TEXT: Random EncountERs by tERRain
  See pages 13-18 of Peril on the Purple Planet for encounter details.
  Roll 3d5
  Wastes
  Broken Hills
  Mushroom Jungle
  Ancestor Peaks
  3 or less
  Storm (dust)
  Storm (flood)
  Strekleon
  Storm (lightning)
  4
  Ambush! 
  Trap 
  Gribb
  Strekleon
  5
  Scouts
  Scouts
  Gribb
  Trap
  6
  Raiders (near)
  Raiders (near)
  Raiders (near)
  Trap
  7
  Death Orm
  Strekleon
  Raiders (near)
  Raiders (near)
  8
  Gribb
  No encounter
  No encounter
  No encounter
  9-10
  No encounter
  Abandoned camp
  No encounter
  No encounter
  11
  Raiders (distant) Abandoned camp
  Trap
  Raiders (distant)
  12
  Carrion
  Carrion
  Abandoned camp
  Raiders (distant)
  13
  Battle!
  Carrion
  Abandoned camp
  Cairn
  14+
  Relics table
  Relics table
  Relics table
  Cairn
  Rune 1
  Rune 2
  Rune 3
  Rune 4
  Rune 5
  Rune 6
  Rune 7
  Rune 8
  Key to player handout (see back of 
  gatefold map)
  Lock Activation Sequence
  Activate: Rune 8
  Function: Rune 4 for doors, Rune 
  5 for sarcophagi
  Deactivate: Rune 3
  Tool Activation Sequence
  Activate: Rune 8
  Function: Rune 1
  Deactivate: Rune 3
  Weapon Activation Sequence
  Activate: Rune 8 
  Function: Rune 6
  Deactivate: Rune 3
  Vehicle Activation Sequence
  Activate: Rune 8 
  Function: Rune 2 
  Deactivate: Rune 3
  Greenstone Shards
  • 
  Thin slivers 3 to 6 inches in length
  • 
  One shard imparts 1d5 charges
  • 
  Adds 1d10 to the spell check of a single spellburn
  • 
  Either use exhausts a shard, reducing it to ash.
  True Greenstones
  • 
  Quartz-like crystals the size of large melons
  • 
  Can be broken into 1d100+50 shards
  • 
  Spellburning from a greenstone exposes a caster 
  to overwhelming arcane power; instead of a spell 
  check, the caster must attempt a DC 20 Will save, or 
  suffer 1d3 major corruptions. If the save is successful, 
  the caster casts the spell at the highest possible result. 
  Using a greenstone in this way exhausts the gem. 
  • 
  Transporting a full greenstone into the wastelands 
  immediately draws the attention of the waste worms. 
  For every hex traveled, make a Luck check against 
  the PC with the worst Luck score. On a failed check 
  (a d20 roll higher than the PC’s Luck), a waste worm 
  tries to devour the PC bearing the greenstone.
  summaRy of KEy Plot ElEmEnts
  Peril on the Purple Planet is set on a planet with its own defining traits. These are key plot elements to remember as PCs explore:
  • The PCs can return home only by bringing a complete greenstone or 25 greenstone shards to the pyramid of the ancients 
  (area A-1 on page 7).
  • There are only three complete greenstones: at the fortress of House Cotcyst (area B-5g on page 25), in the soot citadel of House 
  Reagen’Tor (area C-3 on page 29), and embedded in the brow of the mother death orm, Vatya-Ibdid (area D on page 30).
  • Shards of greenstones (as opposed to the three remaining intact gems) are used to power many ancient relics. A greenstone 
  shard can also be used to spellburn (see page 6). Greenstone shards can be found in gribb nests (area 1-1 on page 18), the 
  strong house of House Cotcyst (area B-4, page 23), in the cairns of kith heroes in the Ancestor Peaks, or carried by power-
  ful warlords and their champions. 
  • Characters who recover a complete greenstone will be pursued by waste worms who sense its power (see page 6).
  • The ancient relics include items such as plasma torches, rayguns, and hover skiffs (see page 12).
  • Once powered, a relic can only be activated by pressing the correct sequence of runes (see Appendix A, on page 31).
