DCC Empire of The East (Proof Ed)
DCC Empire of The East (Proof Ed)
PROOFREADER EDITION
empire of the east
A POST-APOCALYPTIC SCIENCE FANTASY SETTING FOR DCC RPG
Empire of the East book series created and written by Fred Saberhagen • Adapted and written
by Jason Vey • Additional writing: Jim Wampler and Harley Stroh • Editor: Rev. Dak J. Ultimak
Additional editing and proofreading: Jen Brinkman • Cover art: Ian Miller • Cartography:
William McAusland and Stefan Poag • Interior art: Chris Arneson, Fred Dailey, Cliff Kurowski, Doug
Kovacs, William McAusland, Bradley McDevitt, Ian Miller, Jesse Mohn, Peter Mullen, and Stefan Poag
Art direction: Joseph Goodman & Harley Stroh • Art direction & layout: Matt Hildebrand
DCC Empire of the East is copyright © 2020 Goodman Games LLC. Empire of the East book series is copyright JSS Literary Productions LLC. Dungeon Crawl Classics is a
trademark of Goodman Games LLC. DCC RPG is published under the Open Game License. Refer to the OGL in this work for additional information.
www.goodman-games.com
PROOFREADER EDITION
Characters
chapter one page 6
Magic
chapter two page 14
Monsters
chapter three page 42
Personalities of the
Changeling Earth
chapter four page 50
Science, Technology,
and Magic
chapter five page 66
Adventures
chapter six page 72
Character Sheets
page 85
PROOFREADER EDITION
Chapter One
CHARACTERS
PROOFREADER EDITION
PROOFREADER EDITION
INTRODUCTION magical creatures. Swords and spells may win the day,
but possession of an atomic tank or the backing of a shag-
gy demi-god born of the past holocaust can sometimes
A
tion by greater than 90 degrees, and if you stare at your s is true of nearly all setting books, running suc-
barely visible feet you will see that you are now stand- cessful role playing sessions of DCC: Empire of
ing on sands of a slightly different color. That’s when you the East will require the prepared judge to also
know. You have been displaced in space, and perhaps have access to the DCC RPG rulebook. Rule and setting
even time, to a parallel world similar to your own, but variations presented here, are of by their very nature,
with bizarre differences and strange physical laws with dependent upon the rules and settings from which they
which you are unfamiliar. vary.
Thus it is that you and your traveling companions might That said, as a judge and players, there are no hard and
find yourselves journeying from one post-apocalyptic fast guidelines on how much or how little of the infor-
world to another —to a new kind of broken land. mation presented in this book you should use. You can,
Welcome to the Empire of the East. of course, use the entirety of what is contained herein
to run a full-fledged Empire of the East campaign set in
EMPIRE OF THE EAST the fabulous world of the Changeling Earth depicted by
Fred Saberhagen. Alternatively, player characters may
E mpire of the East is the collective name for a tetral- stumble into this world by virtue of planar travel, a mis-
ogy of books written by Fred Saberhagen. Some- step in the soft lands, or other extraordinary means. Or
times referred to as The Ardneh Sequence, these you may simply wish to take portions of the men, mon-
books include The Broken Lands (1968), The Black Moun- sters, magic, and machinery in DCC: Empire of the East
tains (1971), Changeling Earth (1973; later re-titled Ardneh’s and import them into your existing DCC campaigns to
World), and Ardneh’s Sword (2006). This sourcebook covers spice things up.
the first three of these books, the original Empire of the East A gentle word of caution: though mixing and matching
trilogy. The fourth book, which takes place centuries later, game mechanics in role playing games is a do-it-your-
does not figure into the setting of the Changeling Earth, as self tradition as old as the hobby itself, careful consider-
it takes place following the Second Change at the end of ation should always be given to doing so. The variances
Changeling Earth/Ardneh’s World. of setting and game rules presented in this tome have
Well-read gamers will recognize Saberhagen’s Changeling been thoughtfully engineered to create both verisimili-
Earth for it’s prominent place in Gary Gygax’s famed Ap- tude with the works of Fred Saberhagen, and to facili-
pendix N list of works in the original Dungeon Masters tate balanced and fun game play therein. One could, for
Guide. Diehard fans of Fred Saberhagen’s works will also example, use the spell enervation rules in DCC: Empire
know that the post-apocalyptic Empire of the East series of the East to replace the spell corruption rules in DCC
also serves as a prequel to his later Swords Trilogy, and RPG with only a small impact to expected gameplay. On
subsequent works set in that milieu. the other hand, importing the entirety of wizard, elf, and
cleric spells into DCC: Empire of the East could quite eas-
Furthermore, Saberhagen’s eclectic and heady mixture ily break the setting, and thereby result in diminished
of post-apocalyptic setting, science fiction precepts, and play value for you and your players.
swords and sorcery in many ways anticipated the Ralph
Bakshi movie Wizards (1977). This movie is itself a cited in- Likewise, many of the spells herein may not precisely
fluence upon the first post-apocalyptic role-playing game balance with similar spells found in the DCC RPG rules.
by James M. Ward and Gary Jaquet, Gamma World. And If you are running standard DCC RPG, you may need to
so the strange loop of influences and confluences tightens. make certain adjustments to the mechanics and specific
effects in order to maintain play balance. This is largely
In Dungeon Crawl Classics: Empire of the East you will find because the roles of demons, elementals and djinn are
a post-apocalyptic setting in which magic and technol- far more prominent and quite different in the Change-
ogy lay in uneasy opposition to each other, and rarer still, ling Earth than they are in your typical DCC game, so
sometimes existing in an occasional alliance. Wizards and those wishing to use these versions of creatures should
warriors struggle against both demons and super-intel- think carefully about the effects they might have upon
ligent AIs. It is a world inhabited by both mutated and the game.
