DCC RPG Campaign

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Of Gods and Men: a DCC mini- campaign Witness Aldo (1 st level Neutral Cleric), neophyte of the god of mysteries and riddles, Amun-Tor (aka The Most Ancient One) Aldo tends a sacred shrine, built around the uncorrupted remains of an ancient (yet seemingly youthful) wonderworker, assisted by a handful of disciples from the nearby village. The shrine is a site of pilgrimage for the villagers of the remote mountain valley, and is guarded by a mercenary company supported by the thank-offerings of pilgrims. When a brazen attempt to violate the tomb is thwarted (but not before the theft of some grave goods) by the mercenary guard Balric (1 st level Chaotic Warrior), the ruffian Breis (1 st level Chaotic Thief, near death after being laid low by the sepulchre’s sentinel, a man-bat guardian familiar), a local ne’er-do-well, is apprehended and destined for the gallows. After swearing oaths before the gods, he is healed of most of his grievous wounds (Breis still has -2 Stamina, a legacy of his brush with death) and his sentence is commuted to servitude, under the watchful eye of Aldo, who is on a personal quest to unlock a sacred mystery at the behest of the Lord of Enigmas: Along the shore the cloud waves break, The twin suns sink behind the lake, The shadows lengthen, In _______ Strange is the night where black stars rise, And strange moons circle through the skies, But stranger still is Lost _______ Peons the Bull’s face shall sing, Where flap the tatters of the King, Must die unheard in Dim _______ Song o’ my soul, my voice is dead, Die thou, unsung, as tears unshed

description

session notes from a modified version of the adventure PORTAL UNDER THE STARS, heavily influenced by Carcosa

Transcript of DCC RPG Campaign

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Of Gods and Men: a DCC mini-campaign

Witness Aldo (1st level Neutral Cleric), neophyte of the god of mysteries and riddles, Amun-Tor (aka The Most Ancient One)

Aldo tends a sacred shrine, built around the uncorrupted remains of an ancient (yet seemingly youthful) wonderworker, assisted by a handful of disciples from the nearby village. The shrine is a site of pilgrimage for the villagers of the remote mountain valley, and is guarded by a mercenary company supported by the thank-offerings of pilgrims.

When a brazen attempt to violate the tomb is thwarted (but not before the theft of some grave goods) by the mercenary guard Balric (1st level Chaotic Warrior), the ruffian Breis (1st level Chaotic Thief, near death after being laid low by the sepulchre’s sentinel, a man-bat guardian familiar), a local ne’er-do-well, is apprehended and destined for the gallows. After swearing oaths before the gods, he is healed of most of his grievous wounds (Breis still has -2 Stamina, a legacy of his brush with death) and his sentence is commuted to servitude, under the watchful eye of Aldo, who is on a personal quest to unlock a sacred mystery at the behest of the Lord of Enigmas:

Along the shore the cloud waves break,The twin suns sink behind the lake,The shadows lengthen,

In _______Strange is the night where black stars rise,And strange moons circle through the skies,But stranger still is

Lost _______Peons the Bull’s face shall sing,Where flap the tatters of the King,Must die unheard in

Dim _______Song o’ my soul, my voice is dead,Die thou, unsung, as tears unshedShall dry and die in…

Lost _______

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Aldo’s horoscopes and prognostications point to one of the old pagan henges that litter the valley floor. The dominance of the ancient barbarian tribes, newcomers to this region, is attested to in their crude artwork and monuments, and not a few surviving artefacts (some of unknown origin, it is reputed). An ancient sorcerer or fey-lord, his name long-forgotten (there appears to have been a concerted effort to eradicate all trace of his existence), came to dominate these strange men.

Doubtless the blood of the newcomers, much-maligned though they be, commingled with that of their indigenous subjects, and still courses through the veins of the people of the valley to this day.

While the expedition is being readied, Breis and Balric divide their ill-gotten booty, with Breis quickly fencing the stolen grave goods, and pocketing a handy profit for himself (much to his gang’s annoyance). Balric, meanwhile, possesses the emerald amulet that adorned the corpse of the interred youth. He ponders the mystery behind the ancient sorcerer’s youthful appearance and uncorrupted corpse, but is soon distracted by other matters. The two equip themselves and join Aldo.

