TEXT: 1
   Playing the Game
  A 0th Level Funnel
  Perry Fehr
  AL  6
  
  2
  PLAYING THE 
  GAME
  by Perry Fehr
  An unorthodox 0-level funnel for the Dungeon Crawl 
  Classics game.  Though any number of 0-level characters 
  can enter and seek The Center (and level 1), it is sug-
  gested that 16-20 do so at any given time, each player 
  creating 4, 0-level characters each as described in the 
  Dungeon Crawl Classics Role-Playing Game.
  By Perry Fehr • Cover Design by Gary Dupuis • Game 
  Board by Gary Dupuis • Editing by Mark Gedak, Perry 
  Fehr • Interior Art by Gary Dupuis, Jacob Blackmon
  Playtesters: Daniel J. Bishop, Joanne Decelien, and 
  Heather Bishop
  All products in the Adventure Locale line present one or 
  more dungeons that can be quickly picked up and used 
  for a session of the Dungeon Crawl Classics Role Playing 
  Game.
  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@good-
  man-games.com.
  Introduction
  Having grown to enjoy DCC in the year since I came to 
  know of the entertaining retro RPG, I have had the plea-
  sure of editing quite a few written adventures for Purple 
  Duck Games, and have played a few funnels myself.  The 
  mechanic is quite unique and refreshing, and results in 
  characters you actually feel protective of, like they were 
  your own alter-egos.  
  At the same time, I took the opportunity to meld some 
  of the concepts I have been developing for PDG’s ‘Lands 
  of Porphyra’ campaign setting, and one of my favorites 
  so far is the game of ARBAKAMPSI, played by the 
  defeated Elementalist desert nomads of the southern 
  deserts of Siwath, Simoon and Ghadab.  I think in-
  game competition is fun and diverting, and that mental 
  puzzles are essential to the role-playing hobby.  I hope 
  this funnel intrigues you- if you like it, drop PDG a line 
  and the may be more adventures focusing on Elemental-
  ism and the fractious relationships of the Four and the 
  other demons, deities, and higher beings of Dungeon 
  Crawl Classics.
  Thanks to Joseph Goodman of Goodman Games for a 
  lot of inspiration re: Ithha, Grom and other creatures, 
  and to Mark at PDG for publishing my stuff and dan-
  gling interesting projects before my nose.
  Enjoy.
  Background
  The Royal Court of Elementals is unlike any other 
  pantheon of deities, cabal of ascended wizards, or coven 
  of demons begotten to the universe- they are the meta-
  physical embodiment of the four divisions of matter and 
  energy themselves.  As such, many claim The Four are 
  above the petty squabbling of gods and demons, inde-
  pendent of worship by petty mortals, and as powerful 
  as hurricanes, planets, suns, and the vast oceans of all 
  worlds, everywhere.  The latter statement is likely true, 
  but The Four have become as prone to the need for ado-
  ration and dominance as any mortal. Cults and sects in 
  many cultures have arisen around one or a combination 
  of The Four, as allegiances and antagonisms rise and fade 
  between them.  
  Probably the most powerful, notable, and secretive 
  group are the Zendik Order, a cadre of wizards who 
  contemplate the totality of The Four, seeking to focus 
  their assembled power for their own use, and the use of 
  those who would keep a Zendik as their trusted adviser, 
  or vizier.  The distant deserts are the origin of the Zendik 
  Order, crucibles of howling windstorms, endless sand, 
  burning sun and life-giving oases, and the members of 
  the Zendik Order are mostly of that land.  A harsh land 
  produces rugged people, and only the skillful survive, 
  but what it doesn’t produce is large numbers of cannon 
  fodder- er, loyal troops.  The Zendik Order has decreed 
  in its secret councils that they will begin a program of 
  recruitment among the infidels of other lands that will 
  both winnow out the weak and the slow and enforce a 
  loyalty to The Four that will be enduring. 
  To this end, Zendik Order agents have traveled far and 
  
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  wide, with sorcerous versions of the desert pastime “The 
  Game of Five Rings”- called arbakampsi in the language 
  of the desert nomads.  The game, once engaged to a 
  certain point, draws the ‘recruit’ in and stores them 
  in Limbo until such time as a significant amount are 
  collected, and put through an appropriate trial of attri-
  tion and testing, eliminating the weak and instructing 
  survivors in the lessons of The Four.  The power of the 
  Zendik Order is such that the ‘Winners’ will be granted 
  an audience with semi-engaged avatars of The Four, who 
  will bond their will with the survivors, whether they like 
  it or not.  
