out of the largest of the dark cracks three creatures emerge, unfold-
  
  25
  
  26
  ing like hidden spiders. They are long and thin, with three spindly arms 
  and legs, a ring-like fringe of branching tendrils midway up their bodies, 
  and flower-like heads with at least a dozen unblinking eyes. These crea-
  tures appear to be some form of deep orange-brown fungus, each over 10 
  feet in height.
  These beings are petalheads, similar to (but more powerful than) the one 
  found in Area 10. They survey the PCs quietly, until one of the characters 
  speaks or moves towards them.
  When this happens, a cold emotionless voice speaks in the PC’s minds: This 
  is not our world. We wish to attain our world. We need sacrifices to power 
  our engines. The default is that three sacrifices are needed, but the judge may 
  adjust this if many or few PCs remain. Willing sacrifices are invited into the 
  Carcinoma.
  Petalheads (3): Init +3; Atk blow +3 melee (1d5) or psionic blast 
  +6 ranged (1d8); AC 12; HD 4d6+4; hp 18 each; MV 40’; Act 
  3d20; SP psionic blast (Will DC 15 for half); SV Fort +5, Ref +1, 
  Will +6; AL N.
  Within the Carcinoma
  A. Entrance 
  The entrance to the shell-like rock is so small that any creature larger than 
  a gnome would have to duck to enter, but beyond you can see that the 
  interior of the structure is much larger than the exterior. You find yourself 
  in a narrow corridor made of walls of leathery material coated in colorful 
  slime. The ceiling is lost in darkness above you. There is a faint taste of rot 
  in the air.
  When the last invited character enters the Carcinoma, the entrance seals be-
  hind them. The slime is oil-slick, but harmless, and retards fire. Sharp weap-
  ons can cut the leathery substance, but it heals at the rate of 1d5 hp/round 
  and takes 25 hp damage to create a large enough rent to squeeze through. 
  Damaging the walls causes a colossal (20’ tall) fungal guardian with 20 legs 
  and 6 tentacles to drop down from above. This guardian doesn’t have the 
  
  27
  
  28
  ability to drain Personality, but its tentacles are covered with sharp bone-like 
  nodules. Any PC slain here will cause a petalhead outside the Carcinoma to 
  invite a replacement to enter.
  Colossal fungal guardian: Init +2; Atk tendril +2 melee (1d4); AC 
  14; HD 3d8;hp 13; MV 30’; Act 6d20; SP immune to mind-affect-
  ing; SV Fort +5, Ref +0, Will +0; AL C.
  B. Petalhead Nodule 
  The organic passage follows the circumference of the stone-seed. Towards 
  the inside, it widens, and you can see an area where several of the tall, 
  spindly creatures are pressed into the inner wall. Their limbs and flower-
  like heads are unmoving, but whether or not they can see with their many 
  eyes is anyone’s guess. The smell of rot is stronger here than it was when 
  you first entered the structure.
  Each of these nodules contains five dormant petalheads, which the Carcino-
  ma can revive if needed. It takes 1d3 rounds to fully revive 1d3 of the crea-
  tures, with 1d3 revived each round thereafter until all are active.
  Petalheads (5): Init +3; Atk blow +3 melee (1d5) or psionic blast 
  +6 ranged (1d8); AC 12; HD 4d6+4; hp 18 each; MV 40’; Act 
  3d20; SP psionic blast (Will DC 15 for half); SV Fort +5, Ref +1, 
  Will +6; AL N.
  C. Guardian Antechamber 
  The passage continues around the enormous interior of what was, on the 
  outside, a relatively small object. Opposite where you entered, there is an-
  other widening to the interior, this one with a passage that leads further 
  into the interior, into the very heart of the structure. One of the creatures 
  with the flower-like heads waits here for you. You can feel its emotionless 
  thoughts in your head, indicating that you are to go into the central node. 
  The smell and taste of rotting meat is now strong in the air.
  The petalhead is here to follow the PCs into Area D and ensure that they are 
  properly connected to the planar engine (see below). If the PCs are hesitant, 
  it will telepathically urge them to comply: “We wish our home. You will pro-
  vide us power. You will bring us to our home.” Of course, if the PCs decide 
  