The company leaves the safety of the village behind, and stands before the monolithic rocks of the old stone (? Faerie) mounds under the dark light of a starry sky, as the Empty Star, a once-in-a-generation visitor to the night sky, “shines” overhead, blotting out other stars in its path through the Firmament. Three of the large stone blocks lean haphazardly together to form a portal, roughly the size of a man. Aldo determines that they seem to be placed directly under the path of the Empty Star. As it ascends to its highest point, the “light” of the Empty Star catches in the portal, and a shimmering, wall of coruscating shades of grey fills the opening. As it fades out, a flagstone-lined corridor is visible beyond, although only from this side of the portal. Boldly the company enters, save for the apprentice healer, who takes little comfort in Aldo’s assurances that the blessings of Amun-Tor are with the party. He is manhandled by Balric, and pushed through into the corridor.

The stone path is real enough, and starlight filters into the place, but fades as the group presses on. Looking back down the hallway, through the portal, Aldo notices the night sky is somehow different, yet strangely familiar, and The Follower is now ascendant. Lighting torches, Breis proceeds down the corridor, attracted to the glint of a bejewelled door of bound iron (or so he believes). Crystals are arrayed in an odd assortment of star shapes, dominated by a translucent black stone of flawless workmanship, a representation of the Empty Star.

Checking for traps, Breis determines that there are none. Against Aldo’s counsel, he attempts to prise free the gems, whereupon a blast of light, with the cold intensity of the Outer Dark itself, engulfs him. A pantherish twist saves him, and he places himself before the mercy of Aldo for a blessing of healing. Aldo admonishes him for his covetousness, but relents.

It is determined that when the Empty Star reaches the position depicted in the jewelled star-chart, the conjunction will be complete. Sure enough, after a tense hour or so, the door is heard to click open as a hissing sound erupts forth. The party cautiously approaches.

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Meanwhile, Scaramanga (1st level Chaotic Thief), Breis’ one-time accomplice and co-conspirator, is out for vengeance for the betrayal done him. He and gang of like-minded youths, follow Breis’ party from a safe distance, and enter the tomb cautiously.

All of this has been observed by Arminus (1st level Neutral Elf) and his fringe-dwelling allies. The ancient mound/tomb, while not especially sacred to his people, is nevertheless a site of awe and reverence, and Arminus fears its desecration at the hands of these mortals. At any rate, its powerful occupant may serve as a suitable Patronus for the neophyte sorcerer. As he draws near, he feels a strange familiarity with the tomb’s trappings, particularly the tomb’s star map.

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The Portal under the Stars

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Areas of the MapGeneral Features: Unless otherwise noted, the dungeon is dark and dry. Doors are unlocked unless specified otherwise. Access to the tomb is restricted, so there are no wandering monsters.

Area 1-1 – Portal: Even though the hallway is visible from only one side of the portal, you tread on solid flagstones. The starlight fades as it reaches into this hallway, which dead-ends ahead at a stout iron-banded (or so it seems) stone door. Jewels or crystals in an odd assortment of star shapes are inscribed on the door.The hallway appears only under certain constellations related to the Empty Star. The star shapes on the door approximate the night-time sky visible through the reverse end of the hallway, but looking back now reveals stark differences. Of note is The Follower (al-Dabaran, to Classical scholars), now ascendant where it was not mere moments ago (DC 15 Intelligence check).If the characters wait d% minutes, movement of the night-time constellations and the Empty Star corresponds exactly with the same star pattern inscribed on the door. (A character realizes this with a DC 14 Intelligence check.) The door pushes inwards and slides to the left easily for a ten-minute interval.Door: At any other time, the door will not budge. Treat as locked; DC 20 Strength check to break down; DC 15 Pick Lock check for a thief.Trap: If the door is forced, a searing light burns from the star-shaped inscription. The character in the lead takes 1d8 damage (DC 10 Reflex save for half). The trap is detected with a DC 20 Search (PC notices strange arcane glyphs arranged among the star-shaped inscriptions).

Area 1-2 – Guardian Hall: Across from this room is another stout door. Four iron statues flank the door, two to a side. Each statue depicts a different fighting man in a round iron helmet and supple reflective armour holding a long spear in a guarding stance. All the spear-tips are aimed at the door through which you just entered.

The statues are inanimate sentries of the space aliens, armed with sonic pulse rifles (2d8 points of damage, DC 10 Ref. save to avoid. If struck, DC 10 Fort. save or KO for 10-30 minutes). They wait for an opportune moment, and then suddenly fire their blasters at the characters (potentially striking anyone [up to four per round] in the room within 10 feet of the doorway) Four ranged attacks: auto hit unless saved against, increase DC to 15 if standing in the doorway.The statues are clearly mechanical and make no further movement or effort to track characters; they continue firing into the same area each round until the door closes once more. They can be attacked but are made of (an unknown) metal, and only damage weapons used against them. Their armour can be removed (treat as scale mail armour (+4 AC, d12 fumble) is highly polished. The armour can be removed from the statues and worn or sold for twice the usual price.The “spears” can be recovered (treat as clubs). The door is unlocked and not trapped.