   
  Adventure Start
  Each peasant, neophyte, or brash amateur among you 
  experiences the same evening of entertainment, on one 
  dull night in your village or community; a stranger, 
  with a playing board, knucklebone and colorful pieces 
  challenges you to a friendly game, one from his far-off 
  homeland.  He introduces himself as Wazir, and seems 
  friendly enough. He wears a strange headcloth and 
  voluminous robes, and speaks with a rough, foreign 
  accent- but he buys a round of drinks and invites you 
  to sit, saying:
  ‘In my land we play the Game of Five Rings to enter-
  tain ourselves during the sandstorms- would you like 
  to play?  We wager for stakes, as you do in your amuse-
  ments.  See- I place a gold coin here, in the Center 
  (which is the Center of the World) and, since it is the 
  game of... my people, you must only place a copper 
  piece of your own.  Should you win, you increase your 
  money hundredfold! ‘”
  If the character wishes to keep his copper and leave, that 
  character is out of the funnel! At this point, the judge 
  can either demonstrate the play of The Game or give a 
  copy of the rules to the player, to briefly peruse.  The 
  Map/Game is placed before the players, or a Map/Game 
  for each player, with the judge playing all players si-
  multaneously- or perhaps have the players play together 
  as one, with all games for all ‘characters’ coming out 
  the same way; however the play situation demands or 
  desires.  At some point, when a game is won, perhaps, or 
  when a player achieves a ‘battle’ that intersects all four 
  Rings, Wazir will look up and say...
  “So.  The game shall now, truly, begin...”
  And each character, no matter where they are, vanishes 
  in a flash of light with their starting goods, and appears 
  with all of the other ‘recruits’ in the First Ring, start-
  ing below.  All hexes/game spaces are 10 ft. across with 
  regards to movement and any other effects.
  First Ring - Ring of Water  
  In a flash of light, you find yourself standing knee-deep 
  (or thigh, or waist deep for dwarves and halflings) in 
  deep blue water.  Actually, the floor and outer wall 
  of the place you are in is blue, and the inner wall is 
  red. You see sparkling stars above, giving faint light; 
  the walls are slick stone and seem to be set in regular 
  angles, turning out of your sight.
  On the game-master’s map, place the characters with a 
  d24, from whatever point you wish to start.  This will 
  likely separate many characters from seeing each other!  
  The first player that voices the observation that they are 
  in some kind of embodiment of the game they were 
  playing receives a bonus Luck point immediately.  The 
  Judge may then place the game board down for the play-
  ers to use miniatures, or what have you.  
  Players can then voice what they are going to do; if they 
  try something not described here, the Judge will have to 
  wing it!
  Search the floor of the hallway: The water is somewhat 
  murky, but not dirty, and a successful DC 10 Intelli-
  gence check on d20 will find a large pliable disc on the 
  floor, with a recessed handle- there are as many as there 
  are characters.  Pulling it causes the water to drain away, 
  reducing the power of the Seasnakes (below).  A char-
  acter can pull a plug in the same round as he looks for 
  it, but must take a round to do that action.  The water 
  will drain away in as many rounds as there are charac-
  ters, reduced by 1 round for every plug pulled, though 
  a channel of water will remain in the drop-off around 
  the outer wall.  Plugs can be used as a odd sort of shield, 
  if the character tries to use it as such- though it will be 
  destroyed if an enemy inflicts a critical hit.
  Search the inner wall: Presumably looking for a way 
  forward, a DC 10 Intelligence check will find a recess 
  the size of a large coin; there is one on every other wall, 
  24 in total.  Placing a copper, silver or gold coin will seal 
  that particular recess permanently, sticking something 
  else in will break a magical seal and cause water to pour 
  
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  in, until a ‘coin eye’ from a Seasnake is place in it.  A 
  coin eye, placed in a wall recess, will cause a portal to 
  suck the coin-placer into the next Ring.  The recess will 
  then disappear.
  Search the outer wall: Presumably looking for escape, 
  there is a drop-off right before the outer wall, and any 
  player searching it must make a DC 15 Agility check or 
  trip and get dunked, ruining their action; as they spit 
  out the water, it grows into an elemental, four-eyed Sea-
  snake!  It appears as a snake made out of roiling water, 
  with golden coins for eyes, recoverable when slain.  The 
  statistics are given for “with water/without” if the Ring 
  has been drained.  
  Swim: The swimmer will automatically see the plugs, 
  but must make a DC 8 Stamina check or swallow some 
  water, creating a Seasnake when they surface.
  Seasnake: Init +1/-1; Atk bite +2/+0 melee 
  (1d6/1d3); AC 14/10; HD 2d6/1d6; MV 20’; Act 
  1d20; SP ½ strength when not in water; Fort +6 Ref 
  +3 Will +2; AL N.
  Solving the Ring: There is no way to progress unless 
  Seasnakes are created, and even if the Ring is drained, 
  characters may have to ingest and spit out water from 
  the channel to get more.  It is also possible that the 
  Ring may fill  up with water, drowning all the players, 
  or summoning enough Seasnakes to kill them all... the 
  Judge will just have to shake his head and have Wazir try 
  another tavern, with hopefully brighter prospects.  All 
  those that are sucked into portals will arrive simultane-
  ously in the next ring, regardless of when they placed 
  their coin eye portal keys.
