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The Gongfarmers Almanac 2019 Vol 13 Bookmarked

This document is the table of contents for Volume 13 of The 2019 Gongfarmer's Almanac, a zine containing rules and tables for the Dungeon Crawl Classics Role Playing Game. Volume 13 includes rules for a narrative downtime subsystem, blood magic, and a classless character option. It also provides advice for judges on keeping players entertained during sessions. The zine is a compilation of content by the DCC RPG community and is based on the Dungeon Crawl Classics RPG system published by Goodman Games.
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© © All Rights Reserved
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Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (2 votes)
439 views70 pages

The Gongfarmers Almanac 2019 Vol 13 Bookmarked

This document is the table of contents for Volume 13 of The 2019 Gongfarmer's Almanac, a zine containing rules and tables for the Dungeon Crawl Classics Role Playing Game. Volume 13 includes rules for a narrative downtime subsystem, blood magic, and a classless character option. It also provides advice for judges on keeping players entertained during sessions. The zine is a compilation of content by the DCC RPG community and is based on the Dungeon Crawl Classics RPG system published by Goodman Games.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 70

Drunken DM (Order #38728631)

The 2019 Gongfarmer’s Almanac:


A Dungeon Crawl Classics RPG Zine

Written, Illustrated, Edited and Produced by


the DCC RPG Communities

YOU BE THE JUDGE #2 (Rules & Tables)


VOLUME 13 OF FOURTEEN BOOKLETS

This product is based on the Dungeon Crawl Classics Role Playing Game, published by
Goodman Games. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, contact info@goodman-games.
com.

Each article, art & associated material, belongs to their respective artists & authors. If you
would like to include, copy or use a derivative of the work, please contact the original
creator. For updates and other titles, please visit www.gongfarmersalmanac.com

Drunken DM (Order #38728631)


Table of Contents
Volume 1: DCC Survive the Funnel #1

The Gig at the Wizards Tower (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Volume 2: DCC Survive the Funnel #2

12000 to 0 (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Cavern of the Cannibal Crone (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
The Void Corpse of Amann Uur (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . 41

Volume 3: DCC Level Up

The Heist for the Royal Jewels II (Level 1) . . . . . . . . . . . . . . . . . . . . . . . . . . . 5


Spoils of Temptation (Level 2) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Sun Smith’s Forge (Level 3) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

Volume 4: MCC Apocalypse Drop!

The Desert Gardens (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5


Life Finds A Way (Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Haxors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Computer Programs in DCC RPG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Technological Mishaps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Malicious Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Exploit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Quarantine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48

Volume 5: Dark Trails Bonanza! #1

A Dark Trails Primer: Funnel Quickstart . . . . . . . . . . . . . . . . . . . . . . . . . . . 5


Emergent Class Abilities for Dark Trails . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Picnic Among the Pines on the Rocky Mountain
Stage Line (Dark Trails Funnel, Level 0) . . . . . . . . . . . . . . . . . . . . . . . . . 21
The Demon Hills (Dark Trails, Level 1-2) . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Dark Trails Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

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Volume 6: Dark Trails Bonanza! #2

Dark Trails Carousing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5


The Trickster (Coyote, Fox) (Patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Mike Fink (Patron) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Dark Trails Creatures (Monsters) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Dark Trails Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

Volume 7: Third Party Special

The Handoff (Bronx Beasts Funnel, Level 0) . . . . . . . . . . . . . . . . . . . . . . . . 5


Wrath of a Dead God (TCC Funnel, Level 0) . . . . . . . . . . . . . . . . . . . . . . . 20

Volume 8: DCC Patrons & Deities

The Great Ak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Aslan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Erhyta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Lady of Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
The Baba Jedza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Midwinter’s Maker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
On the Altar of Neutrality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

Volume 9: Monster Mash

Beastomatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Volume 10: Monsters & Artifacts

The Skin Thieves (Monsters) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5


The Digit Demon a.k.a. “Ladyfingers” (Monsters) . . . . . . . . . . . . . . . . . . . 15
Gadgols (Monsters) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Fossil Anomalies (Monsters) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
The Blood Stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
The Head of Aharise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . 31
Five Antediluvian Artefacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

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Volume 11: Classes & NPCs

The Anti-Cleric (Character Class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5


The Cambion (Character Class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Children of the Wild (Character Class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Godling (Character Class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Fater (Character Class) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Hirelings! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Henchmen, Hirelings, Allies & Adversaries . . . . . . . . . . . . . . . . . . . . . . . . 35

Volume 12: You be the Judge #1 (Rules & Tables)

The Known Realms Hexcrawl Starter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5


Making an Effort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Legacy Points - XP for Players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Twist of Fate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Big Ol’ List o’ Gonzotronic Professions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

Volume 13: You be the Judge #2 (Rules & Tables)

Are you entertained! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5


Prayer Burn, Blood Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Meanwhile - A Narrative Downtime Subsystem . . . . . . . . . . . . . . . . . . . . 23
Seek the Hag in the Woods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
DCC Classless . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

Volume 14: 2019 Master Zine Index

DCC RPG Master ‘Zine Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

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Are you Entertained!
A Table for Gladiatorial Combat in DCC RPG
Written by Jose Luiz “Tzi”
& Illustrated by Matt Sutton

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If the PCs are placed in an arena to fight for the glory of some overlord
(or just for their miserable lives) it’s important for them to understand
that the secret to winning is to first win the crowd.

During a gladiatorial combat, the crowd’s support and derision can


crush even a veteran dwarf’s will. It is as if the gods lend their favor
to the crowd. This is reflected by a series of special triggers that allow
a PC to roll on the table below.

Here are the most common triggers (and the Judge is encouraged to
create specific ones for his campaign):

 A critical hit.
 The first time a foe falls or is killed.
 The first Mighty Deed of Arms (subsequent Deeds must
not only be successful and roll higher than previous
ones or the crowd won’t be impressed).
 Any particular impressive stunt (Judge’s discretion).
 The first Personality check to intimidate/taunt/humiliate a
foe (subsequent Personality checks must be successful and
roll higher than previous result to impress the crowd),
 “We who are about to die salute…” A Personality check to
address the crowd or local overlord (works only once with a
DC of 15-20 and if successful the PC can roll on the table or
let another ally roll).

Once a trigger is accepted by the Judge, the PC can roll on the table
below, and add their Luck modifier. Warriors roll a d12 instead of
a d10. Any PC that fumbled in the arena suffers a -1 penalty on the
table.

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Roll 1d10 The Force of the Crowd
1 Rotten fruit flies! The crowd hates you. Roll 1d4. (1) A
rock too! You suffer -1 die penalty for 1 round; (2) You
slip and fall prone; (3) A tomato in the face! You’re blind
for 1 round; (4) You’re shaken by their vitriol and suffer
a -2 penalty until you win the crowd back by rolling on
this table again with a higher result.
2 Just another sunday at the arena. The crowd is bored.
Your next roll on this table suffers a -2 penalty.
3 “Do that again!” The crowd is starting to like you. Your
next roll on this table gains a +2 penalty.
4 “More bloooood!” The crowd is pleased! You gain a +1
die bonus until the end of the next round.
5 “YEAAAAAHHHHH!” There is no such thing as too much
blood. If you hit an enemy before the end of the next
round, your attack deals maximum damage (no need
to roll dice).
6 We’re the champions! The crowd is with you. All enemies
suffer a -1 die penalty and your party gain a +1 die
bonus until the end of the next round.
7 Deafening hoar! The arena is alive. Your party is the
new darling of the arena and gains 10 communal Luck
points. However, if any of you fumble before spending
all those points the crowd is immediately angered -
lose the communal Luck and each of player loses 1d3
Luck Points.
8 “DID YOU SEE THAT?!” The glory of battle and the
support of the crowd turns you in demigods. Each
member of your party gains a 1d6 Deed Die, as if you
were Warriors (Warriors add +3 to their current Deed
Die). However, your pride also soars and a Deed Dice
result of 1 is also a fumble. This lasts until the end of
the next round.
9 “KILL THEM ALL!” If you hit an enemy before the end
of the next round, your strike is critical. If you fumble,
the Judge rolls twice and pick both results. The gods are
cruel.
10 As above, but chose another PC. He or she also can roll
on this table (treating any result of 10+ as if it was a 9)

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Illustration By Danny Prescott
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Blood Magic
& Prayer Burn
Written by Daniel Vance

Prayer burn and blood magic are two ways that spell casters can
enhance their spell casting abilities. Both techniques allow spell
casters to add points to their spell check rolls. And both come with
a price to be paid. Blood magic is typically used by wizards and
elves while only clerics may perform prayer burning.

Blood magic
Blood magic enchantments use freshly spilt blood to boost the
power of a spell. and are very much like spellburning or spending
luck. With this enchantment, it is possible to make a failed spell a
success or a success a fantastic triumph, but there is always a cost
for this forbidden magic.

When a wizard wants to use blood magic, they must draw blood
to inscribe the runes of enchantment (This uses an action unless
the caster is using their own blood). Typically, this blood comes
from the caster, however that is not always the case. This process
allows the spell caster to boost the spell roll by 1 point for each
hit point they sacrifice. However, unlike with spell burning and
spending luck, there is an additional cost to be paid. Blood magic
almost always has some unexpected side effect, and some of these
side effects can be more gruesome than the consequences of a
failed spell at a critical time. This is why blood magic tends to be
the last resort of desperate wizards. Only the insane would use
these enchantments lightly. Blood magic is typically illegal, and
even its mention is frowned upon by right-thinking wizards.

When drawing blood, the wizard will spill an amount of blood


appropriate to the weapon they are using to perform the bloodlet-
ting. The wizard performing the blood magic ritual may choose
to draw additional blood up to the maximum damage of the
bloodletting instrument

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For example, if Corwin the Cowardly uses a dagger to do the
deed, 1d4 would be subtracted from Corwin’s hit points. Cor-
win could also choose to draw up to 4 additional hit points in
blood from the wound. The total amount drawn - the original
roll plus the additional hit points in blood would then be used to
enhance the spell roll. Because the wizard must decide how much
additional blood will be drawn (before the damage is rolled), it is
possible that this process could kill the spell caster.

