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  EscapE from thE purplE planEt
  A 0-level Adventure
  Writer: Harley Stroh • Editor: Rev. Dak J. Ultimak • Cover Artist and Cartography: Doug Kovacs• Interior Art: Michael Wilson • Layout / Art 
  Direction: Joseph Goodman • Playtesters: Marc Bruner, John Dawson, Norman J. Harman Jr., Ginger Hogard, Tony Hogard, Andrew Trent
  Copyright 2015 © Goodman Games. Published under the OGL as defined in DCC #84: Peril on the Purple Planet.
  IntroductIon
  H
  eroes and blackguards of every stripe will find 
  peril on the Purple Planet, but none more than 
  0-level PCs. Cast across the cosmos, surround-
  ed by hordes of baying man-beasts, and marched into 
  mass gladiatorial combat, the PCs’ death waits with 
  bated breath. Their sole hope for escape lies – not in 
  pitched combat against endless hordes – but by brav-
  ing the unknown and pressing into the darkness be-
  neath the Purple Planet.  
  Background
  As the kith culture succumbed beneath the weight of 
  total war, its people turned more and more to blood 
  sports for entertainment. And of all the bloody arenas 
  created for the purpose of distracting, none was grand-
  er than the arena-maze of Rh’ick-Uol. The famed maker 
  and polymath created his arena-maze with a two-fold 
  purpose: First, to host spectacularly bloody combats 
  that could bring the warring Houses together. But sec-
  ondly, to conceal hidden laboratories where the alche-
  mist could work his experiments on unwilling victims, 
  transmuting living flesh into unholy forms. The gladi-
  atorial games provided a steady stream of bodies – liv-
  ing and dead – for Rh’ick-Uol’s horrific work. 
  The present-day kith have almost no cultural memory 
  of this age, and yet they carry on its superficial trap-
  pings – albeit with an overlay of superstitious fear. 
  Once every decade the moons of the planet collude 
  to occlude the weirdling sun, and hordes from every 
  house gather at the arena-maze with their offerings of 
  captured beasts, criminals and martyrs. The houses 
  suspend their warring just long enough to celebrate 
  the slaughter of thousands. Then the bodies are heaped 
  upon great bonfires, roasted on long spits, and skinned 
  for new banners.
  For as long the sun remains in eclipse, the ritual slaugh-
  ter continues. But as the sun wins free of its moons, so 
  too do the kith return to their eternal warring.
  This adventure presents only the upper ruins and the 
  first level of the arena-maze. The deeper levels and the 
  Maker’s accursed creations of flesh and metal are left 
  to the judge’s discretion.
  adventure Summary
  The adventure opens with the PCs awakening, in 
  chains, on the Purple Planet. Any armor or weapons 
  have gone missing, though their gear remains (subject 
  to the judge’s approval). Their kith jailors present the 
  PCs with the challenge of killing each other over the 
  single, fragile key, but other solutions exist for those 
  able to keep a cool head under pressure.
  Once freed, the PCs are able to explore the small com-
  plex, which funnels them towards the arena, where 
  great beasts, kith martyrs, and criminals battle for the 
  pleasure of the amassed kith hordes.
  The chaos of the grand melee presents a dire threat to 
  the PCs, with little hope of reward. The PCs have the 
  choice of pressing on in the tournament of gladiators 
  or seeking another means of escape within the dun-
  geon.
  With determination (or luck), the PCs locate one of the 
  several pits, chutes and lifts offering access to the are-
  na-maze’s forgotten lower level. However, the Maur – 
  mother of monsters – lurks in the darkness below. She 
  stalks the party, attempting to carry off PCs to feed her 
  insatiable hunger. 
  If the PCs can defeat (or delay) the Maur, they have 
  the chance to discover a wrecked Ythothian longship, 
  and Tio-Lizix, the ship’s mad navigator. Either with or 
  without the navigator, the PCs can use the longship to 
  escape the planet. Failing this, the PCs can attempt to 
  claw their way free of the dungeon via an airway in the 
  den of the foul Maur.   
  The adventure includes discoveries recorded in the 
  Glossography of the Ythoth, but the folios are not re-
  quired to run the adventure. (Publisher’s note: the Glos-
  sography entries are included in the Author’s Edition of 
  Peril on the Purple Planet.)
  adventure HookS
  The hooks for the adventure should be tailored to the 
  PCs’ origins, but are largely arbitrary. Prior to the ad-
  venture, the PCs lived staid, traditional lives. Their ap-
  pearance on the Purple Planet is the catalyst for their 
  careers: the PCs must become adventurers to survive. 
  Those that fail to transcend their humble pasts, are left 
  to become rotting corpses beneath the weirdling sun.  
  
  Page 3
  • If an all-kith party, the PCs are likely religious or 
  military rebels, refusing to submit to the will of 
  the Ascended Masters. Sentenced to execution, the 
  PCs are marched to the arena-maze and placed in 
  shackles in the dungeon below. 