  Second Ring - Ring of Fire
  In another flash of light, you appear in a hallway simi-
  lar to the one you just left- though somewhat smaller 
  and quite opposite... It is hot in here, there is an 
  enclosed ceiling now.  The outer wall is red- red-hot, 
  it would seem, and the inner wall is yellow.  If you do 
  not do something quick, the heat will finish you!
  [Place two ‘barriers’ such as dice or a miniature at the 
  top and bottom of the fire ring.]
  The survivors should be placed according to a roll of 
  d16, after placing two barriers described to players as 
  “wide, heat-emanating brass pillars” at the north and 
  south apexes of the game board hexagon (if they have 
  figured that out yet).  Thus there is a good chance that 
  the survivors will be separated.  If someone from both 
  sides are near a pillar, they can hear one another, and 
  perhaps glimpse through the narrow crack, though that 
  proximity would always require a DC 12 Fortitude save 
  or take 1d2 points of heat damage. Hanging on each 
  outer wall, at 90 degrees to the barriers, are large brass 
  keys (actually half a key, lengthwise) on each side; merg-
  ing the key halves opens a door in the inner wall, easily 
  passed by everyone.  The key-half is red hot, touching it 
  is 1d4 heat damage, DC 10 Fort save for half.  
  As before, each character can state what they are going 
  to do, but do not resolve their action until all are stated, 
  using the judge’s best judgment if they are not stated 
  here, keeping in mind the automatic damage done per 
  round for taking actions; 50% chance of taking 1d3 heat 
  damage per round, DC 10 save for half- half of 1 being 
  0 in this case.
  Joining the key-halves: Retrieving a key-half can be 
  done without damage is precautions are taken.  Apply-
  ing a liquid to it will visibly cool it, causing a key-half 
  to do only 1 point of heat damage, DC 10 Fort save for 
  none, and grasping it with heavy cloth or leather will do 
  A Seasnake
  
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  the same.  If both halves are retrieved, one can be tossed 
  through the gap between the pillar and the wall (Hit AC 
  12 ranged or it drops to the floor, and retrieving it will 
  invite damage).  As stated above, the intact key opens a 
  portal in the inner wall, passable by all in that half of the 
  ring... if there are characters in the other side that threw 
  the key-piece through, they will perish if they cannot 
  reach the portal.
  Search the inner or outer walls, floor, ceiling: The key-
  half of that side will be located, obviously, on the outer 
  wall, though it does not have to be searched for if any 
  character materializes within 10’ of it.  The inner wall, 
  ceiling and floor yields no clues, seemingly being made 
  of metal, but faint tracings of simple runes of Air, Earth, 
  Fire and Water can be found upon them.  Those that 
  insist on searching the hallway surfaces take 1d3 points 
  of heat damage, DC 10 Fort save for half damage.
  Interact with the pillars: These ‘heat-emanating pillars’ 
  are conduits from the Plane of Fire, and heat this Ring 
  to almost unbearable temperatures.  They can be ‘shut 
  off’, however, but splashing them with liquid of any 
  type- water from the last Ring, blood (1 hp worth) even 
  (ahem) urine... Some trade goods would work as well, 
  at the judge’s discretion.  If deactivated, the pillar will 
  shrink into a brass baton that acts as a +1 club, usable by 
  any class.  Note that doing something ineffective to the 
  pillars does 1d3 points of heat damage, DC 11 Fort save 
  for half damage.  One pillar ‘shut off’ reduces damage 
  1 place on the dice chain, and increases saves by +2.  If 
  both are gone, the Ring will cool off- but do the same 
  damage every minute instead of every round.
  Solving the Ring:  ‘Shutting off’ the heat-pillars is 
  probably a good use of time, and also gives a chance to 
  characters on both sides of the Ring, if they can survive 
  figuring out how it works. Remember that the key only 
  opens one door, and once it passes through, it closes.  It 
  may be possible to leave the key behind, if that helps.
  Third Ring - Ring of Air
  A flash of light, and you find yourself standing on 
  nothing, with nothing above, and seemingly, nothing 
  below!  In front of you is a rough wall of stone and 
  earth, with a series of words, in a ring [show fig. 2 for 
  a “one one-thousand” count] Then, you are falling, 
  tumbling a little, seeing a red, metallic wall behind 
  you, falling, falling…
  The survivors all materialize at the same time, as before, 
  in a Ring that has a red outer wall and a brown inner 
  wall- there is no ceiling or floor!  Light seems to radiate 
  from everywhere.  They see a phrase written in runes on 
  the inner wall, in a circular pattern- the Judge will show 
  them figure 2 for A SECOND and then they will drop 
  away from it, seeing the rough face of the inner wall 
  rushing past them.  
