TEXT: F
  ar north of the Holomart Plains, the Sinteror River carves a great chasm, dividing the 
  Colophon badlands, a place of broken rocks and once-living trees, in two. In the badlands, 
  a massive stone bridge built by a dead civilization stretches over the yawning valley, and it is 
  there that the prisoner exchange will occur.
  Judge’s Background
  Decades-long tensions between humans and goblins teeter toward war. The Colophon badlands 
  has long been warred over, with raiding parties from both sides ranging across it to wreak havoc 
  on the other side. The massive stone bridge, its name lost to time, is the only point for hundreds 
  of miles where a crossing is available, and as such it has seen many bloody battles over its millen-
  nia of existence. Today will be no different… On the goblin side of the river, protruding from the 
  chasm wall, stands the Pillar of Anuul, an ancient human fortification from an older time, when 
  the borders were different. The bridge spans the chasm near the upper level of the stone fort, and 
  the lower levels extend down the cliff face.
  A recent peace effort has arranged for an exchange of prisoners between the goblins and the hu-
  mans. The adventurers all play 0-level goblin villagers, kidnapped from their homes by human raid-
  ing parties. Encourage your players to approach the goblins as they would any other race-as-class 
  characters in DCC—the goblins are not so different from the humans, after all. To roll up goblin 
  characters, roll 0-level characters as usual, ignoring non-human rolls, and granting the humans 
  infravision. Et voila. All monsters in this funnel use the stat blocks found in the DCC RPG Core 
  Book.
  Bloodshed
  Play begins with the goblin adventurers trapped in cages being wheeled across the badlands, 
  toward the great bridge. Their human captors ride horses, prodding at the goblins with spears 
  occasionally, and laughing. When they arrive at the bridge, however, the riders grow stern, and take 
  the carts across. There they find a desolate scene: three wagons of human prisoners overturned, 
  and the occupants crushed inside the cages. No goblin guards are readily visible. These moments 
  should be tense, as the riders grow incensed, and speak volubly about murdering their prisoners. 
  (Jarz the Cyclops has killed and eaten all the 
  goblin guards, but could not figure out how to 
  get the human prisoners out, so crushed them 
  out of frustration.) The riders throw open the 
  gates to the wagons, pull the goblin adventurers 
  from the wagons, and line them up along the 
  edge of the precipice, staring down to the rush-
  ing waters of the Sinteror. All feel spear points 
  press into their backs… when Jarz the Cyclops 
  attacks. Allow the goblins Agility checks to avoid 
  the monster’s massive hand as it clambers up 
  over the edge of the chasm, where it likes to lie 
  in wait. Jarz is less interested in the goblins than 
  the humans, since he just ate so many of them, 
  and is curious about the taste of man-flesh. In 
  the ensuing battle all the human riders are killed, 
  and unless the adventurers do something, so are 
  the horses. After he has finished with the riders, 
  Jarz will turn to the goblins—they have every 
  chance to pick up the riders’ short swords and 
  spears.
  The Pillar of  Anuul
  The pillar stretches into the morning sky, built from shining marble stone obviously quarried 
  elsewhere. The adventurers are hundreds of miles from anywhere, likely without any horses, and 
  already down a few friends. But they can see horses stabled near the base of the pillar… Crossing 
  the bridge, the adventurers can access the pillar’s only entrance by a narrow wooden walkway, very 
  rickety, and hastily nailed together (by the Deep Ones who now reside in the pillar). The adven-
  turers should make Agility rolls as they cross the bridge: the first to fumble falls to their death. 
  Crawling through the pillar, most floors are thirty-foot by thirty-foot rooms, with the larger floors 
  of the pillar being fifty-foot squares. We’ve supplied two random tables to people the dungeon as 
  they progress the ten floors of the pillar, to its base. The final room has sunken in the middle, and 
  flooded. There a Cave Octopus waits to drag the tasty little goblins into the water and devour 
  them.
  Surviving the Colophon
  After reaching the base of the pillar, the adventurers find a suitable number of undead horses that 
  they can lead slowly back up through the tower, and carefully along the walkway back to the top 
  edge of the chasm, and the Colophon badlands. What now faces them is two-hundred and fifty 
  miles of rugged, desperate terrain before reaching their homes—and many more adventures.
  Monsters of  the Pillar (Roll 1D12)
  1. 
  No monsters. Add 1 to all subsequent rolls.
  2. 
  A single Deep One, who flees to a lower level.
  3. 
  A single Deep One, who stands and fights.
  4. 
  A trio of Deep Ones, ready to fight.
  5. 
  A room of pit traps.
  6. 
  Two Hobgoblins encircling a fire.
  7. 
  Two Giant Rats consuming the corpse of a Deep One.
  8. 
  1D6 Vombis Leeches affixed to the chamber’s ceiling.
  9. 
  1D4 Vombis Zombies.
  10. Arnath the Hollow One.
  11. Jarzessa the Cyclops.
  12. The Vampire form of Anuul the elder, last of his name.
  Treasure of  the Pillar (Roll 1D12)
  1. 
  No treasure.
  2. 
  10 gold.
  3. 
  Weapons cache: 1D10 spears, 1D5 short swords, 1D4 daggers.
  4. 
  Gem of Dissent: whosoever wears this gem may never agree with another sentient 
  creature’s proposals.
  5. 
  A strange, angular metal implement that makes a loud noise out of one end, has 12 
  uses, and produces a high-speed metal that does damage for 1D10 + 2.
  6. 
  Great Throne of Anuul: a throne of shining marble, worth 10,000 gold but weighing 
  900 pounds.
  7. 
  Three suits of leather armor.
  8. 
  Four jars of the essential salts of ancient sorcerers (“Just Add Water”).
  9. 
  A book of spells containing “Spider Climb,” “Nythuul’s Porcupine Coat,” and “De-
  mon Summoning.”
  10. 10 coppers.
  11. A secret winding stair in one wall that skips one floor, exiting on the next.
  12. The Great Horde of Anuul: a ruby of fire-crossing, the sword of Glandir, a jeweled 
  map of the Colophon sewn into animal hide, and 500 gold. Subtract one from all 
  subsequent rolls.
  The Pillar of Anuul
  This scenario is a funnel adventure for the Dungeon Crawl Classics RPG.
  ©reckoningofthedead.com 2018
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/The Pillar of Anuul (DCC).pdf