  • Characters originating from a traditional Dun-
  geon Crawl Classics campaign might be caught in 
  the misfire of a wizard duel, cursed by a vengeful 
  cultist, or passed through the gaze of a wandering 
  demigod.
  • Finally, if the PCs are hailing from our world (see 
  Appendix I), then it is likely they are transported 
  through some fluke accident: Someone put tin foil 
  in the microwave; you hopped on the OSR ride at 
  the wrong amusement park; someone brought an 
  Ouija board or a tarot deck to the session and used 
  it to summon the devil; or maybe the new player 
  spilled Dr. Pepper on your old AD&D DMG.
  The means of the PCs’ transport is inconsequential and 
  can be derived from any early 80’s sci-fi cartoon. Re-
  gardless of how or why, a yawning portal to hell opens 
  up, sucking up the PCs, and spitting them out onto the 
  Purple Planet.
  IntroducIng new PcS
  If a player should lose all his PCs to death, the judge is 
  encouraged to reassign living PCs as players are will-
  ing. If players are unwilling to part with their precious 
  0-level PCs, then the judge should use the random 
  arena encounters in area 1-4 to introduce kith and PC 
  races to bolster the party’s ranks. Desperate to escape 
  the arena, or sucked down one of the numerous pit 
  traps, these new PCs can appear nearly anywhere in 
  the adventure. 
  Additionally, the Mad Navigator, found in area 2-5, 
  would make for a fascinating addition to the party 
  for the right player. Excellent role playing skills and 
  a strong adherence to Wheaton’s Law are essential to 
  playing the Mad Navigator. 
  Encounter Table
  Area 
  Type  Encounter
  Start 
  P 
  Lock puzzle
  1-1 
  P/C 
  Grate, arena encounters
  1-2 
  T 
  Collapsing stone
  1-3 
  P/C 
  Lever / valve puzzle, fleeing kith
  1-4 
  C 
  Many (see text)
  Level 2 C 
  The Maur
  2-2a 
  C 
  The Maur
  2-3 
  T 
  Sand trap 
  2-4 
  P 
  Ythothian Longship
  2-5 
  P/C 
  Tio-Lizix, the Mad Navigator
  Player Start
  T
  he adventure begins with the PCs awakening 
  in the gladiator pits below the arena-maze. 
  The characters have been stripped of all their 
  weapons and armor.
  Judge’s Note: The opening encounter is a puzzle with 
  ample opportunity for player error; judges should be 
  sure that the important details are communicated ac-
  curately.
  Read or paraphrase the following: You awaken to dark-
  ness. A great, clanking weight hangs around your head, 
  wrists, and ankles. Your nostrils flare with the stink of rust-
  ing metal and cool sweat. Muffled sounds of violence – cries of 
  pain and the howls of a bestial audience – filter in from above.
  A door is pulled open and a flaming brand is cast into the 
  center of your cell. The torch spits and sputters on the sandy 
  floor, illuminating a thin black key suspended in the center of 
  the chamber and dozens of weapons on the floor at your feet.  
  The roar of the crowd grows louder. 
  The cell is 20’ across and 10’ high, and built of massive 
  stone blocks set on end. The floor is loose sand; char-
  acters digging into the sand discover dried and brittle 
  bones of the cell’s former residents (all kith), but noth-
  ing of value. The cell’s sole exit is the (now open) door.
  In the light of the single torch, the characters can begin 
  to examine their surroundings:
  • The characters are in fetters, manacles and iron 
  helms. Each PC’s manacles are, in turn, looped 
  around a single, long master chain running along 
  the wall of the cell. There is enough slack in the 
  master chain manacles to allow a single PC to reach 
  the center of the cell (about 7’) but no further.
  • A thin black key hangs from a thread of sinew in 
  the center of the chamber. The key is carved from 
  obsidian and appears very fragile. (For judges 
  only: The key unlocks every lock in the chamber – 
  the manacles, fetters, helms and the master chain – 
  but every time a character uses the key he must roll 
  under his Luck; on a failed test, opening the lock 
  causes the key to snap.)
  • The “weapons” are all constructed of rotting wood 
  painted to resemble metal. There are swords of ev-
  ery sort, battle axes, maces, morningstars and the 
  like. Regardless of the type, each inflicts a mere 
  1d4 damage, and automatically breaks on a fumble 
  or critical hit. The flaming torch can also be used 
  as a club, inflicting an additional 1d3 fire damage, 
  but there is a non-cumulative 10% chance of extin-
  guishing the torch with each successful strike. 
  Share Handout A with the players to further illuminate 
  their dilemma.
  
  Page 4
  The kith are hoping the PCs will kill each other trying 
  to win the key. (And, in some playtests, these hopes 
  were born out.) However, if the PCs keep their heads 
  they are sure to come up with solutions that don’t re-
  quire the wholesale slaughter of their friends. Some of 
  the more mundane solutions are listed below, but the 
  players are sure to be far more creative:
  • Unlocking the master chain with the black key: If 
  but a single end of the chain is unlocked with the 
  key, it can then be threaded out of the PCs’ mana-
  cles, freeing all the PCs from the wall. 
