feat: initial DCC RPG knowledge base + AI DM design

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# Meccanica Fondamentale DCC
## Sistema Base
- **d20 + modificatori** vs **CD** (Classe Difficoltà)
- In combattimento: CD → **CA** (Classe Armatura)
- **1 naturale** = fallimento automatico (spesso critico)
- **20 naturale** = successo automatico (spesso critico)
## Catena dei Dadi (Dice Chain)
d3 → d4 → d5 → d6 → d7 → d8 → d10 → d12 → d14 → d16 → d20 → d24 → d30
- Bonus positivi: salgono (es. d20→d24)
- Penalità: scendono (es. d20→d16)
## Caratteristiche (3d6 in ordine)
1. **Forza** - Mischia, danni
2. **Agilità** - Iniziativa, CA, abilità ladro
3. **Costituzione** - PF, resistenza
4. **Intelligenza** - Magia (mago)
5. **Saggezza** - Magia (chierico)
6. **Carisma** - Interazioni, patroni
7. **Fortuna** - Modificatore speciale
### Tabella 1-2: Fortuna
| 3d6 | Fortuna |
|-----|---------|
| 3 | -3 |
| 4-5 | -2 |
| 6-8 | -1 |
| 9-12 | 0 |
| 13-15 | +1 |
| 16-17 | +2 |
| 18 | +3 |
## Tiri Salvezza
- **Tempra** (Cost) - veleni, malattie
- **Riflessi** (Agl) - trappole, aree
- **Volontà** (Sag) - inganni, paura
## PE e Avanzamento
- Livello 0: 0 PE
- Incontro: 0-4 PE (tipico 2)
- 10 PE → 1° livello
- Tutti i partecipanti ricevono PE
- Progressione: 0→10→50→110→190→...
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# Combattimento
## Ordine di Marcia
- Stabilito prima di esplorare
- Fondamentale per imboscate
## Iniziativa
- **1d20 + Agilità** (nuovo ogni round)
- Mostri: tira il giudice
## Azioni
| Azione | Meccanica |
|--------|-----------|
| Attacco mischia | d20 + Forza vs CA |
| Attacco distanza | d20 + Agilità vs CA |
| Lancio incantesimo | Prova d'incantesimo (d20 + mod) |
| Movimento | Fino a MV |
| Azioni multiple | Penalità cumulativa |
| Preparare | Innesco + azione dichiarata |
## Tipi di Combattimento
- **Mischia**: armi corpo a corpo
- **Distanza**: archi, fionde, lancio
- **Mighty Deeds** (guerriero): azione marziale dichiarata prima del tiro
- **Attacco furtivo** (ladro): danni extra se posizione vantaggiosa
## CA - Classe Armatura
Categoria difensiva. Armatura + Agilità + bonus vari.
## Tiro per Colpire
- **d20 + mod Forza (mischia) / Agilità (distanza)** vs CA
- Pareggio o supero = colpito
- **1 naturale**: fallimento critico (tabella)
- **20 naturale**: successo critico (tabella)
## Danni e Morte
- Danno = dado arma + mod Forza
- PF correnti -= danno subito
- **0 PF**: morente, tiro Tempra/round per stabilizzarsi
- PF negativi > Costituzione: morte immediata
- Guarigione naturale: 1 PF/giorno
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# Incantesimi (Chierico e Mago)
## Struttura Incantesimo (dall'OCR)
Ogni incantesimo ha:
- **Livello**
- **Gittata**
- **Durata**
- **Tempo di Lancio**
- **Tiro Salvezza**
- **Informazioni Generali**
- **Manifestazione** (effetto visivo, tiro 1d4)
## Incantesimi del Chierico (parziale)
### Parola del Comando (Liv. 1)
- Parola singola che descrive un'azione (es. "attacca", "fermo", "ritirati")
- Bersaglio senziente, Volontà vs prova incantesimo
- Se fallisce: obbedisce nel round successivo
- Comando contrario all'istinto: bonus +4 al tiro salvezza
### Paralisi (Liv. 1)
- Contatto o gittata
- Immobilizza il bersaglio
### Altri incantesimi del chierico trovati nell'OCR
- Scacciare non morti
- Guarigione base
- Oscurità/Spegnere luci (effetto avanzato: spegne fonti di luce in 150m)
- Divinazione/Presentimento (~75-85% accuratezza)
## Incantesimi del Mago (parziale)
### Dardo Incantato (Liv. 1)
- 1d4+2 dardi, 1d6+LI danni ciascuno
- Non manca mai (ma fermabile da scudo magico)
- Versione potente: singolo dardo 4d12+LI
- Versione superiore: 2d6+1 dardi, 1d8+LI, linea di visuale illimitata
### Ventriloquio (Liv. 1)
- Proietta suono da altro luogo
- Gittata 9m, Volontà per smascherare (se fallisce: credono provenga da lì)
- Versione avanzata: senza tiro salvezza, fino a 18m fuori linea visuale
### Caduta Morbida (Liv. 1)
- Rallenta caduta (15m/round)
- Nessun danno se atterra prima del termine
- Versione superiore: 3-6 creature aggiuntive
### Altri: Invocare Patrono, Tocco Necromantico, ecc.
## Tabelle Incantesimi
Ogni incantesimo ha una tabella risultati (es. 1-11 fallimento, 12-13 effetto base, 14-17 effetto medio, 18-19 effetto forte, 20+ effetto potente)
Il risultato dipende dalla prova d'incantesimo.
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# Avventura: La Tomba del Mago Guerriero
*Avventura per personaggi di livello 0/1*
*Ambientazione: dungeon sotterraneo di un antico mago guerriero*
---
## Struttura Generale
Dungeon a 9 aree numerate (Area 1.1 - Area 1.9) più una quest esterna nella foresta.
Nessuna porta è chiusa a chiave.
### Tema
Un mago guerriero dimenticato che concluse un patto con alieni/entità stellari.
I suoi soldati di terracotta e le sue difese magiche proteggono ancora la tomba millenni dopo.
Lo scopo del dungeon: scoprire il nome dimenticato del mago guerriero per placare le sue difese.
---
## Area 1.1 - Portale
Corridoio d'ingresso. Nessun dettaglio specifico nel testo. Porta d'accesso al dungeon.
## Area 1.2 - Sala del Guardiano
Statua di pietra con dito proteso verso l'uscita. Difesa automatica.
**Statua Lanciafiamme:**
- Innesco: muoversi per uscire dalla stanza (aprire porta o andarsene)
- Attacco: +6 a colpire, 1d6 danni + 1d6 brucianti/round finché Riflessi CD 10 estingue
- Dura 5 round (poi esaurisce combustibile)
- **Porte come scudo**: staccare porte dai cardini (aree 1 e 2) → CA +4, movimento dimezzato
- **Placarla**: dire il nome del mago guerriero (dimenticato da tempo)
- Troppo grande per essere spostata o danneggiata
## Area 1.3 - Sala Monumentale
Menù intermedio. Dettagli non chiari dall'OCR.
## Area 1.4 - Sala delle Visioni
Trono di metallo, tavolette di creta alle pareti (scritte in simboli alieni).
Portale magico sospeso dietro la porta.
**Ssisssuraaaaggg, Demone-Serpente Immortale:**
- Iniz +0, Att morso +6 mischia; Dan 1d8; CA 13; PF 20; MV 6 m; Az 1d20
- TS Temp +8, Rif +4, Vol +4; AL C
- Ucciso: corpo in cenere, lascia **corno demoniaco**
- Corno: comunione con demone, meditando (prova d'incantesimo CD 12) → **Invocare Patrono**
**Trono e Portale:**
- Seduti sul trono + porta chiusa → guarda direttamente il portale
- Portale mostra stelle diverse (mai viste nel cielo notturno), costellazioni si muovono lentamente
- Mago potente: usare per vedere luoghi lontani (prova d'incantesimo CD 25)
**Tavolette di Creta:**
- Studiarle: rivelano storia di una razza aliena dalle stelle
- Alieni diedero poteri magici a una tribù di barbari
- I barbari conquistarono molte terre
- Gli alieni torneranno quando le stelle saranno allineate
- Le tavolette prevedono eventi: siccità, piaghe, nascita/morte di re
## Area 1.5 - Sepoltura del Capo
Sala di sepoltura, 7 alcove velate con ossa ammucchiate.
Armi e armature funerarie, maschere funerarie appese.
**Ossa:** non completamente umane (arti tozzi, colonna corta, fronte prominente).
Ogni scheletro era un **generale** dell'esercito del mago guerriero.
- Teschi distrutti → spiriti dei guerrieri area 8 liberati
- Ossa sono morti viventi putrefatti, non si animano più
- Teschi schioccano e tentano di mordere (facili da evitare/schiacciare)
**Sette mucchi di ossa viventi:** Iniz -2, Att morso +0; Dan 1d4-1; CA 8; PF 9; MV 1.5 m; Az 1d20; TS Temp +0, Rif -4, Vol +1; AL C
**Tesoro recuperabile:**
- Ascia (-1 colpire, vecchia/fragile)
- Ascia da battaglia (-1 colpire)
- Cotta di maglia (bonus +4 CA anziché +5, vecchia/fragile)
## Area 1.6 - Vasca d'Osservazione
Enorme salone con vasca rettangolare piena d'acqua al centro.
Luce diffusa brilla verso l'alto dalla vasca.
Cristalli incastonati sul fondo che rappresentano un cielo notturno (il cielo tra 20.000 anni).
**Sei Creature di Cristallo:**
- Forma umana, trasparenti, intrappolate in corpi di cristallo
- Attratte dalla luce, si trascinano verso torce e lanterne
- Non attaccano, ma si difendono se provocate
- Iniz -2, Att pugna +2; Dan 1d4; CA 12; PF 8; MV 3 m; Az 1d20; TS Temp -2, Rif -2, Vol +0; AL N
**La Vasca:**
- Profonda 1,5 m, fondo dipinto di nero
- Migliaia di cristalli incastonati
- Ogni cristallo vale 10 ma (2 minuti per estrarlo)
- Estrarre cristalli → acqua defluisce nell'area 8 sottostante
- Dopo 10 cristalli: corrente d'acqua
- Dopo 50 cristalli: pavimento inizia a cedere
- Dopo 100 cristalli: **pavimento crolla** → caduta area 8 (1d6 danni, Rif CD 12 dimezza)
## Area 1.7 - Stanza della Strategia
Scala a chiocciola porta a stanza lunga e stretta.
Ripiani con soldatini di terracotta e due tavoli con eserciti in miniatura.
**Soldatini d'Argento:** 4 sono d'argento massiccio (i generali dei 4 eserciti).
- Prova di Cercare CD 10
- Valore: 20 mo ciascuno
## Area 1.8 - Esercito di Terracotta
Salone enorme a tre livelli. Trono sovradimensionato all'altra estremità.
Signore della guerra di terracotta sul trono (somiglia alla statua gigante).
Sfera di cristallo pulsante sul trono.
Sotto gradini: 7 statue di generali di terracotta.
Nel pozzo: **esercito di soldati di terracotta** (dozzine, formazione di marcia).
- 70 guerrieri, 7 generali, 1 signore della guerra
- **Tutti: Iniz +0, Att lancia +4 mischia; Dan 1d8; CA 19; PF 9; MV 3 m; Az 1d20; TS Temp +2, Rif +0, Vol +0; AL N**
- Non sconfiggibili in combattimento diretto
**Modi astuti per guadagnare il passaggio (da sviluppare):**
- Se i teschi area 5 distrutti → spiriti guerrieri liberati
- Potenziali soluzioni: distrarre, schivare, usare l'ambiente, scoprire il nome del mago
## Area 1.9 - Sala del Tesoro
Menù non completo nell'OCR.
---
## Quest Secondaria: La Driade nella Foresta
Una sfera di cristallo (probabilmente quella nell'area 1.8) dà un compito:
- Raccogliere legno dall'albero di una driade
- Accendere un **braciere** con quel legno
- Usare la **scintilla di un fuoco vivo**
- La fiamma rivelerà il luogo dell'altra metà di un **amuleto/oggetto**
- "...Trovala per me e sarai ricompensato."
- Dopo il messaggio, la sfera si affievolisce in un semplice cristallo
**Indizio:** "Dicono che una driade sia stata vista nelle foreste a est da qui."
---
## Oggetti Speciali nel Dungeon
1. **Corno demoniaco** (area 4) → Invocare Patrono
2. **Soldatini d'argento** (area 7) → 20 mo cad
3. **Cristalli dalla vasca** (area 6) → 10 ma cad
4. **Armi antiche** (area 5) → asce -1, cotta di maglia +4
5. **Tavolette di creta** (area 4) → storia aliena, profezie
6. **Sfera di cristallo** (area 8) → quest della driade
---
## Riferimenti
- Tema "alieni dalle stelle" → Weird Fantasy / sci-fantasy
- Stile DCC classico: alta mortalità, soluzioni creative, non solo combattimento
- Livello consigliato: 0-1, 4 personaggi per giocatore (setaccio)
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Massimiliano Mauri (Order #52297842)
Writing: Joseph Goodman, Harley Stroh
Editing: Aeryn “Blackdirge” Rudel
Cover art and cartography: Doug Kovacs
Interior art: Jeff Easley, Tom Galambos, Doug
Kovacs, Peter Mullen, Stefan Poag, Jim Roslof
Contents ©2011 Goodman Games
www.goodman-games.com
W
elcome to Free RPG Day 2011, a grand tradition inaugurated by Goodman Games in 2007. As one of the
creators of the concept and the very first publisher to sign up for the very first Free RPG Day, Goodman
Games is proud to take part in the fifth year of this great event supporting RPGs in general and brick-
and-mortar game stores in particular.
As announced earlier this year, Goodman Games is releasing the
Dungeon Crawl Classics Role Playing Game in late 2011. The Free
RPG Day supplement you hold in your hands contains two short
adventures designed to introduce your gaming group to the
DCC RPG. To play these adventures, you need to download
the DCC RPG beta rules. These rules are available now from
www.goodman-games.com!
The DCC RPG beta rules are just that: a first pass at the
game’s rules. We welcome your input! Between now
and the game’s formal release, we expect thousands of
gamers to give the rules a try. Whether it’s through the
adventures in this supplement or through home-brewed
adventures, we’d love to have your thoughts on the
game. Your input will shape the final product.
In the following pages you will find three major
entries:
• A brief overview of DCC RPG.
• The Portal Under the Stars, a low-
level adventure for either a horde
of 0-level adventurers or a smaller
number of 1st-level characters.
• The Infernal Crucible of Sezrekan the
Mad, a level 5 adventure for more
experienced characters.
And now: Let the adventures begin!
If you like what you see here, be sure to
pre-order DCC RPG from your friendly
local game store!
Page 1
Massimiliano Mauri (Order #52297842)
You’re no hero.
You’re a reaver,
a cutpurse,
a heathen-slayer,
a tight-lipped warlock guarding long-dead secrets.
You seek gold and glory,
winning it with sword and spell,
caked in the blood and filth of the weak, the dark, the demons, and the vanquished.
There are treasures to be won deep
underneath, and you shall have them...
Return to the glory days of fantasy with the Dungeon Crawl Classics Role Playing
Game. Adventure as 1974 intended you to, with modern rules grounded in the origins of
sword & sorcery. Fast play, cryptic secrets, and a mysterious past await you: turn the
page…
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Massimiliano Mauri (Order #52297842)
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Massimiliano Mauri (Order #52297842)
bandon all presumptions, ye who enter
A here. Turn the pages of this tome only
should you meet these qualifications:
T
hat you are a fantasy enthusiast of imaginative mind, familiar with the
customs of role playing, understanding the history and significance of
the Elder Gods Gygax and Arneson and their cohorts Bledsaw, Holmes,
Kuntz, Moldvay, and Mentzer, and knowledgeable of the role of “judge” and the
practice of “adventure.”
T
hat you are in possession of the implements of role playing; namely, graph
paper and an assortment of polyhedrons, including but not limited to d4,
d6, d8, d10, d12, and d20; that you know the works of the great mage
Zocchi and are prepared to exercise d3, d5, d7, d14, d16, d24, d30, or d% should
they need to be deployed; and, although you may possess metal figurines and
erasable mats for purposes of enjoyment, you understand their role as optional
visualizers not prerequisites.
T
hat you understand and appreciate certain visual hieroglyphs derived
from denizens of the higher planes whose deific identities among mortals
are rendered, in the Common tongue, Otus, Easley, Roslof, Holloway,
Caldwell, and Dee.
T
hat you should be appreciative of a life of fantastic adventure and
escapades, and acknowledge that a dungeon crawl facilitates the judging
of a game focused thereon, but in no way excludes broader adventures in
the wilderness, at court, or on the sea, air, or outer planes.
T
hat you apprehend the fantasy pandect recorded in Appendix N with
reverence and delight, acknowledging its defining place in creating this
hobby.
T
hat you are prepared to pledge, with right hand upon your little white
books, that you shall uphold the honor of the hobby of role playing to all
comers, whether young and old.
I
f these conditions are not met, then replace this book upon the shelf on
which it belongs and flee with great celerity, for a bane befalls the heretical
beholder of that which lies herein.
S
hould you meet these qualifications, be aware that you are indoctrinated
into the order of Dungeon Crawl Classics and will find kind fellows of
similar sentiment also within this order. You may proceed in good health.
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Massimiliano Mauri (Order #52297842)
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Massimiliano Mauri (Order #52297842)
THE CORE MECHANIC
• There are three saving throws: Fortitude, Reflex, and
T
he core mechanic in the Dungeon Crawl Classics
Willpower.
Role Playing Game is the d20 roll. You will fre-
quently be asked to roll 1d20 and add or subtract No matter what edition you’ve played before:
modifiers. The goal is to roll high and beat a DC, or Diffi-
• Clerics turn creatures that are unholy to their religion
culty Class. Sometimes the DC will have specific terms, such
– which may include undead and other creatures.
as an Armor Class, or AC, which is a combat variety of a DC.
A higher DC is more difficult to beat, and a better-armored • All spells are cast with a spell check, where the caster rolls
creature has a higher AC. 1d20, adds certain modifiers, and tries to score high. A
high roll yields a more effective result. Each spell has a
If you roll equal to or higher than the DC (or AC), you suc-
unique chart that adjudicates the spell’s results.
ceed. Otherwise, you fail.
• Wizards may or may not lose their spells after a cast-
A roll of 1 is an automatic miss and often results in a fum-
ing. A low result means the wizard cannot cast the spell
bling failure of some kind.
again that day. However, on a high result, he can cast the
A roll of 20 is an automatic hit and often results in a critical spell again.
success of some kind.
• Cleric spellcasting works differently from wizard spell-
Occasionally, a character may roll a die other than 1d20 casting. Clerics never lose a spell after it has been cast.
when acting. 1d16, 1d24, and even 1d30 are used for weaker However, as a cleric casts any spell, he may take a -1
or stronger warriors and spellcasters, as described herein. penalty to his next spell check. By the end of the day, a
cleric may have a significant penalty to his spell checks.
HOW IS THIS GAME
• There is a critical hit matrix. Higher-level characters and
DIFFERENT FROM WHAT I martial characters generate critical hits more often and
HAVE PLAYED BEFORE? roll on more deadly result tables.
If you are familiar with the d20 system (3.0 and 3.5): • You can burn off ability scores to enhance dice rolls. All
characters can burn Luck, and wizards and elves can
• DCC RPG does not have prestige classes, attacks of op- burn other abilities.
portunity, feats, or skill points.
Those are the basics. Now: Go to www.goodman-games.com
• Classes and races are one and the same. You are a wiz-
and download the DCC RPG beta rules. Read them, then be-
ard or an elf.
gin your adventures with the following scenarios!
If you are familiar with various iterations of 1E:
FUNKY DICE
• DCC RPG uses an ascending armor class system. A nor-
mal, unarmored peasant is AC 10; a warrior in plate mail This game utilizes polyhedrons of unusual shapes. Specifi-
is AC 18. cally, it utilizes the standard suite of dice, as well as what the
author refers to as “Zocchi dice.” As an experienced gamer,
• Attacks, saves, and skill checks all involve rolling 1d20,
you undoubtedly own a d4, d6, d8, d10, d12, and d20. DCC
adding modifiers, and trying to beat a number.
RPG also makes use of Zocchi dice in the following configu-
rations: d3, d5, d7, d14, d16, d24, and d30. Later this year you
will be able to purchase these dice from Goodman Games.
For now, you can purchase from your local game store (ask
them to special order if they do not already stock them), and
from www.gamestation.net, www.chessex.com, and www.
koplowgames.com (as well as other select internet sites).
It is easy to substitute for the “funky dice” with a regular
dice set. For a d3, roll 1d6 and divide by two. For a d7, roll
1d8 and re-roll on an 8. For d14 or d16, roll d20 and ignore
rolls above the die-facing threshold. For d24, roll 1d12 and
1d6; if the 6-sider is odd, add 12 to the 1d12 roll. And so on.
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Massimiliano Mauri (Order #52297842)
THE PORTAL UNDER THE STARS
A Level 0-1 DCC RPG Adventure
By Joseph Goodman
INTRODUCTION ENCOUNTER TABLE
S
eeking wealth and escape from their peasant lives, Area Type Encounter
the characters investigate a supernatural portal
1-1 T Searing light trap
that appears only once every half-century when
the stars are right. The portal leads to the burial tomb of a 1-2 T Spear-throwing statues
war-wizard of eons past. The characters must fight iron men,
a demonic snake, the living dead, and a variety of strange 1-3 T Flame-launching statue
statues to recover the treasures left by the war-wizard. 1-4 C Ssisssuraaaaggg the immortal demon-snake
This adventure is designed for 15-20 0-level characters or 8- 1-5 C Seven piles of living bones
10 1st-level characters. Remember that players should have
2-3 characters each, so they can continue enjoying the fun of 1-6 C Six crystal statues
play even if some of their PCs die off. In playtest groups of
1-8 C 78 clay soldiers
15 0-level PCs, 7 or 8 typically survive. The author has play-
tested this adventure with groups of up to 28 PCs and expe-
rienced one complete TPK and several sessions with only a
PLAYER INTRODUCTION
handful of survivors. The adventure focus is on traps and For long years, you labored in the fields like all the peasants, sweat-
tricks rather than combat, as that ensures the greatest likeli- ing hot and dirty in the summer, only to shiver under threadbare
hood of low-level survival. Nonetheless, there should be an hides when winter came. This year’s harvest ended like all the rest,
expectation of the lessons of mortality. The author recom- and autumn’s work was hard on Old Man Roberts. When you
mends that the judge tweak the challenge of certain encoun- visited his bedside at the end, he spoke in labored breaths of con-
ters on the fly depending on the size and skill of the adven- stellations that hadn’t been seen since he was a young lad. The last
turing party, particularly area 3 (which has the potential to time the Empty Star had risen in the sky, it was more than fifty
wipe out the entire party if they cluster around the doors). winters past, he said. Under the light of that strange star a portal
had opened by the old stone mounds. He’d seen jewels in there and
BACKGROUND fine steel spears and enameled armor, but he’d run when the iron
men had attacked. Now, old and dying, he wishes he’d taken the
E
ons ago, a primitive war-wizard ruled this land chance on a life of adventure. The Empty Star is once more rising,
with the aid of barbarian tribes and strange crea- and a young man with courage could be more than just another
tures from beyond the stars. When his mortal form peasant – if only he’d take the chance Old Man Robert hadn’t.
was close to expiration, his alien allies instructed him to seal
himself away in a protected tomb. Within the tomb the war- You’re taking that chance. You stand before the monolithic rocks
wizard could then use astral projection to travel the stars of the old stone mounds, under the dark light of a starry sky. The
beyond our world. He intended to return later to take pos- Empty Star is clear and bright above you. Three of the large stone
session of his mortal body, which his spirit could do when blocks lean haphazardly together to form an upright rectangular
the stars were properly aligned. However, the war-wizard’s portal about the size of a man. They seem to be placed directly
extraplanar adventures did not go as planned. Now his beneath the star’s path. As the Empty Star ascends to its brightest
body sits perfectly preserved in the tomb built, protected point, its light catches in the portal, and a shimmering stone-lined
by enchantments and the remains of his barbarian hordes. corridor is visible through the stones, but only from one side of the
If these defenses can be bested, the treasures within are ripe opening. Grasping your pitchfork with white knuckles, you step
for the taking. into the starlit portal which was not there before today, thoughts of
jewels and scorching wheat fields foremost in your mind.
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Massimiliano Mauri (Order #52297842)
AREAS OF THE MAP Observant characters (DC 12 Intelligence check) notice many
fine scorch marks on the marble floor, as if campfires had
General Features: Unless otherwise noted, the dungeon been started there.
is dark and dry. Doors are unlocked unless specified other-
wise. Access to the tomb is restricted, so there are no wan- The granite statue weighs many tons but rotates freely on
dering monsters. a well-oiled (but concealed) base. With a deep bass groan-
ing sound, it swivels to track the characters’ movements. If
Area 1-1 – Portal: Even though the hallway is visible from only the party splits up, it tracks the largest group. The extended
one side of the portal, you tread on solid flagstones. The starlight hand marks its line of sight.
fades as it reaches into this hallway, which dead-ends ahead at a
stout iron-banded door. Jewels or crystals in an odd assortment of If any character moves to exit the room (including opening
star shapes are inscribed on the door. a door or leaving as they arrived), the statue sends forth a
scorching burst of flame from its fingertip: +6 to hit, 1d6
The hallway appears only under certain constellations re- damage, 1d6 additional burning damage each round there-
lated to the Empty Star. The star shapes on the door approxi- after until a DC 10 Reflex save is made to put out the fire.
mate the nighttime sky visible through the reverse end of Once provoked, the statue launches flames continuously,
the hallway. once per round, for up to 5 rounds, at which point its fuel
If the characters wait two hours, movement of the nighttime supply is exhausted.
sky makes the view back through the portal reveal the same Strong characters who remove the doors from their hinges
star pattern as that inscribed on the door. (A character real- in areas 1 and 2 can use them as a shield against the statue.
izes this with a DC 14 Intelligence check.) The door swings This full-body shield increases AC by +4 but reduces move-
open easily for this ten-minute interval. ment to half.