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  As before, each character can state what they are going to 
  do, but do not resolve their action until all are stated, us-
  ing the judge’s best judgment if they are not stated here:
  Make contact with the inner wall: The inner wall is 
  rough and irregular-if they touch it with an object, they 
  will lose it unless they make a DC 15 Reflex save.  If 
  they touch it with their body, they must make the same 
  save or take 1d4 damage, and go spinning wildly, requir-
  ing another DC 15 save or slam into the outer wall- the 
  judge can move them up to 40’ away from the group. If 
  the Judge wishes, chunks of stone could be gleaned from 
  the inner wall, usable as ammunition or weapons of a 
  sort- there is even a 1 in 14 chance that a chunk taken 
  contains 1d24 gp worth of valuable ore.
  Make contact with the outer wall: It still radiates heat, 
  but not enough to harm.  Contact requires a DC 15 
  Reflex save or be moved 1d5x10 feet away from their 
  position.
  Observe the environment: Specks can be seen, appar-
  ently far away, but getting closer, those individuals get a 
  +1 initiative bonus when the Windpigs attack…
  Attempt to ‘fly’:  Movement is a function of willpower 
  here in the Air Ring- merely stating “I flap my arms,” 
  will do nothing, but “I try to fly somewhere” will enable 
  a d16 Personality check, which, if successful, enables 
  
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  the ‘flyer’ to move their land speed per round.  The 
  only identifiable feature in the entire Ring is the rune-
  clue, which the Judge can assign an arbitrary distance 
  to reach: from d5 to d14 rounds is a good distance, less 
  rounds spent fighting, if any.
  Do nothing: Indecision, or “seeing what happens” will 
  skip the action to the next event, which is the arrival of 
  denizens of this elemental space.  They appear as sky-
  blue pig-like creatures, with no visible wings of any kind, 
  clamp-like appendages, and prehensile, barbed tongues.  
  They are Windpigs, and are capable of latching onto 
  the inner wall if they so choose.  They arrive in flocks 
  of 1d4+1, in a randomly determined space using d12 
  from the top space, and a new flock will arrive in 1d6+1 
  rounds after the first does.
  Windpigs: Init +0; Atk bite +1 melee (1d4) or 2 
  claws +0 melee (1d3); AC 12; HD 1d6; MV fly 30’; 
  Act 1d20; SP clamp on; SV Fort +3, Ref +2, Will +1; 
  AL N.   If both claws hit, the Windpig has clamped 
  on to prey and gets +2 to its next bite attack, to hit 
  and damage.
  Solving the Ring:  By reaching the ring of runes, 
  characters may get an idea of how to leave the Air Ring.  
  They must form a circle of some sort big with their 
  bodies- even making a circle with finger and thumb will 
  make a portal to the next Ring, albeit too small to use!  
  The portal formed will remain for one round after it is 
  made, so as to be entered by the makers.  Best practice 
  would be for all survivors to join hands and make a ring- 
  the portal formed allows as many people through as were 
  part of its making, though even one person could make a 
  ring for their own sole use.
  Fourth Ring – Ring of Earth
  A flash of light, and you find yourself confined in a 
  pitch-black space- and it seems only to be three feet 
  high!  The surface you are on seems to pebble-spotted 
  earth, and you hear a grinding, crumbling sound from 
  somewhere... and within that sound you hear the 
  words, “BE ONE”.
  The survivors all materialize at the same time, as before, 
  in a ring with a yellow outer wall, and an inner wall that 
  varies between gold and silver.  The space they enter is 
  three feet tall; humans and elves appear on their bellies, 
  though dwarves may crouch and halflings may stoop a 
  little, acting normally.  A crawling character moves 10’, 
  though creative arrangements may impress the judge 
  enough to forgo this.  The ring consists of 6 spaces, and 
  the survivors are scattered randomly through this, on top 
  of one another, if necessary.
  Each turn, one of the six sections will randomly collapse 
  into the abyss, and the previously collapsed one will ‘fill 
  in’.  A consecutive roll means that nothing collapses.  Be-
  ing present on a collapsing section requires a DC 15 Re-
  flex to jump, or plunge into the terrible Abyss… There 
  are few options, but some are presented below:
  Climb into a collapsed section: The character attempt-
  ing it must make a DC 10 Strength check each round, to 
  cling to the wall and/or move.  There is nowhere to go, 
  but if the section fills in, it is the same as burying them-
  selves, should they survive it...
  Examine the inner or outer walls: Accomplishes noth-
  ing, though listening at the inner wall may yield a sound 
  like the four elements, rushing together.
  Solving the Ring: Passing the level requires the survivors 
  to dig themselves and be buried completely below the 
  surface of their section; when that section collapses, they 
  will be transported to the final “Center”.  Chunks of 
  stone for weapons (or possible treasure, 1 in 14 chance, 
  see Third Ring above) Once buried, they can hold their 
  breath with a successful Stamina check- otherwise they 
  take a point of Stamina damage, each round until the 
  section collapses!
