TEXT: A Strange Night at
  A Strange Night at    
  The Pint ’n’ Pony
  The Pint ’n’ Pony
  ~A “Short” Adventure
  A “Short” Adventure~    
  
  This product is based on the Dungeon 
  Crawl Classics Role Playing Game,  
  published by Goodman Games. This 
  product is published under license. 
  Dungeon Crawl Classics and DCC RPG  
  are trademarks of Goodman Games. All 
  rights reserved. For additional informa-
  tion, visit www.goodman-games.com or 
  contact info@goodman-games.com.
  A Strange night at the pint ’n’ pony                
  copyright © 2020 Studio 9 Games 
  www.studio9inc.com
  Editors: Travis Greenwood, Maezar, Heidi Parsons, & Thorin “Son Ov Thrain” Thompson
  
  3
  Written & Illustrated 
  by C. Aaron Kreader
  Cyclops Con Players: Alexis N. Graf, Eric Young,  
  CJ Casey, David Whatley, Brian Beasley, Marie 
  Schorn, John Cornyn, Steven U. 
  
  4
  A Strange Night at the Pint ’n’ Pony
  This is a 0-level funnel intended for 12-18 characters. It can 
  be the start of a campaign, or a one-shot adventure. This 
  adventure can be placed in any town or city setting.
  Welcome to the Pint ’n’ Pony! The Pint ’n’ Pony only 
  allows short patrons (including small humans, gnomes 
  and wildlings). When creating starting characters, use the 
  “Short” Conversion Occupation Table 1-3s to modify 
  your roll results within Table 1-3 (see p. 22 DCC Core 
  Rulebook). This will assure that all characters will be 
  small enough to gain access to the Pint ’n’ Pony.  
  “Short” Conversion Occupation Table 1-3s
  Your Roll    
  Adjust your roll to this entry on Table 1-3 
  Table 1-3 
  and use the notes added.
  1-17        is    1-17 see Note A* 
  18-19      is    18 see Note A* 
  20-24      is   
  19-20
  25-26      is    21
  27-28      is    22
  29-31      is   
  23-24
  32-33      is    25
  34-35      is    26
  36-38      is   
  27-28
  39   
      is    39-47 with Note A* 
  40           is     48 with Note A* 
  41 
      is    49 with Note A* 
  42 
      is     50 with Note A* 
  43 
      is    51-52 with Note A* 
  44   
      is    53-54 with Note A* 
  45-46      is    55
  47-50      is    56-57
  51-52      is   
  58
  53-54      is   
  59
  55-56      is   
  60
  57-58      is   
  61
  59-60      is   
  62
  61-62      is   
  63
  63-64      is   
  64
  65-67      is   
  65-67 see Note A* 
  68   
      is   
  Wild Elfin Farmer (items as 68) see Note B**
  69   
      is   70 see Note A* 
  70   
      is   71 see Note A* 
  71-75       is   Gnome Jeweler (items as 72) see Note C***
  76-77       is   Gnome Locksmith (items as 73) see  
   
   
  Note C***
  78-79       is   Gnome Mendicant (items as 74) see  
   
   
  Note C***
  80   
      is   75 (roll d4 1-elf**, 2-halfling, 3-dwarf,  
   
   
  or 4-human*)
  
  5
  81-84       is   Gnome Merchant (items as 76) see Note C***
  85   
      is   Wild Elfin Artisan (items as 77) see Note B**
  86   
      is   78 (roll d4 1-elf**, 2-halfling, 3-dwarf,  
   
   
  or 4-Human*)
  87   
      is   79 (roll d4 1-elf**, 2-halfling, 3-dwarf,  
   
   
  or 4-Human*)
  88   
      is   80
  89   
      is   Halfling Pony Hostler (items as 81)
  90   
      is   82 (roll d4 1-elf**, 2-halfling, 3-dwarf,  
   
   
  or 4-Human*)
  91   
      is   83 (roll d4 1-elf**, 2-halfling, 3-dwarf,  
   
   
  or 4-Human*)
  92   
      is   37-38  see Note B**
  93   
      is   33-34  see Note B**
  94   
      is   86 see Note A*
  95   
      is   87 see Note A*
  96   
      is   94
  97   
      is   95 see Note A*
  98   
      is   96 (roll d4 1-elf**, 2-halfling, 3-dwarf,  
   