Area 1-3 – Monument Hall: This spacious chamber has marbled floors and a door on each wall. At the centre of the room is a vast, 50 foot diameter raised pool, a vile pit full of quivering and bubbling dolm ooze. Entirely surrounding its circumference is a low panel of some unknown metallic stone covered with various fleshy/mechanical knobs, buttons, and levers, all utterly incomprehensible. Vile iconography adorns the walls of this chamber, depictions of many-limbed, many-eyed, gibbering, loathsome horrors raining terror on a hapless primitive people. Among the grisly images is a rendering of the Ancients’ fertility goddess, Shupnikkurat (Echidna to the Classical historians), the Mother of Monsters (DC14 Intelligence check).

An unskilled character can roll Luck or less on d% (d30 for Halflings, who have an inherent, instinctive passing familiarity with the pit…) to activate the pit, causing…something… to emerge from it.

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A human with some understanding of the Fecund Protoplasmic Pit (roll Intelligence or less on d% to work out a vague notion of how the pit may be activated), can once per day manipulate the controls to induce the artefact to produce a living thing:01–44 immobile, organic goo45–55 dolm ooze56–66 dolm pudding67–77 jale slime78–88 ulfire jelly89–94 a spawn of Shub-Niggurath that wanders away95–97 a spawn that attacks98–00 a spawn that will serve and obey its creator

All doors are unlocked.

Area 1-4 – Scrying Chamber: A wide stone throne faces you from the centre of this square room. The walls are hung with primitive clay tablets, head-high and inscribed with strange symbols.Each tablet is a few feet wide and there are dozens hanging on the four walls.

The chamber is home to a Dolm Ooze

Dolm OozeNo. Appearing: 1Armour Class: 12Hit Dice: 2 to 4 (14 hit points)Move: 3’Alignment: NeutralAlso found in other colours (such as gray), dolm ooze can be difficult to see since it looks like wet stone. They can seep through even the smallest of cracks. Its corrosive touch harms flesh (2 dice damage) and corrodes metal (but leaves both wood and stone unharmed). Normal weapons will harm dolm ooze, but metal ones will be destroyed after a single successful attack. Dolm ooze is impervious to fire, cold, and all Space Alien weaponry (gamma radiation actually restores on HD of damage) other than lightning bolts.

A magical scrying glass hangs on the back of the entry door. If the door is shut, someone seated on the throne looks directly upon the portal in utter darkness, he will see an image of the King in Yellow reflected before him, then visions of unearthly vistas:

Scrying Glass of the Old OnesThis is a jagged chunk of obsidian-like rock, roughly 18’ square and 4”thick, weighing about 100 pounds. If one grasps it in his hands and gazes in its direction in utter darkness, the Scrying Glass of the Old Ones reveals its true nature. The stone becomes visible (only to the one touching it) as a deeper blackness than its surroundings, and dolm, ulfire (wild and painful), violet, and jale (dreamlike, feverish, voluptuous) motes and swirls of light appear (with the impression of great depth) within the rock. If the holder of the rock does not look away, the lights within the rock will coalesce into visions of the domain of the Great Old One Hastur, the crypt beneath Lake Hali. The observer at this point must make a saving throw vs. Will or be unable to look away from the images in the rock. After 30–60 minutes time, The Tattered King, and avatar of Hastur, will be glimpsed, and it will be aware of its observer. The Old One will bend its will towards the holder of the Scrying Glass, and if the holder fails his save vs. Will DC20 he will become an ardent devotee (Hastur will be the character’s Patron).

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Anyone who studies the tablets can make out their story. They tell of an alien race that came from the stars to bring magical implements to a barbarian tribe, to repel an invasion of beast-men led by a powerful sorcerer assisted by monstrous abominations. The aliens will return when the stars are right. Many less significant events are foretold by the stars (and tablets) as well: droughts, plagues, the birth and death of kings, and so on.

Area 1-5 – Chieftains’ Burial: This musty room is clearly a burial chamber. Seven shrouded alcoves hold piles of loose bones. Rusty arms and armour adorn the walls beside each alcove and funeral masks are mounted beneath the loose skulls.