  The Center Ring
  The blinding light persists longer now, and you find 
  yourself standing on a hexagonal surface of polished 
  alabaster, seemingly floating in the star-spangled 
  backdrop of the night sky. Four figures sit on thrones 
  before you, thrones of cloud, fire, ice and stone. The 
  figures are hazy as though through a glass, but figures 
  appearing as follows: a conglomeration of dust-laden 
  whirlwinds, like a semi-humanoid starfish, with glaring 
  eyes like lightning; A handsome red-skinned being 
  with eyes of boiling lava and robes of molten gold; a 
  blue-skinned maiden of mist, barely visible behind her 
  steamy veil, and a lumpish brute of earth, mud and 
  stone, cold pits for eyes.  Their voices are in unison, the 
  sound of storm and earthquake, wave and conflagra-
  tion, and they ask:
  
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  “ARE YOU WORTHY?” The answer had better be 
  yes...
  Given a satisfactory answer, the enthroned beings will 
  ask a series of questions to choose their would-be cham-
  pions.  If an answer is given incorrectly, an elemental 
  extra-dimensional analogue of the (incorrect) type the 
  answerer said will appear and attack!  Helping the victim 
  by attacking his analogue will result in the helpers being 
  attacked by their own analogues.  Once a character has 
  been chosen by a patron, they may not “help” the oth-
  ers- they have been whisked away...Choose the questions 
  by rolling d4, then d3, and d2.
  Elemental extradimensional analogue: [identical 
  stats to victim, plus: each successful attack on the an-
  alogue destroys the weapon it was struck with (unless 
  it was magical), and its own analogue weapon does 
  +1 damage.  If killed, the analogue and all its posses-
  sions disappears. See page 413 of the core rulebook]
  1. “WHICH OF US CAN BE HELD IN A HOUSE, 
  BUT NOT IN A BOWL?”-The answer is AIR; whoever 
  speaks such has Ithha, Prince of Elemental Wind as a 
  patron, gaining +1 to hit with bows and slings, as well as 
  the magical matrix for spellcasters.
  2. “WHICH OF US IS LIFE FOR THE COLD AR-
  MORED ONE?” -The answer is WATER; whoever 
  speaks such has Splaasha, Princess of Elemental Water 
  as a patron, gaining +2 to any Swimming skill attempts 
  (and the knowledge of how to swim, if necessary) as well 
  as the magical matrix for spellcasters.
  3. “I ASSISTED ALL THE FIRST MEN, AND I WILL 
  PAY THEM BACK AGAIN” - The answer is FIRE; who-
  ever speaks such has Krakaal, Prince of Elemental Flame 
  as a patron, gaining resistance to fire that allows one to 
  ignore the first 2 points of fire damage, as well as the 
  magical matrix for spellcasters.
  4.  “LIFE SPRINGS FROM ME, AND DEAD I TAKE 
  YOU IN” - The answer is EARTH; whoever speaks such 
  has Grom, Prince of Elemental Stone as a patron, gain-
  ing a permanent +1 bonus to armor class, as well as the 
  magical matrix for spellcasters.
  When all the Elemental Royalty has been taken as pa-
  trons or there are no more survivors, the Four ask those 
  who are champions (if any) where they would like to go, 
  anywhere in the multiverse.  They achieve 1st level at 
  this point, and are gifted a shower of gold (actually, their 
  Level 1 starting gold) with a modifier of +3 coins.  Since 
  they have passed five encounters, at 2 XP per encounter, 
  they are officially Level 1 characters; they also gain a 
  Luck point, to start them on their careers of adventure!
  Elemental Lords as Patrons
  Those that survive ‘Playing the Game’ have likely gar-
  nered the patronage of one of the Elemental Royalty, 
  primal beings that have considerable influence over the 
  Material Plane and squabble with each other and other 
  deities over control of adherents and spheres of influ-
  ence.  Ithha, Prince of Elemental Winds is described on 
  p 356 of the core rulebook, which also mentions Grom, 
  Prince of Elemental Stone.  Below are Invoke Patron 
  results and background for the rest of the Elemental 
  Pantheon:
  Grom, Prince of Elemental Stone
  Grom, prince of elemental stone, is another of the el-
  emental pacts that can be made to secure magical power.  
  Grom is a demigod who seeks to subjugate the wind 
  elemental Ithha and his minions.  Grom grants limited 
  control over earth and stone and the ability to summon 
  earth elementals.
  Invoke Patron check results:
  12-13
  Wind-enemy.  For the next turn, the caster 
  and all allies within 10’ gain a +2 bonus to 
  attacks, damage, and spell checks against crea-
  tures of air, or that fly.