   
  or 4-Human*)
  99   
      is   97 (This is a human magically altered by 
   
   
  their master to appear as a dwarf, but in all  
   
   
  respects is human. He/she will return to their  
   
   
  human form in 1d30 days.)
  100       is   Dwarven Woodcutter (items as 98-100)
  *Note A: This is a small human. All small humans have a 
  20’ rate and +1 AC due to size. Why so small? Roll 1d4, you 
  are: (1) a small child;  (2) unusually short, 3-4 feet tall;   
  (3) had a halfling or dwarf parent, are short, but in all re-
  spects human; (4) afflicted with a magical curse that shrinks 
  you to 2 feet tall. The curse ends after 3d4 days.
  **Note B: This is a wildling elf (see p. 14 Greenwood of the 
  Fey Sovereign). If you don’t have wildling elf rules, this is a 
  very short elf. Short elves have a 20’ move rate and +1 AC 
  due to quickness and stature.
  ***Note C: This is a gnome (see p. 10 Crawl issue #6). If you 
  don’t have gnome rules, this is a halfling.
  Background
  Eons ago, when the world was home to super-science and 
  magic, aliens and devils, there arose a Vicar of the insectoid 
  god Leicca. This Vicar was the first human to stand with the 
  ones called devils—a race of misunderstood insectoid hu-
  manoids who were hated and persecuted with an antipathy 
  passed down into the present-day collective psyche (fear of 
  insects). At that time, the devils thrived in what was known 
  as the shadow years, but as humanity restored its grip on 
  civilization, a great pogrom threatened the decimation of 
  Leicca’s followers. It was then the Vicar of Leicca arose to 
  cast down four symbolic foes within herself: hatred, fear, 
  ignorance, and desire. Having destroyed these, the Vicar 
  could see that elimination of the legions of Leicca would also 
  doom humanity. The Vicar ultimately gave her life in preser-
  vation of insectoids, and Leicca ordained a shrine be built to 
  protect and one day revive her. The magic and science be-
  hind its awesome purpose was lost in the cycles of a myriad 
  of ages and revolutions of thought. Leicca became a patron 
  dormant and forgotten, and like insects, made small and 
  weak. But the shrine and its power remained untouched. 
  Until now, that is. Ratmen under the city have built their 
  
  6
  society on the trash of the human world, thriving by tunnel-
  ing in the shadows. They have recently dug up the forgotten 
  crypt and unleashed horrors meant to protect the Vicar of 
  Leicca. To these ancient protective forces and intelligences 
  the modern world makes no sense, and it has driven them 
  mad and murderous. The happy denizens of the Pint ’n’ 
  Pony are about to unwittingly discover a nightmare, right 
  beneath their hairy little feet.
  A Strange Night Begins
  Area 1— The Pint ’n’ Pony: Once players have generated 
  a group of halflings, dwarves, gnomes and other small-sized 
  characters, read the following:
  After a long day of toil and labor, you find yourself in the 
  amber glow of the ever familiar Pint ’n’ Pony. Near the 
  warm clutches of its fires is the perfect place to throw off the 
  chill of winter. This halfling-owned tavern, both smoky and 
  small, accommodates only the short folk in town—mostly 
  halflings, but also gnomes and dwarves, and occasional-
  ly shorter members of the human and elf races. Its 5-foot 
  ceiling, low chairs, and stocky tables naturally keep big folk 
  and their problems away.
  On this night you find yourself once again a few pints into a 
  cozy, merry time amongst friends. It is, however, in the mid-
  dle of a rousing song of “The Ride of Umbar on the Celestial 
  Owl” that the room shakes and rumbles—and not due to the 
  stout dwarven brew you are imbibing.
  As the song dies down, the tremor is interrupted by an ex-
  plosion of dirt and clay that erupts from the floor right under 
  the central keg table. You watch in horror as the four large 
  kegs either burst open and spill their golden juices or tumble 
  down into the newly created hole. Emerging from this 
  hole are the perpetrators of this violation—ratmen! 
  While normally averse to all manner of heroics, you are 
  currently feeling “chemically” encouraged. You reach 
  for the nearest chair, tankard, or cutlery and rush the 
  invaders in hopes of some measure of retribution.
  Roll initiative! The PCs are Buzzed, see Intoxication Level I.*
  The ratmen are as confused and surprised as the PCs. 
  Neither side gains surprise. The ratmen are in a state of 
  panic. They are eager to get away and will attempt to rush 
  to the exit, attacking anyone who blocks the way. Each 
  round they fight and move towards the exits (1a and 
  1b). This will seem like a menacing raid on the town and 
  Bar Room Fighting Props 
  Chairs: Smash an opponent (1d3 dam). This has 
  a 25% chance of knocking out the target. The 
  chair shatters after the first successful hit.  
  Fireplace: Falling into fire causes 1d6 dam + d3 
  each round until making a DC 10 Reflex save.  
  Tables: +2 AC if turned over or hidden under.  
  Stage: Provides higher ground: +1 attacks. Also, 
  from the stage the chandelier can be reached and 
  swung upon. On the following round, the PC may 
  land anywhere in the tavern with a +3 bonus to 
  hit and +2 damage from the swinging attack. If 
  hit, the victim must roll a contested Reflex save 
  against the attack roll or be knocked prone (if 
  lined up correctly, right into the fireplace!).
  