  29
  to fight here, the petalheads from both Areas B will be dispatched to subdue 
  them.
  Petalhead: Init +3; Atk blow +3 melee (1d5) or psionic blast +6 
  ranged (1d8); AC 12; HD 4d6+4; hp 18; MV 40’; Act 3d20; SP 
  psionic blast (Will DC 15 for half); SV Fort +5, Ref +1, Will +6; 
  AL N.
  D. The Planar Engine 
  The narrow passage enters into a wide cul-de-sac, with walls of pulsat-
  ing colors you have never seen before – weirder even than that which has 
  infested Blackwater Bayou. Various living tubes descend from the unseen 
  ceiling, merging and reemerging from the fibrous walls. Several niches 
  contain human swampfolk, clearly dead or close to dying, their life force 
  given up to power the abnormal structure of the seed-rock. Empty spaces 
  remain, enough for each of you to make the same sacrifice. The dead are 
  strewn casually about the floor – several humans and one skunk ape – but 
  they are not the source of the rotten stench, stronger here than anywhere 
  else. Their bodies are now no more than empty husks, shriveled and sere. 
  This is the heart of the Carcinoma. The PCs may choose to become part of 
  the engines (the petalhead will certainly suggest this course of action). They 
  may choose to attack the petalhead. They may choose to attack the engines. 
  They may have some other, unforeseen, reaction. Below are guidelines for 
  dealing with these eventualities, but the judge should remember that any-
  thing that disrupts the Carcinoma should succeed. 
  Hooked to the Engines: As you become part of this thing, the Carcinoma, 
  you can feel the life being drained from you. You immediately take 1d3 
  points of temporary Stamina damage and will take 1d3 points of additional 
  temporary Stamina damage each round until you die. The walls of the Car-
  cinoma become transparent, and you can see beyond them a vast hellscape 
  of eerie colors and weird fungi – this is the place the Carcinoma comes from. 
  Far from leaving your world behind, you become aware of the mind behind 
  the Carcinoma, its very animus, seeking to use your life force to merge your 
  world with its own. What do you do?
  Strength DC 10 breaks free of the Carcinoma, causing it 1d5 damage in the 
  process. If the Carcinoma takes 10 damage or more, it is disrupted.
  
  30
  Attack the Petalhead: Statistics are in Area C, above. The petalheads in Areas 
  B will be activated after the first round (taking 1d3 rounds to fully revive 1d3 
  of the creatures, with 1d3 revived each round thereafter, as indicated in Areas 
  B). In the ensuing melee, misses have a chance of hitting the planar engines 
  (1 in 5, or 1 in 3 for missiles). If the Carcinoma takes 10 damage or more, it 
  is disrupted.
  Attack the Engines: AC 5. If the Carcinoma takes 10 damage or more, it is 
  disrupted. The petalhead (and reserves) may attempt to stop them.
  Disruption
  A psychic shriek rips through your minds, disorienting you for a second. The 
  leathery walls of the structure begin to weep some strange substance akin to 
  blood. Where they were once rigid, disjointed waves ripple across their sur-
  face. The fungal creatures themselves collapse into quivering masses of slime. 
  Out across Blackwater Bayou, infestations dry up and flake away. Where a 
  creature’s mind was not completely overtaken, they find themselves slowly 
  recovering. Where a creature’s mind was wholly given to the strange growths, 
  their very being turns to dust!
  The trembling walls of the structure become transparent, revealing a vast 
  plane of strange hues and even stranger fungal beings, some of which would 
  tower over the tallest trees of your own world. With a start, you realize that 
  this structure is being drawn back where it came from. And you are still on it!
  Characters who immediately run gain a DC 10 Reflex save, and all characters 
  gain a Luck check, to escape the Carcinoma before it disappears. Those who 
  fail are transported to the petalheads’ home world/plane of Hellgoth (see Ap-
  pendix E).
  Enough of the swampfolk outside the Carcinoma have survived that any 
  player who has lost all of their PCs can make a new 0-level PC using the 
  occupation table in Appendix C. These characters have gained 10 XP from 
  their ordeal, and immediately become 1st level. Hopefully, both gnomes and 
  swampfolk have learned that each is capable of sacrifice to protect their home, 
  and that problems exist in the game world which neither can handle alone.
  It is time to put differences aside. There is a whole world to discover!
  