When a caster performs self-bloodletting no “to hit roll” is need-


ed and no criticals or fumbles are ever generated. The wizard’s
strength bonus is only used if the wizard so desires (although it
must be used if it is a strength penalty).Blood magic can also be
performed by using the blood of other participants. The points
garnered from this sacrifice will only be half of those usually gen-
erated.

If the caster uses the blood of an unwilling victim is used, both of


the dice used to determine unwanted effects of the magic would
up the dice chain one die. In either case - using the Caster’s own
blood or the blood of another- the wizard must use the obtained
blood within d3 rounds. Otherwise, the power of the blood is
lost.

Additionally, participants in blood magic must undergo certain


rituals to make the enchantment a success. For instance, such a
ritual might involve first slowly drawing blood of the willing or
unwilling participant under the light of a new moon with 666
leeches, burning them then smearing the remains on the partici-
pant before finally drawing the full blood required by the ritual.
These rituals take hours of preparation and unwilling victims
would need to be restrained for this process to work.

Blood magic almost always has a cost. The enchantments are un-
predictable and their use may cause the entire magic field to go
septic. Once the initial spell is resolved, roll on the chart below to
determine the side of effect of the magics involved. The spell cast-
er would roll the damage die of weapon used in the blood magic
plus a d14 for 1st level spells, d16 for 2nd level spells, d20 for 3rd,
d24 for 4th and a d30 for a 5th level spell. This roll is also modified
by the spellcasters luck (a luck bonus lowers the roll).

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Lastly to simulate the volatile and unpredictable nature of blood
magic, the dice used for the spell level “explode” if a maximum
result is rolled - if the dice roll a maximum result (such a 14 in
the case of a d14), the dice are rerolled, and the totals are added
together. This process continues until the dice do not roll a maxi-
mum result.

Note: The weapon die does not “explode” if a maximum roll is


achieved. Once all the dice are rolled, combine all the results and
consult the table below.

Illustration By Clayton Williams

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The Consequences of Using Blood Magic

Dice Roll Result


< 10 Nothing Bad Happens
11 Roaring Blood: the caster becomes disoriented
by the sound of roaring blood in their ears. The
caster has a -2 penalty to any check involving
perception. This sound fades in 1d6 hours.
12 Lethargy: The caster is hit with a wave of fa-
tigue. They are unable to rouse themselves to
perform any action unless a Will save (DC 9) is
made. Even then all actions are performed at -2
due to exhaustion. This condition lasts until the
caster has one solid day of uninterrupted rest.
13 Blood Lust: The caster must make a luck check
or become infected with rage and a desire to
kill. If the luck check is passed those around the
wizard are affected instead. Everyone within
20’ of the wizard must make a luck check or
be overwhelmed with the desire to kill. Those
in the throes of blood lust will attack the near-
est creature unless an enemy is within 10’. This
blood lust lasts for 1d6 rounds and grants en-
raged creatures a +2 bonus to hit.
14 The Smell of Blood: The smell of blood follows
the spell caster wherever they go. This unpleas-
ant smell ranges from freshly spilt blood to
rancid rotting ichor without rhyme or reason.
The smell causes most animals to take an instant
dislike to the wizard and may attract predators
in the wild. The stench is permanent.

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15 Vampirism: The caster is infected with the
desire to feed on blood. When blood is spilt the
adventurer must make a Will save (DC 9) or
become frenzied with the need to drink blood.
This urge to drink is unstoppable and the caster
will attack any that attempt to bar their way.
This urge may also rear its head if an adventurer
goes without food for more than a day. Each
time that vampirism is rolled on this chart, the
adventurer’s DC for the Will save increases by
+3. This condition is permanent.
16 Faint: the caster is overwhelmed with a feeling
of light-headedness. They must make a Fort save
(DC 15) or fall unconscious for 1d6 minutes. If
the save is made, the caster has a -1 penalty to all
actions for a like amount of time.
17 Weak blooded: the caster loses 1d6 strength
points and cannot utilize blood magic until they
are regained through normal healing.
18 Scab: disgusting scabs form all over the caster’s
body. This has the effect of raising the wizard’s
AC by +2 but gives a penalty to -3 to all checks
involving social interactions as the caster appears
diseased. This condition is permanent.
19 Blood oozes from pores: The caster’s body
becomes slick with blood as it slowly seeps
from their skin. This condition reduces their hit
points by 1 point (permanently) and leaves them
continually coated in blood.
20 Blood Taint: The casters body mutates (spell
corruption) - roll d6 to discover the level of
spell corruption (1-3 minor corruption, 4-5
major corruption, 6 greater corruption). Then
determine the corruption as normal.

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21 Bleeder: The wizard must make a Fort save (DC
12) or become a hemophiliac for the duration of
the battle. Injuries taken by the wizard will not
close on their own and will continue to bleed
(1 hit point per round). The only way to coun-
teract this bleeding is by binding the wounds or
magical healing.
22 Cry blood: everyone in a 5’ radius (including the
caster) spills tears of blood. This flood of tears
causes 1d6 hit points of damage unless a Fort
save (DC 12 is made).
23 A swarm of blood-sucking creatures is sum-
moned (Roll 1d4):1. Leeches, 2. Mosquitos, 3.
Ticks, 4. Vampire Bats. The swarm attacks ev-
eryone present (starting with the character with
the lowest luck score) and uses the following
statistics - Init +0; Atk many tiny bites +3 melee
(1d6); AC 12; HD 3d8, HP 14; MV 40’; Act
3d20; SP Half damage from piercing weapons;
SV Fort +0, Ref +, Will +0; AL C.
24 The blood drains out of everyone in a 20’ radius.
Targets must make a Fort save (DC 9) or take
3d6 stamina damage.
25 Coma: The spellcaster has overspent their
power and falls into a coma. The only way to be
awakened from the coma is by magical aid or by
making a luck check. This luck check is made at
the end of each month.
26 Heart attack! The caster must make a luck check
or suffer a heart attack. The target must make a
Fort save (DC 12) or take 1d6 stamina damage.
This damage occurs every round until the target
is dead or they make the Fort save.

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27 Wall of Blood: A wall of ichor forms between
the spellcaster and his enemies. This undulating
wall of blood is always 10’ tall with a width of
10’ per spell level of the wizard. The wall has no
effect except for obscuring vision and grossing
everyone out.
28 Acidic Blood: Everyone in a 10’radius including
the caster must make a luck check or their blood
turns to acid this causes 6d6 hit points of damage
and if the victim survives, they take a -2 penalty
to all actions until they rest for one day.
29 Blood Mist: All of the blood spilt in the encoun-
ter rises up as an acrid mist. This mist which
stains everything red also obscures vision in a
30’ radius. Additionally, the mist is so nauseating
that it causes a -2 penalty to all actions per-
formed within its confines. The blood mist will
dissipate in 1d12 rounds.
30 Blood Fire: each point of blood used to enhance
the enchantment erupts in hellfire. If the caster
makes a DC 15 spell check these flames may be
directed away from the wizard in a 30’ long 10’
wide cone. Otherwise, the flames shoot upward
immolating the wizard using blood magic. The
flames cause 1 point of damage per hit point
spilt in the enchantment.
31 Old Wounds Open: Everyone within sight of
the caster must make a luck check (including
the caster). If this check is failed, old wounds
begin to open all over their body. Even old
injuries from childhood might reopen. Affected
creatures take 1d6 damage for each hit dice they
possess.

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32 Vampiric Spell Drain: The wizard’s spell draws
the vital essence out of all other magic in the
area. All other spells are nullified, and their
duration is added to the blood magician’s spell.
Additionally, no magic items will function in
this space (the range of the spell enhanced with
blood magic).
33 Blood Double: The blood spilt for the enchant-
ment swirls in a vortex of magic with the ichor
on the battlefield. Slowly a humanoid creature is
formed lined with runes of power. A dark twin
to match the wizard’s own power is born. This
creature is linked to the caster in such a way that
each will always know in what direction the
other lies. Most likely this blood double despises
the wizard and will seek their death. The dou-
ble’s stats and abilities mimic those of its creator.
34 Horrid Transformation: The caster’s body gives
way to a liquid consistency, slowly transforming
into blood. With practice, the caster can force
this blood form into a humanoid semblance.
The caster now takes only 1 point of damage
from piercing weapons such as arrows and half
damage from slashing weapons. Fire and fall-
ing are especially devastating to the blood from
causing double damage. It is possible for the
wizard to ooze under doorways.
35 Blood Life: all the bodily fluids on the battlefield
coalesce and animate into a terrible blood golem
36 Summon Something Terrible (roll 1d4): 1.
Vampire, 2. Blood demon, 3. A blood-sucking
wind, 4. The Blood God comes
37 A Flood of Blood: The blood of all creatures
that have ever been slain in the area rises from
the earth. This flood, which includes ichor spilt
from the beginning of time, rises up and floods
the land.

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38 Coagulation: Everyone’s blood solidifies. Sur-
prise! you are dead unless you make a fort save
(DC17). This wave of septic magic affects
everything within half a mile. Congratulations,
you are a mass murderer.
39+ You do something so terrible that it can never
be undone (roll d5): 1. Rip a hole through
dimensions, 2. Give the blood of every creature
within 30 miles sentience, so that the blood
slithers away leaving their former hosts dry and
empty, 3. Crack the world as you summon the
molten blood of the earth obliterating every-
thing for miles and miles. 4. Supercharge your
own blood with stolen power from the gods.
You ascend to greatness as you leave your mor-
tal shell and troubles behind. Do not tarry, your
new masters call, 5. Time for the judge to make
up something just awful.

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Prayer Burn
Prayer burning allows a cleric to add a bonus to a spell check
(basically this is spell burning for clerics, see DCC book for
details). To perform prayer burning the cleric would first roll on
the action chart below to find the ritual to be performed.