  7
  pantry, but in reality, it is nothing but raw fear. The PCs 
  will not be sober enough to see this right away. Waves of 
  ratmen emerge from the hole over the next four rounds.  
  Six fight to get to the exit on the 2nd round, and another 
  six on the 3rd round. On the 4th round, three, and on the 
  5th round, three more. In the latter rounds, if the group is 
  overwhelmed or the battle drags on, the ratmen leap past 
  the PCs in a clear panic and flee without attacking.
  Ratmen (6, 6, 6, 3, 3): Init +2; Atk claw or bite +1 me-
  lee (1d3); AC 11; HD 1d8; hp 5; MV 25’; Act 1d20; SP 
  state of panic -2 to all morale checks; SV Fort +1, Ref +2, 
  Will +0; AL N.  
  *Preparation Note: It is recommended the Buzzed and Bar 
  Room Fighting Props boxes be placed on small cards and 
  given to the players at the start of this event. This will encour-
  age the bar fight to get as rowdy and exciting as possible.
  The ratmen have simple clothing and a total of d12 sp. 
  After combat the PCs notice three kegs on the floor cracked 
  and empty, but a fourth has rolled down the rat hole.
  Area 1a— The Pantry: Peeling back a large tattered 
  piece of cheesecloth reveals a small kitchenette and lar-
  der. Shelves are bristling with a marvelous array of food, 
  drink, spices, serving dishes, and utensils. Milling about 
  the goods, prepping trays of victuals for customers, is 
  the Pint ’n’ Pony’s owner, Corden Fatpants. This plump 
  elder halfling is quite hard of hearing and happily goes 
  about his business, taking no notice of you. Apparently, 
  he has no idea of the mayhem in his tavern.
  The pantry has three sharp meat hatchets (1d5 dam) and 
  four cast iron skillets of various sizes (1d4 dam), all of 
  which could help in combat. In a secret drawer under his 
  chopping station is a crossbow and five bolts. If Corden is 
  alerted to the situation, he rallies the patrons to defend the 
  tavern and gives the crossbow and bolts to the luckiest PC. 
  Corden is here in case PCs need focus for the mission. If not 
  alerted sooner, he emerges from the pantry at the end of the 
  combat. His jaw drops at the sight of the wreckage, as does 
  his platter of mead and mutton. He gives a rousing speech 
  about being pushed around and looked down on. He offers 
  the stock in the pantry to the group if gear is needed. He 
  also notes that one of the kegs may still be good, “...and 
  that’s no small prize!” He urges his patrons down the hole.
  Corden Fatpants (tavern owner): Init -2 (hard of hear-
  ing); Atk club +1 melee (1d4) or crossbow +0 missile (1d6); 
  AC 10; HD 1d8; hp 4; MV 20’; Act 1d20; SP sneak +3; SV 
  Fort +1, Ref -2, Will +3; AL L.
  Area 1b—Taking It to the Streets: Ratmen are masters of 
  blending into the night, and prove hard to track. Have Corden 
  remind PCs that there is a breach right here in the tavern. He 
  sends another patron to alert the militia. If players insist on 
  this route, PCs see various ratmen fleeing town, and if caught, 
  the ratmen are terrified. This should pique the curiosity of the 
  PCs—what could have caused such terror?
  Area 2—A Hole in One: Grabbing oil lanterns from the 
  tavern, you rush down the hastily dug dirt tunnel. You can-
  not help but wonder how ratmen, who usually keep to them-
  selves aside from the occasional theft or trespass, could be 
  inspired to launch such a daring raid. But more importantly, 
  your mind wonders in what shape the precious surviving 
  keg might be. These thoughts spur you to pick up your pace.
  After sliding down a 
  good distance of 50 feet 
  or so, you emerge into 
  a larger tunnel. To your 
  surprise, the floor is 
  rather well crafted with 
  fine flagstone. Perhaps 
  you have emerged into 
  a subterranean rat-
  men lair. Not far away 
  is the body of a dead 
  ratman—its hair ashen 
  white, skin grayed pale, 
  and body withered in 
  an unnatural way. Be-
  yond him some distance 
  away are others in a 
  similar state.
  On a happier note, your 
  keg lies against the wall 
  on the stone floor. Hur-
  ray! Not a drop seems 
  to have spilled from its 
  plugged spigot.
  Intoxication Level I: Buzzed 
  • -1 Ref Saves and Agi Checks 
  •  +2 Fort Saves, +2 Will Saves 
  •  Slowed speech 
  •  PC has feelings of fearlessness
  