M
purpose was to detect the use of nuclear weapons and to ost of the stories in the Empire of the East series
propagate a wave field function that would temporarily al- take place in what remains of the coastline,
ter the laws of physics, rendering fissionable material inert, mountains, and deserts of the former continental
and thus prevent nuclear weapons from detonating. United States. During the events of the holocaust and The
Change, most of the west coast slid into the sea, leaving
But unknown to ARDNEH’s creators, scientists in the East
the broken lands, off-shore islands, and swamplands oc-
created their own super-computer with near-identical
cupied by the Free Folk as the new coastal area.
abilities. On the fateful day when the war began and mis-
siles were launched, both computers initiated their wave East of the lands of the Free Folk are the twin chains of the
functions and the two waves collided and combined, ini- Black Mountains, together with an intervening great des-
tiating what was referred to forever afterwards as “The ert occupying the area between those chains. Still further
Change”. east are the wastelands and great plains dominated by the
evil Empire of the East. At the time of the book series, the
The Change caused many unexpected results, all them
Empire of the East has spent considerable resources and
seemingly permanent. The very laws of physics were re-
manpower establishing a series of strongholds and castles
written on a global scale so that most technology simply
in the Broken Lands, and are in the process of actively as-
ceased to function. By contrast, the now-altered natural
suming rulership of the Free Folk.
laws of the world enabled the channeling of magic and oth-
er previously unknown arcane forces. Most astonishingly,
the dual wave front caused every single act of violence
WHY NOT MUTANT CRAWL
transpiring at the moment of The Change to transform CLASSICS?
and coalesce into a living and sentient demonic being. The
A
greatest of these demons is called Orcus, who The Change stute readers may wonder why we’ve chosen
created by transforming a mighty nuclear bomb just as it to present this sourcebook as a DCC RPG book
detonated. Many other magical beings were also created instead of one targeted at the post-apocalyptic
by The Change, including djinn, elementals, and other rules presented in MCC RPG. The rationale is that while
spirit-like beings. MCC provides an outstanding basis for a Changeling
Earth game (and you are more than welcome to use it as
In the ensuing millennia after The Change, the spare few your basis), it is unto itself a “spinoff” of DCC. We felt it
remainders of mankind regressed into a primitive state, best to keep everything tied directly to our original, flag-
and as of the era of the Empire of the East series, humans ship game.
have only just progressed back to a generally medieval
cultural level. The events at the time of The Change also That being said, if MCC is your preferred system, by all
caused the mass extinction of most animal life, and all means use Empire of the East with that rules set! Doing so
who survived were mutated and altered in myriad ways. should require no changes to the systems and rules out-
While recognizable canines, felines, bovines, equines, rep- lined herein whatsoever; this book should work equally
tiles, and avians no longer exist as species, similar crea- well with DCC or MCC. To that end, where appropriate,
tures have evolved to replace the ecological niches vacat- we will occasionally address the MCC options that you
ed by the latter’s extinction. may wish to substitute over DCC rules in your game.
6. Choose a class at 1st level. If the Archaic Alignment system in MCC is preferred, then
all 0-level characters begin as members of the Free Folk
GENERATING ABILITY Archaic Alignment, which is outlined further in this work.
WARRIOR
You are one of the Free Folk of the Broken Lands who has
had enough of the Empire of the East’s invasion and op-
pression of your lands. You’ve decided to break the rul-
ing satrap’s highest law and bear arms openly. This makes
you an outlaw and a warrior, but you care little. It’s time
for the Free Folk to band together and oust the invaders.
Warriors in DCC: Empire of the East are generally com-
prised of peasant-class Free Folk who have decided to
band together and take up arms in rebellion against the
Empire. Seeking out other like-minded men and women
is a covert but easily accomplished process, as Free Folk
resistance bands dot the bogs and swamps of the wilder-
ness. All it takes is a weapon, a strong arm, and the will-
ingness to do battle against the forces of evil. A little action
in the field taking on the Satrap’s soldiers and his allies is
all a warrior needs to grow into a mighty martial force to
be reckoned with.
In all other respects, warriors in DCC: Empire of the East
use the same rules as in DCC RPG.
WIZARD
You are that rare individual who wears a sword only as a
means of last defense, because you have instead learned
something of the dark arts. Once a peasant of the Broken
Lands yourself, you now use your knowledge of magic
and esoteric arcana to fight the good fight on behalf of
your people. You wield mighty spells that can alter real-
ity, summon and command elemental forces, and protect
the unwary. You have only two weaknesses: the disrup-
tive influences of the iron in a drawn weapon, and the
natural dampening effect on your magics caused by the
electromagnetic fields generated by ancient technology.
Page 10 PROOFREADER EDITION
Wizards in DCC: Empire of the East operate in a world
quite different from DCC RPG. For example, there are no
“patrons” that allow wizards to cast spells, in the tradi-
tional sense. As such, you will not see any columns in the
spell descriptions for casting with a patron. In addition,
the Patron Bond and Invoke Patron spells do not exist in
this world. Rather, wizards learn spells from other wiz-
ards, and from intense research into ancient archives, lost
tomes, rituals and the like. Magic in DCC: Empire of the
East is a purely scientific study, albeit one that deals with
calling forth creatures of arcane power. Though the exact
mechanics are only sketched out in the books, one could
consider magic as working off of celestial mathematics.
THIEF
You are a roguish lout, who never cared overmuch for an
honest day’s work when so much of what village life has
to offer can be had for the mere taking. Whether a simple
pickpocket, burglar, or grifter, you have also mastered the
art of disguises, lest you hang for your crimes. Villagers
look at you and see only the itinerant farmhand, the trav-
eling salesman who specializes in magic trinkets, or the
hedge wizard down on his luck. Even the resistance fight-
ers of the Free Folk sometimes value your aid as one who
can be depended upon to be quick with his wits, agile in
close quarters combat, and ideal as a guide when attempt-
ing to infiltrate enemy strongholds.
MAGIC
PROOFREADER EDITION
PROOFREADER EDITION
MAGIC
MAGIC ON THE those heroes who become incorporated with ARDNEH’s
plans in a Changeling Earth game.