  31
  APPENDICES
  Appendix A: Gnomes
  The Gnome class, by Yves Larochelle, first appeared in Crawl! Fanzine #6, 
  and appears here by permission. Minor edits, expanded 0-level occupations, 
  and information about 0-level gnomes by Daniel J. Bishop. Some ideas come 
  from svaragog on the Goodman Games forums in the initial design of this 
  class.
  Gnomes are mischievous distant cousins of the dwarves. They are small in 
  size, rarely reaching more than 40 inches in height and 90 pounds in weight 
  and can live up to 600 years of age. Gnomes are magical beings; they are very 
  proficient with illusions and have better magic resistance than other races. 
  Unlike the dwarves, gnomes usually live above ground, preferring forest and 
  gardens to underground or brick and mortar habitations. Gnomes are curious 
  and playful by nature but can also show extreme bravery and fellowship when 
  danger shows up.
  Hit points: Because of their fragile nature, gnomes gain 1d5 hit points each 
  level.
  Slow: Due to their small size, gnomes have a base movement of 20’.
  Weapon Training: Gnomes usually don’t like to fight with weapons. If forced 
  to defend themselves, they will use a dagger, dart, sling or staff. Armor that 
  will fit a gnome is very difficult to find, plus it affects a gnome’s ability to use 
  magic.
  Alignment: Since gnomish lifestyle is based on freedom and nature, they 
  usually are neutral but chaotic and, more rarely, lawful gnomes have been 
  encountered.
  Level Limitation: Gnomes are simple, humble creatures, they don’t save the 
  universe from annihilation or become demigods and hence are limited to 
  level 5.
  Magic: Gnomish magic is solely based on illusion, deception, mirage and 
  trickery. Gnomes are especially resistant to magic and its corrupting effects. 
  
  32
  
  33
  Gnomes can’t have “patrons” and their spell list is limited (see below). At first 
  level gnomes can pick any three 1st level spells from their limited list. Gnome 
  spells, like wizards, are affected by Intelligence. Spellcasting for gnomes 
  generally follow wizard’s rules, with the exception of the Trick Die. The Trick 
  Die determines the effective caster level (CL) each time a spell is cast. For 
  example, a 1st-level gnome has a caster level of 1d3, as opposed to 1st-level 
  Wizards or Elves with a caster level of 1. The spell check is usually a d20 + 
  Trick Die + Intelligence Modifier. A gnome will only suffer the “1” effect of a 
  spell failure if both the die roll and the Trick Die are natural ones.
  Sturdy Illusionist Trick: Gnomes sometimes cast special illusions that 
  become “sturdy” or solid. Whenever the gnome casts a spell, he can add a 
  description of the precise manifestation of his illusion. If the judge considers 
  it appropriate in relation to the situation and the adversaries and the Trick 
  Die roll is 3 or higher, the illusion becomes “sturdy” (thick/real/solid) and 
  is capable of causing real combat damage to an adversary on top of its other 
  effects. The judge should describe the exact form of the damage according to 
  the context. The damage is a one-time automatic hit doing 1d5 of damage 
  per level of the gnome, and can also be fire-based, cold-based, etc. If the Trick 
  Die is 5 or higher the illusion is also especially impressive and the adversary 
  must make a Will save vs Spell Check or flee in panic for 1d5 rounds.
  Gnomes are limited to the following spells:
  • 
  1st level: (Roll 1d7) (1) charm person, (2) color spray, (3) magic shield, 
  (4) read magic, (5) ropework, (6) sleep, or (7) ventriloquism.
  • 
  2nd level: (Roll 1d10): (1) detect invisible, (2) ESP, (3) invisibility, (4) 
  knock, (5) levitate, (6) magic mouth, (7) mirror image, (8) phantasm, (9) 
  scare, or (10) scripted illusion (new spell, described in Appendix D).
  • 
  3rd level: (Roll 1d6): (1) consult spirit, (2) dispel magic, (3) fly, (4) haste, 
  (5) slow, or (6) tum to stone.
  • 
  4th level: (Roll 1d6): (1-3) polymorph or (4-6) transmute earth.
  Magic Resistance: Gnomes are especially resistant to magic. There is a 10% 
  chance per level that any magic spell or effect targeting them will dissipate 
  on contact with the gnome (this is in addition to any other applicable save 
  check.)
  Animal Trick: Gnomes are very close to nature. With a roll of 3 or more on 
  their Trick die, an animal or insect of less than 1 HD will become “friendly” 
  