  • Unlocking each PC’s manacles with the black 
  key: This can be done successfully if the PCs are 
  extremely lucky. As noted above, each time the key 
  is used, the PC must roll beneath his Luck. On a 
  failed test, the key breaks. 
  • Picking the locks: The locks are readily picked 
  (DC 12 pick lock check), but only by those with the 
  training and tools. Zero-level PCs who are fortu-
  nate enough to have picks can attempt pick lock 
  checks, but must beat the DC on a roll of 1d10 + 
  Agility mod. The characters can try as many times 
  as they like; however, on a roll of 5 or less the PC 
  tries to force the tumbler and ruins the picks.
  • Tearing the anchor free: The PCs can tear the mas-
  ter chain’s anchor off the wall with a DC 25 Strength 
  check (then allowing PCs to thread their manacles 
  free of the master chain). Up to 4 PCs (those in the 
  same section of chain) can help. Ask one PC to make 
  a Strength check; every aiding PC that succeeds on 
  a DC 10 Strength check may add +2 to the total. 
  Judges should note where other PCs are standing; 
  characters on the chain – but not adjacent to the wall 
  – are whipped into the cell wall for 1d3 damage.
  • All Haul Together: PCs can attempt to strain a sin-
  gle link in the chain by all hauling on opposite ends 
  of the chain (or some variant). Treat as Tearing the 
  anchor free, as above, but with a DC of 27.
  Once the PCs are free, their chains can also serve as 
  weapons, either as garrotes (see DCC RPG core rule-
  book) or as metal whips (inflicting 1d4 damage per 
  blow). The wooden door, if broken free of its worn 
  leather straps (DC 20 Strength check) can serve as an 
  improvised tower shield (+2 to AC, -4 to checks, 10% 
  cumulative chance of destruction per battle).
  lEvEl 1: arEna-mazE of rh’ick-uol
  T
  he walls and ceiling of the maze are great 
  blocks of rough-carved stone, quarried from 
  the Ancestor Peaks. The floor is also stone, 
  covered in several inches of sand. The stonework is 
  imperfect; finger-width gaps between the stones bleed 
  streams of sand from the ceiling and walls. 
  Characters digging in the sand will find bits of broken 
  bones and wood. None are strong or large enough to 
  serve as weapons, but this shouldn’t prevent PCs from 
  coming up with more creative uses.  
  There is no light, save for where noted. The air is cool 
  and dry. The droning roar of the kith hordes begins 
  muffled, then grows louder and more distinct as the 
  PCs draw near the arena (area 1-4). In the arena, the 
  sound is nearly deafening. 
  Area 1-1 – Cruorem Grate: The passageway opens into 
  a small chamber with three exits: stairs ahead, and narrow 
  corridors to the left and right. The chamber’s floor is set at 
  a slight angle, funneling towards a grate set in the center 
  of the room. The air is cooler here, and the hint of stagnant 
  water hangs in the air.  
  This chamber and its grate were once used to flush 
  bloody gore from the arena above. Now they offer PCs 
  a means of escape.
  The grate is easily lifted and pulled aside, revealing a 
  vertical shaft that drops 30’ down through to a cistern 
  (area 2-2). The walls of the shaft are rough-hewn, but 
  not without peril (DC 10 climb check): PCs falling into 
  the cistern take 3d4 damage as they strike the pool be-
  low (DC 10 Ref save for no damage).
  Alternately, PCs can drag the master chain in from 
  their original cell, and use the chain as a climbing rope.
  For every round the PCs spend in the chamber, there 
  is a chance that a wounded creature – at half hit points 
  and mad with pain – staggers down from the arena 
  (area 1-4). Roll on the following table each round: 
  3d5 
  Encounter
  3 
  Coward 
  4 
  PC race
  5 
  1d4 kith martyrs
  6-7 
  1d3 kith (weakened)
  8-10 
  Nothing enters this round 
  11-12 1d3 kith (weakened)
  13 
  1d4 kith (condemned)
  14 
  PC race
  15 
  Strekleon
  See creature stats in area 1-4. 
  
  Page 5
  Area 1-2 – Collapse: Massive slabs of stone have cleaved 
  from the blocks that line the ceiling, filling the passageway 
  with rubble and sand. 
  The rubble blocks the passageway. In order for the PCs 
  to pass, they must shift some of the large stones, creat-
  ing a crawl space through the rubble. This is not with-
  out risk: moving the rubble risks triggering another 
  collapse. 
  Shifting the stones requires a DC 18 Strength check, 
  and up to three PCs can work together. However, with 
  a successful Strength check the character must also roll 
  beneath his Luck. (For every dwarf aiding the effort, 
  improve the character’s Luck score by +1.)