  • The Purple Planet is inhabited by the barbaric, warlike race known as kith (see page 3). Their champions and warlords 
  fight in service to the ascended masters. There are two kith clans: House Cotcyst and House Reagen’Tor (see page 5).
  • Common monstrous inhabitants of the Purple Planet are the quill-covered lion-like strekleon (page 18), reptilian flying 
  gribbs (page 14), and enormous waste worms known as death orms (page 13).
  • The weird dying sun of the Purple Planet drains 1d3 points of Stamina per day of exertion (see page 6).
  • Mushroom forests populate the plateau. The mushrooms have strange and varied effects. Some cure damage from the 
  weirdling sun (see page 9).
  
  Kith fEatuREs
  1d20
  Distinguishing Features
  Gear
  1
  Covered from head to toe in ritual scars.
  1d3 greenstone shards.
  2
  Ancient bionic arm (+2 to melee damage).
  Ritual flint dagger.
  3
  Giant. +1d12 hp and +2 to damage.
  Gribb-skin cape.
  4
  Blind in one eye.
  Belt of shrunken kith heads.
  5
  Vestigial second head hangs from shoulder. Cannot speak 
  but eyes track PCs. 
  Whetstone.
  6
  Extra long arms hang to ground. 
  1d4 greenstone shards.
  7
  Blade worn in place of forearm. 
  Armored cingulum woven of spearheads.
  8
  Hair worn in a blue mohawk. 
  Lacquered helm fashioned from a small death orm skull.
  9
  Flayed skin along back stretched into flesh “wings” sup-
  ported by sharpened bone. 
  Death orm hide shield.
  10
  Copper stump worn in place of lower leg. -5’ speed. 
  2 skins of mushroom milk.
  11
  Accompanied by a trained hunting gribb.
  1d5 greenstone shards.
  12
  Albino.  
  3 dried este mushrooms.
  13
  Hair worn in tight braids hung with gribb bones.
  Necklace of gribb skulls.
  14
  Mass of scar tissue in place of nose.
  Death orm plackart.
  15
  Enormous and obese. -10’ speed, +3 damage. 
  1d6 greenstone shards.
  16
  Wild eyed and gaunt. -1d5 hp, +2 AC.  
  Ancient copper bracers.
  17
  Eyelids, lips, ears and nose removed. 
  Horn carved from death orm bone.
  18
  Completely hairless.
  1d7 greenstone shards.
  19
  Accompanied by a pair of trained strekleons.
  1 dried ythoth mushroom.
  20
  Roll twice.
  Roll twice.
  Kith stats
  Kith Raider: Init +0; Atk stone club +2 melee (1d3+2) or stone 
  spear +0 ranged (1d7+2); AC 11; HD 1d12+2; hp 8; MV 30’; Act 
  1d20; SV Fort +2, Ref +0, Will -1; AL Var.
  Kith Champion: Init +2; Atk iron club +4 melee (1d4+4) or spear 
  +0 ranged (1d8+4); AC 13; HD 3d12+6; hp 24; MV 30’; Act 1d20; 
  SP 25% chance of plasma torch (+4 melee, 1d12 dmg) with 1d5 
  charges; SV Fort +3, Ref +2, Will +0; AL Var.
  Kith Warlord: Init +1; Atk sword +4 melee (1d8+4) or spear +0 
  ranged (1d8+4); AC 15; HD 4d12+6; hp 30; MV 25’; Act 2d20; SP 
  25% chance of death ray (+2 ranged, 1d5 dmg + DC 10 Fort save 
  to avoid disintegration) with 1d10 charges; SV Fort +3, Ref +0, 
  Will +3; AL Var.
  Generic Ascended Master: Init +0; Atk plasma torch +0 melee 
  (1d12) or death ray +2 ranged (1d5 + DC 10 Fort save to avoid 
  disintegration); AC 15; HD 5d10; hp 25; MV 30’; Act 2d20; SV 
  Fort -1, Ref +2, Will +5; AL Var.
  Kith taboos & bEliEfs
  Non-kith are mindless beasts animated by evil spirits.