  14-17
  Armor of stone.  The caster is covered with a 
  skin of flexible stone that adheres to their flesh 
  that causes melee weapons to often bounce off 
  the hard surface.  For the next turn, all melee 
  attacks that “hit” the caster have an automatic 
  50% chance of bouncing off, and the caster 
  receives a +2 bonus to AC.
  18-19
  Earth-master.  The caster can create an effect 
  identical to the spell cause earthquake, but if 
  creatures of the air are engaged, creates an ef-
  fect whereby those that fly lose that power for 
  the next turn, taking 1d5 damage per caster 
  level if they have to make a forced landing.  
  
  8
  20-23
  Premature burial.  The caster targets one 
  creature standing on an earthen or stone 
  surface within 100’ and points to him.  They 
  are swallowed up by the earth unless they 
  make a Reflex saving throw.  Should they fail, 
  they take 1d8 crushing damage, and have to 
  dig themselves out, taking 1d4 rounds.  Each 
  round they take a dice step (down) of crush-
  ing damage, and 1d3 Stamina damage.
  24-27
  Elemental transformation.  The caster and 
  all his equipment became as the earth they 
  stand on, and may pass through earth and 
  unworked stone as a fish passes through water, 
  without leaving a trace, though at a speed 10 
  feet slower than normal. The transformation 
  lasts for 1 hour or until he wills it to end.  
  28-29
  Summon iron shadow.  This ferrous body-
  guard will serve the caster for 1 day, and has 
  the same statistics as the creature of the same 
  name on page 419 of the core rulebook.
  30-31
  Summon elemental. The caster calls forth a 
  pillar of sentient stone.  It appears immediate-
  ly and obeys commands for 2d6 rounds, then 
  departs.  It has the stats and abilities of 8 HD 
  earth elemental (see core rulebook page 411).
  32+
  Summon multiple elementals.  The caster 
  calls forth two pillars of sentient stone.  They 
  appear immediately and obey commands for 
  2d6 rounds, then depart.  They have the stats 
  and abilities of 12 HD earth elementals (see 
  core rulebook page 411).
  Splaasha, Princess of Elemental Water
  Splaasha, princess of elemental water, weeps eternally for 
  her lost love, the fire-prince Krakaal, but is another of 
  the elemental pacts that can be made to secure magical 
  power.  She hates the demon prince Azi Dahaka above 
  all for separating her from her prince, and grants lim-
  ited control over water and the ability to summon water 
  elementals.  
  Invoke Patron check results:
  12-13 Sand-enemy. For the next turn, the caster and 
  all allies within 10’ gain +2 to attacks, damage, 
  and spell checks against cold-blooded crea-
  tures, such as scorpions and snakes.
  14-17 Absorbing shield. The caster is surrounded by 
  a gurgling vortex of water that absorbs spells 
  and area attacks such as breath weapons, swal-
  lowing and diluting them, and slowing physi-
  cal attacks.  For the next turn, all spell and area 
  attacks that “hit” the caster have an automatic 
  50% chance of having no effect, and the caster 
  receives +2 bonus to AC.
  18-19 Ice-storm.  A swirling, freezing cone of ice 
  pellets emanates from the caster’s fingertip, 
  striking and coating one enemy targeted 
  within 50’.  The ice coating does one point of 
  Agility damage automatically, and 1d10 dam-
  age upon failing a DC 20 Fort save.  The cone 
  continues to whirl around the target, doing 
  1d8 damage on the second round, 1d6, 1d4, 
  and 1d3 on the fifth and final round. Each 
  round, the target can make a DC 20 Fort save 
  to avoid damage.
  
  9
  20-23 Drowning strike.  The caster targets one 
  air-breathing creature within 100’ and points 
  to him.  They are immediately enveloped in 
  a large globule of water.  The creature begins 
  drowning, taking 1d6 Stamina damage imme-
  diately unless he succeeds on a DC 20 Reflex 
  save.  If the save is failed, the target takes 
  another 1d6 Stamina damage on the following 
  round, with another save to resist.  Each time 
  the target fails a save, the drowning continues 
  another round, lasting he succeeds on a save 
  or until he reaches 0 Stamina, at which point 
  he dies.  This has the opposite effect on water-
  breathing creatures, causing them to be sur-
  rounded by air, with the same drowning effect.
  24-27 Elemental transformation.  The caster and all 
  of his equipment become as fluid as water, al-
  lowing the caster to swim in water at twice his 
  movement speed and breathe it normally.  He 
  may also pass through any crack or hole, so no 
  door is a barrier to him. The transformation 
  lasts for 1 hour or until he wills it to end.  
  28-29 Summon scrag-troll.  This fearsome sea-troll 
  will serve the caster for 1 day and has statistics 
  identical to the troll, with described variations, 
  on page 429 of the core rulebook.