CHANGELING EARTH
Evil wizards in a Changeling Earth game may seek pa-
“The Change” that made magic possible and which caused tronage from Orcus; this is a little trickier than ARDNEH’s
most nuclear-based technology to fail on the Changeling patronage, though at the judge’s discretion still may be
Earth has also had some effects that regular players of possible. In general, Orcus enslaves humans and devours
Dungeon Crawl Classics RPG may find a little unexpected. them. He (It) is a creature of pure devastation and chaos.
MAGICAL PATRONS IN THE That being said, if a wizard wishes to form a bond with
Ardneh or Orcus, the judge can make this happen. The
CHANGELING EARTH trick is the nature of patronage in the Changeling Earth;
At its core, magic on the Changeling Earth is a scientific nobody actively seeks patronage from Ardneh; rather, Ar-
practice, making use of detailed formulae to call forth dneh chooses them. As such, the judge should secretly roll
djinn, elementals and demons—supernatural creatures the Patron Bond check for the player in question (using
that were first spawned by the unleashing of the forces the “Upon another” column) and slowly inform them over
that caused The Change (literally, the nuclear explosions the course of adventures of their connection to the entity.
and psychic energy release from billions of deaths in the Orcus may be available as a willing patron for those who
resultant war). seek its aid, but for most of the Changeling Earth, the de-
This means, once again, that wizards in the DCC: Empire mon is held in deep slumber and its ability to affect the
of the East setting do not have patrons, and do not cast world will be minimal; when it is finally released, it is ap-
the Patron Bond or Invoke Patron spells; rather, they sim- parently destroyed in the final conflict with Ardneh. It’s
ply research their spells through complex formulae, and left to the judge what happens in games set after this point,
there are always chances of things going bad. Any spell and whether Orcus or Ardneh survived. You can base it
may thus be learned by any wizard who has access to the on later works, or on your own vision, as you see fit.
formulae to learn it, either from another wizard, from a Regardless, the Patron Bond and Invoke Patron spells in
demon, djinn or elemental summoned and bound, or the DCC RPG rulebook (p. 144 and 148, respectively) will
from discovering ancient formulae in musty libraries or suffice as written, though Patron Bond cannot be cast by
archives left from ancient days. one wizard upon another.
It also means, however, that any spells imported from
the Dungeon Crawl Classics RPG are always cast using DRAWN WEAPONS SPELL
the “Without Patron” column, even if there is normally a CHECK PENALTY
“With Patron” column listed. It’s worth noting that gods
do begin to arrive on the scene in Saberhagen’s later works, Among the denizens of the Broken Lands, it is well known
and in these settings (thousands of years after Empire of that the arcane art of spell casting works best in the com-
the East), patrons may well be back in the picture. At this plete absence of drawn metal weaponry. This strange ar-
point in the setting, however, they simply aren’t there. cane effect seems to be both a physical effect caused by
interference from the iron, copper, and steel present in
ARDNEH OR ORCUS metal-cased melee weapons, and a telepathic interference
effect caused by the intent of the weapon’s wielder.
AS A PATRON
Thus, wizards and human spell practitioners have long ac-
All that being said, you will notice that at the end of this cepted the received wisdom of casting their spells before a
section, ARDNEH is listed as a potential patron for char- fight starts, or at a great enough distance. To do otherwise
acters. ARDNEH serves in a slightly different regard than comes at a much greater risk of failure or diminished re-
other Patrons in the DCC RPG: he has no demons, angels, sults.
djinn or elementals in his service, and does not grant bo-
nuses to general spellcasting, as he is, at his core, a techno- When wizards attempt spell casting in DCC: Empire of
logical being able to tap into the psychic fields upon which the East, they are subject to a cumulative -2 to their spell
humans operate. check for each individual present with a drawn metal me-
lee weapon within a 100’ range of their location. Note that
In general, ARDNEH isn’t contacted or invoked as a pa- only drawn and wielded mundane melee weapons com-
tron. These spells are presented here for those judges who prised largely of metal trigger the spell check penalty. Nor-
wish to allow for these spells, and incorporate ARDNEH mal swords, axes, maces, daggers, and polearms would all
as a patron in more standard DCC RPG games, and for cause a spell check penalty if within sufficient range of the
General One of the simplest spells learned by young wizards, Evocation allows the caster to channel and
manipulate small amounts of arcane energies to move and alter matter in facile ways.
Manifestation Varies; the manifestation of this spell is the effect created. However, on a roll of 1 on 1d6, there is a
subtle effect that might give the wizard away—glowing eyes, a wavering in the air like a mirage, etc.,
at the judge’s discretion.
12-13 The caster creates a simple visual and auditory illusion. The invoked glamour can be anything that
the wizard desires, but it’s limited to being unable to cause any direct harmful effect. For example,
the wizard could create a bright shaft of sunlight, but not a blinding light, or a believable simulacrum
of a large mutant, but the illusory beast would not be able to inflict actual damage, no matter how
believable it may seem. The illusion may be maintained indefinitely, but this requires the full and
uninterrupted concentration of the caster.
14-17 The caster creates a simple visual and auditory illusion that is semi-autonomous. The invoked glamour
can be anything that the wizard desires, but it’s limited to being unable to cause any direct harmful
effect. The illusion will be interactive, and will behave exactly as expected to those viewing it, though
these behaviors and interactions will vary by individual perception. The illusion lasts for 1 turn/CL.
18-19 The caster is able to create a minor telekinetic effect that can perform simple tasks with the equivalent
of a 3 Strength. Thus, a door may be closed, a weapon picked up and moved, or an object knocked off a
table or shelf. Complex manipulations, such as those that would emulate wielding a weapon, operating
complex controls, or tying a knot cannot be accomplished.
20-23 The caster is able to create a more robust telekinetic effect that can perform routine tasks with the
equivalent of a 6 Strength and 6 Agility. Heavier objects may be moved, weapons wielded telekinetically
on a d16 action die, and fairly complex mundane tasks performed.