  34
  with a gnome, protecting him or performing a small task for him. Minimal 
  communication, but not an actual “speak with animal” skill, is also possible. 
  The animal will not become a “familiar”, is always under the control of the 
  judge, and will leave afterwards.
  Night Vision: Gnomes can see in the dark up to 60’, but cannot see in com-
  plete darkness.
  Gem Affinity: Gnomes can detect the presence of large quantities of gems 
  and various other precious stones (10% per level).
  Luck: A gnome’s Luck modifier applies to all Saving Throws against magic 
  attacks and spells.
  Languages: At first level, a gnome knows Common plus the gnome, elf, and 
  dwarf languages. A gnome knows one additional language per point of Int 
  modifier. Use the “Dwarf” or “Elf” column in Appendix L of the core rule-
  book, with an equal chance of each. 
  Action Dice: A gnome’s action dice may be used for attacks and spell checks 
  at any level.
  0-Level Gnomes: A 0-level gnome has the following traits: slow (20’ move 
  speed), night vision to 60’, and 5% magic resistance.  A 0-level gnome gains 
  1d4 hit points, as does any other 0-level character.  In addition, a 0-level 
  gnome has a 1 in 6 chance of making a normal animal friendly to himself, so 
  that it will not attack and may even perform some small service at the judge’s 
  discretion.  Using this ability requires the gnome to take a non-hostile atti-
  tude toward the animal.
  
  35
  Table G-1: Gnome
  Level
  Attack
  Crit Die/
  Table
  Action Dice
  Trick Die
  Known 
  Spells
  Max 
  Spell 
  Level
  Ref
  Fort
  Will
  Level Title
  1
  +1
  1d6/I
  1d20
  1d3
  3
  1
  +1
  +1
  +1
  Trickster
  2
  +1
  1d6/I
  1d20
  1d4
  4
  1
  +1
  +1
  +1
  Charmer
  3
  +2
  1d8/I
  1d20
  1d5
  5
  2
  +2
  +2
  +1
  Illusionist
  4
  +2
  1d8/I
  1d20
  1d6
  6
  3
  +3
  +2
  +2
  Master Illusionist
  5
  +3
  1d10/I
  1d20 + 1d14
  1d7
  8
  4
  +4
  +3
  +3
  Copperfield
  Table G-2: Zero-level occupations for gnomes
  Roll 1d14
  Occupation
  Trained Weapon
  Trade Good
  1
  Gnome artisan
  Whittling knife (as dagger)
  1d5 carved wooden animals
  2
  Gnome astrologer
  Dagger
  Spyglass, star charts
  3
  Gnome brewer
  Bung hammer (1d4)
  Frothing mug and small beer keg
  4
  Gnome cobbler
  Awl (as dagger)
  Three pairs of shoes
  5
  Gnome entertainer
  Black wand (as staff)
  Shiny black top hat, white gloves
  6
  Gnome fisher
  Scaling knife (as dagger)
  Fishing pole and wooden bucket
  7
  Gnome gardener
  Hand garden fork (as dagger)
  Bag of flower seeds, green thumb
  8
  Gnome healer
  Staff
  Healing potion (1d4 hit points)
  9
  Gnome herbalist
  Dagger
  ½ lb. bag of herbs, briar wood pipe
  10
  Gnome housekeeper
  Straw broom (as staff)
  Bottle of vinegar
  11
  Gnome lantern-bearer
  Staff
  Lantern with candle, flint & steel
  12
  Gnome prospector
  Rock pick (1d6)
  Prospecting pan
  13
  Gnome stroller
  Walking stick (as staff)
  Pants with large pockets (small rocks, thread)
  14
  Gnome warden
  Short bow
  Backpack and heavy cloak
  