Once this ritual is accomplished, the cleric would expend one or


more ability points from strength, stamina or agility. Each point
spent would add a bonus of +1 to the spell check. The ability
points used in prayer burning would be regained in the same
way as a wizard using spell burn (1 point per day).

Despite the similarities, prayer burning is riskier than spell burn-


ing. The cleric is attempting to compel their deity to act when
they are uninterested or with more intensity than normal. A
cleric who forces the hand of a god smacks of blasphemy. For
this reason, the practice is likely be forbidden. Clerics always risk
disfavor when prayer burning. Clerics will have to roll on the
disfavor chart if this occurs -any spell fumble forces the cleric to
roll for disfavor.

Additionally, each time a cleric uses these techniques they auto-


matically gain one point of disapproval.

Illustration By Clayton Williams

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Prayer Burn Actions

Roll 1d10 Result


1 The cleric whispers the secret and forbidden
name of their deity
2 The cleric must utter a heretical prayer
3 Cutting the deific symbols into the flesh of the
cleric
4 The cleric must make a blood sacrifice
5 The cleric must practice self-flagellation
6 The cleric burns themselves in the fires of holy
writings
7 Carve forbidden spell into their holy symbol
8 Write the reverse of their deity’s name in their
own blood
9 Use a red-hot holy symbol to brand the cleric’s
flesh
10 Use spell burn chart

The disfavor chart below is used whenever a fumble is indicated


on the cleric’s spell check while using this technique. Most of the
results below are horrible, but the cleric should know what they
are getting into by using forbidden teachings. Prayer burning
has great rewards, or extracts a terrible cost -only the gods know
which lies in the cleric’s future.

When rolling (d10) to determine disfavor, each point of disap-


proval would add 1d4 to the total.

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Disfavor

1d10 Result
+ xd4

1 The deity sends a celestial being in the form of a


small animal to watch over the cleric. This creature
can be understood by the cleric only and will never
enter combat. It constantly nags the cleric for their
shortcomings.
2 The cleric’s most prized possession erupts into
flames. The flames will burn the cleric for 2d6 points
of damage. Additionally, the item will be destroyed if
the cleric fails a luck roll.
3 The deity’s anger causes the cleric to go lame in one
limb. If this limb is leg movement is reduced by 5’ a
round.
4 The deity destroys all of the cleric’s possessions by
turning them into goo.
5 The cleric is cursed with a minor affliction as a sign
of the deity’s disfavor. This curse will be passed
down to any offspring unless the cleric undertakes
1d12 labours. Afflictions typically given might
include: the absence of a shadow, a demonic limb,
no reflection, cloven hooves, burning fires for eyes,
roaring wind for a voice, etc.
6 The cleric is afflicted with a permanent curse as a
reminder of the deity’s displeasure. While this curse
is minor it should be a nuisance. Curses might in-
clude such things as constantly losing one’s gold or
possessions, an embarrassing illness, being hated by
animals, weapons always breaking on a roll of a 1 (in
addition to the fumble), etc.
7 The deity smites the cleric with a bolt of lightning
or pillar of flame causing 6d6 damage. Assuming the
cleric survives, the deity considers them warned.

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8 Transforms the cleric’s head into the head of a crea-
ture despised by the deity. This transformation is
permanent unless a major quest is undertaken.
9 The cleric is cursed to roam the world as a wretched
shade upon their death.
10 The deity places a visible mark of disfavor on all
those that associate with the cleric.
11 The enraged deity twists the cleric’s body into a
parody of its former self. The cleric loses 1d3 ability
points from a random stat. The cleric is also hideous
to behold, their visage eliciting sobs from any unfor-
tunate enough to see this terrible punishment.
12 The ground opens at the cleric’ feet, sucking him
and all those around him to a place of testing deep
within the earth.
13 The cleric is thrown from favor. The cleric is now
an excommunicant of the faith, this condition will be
instantly recognizable by all followers of the deity.
This condition is permanent unless a major quest is
undertaken to reverse the condition.
14 The clerics ability to lay hands is twisted to cause
harm instead of healing. Each point of healing that
would normally take place now causes one point of
damage. This ability may not be used on an unwill-
ing subject unless that subject is restrained (any wig-
gling around interrupts the flow). This condition is
permanent unless a major sacrifice is made.
15 The clerics ability to turn unholy now causes the
affect creatures to attack unrelentingly instead. This
condition is permanent unless the cleric atones for
their sins.

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16 The cleric’s soul is pulled to the celestial (or infernal)
palace to serve their deity’s whims. The body of the
cleric still shambles on but is bereft of emotion and
like an automaton (although they can still cast spells
and perform actions). The cleric suffers a -2 penalty
to all actions until this is resolved.
17 The deity transforms the cleric into an insect, small
rodent, tiny lizard, miniscule fish or other insignifi-
cant creature.
18 The deity turns the clerics bone to jelly. While this
does not kill the cleric, it does make movement and
most actions almost impossible (-25 to movement
and -5 to all actions).
19 The deity turns the cleric inside out. This causes 3d6
stamina damage (which heals normally) and they are
now super gross. Everyone around the cleric needs
to make a Will save (DC 9) or vomit.
20+ The cleric explodes like a bomb. Everyone within
10’ of the cleric takes 1d6 damage and the transgres-
sor is dead, soooo dead.

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Meanwhile
A Narrative Downtime System
Written & Illustrated by Colin Mills

Inspiration: In The Lord of the Rings, various characters disappear


from the narrative for multiple years in order to perform tasks
which aren’t narratively compelling, yet add to the active nar-
rative once the characters are re-introduced. The purpose of this
subsystem is to create a rulespace for such interactions in a ta-
bletop game, without adding any unbalancing elements which
might result if not all characters choose to make use of this system.
Additionally, some in-game events may require a player character
to be excluded from play for an in-game month or more, and
this system should allow for a more smooth fast-forwarding of the
narrative. While the systems described below make use of refer-
ences to the Dungeon Crawl Classics rule system, GMs should
feel encouraged to adjust them to fit the needs of their individual
campaigns.

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The expected duration of each downtime period is one year, and
will have a workflow similar to that of Traveller’s character cre-
ation workflow, with an aforementioned compression of the time
period. However, unlike the Traveller character creation system,
these downtime periods will involve less career progression, and
more narrative seeds. Also, unlike Traveller, characters are al-
lowed to try any given downtime path regardless of past mishaps
or involvement in other downtime paths.

The downtime paths will mainly follow the primary interests of


each character class, plus generic research and occupation paths.
Any class can use any of the paths, and will find them more or less
useful depending on that character’s stats. After picking a down-
time path, the character will need to determine if they were able
to progress in that path, rolling 1d20 and adding their relevant
stat. If the PC passes that check, they get to roll 1d6 on the Prog-
ress Bonuses table. After rolling on the Progress Bonuses table, the
PC rolls on the path’s Events table, which contains both positive
and negative events. The flavor or explanations relating to the
results on these tables should be taken as suggestions, with the
Judge and player working to tweak them to better suit their nar-
rative needs.

If the initial progress check is not met, then the character can still
carouse and gain general experience for the given time period.
The special event result should be taken as free license for the
Judge to work with the player to introduce something interest-
ing into the character’s life. Examples are romantic relationships,
development of wild magical talent, and births or deaths in the
family.

Arcane
Whether through consorting with otherworldly powers, learning
at the hand of a master, or experimentations in a secret laboratory,
increasing arcane in power is a dangerous pursuit. Apprenticeship
often proves to be less dangerous than the other paths. However,
with greater risks come great rewards, and one must always find
a wizard of greater power willing to impart their knowledge, and
wizards are not well-known for their generosity...

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Sub-Paths
Progress Events and Mishaps
Apprenticeship DC 10 Int Check
Int Check
Commune with the Pers Check
Beyond
Private Experimentation Luck Check

Progress Bonuses
Apprenticeship
Roll 1d6 Result
1 A small trinket containing an elemental spirit.
2 Spell component pouch filled with exotic flower
petals
3 1st level scroll
4 Trinket magic item
5 Mentor boon
6 Peer contact

Commune with the Beyond


Roll 1d6 Result
1 Patron Boon
2 Patron quest
3 Spell check bonus
4 Replace one learned spell with another, the Judge
may choose the mercurial effect
5 Patron contact
6 Otherworld Contact

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Private Experimentation
Roll 1d6 Result
1 Minor Corruption, roll twice and choose one
2 Change mercurial effect
3 Spell check bonus
4 One-time magical ability
5 Peer contact
6 Black market contact

Events
Roll 1d20 Result
<2 A terrifying phlogiston reaction devastates your
mortal form! Gain a Major Corruption and a Patron
Taint. If you do not have a patron, the DM will
choose the Patron Taint table to roll on.
2-3 The results of your research are displeasing to the
powers beyond. If you have a patron, roll twice on
the Patron Taint table and choose one. If you do not
have a patron, the DM will choose the Patron Taint
table to roll on.
4-5 An otherworldly power influences the results of
your work, warping the results, and you. Gain a
Minor Corruption, and re-roll the mercurial effect of
a random spell.
6-7 A rival sabotages your work! If you do not have a
rival, gain one and roll on the Minor Corruption
table.
8-9 A negative reaction to wild phlogiston left you
scarred, gain an injury.
10-11 Your arcane experimentations gained you the notice
of another wizard, jealous of your powers. Gain a
rival.

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12-13 An opportunity to steal knowledge presents itself.
If you take the chance, make a DC 12 Int check to
make extra progress towards advancing your arcane
knowledge. If you fail, gain an enemy and an injury
while you are trapped by their ingenious traps.
14-15 Special Event
16-17 The stars are aligned, and you see an avenue to
advance your powers by leaps and bounds! Gain a +1
to the spell check of one spell, or learn a new spell
of your choice. Gain +1 to your next roll with this
path.
18-19 Whispers of your progress have reached ears in far
away lands. A foreign wizard offers to assist you in
your adventuring efforts in the future; gain them as
a contact.
20+ Your work has caught the attention of a wizard who
sees you as a compatriot in the field; they contact
you with the promise of aid, should you require it.
Gain this wizard as an ally.