24-27 The caster creates a strong telekinetic effect that is able to replicate any action he himself can undertake
via his natural Strength and Agility, including even self-powered flight at his normal movement rate.
28-29 The caster is able to cause simple state transitions in normal matter. Thus, flammable substances may
be ignited, up to 10 cubic feet of water frozen or boiled, or 3d6 of heat or cold damage caused to living
creatures.
30-31 The caster is able to achieve minor transmogrification, altering one nonliving substance into another
closely-related or similar substance or form, though each transformation must be to a lesser value
substance or less complex form. A gold medallion could be converted into silver pieces of equivalent
weight or steel ingots, but not into a platinum piece. Oak planks could be converted into a pine log, but
not a table.
32+ The caster is able to achieve a major transmogrification, changing one living creature into another,
though the change must always be to a lesser form. Thus, a man could be changed into a large frog, or a
load beast transformed into a fowl beast, but no the reverse.
General This spell enables the caster to read and understand the written word in foreign languages, including
magic tomes and the technical writings of pre-holocaust humans.
Manifestation Roll 1d4: (1) the caster’s eyes turn a milky white; (2) the scanned text psychically morphs into words
understandable by the caster; (3) as the caster’s forefinger passes over the text. he is able to recite the
words aloud in his native tongue; (4) a projection of translated foreign text visible to the caster only
appears in glowing green words above the foreign written words.
12-13 The caster can read the foreign words for 1 round only, just long enough to make out a single sentence
or phrase.
14-17 The caster can read a foreign text for up to 1 turn, long enough to grasp the general meaning of several
blocks of text. This is the minimum spell check to understand a 1st level spell or simple ancient technical
instructions.
18-19 The caster can read a foreign language for 2 turns, long enough to understand at least a page of
information, along with meaning and intent. This is the minimum spell check to understand a 2nd
level spell or multiple step ancient technical instructions.
20-23 The caster can read a foreign language for 3 turns, long enough to take in a short chapter of information
and comprehend it. This is the minimum spell check to understand a 3rd level spell or compound
ancient technical manuals.
24-27 The caster and one nearby ally can read foreign language text for up to 1 hour, fully digesting the
meaning if not the context. This is the minimum spell check to understand 4th level spells, complex
ancient technical manuals.
28-29 For a period of 24 hours, the caster and all allies within 10’ can read any text or written language,
including magical texts, ancient manuals, or computer programs.
30-31 For a period of 1 week, the caster and all allies within 20’ can read any text or written language, be it
arcane or ancient.
32+ For a period of 30 days, the caster can read and understand all text — whether magical, in another
language, ancient and technical, or invisible or obscured — so long as that text is within line of sight.
General The caster creates and propagates a calming and soothing aura that causes living creatures and
enchanted beings within its influence to become less aggressive towards the caster, and perhaps his
allies.
Manifestation Roll 1d4: (1) a globe of soft, warm light radiates outward from the caster; (2) the melodious sound of a
series of soft chimes is carried on a gentle breeze; (3) the sky and any clouds in the area change color to
a warm pink; (4) all visible colors in the area seem to temporarily become paler and less saturated.
12-13 One living creature must make its save or cease all aggressive action against the caster for 1d6 turns.
14-17 Up to two living creatures within range must save of cease all aggressive actions against the caster for
1d8 turns.
18-19 Up to three living creatures within range must save or cease all aggressive action against the caster for
1d4 hours.
20-23 Up to 4 living creatures or one enchanted being must save or become incapable of doing the caster any
harm for 1d12 hours.
24-27 Up to 8 living creatures, or one enchanted being or demon, must save or become incapable of doing the
caster harm for any harm for 2d12 hours.
28-29 The caster creates a magical hedge that physically blocks any attacks from hostile creatures or beings,
who become calm. peaceful, and tranquil upon approaching the hedge. The hedge can be shaped so
as to create a circular field surrounding the caster and allies, a barrier to a gate or portal, or any shape
desired. The hedge lasts for 1d8 hours.
30-31 The caster’s enemies within 100’ are paralyzed with fundamental feelings of ennui, and cease all
activity.
32+ All combatants within a 1 mile radius of the caster are overcome with a nihilistic sense of the ultimate
meaningless of their actions and very existences, and quietly lay down their arms to sit and stare into an
imagined existential void for 24 hours.
General Bind Familiar is the spell and process by which a wizard permanently binds a lower creature to his
eternal servitude, with all the benefits thereof. A Bind Familiar spell may be attempted on any living
creature, mundane, magical, or mutated, so long as the creature is of Intelligence and HD equal to, or
less than, the resulting spell check.
Benefits: The wizard gains hit points equal to that of the familiar, and any perceptual abilities the
familiar may possess, such as infravision, enhanced hearing, etc. Additionally, the wizard can actually
see and hear directly through the familiar’s own eyes and ears, making the familiar an exceptionally
adept spy or scout. The wizard may also gain some of the familiar’s innate powers and abilities, if any
(judge’s discretion). The familiar gains the wizard’s armor class and saving throws (unless its own are
greater), and enhanced intelligence (roll 2d6 and add to familiar’s natural Intelligence score).
If the familiar dies, the wizard suffers permanent hit point loss equal to twice the familiar’s total hit
points, and immediate spell enervation. At the highest spell check levels, this can easily be fatal to the
caster.
Manifestation Roll 1d4: (1) The caster’s face, hands, and feet appear to glow in an amber light and enlarge disp-
roportionally; (2) an ethereal, glowing lariat appears in the caster’s hand as it lassoes and binds the
intended familiar; (3) mystic energies flow forth from the caster’s hands and solidify into unreal metal
bindings and muzzle on the intended familiar; (4) an astral tether ending in a hook emits from the
caster’s chest that sinks itself into the intended familiar’s back.
12-13 Failure, spell is not lost, but the target creature immediately attacks.