  36
  Appendix B: Faerie Animals of the Bayou
  This class first appeared in FT1: Creeping Beauties of the Wood. An alternate 
  local animal types table appeared in FT2: The Portsmouth Mermaid. Another 
  alternate animal table, based on the Blackwater Bayou environment, appears 
  below.
  You are a magical animal native to wild spaces, which has gained a supernatu-
  ral ability to take on human form.  Regardless of what type of animal you are, 
  as a faerie animal your lifespan is approximately three centuries.  Your nature 
  is defined by your animal type – a wolf is rapacious, a mouse timid, a turtle 
  slow and thoughtful.  Your occupation is also determined by your animal 
  type; you are good at doing things that your animal type is good at.
  Faerie animals are literally animals with human-level intelligence, which are 
  able to take human or semi-human form.  Most are found in the wilds, in 
  places of sylvan beauty or supernatural terror.  Some few, curious about hu-
  mans and other folk, choose to explore the world and become adventurers.
  Powerful faerie animals can cast spells as wizards do, but this is not a skill that 
  comes easy to them.  
  0-level Faerie Animals:  0-level faerie animals cannot yet shift to humanoid 
  form.  They have the abilities of their animal form, as well as infravision and 
  iron vulnerability.  Regardless of their animal type, they roll 1d4 for hp.
  Hit Points: A faerie animal gains 1d6 hit points at each level.
  Weapon Training: A faerie animal is trained in the use of its natural weap-
  ons.  A faerie animal may designate three other weapons with which it is 
  trained.  A faerie animal may wear armor, but this does not change with it 
  when it shifts form, and iron vulnerability prevents faerie animals from com-
  fortably using many types of armor and weapons.
  Alignment: Faerie animals may be of any alignment, but tend towards Neu-
  tral and Chaotic.  Lawful faerie animals are extremely rare.
  Animal Form:  In animal form, a faerie animal has the natural attacks, AC, 
  and movement, and any other special abilities of its animal type.  A faerie ani-
  mal can only shape shift into its own animal type.  It has a distinct identity 
  
  37
  both as an animal and as a human.  I.e., a faerie cat cannot become any cat 
  or any human, but rather one specific cat and one specific human.  When in 
  animal form, a faerie animal is limited in the same way that the animal type 
  normally is.
  Shifting Shape:  A faerie animal can shift between its animal form and its 
  human form, and can sometimes intentionally shift partially between shapes.  
  A faerie animal has a “Shift Die”; this is rolled when the character attempts 
  to shift between one shape and another.  The Shift Die result must be 3+ in 
  order to shift.
  On a roll of 5+, the character can shift to a humanoid animal form, retaining 
  the natural attacks and defenses of its animal type.  In this form, the character 
  can use any special movement types the animal has at half speed.
  On a roll of 7+, the character can intentionally shift only a portion of its 
  body, so as to give its animal form the manual dexterity of human hands, or 
  to grant its human form cat’s eyes to see better in the dark.
  On a roll of 10+, normal equipment can become part of the new shape, sub-
  ject to any limitations the judge may place.  This equipment is not operative 
  while shape-shifted.
  If the roll is a natural “1”, the faerie animal cannot attempt to shift again 
  until the next sunrise (for primarily diurnal animals) or sunset (for primarily 
  nocturnal animals).  The Shift Die is rolled again immediately, and if the roll 
  falls between 1-2, the faerie animal is not only stuck in his current shape, but 
  he is caught partially changed in some disadvantageous way determined by 
  the judge.
  Magic:  Faerie animals learn arcane magic as they become more powerful.  
  Faerie animal spells are determined randomly like a wizard’s.  if a faerie ani-
  mal suffers corruption, the corruption manifests in any form it takes.
  Caster Level:  Caster level is a measurement of a faerie animal’s power in 
  channeling a spell’s energy. A 5th level faerie animal has a caster level of 1, 
  and this caster level rises by 1 for each level gained thereafter, to a maximum 
  of 6.  
  Infravision:  Faerie animals can see in the dark up to 60’.
  
