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  GliPkerio's Gambit
  A Level 2 Adventure 
  by Jobe Bittman • Editor: Reverend Dak • Art / Cartography: Doug Kovacs • Layout / Art Direction: Joseph 
  Goodman • Playtesters: Twyla Campbell, Sara Girard, John Harper, Ryan Macklin; Adam Koebel, Emily “Sven” 
  DeLisle, Bronwen “Tiffany” Marsden, Andrew “Gallus” Gidora, Johann “Amakai” Grenier, Tristan “Corluu” 
  Holmes, Rob “Desunth” Holmes, Chris “Gorm” Eng, Hilary “Parsdale” McNaughton
  G
  lipkerio’s Gambit is an adventure based on the 
  idea of a patron calling in favors. All wizards 
  know they will be called on at some point to 
  perform tasks in exchange for the great powers their pa-
  tron’s grant. The only question is when. Refusal means 
  loss of power, expulsion or even bloody reprisals from a 
  vengeful patron. The patron in this adventure can be re-
  skinned with one that makes more sense for your group 
  with a modicum of effort. In this adventure, the adven-
  turers must scale Mount Tyche and ascend the Staircase 
  of Fate to free the Temple of Destiny from occupation 
  by an enemy power. The adventure is designed for a 
  party of 2nd-level characters and can be completed in 
  1-2 sessions. Due to the hazardous terrain, the characters 
  would be well-served by climbing gear and a retainer or 
  two.
  adventure backGround
  Gaining arcane power is like toying with a venomous 
  serpent: a deadly game played only by the reckless and 
  the insane. Great power is never granted; it must be 
  seized with both hands until either the writhing viper 
  is subdued, or the wielder is left convulsing and black-
  tongued on the ground. One such mad pursuer of power 
  is the wizard, Glipkerio. Emboldened by his dark patron, 
  Obitu-Que, Glipkerio has brazenly seized a temple of 
  the Three Fates. The wizard has tapped the Fates’ well-
  spring of power to fuel his own magical research. The 
  unique energies of the temple have allowed Glipkerio to 
  imbue an amulet with the power to control time itself. 
  The wizard has stepped back in time to recruit a small 
  army of his younger selves to his cause. Before long, he 
  will be unstoppable.
  encounter table
  Area 
  Type 
  Encounter
  1-1 
  C 
  Magic-corrupted giant
  1-3 
  C 
  8 devilkin
  1-4 
  C 
  2 Glipkerio duplicates
   
  T 
  Icy bridge
  1-5 
  C 
  5 snow apes
  2-2 
  T 
  Corpse Gate
  2-3 
  C 
  3 two-headed dogs
  2-4 
  C 
  Many Glipkerio duplicates
  JudGe’s notes
  Glipkerio’s Gambit employs an inverted plot. The fi-
  nal battle is actually fought in the first encounter (area 
  1-1A), when the adventurers kill the story’s main villain, 
  Glipkerio, in the form of a magic-corrupted giant, but 
  that shouldn’t become apparent until the adventurers 
  subsequently defeat Glipkerio in the Temple of Destiny. 
  The adventurers encounter Glipkerio’s duplicates mul-
  tiple times on the road to the temple.
  The adventure begins in the small hamlet of Cragsmere, 
  which is located near the formidable Mount Tyche, atop 
  which sits the temple of the Three Fates. The easiest way 
  to get from Cragsmere to the Temple of Destiny is to fol-
  low the road that winds around Mount Tyche, but not 
  everyone likes to do things the easy way. Don’t discour-
  age players from climbing or using spells to travel to the 
  temple.
  The map of Mount Tyche is divided into elevations to 
  accommodate characters who blaze their own trails. 
  At each elevation, you should roll once on the Random 
  Event table below and use the encounter area listed next 
  to the elevation. Adventurers that stick to the road pro-
  ceed along a linear path through the encounter areas, 
  interspersed with random events. For adventurers that 
  scale the mountainside, use your best judgment as to 
  which encounters might be bypassed. The devilkin in 
  area 1-3 can fly so they could steal items from the par-
  ty and steer them into other encounter areas. The pos-
  sessed snow apes in area 1-5 might throw ice down on 
  the adventurers’ heads. If the group falls, rather than 
  