14-15 The wizard is able to bind any mundane living creature with 4 hit points or less and animal intelligence
(1-3 Intelligence) into servitude as a familiar.
16-19 The wizard is able to bind any mundane living creature with 1 HD or less and animal intelligence (1-3
Intelligence) into servitude as a familiar.
20-21 The wizard is able to bind any mundane or mutated living creature with 1 HD or less and animal
intelligence (1-3 Intelligence) into servitude as a familiar.
22-25 The wizard is able to bind any mundane or mutated living creature with up to 1 HD+6 or less and
animal intelligence (1-3 Intelligence) into servitude as a familiar.
26-29 The wizard is able to bind any mundane, mutated, magical creature with up to 1 HD+6 or less and
semi-sentient intelligence (3-6 Intelligence) into servitude as a familiar.
30-31 The wizard is able to bind any mundane, mutated, magical creature with up to 2 HD or less and semi-
sentient intelligence (3-6 Intelligence) into servitude as a familiar.
32-33 The wizard is able to bind any mundane, mutated, magical creature with up to 3 HD or less and
sentience (6-12 Intelligence) into servitude as a familiar.
34+ The wizard is able to bind to permanent service a djinn or minor demon.
General By means of this spell a wizard may detect the presence and location of demons, and as a side effect,
the presence of any radioactivity in the area.
Manifestation Roll 1d4: (1) the hair on the wizard’s arms and back of their neck stands up; (2) the wizard’s eyes glow
red or green; (3) the wizard’s skin briefly flushes; (4) the wizard gains painful boils and pustules for the
duration of the spell.
12-13 Failure, spell not lost, but the demon is alerted to the wizard’s presence, but not location.
14-15 The wizard detects the existence of radioactivity in the general vicinity if any is present; the presence
of demons are detected only if they fail a Willpower save vs. the spell check.
16-19 The wizard detects the existence of radioactivity in the general vicinity if any is present; the presence
of any demons is also detected.
20-21 The wizard detects the existence of radioactivity in the general vicinity if any is present as well as its
relative danger level; the presence of any demons is also detected, as well as their relative direction.
22-25 The wizard detects the existence of radioactivity in the general vicinity if any is present as well as its
relative distance and danger level; the presence of any demons is also detected, as well as their relative
direction and distance.
26-29 The wizard is aware of all demons and their allies or minions in a 100’ radius. Additionally, the demons
and their allied forces are surrounded by a warm glow that both illuminates them and is obvious to
both the wizard’s and his allies.
30-31 The wizard is aware of all demons and their allies or minions in a 100’ radius. Additionally, the demons
and their allied forces are surrounded by a warm glow that both illuminates them and pains them,
causing a -1 penalty to all attacks, damage rolls, spell checks, and saving throws while they are in range
of the spell. The wizard and his allies are granted a +1 to any saving throws versus radiation damage.
32-33 The wizard is aware of all demons and their allies or minions in a 200’ radius. Additionally, the demons
and their allied forces are surrounded by a warm glow that both illuminates them and pains them,
causing a -2 penalty to all attacks, damage rolls, spell checks, and saving throws while they are in range
of the spell. The wizard and his allies are granted a +2 to any saving throws versus radiation damage.
34+ The wizard is aware of all demons and their allies or minions in a 300’ radius. Additionally, the demons
and their allied forces are surrounded by a warm glow that both illuminates them and pains them,
causing a -4 penalty to all attacks, damage rolls, spell checks, and saving throws while they are in range
of the spell. The wizard and his allies are granted a +4 to any saving throws versus radiation damage.
General This spell allows a wizard to probe the mind of a sentient being, and if resisted, can cause substantial
physical and mental anguish. In fact, this spell can exact a great toll on both wizard and victim,
depending upon how long it lasts and how strongly it is resisted by the target.
Once this spell has been cast, victims of this spell must immediately make two Willpower saving
throws. The first Willpower save is made against the spell check to see if the spell affects them at all.
If the victim fails the first Willpower save, and assuming that the victim of the spell wishes to further
resist the attempt to pillage information from his mind, the second Willpower save is an opposed
Willpower save made in conjunction with the caster. This opposed Willpower check must be made
once each round the spell is still in effect by both the wizard and his victim. Whoever loses the opposed
Willpower save contest each round takes 1 point of Personality stat damage. This process and the spell
can continue until either the caster aborts the spell, the victim surrenders and gives up any information
sought by the caster, or one or both participants are reduced to a Personality score of 3 or less, at which
point that individual passes out for 8 hours.
A target under the influence of an Ardneh’s Blessing spell is somewhat protected from the effects of
this spell, with any stat damage inflicted being converted as per that spell.
Manifestation Roll 1d4: (1) tendrils of writhing blue energy flow from the wizards forehead that surround and bind
the victim’s body; (2) flat, wide bands of golden light wind around the victim’s body, ever-tightening
and squeezing him; (3) a brilliant white shaft of light passes between the wizard and victim’s heads, as
globules of thought energy race back and forth along it; (4) the humidity in the area rises markedly, as
all within 10’ begin to warm and sweat profusely.
General This spell allows the wizard to imbue naturally occurring topographical features with the essence
and semblance of life, as well as gaining some willful control over the newly raised pseudo-creature.
Elementals may be created from portions of any environment, provided that there are large enough
amounts of it available. For example, a rock elemental could easily be created in the mountains, a
swamp elemental could be raised in a marshland, or a desert elemental summoned in the wastelands.
Once raised, an elemental exists until it is destroyed or dispelled. To dispel an elemental, the caster
must continue casting the spell (or recast it at the same spell check level), attempting to sooth the
elemental while removing 1 HD per round in a reversal of the raise elemental process. Hateful of all
animal life, and particularly of intelligent life, uncontrolled elementals will attack the nearest living
sentient being until it is either slain or dispelled.