  8
  Each player should note which PC is holding the lantern. 
  PCs must make a Will save. The PC with the lowest roll grabs 
  the keg and proceeds to get Tanked (see Intoxication Level 
  II). Any Tanked PC who continues to drink gets Smashed 
  (see Intoxication Level III). Additional drinking will cause a 
  Blackout: PC lies prone until the next morning, effectively 
  eliminated from this adventure. The keg has enough ale to 
  raise PCs’ intoxication levels a total of eight times.
  Once the keg is secured, immediately read:
  As you recover your prized keg, you hear a low rumble 
  and turn to find the dirt tunnel you descended is now in 
  the process of collapsing. Rocks fill the hall you stand in. 
  You realize you will certainly need a new way out—and 
  a few kegs to restore the damage done by the ratmen!
  The tunnel is hopelessly filled in. PCs with a mining profes-
  sion attest to its quick and careless construction. The bodies 
  of the ratmen have a strange chill to the touch, but possess 
  nothing of value. The cause of their death is a mystery.
  Area 3—Great Hall of the Ratlords: Passing under 
  a dark stone archway, you enter a huge circular room. 
  Amphitheater seating rises up on all sides to a set of 
  balconies and antechambers. Upon the amphitheater 
  floor is a scene of carnage. Countless ratmen have met 
  their ends in brutal violence. The scene is bathed in a 
  violet light that emanates from what seems to be a large 
  floating lamp some distance above your head. As your 
  eyes adjust, you realize it is no lamp. It is a richly clad 
  ratman whose eyes and mouth pour forth the purple 
  glow. His hands are dripping with gore—you halt your 
  advance but he is already upon you.
  Possessed Ratking: Init +3; Atk energy touch +3 melee 
  (1d6+1); AC 14; HD 4d10; hp 25; MV 25’; Act 1d20 + 
  1d16; SP possession; SV Fort +2, Ref +3, Will -5; AL C.
  Possession: The entity possessing the ratking will stay 
  within him until his hp reach 5 or less, at which point it 
  exits, dropping him to the floor. The glowing entity will 
  enter the PC with the lowest Luck score. That PC will float 
  upwards, emit a purple light, and flee before anyone can 
  react. This PC will reappear later in Area 10.  
  Breath of Leicca (depicted on door panel 1 in Area 6): 
  The purple glow is an eons-old energy artifact created by 
  Leicca to protect and house the memories of his favored 
  avatar. It was encased within the Vicar’s coffin as a guard-
  ian until the day of her return. The item was released from 
  Area 6. It acted to defend the shrine when the ratking 
  entered the newly discovered chamber and it took over his 
  primitive mind to fulfill its duty. Due to its corrupted AI, 
  Intoxication Level III: Smashed 
  • -3 To Hit, Will Saves, and Fort Saves 
  • Ref Saves and Agi Checks require nat 20  
  • Indiscernible speech 
  • Movement: Requires a Luck Check.  
  Failure renders PC prone. If already prone, 
  stunned by 1 round of sickness.
  Intoxication Level II: Tanked 
  • -1 To Hit 
  • -5 Ref Saves and Agi Checks 
  • -5 Movement 
  • -1 Fort Saves, +4 Will Saves 
  •  Slurred speech 
  •  PC feels invulnerable
  
  9
  it is now a crazed assassin of chaos. It lashes out at the 
  denizens of this realm as would a madman lost in a dream. 
  Its survival protocol is strong, so once it takes over a host, 
  it flees until it regains its bearings in this alien realm.
  If the ratking survives (or as he dies) he mutters something in 
  broken common, “. . . we found . . . Lord of Doom . . . only 
  light can defeat it. Escape the dark while you yet live . . .” 
  He then passes out. His elaborate iron-embroidered robe 
  provides +1 AC. It cannot be worn with other armor. 
  Area 3a—The Balcony Antechambers: Exploring these 
  chambers reveals gruesome scenes where ratmen young-
  lings were torn apart by the possessed ratking. Each cham-
  ber has piles of shredded cloth, leaves, and dry detritus 
  for nesting. Searching the nests reveals 1d20 sp in each 
  chamber. One nest has a scroll that gives off a faint yellow 
  light. This Scroll of Light is a quadrant in common: 
  “Intone luminous rays to banish demonic ways” 
  It is repeated four times. When the poem is spoken aloud, 
  the room fills with blinding light and one refrain vanishes. 
  PCs will likely expend one of the four uses before realizing 
  they should save it. The scroll’s light damages the Breath 
  of Leicca if a proper reading is made. Have the reader roll 
  1d10 + Int or Per modifier (no spell burn allowed). On a 10 
  or more, the light is so brilliant it causes 1d16 damage to 
  the Reborn Vicar of Leicca (see Area 10).
  Area 4—Storage: You come to a heavy iron grate clearly 
  designed to secure something of value. It has no lock, but 
  is nonetheless a formidable blockade. High on the gate is a 
  small window between the bars. Peering through the bars, 
  you make out a room housing numerous heavy oak barrels.
  This room secures the valuables and food stores for the 
  ratmen clan. Only a few captains and the ratking know 
  where a secret stone in the floor is located. If the area 
  outside the grate is searched, the secret stone is discov-
  ered on a DC 16 Int check. Pressing and twisting this 
  stone raises the grate. Otherwise, a DC 19 Str check is 
  required to lift it. One other PC can help, adding their Str 
  modifier to the check. Only the smallest PCs can attempt 
  to squeeze through the window (DC 12 Agi check).  
  The room contains 12 barrels (2 of ale, 6 of stale crack-
  ers, and 4 of rotting roughage)—a ratman feast! Anyone 
  searching who makes a DC 17 Int check spots a tiny “RK” 
  burnt into the bottom of one of the barrels. Thoroughly 
  searching this barrel reveals an oilskin sack containing 97 
  gold coins stashed beneath the crackers. PCs specifically 
  dumping the contents or going deep into each barrel will 
  discover the hidden stash. It takes two or more PCs to carry 
  or dump out a barrel. The ale is of decent quality. Each barrel 
  can raise PCs’ intoxication levels a total of eight times. 
  Area 5—Trash Pit: Here the clan dumps its refuse and 
  droppings. The hole is hidden beyond a sudden dip in 
  the hall elevation, making it hard to spot unless actively 
  looking. The lead character must make a DC 5 Luck check 
  or accidentally step in. Each PC after the first raises the 
  DC by 5. Once a PC falls, the group will see the hole.
  The drop is 30' but the bottom is full of trash, which 
  softens the impact (1d3 dam). Survivors may regret their 
  fortune. An acrid stench assaults the senses and a DC 15 
  Fort save is required to avoid contracting the Fetid Morra. 
  Those afflicted will periodically throw up for 3d3 days, 
  after which they will die of dehydration unless cured. 
  The pit is urine-soaked and filled with bones, dung, rotted 
  meat, bits of clothing, rusted iron scraps, and foul molds. 
  A careful search will reveal soft elven boots. These boots 
  grant the user +5 MV due to a minor enchantment. They 
  were tossed into the pit because they didn’t fit ratmen feet. 
  Trying to clamber out without rope requires a DC 10 Agi or 
  Str check. Failure results in another fall (1d3 dam).
  Area 5b—Miles of Tunnel: Add random encounters here, in 
  the hall to Area 8, to Area 10, or where you see fit (1d5):
  (1) Chittering Doom! A skittering is heard in the cav-
  ern. It grows to an echoing torrent as roaches, beetles, 
  