  On a failed test, a section of the ceiling collapses, and 
  every PC moving the stones must make a DC 10 Ref 
  save or be caught in the collapse for 1d10 damage. This 
  second collapse crushes the standing rubble, leaving a 
  passageway over the mound.
  Area 1-3 – Control Chamber: The stairs rise to a small, 
  rectangular chamber. The howl is nearly deafening here, and 
  with each surge in volume a stream of sand falls from cracks 
  in the ceiling. The walls of the chamber are host to a number 
  of cranks and levers; the profusion of dust and cobwebs indi-
  cates that they haven’t been used in decades or more.
  Show players Handout B, and refer to the key on page 
  10. This chamber was one of several control rooms re-
  sponsible for activating lifts, triggering pits, opening 
  cages and other “special” effects in the arena. Many of 
  the original effects no longer function, but the chamber 
  remains an effective tool for manipulating the arena.
  The levers work alone and in conjunction. Excepted 
  where noted, when performing an action, a second re-
  verses the effect. 
  Action Effect
  A 
  Raises a visor in the north wall, permitting PCs 
  to look down on the arena.
  A+B 
  Raises the portal between the chamber and the 
  arena. Reverse does not function.  
  C+D 
  Opens all A pits in area 1-4. Second time: causes 
  spiked walls to crush closed. Third time: resets 
  pit. 
  C+E 
  Opens all B pits in area 1-4. Second time: low-
  ers pit 20’, permitting access to area 2-3. Third 
  time: resets pit lift to original position.
  F 
  Lowers the lift in the center of the chamber to 
  area 2-1.    
  Other combinations have no effect. Turning the cranks 
  has no defined effect.
  If the portal to the arena is opened, the kith in the arena 
  try to escape the tumult. The second round after the 
  portal to the arena is opened, 1d3 kith charge the stairs. 
  If they manage to exit the arena, 1d4 try, and then 1d5, 
  and so on up the dice chain until a stampede of kith 
  surges up the stairs.
  In the rear of the chamber are a pair of small closets 
  containing two small shields, two spears, 7 javelins 
  and a barrel of 12 torches. 
  Area 1-4 – Arena: The vast arena is walled by great stand-
  ing stones. Thousands upon thousands of man-beasts watch 
  from atop the stones, howling in anticipation of your doom. 
  Overhead, the weirdling sun is in full eclipse, wreathed in 
  a swirling corona that casts the world in a bloody light. Be-
  fore you, hundreds of combatants clash on the sandy arena 
  floor, their cries of pain and terror mingling with the howls 
  of the man-beasts. The air is rich with the stench of blood and 
  vomit, violence and fear.
  The arena floor is a chaotic maelstrom of violence. 
  There is no hope for the gladiators, no laurel wreath 
  or promise of freedom for the winners. Instead, the 
  man-beasts amuse themselves by hurling javelins at 
  random gladiators. Once every combatant has fallen, 
  the kith will descend the stone walls and roast the flesh 
  of the dead and dying on a great bonfire, howling for 
  the return of their weirdling sun.
  Throughout the battle, gladiators are constantly swept 
  together and apart. Every round the PCs are on the are-
  na floor, they are subjected to an attack. Each round, roll 
  once on the table (next page) for each player to deter-
  mine the attack on that player’s PCs. For the purpose of 
  the encounter, there is no end to the number of attackers 
  the PCs can face. (Even though there is little chance for 
  the PCs to engage a single target long enough to kill it, 
  stats for the various combatants are listed below.)
  Remaining in the arena is a death sentence – this is a 
  battle the PCs cannot win. Faced with truly impossible 
  odds, the only hope for the PCs is to escape. But this is 
  no simple matter. The walls of the arena are composed 
  of 30’ tall standing stones (DC 13 climb check) and 
  
  Page 6
  even if the PCs manage to ascend the stones, they are 
  then faced with battling their way through the howling 
  horde of several hundred kith.
  Nor is waiting out the battle an option. Once all the 
  gladiators have fallen, the man-beasts descend into the 
  arena to roast the flesh of the fallen on spits in a mas-
  sive bonfire – once more leaving PCs to contend with 
  hordes of ravening kith.
  The only means of escape are surviving a fall into one 
  of the open pits, or retreating out of the arena to seek 
  out another route. 
  3d5 
  Attack
  3 
  Player’s PCs avoid any attacks for the round 
  4 
  Coward
  5 
  PC race
  6 
  Spectators hurl javelins from atop standing 
  stones 
  7  
  Spinning blades
  8 
  Kith, martyr
  9 
  Kith, condemned
  10  
  Kith, weakened
  11 
  Pit trap
  12 
  Spectators hurl torches from atop standing 
  stones
  13 
  PC race
  14 
  Strekleon
  15 
  Player’s PCs avoids any attacks for the round 
  Cowards: Giant kith that have balked or flinched in 
  battle, the Cowards have had their eyes and ears sewn 
  shut, so that – when cast into the arena to die – they 
  would have nothing to fear. (The giants’ blindness is 
  already factored in their stat block.) The giant’s enor-
  mous club can only be wielded by characters with 16 
  or better Strength. 