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  take damage, they could fall into a snow bank in a by-
  passed encounter area. Don’t make the players feel like 
  they are being steered down a single path.
  climbinG mount tyche
  There are many approaches to scaling Mount Tyche. The 
  characters might tie themselves together and use iron 
  spikes to belay up the mountain, choose to free climb 
  individually, or even cast enlarge on the thief and climb 
  on-board. For every hundred feet climbed, characters 
  must make a DC 17 Agility check (unless otherwise 
  specified) or fall. The elevations are divided into 200’ 
  sections, requiring 2 successful climb checks to reach the 
  road at the next elevation. Roll on the “Random Events” 
  table while climbing through an elevation and adjust the 
  description to match the environment. Characters that 
  are tied together roll climb checks individually. If more 
  than 50% of the group fails, the entire group falls. Op-
  tionally, a character that succeeded in the climb check 
  could stop the entire group from falling with a DC 20 
  Strength check, giving them time to make another climb 
  check. Falling rules are detailed in DCC RPG (page 96). 
  Alternatively, give falling characters a Luck check, suc-
  cess allows them to land undamaged in a snow bluff. 
  Characters who tie their rope to spikes can only fall as 
  far as their rope allows.
  random events
  Glipkerio has spread eerie manifestations of his power 
  across the area to scare off intruders. While the party is 
  climbing Mount Tyche, roll on the table at least once per 
  elevation reached. Read the text to yourself first. Then, 
  adjust it to fit with the party’s current location. Reroll 
  duplicate events. This adventure should be slightly dif-
  ferent every time it is played.
  d10 
  Random Event
  1 
  Erosion has created a natural set of stairs that 
  leads to a large abandoned nest. No climb check 
  necessary. A search turns up 21 gp, 35 sp, and a 
  silvered dagger inscribed with the name “Lady 
  Blackbird.” Pressing the pommel causes the 
  blade to glow like a torch. The next elevation can 
  be reached with a single DC 20 Strength check.
  2 
  The phrase “Turn back now” has been chiseled 
  on a rock wall in gigantic letters. 
  3 
  Dead birds rain from the sky, splatting to the 
  ground around you with muted crunching 
  sounds. 
  4 
  The air is filled with disembodied snickering, 
  the screech of metal on metal, and eerie wind 
  chimes. A large section of ice sheeting breaks 
  off, triggering an avalanche. Climbers make DC 
  15 Strength check or fall (see Climbing section); 
  others make DC 15 Agility check to avoid 3d3 
  damage.
  5 
  Broken sticks are arranged to spell out a mes-
  sage, “Go back.” 
  6 
  Frozen hands, severed at the elbow with fingers 
  outstretched, are planted in a bank of snow.
  7 
  The entire area is covered in crimson slush. A red 
  trail leads further up the pass then disappears 
  over a cliff.
  8 
  The wind blows the rank odor of dead fish and 
  sewage. 
  9 
  A thick hempen rope hangs here. A single DC 
  10 Strength check can be made to reach the next 
  elevation.
  10 
  A severed dwarf head is propped on a rock. As 
  you approach, it rasps the same phrase over and 
  over. “You-ooo go-ooo noooooow.”
  Player start
  Read or paraphrase the following:
  It’s another balmy night in Punjar. The sounds of the Night 
  Market and reveling tavern-goers fill the air where Cheap 
  Street intersects with High Street. Three silent women beckon 
  from an alley and you follow as if in a trance. A delicate nim-
  bus of white light surrounds them and you know instantly 
  they can only be the Three Fates. “The Temple of Destiny has 
  been corrupted. Something blocks our vision. We call on you 
  as our champions to purge the forces of chaos from our shrine.”
  “We can shroud your approach as if you walked in fate’s shad-
  ow,” says one sister. “...But once you arrive you will be on 
  your own,” finishes another. The third sister steps forward. 
  “We offer you this.” She cuts off a piece of thread from her 
  spinning wheel with golden shears. “Tying this string around 
  your finger renders you invisible to the agents of chaos, but 
  beware. Our power is undone by the number 7!”
  The Fates answer questions as best they can. The Tem-
  ple of Destiny is located at the frozen summit of Mount 
  Tyche. The temple priests are not responding. The Fates 
  encourage the characters to gather supplies at the Night 
  Market and return when they are ready to depart.
  All standard equipment is available for purchase. Ad-
  ditionally, three hirelings offer their services:
  • Lucky, a ruffian with a hook hand and an eye patch. 
  HP 3; -1 all saves.
  • Harley, a red-bearded dwarf who boasts about 
  “wrasslin’ cows.” HP 4; +2 to grappling.
  • Goud, a cutpurse prone to sneaking off without a 
  word. HP 3; -1 morale checks.
  