  30-31 Summon elemental. The caster calls forth a 
  wave of self-willed water.  It appears immedi-
  ately and obeys commands for 2d6 rounds, 
  then departs.  It has the stats and abilities of 8 
  HD water elemental (see core rulebook page 
  411).
  32+
  Summon multiple elementals.  The caster 
  calls forth two waves of self-willed water.  They 
  appear immediately and obey commands for 
  2d6 rounds, then depart.  They have the stats 
  and abilities of 12 HD water elementals (see 
  core rulebook page 411).
  Krakaal, Prince of Elemental Flame
  Krakaal, prince of elemental fire, broods eternally for his 
  lost love, the water-princess Splaasha, but is ever allied 
  to his master, Azi Dahaka, who promised aid against his 
  nemesis, Yddgrrl.  He is another of the elemental pacts 
  that can be made to secure magical power, and grants 
  limited control over fire, and the ability to summon fire 
  elementals.
  Invoke Patron check results:
  12-13
  Wood enemy.   For the next turn, the caster 
  and all allies within 10’ gain +2 to attacks, 
  damage, and spell checks against creatures of 
  the forest such as dryads, faeries, and tree-
  men.
  14-17
  Fire-shield. The caster is surrounded by a fu-
  rious layer of fire that burns up missile attacks 
  and hurts those that would strike the caster 
  with melee attacks.  For the next turn, all mis-
  sile attacks that “hit” the user have an auto-
  matic 40% chance of being destroyed before 
  doing damage, and any being that strikes the 
  caster in melee combat, hit or miss, takes 1d7 
  fire damage.
  18-19
  Firestorm.  A globe of fire shoots from the 
  caster’s fingertip, targeting one enemy within 
  50’, who takes 1d14 points of damage, the 
  globe surrounds and follows the target, getting 
  smaller, doing 1d10 on the next round, 1d6 
  on the next round, and 1d3 on the fourth and 
  final round.  Each round, the target can make 
  a DC 20 Fort save to avoid damage.
  20-23
  Firefall. The caster targets one creature within 
  100’ and points to him.  They are immediate-
  ly enveloped in a large globule of water.  The 
  creature begins drowning, taking 1d6 Stamina 
  damage immediately unless he succeeds on a 
  DC 20 Reflex save.  If the save is failed, the 
  target takes another 1d6 Stamina damage on 
  the following round, with another save to 
  resist.  Each time the target fails a save, the 
  drowning continues another round, lasting 
  he succeeds on a save or until he reaches 0 
  Stamina, at which point he dies.  This has the 
  opposite effect on water-breathing creatures, 
  causing them to be surrounded by air, with 
  the same drowning effect.
  24-27
  Elemental transformation. The caster and 
  all of his equipment become as a being com-
  posed of smoke.  He can fly at his movement 
  speed and is immune to attack from mundane 
  weapons, though he can be harmed by spells 
  and magical attacks.  While in smoke form, 
  the caster cannot attack physically, but can 
  cast spells that do not have limitations associ-
  ated with his new form.
  
  10
  28-29
  Summon Type I demon.  This servant of Azi 
  Dahaka is a Hell Viper, will serve the caster 
  for 1 day, and has the following statistics: 
  Init +0; Atk bite +6 melee (1d8+2); AC 13; 
  HD 4d12; MV 30’ or climb 20’; Act 1d20; 
  SP demon traits (page 401 core rulebook), 
  poison DC 16 Fort save [blindness, can only 
  be healed by magic]; SV Fort +4, Ref +4, Will 
  +1; AL C.
  30-31
  Summon elemental. The caster calls forth a 
  cascade of intelligent fire.  It appears imme-
  diately and obeys commands for 2d6 rounds, 
  then departs.  It has the stats and abilities of 
  8 HD fire elemental (see core rulebook page 
  411).
  32+
  Summon multiple elementals.  The caster 
  calls forth cascades of intelligent fire.  They 
  appear immediately and obey commands for 
  2d6 rounds, then depart.  They have the stats 
  and abilities of 12 HD fire elementals (see 
  core rulebook page 411).
  Spellburn: The Elemental Lords
  The Elemental Lords readily lend their strength to their 
  champions, but few mortals can hold the attention of 
  these primal entities for long.  Those that do hope to 
  show that they are composed of far more than mortal 
  stuff, and are fit to serve the Four that claim to make up 
  the substance of the Universe... Roll d5 and apply the 
  “appropriate element” of the Lord in question if needed.
  Roll 
  Spellburn Result
  1-2
  A visible quantity of the appropriate element 
  seems to slam into the body of the caster, from 
  a nearby source, or from nowhere at all.  As the 
  spellburn takes effect, the element shoots from 
  the caster’s body into nothingness again, mani-
  festing as spellburn loss.
  3
  The caster must sacrifice a prized possession to 
  their appropriate element before the spellburn 
  points can be recovered; burying, burning, drop-
  ping from a height, or tossing into deep water.