  Cowards: Init -1; Atk great club +0 melee (1d10+4); AC 
  12; HD 4d12+6; hp 30; MV 30’; Act 1d24; SP immune to 
  visual or sonic attacks; SV Fort +3, Ref -4, Will +2; AL C. 
  Kith (Martyr / Condemned / Weakened): Kith that 
  have been condemned to the gladiator pits or vol-
  unteered for the opportunity to give up their lives in 
  fevered worship. There are three types of kith: mar-
  tyrs (outfitted with a spear and ritual hide armor), 
  condemned criminals (cast into the arena with only 
  with their fists and claws), and the weakened (already 
  wounded and unarmed). 
  Kith, Martyr: Init +0; Atk stone spear +2 melee (1d7+2) 
  or +0 ranged (1d7+2); AC 13; HD 1d12+2; hp 8; MV 30’; 
  Act 1d20; SV Fort +2, Ref +0, Will -1; AL varies. 
  Kith, Condemned: Init +0; Atk fist, claw or bite +2 
  (1d3+2); AC 10; HD 1d12+2; hp 8; MV 30’; Act 1d20; 
  SV Fort +2, Ref +0, Will -1; AL varies . 
  Kith, Weakened: Init +0; Atk fist, claw or bite +2 (1d3); 
  AC 10; HD 1d12+2; hp 2; MV 30’; Act 1d20; SV Fort +2, 
  Ref +0, Will -1; AL varies.
  PC race: A 0-level character that has mysteriously ap-
  peared on the planet, just like the PCs. Mad with fear, 
  he or she blindly attacks the PC. If the PCs hold their 
  attacks, and succeed on a DC 15 Personality check 
  (or take other appropriate actions, as deemed by the 
  judge), the player can elect to adopt the character as a 
  PC (roll for new stats). The NPC is armed with a club. 
  PC race: Init -2; Atk club -1 melee (1d4-1); AC 9; HD 1d4; 
  MV 30’; Act 1d20; SV Fort -1, Ref -2, Will -1; AL varies. 
  Pit trap: Not all of the pit traps are marked on the map 
  or controlled by area 1-3. On this result, a previously 
  unknown pit opens in the sand beneath the player’s 
  PCs. The character with the worst Luck must make a 
  DC 10 Ref save or pitch into the yawning void, taking 
  2d6 damage before sliding down a chute to area 2-3. 
  On a successful check, the PC grabs the lip of the pit, 
  and can be hauled back into the arena with a DC 10 
  Strength check. 
  Spectators hurling javelins / torches: The kith throng-
  ing atop the arena’s great walls take part in the ritual 
  slaughter by hurling javelins and flaming torches at 
  the gladiators. (Of course these can then be taken up 
  by the PCs and used to their advantage.) Treat as d20 
  attack rolls: 
  Javelin: +2 ranged (1d6 damage) 
  Torch: +0 ranged (1d4 damage + 1d3 fire damage)
  Spinning blades: A mechanical column covered with 
  swords, spear-tips and spiked balls, erupts from the 
  sand. The weapons are all affixed to the column by 
  chains, and strike wildly as the column spins. The PC 
  with the lowest Luck must make a DC 10 Ref save 
  or be struck by 1d3 blades for 1d6 damage each. The 
  tower spins for one round, slows to a stop the next, 
  and then vanishes back into the arena floor on the third 
  round. Characters can attempt to steal weapons from 
  the column on the second round, and before its initia-
  tive count on the third round. With a DC 15 Strength 
  check, the PC succeeds in tearing free a spiked or blad-
  ed weapon of his choice.
  Strekleon: A massive strekleon charges through, at-
  tacking the PCs. 
  Strekleon: Init +3; Atk claw +3 melee (1d6) or bite +0 
  melee (1d10); AC 15; HD 3d12; hp 18; MV 60’ or spring 
  45’; Act 1d20; SP quills (melee attackers need DC 10 Ref 
  or take 1d3 damage; plate mail and silver suit grants 
  immunity); SV Fort +2, Ref +3, Will -1; AL varies.
  
  Page 7
  lEvEl 2: rh’ick-uol’s hypogEum 
  T
  he arena’s lower level was originally com-
  posed of holding cells and crude torture/
  surgery chambers used to transform resis-
  tant warriors into feral gladiators. Cut into the native 
  sandstone, much of the level has collapsed and filled 
  in with fine sand, a threat that remains in much of the 
  surviving ruins.
  The air is cool and wet, and the roar that permeates the 
  upper level is reduced to a dulled drone. There is no 
  light, except where noted.
  The Maur: The PCs are not alone in the darkness. The 
  Maur — nigh-immortal, mother to ten thousand mon-
  sters, one progenitor of the modern kith — lurks in the 
  darkness. The Maur knows immediately when intrud-
  ers enter her home, and immediately begins to stalk 
  them as prey. 