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  Once the adventure begins, the Fates cannot be invoked 
  until the circle of magic powder is broken in the Temple 
  of Destiny.
  Magic thread: The Fates provide the characters with 
  this magic thread. Tying this thread around a finger ren-
  ders the wearer invisible to chaos-aligned creatures. The 
  wearer cannot be targeted by attacks from chaotic be-
  ings. The wearer can attack without ending the invisibil-
  ity. The thread’s power lasts until any rolled die shows a 
  number 7. If cut, the thread loses all its powers.
  ascendinG the mountain
  Area 1-1A – The Hamlet of Cragsmere: The adven-
  turers depart in a trance-like state and travel until they 
  reach Cragsmere, the edge of the Three Fates’ area of 
  influence. The entire town is deserted. As the band ex-
  plores the town, a cat-headed giant suddenly appears. 
  The giant hisses venomously and attacks. When the 
  beast is dispatched, a broken trinket is discovered.
  Though you have never visited the temple, you have a clear 
  vision of its location. For days upon nights, you hack through 
  brush and ford rivers as you march toward your goal as if pos-
  sessed, never needing sleep and never growing weary. A bit-
  ing chill sets in as you climb the foothills of Mount Tyche, but 
  still you press on toward the snow-covered peak. As you near 
  the basin, you spot the tiny hamlet of Cragsmere. The small 
  outpost survives on trade with the temple. Your hypnotic state 
  fades as you enter the town. The village is deathly silent. 
  The houses are locked, requiring a DC 10 pick lock check 
  (or the characters can bash down a door or climb through 
  a window). Searching turns up household items, warm 
  clothes, rope and 1d20 copper pieces per house.
  Once the characters start to leave the town, read:
  You see a flash of orange light from the corner of your eye 
  as an enormous figure appears ten feet in the air and slams 
  to earth with a ground-shaking thud. The beast rises with its 
  back to you, giving you a look at its hideous form. The giant 
  stands at least twice the size of a human. Its body is covered 
  in mismatched patches of black fur and green scales, and an 
  oversized head. Where its right arm should be, there is a gi-
  ant purple, suckered tentacle. Bloody gashes cover much of its 
  body. The hulking brute turns and then you see its terrifying 
  visage. Atop its shoulders rests a cat’s head with wild green 
  eyes. The deformed giant uproots a small tree and lofts it over 
  its head while hissing malevolently.
  Giant, magic-corrupted (11’ tall, 1,000 lbs.): Init -3; Atk 
  improvised club +7 melee (2d6+6) or hurled item +3 
  (1d6+4, range 40’); AC 15; HD 6d10; hp 36; MV 20’; Act 
  1d24; SP crit on 20-24, spell casting (spell check +1, caster 
  level 0, spells known: magic shield, magic missile); SV Fort 
  +5, Ref +2, Will +3; AL C.
  Treasure: A search of the giant turns up no valuables, 
  but a broken half medallion on a chain is found near the 
  corpse. The medallion is forged of black metal and en-
  graved like the top half of a clock, showing the hours 9 
  through 3.
  Area 1-1B – Mount Tyche: The conifers thin out as you 
  climb over a steep pitch, and then you get your first unob-
  structed view of Mount Tyche. The thick base tapers into a 
  towering column of rock and ice. A spiraling road is carved 
  into the rock leading to the top. A massive buttress dominates 
  the eastern face, pockmarked with crags and handholds. The 
  gravel trail continues into the basin and beyond to the western 
  ridge before connecting to the spiral road.
  Area 1-2 – Fleeing Monks: You see a group of robed fig-
  ures on the path ahead. Most of the figures are limping. They 
  wear singed and tattered robes.
  The characters have not been spotted, so they can attempt 
  to hide. If approached, the group claims to be monks, 
  and begs for healing. They are all duplicates of Glipke-
  rio wounded in the future battle against the adventur-
  ers. One monk has a broken arm with a bone sticking 
  out of the flesh. See DCC RPG (page 30) for details on 
  healing broken limbs. The monks offer 1d6 copper, 1d10 
  silver and small gems (actually worthless colored glass) 
  in exchange for aid. They try to dissuade the characters 
  from traveling to the temple with tales of fire-breathing 
  dragons. The duplicates disappear into an orange flash 
  of light if attacked, or move on quickly if the characters 
  aid them – all the while keeping their faces hidden.
  Area 1-3 – Devilkin: You feel an unholy presence, and 
  look up to see a group of diminutive, obsidian creatures leer-
  ing from a rocky ledge. The beasts grin, flashing rows of thin, 
  dagger-like teeth, before outstretching their leathery bat wings 
  and launching into the air.
  Clutches of devilkin roost at various spots along the 
  winding path, drawn to this place by the demonic taint 
  of Obitu-Que. The mischievous devils are compelled to 
  steal items even if a few die in the process. The devilkin 
  are adept larcenists, making pick pocket checks with a 
  +5 bonus. Stealing treasure from adventurers during 
  combat requires a DC 20 pick pocket check. Once a dev-
  ilkin steals an item, the entire flock retreats further up 
  the summit out of reach. The party can encounter the 
  devilkin multiple times in order to recover stolen items 
  if necessary. Devilkin are most attracted to magic items, 
  especially the Fates’ magic thread. Devilkin are vulner-
  able to clerics’ ability to turn unholy.
  Devilkin (8): Init +1; Atk claw +1 melee (1d6), AC 14; 
  HD 2d6; hp 6 each; MV 10’ or fly 40’; Act 1d20; SP pick-
  pocket +5; SV Fort -1, Ref +2, Will +0; AL C.
  Area 1-4 – Ice Bridge: The frozen path has collapsed 
  ahead. The only way forward is a perilously thin ice bridge 
  over a chasm. Frosty wind howls straight down the craggy 
  