Door: At any other time, the door will not budge. Treat as The statue can be placated by uttering the name of the war-
locked; DC 15 Strength check to break down; DC 15 Pick wizard in whose likeness it is carved. But that name is lost to
Lock check for a thief. time. Otherwise, it is so large as to be beyond the ability of
Trap: If the door is forced, a searing light burns from the the characters to damage.
star-shaped inscription. The character in the lead takes 1d8 All doors are unlocked.
damage (DC 10 Reflex save for half). The trap is detected
with a DC 20 Search (PC notices arcane arrangement of the Area 1-4 – Scrying Chamber: A wide stone throne faces
star-shaped inscriptions). you from the center of this square room. The walls are hung with
primitive clay tablets, head-high and inscribed with strange sym-
Area 1-2 – Guardian Hall: Across from this room is another bols. Each tablet is a few feet wide and there are dozens hanging on
stout door. Four iron statues flank the door, two to a side. Each stat- the four walls. However, your attention is riveted to the enormous
ue depicts a different fighting man in a round iron helmet and thick snake that has crawled out from behind the throne. It is ringed in
scaled armor holding a long spear in a throwing position. All the crimson bands the color of hellfire and has a demonic horn in the
spear-tips are aimed at the door through which you just entered. center of its fanged head.
The statues are mechanical creations of the war-wizard. The immortal demon-snake guards this scrying chamber. It
They wait for an opportune moment, then suddenly hurl speaks in a sibilant hiss: “I am Ssisssuraaaaggg, and you in-
their spears at the characters. Four spear attacks: +2 to hit trude on my guardianship.” Then, without parley or hesita-
(additional +2 if characters stand in doorway bull’s-eye), tion, it attacks.
damage 1d8.
Ssisssuraaaaggg, the immortal demon-snake: Init +0; Atk
The jerky spear-throws are clearly mechanical. The stat- bite +6 melee; Dmg 1d8; AC 13; HP 20; MV 20’; Act 1d20; SV
ues remain in the post-throw position and make no further Fort +8, Ref +4, Will +4; AL L.
movement. They can be attacked but are made of solid iron
and only damage weapons used against them. Their scale When Ssisssuraaaaggg is killed, its body dissolves into ash,
mail armor is beautifully enameled with shining black stone. leaving only the demonic horn behind. The horn can be used
The armor can be removed from the statues and worn or to commune with a demon, and when meditated upon (DC
sold for twice the usual price. 12 spell check), confers access to the spell invoke patron.
The spears can be recovered. The door is unlocked and not A magical portal hangs on the back of the entry door. If the
trapped. door is shut, someone seated on the throne looks directly
upon the portal, which shows stars unlike any seen before
Area 1-3 – Monument Hall: This spacious chamber has mar- in the night sky. The constellations slowly move across the
bled floors and a door on each wall. At the far end is a towering “sky” shown in the portal. A powerful wizard can use this
granite statue of a barbarian, one hand outstretched, index finger portal to see far-away places (DC 25 spell check).
pointed toward you. The muscular savage wears animal hides, but
his eyes are intelligent and his engraved neckline sports amulets Anyone who studies the tablets can make out their story.
and charms. A grimoire hangs beside a broadsword on the hip of They tell of an alien race that came from the stars to bring
the thirty-foot-tall monument. magical implements to a barbarian tribe, who in turn con-
quered many lands with their new powers. The aliens will
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Massimiliano Mauri (Order #52297842)
return when the stars are right. Many less significant events crushed through normal means.
are foretold by the stars (and tablets) as well: droughts,
Seven piles of living bones: Init -2; Atk bite +0 melee; Dmg
plagues, the birth and death of kings, and so on.
1d4-1; AC 8; HP 2; MV 5’; Act 1d20; SV Fort +0, Ref -4, Will +1;
Area 1-5 – Chieftains’ Burial: This musty room is clearly a AL C.
burial chamber. Seven shrouded alcoves hold piles of loose bones.
Most of the weaponry and armor in this room is rusted and
Rusty arms and armor adorn the walls beside each alcove and fu-
worthless, but a hand axe, a battle axe, and a set of chain
neral masks are mounted beneath the loose skulls.
mail can be recovered. Due to their age and brittleness the
The funeral masks show primitive, almost simian features two axes are at -1 to attack, and the chain mail offers only +4
on stern faces. Examination of the bones shows they are not armor class for similar reasons.
quite human: the limbs are too thick, the spines too short,
Area 1-6 – Gazing Pool: This enormous chamber is filled with
and the beetled brows jut out too far.
a large, rectangular pool of water running the entire length of the
Each of the seven skeletons was a gen- room. Diffused light shines upward from the pool, illuminating
eral in the army of the war-wizard. If wide pillars lining the walls. Strangest of all, however, are the
the skulls in this room are destroyed, man-shaped crystal creatures visible in the shadows. They shuffle
the spirits that animate the war- about slowly, their strange crystalline bodies sparkling like jewels
riors in area 8 are released to whenever they catch the light from the pool. There is a door in the
find peace. far corner of this chamber.
The bones are living dead This room represents the war-wizard’s vengeance against his
that have decayed over enemies. He transformed his foes into living crystalline stat-
the eons. They shake ues, then trapped them here. Now possessed of only animal
and rattle as characters intelligence, they are no longer capable of speech nor do they
approach; however, need sustenance. They have wandered this room for millen-
they can no longer nia, trapped in the unending hell of their crystal bodies.
animate into cohe-
There are six crystal statues. Their features are hard to dis-
sive skeletons. The
cern because of their translucency, but they are perfect rep-
skulls clack, clat-
licas of the eons-old proto-human warriors who were trans-
ter, and attempt to
formed to create them. They are attracted to light and shuffle
bite, but are eas-
toward torches and lanterns. They do not attack, but their
ily avoid-
approach may seem menacing, and they will defend them-
ed and
selves. If they reach a torch or other light source unmolested,
they simply stand next to it and absorb the warmth.
Six crystal statues: Init -2; Atk punch +2 melee; Dmg 1d4; AC
12; HP 8; MV 10’; Act 1d20; SV Fort -2, Ref -2, Will +0; AL N.
The pool is 3’ deep. Its bottom is painted pitch black and
encrusted with thousands of crystals forming the stars of
a nighttime constellation that is unfamiliar. (It is in fact
the sky as it will appear twenty thousand years from
now, when the war-wizard’s strange benefactors
will return.)
The light shines through the crystal stars
from area 8 below. Each crystal is worth 10
sp and takes 2 minutes to pry out. Prying
out crystals causes the water in the pool
to drain into area 8. Air bubbles rise,
then a current starts, and after 10 crys-
tals are pried out, the draining is obvi-
ous. After 50 crystals are removed, the
floor buckles. After 100 crystals are re-
moved, it collapses onto area 8, send-
ing any characters within the pool
crashing down into to the room below
in a sloshing mess (1d6 damage, DC
12 Ref save for half).
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Massimiliano Mauri (Order #52297842)
Area 1-7 – Strategy Room: The spiral staircase leads to a stands that he can use it as a scrying ball. Such a wizard
long, narrow room with a door in the far wall. There are several can view a location he has seen or has reference to (e.g., can
ledges holding miniature clay solders and two tables with armies view a creature whose lock of hair he possesses); DC 18 spell
of opposing soldiers are laid out around buildings and hills. check to activate for 1d6 rounds; -2 penalty for each consecu-
tive use in a day. However, once every 1d8 days, an alien
The war-wizard intended for this room to be a planning sta-
countenance appears in the ball to look back at the wizard.
tion for his afterlife conquests.
These are the extraplanar benefactors of the war-wizard,
Four of the clay soldiers are solid silver. They are the gener- who taught him to use this crystal globe to guide his astral
als, clearly the leaders of the four armies laid out on the two projection, and who occasionally use it to look upon the
tables. DC 10 Search check; worth 20 gp each. mortal realm. See also area 9.
Area 1-8 – Clay Army: The door opens upon a breathtaking Area 1-9 – Treasure Vault: At the end of the long hallway
scene. An enormous, three-tiered chamber spreads before you. An is a spartanly appointed room containing simple wooden shelves,
oversized throne rests upon a raised dais at the far end of the room. a camp chair, and a sleeping pallet. The wooden shelves hold a
Seated on the throne is a clay warlord that resembles the giant bronze rod, a copper brazier, fine weapons and armor, and a brass-
statue you saw earlier. A pulsating light emanates from a crystal bound tome. In the center of the floor is a large pentacle with a per-
globe atop the throne. fect crystal circle at its center. Inside the circle is a stone table on
which rests a wrinkled ancient body whose countenance matches
Below the dais at floor level seven statues of clay generals stand
the war-wizards. At the head of the table is a concave depression.
motionless. Below them, in a huge pit that runs the length of the
room stands an army of clay soldiers. There are dozens of soldiers Here are stored the trappings of the war-wizard:
arrayed in marching formation, their clay armor and clay spears
equipped for war. • The bronze rod of rulership is engraved with half of a
demon’s face. It is worth 150 gp, but read on.
A great stillness pervades the room. It is the stillness of death; the
silence of a tomb. Then, suddenly, the stillness is broken as the clay • The copper brazier is worth 10 gp.
warlord jerkily raises an arm toward his generals. Then, the entire • The assortment of weapons includes a longsword, a long
army takes a lurching step forward, shattering the silence with the bow, 40 arrows with quiver, a mace, a spear, a battle axe,
tramp of doom. a dagger, and a hand axe.
This is the warlord’s elite guard, preserved and reanimated • There is a suit of scale mail.
for eternity. The characters have no hope of defeating the 70
warriors, 7 generals, and warlord. All share these same stats: • The tome is written in a language so ancient it is indeci-
Init +0; Atk spear +4 melee; Dmg 1d8; AC 12; HP 9; MV 10’; pherable to modern man. A wizard who studies it may
Act 1d20; SV Fort +2, Ref +0, Will +0; AL N. discover (with a DC 14 spell check) a spell of the judge’s
choosing.
However, there are several clever ways to win passage:
If a character places the crystal ball in the depression on the
• If the clay army is submerged in water by removing
table, he sees this:
crystals to sink the pool in area 6 all creatures in this
room take 1d6 damage from falling debris as the ceil- Gazing into the crystal ball, you see an endless field of bright stars
ing collapses. Additionally, any surviving clay soldiers on a faint gray background. A ghostly image of the war-wizard
slowly turn to mud, taking an additional 1 point of dam- drifts in the star-strewn ether, perfectly still. Then a harsh goat-
age each round until they dissolve into a puddle. like face fills the full sphere, staring intently at you. “I have wait-
ed a long time for someone to take the warlord’s place,” says the
• The life force of the clay generals is linked to their skel-
strange goat-man in a deep voice. “His astral voyage was cut short
etons in area 5. If the skulls there are destroyed, the clay
before he could rekindle the spark of his mortal coil. I am still in
generals’ heads shatter to shards and dust. The charac-
need of an ally on your world. Fill this copper brazier with wood
ters may arrive to find the generals already destroyed.
from a dryad’s tree and ignite it with the spark of a living fire. The
• Smart characters may try to assassinate the warlord di- blaze will reveal the location of the other half of the rulership rod.
rectly, which quickly ends the threat. Find that for me, and you shall be rewarded.” Then the globe dims
to mere crystal.
If the warlord and generals are alive, the warriors climb
from the pit (1 action) and attack while the generals look on. They say a dryad has been seen in the forests east of here…
If the generals are killed, the warriors lack organization and
spend a few rounds milling about before moving forward to
attack. If the warlord is killed, the entire army loses anima,
becoming simply a set of clay statues.
The secret door is found with a DC 14 search.
The crystal globe emits an ongoing light. It is worth 200 gp
as a work of art. A wizard who unlocks its secrets (DC 18
spell check plus study time and arcane consultation) under-
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Massimiliano Mauri (Order #52297842)
THE INFERNAL CRUCIBLE OF
SEZREKAN THE MAD
A level 5 DCC RPG adventure
By Harley Stroh
INTRODUCTION Elzemon the Forgotten: Unfortunately for those seeking to
plunder the wizard’s secrets, Sezrekan was notorious amid
T
his adventure is designed for 4 to 8 5th-level char- the infernal hierarchies for summoning demons and devils,
acters. If this is your first exposure to DCC RPG, and then simply refusing (or forgetting) to release them.
you can roll up 5th-level characters and use this One such being, a minor demon named Elzemon, remains
scenario as a contrast to a preceding one to get a sense of imprisoned in this workshop to this day. And in a desper-
low-level versus high-level play. ate bid for its own freedom, the demon has transformed the
workshop into an elaborate trap.
BACKGROUND
Elzemon has free reign within the various areas of the labo-
I
nfamous in the darker cycles of lore and legendry, ratory, but cannot escape the complex until the sand in the
Sezrekan the Mad was a notorious sage, diabolist, hourglass (area 1-1) runs out. He begins the adventure in
and warlock bent on a quest for immortality. His area 1-2 and is quickly drawn to any disturbance.
perilous quest played out over several hundred years, and
none can say whether the Old One achieved deification or The demon’s downfall is its delight in tormenting mortals.
lost his soul vying with infernal powers. The pot-bellied demon follows the PCs through the cham-
bers, invisible, doing its very best to egg the PCs into wast-
Sezrekan’s pursuit of lost secrets and forbidden lore spanned ing precious minutes.
the face of Áereth. In these far-flung cities and crumbling ru-
ins, the wizard-sage created simple workshops and found- Elzemon the Quasit: Init +4; Atk claw +3 melee (dmg 1d6+2);
ries to aid in his research. Here, amid frothing retorts and AC 17; HP 23; MV 35’ (fly); Act 2d20; SP Invisible at will; SV
forbidden scrolls, the aging warlock plumbed the mysteries Fort +2, Ref +6, Will +5; Immune to Will-effects unless true
of life, death, and time. Every new discovery opened another name is known; AL C.
line of inquiry, leading Sezrekan to abandon the workshop
for another city or ruin, never to return.
ENCOUNTER TABLE
Area Type Encounter
An untold number of his abandoned workshops remain un-
discovered to this day. One such laboratory is hidden in the 1-1 P Puzzle
ancient city of Punjar. 1-2 C 10 Glyph Worms
1-3 P/C Sezrekan’s Ape
JUDGING NOTES Any P/C Elzemon
T
he Infernal Crucible of Sezrekan the Mad presents the
adventurers with both a crafty villain and a deadly PLAYER INTRODUCTION
T
battle, but the most dangerous challenge is also the he adventure begins with the discovery – either by
most subtle: Escaping Elzemon’s trap requires that at least one assiduous research or by accident – of the entrance
foe is left alive. Adventurers given to scorched-earth style ex- to the workshop: a portal set into the floor. Read or
peditions will be the instruments of their own demise. If the paraphrase the following:
PCs slay both Elzemon and Sezrekan’s Ape, they are left with
a gruesome dilemma: Which of their own to leave behind? Eagerly you scrape away the mud to reveal a circular portal of dull
How the PCs go about making this decision may reveal more gray metal set into the floor. Set into the center of the portal is a
about true character than the players care to admit. silver bas-relief depicting a two-legged serpent biting its own tail.
Above the serpent, cast in gold, is a crown.
The adventure is located in sprawling, decadent Punjar. Specif-
ically, the workshop is hidden in the sub-basement of a decay- The portal is roughly 3 feet in diameter, though attempts
ing manor in Smoke – the worst of Old Punjar’s wards – where at precise measurement hint its diameter to be the value of
Dim Lane intersects the Shiv. Here, hidden among the crum- π. The portal is cast of lead to foil scrying and inter-dimen-
bling tenements and foul night smokes, Sezrekan was free to sional travel. Wizards and thieves examining the portal are
pursue his mad experiments without fear of interruption. overcome by a powerful sense that something terrible lurks
behind the lead portal.
Though nominally set in Punjar, the adventure can be easily
placed in nearly any location. The PCs can discover the hidden The portal is three inches deep and can easily be pried free
portal in the floor of a musty tomb, in the cellar of their favorite of the floor, revealing a narrow spiral staircase descending
pub or chapel, or even in a forgotten gallery of their own keep. into darkness. The value of the raw silver is 15 gp; the value
of the gold is 25 gp.
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Massimiliano Mauri (Order #52297842)
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Massimiliano Mauri (Order #52297842)
AREAS OF THE MAP A large granite table dominates the chamber. It is laden with glass
retorts and a series of skulls, ranging in size from a field mouse to
Area 1-1 – The Magic Circle: A thick coat of dust covers the that of a tusked giant. An open tome rests on a stand beside the
floor, obscuring what appears to be a magic circle, carved in runes, table.
circumscribing the entire chamber. Stone faces of tormented de-
mons ring the ceiling, and a pit set into the center of the chamber The walls are covered in sheets of hammered copper, stained with
pulses with a hellish crimson light. Beside the pit rests a tall golden vile liquids and scored by acid. The top of each sheet is attached
hourglass. to a chain and counter weights that run to the ceiling and then
descending to hang just above the stone table.
Inspection by cautious wizards reveals that the magic circle
prevents the escape of demons. However, just inside the There are seven skulls in all: field mouse, monkey, goat, hal-
circle of runes is a pentagram, drawn in blood and hidden fling, elf, human, ogre, and the giant. The cranium of each
by dust, that traps any living creature entering the chamber. skull is sawn open, and the interior cavity is set with plati-
The pentagram was cast by the demon Elzemon. These two num spacers to accommodate a smaller brain.
thaumaturgic inscriptions interact in strange, unpredictable The tome is open to a dusty page with a simple passage:
ways.
a curse upon thieves that dare
The instant a PC crosses over the runes, read or paraphrase to gaze upon the works
the following: of mighty Sezrekan
A thunderous crack echoes through the chamber and electric blue Beneath the passage is a large glyph inked in red and black.
waves of tormented faces cascade through the air, revealing a sin- The quickest inspection of the page activates the glyph.
ister pentagram scrawled in blood across the floor of the chamber. It flashes brightly (Ref save, DC 15, or be blinded for 1d3
The hourglass rotates in its base, and the sound of maniacal laugh- rounds), and then animates into inky black worms. With
ter echoes faintly from below. horrifying speed, the worms begin to consume every writ-
No magic shy of a deific patron or infernal power can wrest ten word within the chamber.
the PCs from Elzemon’s trap. From this moment forward, it In the first round, the glyph worms consume the tome. In
is impossible to leave the chamber, save for the pit down. the second and third round, they squiggle behind the cop-
Sezrekan’s golden hourglass stands nearly three feet in height per sheets covering the walls and consume all the tomes
and weighs roughly 30 lbs. A minor relic discarded by the and sheaves. On the fourth round, they move on to the PCs,
Old One, the hourglass keeps perfectly precise time of any and on the fifth round, the worms consume any spellbooks,
duration, and grants a +2 bonus to spell checks for spells maps, tomes, or scrolls in the PCs’ possession. The glyphs
taking one turn or longer to cast. Destroying the hourglass die in writhing agony on the 8th round.
has no effect other than to eliminate the PCs’ means of track- Glyph Worm (10): Init +2; Atk –; Dmg –; AC 15; HP 1; MV
ing time. 20’; Act 1d20; SA consume written words; SV Fort -1, Ref +3,
The pit is 50’ deep and runs to area 1-2. Given the opportu- Will immune; AL N.
nity, Elzemon flies up from area 1-2, eager for the chance to The copper sheets hanging on the walls function as primi-
push a PC into the pit or cut an unattended rope. tive blast shields, protecting the valuables behind them from
Wizard, sages, or lucky thieves pausing to study the interac- any explosions that might take place in the main chamber.
tion between the magic circle and the pentagram can deduce Pulling on any one of the five hanging chains raises the cor-
the following principles: responding metal sheets, revealing five sets of shelves:
• So long as the thaumaturgic inscriptions remain intact, The first set of shelves is heavy with the weight of time-
no creature can be summoned into the crucible. blackened tomes, stacks of rolled vellum, and sheaves of
worn parchment – Sezrekan’s discarded research. If collect-
• At the end of the hour, both the magic circle and the ed and studied by a wizard or sage, they yield 1d5 spells (to
Elzemon’s pentagram part for an instant, permitting es- be determined by the judge or rolled randomly). The shelf
cape. also contains a scroll that holds the true name of Elzemon
• No matter how many exit, at least one living creature and details the demon’s weakness: striking the demon with
must remain inside the circle. lead renders it visible and inflicts 1d4 points of damage per
round of contact.
One final principle applies that can only be inferred: The last
creature left within the circle is trapped there for all eter- The second set of shelves is laden with retorts, strange flasks,
nity. and vials stoppered with wax. They once contained elixirs,
potions, and concoctions resulting from the Old One’s experi-
Area 1-2 – The Infernal Crucible: The pit opens into a ments. Time has reduced most of these mixtures to poison.
cluttered octagonal chamber. A sinister, crimson light emanates Sages and wizards succeeding on a DC 13 Intelligence check
from web-laden globes that hang from the ceiling, casting a charnel can identify 1d5 vials of strong acids and bases; thieves suc-
glow over the chamber’s contents. ceeding on a DC 20 Handle Poison check can identify a similar
number of poisons (efficacy to be determined by the judge).
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Massimiliano Mauri (Order #52297842)
The third and fourth sets of shelves are empty.
The fifth set of shelves is laden with the raw materials vital to Sezrekan’s studies. Four coffers rest on the shelves. Inside
the coffers are 10 silver bars (worth 30 gp each), 5 gold bars (worth 100 gp each), 2 platinum bars (worth 500 gp each), and
a nondescript pouch containing lead dust shot through with flecks of adamantine (worth 1,000 gp).
Area 1-3 – The Chamber of the Ape: Water drips in thin rivulets down the walls of this chamber, pooling on the floor. A trio of
large clay vessels, each nearly 4’ in height, stands against one wall. Beside the strange jars rest a trio of iron rods.
At the far end of the chamber is heavy iron gate.
The gate is secured with a massive lock that is easily picked (DC 15). Inside the cell is the body of an enormous ape atop
wooden planks. Unmoving and unresponsive, the ape is Sezrekan’s unfortunate attempt to transplant a human mind into
the body of an animal. Branded onto the ape’s shaven scalp is the mark of Sezrekan.
The egg-like vessels are primitive batteries. The top of each jar is sealed with clay and pierced by a hole matching the width
of the iron rods. If each of the three rods is inserted into a corresponding vessel, the circuit is completed, initiating a rapid
series of events:
Arcs of electricity fan into the cham-
ber, striking any PC standing in the
pooled water. PCs in the water take
1d4 points of damage per round
and must succeed on a DC 17 Fort
save to make any actions. The semi-
paralysis ends with the destruction
of at least one of the vessels (AC
10, hp 10) or by escaping the pool.
Other PCs can pull their paralyzed
companions from the water, but if
they step into the pool, they are also
caught by the arcing current.
The current is sufficient to shock
Sezrekan’s Ape back to life. One
round after awakening, it tears the
iron gate free of its moorings and
casts the twisted wreckage aside.
On the third round, it proceeds to
do the same with the PCs.
Due to its rage and Sezrekan’s mind-
altering magics, the ape is immune
to the paralysis effect, as well as to
any charm, sleep or mind-altering ef-
fect permitting a Will save.
Finally, if the PCs are loathe to ex-
periment with the rods and vessels,
an invisible Elzemon closes the cir-
cuit for them, waiting for the op-
portunity to paralyze the greatest
number of PCs.
Sezrekan’s Ape: Init +2; Atk fists
+5 melee (dmg 1d12); AC 15; HP
65; MV 40’; Act 2d20; SA Rend for
additional 1d16 dmg on natural 18
or 19; SV Fort +5, Ref +1, Will Im-
mune; AL C.