  Roll 1d20 when the PCs enter the hypogeum and dis-
  cretely begin a timer. This is the number of minutes 
  – out of game – that the PCs have before the Maur 
  reaches them.
  Once the Maur finds the PCs she waits for an opportu-
  nity to attack a single PC. The Maur attacks not to kill, 
  but with the intent of hauling away a meal. A caught PC 
  can escape with a DC 20 Strength check, but failing this, 
  the Maur bears the PC away into darkness. It is up to 
  the remainder of the PCs whether or not to give pursuit.
  If the Maur escapes with her prize, she kills the PC at 
  her leisure. Once the kidnapped PC has been slain, roll 
  1d20 and begin the cycle anew.
  If the Maur takes more than half her hit points in dam-
  age – or is otherwise seriously threatened – she retreats 
  to her home pool (area 2-2a). There, in the strange heal-
  ing waters of her demesne, the foul Maur regains 2 hp 
  per round.
  Finally, the Maur is terrified of Ythoth raiders, and re-
  fuses to enter Tio-Lizix’s cell (area 2-6). 
  The Maur: Init +2; Atk claw +5 melee (1d8+3) or grab 
  +4 (1d3 + drag); AC 16; HD 4d8+4; hp 31; MV 35’; Act 
  1d24; SP drag (DC 20 Strength check or Maur hauls 
  away PC); SV Fort +6, Ref +3, Will +0; AL C.  
  Area 2-1 – Armory: Six armored forms stand utterly mo-
  tionless in the dim chamber, weapons held at the ready. 
  The lift from area 1-3 can descend to this room; see area 
  1-3 for details. The “stationary figures” are racks of 
  gladiator armor, complete with weapons. The chamber 
  has survived, nearly unchanged, since the fall of the 
  empire. While the armor and weapons are all crusted 
  with dust and cobwebs, they are no less serviceable for 
  their age. 
  Both armor and weapons were forged with an empha-
  sis on the dramatic. The six suits of armor feature half-
  breast plates, missing sleeves, spikes, blades and other 
  choices designed to emphasize a gladiator’s physique. 
  Similarly, the weapons are oversized, with unneces-
  sary flourishes and exotic blades.
  (In game terms, the suits offer one less point of armor 
  class protection than traditional suits of a given type, but 
  also suffer one less point of check penalty. The weapons 
  are all two-handed, and characters using two-handed 
  weapons must use the d16 on initiative checks.)
  The racks hold 2 suits of chainmail, 3 suits of scalemail, 
  and 1 suit of hide armor. 
  There are 3 two-handed swords, 2 great glaives (treat 
  as polearms), and one battleaxe.  
  Area 2-2 – Cistern: A narrow ledge runs the circumference 
  of the chamber, overlooking the black pool several feet below. 
  The walls arch to meet overhead where a dark vertical shaft 
  pierces the ceiling.
  (Note that dropping or falling into the cistern from 
  above extinguishes all mundane light sources. See 
  
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  area 1-1 for details on climbing, and the grate atop the 
  shaft.)
  The pool is 10’ in depth, with a rounded floor. Once used 
  to capture blood and gore washed down from above, 
  the cistern is now half-filled with foul, stagnant water. 
  A menagerie of broken weapons and bits of armor 
  have collected at the base of the pool. All are rusted 
  or otherwise ruined, save one: a silvery raygun with 
  4 charges remaining. Characters searching the brack-
  ish water in search of treasure must succeed on a Luck 
  check to find the raygun.
  Characters exploring the base of the pool also discover 
  an underwater cave leading to the Maur’s den (area 
  2-2a). The underwater cave is a scant 3’ across and slick 
  with rotting material dragged in from the pool. Swim-
  mers plumbing the dark, water-filled cave will not 
  reach air until area 2-2a.
  Area 2-2a – Den of the Maur: The inky waters open to a 
  muddy chamber, some three paces across and just as high. A 
  maze of black rotting debris covers the floor. The cold, damp 
  air is thick with the stink of rot. The stench worms its way 
  down your throat and nostrils, and takes hold of your lungs.
  Note that chances are very good that PCs entering this 
  chamber are utterly without light. If this is the case, 
  the judge should alter the area description, removing 
  all visual references. Far worse, if the PCs have not yet 
  encountered the Maur, she is here, waiting for them in 
  the darkness. She attacks at the first sign of a creature 
  emerging from the water, and does her best to pin the 
  PC in the pool – conveniently trapping other swim-
  mers in the underwater cave. (For the Maur’s stats, see 
  above.)
  Characters investigating the chamber find a mound of 
  dying coals (which can be re-lit with determined ef-
  fort), 1d5 greenstone shards, and hundreds of moldy 
  rag dolls.
  The muddy pool in the back of the chamber has heal-
  ing properties: characters (or the Maur) soaking in the 
  pool’s mud heal 2 hp per round, and 1 point of stat 
  damage per 10 minutes.