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  mountainside, burning your face with tiny daggers of ice.
  Crossing the ice bridge requires a DC 15 Agility check. 
  Climbing across the craggy mountainside requires a DC 
  10 Strength check and two move actions. Alternatively, 
  a mighty deed of arms or a DC 20 Strength check can be 
  used to leap across the 15’ wide chasm.
  When the first character makes it halfway across, cowled 
  figures leap from behind rocks and attack. These are ac-
  tually more duplicates of Glipkerio. They disappear in a 
  blinding orange flash just before being slain.
  Glipkerio (2): Init +1; Atk dagger +1 melee (1d4) or 
  flaming orb +0 missile fire (1d6); AC 11; HD 2d8; hp 9 
  each; MV 30’; Act 1d20; SP spell casting (spell check +1: 
  caster level 0, spells known: enlarge, magic missile, magic 
  shield); SV Fort +0, Ref +1, Will +2; AL C.
  Area 1-5 – Snow Apes: Lanky brutes covered in mat-
  ted, white fur lope across the path ahead on long arms. Surely 
  these are the snow apes of legend. Five enormous red, ghostly 
  eyes appear beyond them, floating in the snowy gloom. A gut-
  tural voice echoes and drifts on the wind. “Kill...kill...kill...” 
  The snow apes turn their gaze on you. Their giant, saucer-
  like black eyes now smolder like hot coals giving off a demonic 
  aura. The largest ape beats its chest and unleashes a war cry as 
  a white plume of frozen breath bursts from its blue lips. 
  As the road circles around, snow apes can be seen on the 
  path ahead. The snow apes are under the influence of 
  the demonic patron, Obitu-Que. They fly into a rage and 
  attack, first ripping up large chunks of ice and hurling 
  them, then rushing to attack the characters when they 
  come close. A cleric can use the turn unholy ability to 
  exorcise the evil spirits from an ape. A turned ape im-
  mediately stops attacking and flees to its hidden cave.
  Hidden cave: The snow apes lair in a cave set high above 
  the mountain path. The opening is situated just above a 
  small rock ledge and covered in thick icicles. Any apes 
  that fail morale checks scramble back to their cave with-
  out bothering to cover their tracks. Due to the ice, climb-
  ing up requires a DC 15 Agility check. The snow apes 
  fight to the death in the cave to protect their meager pos-
  sessions: a partially-eaten donkey carcass and a collec-
  tion of shiny rocks hidden in a small niche. Mixed in the 
  rock collection are 1d10 precious gems worth 20 gp each. 
  A passage at the back of cavern leads into a sprawling 
  network of caverns inhabited by snow apes, extending 
  all the way to the other side of Mount Tyche. Populating 
  this area is left as an exercise for the judge.
  Snow apes (5): Init +2; Atk bite +1 melee (1d6+4) or 
  thrown ice +3 missile fire (1d4); AC 12; HD 3d8; hp 20 
  each; MV 25’ or climb 25’; Act 1d20; SV Fort +1, Ref +3, 
  Will -1; AL C.
  temPle of destiny
  T
  he Temple of Destiny stands at the summit of 
  Mount Tyche in a demi-plane halfway between 
  twilight and eternity. Adventurers who fly to or 
  scale the peak without ascending the Staircase of Fate 
  find only an empty expanse of frozen rock. Under closer 
  scrutiny, the spectral outlines of the temple can be seen 
  dimly, but they are completely insubstantial. The temple 
  can only be reached by climbing the Fates’ magical stair-
  way starting from the bottom step.
  Area 2-1 – Staircase of Fate: Freezing winds blast from 
  the northeast, accompanied by a high-pitched whistling sound. 
  Large steps covered in runes have been carved directly into the 
  rock leading up, 22 in all. On your left is a craggy rock wall. 
  To the right, certain death waits on the rock far below. You are 
  nearly at the summit. 
  To reach the Temple of Destiny, the adventurers must 
  mount the Staircase of Fate by touching the steps in the 
  proper order. There are 22 steps in all. Shrewd players 
  should remember the admonition of the Three Fates that 
  their power is “undone by the number 7.” The unspoken 
  corollary is the number 3, the source of their power.
  The Temple of Destiny exists in another time and place 
  altogether. As the adventurers ascend the Staircase of 
  Fate, they cross over to another universe. The proper 
  way to climb the stairs is by only using steps that are 
  divisible by 3 but not 7 (3, 6, 9, 12, 15, 18). Each time the 
  