  10
  flies, centipedes, and other unknown bizarre insects 
  move with common purpose in the direction you travel. 
  A DC 15 Agi check is required to avoid crushing a bug. 
  Once one is crushed, the others coalesce into a purple 
  glowing mass in the form of an insectoid man. This 
  avatar of Leicca can dissipate each round to blast out an 
  area of effect attack, then quickly reform.
  Insectoid Avatar (5): Init -2; Atk swarm blast special 
  (1d2); AC 10; HD 2d8; hp 10; MV 20’; Act 1d20; SP 
  swarm blast (DC 7 Ref save for all within 5’ or 1d2 
  dam of stinging insect bites), takes 1/2 damage from all 
  physical attacks; SV Fort +2, Ref +1, Will +0; AL N.
  (2) Ambush! Ratmen warriors infected by the Breath 
  of Leicca wait in ambush behind cavern rocks. Allow 
  alert PCs a DC 10 Int check to avoid being surprised. If 
  these ratmen are killed, they appear relieved, as a harsh 
  purple light (a small portion of the Breath of Leicca) 
  exits the body and flies away. They each carry a short 
  sword and shield.
  Handout A
  
  11
  Ratmen warriors (5): Init +1; Atk short sword +2 
  melee (1d6); AC 12; HD 1d8; hp 6; MV 20’; Act 1d20; 
  SP possessed, no morale checks; SV Fort +2, Ref +1, 
  Will +0; AL N.
  (3) Is that you, brother? A haunting giggle echoes 
  from the darkness ahead. It sounds vaguely familiar, 
  but distinctly mad. The laughter sends chills up your 
  spine, yet somehow you feel it beckoning you forth.
  (4) Light Horror. Your lanterns sputter and flicker in 
  an eerie synchronized manner. Shadows of massive 
  insectoid demons fill the corridor. A DC 12 Will save is 
  required or PCs drop their oil lanterns. If dropped, a DC 
  7 Ref save is required to avoid catching fire (1d4 fire 
  damage) each round until the save is made.
  (5) Sober up! You are losing your buzz. Unless able to 
  drink, each PC is sobering up. Reduce intoxication level 
  by 1. If entirely sober, a DC 7 Will save is required to 
  avoid trepidation (-5 initiative) while sober.
  Area 6—Shrine to the Vicar of Leicca: The entrance 
  to this large chamber was created by what appears to be 
  excavation by the ratmen. (If there is a dwarf in the group, 
  read:) The excavation seems to have been very recent. (Then 
  continue:) You step over ancient sickly green stones and 
  enter a long hall built by another people from a bygone era. 
  Etched into the floor from wall to wall is a wild mysterious 
  script. Niches line the left and right sides of the chamber 
  before giving way to a few steps that rise to a platform. 
  Floating there is a dark green coffin crafted of a strange 
  translucent, slightly luminescent material. The coffin lid 
  is set aside and the withered bodies of four armed ratmen 
  lie dead around it. Beyond the coffin is a heavy stone door 
  with relief images depicting the victories of a hero.
  Share Handout A with the players. Recently the ratmen 
  accidentally opened this area. The chamber activated a 
  number of ancient empowered super-science defenses that 
  are still partially active. It was the intent of Leicca to restore 
  his Vicar to life one day, thus he suspended six of the Vicar’s 
  greatest consorts in a timeless slumber akin to a deep space 
  freeze. The runic symbols, once spoken by the arisen Vicar 
  (or anyone else), would restore her consorts to life. Once 
  PCs look into a niche, read or paraphrase the following:
  There are six niches. Within each a body, perfectly preserved, 
  is lying down on a floating table of light. All six are tall 
  human females—perhaps servants, guards, or priestesses. 
  Each of their naked forms is covered in runic tattoos iden-
  tical to the writings on the floor. Even with no knowledge 
  of what these words are, you cannot help but feel they keep 
  the women alive. Despite the layers of dust on their bodies, a 
  faint rise and fall of their chest suggests deep slumber.
  Each figure is impervious to harm while in this enchanted 
  sleep state. Nothing save reading the script on the floor can 
  revive them. Alas, it is a language lost in time, which modern 
  man has neither the mind nor the vocal capacity to utter.
  Claw of Leicca (depicted on door panel 2): PCs near the dais 
  will hear the soft muttering of a child. This is the intelligence 
  of the AI logic coded into the Claw of Leicca—one of the 
  four gifts for the Vicar—which appears as a sword. Howev-
  er, it is actually a piece of alien technology. This is the main 
  defense remaining in the shrine. The ratking and his guards 
  never reached the claw, as the Breath of Leicca leapt from 
  the coffin, possessed the king, and caused him to decimate 
  the clan, leaving the surviving ratmen in a panic, which ulti-
  mately forced them to tunnel their way to the Pint ’n’ Pony.
  Floating Green Coffin: The coffin’s highly ornate details 
  show legions of suffering, lamenting, and writhing dead. The 
  dead all appear to be insectoid people of some sort. Within 
  is a corpse that you venture to guess was a woman, but it’s 
  so old it has partially turned to dust. She was a human of 
  noble standing. Resting on her chest is a great sword of odd 
  build—you could swear it is alive.
  Anyone touching the Claw of Leicca must succeed on a 
  DC 20 Will save. Failure immediately causes the bearer: 
  (1) to be consumed with chaos (shift alignment), (2) to 
  fall under control of the Claw (Judge controlled), and (3) 
  to attack a random PC and flee to Area 10. The surprise 
  