  38
  Iron Vulnerability:  Like elves, faerie animals are extremely sensitive to the 
  touch of iron.  Direct contact over prolonged periods causes a burning sensa-
  tion, and exposure at close distances makes them uncomfortable.  A faerie an-
  imal may not wear iron armor or bear the touch of iron weapons for extended 
  periods.  Prolonged contact with iron causes 1 hp of damage per day of direct 
  contact.  This is true even when the faerie animal is in its human form.
  Luck:  At first level, a faerie animal’s Luck modifier applies to one saving 
  throw of his choosing. That modifier does not change as the character’s Luck 
  score changes.  In addition, a faerie animal may spend 1 point of Luck to 
  avoid corruption, as can a wizard.
  Languages:  A faerie animal always knows the language of its animal type, 
  Common, and either Elf or Gnome (equal chances of each).  Faerie animals 
  learn one additional language per point of Intelligence bonus.  Additional 
  languages are randomly determined as specified in Appendix L, using the 
  column for elves.
  Action Dice:  A faerie animal’s action dice can be used for attacks or shifting 
  shape.  At 5th level, a faerie animal may use one Action Die each round to 
  make a spell check.
  Table:  Faerie Animal
  Level
  Attack
  Crit Die/
  Table
  Action Dice
  Shift 
  Die
  Known 
  Spells
  Max 
  Spell 
  Level
  Ref
  Fort
  Will
  1
  +1
  1d4/M
  1d20
  D3
  0
  0
  +1
  +1
  +0
  2
  +1
  1d6/M
  1d20
  D4
  0
  0
  +1
  +1
  +1
  3
  +2
  1d6/M
  1d20
  D5
  0
  0
  +2
  +2
  +1
  4
  +2
  1d8/M
  1d20
  D6
  0
  0
  +2
  +2
  +2
  5
  +3
  1d8/M
  1d20 + 1d14
  D7
  1
  1
  +2
  +3
  +2
  6
  +3
  1d10/M
  1d20 + 1d16
  D8
  2
  1
  +3
  +3
  +2
  7
  +4
  1d10/M
  1d20 + 1d20
  D10
  3
  2
  +3
  +4
  +3
  8
  +4
  1d12/M
  1d20 + 1d20
  D12
  4
  2
  +3
  +4
  +3
  9
  +5
  1d14/M
  1d20 + 1d20
  D14
  5
  3
  +4
  +5
  +3
  10
  +5
  1d16/M
  1d20 + 1d20 
  + 1d14
  D16
  6
  3
  +4
  +5
  +3
  
  39
  Table:  Faerie Animal Titles
  Level Title
  1
  Wildling
  2
  Manwalker
  3
  Beast
  4
  Great Beast
  5
  Beast Lord
  Table:  Faerie Animal Type & Occupation
  In normal campaign generations, assume a base 2% chance of a character be-
  ing a faerie animal.  If a character is not a faerie animal, roll on Table 1-3 (pp. 
  22-23 of the core rulebook) or the appropriate table in Alternate Occupations 
  (IDD Company).  If a faerie animal is indicated, roll 1d100 and consult the 
  table below.  The judge is encouraged to expand the possible faerie animals in 
  her campaign.
  d%
  Animal Type
  Attacks
  AC
  MV
  Special Abilities
  01-03
  Alligator
  Bite (1d6)
  18
  20’ or swim 40’
  04-10
  Armadillo
  Claw (1d2)
  12
  20’ or burrow 
  10’
  +6 to AC when 
  curled up; +2 to AC 
  if in humanoid form 
  or half-changed form 
  with armor mani-
  fested
  11-12
  Bear
  Claw (1d4) or 
  bite (1d8)
  16
  40’
  Gains +2 hp per lev-
  el; gains a +4 bonus 
  to Strength checks in 
  bear’s shape
  13-17
  Boar
  Tusks (1d5)
  12
  40’
  Gains +4 hp per level
  18-19
  Egret
  Beak (1d3)
  10
  15’ or fly 30’
  20-25
  Deer
  Hoof (1d3) or 
  antlers (1d5)
  12
  50’
  26-28
  Fox
  Bite (1d3)
  13
  40’
  Good hearing and 
  sense of smell
  29-30
  Heron
  Beak (1d3)
  10
  15’ or fly 30’
  31-38
  Lizard
  Bite (1)
  12
  20’ or climb 20’ 
  or swim 20’
  Stealthy (+3)
  39-40
  Manatee
  Buffett (1d3)
  12
  5’ or swim 50’
  41-50
  Opossum
  Bite (1)
  10
  20’ or climb 20’
  Marsupial, prehen-
  sile tail, play dead
  