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  correct step is used, runes on that step glow with pur-
  ple light, the air grows warmer, and the winds are less 
  harsh as the adventurers are gradually transported to 
  the new plane. Once the proper steps are activated, the 
  runes’ power remains active for 5 minutes. Characters 
  can tread on any stair without having to re-complete the 
  sequence though traps are still enabled. Return travel re-
  quires no special actions.
  When a character places a foot on a wrong step without 
  completing the entire sequence, all glowing runes imme-
  diately go dark and everyone immediately materializes 
  on the icy stairs. They will need to start again. Touching 
  a step divisible by 7 (i.e. 7, 14, or 21) causes additional 
  calamity. A random trap springs, causing 1d6 damage 
  (DC 10 Reflex save for half) to each character within 1 
  step of the trigger. (Trap manifestations (d5): 1 – spikes 
  shoot up from below; 2 – giant burst of flame; 3 – rocks 
  fall; 4 – darts fire from holes in wall; 5 – cloud of noxious 
  gas.) The traps are undetectable as they exist in another 
  plane of reality altogether, though they can still be trig-
  gered with a spell, pole or heavy rock.
  Activating the proper steps can be tricky. Characters can 
  jump over one step with DC 10 Agility check (+2 DC for 
  each additional step). The craggy wall can be climbed 
  with a DC10 Strength or Agility check for each 5 steps 
  traversed. Each time a check fails, the character falls on 
  a random step. Roll a d3 and add or subtract it to the 
  character’s current position to determine which stair is 
  landed on. A lucky character might fall on the step they 
  originally intended to land on.
  Weapon cache: Amimej, first cleric of the Temple of Des-
  tiny, foresaw a time of great peril. Upon her passing, her 
  fierce spirit was imbued into a magic two-handed sword 
  to help protect the temple. The sword empathically com-
  municates the desire to slay chaotic beings. The blade, 
  forged from a strange blood-red metal, was dubbed 
  Mythender as it possessed the power to slay gods and 
  demons. Is now the fated hour when the sword shall be 
  found? Looking at the handout, you will see the follow-
  ing: F on step 3, A on Step 15, T on step 9, and E on step 
  12. Pressing the runes that spell the word FATE in order 
  opens the hidden weapon cache under the 21st step. After 
  each rune is pressed in the proper order, it glows with 
  a green outline. The glowing continues independent of 
  the purple stair runes being reset. If a character prays for 
  guidance or appeals to higher powers, allow them this 
  small hint. A rock tumbles down the stair and lands at the 
  feet of the beseecher. A piece of paper tied around the rock 
  reads, “It’s the hour / That’s never late / It will find you 
  / If you wait”. See DCC RPG Core Book, “Sword Magic” 
  (page 366) for details on Mythender’s banes and powers.
  Mythender: two-handed sword +2; Int 9; empathy; 
  Banes: chaotic beings, gods; Type II: cleave, armor-
  breaker, flame brand; AL L.
  Area 2-2 – Corpse Gate: As you near the top of the stairs, 
  the biting chill subsides and the heavens grow dark, revealing 
  an alien sea of stars. Lit by torch sconces, you see the outer 
  walls of the temple and a massive double-doored portal. The 
  entire gate is upholstered with a patchwork of human skin, 
  hair and faces. Countless dismembered arms and legs are 
  nailed to the door, hanging limp. Where the keyhole should 
  be, there is only a mouth stretched wide-open. The stink of rot 
  and defecation rolls over you like crashing surf, threatening to 
  buckle your knees.
  Glipkerio sealed the temple entrance with an abomi-
  nable, necromantic ritual. The butchered corpses of the 
  villagers from Cragsmere and the temple priests were 
  stitched together and reanimated to create this foul por-
  tal.
  Corpse Gate: The huge, flesh-covered double doors 
  stand over 20 feet tall. As soon as anyone attempts to 
  open the door, arms situated along the center grasp each 
  other tightly to hold the door shut. The gate attempts to 
  grab any characters within melee range. Grabbed crea-
  tures cannot move away from the wall. The gate has a +5 
  bonus to hit grabbed targets and the critical threat range 
  is increased to 19-20 (crit table U) against the target. A 
  grabbed creature can use an action die to escape with a 
  Strength check (DC 15). Reducing the gate to 0 hit points 
  or forcing the gate open disables the gate. The undead 
  continue to gibber and moan in pain though they no lon-
  ger attack or hold the door shut.
  There are several approaches to opening the door. 
  • Any attempts to force the door open require a 
  Strength check with a difficulty level equal to the 
  corpse gate’s remaining hit points. Using a device as 
  a battering ram adds +3 to the check. 
  • The cleric’s turn unholy ability is very effective 
  against the gate. For each successful turn, the cler-
  ic has the choice of forcing the gate to release one 
  grabbed target or causing 1d3 points of damage to it. 
  • The keyhole is directly connected to the necroman-
  tic energies of the gate. A thief can attempt to dis-
  able the door by picking the lock. Each successful 
  lock-picking attempt causes 10 hp of damage to the 
  corpse gate. A grabbed target suffers a -5 penalty to 
  “pick lock” checks.
  Corpse Gate: Init +2; Atk claw/bite/kick +1 melee (1d8) 
  or throw skull -2 missile fire (1d4); AC 10; HD 4d12+5; 
  hp 41; Act 3d20; SP grab +2 melee (see text); MV 0; SV 
  Fort +2, Ref -2; Will -1; AL C. 
  Area 2-3 – Temple Grounds: Beyond the gate, the temple 
  grounds are brimming with brightly-colored tropical flower 
  gardens and the incessant drone of cicadas and tree frogs. A 
  cobbled path leads to a splashing fountain and beyond that 
  an immaculate, white temple—the Temple of Destiny. Sev-
  