Carousing
Sub-Paths
Progress Events and Mishaps
Bar Hopping Automatic Luck Check
Rabble Rousing Luck Check
Lounge About Luck Check

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Progress Bonuses
Bar Hopping
Roll 1d6 Result
1 You sang a song people didn’t like
2 A half-full bottle
3 You sang a song people liked
4 A well-crafted mug
5 Set of loaded dice
6 Barkeep names a drink after you

Rabble Rousing
Roll 1d6 Result
1 Used Weapon
2 Contact
3 Ally
4 Fancy, stolen weapon
5 Finely crafted wanted poster
6 Notoriety with the local law enforcement

Lounge About
Roll 1d6 Result
1 Fancy collection of empty liquor bottles
2 Rumor of trouble in town
3 Contact
4 A nice rug
5 Comfy clothes
6 Learn a local legend

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Events
Roll 1d20 Result
<2 Gain a serious injury, reducing a physical stat by 1
2-3 A hostile authority takes notice of your movements.
Gain an enemy.
4-5 Rub a fellow carouser wrong way. Gain a Rival.
6-7 You took your exploits a step too far, and somebody
important has stopped returning your summons.
Lose one contact
8-9 Either by tweaking something while relaxing, or
insulting the wrong unfriendly face, you came upon
injurious circumstances during your time. Roll on
the injury table.
10-11 Make a joke at the wrong person’s expense. If you
fail a Personality check, they take it a little hard and
is now seeking your non-specific ill. Gain a rival.
12-13 You compete in a game of chance, with a mod-
est wager. Make a Luck check using a +1d to gain
1d10 gold and a rumor of where more can be found.
Alternatively, make an Agility check for the same
rewards as you attempt to cheat your way out of the
wager; failure results in gaining an Enemy and an
untrustworthy reputation.
14-15 Special Event
16-17 Your time in town has gained you some local atten-
tion. If you make a Personality check,
18-19 An interesting stranger wanders by and you buy
them a drink, gain a friend.
20+ Hey, there’s a fight against somebody who already
doesn’t like you much. Help out to gain an ally and
a few bruises.

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Martial
Sub-Paths
Progress Events and Mishaps
Militant Ascetic DC 10 Sta Sta Check
Man-at-Arms Str Check
Game Hunter Dex Check

Progress Bonuses
Militant Ascetic
Roll 1d6 Result
1 Swear an oath to forebear from a nicety of civiliza-
tion
2 Re-select your lucky weapon
3 Fragments of a legendary weapon, probably
4 Fellow student contact
5 Sharpening kit (+1 to hit and damage for the first
1d3 attacks in the next combat)
6 Learn the location of a legendary beast den

Man-at-Arms
Roll 1d6 Result
1 Local guard contact
2 A well-used cot
3 Guard tabard and insignia
4 1d10 gold in savings
5 Weapon
6 Knowledge of the guard routes in the area

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Game Hunter
Roll 1d6 Result
1 One of your trophies gets displayed in the tavern
2 Hunter contact
3 Ecological knowledge of a region
4 Fletching kit
5 One vial of urine
6 Locate monster den

Events
Roll 1d20 Result
<2 A fight goes wrong, and you are seriously injured.
Reduced a physical stat by 1.
2-3 The secrets of your art are stolen, and you catch
a glimpse of their face before they flee. Gain an
enemy.
4-5 You take your sparring a step too far, and your part-
ner escalates in kind. You both get out of the fight
unscathed physically, but other wounds persist. Gain
a rival.
6-7 Your conduct following a fight offends one of your
acquaintances. Lose a contact.
8-9 You are moderately wounded during a match, gain
an injury and an awesome scar.
10-11 Lesser Risky Reward (thing or rival)
12-13 Risky reward (thing or enemy)
14-15 Special Event
16-17 A fabled master visits your town for a short time. If
you can make a Personality check or beat an AC 18
with an attack roll, you convince them to take you
into their tutelage for a time. Either gain knowledge
of the master’s monastery, or gain an increased die
for a single Mighty Deed of Arms.

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18-19 You and a fellow warrior find yourselves pinned in
great danger. Working together, you both come out
unscathed. Gain a friend.
20+ A chance duel, and you come out victorious. Turns
out, your opponent had some very notable enemies,
and one of them takes a liking to you. Gain an ally.

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Religious
Sub-Paths
Progress Events and Mishaps
Monk DC 10 Per Int Check
Evangelist Per Check
Pilgrim Sta Check

Progress Bonuses
Monk
Roll 1d6 Result
1 Prayer beads
2 A few pages of illuminated text
3 Well-used inkstone
4 Inscribed prayer (as 1st level cleric scroll)
5 Rumors of magical artifact
6 Research contact

Evangelist
Roll 1d6 Result
1 A prepared sermon
2 1d4 converts
3 Religious contact
4 Weapon
5 Establish minor shrine
6 Scars for the honor of your deity

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Pilgrim
Roll 1d6 Result
1 Inn or tavern contact in another settlement
2 Location of a religious site
3 Religious contact
4 Traveller’s clothing
5 Roads and paths to get to a point of interest
6 Rubbings of ancient carvings

Events
Roll 1d20 Result
<2 You come upon an ancient scroll which, upon
opening, inscribes a terrible curse upon your flesh.
2-3 The attention you have devoted to your deity has
garnered unwanted attention. Gain a religious en-
emy.
4-5 You get into a fierce theological discussion with
another of your faith which leaves you both embit-
tered. Gain a rival.
6-7 Given the passage of time, some acquaintances drift
away, unable to agree with the depth of your devo-
tion. Lose a contact.
8-9 A deific test of faith is proclaimed, resulting in an
injury and rolling 1d4 on the Disapproval table.
10-11 Here is your chance to make your mark in the sight
of your deity, an opportunity to break the grip of
another power in the area. You may attempt a DC
18 spell check, with the opportunity to spend gold to
increase the spell check as per the normal spellcasting
rules. If you pass the check, you push the influence
of the deity of your choice out of the immediate
locale. If you do not pass the check, your meddling
has been noticed, and an agent from that deity is dis-
patched to hamper your future efforts. Gain a rival.

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12-13 Your deity demands you undertake a gruelling test
of devotion. If you make a Personality check at an
increased die, you feel your deity is pleased with
your conduct. If you fail this check, roll on the Dis-
approval table with a number of d4’s equal to your
character level.
14-15 Special Event
16-17 You feel a tingling of divine power welling within
you. Make a Personality check to gain a +2 to future
Divine Intervention checks, or gain +1 to your
minimum disapproval until you can pay penance to
your deity for failing to live up to the potential they
saw in you.
18-19 Time spent meditating upon the virtues of your path
with other devotees brings together like hearts. Gain
a friend.
20+ Your stalwart service and devotion do not go unno-
ticed. An fellow proponent of your cause offers their
aid when next you require it. Gain an ally.

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Roguery
Sub-Paths
Progress Events and Mishaps
Organized Crime DC 10 Agi Per Check
Freelance Theft Agi Check
Skullduggery Luck Check

Progress Bonuses
Organized Crime
Roll 1d6 Result
1 Learn a compromising secret
2 A well-worn sap
3 Civil contact
4 Knowledge of local supply chains
5 A pouch of narcotic powder
6 Noble contact

Freelance Theft
Roll 1d6 Result
1 1d12 cp, and one cut purse
2 A battered iron coffer
3 A monogrammed lace handkerchief
4 Beggar’s disguise
5 Hand-held instrument
6 Street contact

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Skullduggery
Roll 1d6 Result
1 Weapon
2 Wicked scars, and a tale to match
3 Underworld contact
4 Half a vial of poison. It looks a little old.
5 Offer to do a job
6 Gain a contract on your head

Events
Roll 1d20 Result
<2 Whether it was due to explosions, a hail of missile
fire, or a guard’s sword, you got out of that by the
skin of your teeth, but with not much else. Reduce a
physical stat by 1 and gain some scars.
2-3 A witness channels information back to the wrong
people. Somebody wants you dead. Gain an enemy.
4-5 Honor among thieves is a fool’s creed, apparently.
Gain a rival.
6-7 Business is slow, and you’re seen as losing your
touch. Lose a contact.
8-9 Not every job goes smooth. That one in particular.
Gain a minor injury or trauma.
10-11 You’re offered a job, and everything about it stinks.
If you take the job and pass either an Agility or a
Luck check, gain a treasure of the DM’s choice and
an Enemy; no reason to be returning this pretty
thing just yet. If you fail the check, gain an en-
emy and an injury as things go as far south as you
expected.

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12-13 Everything’s risky in your line of work, but that one
job, it was something else. Roll your Events check
again. If you pass, you get paid 2d12GP and no one’s
the wiser. Fail, and somebody talked. Gain a rival,
and perhaps some heat.
14-15 Special Event
16-17 You see a chance to move up in the world. Roll a
Luck check. If you pass, gain notoriety in the region
as a capable thief. If you fail, well, people talk.
18-19 You could have left them behind, but you thought
bailing them out would put you in a better position.
Gain a friend.
20+ A job turns sour, but you get away scot free with the
help of an associate, who’s more than likely to help
you out again. Gain an ally.

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Seek the Hag
in
the Woods
Tables for Creating
Memorable Hag Encounters
Written by Matt Rayburn
& Illustrated by KJ O’Brien

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A classic quest sends the party deep into the darkest woods or
murkiest swamp to petition the aid of a hag. She is tricky and
dangerous, and most sane mortals avoid her at all costs. But her
secret knowledge of dark arts may prove worth the risk.

The tables presented below are designed to assist the Judge in


creating a memorable encounter with such a hag. The Judge is
encouraged to use these tables as they see fit: rolling on each
table to quickly create random adventures or handpicking their
favorite entries to best match the style of their own campaign.