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Massimiliano Mauri (Order #52297842)
Massimiliano Mauri (Order #52297842)
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---
source_url: "https://it.wikipedia.org/wiki/Dungeon_Crawl_Classics"
type: webpage
title: "Dungeon Crawl Classics - Wikipedia"
captured_at: 2026-06-25T15:57:13.071137+00:00
contributor: "unknown"
---
# Dungeon Crawl Classics - Wikipedia
Source: https://it.wikipedia.org/wiki/Dungeon_Crawl_Classics
---
Dungeon Crawl Classics - Wikipedia Vai al contenuto Menu principale Menu principale sposta nella barra laterale nascondi Navigazione Pagina principale Ultime modifiche Una voce a caso Nelle vicinanze Vetrina Aiuto Sportello informazioni Pagine speciali Comunità Portale Comunità Bar Il Wikipediano Contatti Ricerca Ricerca Aspetto Fai una donazione registrati entra Strumenti personali Fai una donazione registrati entra Indice sposta nella barra laterale nascondi Inizio 1 Stile 2 Storia editoriale 3 Dungeon Crawl Classics Role Playing Game 4 Pubblicazioni Attiva/disattiva la sottosezione Pubblicazioni 4.1 Dungeons & Dragons 3ª edizione 4.2 Dungeons & Dragons 4 4.3 Dungeon Crawl Classics Role Playing Game 4.4 Advanced Dungeons & Dragons 1ª edizione 4.5 Castles & Crusades 5 Note 6 Bibliografia 7 Collegamenti esterni Mostra/Nascondi l'indice Dungeon Crawl Classics 1 lingua English Modifica collegamenti Voce Discussione italiano Leggi Modifica Modifica wikitesto Cronologia Strumenti Strumenti sposta nella barra laterale nascondi Azioni Leggi Modifica Modifica wikitesto Cronologia Generale Puntano qui Modifiche correlate Link permanente Informazioni pagina Cita questa voce Ottieni URL breve Passa al parser legacy Stampa/esporta Crea un libro Scarica come PDF Versione stampabile In altri progetti Elemento Wikidata Aspetto sposta nella barra laterale nascondi Da Wikipedia, l'enciclopedia libera. \n2012- (per ''DCC RPG'')"},"giocatori":{"wt":"2+"},"dadi":{"wt":"d3, d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, d30"},"ambientazione":{"wt":"Fantasy, Science-Fantasy, Dark Fantasy"}},"i":0}}]}'> Dungeon Crawl Classics Nome originale Dungeon Crawl Classics Tipo Gioco di Ruolo Luogo origine Stati Uniti Autore Joseph Goodman, Tavis Allison, Andy Frielink, Todd Kath, Doug Kovacs, Harley Stroh, Steven Thiverge, Dieter Zimmerman Illustratore Doug Kovacs, Peter Mullen, Jeff Dee, Jeff Easley, Jason Edwards, Tom Galambos, Friedrich Haas, Jim Holloway, Doug Kovacs, Diesel Laforce, William McAusland, Brad McDevitt, Jesse Mohn, Peter Mullen, Russ Nicholson, Erol Otus, Stefan Poag, Jim Roslof, Chad Sergesketter, Chuck Whelon, Mike Wilson Editore Goodman Games 1ª edizione 2003-2008 (per Dnd 3.5) Altre edizioni 200-2011 (per Dnd 4) 2012- (per DCC RPG ) Regole N° giocatori 2+ Dadi d3, d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, d30 Ambientazione Fantasy, Science-Fantasy, Dark Fantasy Dungeon Crawl Classics ( DCC ) è una serie di moduli di gioco di ruolo pubblicata dalla Goodman Games , pubblicata a partire dal 2003 basandosi sulla Open Gaming License (OGL). Fino al numero 52 le avventure sono state compatibili con l'edizione 3.5 di Dungeons & Dragons , dal 53 al 66 con la quarta edizione di D&D e infine dal numero 67 in avanti con un proprio regolamento ispirato alla prima edizione di Advanced Dungeons & Dragons . Tra gli autori delle avventure ci sono autori premiati quali Michael Mearls , Dave Arneson , e Monte Cook , oltre ad artisti del periodo classico della TSR tra cui Jeff Dee , Erol Otus , Jim Roslof , e Jim Holloway . In Italia Dungeon Crawl Classics è stato pubblicato per la prima volta nel 2020 dall'etichetta Kaizoku Press (che detiene anche i diritti per l'edizione in lingua giapponese); Kaizoku Press ha pubblicato in italiano anche numerose avventure e supplementi. Inoltre, Kaizoku Press ha anche curato per Frog God Games la conversione di alcuni moduli d'avventura per il sistema di gioco di DCC (in origine per altri sistemi); in particolare: Rappan Athuk - The Mouth of Doom, 1975, The Tower of Dead Thieves ed Encephalon Gorgers on the Moon. Al momento tali avventure non sono pubblicate in lingua italiana. Stile [ modifica | modifica wikitesto ] La filosofia della serie si riassume dalla dichiarazione riportata di seguito, presentata in ogni modulo di DCC : «Ricordi i bei vecchi tempi, quando le avventure si facevano sotto terra, i PNG erano lì per essere ammazzati e alla fine di ogni dungeon c’era il drago al 20° livello? Quei tempi sono tornati. Le avventure di Dungeon Crawl Classics non ti fanno perdere tempo con lunghi discorsi, ambientazioni strambe o PNG che non sono fatti per essere uccisi. Ogni avventura è un caro, vecchio e massiccio dungeon crawl al 100%, con i mostri che conosci, le trappole che ricordi e le porte segrete che, ne sei sicuro, sono lì da qualche parte.» Nonostante sia nata qualche anno prima del movimento Old School Renaissance , che sostiene uno stile di gioco ispiraro alle primissime edizioni di Dungeons & Dragons e prova a riprodurne lo stile regolistico e, soprattutto, l’esperienza al tavolo, la linea viene considerata parte di esso [ 1 ] Storia editoriale [ modifica | modifica wikitesto ] Goodman creò la serie perché pensava che ci fosse una nicchia nella pubblicazione di dungeon crawl intelligenti da giocare e per rivolgersi ai giocatori più anziani, che all'epoca secondo una ricerca demografica dellaLine truncated
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Reference Booklet Page 1
Massimiliano Mauri (Order #52297842)
Reference Booklet
Editing and original layout: Jeremy Deram • Revised layout: Vasili Kaliman
Cover artist: Doug Kovacs • Proofreading: Edgar Johnson, Daniel Bishop
Interior Artists: Jeff Easley, Jim Holloway, Doug Kovacs, Brad McDevitt,
Peter Mullen, Stefan Poag, and Mike Wilson • Developer: Michael Curtis
Dark Master: Joseph Goodman
goodman-games.com
DCC RPG and this book are copyright © 2023 Goodman Games LLC. Dungeon Crawl Classics is a trademark of Goodman
Games LLC. DCC RPG is published under the Open Game License. Refer to the OGL in this work for additional information.
“Dungeon Crawl Classics,” “Mutant Crawl Classics” and “DCC RPG” are registered trademarks
of Goodman Games LLC. All rights reserved. www.goodman-games.com
Page 1
Massimiliano Mauri (Order #52297842)
Massimiliano Mauri (Order #52297842)
Preface
I
assembled the first iteration of than talent; but hopefully you will find it
these reference sheets while the to be an improvement over the previous
DCC RPG was still in beta testing. versions. I've made every effort to keep the
I made them for my own use, found them organization logical, with just the tiniest bit
to be immensely helpful, and Joseph of shuffing to make things fit better. After
Goodman was kind enough to give me per- a few games' worth of use (and perhaps
mission to share my efforts, even though a few dog-ears for the most heavily-ref-
the whole thing basically consists of his erenced charts) you should be breezing
intellectual property. That was over three through your lookups without missing a
years ago. Since then, the final version of beat.
the game has been released (with many
If the DCC game itself had an alignment, I
different covers – all of which I own!), and
would say that it would be chaotic awe-
the reference sheets I assembled have seen
some. What this booklet does for the DCC
countless downloads and are doubtless
judge is shift just a bit of the emphasis
used in dozens, maybe even hundreds of
off of chaotic and onto awesome. The net
games. Thus, I decided it was time for an
result of the time savings with regard to
upgrade. You'll notice a few additional
chart lookups will be more time for the
tables included, as well as what I hope
adventurers to spend getting into new,
you'll agree is a cleaner and more aestheti-
interesting, terrible, and deadly situations.
cally pleasing layout.
Having a minor hand in that is all the
However, understand that this is still very reward I could ever ask for.
much an amateur effort, cobbled-together
Your Humblest Copy/Paste Homunculus,
by a fan with perhaps more enthusiasm
— Jeremy Deram
Postscript
March 2023: This is such an amazingly useful work that Goodman Games has taken over its pub-
lication. We leave Jeremy’s heartfelt introduction in place above as a testament to the enthusiasm
that went into the creation of this product. We hope everyone still feels the same as they discover
and continue to play DCC RPG!
Page 3
Massimiliano Mauri (Order #52297842)
Table of conTenTs
Characters Magic
Table 1-1: Ability Score Modifiers .............. 4 Table 4-5: Spell Duel Check ....................... 30
Table 1-4: XP Level Thresholds ................... 4 Table 4-6: Counterspell Power .................. 31
Skill Check DC Guidelines .......................... 4 Table 4-7: Phlogiston Disturbance .......32-33
Table 1-2: Luck Score .................................... 5 Table 5-1: Spellburn Actions...................... 34
Table 1-3: Occupation ................................6-7 Table 5-2: Mercurial Magic ...................35-40
Table 1-5: Cleric ............................................. 8 Table 5-3: Minor Corruption ..................... 41
Lay on Hands................................................. 8 Table 5-4: Major Corruption ...................... 42
Table 4-4: Turn Unholy ................................ 9 Table 5-5: Greater Corruption ................... 43
Table 1-7: Thief ............................................ 10 Table 5-6: Generic Spell Misfire ................ 44
Table 1-18: Halfing ...................................... 10 Table 5-7: Disapproval...........................46-47
Table 1-9: Thief Skills .................................. 11 Table 5-8: Wizard Spells ........................44-49
Table 1-10: Warrior ..................................... 12 Table 5-9: Cleric Spells................................ 50
Table 1-12: Wizard ...................................... 12 Table 5-10: Patron Spells ............................ 51
Table 1-14: Elf............................................... 13 Table 7-8: Divine Aid Check ...................... 52
Table 1-16: Dwarf ........................................ 13
Monsters
Equipment Table 9-10: Monster Crit Matrix ................ 54
Table 3-1: Weapons ..................................... 14 Crit Table DR: Dragons .........................55-56
Table 3-2: Ammunition .............................. 15 Crit Table DN: Demons & Devils ............. 57
Table 3-3: Armor ......................................... 15 Crit Table G: Giants .................................... 59
Coin Exchange Rates .................................. 15 Crit Table U: Un-dead ...........................59-60
Table 3-4: Equipment .................................. 16 Crit Table M: Monsters............................... 61
Table 3-5: Mounts and Related Gear ........ 17
Combat
Examples of Actions ................................... 18
Table 4-1: Attack Roll Modifiers ............... 18
Table 4-2: Fumbles ...................................... 19
Crit Table I.................................................... 20
Crit Table II .................................................. 21
Crit Table III ................................................. 22
Crit Table IV ................................................. 23
Crit Table V .................................................. 24
Mighty Deeds of Arms ............................... 25
Blinding Attacks ..................................... 25
Disarming Attacks .................................. 26
Pushback Attacks.................................... 27
Trips and Throws ................................... 27
Rallying Maneuvers ............................... 28
Defensive Maneuvers............................. 28
Precision Shots ........................................ 29
Table 4-3: Two-Weapon Attacks ............... 29
Page 4
Massimiliano Mauri (Order #52297842)
InTroducTIon
ou hold in your hands what This book is also incredibly beneficial to
Y might be the most useful DCC
RPG supplement produced so far.
Dungeon Crawl Classics is a game that
players. It contains information pertaining
to nearly every aspect of you character,
from ability score modifiers to crit tables to
thrives on its tables and charts. Each roll of how much a two-handed sword and chain-
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the dice can produce results that take your mail armor will cost if you make it back
campaign into unexpected, often astound- to town. There are few RPG supplements
ing directions, and DCC RPG’s numerous that lend themselves to both the player and
tables help facilitate that journey. This book judge’s use as well as the DCC Reference
compiles almost all of the games’ charts Booklet does. You might even want to pick
and tables in a single reference work you up two to share at the table.
can hold in one hand.
This book was originally created not by
For the judge, this book is patron-sent. Goodman Games, but by one of the fans
You can literally run your DCC game with who dearly loves DCC RPG. We are all
your judge’s notes in front of you, your indebted to Jeremy Deram who had the
funky dice in one hand, and this book in foresight to assemble this book in the first
the other. No need to fip through the big, place. Goodman Games is proud to keep
beautiful DCC RPG rulebook the next time Jeremy’s work alive while sharing it with
you need to consult the Fumbles Table, more people than ever before.
Divine Disapproval Table, or you have to
—Michael Curtis
adjudicate a sudden Phlogiston Distur-
bance. You’ll find all those here and more,
practically at your fingertips.
Page 5
Massimiliano Mauri (Order #52297842)
Table 1-1: abiliTy Score ModifierS
Ability
Modifier Wizard Spells Known Max Spell Level**
Score
3 -3 No spellcasting possible No spellcasting possible
4 -2 -2 spells* 1
5 -2 -2 spells* 1
6 -1 -1 spell* 1
7 -1 -1 spell* 1
8 -1 No adjustment 2
9 None No adjustment 2
10 None No adjustment 3
11 None No adjustment 3
12 None No adjustment 4
13 +1 No adjustment 4
14 +1 +1 spell 4
15 +1 +1 spell 5
16 +2 +1 spell 5
17 +2 +2 spells 5
18 +3 +2 spells 5
* Minimum of 1 spell.
** Based on Intelligence for wizards and Personality for clerics.
Table 1-4: XP Skill check
level ThreSholdS dc GuidelineS
Level XP Required Difficulty DC
0 0 Child’s Play 5
1 10 An Average Deed 10
2 50 Feats of Deering-Do 15
3 110 Hero’s Work, Super Human 20
4 190
5 290
6 410
7 550
8 710
9 890
10 1090
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Massimiliano Mauri (Order #52297842)
Table 1-2: luck Score
d30 Birth Augur and Lucky Roll
1 Harsh winter: All attack rolls
2 The bull: Melee attack rolls
3 Fortunate date: Missile fire attack rolls
4 Raised by wolves: Unarmed attack rolls
5 Conceived on horseback: Mounted attack rolls
6 Born on the battlefield: Damage rolls
7 Path of the bear: Melee damage rolls
8 Hawkeye: Missile fire damage rolls
9 Pack hunter: Attack and damage rolls for 0-level starting weapon
10 Born under the loom: Skill checks (including thief skills)
11 Fox’s cunning: Find/disable traps
12 Four-leafed clover: Find secret doors
13 Seventh son: Spell checks
14 The raging storm: Spell damage
15 Righteous heart: Turn unholy checks
16 Survived the plague: Magical healing*
17 Lucky sign: Saving throws
18 Guardian angel: Savings throws to escape traps
19 Survived a spider bite: Saving throws against poison
20 Struck by lightning: Refex saving throws
21 Lived through famine: Fortitude saving throws
22 Resisted temptation: Willpower saving throws
23 Charmed house: Armor Class
24 Speed of the cobra: Initiative
25 Bountiful harvest: Hit points (applies at each level)
26 Warrior’s arm: Critical hit tables**
27 Unholy house: Corruption rolls
28 The Broken Star: Fumbles**
29 Birdsong: Number of languages
30 Wild child: Speed (each +1/-1 = +5’/-5’ speed)
* If a cleric, applies to all healing the cleric performs. If not a cleric, applies to all magical healing received
from other sources.
** Luck normally affects critical hits and fumbles. On this result, the modifier is doubled for purposes of
crits or fumbles.
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Massimiliano Mauri (Order #52297842)
Table 1-3: occuPaTion
Roll Occupation Trained Weapon † Trade Goods
01 Alchemist Staff Oil, 1 flask
02 Animal trainer Club Pony
03 Armorer Hammer (as club) Iron helmet
04 Astrologer Dagger Spyglass
05 Barber Razor (as dagger) Scissors
06 Beadle Staff Holy symbol
07 Beekeeper Staff Jar of honey
08 Blacksmith Hammer (as club) Steel tongs
09 Butcher Cleaver (as axe) Side of beef
10 Caravan guard Short sword Linen, 1 yard
11 Cheesemaker Cudgel (as staff) Stinky cheese
12 Cobbler Awl (as dagger) Shoehorn
13 Confidence artist Dagger Quality cloak
14 Cooper Crowbar (as club) Barrel
15 Costermonger Knife (as dagger) Fruit
16 Cutpurse Dagger Small chest
17 Ditch digger Shovel (as staff) Fine dirt, 1 lb.
18 Dock worker Pole (as staff) 1 late RPG book
19 Dwarven apothecarist Cudgel (as staff) Steel vial
20 Dwarven blacksmith Hammer (as club) Mithril, 1 oz.
21 Dwarven chest-maker Chisel (as dagger) Wood, 10 lbs.
22 Dwarven herder Staff Sow**
23-24 Dwarven miner Pick (as club) Lantern
25 Dwarven mushroom-farmer Shovel (as staff) Sack
26 Dwarven rat-catcher Club Net
27-28 Dwarven stonemason Hammer Fine stone, 10 lbs.
29 Elven artisan Staff Clay, 1 lb.
30 Elven barrister Quill (as dart) Book
31 Elven chandler Scissors (as dagger) Candles, 20
32 Elven falconer Dagger Falcon
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33-34 Elven forester Staff Herbs, 1 lb.
35 Elven glassblower Hammer (as club) Glass beads
36 Elven navigator Shortbow Spyglass
37-38 Elven sage Dagger Parchment and quill pen
39-47 Farmer* Pitchfork (as spear) Hen**
48 Fortune-teller Dagger Tarot deck
49 Gambler Club Dice
50 Gongfarmer Trowel (as dagger) Sack of night soil
51-52 Grave digger Shovel (as staff) Trowel
53-54 Guild beggar Sling Crutches
55 Halfing chicken butcher Handaxe Chicken meat, 5 lbs.
56-57 Halfling dyer Staff Fabric, 3 yards
58 Halfling glovemaker Awl (as dagger) Gloves, 4 pairs
59 Halfling wanderer Sling Hex doll
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Massimiliano Mauri (Order #52297842)
Table 1-3: occuPaTion
Roll Occupation Trained Weapon † Trade Goods
60 Halfling haberdasher Scissors (as dagger) Fine suits, 3 sets
61 Halfling mariner Knife (as dagger) Sailcloth, 2 yards
62 Halfling moneylender Short sword 5 gp, 10 sp, 200 cp
63 Halfling trader Short sword 20 sp
64 Halfling vagrant Club Begging bowl
65 Healer Club Holy water, 1 vial
66 Herbalist Club Herbs, 1 lb.
67 Herder Staff Herding dog**
68-69 Hunter Shortbow Deer pelt
70 Indentured servant Staff Locket
71 Jester Dart Silk clothes
72 Jeweler Dagger Gem worth 20 gp
73 Locksmith Dagger Fine tools
74 Mendicant Club Cheese dip
75 Mercenary Longsword Hide armor
76 Merchant Dagger 4 gp, 14 sp, 27 cp
77 Miller/baker Club Flour, 1 lb.
78 Minstrel Dagger Ukulele
79 Noble Longsword Gold ring worth 10 gp
80 Orphan Club Rag doll
81 Ostler Staff Bridle
82 Outlaw Short sword Leather armor
83 Rope maker Knife (as dagger) Rope, 100’
84 Scribe Dart Parchment, 10 sheets
85 Shaman Mace Herbs, 1 lb.
86 Slave Club Strange-looking rock
87 Smuggler Sling Waterproof sack
88 Soldier Spear Shield
89-90 Squire Longsword Steel helmet
91 Tax collector Longsword 100 cp
92-93 Trapper Sling Badger pelt
94 Urchin Stick (as club) Begging bowl
95 Wainwright Club Pushcart***
96 Weaver Dagger Fine suit of clothes
97 Wizard’s apprentice Dagger Black grimoire
98-100 Woodcutter Handaxe Bundle of wood
† If a missile fire weapon (such as sling or dart), roll 1d6 to determine number of sling stones or darts.
* Roll 1d8 to determine farmer type: (1) potato, (2) wheat, (3) turnip, (4) corn, (5) rice, (6) parsnip, (7) radish,
(8) rutabaga.
** Why did the chicken cross the hallway? To check for traps! In all seriousness, if the party includes more
than one farmer or herder, randomly determine the second and subsequent farm animals for each duplicated
profession with 1d6: (1) sheep, (2) goat, (3) cow, (4) duck, (5) goose, (6) mule.
*** Roll 1d6 to determine what’s in the cart: (1) tomatoes, (2) nothing, (3) straw, (4) your dead, (5) dirt, (6)
rocks.
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Massimiliano Mauri (Order #52297842)
Table 1-5: cleric
Spells Known by Level
Crit Die/ Action
Level Attack Ref Fort Will 1 2 3 4 5
Table Dice
1 +0 1d8/III 1d20 +0 +1 +1 4 – – – –
2 +1 1d8/III 1d20 +0 +1 +1 5 – – – –
3 +2 1d10/III 1d20 +1 +1 +2 5 3 – – –
4 +2 1d10/III 1d20 +1 +2 +2 6 4 – – –
5 +3 1d12/III 1d20 +1 +2 +3 6 5 2 – –
6 +4 1d12/III 1d20+1d14 +2 +2 +4 7 5 3 – –
7 +5 1d14/III 1d20+1d16 +2 +3 +4 7 6 4 1 –
8 +5 1d14/III 1d20+1d20 +2 +3 +5 8 6 5 2 –
9 +6 1d16/III 1d20+1d20 +3 +3 +5 8 7 5 3 1
10 +7 1d16/III 1d20+1d20 +3 +4 +6 9 7 6 4 2
lay on handS
healinG loST hiT PoinTS condiTion healinG
Spell Check Same Adjacent Opposed Condition Dice
1-11 Failure Failure Failure Broken Limbs 1
12-13 2 dice 1 die 1 die Organ Damage 2
14-19 3 dice 2 dice 1 die Disease 2
20-21 4 dice 3 dice 2 dice Paralysis or Poison 3
22+ 5 dice 4 dice 3 dice Blindness or Deafness 4
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Massimiliano Mauri (Order #52297842)
Table 4-4: Turn unholy reSulT by hd
Turn Holy
Check 1 2 3-4 5-6 7-8 9-10 11-12
Range Smite
1-11 – – NE NE NE NE NE NE NE
12-13 30’ – T1 NE NE NE NE NE NE
14-17 30’ – T1d3+CL NE NE NE NE NE NE
18-19 30’ – T1d4+CL T1 NE NE NE NE NE
20-23 60’ – T1d6+CL T1d3 T1 NE NE NE NE
+CL
24-27 60’ Beam, 60’, T1d8+CL, T1d4 T1d3 T1 NE NE NE
1d3 dmg D1d4 +CL +CL
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(no save)
28-29 60’ Cone, 30’, T2d6+CL, T1d6 T1d4 T1d3 T1 NE NE
1d4 dmg D1d4 +CL +CL +CL
(no save)
30-31 120’ Cone, 60’, K1d8+CL T1d8+CL, T1d6 T1d4 T1d3 T1 NE
1d5 dmg (no save) D1d4 +CL +CL +CL
(no save)
32+ 240’ Cone, 120’, K2d6+CL T2d6+CL, T1d8+- T1d6 T1d4 T1d3 T1
1d6 dmg (nosave) D1d4 CL, D1d4 +CL +CL +CL
(no save)
NE = No Effect.
T = Creatures up to this HD are turned in a quantity indicated. For example, “T1” means one creature is
turned; “T1d4+CL” means a number of creatures of this HD are turned equal to 1d4 + caster level. Unless
indicated, turned creatures receive a saving throw (Will vs. turn check DC). A turned creature moves away
from the cleric at maximum speed or cowers if unable to retreat. A turned creature continues to flee for 3d10
minutes.
D = Creatures are turned, and they take the indicated damage on the first round of turning. For example,
T1d4+CL, D1d4 means the cleric can turn a number of creatures of this HD equal to 1d4+CL, and those crea-
tures also take 1d4 damage.
K = Creatures are automatically killed. The number of creatures killed is indicated after the K. For example,
K1d8+CL means the cleric kills a number of creatures of that HD equal to 1d8 + caster level.
Holy Smite = At high levels, a cleric’s turn attempt produces holy energy that smites unholy creatures in close
proximity. This is in addition to the turning effect and can be directed in the same direction as the cleric’s
line-of-sight for the turning attempt. The effect and range varies, as described below, and all unholy creatures
affected take the indicated damage automatically with no save. The damage occurs once per turn attempt; an-
other turn check is required the following round to attempt again. Beam: a concentrated ray of light that the
cleric can direct against one target within 60’. Cone: a cone 30’ long and 30’ wide at its end.
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Massimiliano Mauri (Order #52297842)
Table 1-7: Thief
Crit Die/ Luck
Level Attack Action Dice Ref Fort Will
Table Die
1 +0 1d10/II 1d20 d3 +1 +1 +0
2 +1 1d12/II 1d20 d4 +1 +1 +0
3 +2 1d14/II 1d20 d5 +2 +1 +1
4 +2 1d16/II 1d20 d6 +2 +2 +1
5 +3 1d20/II 1d20 d7 +3 +2 +1
6 +4 1d24/II 1d20+1d14 d8 +4 +2 +2
7 +5 1d30/II 1d20+1d16 d10 +4 +3 +2
8 +5 1d30+2/II 1d20+1d20 d12 +5 +3 +2
9 +6 1d30+4/II 1d20+1d20 d14 +5 +3 +3
10 +7 1d30+6/II 1d20+1d20 d16 +6 +4 +3
Table 1-18: halflinG
Crit Die/ Sneak
Level Attack Action Dice* Ref Fort Will
Table & Hide
1 +1 1d8/III 1d20 +1 +1 +1 +3
2 +2 1d8/III 1d20 +1 +1 +1 +5
3 +2 1d10/III 1d20 +2 +1 +2 +7
4 +3 1d10/III 1d20 +2 +2 +2 +8
5 +4 1d12/III 1d20 +3 +2 +3 +9
6 +5 1d12/III 1d20+1d14 +4 +2 +4 +11
7 +5 1d14/III 1d20+1d16 +4 +3 +4 +12
8 +6 1d14/III 1d20+1d20 +5 +3 +5 +13
9 +7 1d16/III 1d20+1d20 +5 +3 +5 +14
10 +8 1d16/III 1d20+1d20 +6 +4 +6 +15
* Applies to attacks with one weapon. A halfling fighting with two weapons follows special rules, as
outlined in the halfling class description.
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Massimiliano Mauri (Order #52297842)
Table 1-9: Thief SkillS by level and aliGnMenT
Bonus for LAWFUL Thieves (Path of the Boss)
Skill 1 2 3 4 5 6 7 8 9 10
Backstab +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Sneak silently* +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Hide in shadows* +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Pick pocket* +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Climb sheer surfaces* +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Pick lock* +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Find trap† +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Disable trap* +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Forge document* +0 +0 +1 +2 +3 +4 +5 +6 +7 +8
Disguise self‡ +0 +1 +2 +3 +4 +5 +6 +7 +8 +9
Read languages† +0 +0 +1 +2 +3 +4 +5 +6 +7 +8
Handle poison +0 +1 +2 +3 +4 +5 +6 +7 +8 +9
Cast spell from scroll† d10 d10 d12 d12 d14 d14 d16 d16 d20 d20
Bonus for CHAOTIC Thieves (Path of the Assassin)
Skill 1 2 3 4 5 6 7 8 9 10
Backstab +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Sneak silently* +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Hide in shadows* +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Pick pocket* +0 +1 +2 +3 +4 +5 +6 +7 +8 +9
Climb sheer surfaces* +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Pick lock* +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Find trap† +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Disable trap* +0 +1 +2 +3 +4 +5 +6 +7 +8 +9
Forge document* +0 +0 +1 +2 +3 +4 +5 +6 +7 +8
Disguise self‡ +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Read languages† +0 +0 +1 +2 +3 +4 +5 +6 +7 +8
Handle poison +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Cast spell from scroll† d10 d10 d12 d12 d14 d14 d16 d16 d20 d20
Bonus for NEUTRAL Thieves (Path of the Swindler)
Skill 1 2 3 4 5 6 7 8 9 10
Backstab +0 +1 +2 +3 +4 +5 +6 +7 +8 +9
Sneak silently* +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
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Hide in shadows* +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Pick pocket* +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Climb sheer surfaces* +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Pick lock* +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Find trap† +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Disable trap* +1 +3 +5 +7 +8 +9 +10 +11 +12 +13
Forge document* +3 +5 +7 +8 +9 +11 +12 +13 +14 +15
Disguise self‡ +0 +0 +1 +2 +3 +4 +5 +6 +7 +8
Read languages† +0 +1 +2 +3 +4 +5 +6 +7 +8 +9
Handle poison +0 +0 +1 +2 +3 +4 +5 +6 +7 +8
Cast spell from scroll† d12 d12 d14 d14 d16 d16 d20 d20 d20 d20
* The thief’s Agility modifier, if any, also modifies checks for these skills.