  Page 7
  eral smaller buildings huddle against the 
  outer protective walls of the complex. 
  The night air is hot, humid and thick 
  with the scent of lush vegetation.
  The adventurers have a short time to 
  explore the area outside the temple. 
  If they tarry too long, add an en-
  counter with the two-headed dogs 
  from the temple entrance to spur the 
  characters toward the adventure’s 
  conclusion.
  Area 2-3 (A-E) – Outbuildings: 
  There are 6 smaller structures ar-
  ranged around the main temple: a 
  kitchen(A) containing common cook-
  ing items, an administrative office(B) 
  which holds a locked coffer con-
  taining 300 gold pieces (DC 15 pick 
  lock check), two living quarters(C), 
  a warehouse(D) stocked with food 
  stuff and an outhouse(E) with a hid-
  den stash of exotic pipe weed. Smok-
  ing the pipe weed confers +1 bonus 
  to spell checks for 1 hour (3 uses). 
  Stealing from the temple coffers dis-
  pleases the Three Fates, but making 
  use of other items does not.
  Area 2-3F – Fountain: A round 
  fountain is situated in the plaza outside 
  the temple. A spinning wheel carved in 
  stone throws water high into the air. 
  Drinking from the fountain magi-
  cally restores 1d3 luck and 1d3 hit 
  points once per week.
  Area 2-3G – Temple entrance: 
  At the center of the garden, a gleaming, 
  white marble rotunda thrusts majesti-
  cally toward the heavens. Marble col-
  umns coated in creeper vines support 
  the temple’s vaulted dome. The droning 
  crickets and bullfrogs suddenly stop and 
  you hear muted barking, growling, and 
  the clatter of claws on tile. A black-cowled figure throws open 
  the temple’s arched doorway as two-headed war dogs leap from 
  the portal, bounding toward you. The canines are as solid and 
  well-muscled as oxen. Wisps of smoke trail from their fanged 
  snouts. The temple doors swing shut with a loud crack.
  After Glipkerio unleashes his dogs, he retreats to the 
  temple to finish preparing his ambush. The two-head-
  ed dogs were personally bred by the evil wizard who 
  imbued them with a unique breath weapon; a swirling 
  cone of smoke (10’ wide and 20’ long) that glows with 
  multicolored lights and can speed up and slow time. 
  Targets caught in the blast must make a DC 12 Reflex 
  save or the target’s age changes by d20-10 years. It’s up 
  to the judge to determine what effect rapid age change 
  has on a character.
  The temple doors are closed, but unlocked. Characters 
  who walk the perimeter of the temple find no other en-
  trances. The creeper vines make it possible to climb on 
  top of the temple with a DC 15 Agility check. There is a 
  large skylight at the top of the dome directly over the gi-
  ant statue of the Fates that grants full view of the temple 
  from 140’ above (area 2-4).
  Player handout
  