  The den is fed fresh air through a narrow tunnel bur-
  rowed out by the Maur. The shaft is set 12’ up the mud-
  dy wall; if PCs are able to discover and reach the tun-
  nel, they can claw and crawl their way free the surface 
  of the Purple Planet.
  Area 2-3 – Sand Chamber: The rough-hewn chamber is 
  partially filled with sand. Short mounds are scattered around 
  the chamber, the result of sand slowly bleeding from the ceil-
  ing. A number of 3’ holes stand at the rear of the chamber, 
  set where the ceiling meets the wall. 
  Characters entering via the chute (from any of the B 
  pits traps in area 1-4) arrive in the back of the chamber, 
  slamming into the mounds of sand and kicking up a 
  choking cloud of dust. A torrent of sand follows the 
  PCs, threatening to bury them in the chamber. Charac-
  ters must either exit the chamber in a single round, or 
  make DC 10 Will saves to fight their way through the 
  choking clouds. Those failing to win free begin to as-
  phyxiate in the clouds of dust, per the drowning rules.
  The approach from the hall is far less perilous. The 
  only way to trigger a collapse is for PCs to disturb the 
  walls or the chute. Doing so causes the entire room to 
  collapse. Characters within the chamber must succeed 
  on DC 15 Ref saves or be crushed.  
  Characters investigating the mounds find little more 
  than sand and dust.
  Area 2-4 – The Ship: The chamber is dominated by a curi-
  ous sight: a black-hulled vessel, lodged – at a steep angle – in 
  the floor and the ceiling, caught in the sandy stone. The ship 
  hull is ancient and rotted, with bowed and cracked planks 
  revealing the ribs of the broken vessel.
  The wrecked vessel is a Ythothian longship that mate-
  rialized beneath the planet’s surface. The ship’s navi-
  gator, Tio-Lizix (imprisoned in area 2-5), is the sole 
  surviving member of the crew. The ship is ruined, but 
  its pedestal-of-worlds is still functional. Torn free in the 
  crash, the elaborately carved wooden pedestal now 
  rests at the head of the wreckage.
  If the judge has access to Section V of the Glossography 
  of the Ythoth, utilize the rules there. In the absence of 
  Sec. V, use the simpler rules, following:
  Any character placing his hands near the top of the 
  pedestal (for example, searching the pedestal for traps) 
  invokes a spinning, multi-colored orb – the Purple 
  Planet. This orb is not the planet in miniature; instead 
  – astrally – the PCs and their ship have grown quite 
  large. The PCs are looking down on their planet from 
  the astral plane. The PC can reorient the ship in rela-
  tion to the planet, draw out to the solar system, their 
  galaxy, or beyond.
  Characters can attempt to steer the ship via Luck checks 
  or spell checks. Thieves can also attempt cast from scroll 
  checks. The DC of the check depends on the distance the 
  navigator wishes to travel: DC 15 for a location within 
  1,000 miles, DC 25 to return the PCs to their home, or 
  DC 5 to simply bring the PCs back to area 2-4.
  Note that while PCs (and their players) cannot know 
  the DCs of a warp jump, they will immediately experi-
  ence the difficulty of fine navigation. The slightest mis-
  gesture and the globe expands to vast galaxies, planes 
  and multi-verses – and all star clusters look alike from 
  a distance.  
  
  Page 9
  A successful check brings the PCs to their chosen des-
  tination; however, in its ruined state, the longship can 
  no longer levitate. The ruined ship and PCs drop from 
  the sky. As the ship crashes into the ground, every-
  one on board must make DC 5 Ref saves or take 1d6 
  damage. Call for the PC serving as navigator to make 
  a Luck check: if he rolls under his Luck, the pedestal 
  survives the crash.
  On a failed check the ship drops violently back into 
  area 2-4 and every PC aboard must make a DC 5 Ref 
  save or take 1d3 damage as they are hurtled through 
  the wreckage. These small wrecks do not risk destroy-
  ing the pedestal. 
  The ship’s navigator, Tio-Lizix, has the skill to pilot the 
  ship without fear of failure, and can land the vessel 
  on any planet’s surface, avoiding the crash. Howev-
  er, even Tio-Lizix cannot succeed in flying the ruined 
  longship a second time.  
  Finally, characters searching through the ship’s rubble 
  discover 3 ancient cutlasses, a single harpoon (treat as 
  spear), and 6 bucklers.
  Area 2-5 – The Last Raider: Hundreds of bones cover the 
  floor of the gloomy cell. In the furthest reaches of the cham-
  ber you can make out a gaunt humanoid figure, chained to 
  the wall. A hint of sugary rot drifts from within.
  The figure in chains is Tio-Lizix, the last surviving 
  raider from the wrecked Ythoth longship. Captured by 
  henchmen of Rh’ick-Uol and then forgotten, the navi-
  gator has languished, imprisoned these several cen-
  turies, surviving off of the fleshy fruits of the corpse 
  flower. Every few decades a kith finds its way into 
  Tio’s cell; the Ythoth summarily kills the kith, plants a 
  seed from the corpse flower in the chest of the corpse, 
  and feeds off of his victim’s un-lived years. The grisly 
  practice has kept the navigator alive, but has done little 
  to maintain his sanity. (For details on the corpse flower 
  and the Ythoth raiders, see Sections II and VI of the 
  Glossography of the Ythoth.)