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The funeral masks show primitive, almost simian features on stern faces. Examination of the bones shows they are not quite human: the limbs are too thick, the spines too short, and the beetled brows jut out too far.Each of the seven skeletons was a general in the army of the alien sorcerer. If the skulls in this room are destroyed, the spirits that animate the warriors in area 8 are released to to be devoured by the Howler in the Wastes.The bones are living dead that have decayed over the eons. They shake and rattle as characters approach; however, they can no longer animate into cohesive skeletons.The skulls clack, clatter, and attempt to bite, but are easily avoided and crushed through normal means.

Seven piles of living bones: no statistics necessary

The living bones are watched over by seven diseased guardians

Diseased GuardiansNo. Appearing: 6–36Armour Class: 12Hit Dice: 1-1 (7 each)Move: 24’Alignment: ChaoticIn appearance feral and filthy White Men, Diseased Guardians are typically summoned by Sorcerers to guard treasures since, being ageless, they can guard a treasure literally forever. They attack with teeth and claws. In addition to causing 1 die of damage, a successful attack requires its victim to make a saving throw vs. poison. Failing the save indicates that the victim has been infected with a rotting disease that will prove fatal in 31 to 50 months.Failing three such saving throws in a 24-hour period will turn the victim into a Diseased Guardian, bound to the Sorcerer who conjured the Diseased Guardian who transformed him.

Most of the weaponry and armour in this room is rusted and worthless, but a hand axe, a battle axe, and a set of chain mail can be recovered. Due to their age and brittleness the two axes are at -1 to attack, and the chain mail offers only +4 armour class for similar reasons.

Area 1-6 – Gazing Pool: This enormous chamber is filled with a large, rectangular pool of water running the entire length of the room. Diffused light shines upward from the pool, illuminating wide pillars lining the walls. Strangest of all, however, are the man-shaped crystal creatures visible in the shadows. They shuffle about slowly, their strange crystalline bodies sparkling like jewels whenever they catch the light from the pool. There is a door in the far corner of this chamber.

This room represents the sorcerer’s vengeance against his enemies. He transformed his foes into living crystalline statues, and then trapped them here. Now possessed of only animal intelligence, they are no longer capable of speech nor do they need sustenance. They have wandered this room for millennia, trapped in the unending hell of their crystal bodies.There are six crystal statues. Their features are hard to discern because of their translucency, but they are perfect replicas of the eons-old proto-human warriors who were transformed to create them. They are attracted to light and shuffle toward torches and lanterns. They do not attack, but their approach may seem menacing, and they will defend themselves. 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.

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The pool is 3’ deep. Its bottom is painted pitch black and encrusted with thousands of crystals forming the stars of a night-time constellation that is unfamiliar. (It is in fact the sky as it will appears viewed from the shores of Lake Hali, at a time when the alien ‘benefactors’ will return (Astrology DC30) 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 crystals are pried out, the draining is obvious. After 50 crystals are removed, the floor buckles. After 100 crystals are removed, it collapses onto area 8, sending any characters within the pool crashing down into to the room below in a sloshing mess (1d6 damage, DC 12 Ref save for half).

Area 1-7 – Strategy Room: The spiral staircase leads to a long, narrow room with a door in the far wall. There are several ledges holding miniature clay solders and two tables with armies of opposing soldiers are laid out around buildings and hills.

The sorcerer intended for this room to be a planning station for his afterlife conquests.Four of the clay soldiers are solid silver. They are the generals, clearly the leaders of the four armies laid out on the two tables. DC 10 Search check; worth 20 gp each.

Area 1-8 – Clay Army: The door opens upon a breathtaking scene. An enormous, three-tiered chamber spreads before you. An oversized throne rests upon a raised dais at the far end of the room. Seated on the throne is a yellow clay warlord. A pulsating light emanates from a crystal globe atop the throne.Below the dais at floor level seven statues of clay generals stand 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 arrayed in marching formation, their clay armour and clay spears equipped for war.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 warlord jerkily raises an arm toward his generals. Then, the entire army takes a lurching step forward, shattering the silence with the tramp of doom.

This is the warlord’s elite guard, preserved and reanimated for eternity. The characters have no hope of defeating the 70 warriors, 7 generals, and warlord. All share these same stats: Init +0; Atk spear +4 melee; Dmg 1d8; AC 12; HP 9; MV 10’; Act 1d20; SV Fort +2, Ref +0, Will +0; AL N.However, there are several clever ways to win passage:

If the clay army is submerged in water by removing crystals to sink the pool in area 6 all creatures in this room take 1d6 damage from falling debris as the ceiling collapses. Additionally, any surviving clay soldiers slowly turn to mud, taking an additional 1 point of damage each round until they dissolve into a puddle.

The life force of the clay generals is linked to their skeletons in area 5. If the skulls there are destroyed, the clay generals’ heads shatter to shards and dust. The characters may arrive to find the generals already destroyed.