  4
  The elemental lord wishes to test their protégé; 
  the caster takes 1 point per spell level in appro-
  priate physical element damage per spell level 
  cast, as well as spellburn damage.  
  5
  The elemental lords are a jealous lot, and de-
  mand a boon in return, after granting spellburn 
  points.  The caster must slay a beast or servant of 
  the opposing element (air and earth) or carry a 
  message to a higher servant of water or fire (from 
  the opposing element).
  OTHER USES FOR THIS 
  ADVENTURE
  This adventure is intended as a “funnel” for 0-level 
  characters, but could also be used as part of a larger 
  adventure location for higher level characters.  Increasing 
  Hit Dice for Seasnakes and Windpigs, increasing the DC 
  of saving throws, ability and skill checks, can all make 
  this adventure viable for higher level characters, who 
  find themselves “Playing the Game”.  Monsters such 
  as Hell Hounds (page 417) for the Second Ring and a 
  Primeval Slime (page 423) for the Fourth Ring can make 
  things interesting, as well.  Treasure can also be scattered 
  around if required, submerged in the water of the First 
  Ring, imbedded in the earthen wall of the Second Ring, 
  red-hot and dealing damage in the Third Ring, or buried 
  in the ground in the Fourth Ring.  A rough equivalent 
  of 5d20 gp value per level per character should suffice 
  to please greedy adventurers.  The final opponent can be 
  whatever boss the judge desires, access to the rest of the 
  dungeon, or simple freedom; as a final opponent, it may 
  be suggested that creatures summoned by a result of 28-
  29 on the Invoke Patron tables in Appendix A greet the 
  players- but all in keeping with the appropriate level of 
  the adventurers.  
  Here are some possible places to use the five rings of 
  “Playing the Game”:
  • 
  An artifact has been secreted at the center of The 
  Game, and the doorway (to the First Ring) is hidden 
  in an ancient ruin.
  • 
  The Game is a construct all in the mind of a sage or 
  seer seeking to test the adventurers, and any ‘death’ is 
  only temporary, until after The Game is concluded.
  • 
  The Game is an execution method for a magical, bar-
  baric culture, and reaching the Center is freedom for 
  the accused adventurers.
  • 
  A god (other than The Four) maintains the alternate 
  dimensions of The Game to protect certain secrets it 
  possesses, that have to be hidden even from its own 
  faithful.
  
  11
  
  12
  Rules to “The Game of Five Rings” 
  Feel free to photocopy this rules sheet and give it 
  to the players at the start of the session.
  This game is a significant part of those that 
  revere the Elemental Lords as patrons and gods.  
  The game is part gambling, part strategy, and for 
  the desert people, often the grounds for philo-
  sophical discussion over the painted wooden 
  boards, dried beans, and camel’s knucklebone 
  that serves as the components for a “Five Rings” 
  set.
  Components:      
  • 1 Game-board, with 64 spaces in four colors
  • 2 sets of thirty tokens, of two different colors
  • 1 six-sided die
  Object: The object of the game is to gather to-
  kens to place on the board, forming lines of four 
  and claiming “borders”.  
  The Place of The Prize: No one shall place a 
  token on the center space.  This is the space 
  whereupon all wagers shall be placed.  The start-
  ing wager shall be one coin, according to one’s 
  standing.  The hosting player shall have the 
  privilege of increasing the wager, whereupon the 
  guest shall match it or forfeit.  He may do this 
  up to four times.
  Procedure of Play: Either by dice or one player 
  granting it so, the first player shall say the name 
  of a number; One, Two, Three, Four, or Five. 
  The die shall be rolled, and if the number rolled 
  is equal to the name number or lower, the player 
  shall place a number of tokens equal to Six, 
  minus the number called.  If the number rolled 
  is higher than the number called, the player shall 
  lose his turn, and his opponent shall remove one 
  of his tokens from the board.
  Retreat: Either player may elect to cease their 
  turn, passing the die to the other, to avoid hav-
  ing to lose a token on the board.  They shall sig-
  nify by uttering, “Retreat” and passing the die.
  Ending the Game: The game shall end when 
  all 64 spaces are covered with tokens.  It is only 
  then that all points shall be tallied.
  Scoring: A direct line of four tokens in a row is 
  called a “Battle” and shall be worth one point.  
  Having a majority of one’s tokens in a colored 
  ring is called a “Border” and shall be worth two 
  points.  Ties grant no points.  Completely cover-
  ing a colored ring with one’s tokens is called a 
  “Victory” and shall be worth two points.
  
  13
  Designation of Open Content: All text on pages 2 through 12 are desig-
  nated as Open Gaming Content.
  OPEN GAME LICENSE Version 1.0a
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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
  Adventure Locale: Playing the Game © 2014, Purple Duck Games; Author 
  Perry Fehr.
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/Third-Party/Purple Duck Games/AL6 - Playing the Game.pdf