 Table 1 generates the reason the party seeks the hag.


The hag should not willingly give the party what they
seek without compensation. Rather, the party will
need to earn her favor by embarking upon some
perilous quest. The nature of this quest is left up to the
Judge, and can serve as a hook to lead the party into its
next adventure.
 Table 2 generates a name for the hag. Roll two times
on this table. The first result is applied to the Name
column, and the second result to the Title column.
For example, rolling a 2 on the Name column and a
6 on the Title column would combine to create the hag
named Grumbadine the Prune.
 Table 3 generates characteristics to describe the hag’s
physical attributes and stats.
 Table 4 generates the hag’s personality.

Unless altered by text in Tables 3 or 4, the stats for the hag are
the same as those for a witch as presented on page 434 of the
core rulebook.

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Hag Table 1: Reason to seek the hag
Roll 1d14 Result
The Hag...
1 ...remembers forgotten lore.

2 ...knows how to kill a powerful monster.

3 ...knows, and could teach others, a forbidden


spell.
4 ...speaks with the dead.

5 ...raises the dead.

6 ...sees the future.

7 ...cures wounds or illnesses.

8 ...removes curses.

9 ...bestows curses.

10 ...can magically locate any lost item or person.

11 ...summons demons.

12 ...possesses a rare and wondrous item.

13 ...enchants mundane weapons.

14 ...holds dark secrets about the local ruler

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Hag Table 2: Name & Title
1d14 Name Title
1 Jezzra …the Scab-Ridden
2 Grumbadine …the Black-Hearted
3 Big Bernadette …the Putrid
4 Asheemae …the Undying Crone
5 Olma …the Tainted
6 Drapmine …the Prune
7 Phraeda …the Withered Witch
8 Old Medi …of the {insert name of local
woods or swamp}
9 Hester …who Gnaws on Children’s
Bones
10 Sabinn …who Fornicates with Devils
11 Grizhelda …who Haunts Us in Our Sleep
12 Ulga …who Birthed the Ogre Og-
speth
13 Thorn …who Slithers with the
Snakes
14 Mertle …who Knows No Friend

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Hag Table 3: Physical Attributes & Stats
1d14 Result
1 Vicious cannibal. The hag bears sharp claws and
fangs. Her claws provide a +2 melee attack (1d4)
and she gains a bite melee attack +0 (1d6). Action
Dice increase to 2d20, but at least one action must
be a melee attack (i.e. both actions cannot be used
to cast spells).
2 Massive brain. Through decades of arcane studies
and experimentation, the hag has expanded her
mental capacity. Her brain has grown to enor-
mous proportions, deforming her head. When
determining spells known, she gains two extra
spells from the usual list for witches (i.e. rolls two
more times on this list). In addition, she gains
the bonus spells Eldritch Hound and Polymorph
(pages 211 and 243 of the core rulebook, respective-
ly). Roll d4: (1) forehead protrudes and is covered
with throbbing veins; (2) head grows upwards in
a tall, oblong shape; (3) gaze is always down at the
ground as her over-sized head is too heavy for her
neck to support; (4) flesh and skull have cracked
open, exposing a pulsating brain.
3 Random attributes. Roll once on DCC RPG Table
9-1: Humanoid Skin Color and once on DCC RPG
Table 9-3: Appearance (page 380 of the of the core
rulebook). Judge may also elect to roll on DCC RPG
Table 9-7: Unusual Traits (page 383 of the core
rulebook).
4 Giant. The hag is 10 feet tall and possesses mas-
sive strength. Maintains the spellcasting of a
witch, but otherwise uses the stats for an ogre
(page 422 of the core rulebook). Critical hits use
Crit Table G: Giants (page 389 of the core rulebook).
5 Un-dead. The hag cheated death and became an
un-dead monster. Roll once on DCC RPG Table 9-5:
Physical Appearance of Un-dead and once on DCC
RPG Table 9-6: Traits or Properties of Un-dead
(page 381 of the core rulebook). Critical hits use
Crit Table U: Un-dead (page 391 of the core rule-
book).
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6 Lost love. All who look upon the hag see the face of
a lost lover whom they have not seen in years but
instantly recognize. Each character gazing upon
the hag must successfully make a DC 16 Will save
or become afflicted with the Curse of Lost Love
(page 438 of the core rulebook), taking a -2 penalty
to Luck and Will saves. If the failed Will save result
was a 10-14, the character may make a second DC
16 Will save when the hag is killed. If the failed
Will save result was below 10 (or if the Will save
is failed a second time upon the hag’s death), the
curse is permanent. The character is forever a
victim of endless longing, and finds little purpose
in living.
7 Commoner. In most ways, the hag is a commoner
(i.e. a Level 0 human), but dabbles in magic out of
a morbid curiosity. Roll on DCC RPG Table 1-3: Oc-
cupation (page 22 of the core rulebook). She dress-
es as someone of that occupation, and carries the
tools of her trade.
8 Flying torso. Having lost all limbs, the hag can-
not physically move or make melee attacks. She
moves rapidly at will via levitation, allowing her
to dodge attacks. -2 to all melee or ranged attacks
made against her.
9 Corrupted (Minor). Years of magical dabbling have
slightly corrupted the hag. Roll twice on DCC RPG
Table 5-3: Minor Corruption (page 116 of the core
rulebook).
10 Corrupted (Major). Years of magical dabbling have
corrupted the hag. Roll twice on DCC RPG Table
5-4: Major Corruption (page 118 of the core rule-
book).
11 Corrupted (Greater). Years of magical dabbling
and dealings with demons have severely corrupt-
ed the hag. Roll twice on DCC RPG Table 5-5: Great-
er Corruption (page 119 of the core rulebook).
12 Spellburnt. The hag must spellburn every time she
casts any spell. As such, her body is sorely muti-
lated from years of self-harm.

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13 Mirror, mirror. The hag surrounds herself by mir-
ror images. Refer to the result for a spell check of
16-19 for the spell Mirror Image (page 183 of the
core rulebook).
14 Alarmingly beautiful. The hag appears as a gor-
geous elven woman. Any character (regardless of
gender or sexual orientation) not succeeding at a
DC 16 Will save is charmed as if under the Charm
Person spell (page 131 of the core rulebook).

Hag Table 4: Personality


1d14 Result
1 As old as time itself. An ancient being for whom
time passes at a different pace, the hag knows
much of history, but little of current affairs. Un-
impressed by anyone with a big ego, she believes
all mortals are trivial beings in the cosmic sense.
She moves methodically—never with haste.
2 Vanity. The hag desires nothing more than the
glowing praise and admiration of her visitors. Roll
d3: (1) fishes for compliments on her beauty; (2)
tries to prove that she is smarter than all others;
(3) points out various items in her home seeking
approval of her décor.
3 Inquisitor. When asked a question, the hag always
replies with a question. This reply may be a par-
roted response of the question she just heard or a
different question entirely.
4 Paranoid. The hag is extremely skeptical of un-
expected visitors. Roll d4 to determine what she
believes to be the party’s hidden agenda: (1) tax
collectors representing a local land baron; (2)
heretic hunters sent by a traditionalist church to
burn her alive; (3) members of a witch coven out
to steal her secret spells; (4) demons come to claim
her soul as repayment for previous pacts.

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5 Senile. The hag is losing her memory. The party
will be given imperfect (incomplete and/or incor-
rect) information for whatever quest she asks of
them. The Judge should exercise discretion on how
this impacts the difficulty of the quest and the
party’s ability to complete it.
6 Lonely widow. The hag believes the party to be
her husband and children, all of whom vanished
decades ago. At first she is quite accommodating,
but becomes frustrated if the party does not play
along. If anyone attempts to leave, she will try
to prevent such exit, likely resulting in combat.
Her sudden change of demeanor guarantees she
will act first in the ensuing combat, regardless of
initiative.
7 Battle-scarred. The hag’s body is a morbid col-
lection of wounds, each with its own story. Visi-
tors who share their own wounds (and the grisly
accounts of how they earned them) amuse her
greatly. She bears little respect for those whose
bodies do not contain such trophies. After scars
have been shared, she will only speak to the most
marred/deformed member of the party.
8 The hen. Cursed long ago into believing she is
a human-chicken hybrid, there are no physical
alterations to her body, but in her mind she is part
chicken. Roll d4: (1) clucks sporadically while talk-
ing; (2) constantly positions her arms to imitate
chicken wings; (3) pecks incessantly at the ground,
eating bugs and dirt; (4) steals eggs from nearby
chicken farms and sits on them in hopes they will
hatch, but inevitably smashes them all.

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9 Possessed. While recently conjuring a demon, she
was unable to control it, and is now possessed. A
lawful cleric will instantly realize she is possessed.
Any other character must make an Intelligence
check, DC determined by Judge. Roll d4: (1) will
immediately attack anyone who enters and keep
attacking until killed or the entity is exorcised;
(2) will negotiate with the party but the quest
she assigns will be an obscenely evil task; (3) will
negotiate with the party but instead of sending
on a quest asks one character to offer their soul
to the demon; (4) will negotiate with the party but
instead of sending on a quest demands one char-
acter be set on fire and killed as a sacrifice to the
demon.
10 Destined. The hag devoutly worships the Three
Fates. Her lair is full of crystal balls and tarot
cards. Gains the spell Invoke Patron and all patron
spells for the Three Fates (pages 348-353 of the
core rulebook).
11 Unnerving presence. Merely being in the presence
of the hag causes anxiety and fear. Any character
not succeeding on a DC 16 Will save cowers and
is unable to act normally. If attacked, an affected
character can take action, but suffers a -3 penalty
to their initiative roll at the start of combat. Her
unnerving presence manifests itself as follows.
Roll d3: (1) cackles a maddening, droning laugh; (2)
intently stares with eyes that have no eyelids and
never blink; (3) speaks in demonic tongues.