† The thief’s Intelligence modifier, if any, also modifies checks for these skills.
‡ The thief’s Personality modifier, if any, also modifies checks for these skills.
Page 13
Massimiliano Mauri (Order #52297842)
Table 1-10: Warrior
Attack Crit Die Threat
Level Action Dice Ref Fort Will
(Deed Die) /Table Range
1 +d3* 1d12/III 19-20 1d20 +1 +1 +0
2 +d4* 1d14/III 19-20 1d20 +1 +1 +0
3 +d5* 1d16/IV 19-20 1d20 +1 +2 +1
4 +d6* 1d20/IV 19-20 1d20 +2 +2 +1
5 +d7* 1d24/V 18-20 1d20+1d14 +2 +3 +1
6 +d8* 1d30/V 18-20 1d20+1d16 +2 +4 +2
7 +d10+1* 1d30/V 18-20 1d20+1d20 +3 +4 +2
8 +d10+2* 2d20/V 18-20 1d20+1d20 +3 +5 +2
9 +d10+3* 2d20/V 17-20 1d20+1d20 +3 +5 +3
10 +d10+4* 2d20/V 17-20 1d20+1d20+1d14 +4 +6 +3
* A warrior’s attack modifier is rolled anew, according to the appropriate die, with each attack. The result
modifies both attack and damage rolls. At higher levels, the warrior adds both a die and a fixed value.
Table 1-12: Wizard
Crit Die Known Max Spell
Level Attack Action Dice Ref Fort Will
/Table Spells Level
1 +0 1d6/I 1d20 4 1 +1 +0 +1
2 +1 1d6/I 1d20 5 1 +1 +0 +1
3 +1 1d8/I 1d20 6 2 +1 +1 +2
4 +1 1d8/I 1d20 7 2 +2 +1 +2
5 +2 1d10/I 1d20+1d14 8 3 +2 +1 +3
6 +2 1d10/I 1d20+1d16 9 3 +2 +2 +4
7 +3 1d12/I 1d20+1d20 10 4 +3 +2 +4
8 +3 1d12/I 1d20+1d20 12 4 +3 +2 +5
9 +4 1d14/I 1d20+1d20 14 5 +3 +3 +5
10 +4 1d14/I 1d20+1d20+1d14 16 5 +4 +3 +6
Page 14
Massimiliano Mauri (Order #52297842)
Table 1-14: dWarf
Attack Crit Die
Level Action Dice** Ref Fort Will
(Deed Die) /Table
1 +d3* 1d10/III 1d20 +1 +1 +1
2 +d4* 1d12/III 1d20 +1 +1 +1
3 +d5* 1d14/III 1d20 +1 +2 +1
4 +d6* 1d16/IV 1d20 +2 +2 +2
5 +d7* 1d20/IV 1d20+1d14 +2 +3 +2
6 +d8* 1d24/V 1d20+1d16 +2 +4 +2
7 +d10+1* 1d30/V 1d20+1d20 +3 +4 +3
8 +d10+2* 1d30/V 1d20+1d20 +3 +5 +3
9 +d10+3* 2d20/V 1d20+1d20 +3 +5 +3
10 +d10+4* 2d20/V 1d20+1d20+1d14 +4 +6 +4
* A dwarf’s attack modifier is rolled anew, according to the appropriate die, with each attack. The result
modifies both attack and damage rolls. At higher levels, the dwarf adds both a die and a fixed value.
** In addition to this basic action die, the dwarf receives a shield bash using a d14 action die.
Table 1-16: elf
Crit Die Action Known Max Spell
Level Attack Ref Fort Will
/Table Dice Spells* Level
1 +1 1d6/II 1d20 3 1 +1 +1 +1
2 +1 1d8/II 1d20 4 1 +1 +1 +1
3 +2 1d8/II 1d20 5 2 +1 +1 +2
4 +2 1d10/II 1d20 6 2 +2 +2 +2
5 +3 1d10/II 1d20+1d14 7 3 +2 +2 +3
6 +3 1d12/II 1d20+1d16 8 3 +2 +2 +4
7 +4 1d12/II 1d20+1d20 9 4 +3 +3 +4
8 +4 1d14/II 1d20+1d20 10 4 +3 +3 +5
9 +5 1d14/II 1d20+1d20 12 5 +3 +3 +5
10 +5 1d16/II 1d20+1d20+1d14 14 5 +4 +4 +6
* Plus patron bond and invoke patron.
Page 15
Massimiliano Mauri (Order #52297842)
Table 3-1: WeaPonS
Weapon Damage Range Cost in gp
Battleaxe* 1d10 – 7
Blackjack† 1d3/2d6*** – 3
Blowgun† 1d3/1d5 20/40/60 6
Club 1d4 – 3
Crossbow* 1d6 80/160/240 30
Dagger†‡ 1d4/1d10 10/20/30** 3
Dart 1d4 20/40/60** 5 sp
Flail 1d6 – 6
Garrote† 1/3d4 – 2
Handaxe 1d6 10/20/30** 4
Javelin 1d6 30/60/90** 1
Lance# 1d12 – 25
Longbow* 1d6 70/140/210 40
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Longsword 1d8 – 10
Mace 1d6 – 5
Polearm* 1d10 – 7
Shortbow* 1d6 50/100/150 25
Short sword 1d6 – 7
Sling 1d4 40/80/160** 2
Spear# 1d8 – 3
Staff 1d4 – 5 sp
Two-handed sword* 1d10 – 15
Warhammer 1d8 – 5
* Two-handed weapon. Characters using two-handed weapons use a d16 on initiative checks.
** Strength modifier applies to damage with this weapon at close range only.
*** Damage dealt is always subdual damage.
† These weapons are particularly effective when used with the element of surprise. A thief who succeeds
in a backstab attempt with one of these weapons uses the second damage value listed. All other classes
and all other thief attacks use the first value.
‡ Characters generally purchase normal straight-edged daggers, but cultists, cave-dwellers, evil priests,
alien worshipers, and other menacing villains carry curvy or ceremonial daggers known as athame, kris,
or tumi.
# These weapons inflict double damage on a mounted charge. A lance can only be used when mounted.
Page 16
Massimiliano Mauri (Order #52297842)
Table 3-2: aMMuniTion
Ammunition Quantity Cost in gp
Arrows 20 5
Arrow, silver-tipped 1 5
Quarrels 30 10
Sling stones 30 1
Table 3-3: arMor
Armor AC Bonus Check Penalty Speed** Fumble die Cost in gp
(Unarmored) +0 – – d4 Free
Padded +1 – – d8 5
Leather +2 -1 – d8 20
Studded leather +3 -2 – d8 45
Hide +3 -3 – d12 30
Scale mail +4 -4 -5’ d12 80
Chainmail +5 -5 -5’ d12 150
Banded mail +6 -6 -5’ d16 250
Half-plate +7 -7 -10’ d16 550
Full plate +8 -8 -10’ d16 1,200
Shield* +1 -1 – d8 10
* Shields cannot be used with two-handed weapons.
** Human and elf base speed is 30’. Dwarf and halfling base speed is 20’.
coin eXchanGe raTeS
Ammunition Gold Piece Value
Copper Piece 1/100
Silver Piece 1/10
Gold Piece 1
Electrum Piece 10
Platinum Piece 100
Page 17
Massimiliano Mauri (Order #52297842)
Table 3-4: equiPMenT
Roll* Item Cost
1 Backpack 2 gp
2 Candle 1 cp
3 Chain, 10’ 30 gp
4 Chalk, 1 piece 1 cp
5 Chest, empty 2 gp
6 Crowbar 2 gp
7 Flask, empty 3 cp
8 Flint & steel 15 cp
9 Grappling hook 1 gp
10 Hammer, small 5 sp
11 Holy symbol 25 gp
12 Holy water, 1 vial** 25 gp
13 Iron spikes, each 1 sp
14 Lantern 10 gp
15 Mirror, hand-sized 10 gp
16 Oil, 1 flask*** 2 sp
17 Pole, 10-foot 15 cp
18 Rations, per day 5 cp
19 Rope, 50’ 25 cp
20 Sack, large 12 cp
21 Sack, small 8 cp
22 Thieves’ tools 25 gp
23 Torch, each 1 cp
24 Waterskin 5 sp
* Roll 1d24 to randomly determine equipment for 0-level characters. Characters who purchase their
equipment at a later level ignore this column.
** A half-pint vial of holy water inflicts 1d4 damage to any un-dead creature, as well as to some demons
and devils.
*** When ignited and thrown, oil causes 1d6 damage plus fire (DC 10 save vs. Reflex to put out or suffer
additional 1d6 damage each round). One flask of oil burns for 6 hours in a lantern.
Page 18
Massimiliano Mauri (Order #52297842)
Table 3-5: MounTS and relaTed Gear
Item Cost
Barding x4*
Bridle and bit 2 gp
Donkey or mule 8 gp
Feed (per day) 5 cp
Horse, regular 75 gp
Horse, warhorse 200 gp
Pony 30 gp
Saddle, pack 15 gp
Saddle, riding 30 gp
Saddlebags 2 gp
Stabling (per day) 5 sp
* Relative to normal man-sized armor of this type.
Page 19
Massimiliano Mauri (Order #52297842)
eXaMPleS of SinGle acTionS
Activity Time
Draw or sheathe a weapon 1 action*
Equip or drop a shield 1 action*
Open a door 1 action*
Light a torch or lantern 1 action
Uncork a potion or unfurl a scroll 1 action
Locate an item in a backpack 1 action
Stand up from a prone position 1 action
Mount or dismount a steed 1 action
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Read a scroll or drink a potion 1 action
* Can be included as part of a movement action.
Table 4-1: aTTack roll ModifierS
Attack Roll Modifier
Condition Melee Missile Fire
Missile fire range is…
Short range – –
Medium range – -2
Long range – -1d
Attacker is…
Invisible +2 –
On higher ground +1 –
Squeezing through a tight space -1d -1d
Entangled (in a net or otherwise) -1d -1d
Using an untrained weapon -1d -1d
Firing a missile weapon into melee* – -1
Defender is…
Behind cover -2 -2
Blinded +2 +2
Entangled +1d +1d
Helpless (paralyzed, sleeping, bound) +1d +1d
Kneeling, sitting, or prone +2 -2
* And 50% chance of “friendly fire” if attack misses; see page 96.
Page 20
Massimiliano Mauri (Order #52297842)
Table 4-2: fuMbleS
Roll Result
0 or less You miss wildly but miraculously cause no other damage.
1 Your incompetent blow makes you the laughingstock of the party but otherwise
causes no damage.
2 You trip but may recover with a DC 10 Ref save; otherwise, you must spend the
next round prone.
3 Your weapon comes loose in your hand. You quickly grab it, but your grip is
disrupted. You take a -2 penalty on your next attack roll.
4 Your weapon is damaged: a bowstring breaks, a sword hilt falls off, or a crossbow
firing mechanism jams. The weapon can be repaired with 10 minutes of work but
is useless for now.
5 You trip and fall, wasting this action. You are prone and must use an action to
stand next round.
6 Your weapon becomes entangled in your armor. You must spend your next round
untangling them. In addition, your armor bonus is reduced by 1 until you spend
10 minutes refitting the tangled buckles and straps.
7 You drop your weapon. You must retrieve it or draw a new one on your next
action.
8 You accidentally smash your weapon against a solid, unyielding object (a rock, a
wall, even the ground). Mundane weapons are ruined; magical weapons are not
affected.
9 You stumble and leave yourself wide open to attack. The next enemy that attacks
you receives a +2 bonus on its attack roll.
10 You should have maintained your armor! The joints of your armor seize up,
freezing you in place. You cannot move or make an attack for 1d3 rounds.
Unarmored characters are not affected.
11 Your wild swing leaves you off balance. You take a -4 penalty to your next attack
roll.
12 You inadvertently swing at one randomly determined ally within range. Make an
attack roll against that ally using the same attack die you just attempted to use.
13 You trip badly. You fall hard, suffering 1d3 damage in the process. You are prone
and must use your next round to stand.
14 Like a turtle on its back, you slip and land upside down, flailing about and unable
to right yourself. You must fight from a prone position for the next round before
you can recover your balance and rise.
15 You somehow manage to wound yourself, taking normal damage.
16+ You accidentally strike yourself for normal damage plus an extra 1 point. In
addition, you fall on your back and are unable to right yourself until you make a
DC 16 Agility check.
Page 21
Massimiliano Mauri (Order #52297842)
criT Table i: all 0-level characTerS,
and all WizardS
Roll Result
0 or less Force of blow shivers your weapon free of your grasp. Inflict +1d6 damage with
this strike and you are disarmed.
1 Opportunistic strike. Inflict +1d3 damage with this strike.
2 Foe jabbed in the eye! Ugly bruising and inflict +1d4 damage with this strike.
3 Stunning crack to forehead. Inflict +1d3 damage with this strike, and the foe falls
to the bottom of the initiative count next round.
4 Strike to foe’s kneecap. Inflict +1d4 damage with this strike and the foe suffers a
-10’ penalty to speed until healed.
5 Solid strike to torso. Inflict +1d6 damage with this strike.
6 Lucky strike disarms foe. You gain a free attack if the enemy stoops to retrieve
their weapon.
7 Smash foe’s hand. Inflict +2d3 damage with this strike. You break two of the
enemy’s fingers.
8 Numbing strike! Cursing in agony, the foe is unable to attack next round.
9 Smash foe’s nose. Inflict +2d4 damage with this strike and blood streams down the
enemy’s face.
10 Foe trips on their own feet and falls prone for the remainder of the round.
11 Piercing strike. Inflict +2d4 damage with this strike.
12 Strike to groin. The foe must make a DC 15 Fort save or spend the next two rounds
retching.
13 Blow smashes foe’s ankle; their movement speed is reduced by half.
14 Strike grazes temple; blood blinds the foe for 1d3 rounds.
15 Stab enemy’s weapon hand. The weapon is lost and knocked 1d10+5 feet away.
16 Narrowly avoid foe’s counterstrike! Inflict normal damage and make another
attack roll. If the second attack hits, you inflict an additional +1d6 damage.
17 Blow to throat. Foe staggers around for 2 rounds and is unable to speak, cast spells,
or attack.
18 Foe falls into your attack. they take +2d6 damage from the strike and curses your
luck.
19 Miracle strike. The foe must make a DC 20 Fort save or fall unconscious.
20+ Lucky blow dents foe’s skull! Inflict +2d6 damage with this strike. If the foe has no
helm, they suffer a permanent loss of 1d4 Int.
These footnotes apply to crit tables where indicated:
* Magical weapons never break due to critical fumbles. The target is disarmed instead, the weapon
landing 1d10+5 feet away.
** A PC overcome by battle rage may temporarily expend points of their Personality or Intelligence score
to enhance the damage on their critical hit. For every ability point they expend, they add +1d12 to their
damage roll.
Ability scores lost in this way return as the warrior heals. Each day thereafter where they do not succumb
to battle rage, they recover 1 point of the affected ability score. This rate is doubled if the character rests.
Page 22
Massimiliano Mauri (Order #52297842)
criT Table ii: all ThieveS and elveS
Roll Result
0 or less Miss! Hesitation costs you the perfect strike!
1 Strike misses critical organs. Inflict a paltry +2d3 damage with this strike.
2 Slashes to head removes foe’s ear. Inflict +1d6 damage with this strike and leave
the enemy with a nasty scar.
3 Clean strike to back. Inflict +2d6 damage with this strike.
4 Blow to chest staggers foe. You can make an immediate free attack.
5 Blow pierces foe’s kidneys. Inflict +3d3 damage with this strike, and the foe is
stunned for 1 round.
6 Foe dazed by ferocious attack; their speed and actions are reduced by half.
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7 Strike to chest grazes vital organ. Inflict +3d4 damage with this strike.
8 Strike cuts a line down foe’s face. They are blinded by blood for 1d4 rounds.
9 Foe stumbles over their own limbs, falling prone. Make another attack.
10 Masterful strike! Inflict +2d6 damage with this strike.
11 Strike severs larynx. Foe is reduced to making wet fish noises.
12 Savage strike! Foe must succeed on a Fort save (DC 10 + PC level) or faint from the
pain.
13 Foe disoriented by quick strikes. Foe suffers a -4 penalty to attack rolls for 1d4
rounds.
14 Strike to head. Foe must make a Fort save (DC 10 + PC level) or fall unconscious.
15 Blow drives foe to ground. Inflict +2d6 damage with this strike, and the enemy is
knocked prone.
16 Lightning-fast shot to the face pops the foe’s eye like a grape. Foe is permanently
blinded in one eye and can take no actions for 1d3 rounds.
17 Strike pierces lung. Inflict +2d6 damage with this strike, and the foe can take only
one action on their next turn.
18 Devastating strike to back of head. Inflict +1d8 damage with this strike, and the foe
must make a Fort save (DC 10 + PC level) or fall unconscious.
19 Attack severs major artery. Inflict +1d10 damage with this strike, and the foe must
make a Fort save (DC 10 + PC level) or fall unconscious from shock and massive
blood loss.
20 Throat slashed! Inflict +2d6 damage with this strike, and the foe must make a Fort
save (DC 13 + PC level) or die in 1d4 rounds.
21 Strike pierces spinal column. Inflict +3d6 damage with this strike, and the foe must
make a Fort save (DC 15 + PC level) or suffer paralysis.
22 Chest skewered, spearing a variety of organs. Inflict +2d6 damage with this strike,
and the foe must make a Fort save (DC 13 + PC level) or die in 1d4 rounds.
23 Strike through ear canal enters the brain. Ear wax instantly removed, and the foe
must make a Fort save (DC 15 + PC level) or die instantly. Inflict an extra +2d6
damage on successful save.
24+ Strike through heart! Inflict +3d6 damage with this strike, and the foe must make a
Fort save (DC 20 + PC level) or die instantly.
Page 23
Massimiliano Mauri (Order #52297842)
criT Table iii: clericS, halflinGS,
level 1-2 WarriorS, and level 1-3 dWarveS
Roll Result
0 or less Battle rage makes friend and foe indistinguishable. Foe is hit for +1d12 damage,
and the ally nearest him is also hit by a rebounding blow for 1d4 damage.**
1 Savage attack! Inflict +1d6 damage with this strike.
2 Attack sweeps foe off their feet. Next round, the enemy is prone.
3 Foe steps into attack. Inflict +1d8 damage with this strike.
4 Powerful strike hammers foe to their knees. Make another attack.
5 Smash foe’s nose in an explosion of blood. Inflict +1d6 damage with this strike, and
the foe loses their sense of smell for 1d4 hours.
6 Brutal strike to torso. Inflict +1d8 damage with this strike, and the foe suffers
multiple broken ribs.
7 Strike to hand knocks weapon into the air. The weapon lands 1d20+5’ away.
8 Blow caroms off skull, deafening foe for 1d6 days. Inflict +1d6 damage with this
strike.
9 Strike to leg splinters femur. Inflict +2d6 damage with this strike and foe loses 10’ of
movement until healed.
10 Sunder foe’s weapon! Shards of metal fill the air.*
11 Strike hammers foe’s belly causing massive internal bleeding. Unless they receive
magical healing, the foe dies in 1d5 hours.
12 Blow to cranium staggers foe. The foe must make a Fort save (10 + PC level) or sink
to floor, unconscious.
13 Strike breaks foe’s jaw. Blood and shattered teeth ooze down the foe’s face. Inflict
+1d8 damage with this strike.
14 Attack hammers foe’s torso. Inflict +2d8 damage with this strike.
15 Strike dislocates shoulder! Inflict +1d8 damage and shield arm hangs loosely by
muscle and skin; no AC bonus from shield.
16 Attack reduces foe’s attack hand to formless tissue; -4 penalty to future attacks.
17 Furious blows hammer target prone. Make another attack.
18 Blow hammers shards of bone into foe’s forebrain; gray matter oozes out. Inflict
+1d8 damage with this strike, and the foe suffers 1d4 points of Int and Per loss.
19 Devastating strike to the chest. Inflict +2d8 damage with this strike.
20 Chest strike stuns foe for 1d3 rounds. Inflict +1d8 damage with this strike.
21 Strike to leg shatters femur, knocking foe to the ground. Foe’s movement drops by
half. Inflict +2d8 damage with this strike and make another attack.
22 Weapon arm sundered by strike. The weapon is lost along with any chance of
making an attack with this arm.
23 Blow craters skull. Inflict +2d8 damage with this strike, and the target permanently
loses 1d4 Int and Per.
24 Masterful strike to throat. Inflict +2d8 damage with this strike and the foe staggers
about gasping for air for 1d4 rounds.
25 Attack punches shattered ribs through lungs. Foe loses 50% of their remaining hit
points and vomits copious amounts of blood.
26 Attack shatters foe’s face, destroying both eyes. Inflict +2d8 damage with this strike,
and the foe is permanently blinded.
27 Crushing blow hammers chest. Inflict +3d8 damage with this strike, and the foe
must make a Fort save (DC 15 + PC level) or be knocked unconscious.
28+ Blow destroys spinal column. Inflict +3d8 damage with this strike, and the foe must
make a Fort save (DC 15 + PC level) or suffer paralysis.
Page 24
Massimiliano Mauri (Order #52297842)
criT Table iv: level 3-4 WarriorS,
and level 4-5 dWarveS
Roll Result
0 or less Battle rage makes friend and foe indistinguishable. Foe is hit for +2d8 damage, and
the ally nearest him is also hit by a rebounding blow for 1d4 damage.**
1 Herculean blow. Inflict +2d12 damage with this strike.
2 Ferocious strike leaves foe’s weapon hand dangling from the stump of a wrist.
Inflict +1d12 damage with this strike.
3 Strike sweeps foe to the ground. Inflict +1d12 damage with this strike and make
another attack on prone enemy.
4 Hammering blow drives nose cartilage into brain. Inflict +1d12 damage with this
strike, and the foe suffers 1d6 Int loss.
5 Foe’s weapon shattered.* If the foe has no weapon, inflict +2d12 damage with this
strike.
6 Strike shatters foe’s breastbone. The foe must make a Fort save (DC 15 + PC level)
or fall unconscious as their internal organs collapse.
7 Foe driven back by furious assault. Inflict +2d12 damage with this strike, and the
foe forgoes their next attack.
8 Concussive strike leaves foe dazed. Inflict +1d8 damage with this strike and make a
second attack.
9 Blow to throat carries through to spinal column, reducing everything in between to
pasty mush. Inflict +2d12 damage with this strike, and the foe loses speech for 1d4
weeks.
10 Blow craters temple. The foe must make a Fort save (DC 15 + PC level) or be
blinded by pain and blood for 1d4 rounds.
11 Strike reduces face to a formless mass of flesh and bone fragments. Inflict +2d12
damage with this strike, and the foe has trouble making hard consonants.
12 You see red! Inflict +1d12 damage with this strike as you are overcome by battle
rage!**
13 Hammering strike to torso crushes lesser organs into paste. Inflict +2d12 damage
with this strike.
14 Blow to spinal column numbs lower limbs. The foe suffers a -4 penalty to AC as
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they learn to walk again.
15 Fearsome strike drives enemy to the blood-splattered floor. Foe cowers in fear,
prone, for 1d4 rounds.
16 Blow shatters shield. Inflict +2d12 damage with this strike. If the foe has no shield,
they are stunned by pain for 1d4 rounds.
17 Foe’s kneecap explodes into red mist. Foe’s movement drops to 0’, and you make
another attack.
18 Frontal lobotomy. Inflict +1d12 damage with this strike, and the foe must make a
Fort save (DC 15 + PC level) or suffer amnesia. The foe is stunned for 1d4 rounds,
regardless.
19 Strike to weapon arm. Foe takes triple damage from their own weapon as it is
hammered into their face. Foe drops weapon in dumbfounded awe.
20 Blow crushes spinal cord. Inflict +3d12 damage with this strike, and the foe must
make a Fort save (DC 15 + PC level) or suffer permanent paralysis.
21 Blow reduces internal organs to jelly. Death is inevitable in 1d8 rounds.
22 Target is disemboweled, spilling their entrails onto the ground. The foe dies of
shock in 1d6 rounds.
23 Strike to chest explodes heart. Inflict +3d12 damage with this strike, and the foe
must make a Fort save (DC 15 + PC level) or die instantly.
24+ Skull crushed like a melon. Inflict +3d12 damage with this strike, and the foe must
make a Fort save (DC 20 + PC level) or die in 1d3 rounds.
Page 25
Massimiliano Mauri (Order #52297842)
criT Table v: level 5+ WarriorS,
and level 6+ dWarveS
Roll Result
0 or less Battle rage makes friend and foe indistinguishable.** Foe is hit for +3d8 damage,
and the ally nearest him is also hit by a rebounding blow for 1d4 damage.
1 Foe’s weapon shattered.* If the foe has no weapon, inflict +3d12 damage with this
strike.
2 Furious assault hurls foe back 1d10’. Any adjacent foes accidentally strike the target
for damage.
3 Blow to skull destroys ear. Inflict +1d12 damage with this strike, and the foe suffers
permanent deafness.
4 Strike to gut! The foe must make a Fort save (DC 20 + PC level) or spend the next 2
rounds retching bile from a ruptured stomach.
5 Foe casts weapon away and wails for mercy. Inflict +1d12 damage with this strike
and make another attack.
6 Strike scalps foe. Blood courses down their face, and the foe is effectively blinded
until healed.
7 Foe entangled on your weapon, reducing their AC by -6 while caught. Make
another attack.
8-12 You see red! Inflict +1d12 damage with this strike as you are overcome by battle
rage!**
13-14 Strike to weapon arm. Foe takes quadruple damage from their own weapon as it is
hammered into their face. Foe drops weapon in dumbfounded awe.
15 Blow sunders shield. Inflict +2d12 damage with this strike. If the foe has no shield,
they must make a Fort save (DC 20 + PC level) or be knocked unconscious from the
pain.
16 Strike to top of skull shortens spinal column, shortening foe by 6”. Resulting nerve
damage reduces foe’s AC by -4.
17 Target is disemboweled, spilling their entrails onto the ground. Foe dies instantly of
shock.
18 Blow destroys target’s face. Foe is immediately rendered blind and deaf and is now
capable of only wet, gurgling sounds.