Manifestation Roll 1d4: (1) The element with which the caster is working melts and coalesces into its elemental form;
(2) the elemental leaps into existence as from nowhere; (3) the wizard appears to build and mold the
elemental as a potter working their craft; (4) a visible tear in the fabric of reality occurs, through which
the elemental steps
12-13 Failure, spell not lost, but caster takes 1d3 points of damage from elements.
14-15 The caster raises a minor elemental that is capable of inflicting 1d3 of damage to an opponent per round.
The creature is but 3‘ tall and will have 1d3 HD for each round that the caster continues to cast the
spell without interruption, to a maximum of 3 HD. The elemental is easily controlled by uninterrupted
concentration as the spell is being cast, and will not turn on its summoner.
16-19 The caster raises a small elemental that is capable of inflicting 1d5 of damage to an opponent per round.
The creature is 5’ tall and will have 1d5 HD for each round that the caster continues to cast the spell
without interruption, to a maximum of 5 HD. To maintain control over the elemental, the cast must
make a DC 5 Willpower save for each round the elemental exists.
20-21 The caster raises a median elemental that is capable of inflicting 1d7 of damage to an opponent per
round. The creature stands 7’ tall and will have 1d7 HD for each round that the caster continues to cast
the spell without interruption, to a maximum of 7 HD. To maintain control over the elemental, the cast
must make a successful DC 7 Willpower save for each round the elemental exists.
22-25 The caster raises a large elemental that is capable of inflicting 1d10 of damage to an opponent per
round. The creature looms at 10’ tall and will have 1d10 HD for each round that the caster continues
to cast the spell without interruption, to a maximum of 10 HD. To maintain control over the elemental,
the cast must make a successful DC 10 Willpower save for each round the elemental exists.
26-29 The caster raises a massive elemental that is capable of inflicting 1d12 of damage to an opponent per
round. The creature at 12’ tall and will have 1d12 HD for each round that the caster continues to cast
the spell without interruption, to a maximum of 12 HD. To maintain control over the elemental, the cast
must make a successful DC 12 Willpower save for each round the elemental exists.
30-31 The caster raises a gigantic elemental that is capable of inflicting 2d14 of damage to an opponent per
round. The creature looms at 14’ tall and will have 1d14 HD for each round that the caster continues
to cast the spell without interruption, to a maximum of 14 HD. To maintain control over the elemental,
the cast must make a successful DC 14 Willpower save for each round the elemental exists.
34+ The caster raises an prime elemental of immense power and size, standing 20’. Assuming that the caster
is able to continue concentrating upon raising the elemental uninterrupted, there is no upward limit to
how powerful it may ultimately become, gaining 1d20 hit points each round the caster concentrates on
the spell. A prime elemental is capable of inflicting up to 10d20 damage to up to 6 adjacent opponents
with one sweep of its pseudo-arm. Prime elementals are likewise capable of overturning ships, flipping
wagon trains, or bringing down bulwarks and castle walls. Maintaining control over this Brobdingnagian
elemental is a nigh-impossible process for any but the most practiced of arcanists, for control requires
the caster to succeed at a DC 20 Willpower save for each round that the prime elemental exists.
Wizard Charm
Level: 2 Range: Touch Duration: Permanent Casting time: Variable Save: None
General By means of this spell, a wizard may create any of a number of protective or influential talismans,
charms, or phylacteries which enhance his abilities or affect and influence the behavior of others. The
material components of each charm must be both of the highest quality materials possible and contain
some personal link to the intended effect (judge’s discretion as to the details). Unless noted otherwise,
each +1 granted by the wizard charm requires 1 day of undisturbed work in a dedicated wizard’s
sanctum to produce the item.
Note: Although a wizard can wear or use more than one wizard charm, in cases where magic effects of
charms are identical or very similar (judge’s discretion), the effects of all lesser charms are nullified in
favor of the effects of the greater charm.
Manifestation Roll 1d6: (1) There is a whiff of cologne or perfume in the air and the charm simply appears in the
wizard’s hand; (2) the wizard’s features briefly and subtly morph to become more handsome and the
charm appears on the ground before the wizard; (3) the charm is drawn out of thin air; (4) the wizard
fashions the charm by molding the raw elements of the earth; (5) the wizard draws the charm forth
from within their own body; (6) there is an audible “pop!” and the charm leaps into existence 3 feet off
the ground.
12-15 The wizard is able to create a lucky charm; charm grants +1 to all Luck checks and it can be burned
(literally) one time and used as 1 point of luck spent. Components: must include worked silver and the
left foot of an animal considered lucky or agile.
16-19 The wizard is able to create a small token charm that enhances all interactions with members of the
opposite sex; charm grants the caster +2 on Personality checks and Willpower saves versus the other
gender. Components: must include worked silver and the hair of a very beautiful example of the
targeted gender.
20-21 The wizard is able to create a small love charm for use on a specific person; charm grants +3 on all
Personality checks and Willpower saves against that person. Components: must include worked gold
and the hair or eyelashes of the desired person.
26-29 The wizard is able to create an armlet that protects him from being struck in melee or by magic. The
armlet grants the wizard +1 AC and +1 to all saving throws for each week spent enchanting the item, to
a possible maximum of +6. Components: finely worked adamantine, an emerald of at least 75 gp value,
and a soul fragment from the wizard (permanent loss of 1 point of Stamina).
30-33 The wizard is able to create a locket of vampiric luck. When worn, the locket grants the wizard an
additional point of Luck for every point of his own Luck that he elects to burn, up to a total of 7
additional points of Luck at a time. All extra points of Luck granted the wizard in this way are drawn
1 point at a time, in round-robin sequence, from any individual within in a 100’ radius, going nearest
to farthest. Fabrication of this locket takes one month of undisturbed time and work in the wizard’s
sanctum. Components: finely wrought platinum, 7 diamonds of at least 100 gp value each, and a soul
fragment from the wizard (permanent loss of 1 point of Luck).