  Page 8
  Two-headed dogs (3): Init +3; Atk bite +1 melee (1d6+1) 
  or breath weapon 2/day (DC 12 Ref or age d20-10 years); 
  AC 14; HD 3d10; hp 14 each; MV 35’; Act 1d20; SV Fort 
  +1, Ref +2, Will +0; AL C.
  Area 2-4 – Inside the Temple: The final confrontation 
  with Glipkerio happens within the temple. When the ad-
  venturers enter the temple, read:
  The heavy, marble doors swing open easily on well-oiled hing-
  es. Inside, the temple consists of a single, high-ceilinged room 
  lined with pews. Marble columns circle the vast chamber. A 
  deep red carpet runs directly to the center where statues of 
  three women tower to the ceiling.
  When the adventurers approach the center of the tem-
  ple, read:
  The temple is eerily quiet save for the shuffling echoes of your 
  own footsteps. At the temple’s center, lit by four enormous 
  iron braziers, a large round pedestal is topped by an enormous 
  statuary depicting the Three Fates at their spinning wheel. A 
  thick line of white powder circumscribes the entire base. Sev-
  eral tables covered in papers and books are arranged haphaz-
  ardly near the base of the pedestal.
  The silence is interrupted by a disembodied voice. “I know 
  not what sorcery allowed you to reach me here, but I assure 
  you, you will never leave. Fear the power of Glipkerio!” As the 
  last phrase echoes, cowled men slowly reveal themselves from 
  behind every pillar. The men pull back their hoods together, 
  revealing the same face staring back from each man - some 
  young, some old, but all look to be the same person. One of the 
  men lobs a dart at you, stating Glipkerio’s intention.
  Once the adventurers reach the statues, the wizard 
  springs his ambush. Each time a duplicate is killed, the 
  dying man clutches an amulet on his chest and disap-
  pears in a burst of light only to reappear fully healed. 
  When the band is about to strike down the last man, the 
  final opponent grabs his amulet and is painfully trans-
  formed into an enormous cat-headed giant. The amulet 
  breaks in two. The giant disappears in an orange flash, 
  leaving behind the other half of the broken medallion.
  The combat rules of the final encounter are a little differ-
  ent than normal:
  • Glipkerio starts out with a shared pool of 100 hit 
  points. Each time a copy of Glipkerio takes dam-
  age, keep track of the total damage in addition to the 
  damage of each duplicate. Whenever a duplicate is 
  reduced to zero hit points with an attack, it disap-
  pears in a flash of orange light and reappears nearby 
  with full health and all lost spells recovered. There 
  are never more than 8 duplicates of Glipkerio active 
  at one time: 4 young, 3 adult, and 1 elder. When the 
  shared pool of hit points is exhausted, duplicates no 
  longer reappear.
  • Having many duplicates casting spells in close prox-
  imity diminishes their power, reducing their action 
  die to d16. Rolling a natural 16 is considered a criti-
  cal hit. This penalty only affects Glipkerio and his 
  duplicates.
  • If the party healed the broken arm of a fleeing monk 
  in area 1-2, make sure to read this text after the first 
  duplicate is reduced to 0 health: The wizard falls back-
  ward to avoid your attack and his forearm snaps like a 
  green twig on the marble floor, a bloody bone protruding 
  from the dangling flesh. The wizard disappears in a flash 
  of orange light, howling in pain. The wizard reappears 
  with his arm healed.
  Refer to the Glipkerio Battle Tracker on page 12 when 
  running this combat.
  Glipkerio’s duplicates have different levels of ability. The 
  young duplicates are little more than acolytes. They can 
  only cast a single spark of flames. The adult duplicates 
  can cast spells as normal magic-users. By manipulating 
  the threads of destiny, the elder Glipkerio can deflect at-
  tacks against him onto a random duplicate within 50’. 
  For example, a sword just before connecting turns into 
  a long thin ribbon that stretches across the room where 
  the blade re-materializes and punctures a duplicate. Wit-
  nessing the effect is much like viewing a moving object 
  through a glass of water. 
  Statuary: If someone spends an action to break the circle 
  around the pedestal, the statuary of Fates gains a single 
  free attack at the beginning of every round (lightning: +3 
  missile fire, 2d6 damage) and can respond to the invoke 
  patron spell. The statues target those who have defiled 
  their temple – Glipkerio duplicates.
  Glipkerio, young (4): Init +1; Atk dagger +1 melee (1d4) 
  or -1 dart missile fire (1d4); AC 10; HD 1d8; hp 3 each; SP 
  harmful spell 1/day (range 50’, 2 damage, DC 10 Will for 
  half); MV 30’; Act 1d16; SV Fort -1, Ref +0, Will +1; AL C.
  Harmful spell: A minor fire spell with a 50’ range that 
  causes 2 damage (DC 10 Will save for half damage). The 
  spell refreshes when a duplicate reappears.
  Glipkerio (3): Init +1; Atk dagger +1 melee (1d4) or 
  flaming orb +0 missile fire (1d6); AC 11; HD 2d8; hp 9 
  each; MV 30’; Act 1d16; SP spell casting (spell check +1: 
  caster level 0, spells known: enlarge, magic missile, magic 
  shield); SV Fort +0, Ref +1, Will +2; AL C.
  Glipkerio, elder (1): Init +2; Atk club +2 melee (1d4+2) 
  or flaming orb +1 missile fire (1d10); AC 14; HD 3d8; hp 
  19; MV 30’; Act 1d16; SP deflection (see text), spell cast-
  ing (spell check +3: caster level 1, spells known: ray of 
  enfeeblement, flaming hands, mirror image, strength, invoke 
  patron); SV Fort +1, Ref +1, Will +3; AL C.
  