  By distinguishing yourself in battle, you will ascend into the 
  circle of Masters.
  Slain enemies may only be looted or harvested by the slayer.
  Eating the flesh of your kills ensures that their evil spirits cannot 
  return.
  Non-kith must not be allowed to enter the Ancestor Peaks.
  Non-kith must not be allowed to ascend the Emperor’s Peak 
  (player start and areas A-1 and A-2).
  Slain kith must be offered to the gribb atop cairns in the Ancestor 
  Peaks so they can be reborn.
  Breaking a taboo must be punished by death.
  GM screen for DCC #84: Peril on the Purple Planet. ©2015 Goodman Games. www.goodman-games.com
  
  RElics of thE anciEnts
  When Relics are indicated, the PCs have stumbled across remnants of the planet’s forgotten past. Nearly all are remnants 
  of the Last War, buried in loam or sand, fused into the bedrock, or unearthed by the sooty rains. Roll 1d12, modified by the 
  party’s averaged Luck bonus (or penalty). See Appendix A for details on activating and using relics. 
  1d12 
  Relic
  1 or less 
  Mine 
  2-6 
  Greenstone cache
  7 
  Field kit
  8 
  Skiff
  9 
  Skullcap
  10 
  Plasma torch
  11 
  Raygun
  12 
  Rayrifle
  13+ 
  Silver armor
  After thousands of years, no two relics are alike. Judges are encouraged to add their own individual touches to discovered 
  relics, or roll on the following table for inspiration: 
  1d16 Relic Characteristics
  1 
  Every time the relic is activated, there is a non-cumulative 15% 
  chance that it ceases to function. 
  2 
  The specific item is especially sacred to the kith, who refuse to 
  allow an outsider to possess the relic. Nothing will stop them in 
  their efforts to regain the sacred item.   
  3 
  The relic aligns with a certain PC; thereafter no other character 
  can activate the relic. While activated, a shimmering shield sur-
  rounds the PC, granting a +1 bonus to saving throws. 
  4 
  The relic receives only one half the usual number of charges 
  from greenstone shards. 
  5 
  Generations of kith have adorned the relic with beads, polished 
  stones, pleated hair and swatches of dried skin. The first PC to 
  claim the relic receives a +1 bonus to Luck. 
  6 
  There is a cumulative 3% chance that the relic self-destructs 
  when activated, inflicting 3d6 damage to all characters within a 
  30’ radius. The possessor is safe from any harm. 
  7 
  The relic appears as if it was just forged, with nary a sign of wear. 
  8 
  After five rounds of use, the relic overheats and shuts down for 
  a day. 
  9 
  When in physical contact with the activated relic, the possessor can 
  determine the direction to the nearest greenstone shard. 
  10 
  The relic receives twice the number of charges from a single 
  greenstone shard. 
  11 
  The relic was once used by a legendary kith champion. Any PC possessing the relic commands the respect (if not envy) 
  of every kith. 
  12 
  The relic leaks power. There is a 5% cumulative chance per day that the possessor develops a minor corruption.
  13 
  There is a 50% chance per activation that the relic simply does not work. The effect is non-cumulative, and a malfunc-
  tioning relic may very well work the next time it is activated. 
  14 
  If a weapon, the relic inflicts an additional 1d5 damage per attack. If not a weapon, the relic is adorned with bloodied 
  spikes.
  15 
  The relic shuts down when it comes within 5’ of wizards or elves. 
  16 
  The relic can be powered by arcane spells. The possessor intuitively knows that he can expend a spell to imbue the relic 
  with 1 charge per spell level. Spells spent this way are lost for the day, but may be regained as per normal.
  The inside front cover is a player handout illustrating the relics.
  Mine
  Greenstone 
  cache
  Field kit
  Skiff
  Skullcap
  Plasma 
  torch
  Rayrifle
  Silver armor
  The black key from area C-1
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/DCC 84 Peril on the Purple Planet/DCC 84 Peril on the Purple Planet Box Set (DCC)/DCC84 Purple Planet Judge Screen Interior.pdf