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12 Harbinger of doom. The hag is a vessel for a cha-
otic Elder God, whose sole mission is to bring that
ancient being into this plane. An aura of chaotic
energy envelopes her. Roll d4: (1) characters can
speak with the hag but no longer understand each
other. The speech of others sounds like the muf-
fled croaking of frogs; (2) any character failing a
DC 16 Fort save chokes, taking 1d6 damage and
becoming immobile for 1d3 rounds; (3) any char-
acter failing a DC 16 Will save hears the incessant
beating of infernal drums and rhythmically gib-
bers along, permanently taking 1d3 Intelligence
damage; (4) 1d4 servants of the Elder God mani-
fest and attack. Judge’s discretion as to the nature
of these servants. Suggestions include deep ones,
toadfiends, or servitors (pages 400, 402, or 425 of
the core rulebook respectively).
13 Hoarder. The lair is littered with all variety of
trinkets and trash. Each visitor must offer a gift to
this ever-growing collection. Gifts must be un-
usual items, though traditional concepts of value
mean nothing to the hag. At the Judge’s discre-
tion, she may be attracted to a particular item a
character possesses, in which case she will de-
mand that specific item as the offering.
14 Bored to death. The hag has lost purpose in life
and was moments away from killing herself when
the party arrived. There is some sign of pend-
ing suicide in the room. The unexpected visit has
intrigued her enough that she has decided to keep
living a bit longer. Roll d4: (1) a noose hangs from
the rafters; (2) a glass and a bottle of poison are on
the table; (3) a suicide note is visible on her bed; (4)
she has been stabbing herself and multiple knives
protrude from her flesh.

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Classless DCC
by Marc Elsenheimer
& public domain art

Character classes are an integral part of the Dungeon Crawl Classics


experience, and the unique abilities that define those classes are the core
of the experience.

However, some may want a more open approach to their characters and
their development. The Archetype system provides this. Instead of hav-
ing a class, characters that survive their funnel create an Archetype con-
sisting of the core abilities presented in the classes of the DCC RPG Core
Rulebook. Later on, they may improve upon their abilities by expending
experience points and might even acquire new abilities.

This open system is designed as an addition to the core classes, and the
characters will always be equally powerful to regular characters with the
same amount of experience. This article presents two systems, designed
with each other in mind.

The Archetype system presented here will allow players to use a simple
toolbox to build their own classes out of the abilities presented in the
DCC Core Rulebook along with some new abilities.

The Experience system allows you to improve your character freely


without the restrictions of class levels by spending your earned experi-
ence points on your abilities and stats.
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1. Character Creation and the Funnel
Character creation is not modified to regular Dungeon Crawl Classics.
Once a character reaches 10 experience points, instead of choosing a
class, the player gets to construct an Archetype for said character.

1.1 Non-human Characters


Non-human characters start out with their specific features already un-
locked. They don’t have to purchase them later when constructing an
Archetype. Besides knowing the language of their kin, the following
features are applied:

Dwarves: Infravision, Slow, Underground Skills


Elves: Elven Immunities, Heightened Senses, Infravision, Iron Vulner-
abilities
Halflings: Infravision, Slow, Small

2. Constructing an Archetype
Character Archetypes are self-made classes. The player uses his charac-
ter’s initial 10 experience points (XP) to spend on the Archetype. If the
character has earned more than 10 experience points before constructing
his Archetype, he can’t use those extra XP and must save them for later
use.

You have 10 experience points (10 XP) to spend on your Archetype.


Instead of constructing his own Archetype, a player can always choose
one of the DCC Core classes.

2.1 Hit Die


A character’s basic Hit Die is a d4, but this can be improved by spend-
ing experience points on his Archetype. To improve a character’s Hit
Die, you can spend 0.5 XP for an improvement of one step on the dice
chain, skipping over the d5 and d7. You can improve your Hit Die up
to a maximum of 1d12.

You can increase your Hit Die up to four times from 1d4 to 1d6 to 1d8
to 1d10 to 1d12 for 0.5 XP per step.

2.2 Crit Die and Table


Experience can be spent to improve a character’s Crit Die and Crit
Table at character creation. Improving the Crit Die from 1d4 to a
higher dice type on the dice chain costs 0.5 XP per step on the dice

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chain (ignoring the d5 and d7), and improving the table costs 0.5 XP
per step on the “Table Chain”. So improving the table to Crit Table II
costs 0.5 XP, and improving the Table to Table III costs 1 XP.

2.3 Weapon Training


Most Archetypes are only proficient with a small selection of weapons,
up to 10 usually. If the player chooses to upgrade his Archetype to be
proficient with all weapons, it will cost him 0.5 XP.

You are proficient with up to 10 weapons. For 0.5 XP, you can
gain proficiency with all weapons.

2.4 Features
Experience can also be spent on acquiring features. Those features are
the core abilities that define a character. In the following, all features
taken from the DCC Core Rulebook are presented in the following
tables. Most abilities are detailed in Section 3. Feature Descriptions.

Table 1 includes only mundane features, whereas Table 2 lists the


magical features. The entries in Table 3 are the features that were nor-
mally reserved for non-human characters. It is up to the Judge whether
or not these are available to humans.

Name: Name of the feature


Description: A brief description of the feature
Cost: Cost of acquiring the feature
Requirements: Requirements for the feature
Reference: Name and page number of the ability in the Core Rulebook

Abilities marked with an * are changed in comparison to the DCC


Core Rulebook and detailed in Chapter 3.
Abilities marked with a † can be improved later on with experience as
described in Chapter 4.

2.5 Attack Bonus


An Archetype that has not chosen a Deed Die may acquire an attack
bonus of +1 for 0.5 XP.

This cannot be purchased more than once for an Archetype, and the
attack bonus can be further improved with experience during play,
even if it is not chosen for the Archetype.

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2.6 Finishing Up the Archetype
In the final step, Archetypes get a bonus of +1 to two of their three
saving throws.

3. Feature Description
What follows is a short and comprehensive listing of all available features
from the DCC Core Rulebook.

3.1 Non-magical Features

Deed Die – 2 XP
This feature grants the Archetype access to the Deed Die as described
under Attack Modifier on Page 42. This replaces the chance to acquire
a normal attack modifier for the Archetype. The Deed Die starts as a
d3 and can be improved by spending experience points later.

Mighty Deeds of Arms – requires Deed Die – 1 XP


Archetypes, which already have access to a Deed Die, can gain this
feature to perform mighty deeds of arms as described under the com-
bat rules on Page 42.

Improved Critical Range – 1 XP


Archetypes possessing this feat have an improved chance to land a crit-
ical hit, similar to a warrior, as explained on Page 42. The critical hit
range starts as 19 to 20 and can be improved with experience.

Lucky Weapon – 1 XP
When choosing this feature, the player has to also choose a type of
weapon with which to apply this. The character will apply his Luck
bonus to all attacks with that weapon type. This feature can be ac-
quired multiple times, thus applying the bonus to additional weapon
types.

Avoid Fumbles – 0.5 XP


Archetypes with this feature are allowed to expend a point of Luck to
avoid the effects of a fumble. The attack simply misses instead. This
works exactly as described for warriors and dwarves on Page 79 in the
combat rules.

Initiative Bonus – 0.5 Xp


The Archetype gets a flat bonus bonus to his initiative rolls. The bonus
starts as 1 after Archetype creation and can be increased with experi-
ence expenditure.
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Additional Attack – 2 XP
Grants the Archetype an additional attack that can be used once each
round of combat. The action dice for this attack is 1d14, and it is re-
quired to specify a weapon with which this attack has to be performed.
This works like the sword and board feature of the dwarf, described
on Page 52.

Free Addition Attack – requires Additional Attack – 1 XP


This feature lifts the requirement to specify a weapon or form of attack
for the additional attack. The additional attack then works like an ad-
ditional action dice, which can only be used to attack.

Improved Additional Attack – requires Additional Attack – 1 XP


This feature lets the character spend experience points to improve the
dice type for the additional attack as specified in Chapter 4.

Two Weapon Fighting – 2 XP


An Archetype with this feature can always use 2d16, when fighting
with two weapons, regardless of his Agility. This works exactly like
the halfling’s ability of the same name, as described on Page 60 of the
DCC Core Rulebook.

Additional Language – 0.5 XP


Grants an additional language to the Archetype. This language can be
random or predetermined.

Linguistic Knowledge – 1 XP
This feature doubles the number of languages gained per point of In-
telligence. This also doubles the number of languages learned through
the additional language feature.

Recovering Luck – 2 XP
Archetypes possessing this feature regenerate their Luck back to the
starting value at a rate of 1 point per day. The details are described on
Page 36 under the class ability Luck and Wits. The rate of regenera-
tion can be improved during play by expending experience points.

Luck Die – restriction: can’t have Lucky - 2 XP


Instead of gaining +1 on a roll, when expending Luck, characters with
this feature get a bonus of +1d3 per point of Luck spent. The Luck Die
can be improved later by spending experience points. The details of
this ability are explained on Page 36 of the Core Rulebook as part of
the ability Luck and Wits.