19 Strike removes crown of target’s skull. Foe dies from exposed brain matter in 3d3
rounds.
20 Blow severs shield arm. Inflict +2d12 damage with this strike. Foe’s hopes of two-
handed weapon mastery dashed.
21 Godly attack. Inflict +3d12 damage with this strike. If the target dies, move up to
10’ and make another attack on any foe within 10’.
22 Blow severs leg. Inflict +2d12 damage with this strike, and the foe’s movement drops to
zero. Foe does nothing but wail in agony for 1d4 rounds.
23 Strike to skull stuns foe for 1d4+1 rounds and permanently reduces Int by 1d12.
Make another attack on your inert foe.
24 Strike severs weapon arm. Inflict +2d12 damage with this strike, and the foe is
disarmed, literally and figuratively.
25 Devastating strike to torso voids foe’s bowels and crushes organs into paste. Foe
loses 50% of current hit points and all dignity.
26 Strike crushes throat. Foe begins drowning in their own blood and expires in 1d4
rounds.
27 Crippling blow to spine. Inflict +4d12 damage with this strike, and the foe suffers
permanent paralysis.
28+ Foe decapitated with a single strike. You are Death incarnate. Continue to make
attacks against any foes within 10’ until you miss.
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Massimiliano Mauri (Order #52297842)
MiGhT deedS of arMS
Mighty Deeds of Arms include the following types of attacks:
• Blinding Attacks
• Disarming Attacks
• Pushback Attacks
• Trips and Throws
• Rallying Maneuvers
• Defensive Maneuvers
• Precision Shots
blindinG aTTackS
Deed Die Blinding Result
3 Opponent’s eyes are irritated and stinging, and they have difficulty seeing. On
their next attack, the opponent suffers a -2 attack penalty.
4 Opponent is temporarily blinded. they suffer a -4 penalty to their next attack roll
and may only move at half speed.
5 Opponent is completely blinded for 1d4 rounds. they flail about with wild
attacks, suffering a -8 penalty to attack rolls, and can move only in a random
direction at half speed.
6 Opponent is completely blinded, as above, for 2d6 rounds.
7+ Opponent is blinded for the next 24 hours. Additionally, they must make a Fort
save against the warrior’s attack roll. On a failure, they are permanently blinded.
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diSarMinG aTTackS
Deed Die Disarm Result
3 A humanoid creature with a weapon drops its weapon. There is a 50% chance
the weapon is knocked out of reach. If the weapon is out of reach, the creature
must move to retrieve it and cannot simultaneously attack on its next round
(unless it chooses to fight unarmed or draw a new weapon). If the weapon is
within reach, the creature can use its next action to recover the weapon and
still attack. (Alternate results: stabbed hand throbs in pain, imposing a -1 attack
penalty to future rolls; entangled sword arm is tied up, and as long as warrior
devotes future combat rounds to maintain the entanglement, the enemy cannot
attack.)
4 A humanoid creature with a weapon drops its weapon, which automatically
lands out of reach (as above). There is a 50% chance a mundane weapon is
sundered in the process. A sundered weapon is shattered or broken and cannot
be used (except as an improvised weapon). Magic weapons are never sundered.
(Alternate results: stabbed hand is crippled, imposing a -4 attack penalty to
future rolls.)
5 A humanoid creature with a mundane weapon has it automatically sundered;
a magical weapon is disarmed and lands out of reach. A monster with a natural
attack method, such as claws or a bite, has its claws or teeth shattered, imposing
a -4 penalty to damage rolls with the affected natural attack for the rest of the
combat. Very large monsters, such as dragons, may not be affected or may
receive a lesser penalty to damage rolls. (Alternate results: targeted hand is
completely severed, requiring attacker to use off-hand for the balance of combat
(reference two-weapon combat, below); sword arm is so thoroughly entangled
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that the warrior can release their weapon and make attacks with a new one while
the target struggles to free itself in 1d4 rounds.)
6 Both humanoids and monsters have a weapon completely compromised.
Manufactured weapons are either sundered or disarmed and land out of reach,
while natural weapons are shattered. The attacking arm (or mouth or tentacle
or whatever) is wounded and future attacks take at least a -4 penalty to damage
rolls.
7+ As above, and the warrior can also affect creatures much larger and stronger
than himself.
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PuShbackS
Deed Die Pushback Result
3 A creature the same size as the warrior is pushed back a few feet – enough space
to open access to a door or staircase the target was defending.
4 A creature the same size as the warrior is pushed back a distance equal to
half the warrior’s movement. A humanoid creature up to 50% larger than the
warrior, such as a large orc or a small ogre, is pushed back a few feet. A stable,
quadrupedal creature such as a horse or cow can also be pushed back a few feet.
5 The warrior can shove back a creature up to twice their size, such as a
fully-grown ogre or a small giant, a distance equal to their full movement.
Furthermore, they can pick up and hurl such a creature up to half their normal
movement. This can allow the warrior to shove creatures off a nearby cliff,
through a railing, out a chapel’s stained-glass window, and so on.
6 The warrior can push back several oncoming opponents, such as a charging
mass of goblins or a wall of marching men-at-arms. they can shove back a
creature up to three times their size and can even budge creatures like small
dragons and large basilisks.
7+ As above, and the warrior can affect creatures that would be seemingly
impossible for someone their size to push back.
TriPS and ThroWS
Deed Die Trips and Throws Result
3 The warrior can knock an enemy off-balance. The enemy gets a Ref save against
the warrior’s attack roll. Failure means the enemy is knocked prone and must
spend its next attack action standing up. Remember that melee attacks against a
prone opponent receive a +2 bonus.
4 Against a normal human-sized opponent, the warrior automatically knocks
the target prone. Creatures up to 50% larger than the warrior or those that are
quadrupedal or otherwise sure-footed receive a Ref save to avoid being knocked
prone.
5 A human-sized opponent is knocked down and thrown up to 10 feet away.
Creatures up to twice the size of the warrior can be knocked down, but they
receive a Ref save to avoid being knocked prone.
6 A creature up to twice the size of the warrior can be thrown up to 10 feet away
automatically. Additionally, the warrior can use their next action to continue
to pin down the opponent, forcing him to remain prone. Exceptionally strong
opponents may be able to make an opposed Strength check to stand up.
7+ As above, and the warrior can trip or throw creatures that seem far too large to
be affected.
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rallyinG ManeuverS
Deed Die Rallying Maneuver Result
3 The warrior can let loose a war cry or perform some flashy maneuver that rallies
their troops around him. Nearby hirelings and retainers that have failed a morale
check get a second check and recover their wits if they succeed.
4 The warrior urges their allies to form up around him and leads the charge! they
must be at the forefront of the battle, succeeding in their attacks and setting an
example for their followers, who receive a +1 bonus to morale checks for the
remainder of the round.
5 The warrior performs some dramatic combat maneuver that inspires courage.
Allies and followers receive a +1 bonus to morale checks for the rest of the
round. Additionally, if the warrior kills their opponent this round or causes a
critical hit (or some other spectacular blow), all allies and followers receive a +1
attack bonus for the next round.
6 The warrior’s incredible maneuver affects not only nearby allies and followers,
but potentially an entire army. The benefits are as above, but extend to as many
as 100 followers, as long as they can see the hero.
7+ As above, and the benefits extend to as many followers as can see the hero –
potentially an entire army of thousands of men!
defenSive ManeuverS
Deed Die Defensive Maneuver Result
3 The warrior fights defensively, improving their chances of surviving. they
receive a +1 AC bonus for the next round.
4 The warrior organizes a defensive formation among their allies, such as a
shield wall, that is well-suited to the opponent they fight. In addition to causing
damage, they position themselves to “anchor” the defensive maneuver, granting
a +1 AC bonus to himself and two allies who must be adjacent for the next
round.
5 The warrior forms up their allies to best defend themselves. None of the
participating allies can move or the defensive position is disrupted. As long as
none of the allies move, the warrior and the allies receive a +1 AC bonus for the
next round. Up to four allies can benefit.
6 As above, and the warrior organizes a particularly effective defensive position
that grants a +2 AC bonus to himself and up to four allies, as long as no one
moves. The warrior must continue using their Deed for this specific use to
maintain the position. Subsequent Deed rolls do not need to roll 6 or higher,
but the warrior cannot attempt another Deed without disrupting the defensive
formation. If the warrior chooses to move and they score a deed die roll of 6 or
better, they can maintain a +1 AC bonus for themselves and their four allies,
provided they move in the same direction at the same speed and maintain their
formation.
7+ As above, and the AC bonus is +3 if not moving or +2 if moving.
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PreciSion ShoTS
Deed Die Precision Shot Result
3 The warrior can hit a small object that is nearby – either at melee range or very
close range via missile fire. For example, they can hit a holy symbol displayed by
a cleric, a banner flown by a cavalier nearby, or an ogre’s tusk. A called shot here
may do up to 1d4 points of additional damage (judge’s discretion).
4 The warrior can hit a target that is normally within the province of only the
most skilled swordsmen or archers. For example, they can shoot an apple off
someone’s head or hit the bull’s-eye at 100 yards. A called shot here may do up
to 1d5 points of additional damage (judge’s discretion).
5 The warrior can make a near-impossible shot that includes slicing a narrow
rope with an arrow from 100 yards away, hurling a dagger into a coin from
across a moat, or stabbing a sword through the one vulnerable scale on the vast
scaly hide of an ancient dragon. A called shot here may do up to 1d6 points of
additional damage (judge’s discretion).
6 The warrior can make precise shots, such as the ones above, while also blinded
and deafened – they rely on their other senses to attempt such an incredible
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maneuver. A called shot here may do up to 1d7 points of additional damage
(judge’s discretion).
7+ The warrior can make precise shots that seem beyond the abilities of mortal
man – provided they can contrive an explanation. For example, they can shoot
an arrow through a doorway to hit the evil wizard in the throat in the room
beyond, explaining that the arrow actually went through the narrowest crack
between the door and its frame. they can hurl a stone more than half a mile to
knock out the goblin kidnapper as they gallop away on horseback, explaining
that a passing hawk carried the stone in its beak for several hundred yards, then
let it continue on its original trajectory. A called shot here may do up to 1d8
points of additional damage (judge’s discretion).
Table 4-3: TWo-WeaPon aTTackS
Agility Primary Hand Die Off Hand Die Critical Hits*
8 or less -3 dice -4 dice Cannot score a critical hit
fighting two-handed
9-11 -2 dice -3 dice Cannot score a critical hit
fighting two-handed
12-15 -1 die -2 dice Cannot score a critical hit
fighting two-handed
16-17 -1 die -1 die Primary hand scores a critical
hit on a max die roll (16 on 1d16)
that also beats target’s AC (no
automatic hit)
18+ Normal die -1 die Primary hand scores critical hits
as normal
* Warriors and others with improved crit threat ranges (i.e., those who can crit on 19-20 or better) lose
that ability when fighting two-handed.
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Massimiliano Mauri (Order #52297842)
Table 4-5: SPell duel check coMPariSon
Compare attacker’s spell check (column headers) to defender’s spell check (row headers). If a die type
is indicated, roll that die on table 4-6: Counterspell Power. If the two spell checks are the same result,
the table shows PD and you should refer to table 4-7: Phlogiston Disturbance.
Attacker’s Spell Check*
12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28+
12 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8 d10 d10 d12 d12 d14 d16
13 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8 d10 d10 d12 d12 d14
14 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8 d10 d10 d12 d12
15 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8 d10 d10 d12
Defender’s Spell Check*
16 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8 d10 d10
17 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8 d10
18 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8 d8
19 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7 d8
20 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7 d7
21 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6 d7
22 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6 d6
23 d10 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5 d6
24 d10 d10 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5 d5
25 d12 d10 d10 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4 d5
26 d12 d12 d10 d10 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3 d4
27 d14 d12 d12 d10 d10 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD d3
8+ 16 14 12 12 10 10 d8 d8 d7 d7 d6 d6 d5 d5 d4 d3 PD
* Note that both spell checks must succeed at the normal spell check threshold as a prerequisite to comparison on
this table. For example, a level 2 spells need a minimum result of 14 to be useful in a spell duel.
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Massimiliano Mauri (Order #52297842)
Table 4-6: counTerSPell PoWer
Roll Defender High Attacker High
1 Mitigate d4: roll d4 and subtract this from Push-through d4: roll d4 and subtract this
the attacker’s spell check. Attacker’s spell from defender’s spell check. Defender’s
still carries through at this lower spell check; spell takes effect at this lower result, and
defender’s spell is cancelled. attacker’s spell takes effect simultaneously
at normal spell check result.
2 Mitigate d6: roll d6 and subtract this from Push-through d8: roll d8 and subtract this
the attacker’s spell check. Attacker’s spell from defender’s spell check. Defender’s
still carries through at this lower spell check; spell takes effect at this lower result, and
defender’s spell is cancelled. attacker’s spell takes effect first at normal
spell check result.
3 Mitigate d8: roll d8 and subtract this from Overwhelm: attacker’s spell takes effect
the attacker’s spell check. Attacker’s spell and defender’s spell is cancelled.
still carries through at this lower spell check;
defender’s spell is cancelled.
4 Mutual mitigation d10: roll d10 and subtract Overwhelm: attacker’s spell takes effect
this from the attacker’s spell check and the and defender’s spell is cancelled.
defender’s spell check. Both spells take effect
simultaneously at this lower spell check
result.
5 Mutual cancellation: both attacker’s and Overwhelm: attacker’s spell takes effect
defender’s spells are cancelled. and defender’s spell is cancelled.
6 Push-through d6: roll d6 and subtract from Overwhelm and refect d8: roll d8 and
defender’s spell check. Defender’s spell subtract this from defender’s spell
takes effect at this result, and attacker’s spell check. Attacker’s spell takes effect
is cancelled. simultaneously at normal spell check
result, and defender’s spell check is
refected back on him at this lower spell
check result.
7 Push-through d4: roll d4 and subtract from Overwhelm and refect d8: roll d8 and
defender’s spell check. Defender’s spell subtract this from defender’s spell check.
takes effect at this result, and attacker’s spell Attacker’s spell takes effect first at normal
is cancelled. spell check result, and defender’s spell
check is refected back on him at this lower
spell check result.
8 Overwhelm: attacker’s spell is cancelled, Overwhelm and refect d6: roll d6 and
and defender’s spell takes effect at normal subtract this from defender’s spell check.
result. Attacker’s spell takes effect first at normal
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spell check result, and defender’s spell
check is refected back on him at this lower
spell check result.
9 Refect: defender’s spell is cancelled, and Overwhelm and refect d4: roll d4 and
attacker’s spell refects back on him at the subtract this from defender’s spell check.
spell check result rolled. Attacker’s spell takes effect first at normal
spell check result, and defender’s spell
check is refected back on him at this lower
spell check result.
10+ Reflect and overwhelm: defender’s spell Reflect and overwhelm: attacker’s spell
takes effect at normal result, and attacker’s takes effect at normal spell check result,
spell reflects back on him at the spell check and defender’s spell check is reflected
result rolled. back on him at normal spell check.
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Table 4-7: PhloGiSTon diSTurbance
Roll 1d10, regardless of spells involved.
Roll Result
1 Pocket dimension. Both casters are instantaneously transferred to a pocket
dimension that is spontaneously created by the interaction between their spells.
They remain within the pocket dimension until one is killed, at which point the
interaction of their spells ceases and the survivor is transferred back to the material
plane one millisecond after their departure. Observers see only a brief flicker and
the disappearance of the loser, whose body is lost forever. The pocket dimension
appears as (roll 1d6) (1) a mountaintop surrounded by red clouds; (2) a bubble adrift
in space; (3) a sweltering island in a sea of lava; (4) an upside-down forest where the
trees grow down from the sky above; (5) a dust mote atop the point of a needle; (6)
the left nostril of an intergalactic whale.
2 Alignment rift. Both casters are transferred to an alignment plane. If both are the
same alignment, they go to that plane; if they are opposed, or if either is neutral,
they transfer to the plane of neutrality. They return to the material plane after (roll
1d4) (1) one caster is killed (both bodies return); (2) 1d8 days; (3) 3d6 rounds for each
caster, rolled separately; (4) The End of Days.
3 Time accelerates. Both casters see everything around them slow down; in reality,
they are accelerating, and surrounding characters see them move at incredible
speeds. Resolve an additional 2d4 rounds of combat between the casters only; no
other characters may act in this time. At the end of this time, they slow back into the
mainstream flow of time.
4 Time slows. The casters perceive the world around them as normal but observers
see their reactions slow to a crawl. Roll 1d3 and resolve that many rounds of combat
among other participants before the casters can react again.
5 Backward loop in time. The casters are tossed backward in time to relive the last
few moments repeatedly. Roll 1d4 and repeat the last spell interaction that many
times, re-rolling spell checks and incrementing momentum trackers but ignoring any
subsequent Phlogiston Disturbance results (treat same-check results as “both spells
cancelled”). For example, if the attacker cast magic missile and the defender cast magic
shield, the two would repeat 1d4 repetitions of that same spell check result. No spell
can be lost during this time – a below-minimum result indicates only a failure, and
the spell cast repeats on the next loop. When this time loop is concluded, the two
casters re-enter the normal initiative count.
6 Spells merge. In a freak of eldritch energy, the two spells merge to create something
greater than both. This result requires judge mediation. Generally speaking, the
resulting effect is centered directly between the two casters and is either: (a) twice
as powerful as the normal spell (if two opposing spells had cancelled each other),
or (b) some weird agglomeration of spell effects (if two different spells were used).
For example, if two fireballs were cast, there may be a super-fireball that impacts
between the two casters. Or, if fire resistance countered fireball, a flameless fireball
could be set off, generating concussive noise and astounding force but no flames.
7 Supernatural influence. The casters create a rift in space and some supernatural
influence filters through. Both spells fail and roll 1d4: (1) a randomly determined
elemental energy suffuses the surrounding around, causing minor effects (for
example, flames and heat fill the air to cause 1 damage to everyone within 50’ or
a massive rainstorm erupts centered on the casters); (2) negative energy drains
through, granting +1d8 hit points to all un-dead and demons nearby; (3) shadow
energy fills the air, limiting eyesight to half normal range; (4) ethereal mists swirl
about, and 1d4 randomly determined ghosts enter the world.
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Table 4-7: PhloGiSTon diSTurbance
Roll Result
8 Supernatural summoning. The combined spell results inadvertently pull a
supernatural creature through the fabric of space and time. Randomly determine the
nature of the supernatural creature: (roll 1d3) (1) elemental; (2) demon; (3) celestial.
The creature has 1d4+1 HD. Determine the creature’s reaction by rolling 1d5: (1)
hostile to all; (2) hostile to one caster (randomly determined) and neutral to other; (3)
friendly to one caster (randomly determined) and hostile to other; (4) neutral to all
parties, (5) friendly to all parties.
9 Demonic invasion. 1d4 randomly determined demons are summoned at the exact
midpoint between the two casters. Determine their reaction randomly as with result
8 above. The demons are of a type as determined here: (roll 1d4) (1) type I; (2) type
II; (3) type III; (4) type IV.
10 Mutual corruption. Both spells fail, and both casters suffer 1d4+1 corruption results.
Roll corruption as normal for the spells involved.
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Massimiliano Mauri (Order #52297842)
Table 5-1: SPellburn acTionS
Roll Result
1 The wizard sacrifices one pound of flesh per spell level, which they must carve from
their own body with a knife that is holy to a powerful outsider.
2 The wizard must spill their own blood – one tablespoon per spell level.
3 The wizard swears an oath to a minor demi-god, who aids him in their time of need
but curses him with weakness until the oath is fulfilled.
4 The wizard cuts off one of their fingertips.
5 The wizard must yank out their hair and burn it.
6 The wizard magically enervates their body in order to fuel the spell.
7 The wizard promises their soul to serve a powerful demon in the afterlife.
8 The wizard agrees to aid followers of a patron saint.
9 The wizard uses a hot iron to brand a supernatural symbol on their arm or torso.
10 The wizard must tattoo a mystical symbol on their cheek, forehead, or hand.
11 The wizard must pull out a fingernail and burn it with incense.
12 The wizard must speak aloud their own true name, weakening himself as a result.
13 The wizard develops a bleeding sore that will not heal until they pay back the aid of
the power that assisted them.
14 The wizard must notch their ear in acknowledgment of each time they have been
aided.
15 The wizard is required to ritually scarify their back, chest, or biceps with the symbol
of a powerful supernatural creature.
16 The wizard sees maggots drip from their sleeves. When not wearing a shirt, nothing
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happens and their torso appears normal. However, when wearing a shirt, they
constantly see maggots falling from their sleeves.
17 The wizard starts to itch! They have strange, uncontrollable itches and scratches
constantly.
18 The wizard develops an odd tic: they twitch their nose, tilt their head, or blink one
eye constantly.
19 The wizard begins muttering under their breath, repeating the name of the entity
that has aided him. They can’t stop.
20 The wizard must cut their cheeks and let the blood flow down their face.
21 The wizard must place their hand into an open flame.
22 The wizard must sacrifice one of their most favored possessions.
23 The wizard must walk on one leg for the remainder of the day.
24 Roll again twice.
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Table 5-2: Mercurial MaGic
d% Adjustment to spell effect
01 At great cost. Every time the wizard casts the spell, someone they know dies (judge’s
choice).
02 Extremely difficult to cast. Instead of rolling as normal on a spell check, the wizard rolls a
die type reduced by two steps on the dice chain (e.g., if they normally roll 1d20, they now
roll 1d14).
03 Soul dedication. In order to cast the spell, the wizard must either dedicate the soul of the
target to their patron or the soul of a creature with hit dice equal to that of the target. If the
caster fails to claim the soul for their patron, the spell cannot be recast until the patron is
appeased.
04 Health bane. Casting this spell always temporarily reduces the wizard’s Stamina by 1d3
points. This ability loss is in addition to any spellburn and is deducted before spellburn
occurs.
05 Difficult to cast. Instead of rolling as normal on a spell check, the wizard rolls a reduced die
(based on the dice chain; i.e., d20 becomes d16).
06 Counter-magic bubble. In the round following the casting of this spell, all other spells
(including the wizard’s own) cast within 100’ suffer a -4 penalty to spell checks.
07 Luck distortion. For 1d4 rounds following the spell, the wizard suffers a -2 penalty to all
rolls.
08 Count of ten. Each time the wizard casts this spell, one of their fingers (or toes at the
judge’s discretion) melts away. For every two digits lost, they suffer a permanent -1 penalty
to Agility. The digits can be replaced by magic, but if the wizard ever runs out of them,
they cannot cast this spell.
09 Anima drain. The wizard suffers corruption every time they cast the spell, regardless of
spell check, unless they spellburn.
10 Blood magic. The power of this spell is partially drawn from spilled blood, a sacrifice to the
unknowable lords of Magic. A living creature with hit points equal to or greater than the
spell’s level must be offered up before the spell is cast; otherwise, the spell check suffers
a -4 penalty or patron taint (judge’s choice). The creature need not be sentient; chickens,
goats, and other simple animals with the proper amount of hit points will suffice.
11 Planar rift. Casting the spell tears jagged hole in the warp and weft of the multiverse. There
is a cumulative 1% chance that a horror from the outer dark steps through the rift. The
fearsome creature has HD equal to the caster’s level + 5. Roll 1d3: (1) the monster steals the
spell from the PC’s mind before vanishing forever; (2) the monster attacks the PC with the
intent to slay the caster; (3) the monster seeks to strike a bargain with the caster, offering
the PC forbidden knowledge (judge’s choice) in exchange for the souls of the caster’s party.
12 Magical reverb. For 1d4 rounds after the spell is cast, a backwash of eldritch energy passes
over the wizard. Any spell checks the wizard makes during that time suffer a -4 penalty.
13 Slow cast. The spell requires twice the normal time to cast.
14 Sleep of ages. After casting this spell, the wizard must make a Fort save (DC 5 + the spell’s
level) or fall into a deep sleep for 1 day for each level of the spell. they cannot be awakened
by any mundane or magical means during this time.
15 Material magic. The spell requires the caster to possess an uncommon substance or item to
power its magic, beyond the normal components. This material component is determined
by the judge and its rarity should be indicative of the spell’s power. The object or item is
consumed by a successful casting.
16 Primordial channel. Memories from before the time of Man flood the caster’s mind as
they take on a primitive demeanor. Every time they cast this spell, the wizard devolves
to sub-human tendencies for 1d4 rounds thereafter. During this time, they cannot speak
intelligently, cannot cast other spells, cannot use complex devices, cannot read or write, etc.
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Table 5-2: Mercurial MaGic
d% Adjustment to spell effect
17 Stolen knowledge. The formula for the spell was stolen from a powerful extraplanar being.
Each time the spell is cast there is a 1% chance per spell level that the being emerges to take
back its occult knowledge…the hard way. Roll 1d7: (1) Grand Sultan of the Efreet; (2) the
great Cthulhu; (3) a Grand Prince of Hell; (4) an elephant-faced godling of the Outer Dark;
(5) the spirit of a long dead archmage; (6) a mechanized brain from the distant future; (7) an
elemental prince.
18 Vermin attractor. The spell attracts a swarm of bothersome insects to the caster’s location
that arrive 1d4 rounds after the spell is completed. These insects mill about the caster,
biting for 1 point of damage and causing the caster to suffer a -1 penalty to all saving
throws, initiative rolls, and spell checks for 1d10 rounds or until they take adequate
measures to disperse or escape the swarm.
19 Siphon magic. Casting this spell has a 50% chance of causing the caster or another nearby
person to forget a spell of equal level for the day as if they had failed a spell check. If it is
determined that a spell caster loses a spell, there is a 3 in 4 chance it is the wizard himself
and a 1 in 4 chance it affects the next closest spell caster. If the affected spell caster does not
have a spell of the appropriate level, they take damage equal 1d6 + the spell’s level.
20 Rush of wind. A great rush of wind occurs every time the spell is cast, originating from the
caster toward their target. Torches flicker and may go out (50% chance).
21 Corrosion touch. The casting of this spell causes a randomly determined item of steel or
iron to corrode and pit in a 15’ radius around the caster. The item corroded by the casting
is always of dagger-size or larger and chosen at random. If the wizard voluntarily holds or
touches a metal item of the appropriate size while casting, that object is destroyed and no
other.