  40
  51-52
  Panther
  Claw (1d4) or 
  bite (1d8)
  14
  50’
  Stealthy (+3)
  53-56
  Pelican
  Beak (1)
  9
  10’ or fly 40’
  57-59
  Snake (non-
  venomous)
  Bite (0)
  12
  20’ or swim 30’
  60-68
  Snake (ven-
  omous)
  Bite (poison)
  12
  20’ or swim 30’
  Venom as adder, asp, 
  or viper in Appendix 
  P (core rulebook, p. 
  446), with an equal 
  chance of each
  69-70
  Snapping 
  turtle
  Bite (1d5)
  16
  5’ or swim 20’
  +4 to AC if in 
  humanoid or half-
  changed form with 
  shell manifested
  71-74
  Spoonbill
  Beak (1)
  9
  5’ or fly 70’
  75-95
  Turtle
  None
  16
  5’ or swim 30’
  +4 to AC if in 
  humanoid of half-
  changed form with 
  shell manifested
  96-00
  Water dog 
  (nutria)
  Bite (1)
  15
  30’ or swim 20’
  Keen sense of smell
  Appendix C: Swampfolk Occupations
  Use the following table when creating swampfolk characters.
  Roll 
  Occupation
  Trained Weapon
  Trade Goods
  1
  Alligator hunter
  Crossbow
  Tanned alligator hide
  2
  Assistant priest
  Dagger
  Prayer beads and holy symbol
  3
  Chicken tender
  Hand axe
  1d3 chickens
  4
  Cook
  Heavy ladle (1d4)
  Pot full of tasty jambalaya
  5
  Crab fisherman
  Pole (as staff)
  Crab trap
  6
  Cultist
  Dagger
  Fetishes related to cult
  7
  Fisherman
  Filleting knife (as 
  dagger)
  Fishing pole, line, and net
  8
  Fortune teller
  Dagger
  Tarot cards
  9
  Herbalist
  Staff
  1 lb. bundle of herbs
  10
  Hunter
  Short bow
  Dead game animal, roll 1d7: (1) deer, 
  (2) duck, (3) heron, (4) opossum, (5) 
  raccoon, (6) swamp rabbit, or (7) wild 
  turkey
  
  41
  11
  Musician
  Walking stick (as 
  staff)
  Banjo
  12
  Pig herder
  Staff
  Prize hog
  13
  Rice farmer
  Pole (as staff)
  Bag of dried rice
  14
  Sausage maker
  Knife (as dagger)
  Small keg full of sausages
  15
  Shrimp fisher-
  man
  Knife (as dagger)
  Shrimping net
  16
  Smuggler
  Short sword
  1d100 sp
  17
  Storyteller
  Club
  A story for every occasion and the best 
  place by the fire
  18
  Trapper
  Dagger
  Stack of beaver pelts
  19
  Vagabond
  Club
  Bedroll and a knowledge of vagabond 
  trail signs
  20
  Witch’s boy
  Dagger
  Hex doll
  Appendix D: Scripted Illusion
  Scripted Illusion
  Level: 2  
  Range:  100’ 
  + 20’ per CL
  Duration:  
  Varies
  Casting Time:  1 
  Action 
  Save: Will save 
  vs. spell check 
  to disbelieve
   
  General
  The spell caster creates an illusion that will start with or react to 
  somebody’s actions. For example, the illusion might suddenly 
  show a firewall at a certain time of day, or a sleeping dragon 
  that wakes up when somebody walks nearby. The spell does not 
  require concentration and, once cast, the spell caster can move 
  away without disrupting the spell.
  Manifestation
  As per spell description
  Corruption
  Roll 1d3: (1) caster’s eyes become permanently transparent, 
  and he is blind for 1d5 rounds; (2) caster’s body becomes ethe-
  real for 1d5 hours every day; or (3) caster becomes covered in 
  small bumps resembling small pox or toad skin, which the caster 
  cannot see.
   