  Page 9
  conclusion
  A
  fter defeating Glipkerio, the Fates’ power can 
  be fully restored by removing the circle of pow-
  der. The Fates’ statuary comes to life to congrat-
  ulate the adventurers on their victory. Characters slain 
  in the temple rise with 1 HP and a permanent loss of 1 
  Stamina. Followers of the Fates get a +10 bonus to their 
  next invoke patron spell.
  Among Glipkerio’s effects, the adventurers find the fol-
  lowing:
  Broken Chronomantic Amulet. The amulet can be re-
  joined by the mending spell or a master jeweler (cost 300 
  gp), but its powers are greatly diminished. The wearer’s 
  consciousness can travel a few seconds back in time, al-
  lowing a reroll of one spell check per encounter. If the 
  roll is 1, roll on the General Spell Misfire table. Each fail-
  ure permanently increases the misfire range.
  Coprolite Club +1: A foul bludgeon bestowed by Glipke-
  rio’s demonic patron, Obitu-Que. The shaft is wrapped 
  with studded black leather bindings to make it easier to 
  grip. On a critical hit, the target makes a DC 20 Fort save 
  or takes additional poison damage (1d6) in addition to 
  normal effects of a critical hit.
  Magic tome: It contains one random level 2 spell per 
  wizard/elf in party.
  This printing of DCC #80.5: Glipkerio’s 
  Gambit is done under version 1.0 of the 
  Open Gaming License, and the System 
  Reference Document by permission from 
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  the COPYRIGHT NOTICE “DCC #80.5: 
  Glipkerio’s Gambit, copyright © 2013 Good-
  man Games, all rights reserved, visit www.
  goodman-games.com or contact info@
  goodman-games.com”
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  © 2013 Goodman Games. Open game 
  content may only be used under and in the 
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  Page 10
  
  Page 11
  
  Page 12
  Glipkerio Battle tracker
  Max Hit Points
  Current Hit Points
  100
  GliPkerio, younG
  Glipkerio, young (4): Init +1; Atk dagger +1 melee (1d4) or -1 dart missile fire (1d4); AC 10; HD 1d8; hp 3 each; 
  SP harmful spell 1/day (range 50’, 2 damage, DC 10 Will for half); MV 30’; Act 1d16; SV Fort -1, Ref +0, Will 
  +1; AL C.
   
  Max 
  Current
   
  HP 
  HP
  Used Spells
  ☐ Harmful spell
   
  Max 
  Current
   
  HP 
  HP
  Used Spells
  ☐ Harmful spell
   
  Max 
  Current
   
  HP 
  HP
  Used Spells
  ☐ Harmful spell
   
  Max 
  Current
   
  HP 
  HP
  Used Spells
  ☐ Harmful spell
  GliPkerio
  Glipkerio (3): Init +1; Atk dagger +1 melee (1d4) or flaming orb +0 missile fire (1d6); AC 11; HD 2d8; hp 9 
  each; MV 30’; Act 1d16; SP spell casting (spell check +1: caster level 0, spells known: enlarge, magic missile, magic 
  shield); SV Fort +0, Ref +1, Will +2; AL C.
   
  Max 
  Current
   
  HP 
  HP
  Used Spells
  ☐ Magic missile                ☐ Enlarge
  ☐ Magic shield
   
  Max 
  Current
   
  HP 
  HP
  Used Spells
  ☐ Magic missile                ☐ Enlarge
  ☐ Magic shield
   
  Max 
  Current
   
  HP 
  HP
  Used Spells
  ☐ Magic missile                ☐ Enlarge
  ☐ Magic shield
  GliPkerio, elder
  Glipkerio, elder (1): Init +2; Atk club +2 melee (1d4+2) or flaming orb +1 missile fire (1d10); AC 14; HD 3d8; 
  hp 19; MV 30’; Act 1d16; SP deflection (see text), spell casting (spell check +3: caster level 1, spells known: ray of 
  enfeeblement, flaming hands, mirror image, strength, invoke patron); SV Fort +1, Ref +1, Will +3; AL C.
   
  Max 
  Current
   
  HP 
  HP
  Used Spells
  ☐ Ray of enfeeblement 
   
  ☐ Strength
  ☐ Flaming hands 
   
   
  ☐ Invoke patron
  ☐ Mirror image
  3
  3
  3
  3
  9
  9
  9
  19
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/DCC 080.5 Glipkerio's Gambit.pdf