22 Sympathetic magic. The spell requires that the caster have a personal belonging or a
physical piece of its target in order to function normally. The spell can be cast without this
sympathetic connection, but the wizard suffers a -4 penalty to their spell check.
23 Cannibal magic. The caster suffers damage equal to 1d4+the spell’s level each time they
cast it, unless they are physically touching another individual willing to suffer the damage
in their stead. Unwilling or unknowing individuals cannot be forced to suffer for the
wizard.
24 Prismatic distortion. Nearby light is distorted. Roll 1d6: (1) area within 20’ darkens to
shadow; (2) all light sources (torches, lanterns, etc.) within 20’ are extinguished magically;
(3) incandescent flash upon completion of spell; (4) all colors are drained from within 20’ of
wizard for 1d4 rounds; (5) light takes on a green/orange/blue/yellow hue for 1d4 rounds;
(6) shadows multiply from different directions, as if there were additional, invisible light
sources, for 1d4 rounds after completion.
25 Terror-inducing. Casting the spell inspires terror in animals and creatures with an
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Intelligence score of 3 or less. All such creatures within 50’ flee the caster as quickly as
possible for 1d14 rounds. If restrained, the animals panic, insensate to all commands. The
caster’s familiar, if any, is immune.
26 Auditory feedback. Spell is always associated with unusual sounds. Roll 1d6: (1) crack of
thunder, (2) loud buzzing, (3) faint whispers; (4) rush of water; (5) roaring of animals; (6)
wailing of bereavement.
27 No range. The spell has no range, and can only be cast by touching the target. If the spell
normally has a range of only touch, it can only be cast exactly 10 feet away from the target.
28 Odd growths. Strange growths appear in immediate area whenever spell is cast. Roll 1d6:
(1) toadstools; (2) pools of slime; (3) flowers; (4) black fungus; (5) crystals; (6) fields of
wheat.
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Table 5-2: Mercurial MaGic
d% Adjustment to spell effect
29 Fear and loathing. The caster’s forbidden knowledge inspires fearsome antipathy in
intelligent beings. Friendly allies are immune, but all others are affected as follows: those of
half the caster’s HD or less must make a morale check or flee, those of greater HD focus all
their attacks on the caster.
30 Memories of a dying god. Casting the spell accesses the memories of a dying god. The
caster must succeed on a DC 13 Will save or be overcome by hallucinations of a bloody
god-war that last 1d3 rounds. If the caster ever succeeds on the Will save with a natural
20, they triumph over the god and is never troubled by the hallucinations again. Once
dispelled, all future spell checks for this spell are made with 1d24.
31 Unwanted attention. Casting the spell draws the attention of a powerful supernatural
being, who watches the wizard for 10 minutes. Roll 1d4: (1) a bloodshot eye opens on
the wizard’s forehead, seeing everything the wizard sees; (2) a small animal (crow, frog,
cat, etc.) appears and follows the wizard around; (3) the wizard and their allies feel as if
something huge and terrible is standing right behind them; (4) an agent of the supernatural
being appears and interrogates the wizard on their use of the spell.
32 Circumstantial magic. The wizard can only cast this spell under specific environmental or
personal conditions. Roll 1d10 to determine the condition: (1) in the dark of night; (2) under
the brightness of the sun; (3) while immersed in water; (4) while intoxicated; (5) after fasting
for 24 hours; (6) underground; (7) during the cold of winter; (8) while naked; (9) from an
elevated position; (10) when reduced to 50% or less of total hit points.
33 Hairy magic. The wizard’s head hair (hair, beard, eyebrows, ear hair, etc.) grows 1” each
time this spell is cast.
34 Thunderstruck. A clap of thunder and flash of heat lightning accompanies the casting of
this spell, revealing the wizard’s position to all within sight of him. This likely draws both
attention and arrows.
35 Joe Average. Instead of a d20, the caster rolls 2d10 for spell checks on this spell. If their
check die is another type, they roll two “half-dice” instead (i.e., 2d7 instead of 1d14, 2d8
instead of 1d16, etc.).
36 Demonic voice. The words of the spell are in a demonic tongue unknown to mortals. A
demon is compelled/allowed to speak the spell through the wizard’s own throat. The
strain of channeling the unnatural voice leaves the wizard unable to speak for 1d4 rounds
after the spell has been cast.
37 Aura of decay. The spell drains the physical form of all material of a certain type within 20
feet of the caster, causing it to age quickly. Roll 1d6: (1) metal tarnishes and spots of rust
appear on it; (2) wood dries out, becoming brittle and cracked; (3) stone becomes smooth
and worn, with small cracks appearing in it; (4) fabrics and leathers fray and tear; (5) food
and drink spoils; (6) flesh ages and all creatures within the effect age one year.
38 Whimsical patron. The spell draws upon the wizard’s patron to succeed, but this entity’s
attentions are notoriously fickle. Whenever this spell is cast, roll 1d6 to determine what
die is used whenever this spell is cast: (1-2) d16; (3-4) d20; (5) d24; (6) d30. This d6 roll
supersedes the wizard’s normal action die and the dice chain.
39 Blood sweat. Casting the spell causes blood to ooze from the wizard’s pores. No damage is
inflicted, but the wizard looks a gory mess. At the judge’s discretion, this may also attract
predators.
40 Ravenous. The wizard becomes ravenously hungry after casting the spell. Hungry people
are often cranky, so the wizard suffers a -2 Personality until they are able to eat.
41-60 No change. The spell manifests as standard.
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Table 5-2: Mercurial MaGic
d% Adjustment to spell effect
61 Loud enough for you? Due to the ineffable demands of magic, this spell must be shouted
when cast, effectively negating any chance of the caster remaining undetected before the
casting is completed.
62 Gender bender. Casting the spell causes the wizard to temporarily transform into the
opposite gender. This change remains in effect for one hour per level of the spell. Recasting
the spell shifts the caster back into their original gender, but a failure on the spell check
causes the wizard to remain as the shifted gender until a full 24 hours have passed.
63 Diurnal/nocturnal magic. The spell’s power is tied to either night or day. During the
ascendant period, the wizard rolls 1d24 for spell checks; during the descendent hours they
roll 1d16. If the wizard’s spell check does not use a 1d20, roll an appropriately higher and
lower die according to the dice chain.
64 Wealful/woeful magic. Each time this spell is cast, there is a random 10%-60% chance that
the wizard’s Luck score is altered by its magic. If the wizard’s Luck is affected, it is either
raised 1d3 points (50% chance) or lowered 1d3 points (50% chance).
65 Casting circle. The spell’s power can be amplified with the assistance of other wizards. For
each wizard present and willing to assist the caster, the casting wizard gets a +1 modifier to
their spell check. Assisting in spell casting does not require knowledge of the spell, but the
assistant mages can perform no other action until the spell is cast.
66 Accidental alchemist. Each time the spell is cast, one random item within 20 feet of the
caster is turned to lead and another is turned to gold. Both objects probably weigh more
than they previously did, and the gold object is worth twice its normal cost or 1gp,
whichever is more.
67 St. Gygakk’s fire. Casting this spell results in the wizard being limned by flickering
chartreuse fire for 1d4 rounds, granting opponents a +2 bonus to attacks against the caster.
It also negates any concealment and invisibility enjoyed by the caster, but does provide a
faint illumination to the area immediately surrounding the wizard.
68 Mirror magic. This spell causes an eldritch echo that duplicates the wizard’s appearance
as if they had cast a mirror image spell with a spell check of 16-19. However, each duplicate
image created saps the caster of a single point of Personality until the image is dispersed.
69 Skeletal caster. The wizard’s skin and internal organs become transparent for 1d4 rounds
after casting this spell, making him appear as a clothed skeleton. Although likely to be
mistaken as an un-dead, the wizard also enjoys a +2 bonus to their AC against missile
attacks.
70 Temporal echo. Each time the wizard casts this spell, they predict the numerical result
of their spell check roll. If they roll this number exactly, the spell automatically re-casts
itself each round for 1d3 rounds. The predicted result must be a successful spell check;
predicting a failed result has no effect.
71 Worms of the earth. Pale white worms crawl forth from the earth whenever the wizard
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casts this spell, writhing in fiery agony (or unholy delight) before expiring on the open
ground. Easily crushed underfoot, the worms disintegrate into greasy ash after 1d6 rounds.
72 Chain casting. Each successive casting of the spell grants a +1 bonus to wizard’s spell
check, up to a total bonus equal to the caster’s Int or Luck modifier (whichever is higher). If
the wizard casts another spell, they break the chain, resetting the modifier back to +0.
73 Karmic casting. Before making the spell check, the wizard can choose to add or subtract
1d5 from the roll. If the caster adds 1d5, the next time they cast the spell they must subtract
1d5, and vice versa. After two castings, the karma is reset, and the wizard again gets to
choose what modifier to use, if any.
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Table 5-2: Mercurial MaGic
d% Adjustment to spell effect
74 Tide of ash. All living vegetative matter within 10’ per spell level is reduced to ash.
Vegetative creatures caught within this radius take 1d14 points of damage per spell level.
Dead vegetative matter is unaffected.
75 Spell by proxy. The wizard can choose another person or object to deliver this spell in their
stead. they must first touch the proxy and then cast the spell, which does not take effect at
that time. The proxy releases the spell a number of rounds later equal to 1d4+the spell’s
level. Non-intelligent proxies automatically release the spell at this time; intelligent proxies
can release it at will at any point prior to the time indicated.
76 Silenced. At their discretion, the wizard is able to cast the spell silently. They need not
speak, and any auditory effects of the spell can be suppressed.
77 Call of the Outer Dark. Strange chimes scream in the air and foreign stars waver above the
wizard. All looking at the caster must make DC 10 Will saves or be entranced for 1d3 rounds.
Attacking entranced characters instantly frees them from their enchantment.
78 Mentalism. The wizard can cast the spell using ESP alone. They need not move, speak,
breathe, or use any material ingredients to invoke the effects.
79 Plague of rats. Thousands of rats, mice, moles and voles pour from the caster’s sleeves,
robes and pockets, scattering in every direction. Physical attacks against the caster are
softened by 1d4 points of damage, the blow cushioned by the squealing tide of rodents.
80 Dimensional schism. By casting the spell, the wizard hurls himself into the warp of
multiple realities. 1d7+1 duplicates of the caster appear, identical in nearly every respect,
but each drawn from its own parallel universe. Attacks against the caster are randomly
assigned across the doppelgangers. The doppelgangers remain for 1 round per spell level.
There is a 1% chance per spell level that the original caster vanishes into one of the alternate
realities, replaced by a nearly identical incarnation of opposite alignment and patron.
81 Terrible to behold. The wizard becomes fearsome when casting the spell. Roll 1d6: (1) they
appear to grow in size; (2) they take on a horrid expression; (3) they glow a fiery red; (4)
their body is shadowed while their face is brightly lit; (5) the aspect of their patron towers
above him; (6) the wind whirls around him.
82 Spell killer. Casting the spell steals energy from a dying world, and any use of the spell
causes the death of untold thousands. Every night following a casting of the spell, the
wizard is haunted by dream-communications from an ancient sorcerer-king desperate to
save their people.
83 Blue star. A blue, seven-pointed star flares brightly on the wizard’s forehead each time the
spell is cast. The star casts a circle of glaring light 25’ in diameter per spell level.
84 Energy burst. When successfully casting this spell, the wizard is surrounded by a burst of
energy. Roll 1d6: (1) wreathes of flame, which do not affect the wizard but ignite flammable
objects within 5’ and cause 1d6 damage to melee opponents; (2) crackles of electricity,
which arc to the nearest enemy within 10’ and cause 1d6 damage; (3) aura of frost, which
causes 1d4 cold damage to everything within 10’ and automatically snuff torches and
lanterns in range; (4) cloud of ash, which the wizard can see through but obscures the sight
of all others within 5’; (5-6) instead of determining effect at time of spell acquisition, roll
1d4 each time the spell is cast and compare to above results.
85 Psychic shield. In the round immediately following the casting of this spell, the wizard
gains a +2 bonus to their AC and any Will saves, as they are encased in a protective barrier
of psychic energy. It disperses the following round.
86 Mystic twin. Casting the spell causes a fully functioning twin face to appear in the caster’s
chest. The face remains for 1d3 rounds. During that time, this dual face has its own 1d20
action die under the control of the player, with which it can speak, cast spells as the caster,
or spout cryptic wisdom.
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Table 5-2: Mercurial MaGic
d% Adjustment to spell effect
87 Planar blink. After casting the spell, the caster unpredictably blinks in and out of this
plane of existence, granting a +4 bonus to the wizard’s AC at cost of a -4 penalty to all the
wizard’s attacks. The effect lasts for 1 round per spell level. There is a 1% chance per spell
level that the wizard does not return from their involuntary jaunt across the cosmos.
88 Rain of frogs. Casting this spell sparks a tempest of amphibians that fall in a 30’ diameter
centered on the caster. All within that area must make a Ref and Fort save (DC 10+caster’s
Int modifier). Failing the Reflex save indicates the character slips on a frog and falls prone;
failing the Fort save means the character has been hit by large batrachians for 1d3 points of
damage.
89 Phase out. After casting this spell, the wizard shifts out of phase with the world, making
him invisible and invulnerable to attack but preventing him from interacting with their
environment. This state lasts for 1d6 rounds +1 round per level of the spell.
90 Weatherman. Casting the spell upsets local weather patterns. Roll 1d7: (1) drought: no
rain or moisture falls on the land for 1d12 years; (2) bitter winter sweeps over the land for
1d3 years; (3) incessant rain douses the land for 1d20 weeks; (4) a freak lightning storm
hammers the area for 1d100 hours; (5) hurricane-like wind scours the earth for 1d7 weeks;
(6) a localized eclipse blots out the sun for 1d20 days; (7) no stars are seen in the sky for
1d100 years. The area of effect is up to the judge’s determination.
91 Breath of life. Casting this spell imbues the caster and those around him with beneficial
energies. All within 15’ of the caster (both friend and foe) are healed 1d6 points of damage
for every level of the spell (i.e., a level 3 spell heals 3d6 damage).
92 Gibbering allies. Chittering, mephitic, rat-sized demons scurry forth from the wizard’s
pockets and sleeves, scattering around him in a scratching fury. They attack enemies within
10’ (atk +2, 1d4 dmg) and aid the spell as appropriate before dissipating in a cloud of ash
after 1 minute.
93 Greater power. The caster is allowed to roll twice for any random element of the spell
(duration, damage, number affected, etc.) and take whichever result they wish.
94 Fine control. The wizard is adept at reigning in the magical energies of the spell and can
choose any result on the spell chart equal to or lower than the one rolled.
95 Psychic focus. Casting this spell clears the caster’s mind and prepares him to channel further
energy. For 1d4 rounds after the spell is cast, the wizard receives a +4 bonus to other spell
checks. This effect does not stack with itself.
96 Powerful caster. Instead of rolling as normal on a spell check, the wizard rolls a die
improved by one step on the dice chain (e.g., d20 becomes d24).
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97 Necrotic drain. The spell is powered by the energies of the living. The nearest creature
(other than the caster) takes 1d6 hp of damage per spell level. For every 2 hp lost, the spell
check result is increased by +1.
98 Natural-born talent. Instead of rolling as normal on a spell check, the wizard rolls a die
type improved by two steps on the dice chain (e.g., if they normally roll 1d20, they now roll
1d30).
99 Roll again twice.
00 Roll again twice, but instead of rolling d%, roll 4d20 modified by the wizard’s Luck
adjustment (in increments of 10%).
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Massimiliano Mauri (Order #52297842)
Table 5-3: Minor corruPTion
d10 Result
1 or lower Character develops horrid pustules on their face. These pustules do not heal and
impose a -1 penalty to Personality.
2 Character’s skin on one random portion of their body appears to melt. Like wax,
it flows and reforms into odd puddles and shapes. This is an ongoing, constant
motion that itches constantly and repulses others. Determine location randomly
(1d6): (1) face; (2) arms; (3) legs; (4) torso; (5) hands; (6) feet.
3 One of the character’s legs grows 1d6”. Character now walks with an odd gait.
4 Eyes affected. Roll 1d4: (1) eyes glow with unearthly color; (2) eyes gain light
sensitivity (-1 to all rolls in daylight); (3) character gains infravision (sees heat
signatures at range of 100’); (4) eyes become large and unblinking, like a fish.
5 Character develops painful lesions on their chest and legs and open sores on
their hands and feet that do not heal.
6 Ears mutate. Roll 1d5: (1) ears become pointed; (2) ears fall off (character still
hears normally); (3) ears enlarge and look like an elephant’s; (4) ears elongate
and look like a donkey’s (character also gains braying laugh); (5) ears shrivel and
fold back.
7 Chills. Character shakes constantly and cannot remain quiet due to chattering
teeth.
8 Character’s facial appearance is permanently disfigured according to the magic
that was summoned. If fire magic was used, their eyebrows are scorched and
their skin glows red; if cold magic was used, their skin is pasty white and their
lips are blue. If ambiguous magic was used, their appearance grows gaunt and
they permanently lose 5 pounds.
9 Character’s hair is suffused with dark energy. Roll 1d4: (1) hair turns bone
white; (2) hair turns pitch black; (3) hair falls out completely; (4) hair sticks
straight up.
10+ Character passes out. They are unconscious for 1d6 hours or until awakened by
vigorous means.
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Massimiliano Mauri (Order #52297842)
Table 5-4: Major corruPTion
d10 Result
1 or lower Febrile. Character slowly weakens over 1d4 months, suffering a -1 penalty to
Strength for each month.
2 A duplicate of the character’s face grows on their back. It looks just like their
normal face. The eyes, nose, and mouth can be operated independently.
3 Consumption. Character’s body feeds on its own mass. Character loses 2d10
pounds in one month and suffers a -1 penalty to Stamina.
4 Corpulence. Character gains 6d12 pounds in one month. The weight gain
imposes a -1 penalty to Agility, and the character’s speed is reduced by 5’.
6 Character’s height changes by 1d20-10 inches. There is no change in weight; the
character’s body grows thin and tall or short and fat.
7 Demonic taint. Roll 1d3: (1) character’s fingers elongate into claws, and they gain
an attack for 1d6 damage; (2) character’s feet transform into cloven hoofs; (3)
character’s legs become goat-like.
8 Character’s skin changes to an unearthly shade. Roll 1d8: (1) albino; (2) pitch
black; (3) clear; (4) shimmering quality; (5) deep blue; (6) malevolent yellow; (7)
ashen and pallid; (8) texture and color of fishy scales; (9) thick bear-like fur; (10)
reptilian scales.
9 Small horns grow on the character’s forehead. This appears as a ridge-like,
simian forehead for the first month; then buds for the second month; goat horns
after the third month; and finally, bull horns after six months.
10+ Character’s tongue forks and their nostrils narrow to slits. The character is able
to smell with their tongue like a snake.
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Massimiliano Mauri (Order #52297842)
Table 5-5: GreaTer corruPTion
d10 Result
1 or lower A sliver of soul energy is claimed by a demon lord. Character experiences
unearthly pain, suffering 3d6 damage, a permanent -2 penalty to all ability scores,
and an additional -2 penalty to Luck.
2 Decay. Character’s flesh falls off in zombie-like chunks. Character loses 1d4 hp
per day. Only magical healing can stave off the decay.
3 Character’s head becomes bestial in a painful overnight transformation. Roll
1d6: (1) snake; (2) goat; (3) bull; (4) rat; (5) insect; (6) fish.
4 Character’s limbs are replaced by suckered tentacles. One limb is replaced at
random each month for four months. At the end of four months, it is impossible
to hide the character’s inhuman nature.
5 Small tentacles grow around the character’s mouth and ears. The tentacles are
maggot-sized at first, but grow at rate of 1” per month to a mature length of 12”.
6 Third eye. Roll 1d4 for location: (1) middle of forehead; (2) palm of hand; (3)
chest; (4) back of head.
7 Fingers on one hand fuse while the thumb enlarges. After one week, the hand
has transformed into a crab claw. Character gains a natural attack for 1d6
damage and can no longer grasp normal weapons and objects.
8 Character grows a tail over 1d7 days. Roll 1d6: (1) scorpion tail that can
attack for 1d4 damage plus poison (DC 10 Fort save or target loses 1d4 Str
permanently); (2) scaly snake tail; (3) forked demon tail (grants +1 Agility); (4)
fleshy tail ending in a useable third hand; (5) fused cartilaginous links ending in
spiked stump that can attack for 1d6 damage; (6) bushy horse’s tail.
9 Bodily transformation. Roll 1d4: (1) character grows scales across their entire
body; (2) character grows gills; (3) character sprouts feathers; (4) character
develops webbed toes and feet.
10+ Character grows a beak in place of their mouth. Transformation starts as a
puckering of the lips that slowly turns into a full-fledged bird or squid beak
over the next 1d12 months. Character gains a bite attack for 1d3 damage.
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Massimiliano Mauri (Order #52297842)
Table 5-6: Generic SPell MiSfire
d8 Spell Misfire
1 Nearest ally is partially transformed into an animal (Will save to resist; DC = 10 +
(2x spell level)). Roll 1d6 to determine body part: (1) arms; (2) legs; (3) skin; (4) head;
(5-6) body. Roll 1d8 for animal type: (1) chicken; (2) gorilla; (3) cow; (4) lizard; (5)
snake; (6) horse; (7) dragon; (8) eagle. The duration of this effect is 1d7 days. On a
roll of 7, re-roll as 1d7 weeks. On a second 7, re-roll as 1d7 months.
2 Different spell effect! The wizard inadvertently channels the wrong spell energies.
Randomly determine a different spell of the same level. Have the wizard make a
spell check roll for that spell. If the spell check is a failure, nothing happens. If it is a
success, follow the results.
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3 Rain! But it’s not water. The wizard inadvertently causes a torrential downpour of
(roll 1d6): (1) flower petals; (2) garden snails; (3) cow dung; (4) rotten vegetables; (5)
iron ingots; (6) snakes (5% chance they are poisonous).
4 Explosion centered on nearest creature! That creature takes 1d3 damage per spell
level.
5 Transformation! One randomly determined creature among the six closest is
transformed into (roll 1d6): (1) stone; (2) crystal; (3) earth; (4) iron; (5) water; (6)
fire. (Will save to resist, DC = 10 + (2x spell level)). There is a 10% chance the
transformation is permanent; otherwise, the creature returns to normal in 1d7 days.
6 Inadvertent corruption! Roll d12+5 on the minor corruption table and apply the
result to one randomly determined creature among the six closest (no Will save to
resist).
7 Fireworks! Brilliant colored lights explode all around the caster, creating thundering
booms. This effect deals no damage but draws attention to the caster.
8 Cloud of ash! Everyone within 20’ of the caster is coated in fine ash.
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Massimiliano Mauri (Order #52297842)
Table 5-7: diSaPProval
Roll Disapproval
1 The cleric must atone for their sins. They must do nothing but utter chants and
intonations for the next 10 minutes, starting as soon as they are able (i.e., if they
are in combat, they can wait until the danger is over).
2 The cleric must pray for forgiveness immediately. They must spend at least one
hour in prayer, beginning as soon as they are able (i.e., if they are in combat, they
can wait until the danger is over). Failure to finish the full hour of prayers within
the next 120 minutes is looked upon unfavorably; they incur a -1 penalty to all
spell checks until they complete the full hour.
3 The cleric must increase their god’s power by recruiting a new follower. If they
do not convert one new follower to their deity’s worship by the next sunrise, they
take a -1 penalty to all checks on the following day. This penalty resets after 24
hours.
4 The cleric immediately incurs an additional -1 penalty to all spell checks that lasts
until the next day.
5 The cleric must undergo the test of humility. For the remainder of the day,
they must defer to all other characters and creatures as if they were their
superiors. Failure (at the discretion of the judge) means they immediately lose all
spellcasting ability (including healing and laying on hands) for the remainder of
the day.
6 The cleric incurs an immediate -1 penalty to all attempts to lay on hands until
they go on a quest to heal the crippled. This quest is of their own design, but
generally speaking must result in significant aid to the crippled, blind, lamed,
sickly, etc. Once the quest is completed, the deity revokes the penalty. While the
penalty remains, it applies to all attempts to lay on hands, even if the “normal”
disapproval range has been reduced back to a natural 1.
7 The cleric must endure a test of faith. They gain an illness that costs them 1 point
each of Strength, Agility, and Stamina. The ability score loss heals at the normal
rate of 1 point per day. The cleric may not use magic to heal the loss. If the cleric
endures the test to the satisfaction of the deity, they retain their magical abilities.
If not (judge’s discretion), their disapproval range immediately increases by
another point.
8 The cleric immediately incurs a -4 penalty to spell checks on the specific spell that
resulted in disapproval (including laying on hands and turning unholy, if those
were the acts that produced disapproval). This lasts until the next day.
9 The cleric immediately incurs an additional -2 penalty to all spell checks that lasts
until the next day.
10 The cleric loses access to one randomly determined level 1 spell. This spell cannot
be cast until the next day.
11 The cleric is ordered by their deity to meditate on their faith and come to a better
understanding of what they have done to earn disapproval. The cleric incurs an
immediate and permanent -2 penalty to all spell checks. The only way to lift this
penalty is for the cleric to meditate. For every full day of meditation, the cleric can
make a DC 15 Will save. Success means the spell check penalties are removed.
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Massimiliano Mauri (Order #52297842)
Table 5-7: diSaPProval
Roll Disapproval
12 The cleric is temporarily disowned by their deity. For the rest of the day, the
character cannot accumulate XP and may not gain class levels as a cleric. After
the time period expires, the character begins to accumulate XP again as normal
but does not accrue “back pay” (so to speak) for XP missed while they were
disowned.
13 The cleric loses access to two randomly determined level 1 spells. These spells
cannot be cast until the next day.
14 The cleric’s deity wishes to test whether the cleric is a man of the faith or a
man of the flesh. Calculate the cleric’s total net worth in gold pieces. The cleric
immediately incurs a permanent -4 penalty to all spell checks. The only way
to remove this penalty is for the cleric to sacrifice their material possessions.
For every 10% of their net worth sacrificed to the deity, one point of penalty is
removed. Or, in other words, sacrificing 40% of what they own will return the
cleric to a normal spell check penalty. A sacrifice can be destruction, consecration,
donation, transformation into a temple or statue, etc.
15 The deity is not forgiving on this day. When the cleric rests for the night, they do
not “reset” their disapproval range at the next morning – it carries over from this
day to the next. The disapproval ranged resets as normal on the following day.