34+ The wizard is able to create a small talisman that protects him from demons. The talisman grants a
+1 to all saves from demonic attacks as well as a -1 point of damage taken from such attacks, be they
physical or magical, for each week spent enchanting the item undisturbed in the wizard’s sanctum,
up to a possible maximum of +9. Components: finely wrought lead armature with gold gilding, a
severed demon talon, finger, or toe, and a soul fragment from the wizard (permanent loss of 1 point
of Intelligence). Note: the talisman likewise confers the same benefits to the wizard versus radioactive
effects and radiation-based damage.
General By means of a Bind Demon spell, a wizard temporarily forces a demon into inaction, imprisonment, and
possibly servitude — hopefully long enough to ensure that the wizard may enact a successful bargain
with, or command, the diabolical creature. Except as a momentary means of self-defense, attempting
this spell is an extraordinarily dangerous undertaking. Only possession of a demon’s life (see Demons,
p. 42) and knowledge of a demon’s true name can guarantee long lasting or permanent results.
No demon willingly agrees to serve mere mortals, and will always resent doing so and seek later
revenge upon those who seek to enslave it!
Further, Bind Demon can only be used upon a demon that was summoned by the wizard (see Summon
Demon, p. 30). To bind or command demons that have not been summoned by the wizard, Command
Demon must be used.
Manifestation Roll 1d3: (1) a black collar appears around the demon’s neck; (2) a scourge appears behind the demon
and appears to strike it; (3) a tendril of black shadow briefly connects the wizard and the demon.
General The wizard is able to confer upon himself or others an ability to resist the telepathic and radioactive
assaults of a demon.
Manifestation Roll 1d4: (1) the wizard or their subject appears covered in shadowy armor for an instant; (2) the demon
appears somewhat diminished in size for a moment; (3) the wizard or their subject appears to grow an
inch or so larger and bulkier for a moment; (4) a shadowy guardian appears behind the subject, facing
down the demon.
22-23 The wizard or other subject of the spell gains a +1d12 to Willpower saves and +1d12 to Fortitude saves
versus demonic attack. This protection includes protection from other non-demonic radiation sources.
24-26 The wizard or other subject of the spell becomes completely immune to any radiation-based attacks
from demons.
27-31 The wizard or other subject of the spell becomes completely immune to any telepathic or radiation-
based attacks from demons.
32-33 The wizard or other subject of the spell becomes completely immune to any physical, telepathic, or
radiation-based attacks from demons.
34-35 The wizard creates an impregnable barrier against a specific demon that is 40’ in diameter. The barrier
is centered on the wizard, and is visible as an azure triangle embedded in twin circles that light up the
ground around the wizard’s feet. Anyone standing within the barrier are completely protected from
the attacks and effects of the target demon, and this protection extends to a hemispherical are both
above and below the caster, and follows along with him if he elects to move. Anyone else who so much
as places a toe or finger across the perimeter of the barrier gives up all its protective effects, even if they
step back within its influence. The barrier doubles as complete and total radiation shielding to those
under its protection, including the radiation emanating from other demons not targeted by the spell,
who may otherwise attack those within the barrier.
36+ The wizard creates an impregnable hedge against all demons and demonic attack 60’ in diameter. The
hedge is centered on the wizard, and is visible as a violaceous glowing pentagram embedded within twin
circles that light up the ground at the wizard’s feet. Anyone standing within the hedge are completely
protected from the attacks and effects of all demons, and this protection extends to a hemispherical are
both above and below the caster, and follows along with him if he elects to move. Anyone else who so
much as places a toe or finger across the perimeter of the hedge gives up all its protective effects, even if
they step back within its influence. The hedge doubles as complete and total radiation shielding to those
under its protection.
General This spell allows the wizard to summon a demon with which he can compact to gain favors, or even force
the demon into service as a minion. Demons are intelligent, ambitions, capricious, and unswervingly
evil, having been called into existence by the corrupt energies that caused the change. The first of their
kind, Orcus, is a godlike entity of pure corruption and entropy. Demons on the physical plane keep
their lives in special containers, which can be anything from a book to a jar, to the hair of a mortal. The
only way to truly destroy a demon is to destroy the vessel in which its life is kept.
When a demon is summoned through this spell, they are not necessarily under the control of the caster.
Except as noted below, a demon summoned by this spell may always make a Willpower save vs. the
spell check to resist any command given it. If it succeeds, it breaks free of control and lashes out, with
a base 50% chance of attacking the caster. The chance can be reduced by 20% if the demon’s true name
is known, and by a further 20% if the caster knows where the demon’s life is kept, and can access that
life. Even if it doesn’t attack the caster, however, it will wreak havoc on nearby creatures and environs.
Once a demon breaks free of control, it is impossible to command it, unless the caster also knows and
casts Bind Demon. Finally, a wizard in possession of a demon’s life force can ply absolute control over the
demon through the threat of being able to destroy it utterly. See Demons (p. 42) for more information.
This spell is slightly different from the Demon Summoning spell in the DCC RPG, and represents a
“wizard” version of that spell. That being said, it is of equal power and if a judge allows for a demonic
patron, certainly the standard DCC version could be made available. Likewise, if the wizard somehow
comes into possession of the demon’s life force (See Demons, p. 42), the DCC version could be cast as
though the wizard “knows true name.”
Manifestation Roll 1d4: (1) the demon shimmers into existence before the caster; (2) there is a flash of fire and smoke
with a smell of brimstone, and the demon appears; (3) there is a whispering sound like fabric moving,
and the demon steps out of the shadows; (4) the demon appears to step out of the caster’s own body.
General The wizard calls forth a djinn of technology and makes the creature manifest. Appearing in flames
and smoke, the djinn will serve the wizard and obey his commands to the best of its abilities, until
its assigned task is completed or it is destroyed or dismissed (see djinn entry in the Bestiary section).
Casting this spell costs the summoning wizard a small portion of his own vital energies (1d3 temporary
Stamina damage).
To cast this spell, the caster must carve a small wooden token in the shape of a hammer, saw, or other
tool and use this token as a channeling device for the spell. The token may be re-used as many times as
required except as noted below.