  12
  attack is at +5 for 1d8+3 dam. On a natural 20, the blade 
  drains the life of the victim, granting the drained amount 
  as temporary hp to the sword’s wielder, and bestowing 
  1d3 Str for 1 turn. The blade has a strong will and com-
  plex alien mind. It is confused and only fills the user with 
  an all-consuming hatred of this strange world.
  There is nothing else of value in the coffin. Touching the 
  Vicar’s corpse will cause it to collapse in the area touched. 
  The clothing is odd and of a time or culture entirely unfa-
  miliar to the PCs. Attempts to take the clothing result in 
  further destruction of the corpse.
  Handout B
  
  13
  The four dead rats were royal guards and possess service-
  able short swords and shields that PCs may find useful. 
  1d5 gold coins can be found in each of their pouches.
  Great Stone Door: When inspected, present Handout B 
  and read the following: In four relief images, a hero defeats a 
  birdlike creature as a great multi-jointed insectoid arm ex-
  tends gifts from the heavens above. You sense this sculpted 
  portal is dedicated to a champion venerating a long forgot-
  ten deity. No handle is visible, only four finger-sized holes. 
  The door was meant to keep raiders from entering, allow the 
  revived Vicar to exit, and immortalize her valor. It will shift 
  back 3 feet, allowing access to Area 9, if a finger is inserted 
  to the holes in ascending order, lowest to highest. The order 
  is panel 1, 4, 3, then 2. It can also be forced open due to age. 
  A successful DC 20 Str check will open it one foot, allowing 
  PCs to squeeze through to Area 9. Up to two PCs can add 
  their strength modifier to the PC making the check. If the door 
  is opened without force, the Escutcheon of Leicca rises up 
  from a floor space under the thick portal. Shoving open the 
  great door will never expose the hidden compartment below.
  Escutcheon of Leicca (depicted on door panel 4): This small 
  handheld ball emits a field of hard light matter resembling a 
  shield. It also thinly covers the bearer with an invisible field. 
  The purpose of this item was to protect the Vicar from the vo-
  racious aggression of the other artifacts. Without it, the Claw 
  and Breath of Leicca, which have alien intellects, would 
  overwhelm human minds. Leicca knew this and created the 
  Escutcheon to manage these forces. It will act as a shield 
  of exceptional quality (+2 AC). It also has a defensive force 
  against mind control (+1 Will saves) and causes the user to 
  fully resist the merge of the abomination (see Area 10). 
  Finally, in combat with birds or bird-like creatures, the shield 
  emits a 5' subsonic pulse. This force knocks birds unconscious 
  (for 1d4 rounds) if a DC 10 Fort save is failed.
  The Emblem of Leicca depicted in the mural can be found in 
  one of the thieves’ hands (see Area 9).
  Area 7—The Vent: The hallway ends abruptly some 15 
  feet ahead of you in an unfinished tunnel. Construction 
  progress appears to have halted.
  Only if someone goes to the end of the hall do they see 
  a narrow vent above. Climbing the vent requires a DC 5 
  Agi or Str check. Failure results in 3d3 damage as the PC 
  tumbles back down the shaft. The vent ascends 30 feet to 
  a hall above. 
  Area 8—The Champion: After miles of narrow tunnel, the 
  passage widens and you catch a fresh breeze of cool night 
  air. Silhouetted at the cavern exit is an imposing figure. The 
  giant is backlit by moonlight, stars, and the twilight pinks 
  and purples of the skyline and forest. You must be west of 
  town. In his paws he holds a massive spiked club. He snarls 
  at you in a strained and heavily accented voice, “who-who 
  –you?” Then he mumbles to himself before you can answer 
  and growls, “come out, me see you!”
  Tonight this ratman champion witnessed terrified hordes of 
  his clan flee the cavern exit while at this post. He has been 
  praying to his god for the last hour. He is high-strung, but 
  his deity Raish Tari blessed him with the following:
  Frightful Visage: Usually a burly 5' ratman, he is now 
  10' tall. This has given him a bit of bravery and boldness.
  Protective Curse: Anyone landing a killing blow on 
  the ratman champion will see the phantom of a great 
  three-headed rat rushing at them. Peals of thunder and 
  torrents of rain soak just this PC for 8 hours. The cursed 
  PC loses 2 Luck and is filled with a dreadful sensation.
  Ratman (champion): Init +2; Atk huge spiked club +2 
  melee (1d8+2); AC 12; HD 2d8; hp 9; MV 30’; Act 1d20; 
  SP blessed; SV Fort +2, Ref +0, Will +1;  AL N.
  The champion is clutching a holy symbol. It is a circular 
  wooden amulet showing three ragged parallel lines. He also 
  has a 30-foot rope and some fine cheese. His huge spiked 
  club (1d8 dam) requires two hands and 13 Str to use.
  He will parley, but his rudimentary common is hard to 
  