  The Ythoth navigator is secured to the wall with man-
  acles attached to 6’ chains. Desperate for freedom, the 
  Ythoth will offer any reward and try any deception to 
  get free.  However, after years of solitude and madness, 
  Tio-Lizix has lost the ability to lie. More accurately, he 
  cannot help but speak aloud every thought that comes 
  to mind, not realizing that those around him can hear 
  every word. Technically he can lie, but then he tells you 
  about it, and how excited he is that he’d duped you.
  To aid the judge in roleplaying Tio-Lizix, here are some 
  specific thoughts that might surface during his interac-
  tion with the PCs: 
  • The young PCs are worth killing for their un-lived 
  years. 
  • He knows how to pilot the wrecked longship (area 
  
  Page 10
  2-5) and believes (correctly) he can escape the planet.
  • If the PCs release him, he’ll need to wait until party 
  members separate before trying to ambush them. 
  • His cache of weapons is within close reach, hidden 
  in the bones at his feet. But can he kill them all? 
  Probably not. Best to wait for later … 
  … and so on, with all the Mad Navigator’s murderous 
  plans laid bare for all to hear.
  Despite his madness, Tio-Lizix does still retain the 
  ability to pilot the pedestal-of-worlds (found in area 2-4). 
  With the mad navigator at the helm, the PCs can es-
  cape Purple Planet for a world of their choosing.
  Treasure: Tio-Lizix has collected a fair number of 
  weapons from his victims over the past several centu-
  ries – and will use them all in an effort to free himself. 
  Hidden amid the mounds of bones at his feet are three 
  large clubs, four daggers, ten bone shivs (treat as dag-
  gers), and two greenstone shards.
  His greatest treasure – which has kept him alive all 
  these years – is a withered ebon plant, growing from a 
  desiccated corpse forced against the wall. Three fleshy 
  fruits hang from the bony branches. Consuming the 
  sweet, crimson fruit extends a character’s life by one 
  decade. (See Section VI of the Glossography for addi-
  tional details regarding the wicked Corpse Flower.)
  Tio-Lizix as a PC: If a player is up to the roleplaying 
  challenge (and has the judge’s blessing), the PCs can 
  elect to adopt the Mad Navigator into their band. Re-roll 
  all Tio-Lizix’s stats, save hit points, treating Tio as a 1st 
  level wizard. Tio learns spells and advances in levels as 
  a wizard. Alternately – if the judge is daring enough to 
  take on the multi-verse as his sandbox – the Navigator 
  can advance as a Ythoth per the Glossography.
  Tio-Lizix, the Mad Navigator: Init +2; Atk dagger +3 
  melee (1d4+1); AC 12; HD 2d8; hp 5; MV 30’; Act 1d20; 
  SV Fort -1, Ref +3, Will +3; AL C.
  appEndix i: 
  intErplanEtary hEroEs
  A 
  core trope championed by Burrough’s Bar-
  soom series and Howard’s Almuric is that of 
  the modern hero transported to a world of 
  adventure. And what band of 7th-grade gamers hasn’t 
  likewise sat up all night, translating themselves into 
  gaming stats? (“Thirteen pull-ups and the 97th reading 
  percentile! That has got to be a 15 Strength and an 18 Intel-
  ligence, right?”)
  While the longing to escape our world has evolved 
  into the will to transform it, no tribute to the genre 
  would be complete without a tool for sending you 
  and your friends to a distant planet, albeit without 
  deferring to the Presidential Fitness Program to de-
  termine Strength and Agility scores. 
  Robert E. Howard offers an Appendix N precedent. 
  In his short story, People of the Dark, the psyche of a 
  modern day character is transported to the distant 
  past, but arrives in a different body, with its own 
  memories and traits. The character’s mind remains, 
  but in a virile body with the skills of a tested warrior. 
  The same premise can be used to justify transport-
  ing our own gaming groups to the Purple Planet. 
  While players are permitted to role play with all their 
  modern knowledge, the bodies they arrive in, and the 
  state of their psyches after being transported through 
  the cosmos, should be rolled per the core rules. Finally, 
  in place of a 0-level character’s trade goods, each PC/
  player  is allowed to grab one item from their current 
  location. 
  Key to Handout B: The levers in Handout B are labeled 
  A-F from left to right, as noted above. See area 1-3 for ad-
  ditional details.
  
  Page 11
  Hopefully you run your games in the garage with the 
  chainsaw and gun safe nearby. Game on!
  Handout B
  Handout a
  
  Page 12
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/DCC - 084 Peril on the Purple Planet - Box Set/PP-EscapeFromPurplePlanet.pdf