  
  42
  Misfire
  Roll 1d3: (1) the illusion appears to work, but works only for the 
  caster; (2) the illusion’s script is reversed (e.g., the dragon goes 
  to sleep when somebody walks near); (3) the illusion becomes a 
  colorful blur starting at the left foot of the caster and follows him 
  around for 1d5 hours.
  1
  Lost, failure, Roll1d4 modified by Luck: (1 or less) corruption + 
  misfire; (2-3) corruption; (4+) misfire.
  2-11
  Lost. Failure.
  12-13
  Failure, but spell is not lost.
  14-19
  The illusion follows the planned script. The illusion may affect an 
  area up to a 5’ sq. for 1 turn.
  20-25
  The illusion follows the planned script. The area affected may be 
  up to a 10’ sq. and can last for 1d3 turns.
  26-31
  The illusion follows the planned script, affects an area up to 20’ 
  square and lasts for 1 hour. It is particularly realistic and adver-
  saries failing a DC 15 Will check will flee in fear, be charmed, 
  etc. (depending on the actual form/script).
  32-33
  The illusion follows the planned script, affects an area up to 40’ 
  square and lasts for 1 week. It is particularly realistic and adver-
  saries failing a DC 20 Will check will flee in fear, be charmed, 
  etc. (depending on the actual form/script).
  34+
  The scripted illusion can become permanent. It can affect an 
  area up to 100’ square It is particularly realistic and adversar-
  ies failing a DC 25 Will check will flee in fear, be charmed, etc. 
  (depending on the actual form/script).
  
  43
  Appendix E: Hellgoth
  The Carcinoma and its creatures come from a planet/plane where fungi are 
  the dominant lifeforms. Going forward, the clever judge may tie this world 
  into other fungal creatures and beings that the PCs may encounter. CE 5: Si-
  lent Nightfall and especially CE 7: The Giggling Deep may offer some points 
  of connection. The Giggling Deep may even offer PCs trapped in Hellgoth a 
  means to return to the regular campaign setting!
  I wrote about Epic Endgames in Dispatches from the Raven Crowking 
  Volume 1. This is, essentially, the idea that there is something awesome that 
  the PCs can do when they reach high level…a crowning achievement for the 
  players that sets the stage for the next generation of characters in the cam-
  paign milieu. In this case, a seed-spore from the Carcinoma remains behind, 
  and, after exploring the world, the PCs eventually return the Blackwater 
  Bayou to deal with what has grown there in their absence. Or not. It is the 
  players’ game, and they might decide to just let the world be overrun! Either 
  way, the stage is set for the next group of PCs.
  A setting book for Hellgoth is beyond the scope of this adventure, but not 
  beyond the scope of the DCC RPG community. Escape from Hellgoth has a 
  nice ring to it, and the text of this adventure is Open Gaming Content….
  
  44
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  retain all rights, title and interest in and to that Product Identity.
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  tions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and distrib-
  ute any Open Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
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  13 Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All sub-
  licenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave 
  Arneson.
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-
  games.com or contact info@ goodman-games.com
  Gnome class by Yves Larochelle, Copyright 2013, Crawl! Fanzine #6, Publisher: Straycouches 
  Press.
  Gnome Jambalaya © 2020, Purple Duck Games; Author Daniel J. Bishop
  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 informa-
  tion, visit www.goodman-games.com or contact info@goodman-games.com.
  Open Game Content: All text is considered Open Game Content, except 
  that already identified as Product Identity under the DCC RPG open license 
  declaration.
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/Gnome Jambalaya (DCC)/Gnome Jambalaya [v2] (DCC).pdf