  14
  understand. Occasionally he uses the wrong word. He 
  thinks the PCs are demons and attempts to lure them out 
  of the cave. He points his amulet at them, calls out to 
  Raish Tari, and mutters in ratspeak. He is highly volatile 
  but not without reason. If properly calmed, he explains 
  he witnessed fellow ratmen exit the caverns in terror. If 
  asked about friends who may have exited, he says, “Meh 
  no see dems. Dems maybes gund down tooda undars da 
  city water place”(referring to Area 10).
  Area 9—The Shrine Outer Chamber: You step into an 
  old stone chamber with three ornate coffins, tipped over 
  and looted. A few bones are scattered nearby. Across 
  the room, two dead looters lie in an exit stairwell. Each 
  wears garments of a lost age. One is holding a fine 
  jeweled necklace. Oddly, his other hand clutches his own 
  throat. Beyond them, the stairs are clogged with stones.
  This is the outer chamber protecting the Vicar’s Shrine. 
  Long ago it exhausted its protective and defensive capacities 
  against various raiders. The greatest trick of the outer cham-
  ber was to make the looters think they had in fact found the 
  Vicar’s body and gifts of Leicca. Most of the items are long 
  gone, but served as clever counterfeits to satiate thieves. The 
  door (to Area 6) was never opened from this side.
  Nanite Defense: Taking the Emblem or armor requires a 
  DC 8 Fort save. What appears to be a terrible flesh-eating 
  disease covers the PC. These are actually defensive nanites 
  that swarmed the thieves. Failure causes a painful death 
  over 5 rounds, which is an ugly affair. 
  Armor: Each thief wears a chitinous hide armor. While tat-
  tered and stiff, it still protects. This odd segmented armor is 
  lightweight and strong. It looks like cloth laced with wood. 
  In reality, it is an alien biotechnology farmed from insectoid 
  husks (+2 AC, -2 Armor Check penalty).
  Emblem of Leicca (depicted on door panel 3 in Area 6): 
  This communication device allowed the Vicar access to her 
  blessed patron. The device appears as a jeweled beetle-shaped 
  necklace. It was the first line of defense against tomb raiders. 
  For ages, anyone in possession of the Emblem could speak 
  with, receive aid from, and even be controlled by Leicca. 
  Thus, the thieves found here choked themselves to death 
  at Leicca’s bidding. Over the eons, Leicca became dormant 
  and the item will now only be valued for its luster. This rare 
  jeweled item would fetch a mighty price from any jeweler, but 
  also cause much envy and invite possible theft. PCs would be 
  wise to hold it until they are powerful enough to defend it in a 
  wealthy marketplace. PCs with related professions estimate a 
  200-300gp value. If Leicca’s power returns, the item restores 
  its capacity and is priceless in the eyes of his clerics.
  The stairs are old and worn. They rise up some 20 feet before 
  becoming partially cluttered with debris and blockage. After 
  