Smart characters may try to assassinate the warlord directly, which quickly ends the threat.

If the warlord and generals are ‘alive’, the warriors climb from the pit (1 action) and attack while the generals look on. 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 is an Elder Thing Crystal. It emits a soft 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) understands that it provides an arcane caster with up to a total of 20 points of Spellburn potential.

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Area 1-9 – Treasure Vault: At the end of the long hallway is a spartanly-appointed room containing simple wooden shelves, a camp chair, and a sleeping pallet. The wooden shelves hold a bronze (?) rod, a glazed ceramic jar, fine weapons and armour, and a small metal cylinder, about 12” high by 8” in diameter, with various unidentifiable devices attached to the cylinder around its base and top. Inside the cylinder is a pale, softly glowing yellow-green liquid, immersed in which is a living brain ball!

Mummy Brain;No. Appearing: 1Armour Class: 12Hit Dice: 8+2 and up (48)Move: NilAlignment: ChaoticPsionics: 3–7 powers up to six times per day (4)

Mental Blast: 3d8 damageMind Control 120’TelepathyTelekinesis 160lbs

For the purposes of Spell Duels, the mummy brain is rolls d20+8, needing a 12 or more to successfully “cast” its psionic effect. If PC wizards or elves make a good show of it, it will cease its attack and offer terms of surrender.

As millennia pass, the dry bodies of mummies gradually crumble to dust. Usually the living brains of mummies rot away upon the dissolution of a mummy’s body. But a few of the brains of mummies who are of 8th or higher level and have an 18 intelligence score continue to think and exist. They appear simply as immobile but obviously alive human brains. Their long meditations and esoteric studies of the unimaginable nature of reality allow them to perform any sorcerous rituals they know, even without their bodies or any sacrifices or any of the material paraphernalia so typically required in sorcery. Mummy brains must only concentrate for the duration of time required for the ritual in order to perform it. Normal weapons (including Space Alien weaponry), poison, fire, and cold have no effect on mummy brains. These most feared of the undead are, fortunately, vanishingly rare.

The mummy brain id protected by four diseased guardians (qv), infected with Species 23750, which will burst forth from the belly of a destroyed guardian No stats for the

Species 23750;No. Appearing: 1-6Armour Class: 16Hit Dice: 1Move: 15Alignment: Neutral

These stone grey worms grow up to 2’long and 6”wide. They have no discernible sense organs, but possess a large maw filled with sharp teeth. They burrow into the viscera of dead victims and there perish. Two days later, the host corpse bursts asunder as 1-6 newly born worms crawl from it. A character saved from death by Bleeding Out or Recovering the Body can be so infected. One successful Lay on Hands (cure disease; 2 dice) is required per worm which has managed to burrow into the body.

Here are stored the trappings of the sorcerer:• The bronze rod (of rulership, perhaps?) of unknown metal and intricate filigree (treat as a Gamma Radiation rifle; 3 dice damage, 1000’ range, 4 charges remain. Roll under Luck or Intelligence on d% to activate).

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• A glazed ceramic jar containing a dozen or so translucent and tinted lenses, reminiscent of the eyes of a snake (octacles). These allow the wearer to identify the ‘colour’ of a man, and are also useful for the rituals, below.• The assortment of weapons includes a longsword, a longbow, 40 arrows with quiver, a mace, a spear, a battle axe, a dagger, and a hand axe.• There is a suit of scale mail.• Clay tablets containing the following rituals:

Summon Disease GuardiansThis ritual takes three hours to complete and can be performed only underground.

Fourteen youths (seven males and seven females) of the White and/or the Yellow Men between the ages of 12 and 18 are the required sacrifices. At the end of the ritual 6–36 Diseased Guardians burst up from the earth and cannibalize the sacrifices.If not bound by The Many-Octacled Binding (cf.), the Diseased Guardians will 50% of the time slay their summoner before loping off to wreak havoc.

The Many Octacled BindingThis ritual can be performed only in conjunction with the Summon Diseased Guardians

ritual. It adds two hours to the performance time (thus a total of five hours). The Sorcerer must have at least 3 (and, ideally, 108) of the Snake-Men’s curious translucent and variously coloured lenses called octacles. These are arranged in complex patterns, suspended from wires over and around the sacrifices. For every three octacles the Sorcerer has, one of his summoned Diseased Guardians will be bound to his will. Thus if the Sorcerer had 39 octacles and summoned 18 Diseased Guardians, thirteen of the monsters would be bound to his will. The other five would be 50% likely to attack the Sorcerer.