16 Cleric is temporarily barred from using their lay on hands ability. The deity will
not grant healing powers for the next 1d4 days. After that time, the cleric regains
the use of their healing abilities.
17 The cleric loses access to 1d4+1 spells, randomly determined from all the
character knows. These spells cannot be cast for the next 24 hours.
18 Cleric is temporarily unable to turn unholy creatures. The cleric regains the
ability after 1d4 days.
19 The cleric is stained with the mark of the unfaithful. This physical mark appears
like a brand, tattoo, or birthmark, with the symbol determined by the cleric’s
faith. The symbol is automatically visible to all worshippers of the cleric’s
faith, even through clothing, but may be invisible to others. To all who see and
comment on the mark, the cleric must explain their sin and describe what they
are doing as penance. If they continue to sustain their faith for a week while
retaining the mark, it disappears.
20+ The cleric’s ability to lay on hands is restricted. The ability works only once per
day per creature healed – no single character can be healed more than once per
day. After 24 hours, the ability’s use reverts to normal.
Page 49
Massimiliano Mauri (Order #52297842)
Table 5-8: Wizard SPellS (WiTh PaGe nuMber)
1st Level 2nd Level 3rd Level 4th Level 5th Level
1 Animal Arcane Affinity Binding* 270 Control Fire 238 Hepsoj’s Fecund
Summoning 129 162 Fungi 247
2 Cantrip 130 Detect Evil* 259 Breathe Life 202 Control Ice 239 Lokerimon’s
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Unrring Hunter 249
3 Charm Person Detect Invisible Consult Spirit Lokerimon’s Orderly Magic Bulwark 251
131 165 204 Assistance 241
4 Chill Touch Esp 166 Demon Polymorph 243 Mind Purge 252
133 Summoning 206
5 Choking Cloud Fire Resistance Dispel Magic Transmute Earth Replication 253
134 169 208 244
6 Color Spray Forget 170 Eldritch Hound 211 Wizard Sense 245
135
7 Comprehend Invisibility Emirikol’s Entropic
Languages 136 172 Maelstrom 213
8 Detect Magic* Invisible Eternal Champion
260 Companion 173 214
9 Ekim’s Mystical Knock 175 Fireball 216
Mask 137
10 Enlarge 139 Levitate 176 Fly 217
11 Feather Fall 140 Locate Object Gust Of Wind 219
178
12 Find Familiar 141 Magic Mouth Haste 221
180
13 Flaming Hands Mirror Image Lightning Bolt 222
142 182
14 Force Manipulation Monster Make Potion 223
143 Summoning 184
15 Invoke Patron** Nythuul’s Paralysis* 264
144 Porcupine Coat 186
16 Magic Missile Phantasm 187 Planar Step 225
144
17 Magic Shield 146 Ray of Runic Alphabet,
Enfeeblement 190 Fey 227
18 Mending 147 Scare 191 Slow 228
19 Patron Bond** 148 Scorching Ray Sword Magic 229
192
20 Read Magic 152 Shatter 193 Transference 232
21 Ropework 153 Spider Web 196 Turn to Stone 233
22 Runic Alphabet, Strength 198 Water Breathing
Mortal 154 235
Page 50
Massimiliano Mauri (Order #52297842)
Table 5-8: Wizard SPellS (WiTh PaGe nuMber)
1st Level 2nd Level 3rd Level 4th Level 5th Level
23 Sleep 155 Wizard Staff 199 Write Magic 236
24 Spider Climb 156 (Patron Spell)*** (Patron Spell)***
25 Ventriloquism 158
26 Ward Portal 160
27 (Patron Spell)***
* As per cleric spell of same name. If the wizard version of the spell is a different level, the wizard receives a -2
penalty to spell checks when casting it. For example, binding is a level 2 cleric spell but a level 3 wizard spell;
therefore, when rolling on the spell table, the wizard applies a -2 penalty to spell checks. On a result of natural
1, the wizard suffers a 50% chance of major corruption or misfire, rolling on the generic tables as appropriate.
** If either patron bond or invoke patron is rolled, the wizard receives both of these spells, but they count as only
one spell slot.
*** Ignore this result if the wizard does not have the spell patron bond. If the wizard has that spell, they also
gain the appropriate patron spell. Consult your judge for more information.
Page 51
Massimiliano Mauri (Order #52297842)
Table 5-9: cleric SPellS (WiTh PaGe nuMber)
1st Level 2nd Level 3rd Level 4th Level 5th Level
1 Blessing 255 Banish 269 Animate Dead Affliction of The Righteous Fire
285 Gods 295 301
2 Darkness 258 Binding 270 Bolt From the Cause Earthquake Weather Control
Blue 287 296 302
3 Detect Evil 259 Cure Paralysis Exorcise 288 Sanctify / Whirling Doom
272 Desecrate 298 303
4 Detect Magic 260 Curse 273 Remove Curse Vermin Blight
289 300
5 Food of the Gods Divine Symbol Speak with the
262 275 Dead 290
6 Holy Sanctuary Lotus Stare 276 Spiritual Weapon
263 291
7 Paralysis 264 Neutralize Poison True Name 293
or Disease 277
8 Protection From Restore Vitality
Evil 265 278
9 Resist Cold or Snake Charm 280
Heat 266
10 Second Sight 267 Stinging Stone
282
11 Word of Wood wyrding
command 268 284
Page 52
Massimiliano Mauri (Order #52297842)
Table 5-10: PaTron SPellS (WiTh PaGe nuMber)
Invoke Patron
Patron 1st Level 2nd Level 3rd Level
results
Bobugbubilz Page 322 Tadpole Glorious Mire 326 Bottomfeeder
transformation Bond 328
325
Azi Dahaka Page 330 Snake Trick 333 Kith of the Hydra Reap the
334 Whirlwind 335
Sezrekan Page 336 Sequester 339 Shield Maiden Phylactery of
340 the Soul 341
The King of Page 342 Forest Walk 345 Warhorn of The Dreaming
Elfland Elfland 346 347
The Three Fates Page 348 Blade of Atropos Curse of Moirae Warp & Weft 353
351 352
Yddgrrl, the Page 354 N/A N/A N/A
World Root
Obitue-Que Page 355 N/A N/A N/A
Ithha, Prince of Page 356 N/A N/A N/A
Elemental Wind
Page 53
Massimiliano Mauri (Order #52297842)
Table 7-8: divine aid check dcS
DC 10 Very simple cantrips: light a candle, levitate a pebble, vanish a feather, sound a
tweet.
DC 12 DC 12: Minor mechanical effects (lift a latch), visual effects (lantern-like lights at a
distance), or auditory effects (sound of footsteps); bless a course of action (+1 to +2
modifier to some roll for short duration); simple persuasions (induce suspicious or
friendly tendencies in a single human).
DC 14 More complex physical or sensory effects (unlock a normal door or untie a rope;
cause a mirror image to appear); stronger blessings (+4 to some action or affect
more people); simple summoning (physical objects such as a weapon).
DC 16 Incredible physical acts (leap a gaping chasm, lift a boulder); impressive
persuasion (amplify a voice to motivate an army); summon living aid (send divine
warriors to aid a charge); smite an enemy (Will save or enemy suffers significant
damage or ability score loss).
DC 18 Acts of clear divine intervention: affect the weather (draw down a lightning strike,
dismiss storm clouds, summon a cyclone); superhuman feats of strength (topple a
pyramid, smash a giant statue into a thousand pieces); incredible magical displays
(control a swirling column of fire, split into a hundred mirror images).
DC 20 And so on. Higher-level acts are at the discretion of the judge.
Page 54
Massimiliano Mauri (Order #52297842)
Page 55
Massimiliano Mauri (Order #52297842)
Table 9-10: MonSTer criTical hiT MaTriX
Monster HD Crit Table and Die by Monster Type
Humanoids
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Dragons Demons Giants Un-dead All Other
w/ Weapons*
Less than 1 III/d4 DR/d4 DN/d3 – U/d4 M/d4
1 III/d6 DR/d6 DN/d4 – U/d6 M/d6
2 III/d8 DR/d8 DN/d4 – U/d6 M/d8
3 III/d8 DR/d10 DN/d4 – U/d8 M/d8
4 III/d10 DR/d12 DN/d4 G/d4 U/d8 M/d10
5 III/d10 DR/d14 DN/d6 G/d4 U/d10 M/d10
6 IV/d12 DR/d16 DN/d6 G/d4 U/d10 M/d12
7 IV/d12 DR/d20 DN/d8 G/d4 U/d12 M/d12
8 IV/d14 DR/d20 DN/d8 G/d4 U/d12 M/d14
9 IV/d14 DR/d24 DN/d10 G/d4 U/d14 M/d14
10 IV/d16 DR/d24 DN/d10 G/d4 U/d14 M/d16
11 V/d16 DR/2d14 DN/d12 G/d4 U/d16 M/d16
12 V/d20 DR/2d14 DN/d12 G/d6 U/d16 M/d20
13 V/d20 DR/d30 DN/d14 G/d6 U/d20 M/d20
14 V/2d10 DR/d30 DN/d14 G/d7 U/d20 M/d20
15 V/2d10 DR/2d16 DN/d16 G/d7 U/d24 M/d20
16 V/2d12 DR/2d16 DN/d16 G/d8 U/d24 M/d24
17 V/2d12 DR/2d20 DN/d20 G/d8 U/d30 M/d24
18 V/2d14 DR/2d20 DN/d20 G/d10 U/d30 M/d24
19 V/2d14 DR/3d20 DN/d24 G/d10 U/d30 M/d30
20 V/3d10 DR/3d20 DN/d24 G/d12 U/d30 M/d30
21+ V/3d10 DR/4d20 DN/d30 G/d12 U/d30 M/d30
* Includes orcs, kobolds, goblins, bugbears, lizardmen, etc.
Page 56
Massimiliano Mauri (Order #52297842)
criT Table dr: draGonS
Roll Result
1 or Dragon rakes target with its spiny hide. This attack inflicts +1d6 damage.
less
2 Dragon crushes PC’s head between its jaws! The PC is stunned and falls to the bottom of the
initiative count for remainder of battle.
3 Dragon smashes the PC’s legs, knocking the PC prone. The character suffers -5’ speed until
healed.
4 Dragon targets the character’s weapon. The character takes half damage, but must make an
opposed Strength check against the dragon. Treat dragon as Strength equal to 10 + HD. If the
check fails, dragon grabs weapon and hurls it 3d10x10’ feet away.
5 Blow to shield arm! Normal damage and the shield is destroyed. If no shield, this attack inflicts
+1d6 damage.
6 Scale, tooth, or claw lodged in the PC’s chest! This attack inflicts +2d6 damage, plus an
additional 1d6 damage next round.
7 Breath weapon splash! Spittle laced with dragon’s breath weapon causes an additional 1d8
damage and any other side effects of breath weapon (poison, sleep, etc.) if appropriate.
8 Arm ripped from socket! Dragon hurls the arm away. This attack inflicts +1d12 damage, and the
arm is forever useless unless recovered and magically healed.
9 Tail-sling! Dragon wraps its tail around the PC and slingshots them into the distance. The
character is flung 3d6x10’ away in a random direction. If a wall or other obstruction is in the
way, the character slams into it. The PC takes normal damage from the blow plus an additional
1d4 damage per 30’ (or portion thereof) they are thrown, plus an additional 1d6 if they hit a wall
or obstruction.
10 Combination strike! Normal damage and the dragon follows up with a second attack of same
type.
11 Claw through the throat! The PC can’t speak until healed and spends the next round struggling
to breathe (unable to act).
12 Dragon targets the PC’s kneecap. PC’s movement cut by half and this attack inflicts +1d10
damage.
13 Awe-inspiring blow! This attack inflicts +1d12 damage, and all nearby retainers and henchmen
are forced to make a morale check. Additionally, PCs must make a Will save (vs. DC of 10 +
dragon’s HD) or take a -2 penalty to their remaining attacks this round.
14 Breath weapon combo attack! Dragon unleashes a tiny fraction of its power against the
character. This does not count against its daily breath weapon use. The PC takes normal damage
plus a breath weapon strike at half normal damage—in most cases this means half damage on a
failed save and quarter damage on a save.
15 Dragon spears the PC with one of its leg spines, then moves away. The PC flails about trying
to free themself from impalement. This attack inflicts +2d12 damage, and the PC can only free
themself with a DC 16 Agility check. The PC can take no actions until freed, and moves with the
dragon while impaled.
16 Dragon finishes its strike with a mighty head-butt! The character is sent flying 2d4x10’ away
from the dragon and takes an additional +3d6 damage from the head-butt and subsequent fall.
17 Dragon bends back the PC’s leg in a way it was never meant to, snapping the leg in half. The
character’s movement is reduced by half, and they take an extra 2d6 damage.
18 Dragon pins the character down with one claw before slashing with another. Dragon inflicts
+1d6 damage and gets a bonus claw attack at +4 to hit.
19 Rag doll smash! Dragon locks onto the character’s ankle, swings them up, and smashes him to
the ground head-first. This attack inflicts +1d16 damage, and the PC must make a Fort save (DC
15 + HD) or fall unconscious.
Page 57
Massimiliano Mauri (Order #52297842)
criT Table dr: draGonS
Roll Result
20 Dragon’s spines pierce the character in 1d7 places. Long, sharp, lance-like dragon scales emerge
from the character’s back, piercing multiple important organs. The character takes double
damage, and if they survive, they are automatically reduced to 1 Strength and 1 Agility as their
organs fail one by one. However, the character is now stuck to the dragon (its head, claw, wing,
or whatever part the dragon attacked with). The dragon must spend its next attack with that
limb prying off the bleeding PC before it can use that attack mode again. Once the PC is pried
off, they take 1d8 damage per round from massive hemorrhaging. Only magical healing can
arrest the bleeding and prevent death
21 Dragon hooks the PC with its wing and does a lift-and-smash. The character takes an additional
+2d8 damage and is automatically stunned for 1d4 rounds
22 Dragon captures the PC with its tail and begins constricting like an anaconda. The PC
automatically takes an extra 1d8 crushing damage. Additionally, the PC is held in place and
begins suffocating. The character must make a Fort save each round thereafter (DC equals 10
+ dragon’s HD) or die of suffocation. The PC cannot escape (or move in any way) until they
succeed on an opposed Strength check (treat dragon as 10 + HD). The dragon cannot use its tail
to attack while holding PC.
23 Dragon uses one claw to hold down the PC while it rips their limbs off with the other. The
character loses 1d3+1 limbs, taking an extra 1d14 damage for each limb lost. The result is
probably a paraplegic or quadriplegic PC. The dragon proceeds to swallow the limbs. Limbs can
only be restored if they are recovered from the dragon’s gullet and then magically reattached.
24 Dragon embeds its claw/tooth/spine in the PC and shreds the character’s internal organs. The
character takes an additional 1d16 damage and is pinned in place, unable to take any action.
On the following round, the dragon finishes this attack by ripping out the character’s guts. The
character is disemboweled. The character automatically dies in 1d4 rounds as they bleed out.
The dragon proceeds to hurl the character’s internal organs at another opponent, forcing a DC
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20 morale check.
25 With staggering precision, the dragon plucks out both the character’s eyes in a single strike. The
character takes no additional damage but is permanently blinded. The dragon flings the eyeballs
back at the PC, who, in their now-sightless state, fails to see them go rolling out of reach.
26 The dragon swallows the character whole in a single massive bite. The character takes normal
damage and is now trapped in the dragon’s gullet. The character automatically takes an
additional 3d8 damage each round thereafter from suffocation, constriction, and stomach acids.
If the character succeeds in a DC 22 Strength check they can force their hands to move against
the crushing strength of the dragon’s stomach, allowing an attack of some kind (e.g., drawing a
dagger to try to cut their way out), but they cannot be freed until the dragon is killed and they
are cut out.
27 The dragon’s razor-sharp talons (or teeth or spines, as appropriate) slash the character in perfect
synchronicity, rendering the character’s body into equal thirds. Instant death!
28 Practicing a difficult draconic maneuver, the dragon executes a “reverse breath weapon,”
breathing out in a short burst then immediately inhaling. This focused attack does not count
against the dragon’s daily breath weapon use. The PC takes normal damage, plus a full breath
weapon hit (with a normal save allowed). There is no area of effect, as the dragon immediately
cuts off the breath weapon after a micro-second of attack.
29 The dragon pins the character down, cracks their rib cage open, reaches into their chest cavity,
and rips out their heart. The character dies instantly. Brandishing the heart as a bludgeoning
weapon, the dragon then makes one free claw attack against the nearest ally of the PC,
splattering the character’s heart on the ally
30+ The dragon explodes the character’s head into splinters with an incredible blow, causing instant
death. Everyone who witnesses the attack must make a morale check vs. DC 25 or flee (for
retainers) or remain stunned and motionless on their next round (for PCs). The dragon makes a
free claw attack against the nearest PC, and may continue making additional claw attacks until
it misses.
Page 58
Massimiliano Mauri (Order #52297842)
criT Table dn: devilS and deMonS
Roll Result
1 or Piercing blow. The character takes an additional 1d8 damage.
less
2 Life burn. The character permanently loses an additional 2 hit points.
3 Head strike. The character takes an additional 1d10 damage.
4 Major life burn. The character permanently loses an additional 4 hit points.
5 Corruption. Character takes on corruption, similar to a wizard casting spells. Roll 1d10 on
a corruption table. If the demon has 5 HD or less, use the minor corruption table; if 6-10
HD, use the major corruption table; if 11+ HD, use the greater corruption table.
6 Aging. The character ages 1d10 years instantly. If cumulative aging from this and other
effects exceeds 20 years, the character suffers a -1 penalty to all physical ability scores.
7 Infernal weakening I. The PC loses 1d4 points of ability score for one week. Determine
randomly: (roll 1d5) (1) Strength; (2) Agility; (3) Stamina; (4) Intelligence; (5) Personality.
8 Soul wound. The character loses 1 XP from the soul-burning touch of the demon.
9 Soul trade. The character’s soul is swapped with that of a soul already owned by the
demon. The demon takes possession of the character’s soul while their body is now
controlled by another life force. The character’s physical stats remain unchanged, but
re-roll the character’s new Intelligence, Personality, and Luck with 3d6. The character
loses all their normal memories and takes on the memories of the soul now in their body,
including its most recent memories of infernal brimstone. They retain their class abilities
and other training, but their new mental statistics may change the skill with which they
use their abilities. The character can recover their stolen soul only by journeying to the
demon’s home plane and recovering it. The judge is encouraged to come up with a new
history for the soul now in their body.
10 Double corruption! The PC takes on corruption twice, similar to a wizard casting spells.
Roll 1d10 twice on a corruption table. If the demon has 5 HD or less, use the minor
corruption table; if 6-10 HD, use the major corruption table; if 11+ HD, use the greater
corruption table.
11 Infernal weakening II. The PC loses 1 point of one ability score permanently. Determine
randomly: (roll 1d5) (1) Strength; (2) Agility; (3) Stamina; (4) Intelligence; (5) Personality.
12 Luck burn. The touch of the demon brings bad luck upon the character! They lose 1 point
of Luck. A halfling or thief can recover this loss through normal class means.
13 Severe soul wound. The character loses 3 XP from the demon’s soul-searing touch.
14 Astral drift. The character’s soul is sent adrift on the astral plane! The character drops to
the ground, catatonic, and cannot be revived until their soul is located and returned to
their body.
15 Confinement. The demon’s strike breaks the magic bonds holding it on this plane and
confines the character to the demon’s current location. The character sees a burning
circle of flame appear around them, sputtering black with dark energy. The circle is
approximately 5 feet in diameter and traps the character within. It is considered powerful
magic (treat as spell check 25 to dispel). The character cannot pass through it by any
means until it is dispelled or the character is freed or “banished” back to their native free
state. The demon, on the other hand, is now freed from any confinement or banishment to
this plane and can return to its home plane at will.
16+ Banishment. The demon’s strike banishes the character to the demon’s home plane!
The character vanishes from sight as they are instantly transported back to the demon’s
home. For all intents and purposes, the character is out of the game unless their allies
immediately follow to save them
.
Page 59
Massimiliano Mauri (Order #52297842)
criT Table G: GianTS
Roll Result
1 or Crushing blow. This attack inflicts +1d8 damage, and the character’s spine is
less compressed. The PC permanently loses 1d6” of height.
2 Broken arm. This attack inflicts +1d10 damage and one arm is crippled. The
character suffers permanent loss of 1 Strength (arm never heals back to original
position properly), and the arm cannot be used until healed.
3 Broken leg. This attack inflicts +1d10 damage and one leg is crippled. The PC suffers
permanent loss of 5’ of speed (leg never heals properly) and moves at half speed
until healed.
4 Crushed chest. This attack inflicts +1d12 damage and chest is caved in. Until
completely healed, any sort of exertion (including combat, running, swimming,
jumping, etc.) requires DC 6 Fort save. Failure indicates permanent loss of 1 Stamina
(due to several organ damage; e.g., heart attack, lung failure, etc.).
5 Flattened. The PC is literally flattened into the ground by the sheer force of the
blow, with multiple broken bones and several shattered ribs. The character takes an
additional 1d12 damage and permanently loses 1 Stamina.
6 Ricochet blow. The giant’s staggering attack sends the target hurling through the air
up to 3d30’ to collide with another victim (randomly determined). Both the original
target and the secondary target take 1d10 damage from the collision (in addition to
the giant’s normal damage against the first target).
7 Colossal head strike. This attack inflicts +2d6 damage and the PC permanently loses
1 point of Intelligence. In addition, there is a 25% chance the character forgets the last
24 hours of their life.
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8 Weapon smash. The giant’s massive blow causes an additional 1d8 damage and
splinters the character’s weapons and equipment. The PC’s weapons and equipment
each have a 50% chance of being destroyed; roll for each item: armor is busted loose
(straps broken and plates dented), shields are shattered, weapons splintered or
cracked, etc. Magic items are destroyed only 10% of the time instead of 50%.
9 Sweeping blow. The giant’s strike bowls over the character, and they take an extra
1d8 damage and are knocked prone (must spend their next activation to stand).
In addition, the giant can make another attack as long as it is directed against a
different target, who must be within melee range and adjacent to the first target. If
this second attack hits, the giant can attack another target, up to five in total, as it
sweeps through its opponents.
10 Legs crushed into ground. The giant’s blow hits the PC square on the head, driving
them into the earth like a nail into a board. The character takes an additional 2d8
damage, and both their legs are broken as they are propelled 1d4 feet into the earth
(reduced to 1d4 inches if surface is stone). The character suffers a permanent loss of
10’ of speed and 1 Agility (legs never heal properly) and is temporarily reduced to a
speed of 1’ (yes, one foot per round) until their two broken legs are healed.
11 Roll again twice.
12+ Roll again three times.
Page 60
Massimiliano Mauri (Order #52297842)
criT Table u: un-dead
Roll Result
1 or Unnatural boils sprout spontaneously around the wound. These are extremely painful to the
less touch, and automatically inflict 1 point of damage in any round where the character exerts
themself physically (such as running, jumping, and fighting). The boils can only be healed with
magical healing.
2 The cold touch of un-death spreads across the wound. This attack inflicts +1d4 damage and the
PC gets the chills, chattering their teeth noisily until magically healed.
3 The numbness of death spreads around the wounded area. This attack inflicts +1d4 damage
and the PC slowly loses sensation. On the next round, they must make a Fort save against DC
2. Failure means they are paralyzed. This first save is easy, but they must make another save
against DC 3 on the next round, then against DC 4, then DC 5, and so on. If they make every
save to DC 20, they shake off the numbness and is unaffected. If a single save is failed, the PC
is paralyzed—he is insensitive to any sensation and completely numb and unable to move. The
paralysis can be cured by any magical healing.
4 The horrifying visage of life after death infects the PC’s thoughts as the un-dead leers into their
eyes with its attack. The PC must make a DC 15 Fort save or be shaken and unable to move or
attack for the next 1d4 rounds.
5 The character is cursed from beyond the grave! Depending on their actions and the intelligence
of the un-dead creature, the curse may have specific terms associated with the wishes of the
un-dead (judge’s discretion; see Appendix C). Alternately, the curse causes a -1 penalty to Luck
and all dice rolls until lifted.
6 The wound blackens immediately and a horrid infection from beyond the grave begins to
spread. The character must make a DC 10 Fort save or temporarily lose 1d4 Stamina. The
infection continues to attack each day, forcing another DC 10 Fort save each morning (failure
results in the loss of another 1d4 Stamina) until the infection is magically expunged. The
character does not heal while infected.
7 Supernatural frost spreads out from the wound in a lacy web, causing an additional 1d8
damage and intense pain. The frost dissipates on the next round but until the next full moon,
the PC takes an extra 1 point of damage from all cold-based attacks.
8 Necrotic energies leap from the un-dead in a sizzling flash, enervating the character. The PC
loses 2d4 Stamina temporarily.
9 Faced with the very real prospect of unnatural un-death, the PC becomes unhinged. They
immediately lose 1d4 Personality and go temporarily insane, behaving erratically and
strangely until the next new moon. The controlling player must make a percentile roll before
any action, and on 01-10 the character makes an insane action (as determined by the judge)
instead of what was intended. On 11-00 the intended action occurs.
10 The visage of rotting un-death brings the horror of the grave to the character’s thoughts. They
must make a DC 16 Fort save or be shaken with fear, unable to attack or do anything except
quake in fear for 1d4 rounds.
11 Strange electrical sparks leap from the attacking un-dead, causing an additional 1d10 damage.
12 The attack is imbued with some unnatural remnant of un-dead slumber. The character must
make a DC 16 Fort save or fall asleep, instantly and deeply. They will not awaken for 1d7
hours or until shaken violently.
13 The attack is infused with powerful necromantic energies which cause the character’s skin
to flake and rot! Their flesh begins to fall off in large chunks, exposing the muscle and
bone below. This is extremely painful and debilitating. The character loses an extra 1d8 hit
points and 1 point of Personality immediately and again every morning thereafter as their
flesh slowly rots. They die when their Personality reaches 0. The rot can be arrested only by
powerful magical healing.
14 The strike of un-death saps the PC’s energy. The character temporarily loses 1d4 Strength and
must make a DC 12 Fort save or lose an additional 1d4 Strength.