  15
  another 10 feet, it becomes hard to move forward. With effort 
  PCs may escape up these stairs by making three Agi checks: 
  DC 8, DC 11, then DC 14. Failure results in being crushed by 
  shifting rocks (1d3 damage). After three PCs survive these 
  rolls, a path is cleared for the rest. The stairs open into the 
  cellar of an old granary built on ancient burial grounds.
  Area 10—Under City Lake: The tunnel descends for 
  hundreds of feet, coiling and spiraling down. The air 
  grows colder and the walls glisten with moisture, even-
  tually opening into a vast chamber where the churning 
  of a great body of water can be heard. You press forward 
  onto a beach where dark green water splashes against 
  moss-colored sand and rocks. This must be part of an 
  immense reservoir supplying not only the ratmen clan, 
  but likely your city wells and the surrounding farms.
  If the Claw and Breath of Leicca possessed two characters 
  previously, the following is visible:
  Ahead among the rocks on the beach two figures struggle. 
  As you move closer, you see it is no struggle but some sort of 
  horrific merging. Your lanterns reveal the bodies of your two 
  friends transforming and merging into an abomination of 
  what they once were.
  Twisted by the warping power of the artifacts, these two 
  friends have been genetically modified to Leicca’s warped 
  specifications of rebirth for the Vicar. The PCs have 1 round of 
  free actions before it turns on them.
  Reborn Vicar of Leicca (abomination): Init +1; Atk 
  death touch +4 melee (1d6+1); AC 10; HD 3d7; hp 14; MV 
  40’; Act 1d20 + 1d16; SP absorb dead (1 action to gain 5hp 
  from any dead PC); SV Fort +2, Ref -2, Will +2;  AL C.
  If only one of either the Claw or Breath of Leicca possessed 
  a PC, that PC is sneaking around here, and will attempt to 
  merge with anyone in possession of an artifact using stealth, 
  charm, and guile. Use the stats of the possessed PC, with this 
  boon: +5 hp, +5 Init, +5 to hit, +2 dam. Note: a PC with the 
  Escutcheon of Leicca is able to resist the attempt. Lacking 
  an artifact, the possessed character attempts a sneak attack 
  and then merges with the slain PC. One round later, after a 
  gruesome scene, they become the abomination (see above). 
  The Claw of Leicca will be entirely spent by the process 
  of transformation. It becomes inert once the abomination 
  is born. It can be picked up and used as an excellent nor-
  mal long sword. If the abomination is defeated, a purple 
  glow in the form of a great insect (the Breath of Leicca) 
  exits the host and races across the lake. This could create 
  an ongoing adventure that the Judge may or may not 
  wish to pursue. If the Claw of Leicca is recovered before 
  the abomination is made, it maintains its corrupting ca-
  pacity, and possessed PCs will attempt to flee the area. 
  The Rise of Leicca
  There are several hooks for an ongoing adventure, or at 
  least a possible new and powerful “frenemy.” The gifts 
  of Leicca that contained part of its consciousness have 
  awakened a long-dormant deity. The alien mind of Leicca 
  cannot be understood with standard human ethos. So, 
  while Leicca may be appreciative that the PCs sparked life 
  into him and the lost Vicar’s gifts, the Vicar was not re-
  vived, and the ceremony of her six maidservants was not 
  honored. If the PCs helped the ratmen (especially the rat-
  man champion) to eliminate the abomination and Leicca’s 
  rise, the rat god Raish Tari will boon each member of the 
  group with 1 or 2 points of luck depending on their overall 
  compassion and treatment of the ratmen.
  PCs may take the inert Claw of Leicca and try to learn how 
  to power it (and potentially reboot the AI) with a proper 
  power source. Can the AI be handled? The weapon is one of 
  super-science; therefore, access to powerful patrons might be 
  required to reveal the value of the Claw and restore it. This 
  may create a way for Leicca to both aid and harass PCs.
  The same holds true for the Emblem, Escutcheon, and 
  Breath of Leicca. What happens if they are united? Is this 
  to be prevented? Leicca may orchestrate events and plant 
  knowledge to convince PCs that uniting these items would 
  greatly vex or destroy Leicca and give the human world 
  terrible power. In truth, the unification will allow Leicca to 
  revive the Vicar and restore a powerful hold on the lesser 
  realms. Future adventures could include locations with 
  secrets for the PCs to discover about the language in the 
  shrine, and once again be subtly prompted by Leicca to 
  restore the six consorts—unleashing another powerful 
  insectoid ally. The ongoing epic of this reborn patron could 
  serve as a way to bond a band of small heroes. Or, the 
  Judge may deem Leicca grateful to PCs for their inadvertent 
  services and offer patronage—or “reward” them by send-
  ing them into the devil (see p. 191 MCC Core Rulebook) 
  wastes of Leicca’s dimensional homeland. Traveling to 
  Leicca’s original time and place could be an exciting cross-
  over (see p. 262 MCC Core Rulebook) from DCC to MCC. 
  At the very least, PCs return home, gain level 1, and have 
  an amazing tale about a strange night at the Pint ’n’ Pony!
  
  730042
  780998
  9
   
  ISBN 9780998730042
  50999 >
  The little folk meet each night at a special place far away from 
  the troubles of big people. Here, after a long day of work, hobbits, 
  dwarves, gnomes, short humans, and the occasional wild elf share 
  simple tales and sip ale. Tonight is nothing new—or is it?  
  Sinister forces have been awakened and emerge during happy hour 
  (hic) at the Pint ’n’ Pony. Now, in defense of their precious last keg, 
  new adventurers will be born out of the horror of a very strange 
  night! A tale (hic) only DCC RPG can weave. 
  Debuted at Cyclops Con 2020
  This product is compatible with the  
  Dungeon Crawl Classics Role Playing Game.
  $9.99
  $9.99
  S9G10018
  www.studio9inc.com
  SKU: S9G10018
  © 2020 Studio 9 Games
  A Strange Night at
  A Strange Night at    
  The Pint ’n’ Pony
  The Pint ’n’ Pony
  
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