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Table 1 – Non-magic Features

Name Description
Deed Die † Replaces the Attack Modifier with
the Deed Die of 1d3
2 XP Ref. Pg 42 - Attack
Modifer
Mighty Deeds of Allows PC to perform mighty deeds
Arms of arms
(Req. Deed Die) 1 XP Ref. Pg 42 - Mighty Deeds
of Arm
Improved Crit Improves the Crit Range of the
Range † Character to 19-20
1 XP Ref. Pg 42 - Critical Hit
Lucky Weapon* Grants an attack bonus equal to
your luck for one weapon
0.5 XP Ref. Pg 42 - Luck
Avoid Fumbles Can avoid fumbles by burning Luck
0.5 XP Ref. Pg 79 - second passage
Initiative Bonus* † Improve your Initiative by 1
0.5 XP Ref. Pg 42 - Initiative
Additional Attack* Grants an additional attack with a
specified weapon and an action dice
of 1d14
2 XP Ref. Pg 52 - Sword and
Board
Free Additional Additional attack can be performed
Attack * with any weapon
(Req. Additional
Attack) 1 XP Ref. Chapter 3

Improved Additional Additional attack action die can be


Attack*† improved with XP
(Req. Additional
Attack) 1 XP Ref. Chapters 3 & 4

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Two Weapon Allows masterful use of two
Fighting weapons at the same time
2 XP Ref. Pg 60 - Two-Weapon
Fighting
Additional Learn an additional language
Language*
0.5 XP Ref. Pg 441
Linguistic Learn double the languages per Int
Knowledge* point
1 XP Ref. Pg 49 - Languages
Recovering Luck*† Luck regenerates at a daily rate. 1
point / day at first
2 XP Ref. Pg 36 - Luck and Wits
Luck Die† Instead of a +1 bonus, spending a
(Can’t have Lucky) point of Luck grants +1d3 to a roll
2 XP Ref. Pg 36 - Luck and Wits
Lucky Spending a point of Luck grants a
(Can’t have Luck bonus of +2
Die)
1 XP Ref. Pg 60 - Good Luck
Charm
Good Luck Charm Allows expending Luck for allies
2 XP Ref. Pg 60 - Good Luck
Charm
Good Luck Aura Allows allies to use your luck
modifier for rolls
0.5 XP Ref. Pg 60 - Good Luck
Charm
Thief Skills* † Allows usage of Thief Skills; See
Chapter 3 for details
0,5 / 2 Ref. Pg 34 & 35 - Thief
Skills Skills

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Backstab* † Allows usage of the Thief Skill
Backstab; See Chapter 3
0,5 Ref. Pg 34 & 35 - Thief
(extra) Skills
Cast Spell from Allows the character to cast spells
Scroll* † from scrolls
0.5 XP Ref. Pg 34 & 35 - Thief
Skills
Improve Thief Skills* Allows distributing more starting
points into skills
0.5 / 3 Ref. Chapter 3
XP

Lucky – restriction: can’t have Luck Die - 1 XP


This feature doubles the bonus gained per point of Luck spent, so that
each point of Luck spent grants a bonus of +2.

Good Luck Charm – 2 XP


This ability allows an Archetype to expend Luck to help an ally. The
details are explained on Page 60 of the Core Rulebook as part of the
ability Good Luck Charm.

Good Luck Aura – 0.5 XP


Characters in the vicinity of this Archetype are allowed to use the
Archetype’s Luck bonus instead of their own. This works as described
alongside the ability Good Luck Charm on Page 60 of the DCC RPG
Rulebook.

Thief Skills – 0.5 XP / 2 Skills


Thief skills, as described in the Core Rulebook on Page 34 (and fol-
lowing) can be acquired at a cost of 0.5 XP per two skills. This grants
the character access to two skills of his choice from the list of all thief
skills except for “Cast spell from scroll”. If one of the two skills pur-
chased is backstab, then the player has to pay an additional 0.5 XP to
add those skills to his Archetype.

All skills start at a value of +0 and upon acquisition the player can de-
cide, for each pair of skills, whether he wants one of the skills at a skill
value of +3 and the other one at a value of 0, or whether he wants to
acquire both at a level of +1.
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Purchasing two skills costs 0.5 XP (1 XP if one of the skills is backstab), and
each pair of skills starts with either a value of +0 and +3, or +1 and +1.

Backstab – 0.5 XP
When acquiring thief skills, if backstab is among the acquired skills,
then the cost of acquisition increases by 0.5 XP. In any other regard,
this ability works, and is improved, like thief skills.

Alternatively, if a player wants to add backstab to his Archetype, with-


out other thief skills he can do so for 0.5 XP. The skill then starts at a
value of +1.

Cast Spell from Scroll – 0.5 XP


This grants the Archetype access to the thief skill “Cast spell from
scroll” as described on Page 35 of the DCC Core Rulebook. This skill
starts at a value of 1d10 and can be improved by “Improve thief skills”
with 3 skill points equating 1 step on the dice chain.

Improve Thief Skills – 0.5 XP / 3 Points


This grants the Archetype a bonus of +3 to freely distribute between
his acquired thief skills (including backstab), up to a maximum of +3.
Alternatively, all 3 points can be expended to improve Cast spell from
scroll one step on the dice chain.

3.2 Magical Features

Arcane Spellcasting – 4 XP
This feature allows the Archetype to learn and cast arcane spells. The
character is limited to learning level 1 spells and has to pay 0.5 XP per
spell learned (see Spells, below).
The Archetype’s casting ability can be further improved by acquiring
the ability to perform Spellburn for 2 XP and the ability to learn and
use the patron bond spell for 1 XP.
He rolls 1d20 +1 + Intelligence modifier to cast spells, and the bonus
can be improved with experience during play.
The rules for casting spells are explained on Page 48 under Magic, as
well as in Chapter 5 of the Core Rulebook beginning with Page 105.

Spellburn – requires Arcane Spellcasting – 2 XP


This feature allows any arcane spellcaster to perform spellburn as de-
scribed in the Magic Rules beginning on Page 105 or in the Magic
section of the wizard class on Page 46.

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When a spell requires the use of spellburn and the wizard does not
have this class feature, he can instead permanently spend physical at-
tribute points, which grant no bonus and won’t regenerate.

Table 2 – Magical Features

Name Description
Arcane Spellcasting *† This feature allows the PC to learn and
cast arcane spells
4 XP Ref. Pg 48 - Magic
Spellburn Allows the caster to spellburn
(Req. Arcane Casting)
2 XP Ref. Pg 107 - Spellburn
Patron Bond ‡ This feature allows the PC to learn and
(Req. Spellcasting) cast the spell patron bond (does not grant
the spell for free)
1 XP Ref. Pg 48 - Supernatural
Patrons
Avoid Corruption Allows the PC to burn Luck to avoid
(Req. Arcane Casting) corruption
1 XP Ref. Pg 49 - Luck
Divine Spellcasting *† This feature allows the PC to learn and
cast divine spells
4 XP Ref. Pg 28 - Magic
Lay on Hands ‡ Allows use of lay on hands
(Req. Devine Casting)
1 XP Ref. Pg 30 - Lay on Hands
Divine Aid ‡ Allows use of divine aid
(Req. Devine Casting)
0.5 XP Ref. Pg 31 - Divine
Turn Unholy Allows use of turn unholy
(Req. Devine Casting)
0.5 XP Ref. Pg. 30 - Turn Unholy
Spells * Grants knowledge of a single spell
(Req. Spellcasting)
0.5 XP Ref. Chapters 3
/ spell
‡ Patron bond, lay on hands, divine aid, and turn unholy may be ac-
quired without their prerequisites for double the experience costs.

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Patron Bond – 1 XP – requires Arcane Spellcasting
This allows the archetype to learn and use the spell patron bond. The
spell does still have to be learned via the feature spells or via play.

Archetypes without this feature can still enter a patron bond when the
spell bond patron is used on them by a character with the feature and
spell as explained in the spell’s description.
This feature can be acquired for double the cost by characters not able
to cast arcane spells. Those characters gain access to the bond patron
spell for free and can cast it with 1d20 + INT.

Avoid Corruption – requires Arcane Spellcasting – 1 XP


This feature allows the Archetype to avoid the negative effect of cor-
ruption by burning 1 point of Luck.

Divine Spellcasting – 4 XP
This feature allows the Archetype to learn and cast divine spells. The
character is limited to learning level 1 spells and has to pay 0.5 XP per
spell learned (see Spells, below).

To cast spells, roll 1d20 +1 + PER Mod to cast spells, and the bonus can
be improved with experience during play. The rules for casting spells
are explained on Page 28 under Magic as well as in Chapter 5 of the
Core Rulebook beginning on Page 105.

Lay on Hands – requires Divine Spellcasting – 1 XP


This feature grants access to the lay on hands ability as explained on
Page 30 of the Core Rulebook. To use this ability, 1d20 + PER is
rolled. If the character has access to Divine Spellcasting, then the roll
to cast spells is used instead.

This ability can be purchased for double the cost by characters without
the Divine Spellcasting ability.

Divine Aid – requires Divine Spellcasting – 0.5 XP


This feature grants access to the divine aid ability as explained on Page
31 of the Core Rulebook. To use this ability, 1d20 + PER is rolled. If
the character has access to Divine Spellcasting, then the roll to cast
spells is used instead.

This ability can be purchased for double the cost by characters without
the Divine Spellcasting ability.

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Turn Unholy – requires Divine Spellcasting – 0.5 XP
This feature grants access to the turn unholy ability as explained on
Page 30 of the Core Rulebook. To use this ability, 1d20 + PER + LCK
is rolled. If the character has access to Divine Spellcasting, then the roll
(with the Luck modifier added) to cast spells is used instead.
This ability can be purchased for double the cost by characters without
the Divine Spellcasting ability.

Spells – requires Spellcasting – 0.5 XP per spell


This features corresponds to one spell learned by the character and can
be purchased multiple times. Whether the spells are randomized, cho-
sen from a list, or anything in between is determined by the Judge.
Arcane spells learned always have a mercurial effect as explained under
Mercurial magic.
Additional spells can be learned during play.

Table 3 – Non-human Features

Name Description
Slow ‡ Base move speed is reduced to 20’
-0.5 XP Ref. Pg 52 - Slow
Infravision Allows PC to see in the dark up to 60’
0.5 XP Ref. Pg 52 - Infravision
Underground Skills† Grants a bonus to find secrets
underground and allows the character
to smell gold
0.5 XP Ref. Pg 52 - Underground
Skill
Elven Immunities Character is immune against magical
sleep and paralysis
1 XP Ref. Pg 56 - Immunities
Heightened Senses Grants +4 to Perception and reveals
close-by secrets
0.5 XP Ref. Pg 56 - Heightened
Senses

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Iron Vulnerability ‡ Character is intensely sensitive to the
touch of iron
0.5 XP Ref. Pg 56 - Vulnerabilities
Small Character is small and can fit into
smaller openings
0.5 XP Ref. Pg 60 - Small
‡ These features are considered hindrances and grant their cost as
bonus XP.