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Massimiliano Mauri (Order #52297842)
criT Table u: un-dead
Roll Result
15 Strange spectral energies arc to the PC’s body, making them temporarily incorporeal for 1d4
rounds. The PC cannot grasp physical objects. They cannot speak, make noise, attack, or be
seen in bright light. They can fly at their normal movement rate and can pass through solid
objects at half speed. They are considered un-dead while incorporeal. There is a 1% chance the
transition is permanent.
16 A disgusting grave rot immediately spreads around the wound, causing an additional 2d6
damage and forcing a DC 16 Fort save. Failure on the save causes an additional temporary loss
of 1d4 Stamina. The rot gets progressively worse until magically cured, forcing another save
each morning against the loss of another 1d4 Stamina.
17 The brief brush with death affects the PCs’ memory. They lose all memory of the last 24 hours
and must make a DC 16 Fort save or also lose memories of the past 1d7 days.
18 The blow smashes against the PC’s temple and gives them a glimpse of their own death
sometime in the future. This brush with death paralyzes the PC with fear for 1d6 rounds.
19 The wound immediately turns a deep yellow color and a dizzying madness infects the
character. They temporarily lose 1d6 Intelligence and 1d6 Personality.
20 The wound takes the shape of an unholy mark. The character takes an additional 1d6 damage
and is marked. Un-dead creatures are attracted to the PC from miles around. They cannot hide
from un-dead, and they relentlessly hound them. The mark can only be removed by a blessing,
holy cleansing, exorcism, or the like.
21 The character’s soul is scarred by un-death. They permanently lose 1 point of Luck.
22 The wound erupts in a disgusting infestation of maggots. They cause an additional 2d6
damage plus an ongoing 1d6 damage per round until the wound is healed via magical means.
23 The un-dead’s intensely concentrated aura of unholiness infects the PC with an unholy aura.
Any magical blessings or similar effects are automatically cancelled, and the character takes
1d4 points of temporary Personality loss.
24 Grave rot! The wound bubbles and festers like a thing not from this earth. The rot causes an
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additional 1d12 damage and 1d6 Strength loss immediately, and the wound will not heal
naturally. The damage and Strength loss can only be recovered via magical healing.
25 In a supernatural display, flesh melts away from the wound, revealing the bones beneath and
causing an additional 1d6 damage and 1 point of Stamina loss. Each round thereafter, the
radius of melted flesh expands, causing an additional 1d6 damage and 1 point of Stamina loss.
The melting flesh continues to expand until the PC dies. It can only be suspended via magical
healing with a spell check of 20 or greater.
26 Death rattle! The stench of un-death chokes the character, who collapses in a fit of gagging
that slowly begins to suffocate them. They must make a DC 20 Fort save or lose 1d4 points of
Stamina. If they fail the Fort save, they must make another save on the next round. If that fails,
they take additional Stamina damage and must make another save. The pattern continues until
they make a save or die.
27 The un-dead creature sucks life force from the character. The PC takes an additional 1d20
damage, and the un-dead creature heals that same amount (not to exceed its original total hit
points).
28 The wizening. The character immediately ages 1d20 years. If the result is 15 or more, they
permanently lose 1 point of Strength, Agility, and Stamina as their body weakens.
29 The end is always dust: the wounded area crumbles to dust, inflicting an extra 2d12 damage
and permanently disfiguring the character. They lose the use of that arm, leg, hand, or
whatever area was struck. On the following round, the area adjacent to the wound in turn
crumbles to dust, inflicting an additional 1d6 damage. The radius of dust transformation
continues to expand, inflicting an additional 1d6 damage each round until the character is
dead. The transformation to dust can only be stopped by very powerful magic.
30+ Un-death seeks un-death: in a flash of thick black smoke, the un-dead creature expends some of the
necromantic energies that sustain it to transform the PC into un-death. The un-dead attacker automati-
cally loses 1d6 hit points and may be killed as a result. The PC collapses in a state of apparent death, only
to arise 1d6 rounds later as an un-dead creature under the control of the judge. Roll 1d8 to determine the
type of creature that arises: (1-4) zombie, (5-6) skeleton, (7) ghoul, (8) ghost.
Page 62
Massimiliano Mauri (Order #52297842)
criT Table M: MonSTerS
Roll Result
1 or Strike to chest, breaking ribs. This attack inflicts +1d6 damage.
less
2 Stunning blow! The PC falls to the bottom of the initiative count for the remainder of the battle.
3 Legs knocked out from beneath the character, knocking them prone.
4 PC disarmed. Weapon lands 1d12+5’ away.
5 Blow to shield arm! If no shield, this attack inflicts +1d6 damage.
6 Weapon lodged in PC’s chest! This attack inflicts +2d6 damage and an additional 1d6 damage
next round.
7 Blow to jaw! The PC loses 1d8 hp and the same number of teeth.
8 Blow shatters PC’s forearm. This attack inflicts +1d6 damage, and the arm is useless until
healed.
9 Strike to helm! If no helmet, this attack inflicts +1d8 damage and forces a Fort save (DC 10 +
HD). On a failed save, the PC falls unconscious.
10 Stunning blow! The world spins as the fell monster makes a second attack!
11 Strike to throat! The PC can’t speak until healed and spends the next round struggling to
breathe.
12 Blow smashes PC’s kneecap. The character’s movement is cut by half and this attack inflicts +1d10
damage.
13 Crushing blow! This attack inflicts +1d12 damage.
14 PC’s weapon sundered in the violent assault.*
15 Strike to torso crushes internal organs. This attack inflicts +1d12 damage, and force the PC to
make Fort save (DC 15 + HD) to remain conscious through the pain.
16 Devastating strike! This attack inflicts +1d16 damage.
17 PC’s Achilles tendon is torn, snapping back into their calf. The character’s movement drops to 5’
and the screaming can be heard for leagues.
18 Monster seizes PC by the neck. This attack inflicts +1d12 damage and the monster makes a
second attack at +4 to hit.
19 Blow to cranium! This attack inflicts +1d16 damage and the PC must make a Fort save (DC 15 +
HD) or fall unconscious.
20 Terrifying blow pierces several important organs. The PC spends the next 1d4 days dying a
slow, painful death. Powerful magic (healing by a cleric of level 3 or higher) can arrest the
dying.
21 Strike crushes skull, destroying the optic nerve and resulting in instant, permanent blindness.
22 PC’s leg is shorn from their body. The character cannot move. This attack inflicts +2d12 damage.
23 Both the PC’s arms are torn from their body. This attack inflicts +3d12 damage. Exceptionally
cruel monsters may proceed to use PC’s arms as weapons.
24 PC is disemboweled. Bloody guts spill to the ground. The PC spends the next 8 rounds dying as
they futilely try to feed the spooling intestines back into their body.
25 Attack craters PC’s skull. This attack inflicts 1d8 Intelligence and Personality damage and puts
the PC into an instant coma.
26 Strike crushes throat. The PC drowns in their own blood for 6 rounds.
27 Attack snaps the PC’s spinal column like a twig. The attack causes permanent paralysis, and the
PC watches the remainder of the battle from the floor.
28 Throat torn asunder. The panicked PC gargles wetly as blood gouts down their chest. They dies
in 4 rounds.
29 Terrible blow to the chest explodes the PC’s heart. Immediate and instantaneous death.
30+ Attack rends PC’s head from their torso. Blood gouts from the collapsing body, and the monster
moves on to the next foe, making attacks until it misses.
* Magical weapons never break due to critical fumbles. The target is disarmed instead, the weapon landing
1d10+5 feet away.
Page 63
Massimiliano Mauri (Order #52297842)
This printing of the DCC Reference Booklet is done under version 1.0 of the Open Gaming License, applied to any Open Game Content distributed using this License.
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such a notice to any Open Game Content that you Use. No terms may be added to or subtracted
from this License except as described by the License itself. No other terms or conditions may be
Page 64
Massimiliano Mauri (Order #52297842)
DCC RPG REFERENCE BOOKLET
A JUDGE’S BEST FRIEND
Judging can be hard work, but not with the Dungeon
Crawl Classics Reference Booklet at your side. This book
collects most of the commonly consulted DCC RPG tables
in a single volume, making it perfect for quickly finding
the information you need to keep your game running
smoothly. Regardless of whether you’re a judge or a
player, you’ll find the Reference Booklet equally useful,
containing almost 60 important tables and charts right
at your fingertips.
The Dungeon Crawl Classics Reference Booklet has been
around for nearly a decade and judges near and far swear
by it. You’ll find it an indispensable additional to your
DCC RPG toolbox, no matter if you’re running your first
game or your one hundred and first. It’s like leveling
up without the pesky XP cost.
$ 9.99 GMG5149
ISBN 9781958809532
90000 >
9 781958 809532
Page 66
Massimiliano Mauri (Order #52297842)
@@ -0,0 +1,3 @@
# $ 9.99 GMG5149
$ 9.99 GMG5149
@@ -0,0 +1,3 @@
# 1-11 – – N
1-11 – – NE NE NE NE NE NE NE
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,21 @@
# A JUDGE’S BEST FRIEND
A JUDGE’S BEST FRIEND
Judging can be hard work, but not with the Dungeon
Crawl Classics Reference Booklet at your side. This book
collects most of the commonly consulted DCC RPG tables
in a single volume, making it perfect for quickly finding
the information you need to keep your game running
smoothly. Regardless of whether you’re a judge or a
player, you’ll find the Reference Booklet equally useful,
containing almost 60 important tables and charts right
at your fingertips.
The Dungeon Crawl Classics Reference Booklet has been
around for nearly a decade and judges near and far swear
by it. You’ll find it an indispensable additional to your
DCC RPG toolbox, no matter if you’re running your first
game or your one hundred and first. It’s like leveling
up without the pesky XP cost.
+384
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# intro
Reference Booklet Page 1
Massimiliano Mauri (Order #52297842)
Reference Booklet
Editing and original layout: Jeremy Deram • Revised layout: Vasili Kaliman
Cover artist: Doug Kovacs • Proofreading: Edgar Johnson, Daniel Bishop
Interior Artists: Jeff Easley, Jim Holloway, Doug Kovacs, Brad McDevitt,
Peter Mullen, Stefan Poag, and Mike Wilson • Developer: Michael Curtis
Dark Master: Joseph Goodman
goodman-games.com
DCC RPG and this book are copyright © 2023 Goodman Games LLC. Dungeon Crawl Classics is a trademark of Goodman
Games LLC. DCC RPG is published under the Open Game License. Refer to the OGL in this work for additional information.
“Dungeon Crawl Classics,” “Mutant Crawl Classics” and “DCC RPG” are registered trademarks
of Goodman Games LLC. All rights reserved. www.goodman-games.com
Page 1
Massimiliano Mauri (Order #52297842)
Massimiliano Mauri (Order #52297842)
Preface
I
assembled the first iteration of than talent; but hopefully you will find it
these reference sheets while the to be an improvement over the previous
DCC RPG was still in beta testing. versions. I've made every effort to keep the
I made them for my own use, found them organization logical, with just the tiniest bit
to be immensely helpful, and Joseph of shuffing to make things fit better. After
Goodman was kind enough to give me per- a few games' worth of use (and perhaps
mission to share my efforts, even though a few dog-ears for the most heavily-ref-
the whole thing basically consists of his erenced charts) you should be breezing
intellectual property. That was over three through your lookups without missing a
years ago. Since then, the final version of beat.
the game has been released (with many
If the DCC game itself had an alignment, I
different covers – all of which I own!), and
would say that it would be chaotic awe-
the reference sheets I assembled have seen
some. What this booklet does for the DCC
countless downloads and are doubtless
judge is shift just a bit of the emphasis
used in dozens, maybe even hundreds of
off of chaotic and onto awesome. The net
games. Thus, I decided it was time for an
result of the time savings with regard to
upgrade. You'll notice a few additional
chart lookups will be more time for the
tables included, as well as what I hope
adventurers to spend getting into new,
you'll agree is a cleaner and more aestheti-
interesting, terrible, and deadly situations.
cally pleasing layout.
Having a minor hand in that is all the
However, understand that this is still very reward I could ever ask for.
much an amateur effort, cobbled-together
Your Humblest Copy/Paste Homunculus,
by a fan with perhaps more enthusiasm
— Jeremy Deram
Postscript
March 2023: This is such an amazingly useful work that Goodman Games has taken over its pub-
lication. We leave Jeremy’s heartfelt introduction in place above as a testament to the enthusiasm
that went into the creation of this product. We hope everyone still feels the same as they discover
and continue to play DCC RPG!
Page 3
Massimiliano Mauri (Order #52297842)
Table of conTenTs
Characters Magic
Table 1-1: Ability Score Modifiers .............. 4 Table 4-5: Spell Duel Check ....................... 30
Table 1-4: XP Level Thresholds ................... 4 Table 4-6: Counterspell Power .................. 31
Skill Check DC Guidelines .......................... 4 Table 4-7: Phlogiston Disturbance .......32-33
Table 1-2: Luck Score .................................... 5 Table 5-1: Spellburn Actions...................... 34
Table 1-3: Occupation ................................6-7 Table 5-2: Mercurial Magic ...................35-40
Table 1-5: Cleric ............................................. 8 Table 5-3: Minor Corruption ..................... 41
Lay on Hands................................................. 8 Table 5-4: Major Corruption ...................... 42
Table 4-4: Turn Unholy ................................ 9 Table 5-5: Greater Corruption ................... 43
Table 1-7: Thief ............................................ 10 Table 5-6: Generic Spell Misfire ................ 44
Table 1-18: Halfing ...................................... 10 Table 5-7: Disapproval...........................46-47
Table 1-9: Thief Skills .................................. 11 Table 5-8: Wizard Spells ........................44-49
Table 1-10: Warrior ..................................... 12 Table 5-9: Cleric Spells................................ 50
Table 1-12: Wizard ...................................... 12 Table 5-10: Patron Spells ............................ 51
Table 1-14: Elf............................................... 13 Table 7-8: Divine Aid Check ...................... 52
Table 1-16: Dwarf ........................................ 13
Monsters
Equipment Table 9-10: Monster Crit Matrix ................ 54
Table 3-1: Weapons ..................................... 14 Crit Table DR: Dragons .........................55-56
Table 3-2: Ammunition .............................. 15 Crit Table DN: Demons & Devils ............. 57
Table 3-3: Armor ......................................... 15 Crit Table G: Giants .................................... 59
Coin Exchange Rates .................................. 15 Crit Table U: Un-dead ...........................59-60
Table 3-4: Equipment .................................. 16 Crit Table M: Monsters............................... 61
Table 3-5: Mounts and Related Gear ........ 17
Combat
Examples of Actions ................................... 18
Table 4-1: Attack Roll Modifiers ............... 18
Table 4-2: Fumbles ...................................... 19
Crit Table I.................................................... 20
Crit Table II .................................................. 21
Crit Table III ................................................. 22
Crit Table IV ................................................. 23
Crit Table V .................................................. 24
Mighty Deeds of Arms ............................... 25
Blinding Attacks ..................................... 25
Disarming Attacks .................................. 26
Pushback Attacks.................................... 27
Trips and Throws ................................... 27
Rallying Maneuvers ............................... 28
Defensive Maneuvers............................. 28
Precision Shots ........................................ 29
Table 4-3: Two-Weapon Attacks ............... 29
Page 4
Massimiliano Mauri (Order #52297842)
InTroducTIon
ou hold in your hands what This book is also incredibly beneficial to
Y might be the most useful DCC
RPG supplement produced so far.
Dungeon Crawl Classics is a game that
players. It contains information pertaining
to nearly every aspect of you character,
from ability score modifiers to crit tables to
thrives on its tables and charts. Each roll of how much a two-handed sword and chain-
the dice can produce results that take your mail armor will cost if you make it back
campaign into unexpected, often astound- to town. There are few RPG supplements
ing directions, and DCC RPG’s numerous that lend themselves to both the player and
tables help facilitate that journey. This book judge’s use as well as the DCC Reference
compiles almost all of the games’ charts Booklet does. You might even want to pick
and tables in a single reference work you up two to share at the table.
can hold in one hand.
This book was originally created not by
For the judge, this book is patron-sent. Goodman Games, but by one of the fans
You can literally run your DCC game with who dearly loves DCC RPG. We are all
your judge’s notes in front of you, your indebted to Jeremy Deram who had the
funky dice in one hand, and this book in foresight to assemble this book in the first
the other. No need to fip through the big, place. Goodman Games is proud to keep
beautiful DCC RPG rulebook the next time Jeremy’s work alive while sharing it with
you need to consult the Fumbles Table, more people than ever before.
Divine Disapproval Table, or you have to
—Michael Curtis
adjudicate a sudden Phlogiston Distur-
bance. You’ll find all those here and more,
practically at your fingertips.
Page 5
Massimiliano Mauri (Order #52297842)
Table 1-1: abiliTy Score ModifierS
Ability
Modifier Wizard Spells Known Max Spell Level**
Score
3 -3 No spellcasting possible No spellcasting possible
4 -2 -2 spells* 1
5 -2 -2 spells* 1
6 -1 -1 spell* 1
7 -1 -1 spell* 1
8 -1 No adjustment 2
9 None No adjustment 2
10 None No adjustment 3
11 None No adjustment 3
12 None No adjustment 4
13 +1 No adjustment 4
14 +1 +1 spell 4
15 +1 +1 spell 5
16 +2 +1 spell 5
17 +2 +2 spells 5
18 +3 +2 spells 5
* Minimum of 1 spell.
** Based on Intelligence for wizards and Personality for clerics.
Table 1-4: XP Skill check
level ThreSholdS dc GuidelineS
Level XP Required Difficulty DC
0 0 Child’s Play 5
1 10 An Average Deed 10
2 50 Feats of Deering-Do 15
3 110 Hero’s Work, Super Human 20
4 190
5 290
6 410
7 550
8 710
9 890
10 1090
Page 6
Massimiliano Mauri (Order #52297842)
Table 1-2: luck Score
d30 Birth Augur and Lucky Roll
1 Harsh winter: All attack rolls
2 The bull: Melee attack rolls
3 Fortunate date: Missile fire attack rolls
4 Raised by wolves: Unarmed attack rolls
5 Conceived on horseback: Mounted attack rolls
6 Born on the battlefield: Damage rolls
7 Path of the bear: Melee damage rolls
8 Hawkeye: Missile fire damage rolls
9 Pack hunter: Attack and damage rolls for 0-level starting weapon
10 Born under the loom: Skill checks (including thief skills)
11 Fox’s cunning: Find/disable traps
12 Four-leafed clover: Find secret doors
13 Seventh son: Spell checks
14 The raging storm: Spell damage
15 Righteous heart: Turn unholy checks
16 Survived the plague: Magical healing*
17 Lucky sign: Saving throws
18 Guardian angel: Savings throws to escape traps
19 Survived a spider bite: Saving throws against poison
20 Struck by lightning: Refex saving throws
21 Lived through famine: Fortitude saving throws
22 Resisted temptation: Willpower saving throws
23 Charmed house: Armor Class
24 Speed of the cobra: Initiative
25 Bountiful harvest: Hit points (applies at each level)
26 Warrior’s arm: Critical hit tables**
27 Unholy house: Corruption rolls
28 The Broken Star: Fumbles**
29 Birdsong: Number of languages
30 Wild child: Speed (each +1/-1 = +5’/-5’ speed)
* If a cleric, applies to all healing the cleric performs. If not a cleric, applies to all magical healing received
from other sources.
** Luck normally affects critical hits and fumbles. On this result, the modifier is doubled for purposes of
crits or fumbles.
Page 7
Massimiliano Mauri (Order #52297842)
Table 1-3: occuPaTion
Roll Occupation Trained Weapon † Trade Goods
01 Alchemist Staff Oil, 1 flask
02 Animal trainer Club Pony
03 Armorer Hammer (as club) Iron helmet
04 Astrologer Dagger Spyglass
05 Barber Razor (as dagger) Scissors
06 Beadle Staff Holy symbol
07 Beekeeper Staff Jar of honey
08 Blacksmith Hammer (as club) Steel tongs
09 Butcher Cleaver (as axe) Side of beef
10 Caravan guard Short sword Linen, 1 yard
11 Cheesemaker Cudgel (as staff) Stinky cheese
12 Cobbler Awl (as dagger) Shoehorn
13 Confidence artist Dagger Quality cloak
14 Cooper Crowbar (as club) Barrel
15 Costermonger Knife (as dagger) Fruit
16 Cutpurse Dagger Small chest
17 Ditch digger Shovel (as staff) Fine dirt, 1 lb.
18 Dock worker Pole (as staff) 1 late RPG book
19 Dwarven apothecarist Cudgel (as staff) Steel vial
20 Dwarven blacksmith Hammer (as club) Mithril, 1 oz.
21 Dwarven chest-maker Chisel (as dagger) Wood, 10 lbs.
22 Dwarven herder Staff Sow**
23-24 Dwarven miner Pick (as club) Lantern
25 Dwarven mushroom-farmer Shovel (as staff) Sack
26 Dwarven rat-catcher Club Net
27-28 Dwarven stonemason Hammer Fine stone, 10 lbs.
29 Elven artisan Staff Clay, 1 lb.
30 Elven barrister Quill (as dart) Book
31 Elven chandler Scissors (as dagger) Candles, 20
32 Elven falconer Dagger Falcon
33-34 Elven forester Staff Herbs, 1 lb.
35 Elven glassblower Hammer (as club) Glass beads
36 Elven navigator Shortbow Spyglass
37-38 Elven sage Dagger Parchment and quill pen
39-47 Farmer* Pitchfork (as spear) Hen**
48 Fortune-teller Dagger Tarot deck
49 Gambler Club Dice
50 Gongfarmer Trowel (as dagger) Sack of night soil
51-52 Grave digger Shovel (as staff) Trowel
53-54 Guild beggar Sling Crutches
55 Halfing chicken butcher Handaxe Chicken meat, 5 lbs.
56-57 Halfling dyer Staff Fabric, 3 yards
58 Halfling glovemaker Awl (as dagger) Gloves, 4 pairs
59 Halfling wanderer Sling Hex doll
Page 8
Massimiliano Mauri (Order #52297842)
Table 1-3: occuPaTion
Roll Occupation Trained Weapon † Trade Goods
60 Halfling haberdasher Scissors (as dagger) Fine suits, 3 sets
61 Halfling mariner Knife (as dagger) Sailcloth, 2 yards
62 Halfling moneylender Short sword 5 gp, 10 sp, 200 cp
63 Halfling trader Short sword 20 sp
64 Halfling vagrant Club Begging bowl
65 Healer Club Holy water, 1 vial
66 Herbalist Club Herbs, 1 lb.
67 Herder Staff Herding dog**
68-69 Hunter Shortbow Deer pelt
70 Indentured servant Staff Locket
71 Jester Dart Silk clothes
72 Jeweler Dagger Gem worth 20 gp
73 Locksmith Dagger Fine tools
74 Mendicant Club Cheese dip
75 Mercenary Longsword Hide armor
76 Merchant Dagger 4 gp, 14 sp, 27 cp
77 Miller/baker Club Flour, 1 lb.
78 Minstrel Dagger Ukulele
79 Noble Longsword Gold ring worth 10 gp
80 Orphan Club Rag doll
81 Ostler Staff Bridle
82 Outlaw Short sword Leather armor
83 Rope maker Knife (as dagger) Rope, 100’
84 Scribe Dart Parchment, 10 sheets
85 Shaman Mace Herbs, 1 lb.
86 Slave Club Strange-looking rock
87 Smuggler Sling Waterproof sack
88 Soldier Spear Shield
89-90 Squire Longsword Steel helmet
91 Tax collector Longsword 100 cp
92-93 Trapper Sling Badger pelt
94 Urchin Stick (as club) Begging bowl
95 Wainwright Club Pushcart***
96 Weaver Dagger Fine suit of clothes
97 Wizard’s apprentice Dagger Black grimoire
98-100 Woodcutter Handaxe Bundle of wood
† If a missile fire weapon (such as sling or dart), roll 1d6 to determine number of sling stones or darts.
* Roll 1d8 to determine farmer type: (1) potato, (2) wheat, (3) turnip, (4) corn, (5) rice, (6) parsnip, (7) radish,
(8) rutabaga.
** Why did the chicken cross the hallway? To check for traps! In all seriousness, if the party includes more
than one farmer or herder, randomly determine the second and subsequent farm animals for each duplicated
profession with 1d6: (1) sheep, (2) goat, (3) cow, (4) duck, (5) goose, (6) mule.
*** Roll 1d6 to determine what’s in the cart: (1) tomatoes, (2) nothing, (3) straw, (4) your dead, (5) dirt, (6)
rocks.
Page 9
Massimiliano Mauri (Order #52297842)
Table 1-5: cleric
Spells Known by Level
Crit Die/ Action
Level Attack Ref Fort Will 1 2 3 4 5
Table Dice
1 +0 1d8/III 1d20 +0 +1 +1 4 – – – –
2 +1 1d8/III 1d20 +0 +1 +1 5 – – – –
3 +2 1d10/III 1d20 +1 +1 +2 5 3 – – –
4 +2 1d10/III 1d20 +1 +2 +2 6 4 – – –
5 +3 1d12/III 1d20 +1 +2 +3 6 5 2 – –
6 +4 1d12/III 1d20+1d14 +2 +2 +4 7 5 3 – –
7 +5 1d14/III 1d20+1d16 +2 +3 +4 7 6 4 1 –
8 +5 1d14/III 1d20+1d20 +2 +3 +5 8 6 5 2 –
9 +6 1d16/III 1d20+1d20 +3 +3 +5 8 7 5 3 1
10 +7 1d16/III 1d20+1d20 +3 +4 +6 9 7 6 4 2
lay on handS
healinG loST hiT PoinTS condiTion healinG
Spell Check Same Adjacent Opposed Condition Dice
1-11 Failure Failure Failure Broken Limbs 1
12-13 2 dice 1 die 1 die Organ Damage 2
14-19 3 dice 2 dice 1 die Disease 2
20-21 4 dice 3 dice 2 dice Paralysis or Poison 3
22+ 5 dice 4 dice 3 dice Blindness or Deafness 4
Page 10
Massimiliano Mauri (Order #52297842)
Table 4-4: Turn unholy reSulT by hd
Turn Holy
Check 1 2 3-4 5-6 7-8 9-10 11-12
Range Smite
@@ -0,0 +1,12 @@
# ISBN 9781958809532
ISBN 9781958809532
90000 >
9 781958 809532
Page 66
Massimiliano Mauri (Order #52297842)