3.3 Non-human Features


These abilities are normally linked to the non-human classes and
whether players can choose from them to create their Archetypes is
up to the Judge.

Slow – 0.5 XP
This feature is a hindrance and slows the character down to a speed
of 20’. This grants 0.5 XP to spend on other features.

Infravision – 0.5 XP
Infravision allows the Archetype to see in the dark up to 60’ distance.

Underground Skills – 0.5 XP


Underground skills grants an Archetype a bonus of +1 to detect
secret passages and constructions underground. This bonus can be
improved with experience.
Furthermore, underground skills allows an Archetype to smell large
concentrations of gold within 40’.

Elven Immunities – 0.5 XP


Archetypes possessing this feature are immune against magical sleep
and paralysis effects. This works like the Elven Immunities described
on Page 56.

Heightened Senses – 0.5 XP


Archetypes possessing this ability receive a bonus of +4 to percep-
tion rolls and reveals secret doors close by. The ability is described on
Page 56.

Iron Vulnerability - 0.5 XP


Archetypes with this feature are sensitive to iron as explained on
Page 56 under Vulnerabilities. This grants 0.5 XP to spend on other
features.
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Small – 0.5 XP
Characters with this ability are smaller than most and able to fit in
tight spaces.

4. Spending Your Experience


The experience a character accumulates over his journeys and adventures
can be spent directly to improve certain abilities this character possesses.
Experience costs vary from ability to ability and scale, so that improving
abilities costs more the better they already are. Additionally, experience
can be used to acquire additional Archetype features for a high cost.

This System is designed to vaguely line up with the progression of


regular characters from level 1 to 4, but quickly falls off at level 5. To
keep pace with official characters the XP amount granted should be
doubled at this point.

4.1 Hit Die


The character can add one roll of his Hit Die to his maximum HP.
This also adds to his number of Hit Dice for all effects referring to a
character’s Hit Die, like lay on hands or some spells. The cost in the
table simply

XP Cost Hit Die XP Cost Hit Die


Free 1st HD 30 6th HD
10 2nd HD 35 7th HD
15 3rd HD 40 8th HD
20 4th HD 45 9th HD
25 5th HD 50 10th HD

4.2 Crit Die and Table


The Crit Die and Table can be improved with experience. The Crit
Die is improved along the dice chain, leaving out 1d5 and 1d7. The
cost increases each time the Crit Die is improved, considering the
starting value of the Archetype as being 0 times (no matter which
Dice it is).

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XP Cost Crit Die XP Cost Crit Die
- 1d4 6 1d16
1 1d6 8 1d20
2 1d8 10 1d24
3 1d10 12 1d30
4 1d12 20 2d20
5 1d14

To improve the Crit Table from Table I to either II or III costs 20 XP


To Improve the Table from Table III to IV costs 10 XP
Improving the Table from Table IV to V costs 10 XP

4.3 Attack Bonus and Deed Die


To Improve an Attack Bonus by +1 or a Deed Die by 1 step on the
dice chain, the character has to pay an experience cost as indicated in
the table below. This table indicates how much XP the character has
to pay to improve from the current to the next step. So for example, a
character with a Deed Die of 1d5 has to pay 20 XP to it improve to
1d6 and then has to pay 45 XP to improve the Deed die from 1d6 to
1d8

4.4 Action Dice


To get access to a second Action Dice you have to expend 40 exp.
The new action dice starts as 1d14. This dice can then be improved
with by the cost in the table below. Note that the table lists the cost
to improve the die from the current point to the next step.
Once the second action dice is 1d20 a third action dice can be
purchased for 60 exp. This dice also starts as 1d14

XP Cost Crit Die


- 1d14
20 1d16
30 1d20

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4.5 Saving Throws
A characters saving Throws can be improved as indicated in the table
below. The cost given is always the cost to improve the save from the
current step to the step indicated. For example, improving

XP Cost Save XP Cost Save


- +0 7 +6
2 +1 8 +8
3 +2 10 +9
4 +3 12 +10
5 +4 14
6 +5

4.6 Class Features

Improved Crit Range


To improve a already improved Crit Range even further the player
has to spend XP. To improve the Critical Range one step, from 19+ to
18+ the player has to spend 20 XP and to improve the crit range even
further from 18+ to 17+ the player has to spend 40 XP.

Improved Initiative
The cost of improving the initiative of a character is given in the table
below

XP Cost Crit Die XP Cost Crit Die


- +1 8 +6
4 +2 8 +7
4 +3 10 +8
6 +4 10 +9
6 +5 12 +10

Improved Additional Attack


Characters with an archetype able to improve their Additional Attack
can further raise the action die of said attack by spending XP as indicated
by the table below

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XP Cost - 10 20 30 40
Step 1d14 1d16 1d20 1d24 1d30

Recovering Luck
The rate of Luck Recovery can be improved according to the table
below.

XP Cost Recovered XP Cost Recovered


- 1/day 12 8/day
4 2/day 14 7/day
6 3/day 16 8/day
8 4/day 18 9/day
10 5/day 20 10/day

Luck Die
The Luck Die can be improved along the dice chain with the costs
given in the table below.

XP Cost Luck Die XP Cost Luck Die


- +d3 14 +d8
6 +d4 18 +d10
8 +d5 22 +d12
10 +d6 26 +d14
12 +d7 30 +d16

Thief Skills and Backstab


To improve a single thief skill the character has to expend XP according
to the following table.

XP Cost Skills XP Cost Skills


1 +1 2 +10
1 +3 2 +11
1 +5 3 +12
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XP Cost Skills XP Cost Skills
1 +7 3 +13
2 +8 3 +14
2 +9 3 +15

Underground Skills
To improve a dwarfs underground skill XP have to be spend according
to the table below

XP Cost Skills XP Cost Skills


- +1 10 +6
2 +2 12 +7
4 +3 14 +8
6 +4 16 +9
8 +5 18 +10

Spellcasting and Spells known

Spellcasting can be improved in three different ways. Improving the


casting bonus, improving the maximum spell level and learning new
spells.

The Casting bonus is the bonus added to all spell casting rolls. It also
affects spell like abilities, for example a clerics lay on hands or turn
unholy.

XP Cost Skills XP Cost Skills


- +1 +25 +6
+15 +2 +25 +7
+15 +3 +30 +8
+20 +4 +30 +9
+20 +5 +35 +10

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The maximum spell level is the limit for the level of new spells a
character can acquire.

XP Cost Max Spell Lvl. XP Cost Max Spell Lvl.


- 1 30 4
10 2 40 5
20 3

Learning new spells requires time, a teacher, or some other source


of knowledge. Furthermore, experience has to be spent. The Spells
acquired through the archetype feature Spells do not count towards
the number of spells in this table.

XP Cost New Spells XP Cost New Spells


- 1 14 6
6 2 16 7
8 3 18 8
10 4 20 9+
12 5

4.7 Acquiring new features


Characters may acquire new class features even after character creation.
To acquire a new feature an experience cost equal to 10 times the cost
given in Tables 3-1 to 3-3 has to be paid.
This cost doubles for every non archetype feature already acquired.

The only exception is the Spellcasting ability. If it is acquired one


spell is granted for free and the character can purchase new spells as
described in chapter 4.6

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GFA 2019 Volume 13 Credits
Authors
Marc Elsenheimer, Jose Luiz “Tzi”,
Colin Mills, Matt Rayburn, Daniel Vance

Illustrators & Cartographers


Colin Mills, KJ O’brien, Danny Prescott,
Matt Sutton , Clayton Williams

GFA 2019 Credits


Cover Art Title Page Art
Doug Kovacs Marc Radle

Editors & Proofreaders


Jose Luiz Cardoso, Jim Cox, Marc Elsenheimer, Klint Finley,
Cory Gahsman, Michael Harrington, Tony Hogard, Claytonion JP,
Elizabeth Levy, Shane Liebling, Collen McDonald, Russell Mirabelli,
Jason Morgan, Keith Nelson, Marcie Riebe, Jeff Scifert,
Ian Zebarah Shears, Tim Snider, Dan Steeby, Shyloh Wideman,
Chris Zank

Printing Offset Contributors


Jason Abdin, David Baity, Julian Bernick, Eric Betts,
Daniel Bishop, CeCelia Bowden, Jen & Bob Brinkman, Marc Bruner,
Todd Bunn, Ian Burgess, Michael Carlson, Justin Choponis,
Ariel Churi, Charles Couch, Jim Cox, Hector Cruz, Thierry De Gagne,
Sean Duffy, Mirko Froehlich, Fuzzbang and Hootz, Keith Garrett,
Garry M Gullett, Paul Gyugyi, Michael Harrington, James Hogard,
Anne Hunter, Justin Isaac, Christopher Jeffers, Jim Kitchen,
Lucas Kuntz, Christopher Lauricella, The Long Con RPG Convention,
David Maltbie, Jon Marr, Juergen Mayer, Cullen McDonald,
Ken McLennan, Jason Menard, Ruxed LLC, Ryan Moore, Keith Nelson,
Nicolai Rerup Nielsen, Christian Ovsenik, Matthew Seagle,
James Skach, Tim Snider, Jonathan Snodgrass, Dan Steeby, Matt Sutton,
Aaron Talley, Karen Theroux, Matt Towle, Joan K Troyer,
Melissa & Shyloh Wideman, Laura & Clayton Williams, Jon Wilson,
David York, Chris Zank, and the anonymous patrons of the GFA
community

Creative Vision, Project Management & Layout


Jon Hershberger, Doug Kovacs, Dan Steeby, Harley Stroh,
Shyloh Wideman, Clayton Williams, Jon Wilson

Drunken DM (Order #38728631)


Drunken DM (Order #38728631)

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