Unless an individual djinn’s name is known and used by the wizard in the summoning spell, a random
djinn will appear. When an individual djinn is dismissed, destroyed, or has completed an assigned
task, that same djinn cannot be re-summoned until 30 days have passed.
Manifestation Roll 1d4: (1) the elemental shimmers into existence before the caster; (2) there is a flash of the element
in question (fire and smoke, a cloud of dust, an eruption of water, etc.), and the elemental appears; (3)
there is a whispering sound like fabric moving, and the elemental melts forth from the shadows; (4) the
djinn arises like a wisp of smoke from the ground, a keyhole, or an opening, solidifying into its final
form.
12-15 Failure and a 1 HD wind and smoke elemental is summoned instead, and it will attack the caster
immediately (see the spell Raise Elemental, p. XX).
18-21 The wizard musters a miniature djinn with 1 HD. The djinn can create but a single example of his craft,
and that limited to man-sized or smaller in construction.
22-23 The wizard brings forth a smallish djinn with 3 HD. The djinn can make 3 items, limited by the djinn’s
own area of expertise and the caster’s personal design knowledge and specifications.
24-26 The wizard forgathers a djinn of median size that has 5 HD and who can create up to 6 samples of
his art, limited by the djinn’s own area of expertise and the caster’s personal design knowledge and
specifications.
27-31 The wizard adjures a djinn of large size that has 10 HD and is capable of creating 10 items in his field of
specialty, limited only by the djinn’s own area of expertise and the caster’s personal design knowledge
and specifications.
32-33 The wizard invokes a djinn of gigantic proportions and great abilities. The djinn has 15 HD and can
create 15 examples of his craft, limited only by the djinn’s own area of expertise and the caster’s personal
design knowledge and specifications.
34-35 The wizard summons a djinn of incredible size and engineering acumen. The djinn has 18 HD and can
build up to 18 separate examples of the assigned task, limited only by the djinn’s own area of expertise
and the caster’s personal design knowledge and specifications.
36+ The wizard conjures forth a djinn of immense size and prowess, able to build many copies of whatever
is required. This multi-talented djinn has 20 HD and can be called upon to perform tasks in any field of
engineering imaginable, limited only by the caster’s own design knowledge and specifications.
General The caster changes the very form and nature of another thing, This can be changing a creature into
another creature; turning coal into diamonds, changing the shape of stone or trees, or just about
any other change the wizard can imagine. Living beings who do not wish to be altered can make a
Willpower save against the spell check to resist.
Manifestation Roll 1d4: (1) The wizard touches the object and it dissolves into a glob, then re-forms into the new
chosen form. (2) The wizard touches the object and it “morphs” from its prior form to its new one. (3)
The wizard appears to bend, twist, and mutilate the thing until it achieves a new form. (4) The object
instantaneously alters appearance and form.
16-17 The wizard affects a very tiny, temporary change in form. This change lasts for 1d4 rounds, and affects
one aspect of the thing being changed—skin hardens, wood loses density, spikes become fur, etc. No
major changes can be affected to the very core nature of the thing—at this level, one couldn’t turn
granite into glass to make it easier to break, but they could alter the facial features of another person.
Up to 1 cubic feet of a substance can be affected.
18-21 The wizard affects a very minor, temporary change in form. This change lasts for 1d4 rounds, and
affects one aspect of the thing being changed—skin hardens, wood loses density, spikes become fur,
etc. No major changes can be affected to the very core nature of the thing—at this level, one couldn’t
turn granite into glass to make it easier to break, but they could alter the facial features of another
person. Up to 5 cubic feet of a substance can be affected.
22-23 Greater changes in form can be affected—an object can be made larger or smaller by up to 10%, its
AC can be reduced or increased by up to 2 points, its density improved or reduced by up to 10%, its
appearance more radically changed (a human can be made to look bestial, for example). The change
lasts for 1d10 minutes. Up to 10 cubic feet of a substance can be affected.
24-26 Complete alterations in form can be generated, on a temporary basis. A human can be turned into a
fish. Stone can be transformed into mud. However, the core nature of a thing cannot be changed—for
example, one could not turn a living creature to a non-living substance. Changes wrought in this way
lasts for up to 1d4 hours. Up to 10 cubic feet of a substance can be affected.
27-31 Complete alterations in form, size and mass can be generated, on a temporary basis. In this case,
changes in mass and size of up to 25% can be achieved. It is still not possible to change the core nature
of a thing from living to non-living, or vice versa. Changes last for up to 1d6 hours. Up to 20 cubic feet
of a substance can be affected.
32-35 Changes in the core nature of a thing can be affected on a temporary basis. Flesh can be turned to wood
or stone (or vice-versa), coal to diamonds, lead to gold. Up to 20 cubic feet of substance can be affected
and changes last for up to 1d10 hours. Living creatures turned to non-living matter return to life when
the spell ends. Up to 30 cubic feet of a substance can be affected.
36+ Any change in form, function or substance can be wrought on up to 150 cubic feet of a substance, and all
changes are permanent. If an unwilling victim succeeds at a saving throw, the effects take hold for 1d10
hours, after which they return to their original form with no harm done.
General By means of a command spell, a wizard is able to issue commands to a demon, djinn or elemental that he
has not summoned and bound. For demons that are currently bound to another wizard, the spell check
to command the demon suffers a penalty equal to the casting roll of the controlling wizard. Thus, if a
prior wizard has bound a demon with a spell roll of 20, the roll to command the demon occurs at -20.
The wizard points a finger at the creature being commanded, issues the demand, and casts the spell.
The creature must be within range and able to both see and hear the caster, and vice-versa.
It should be noted that command demon, command djinn, and command elemental, though they have
identical effects, are three separate spells and must be learned separately for each variety of creature.
Manifestation Roll 1d6: (1) a wisp of black smoke briefly connects the casting wizard to the entity; (2) a glowing
collar appears around the entity’s neck as the command is issued, then vanishes; (3) both the eyes of
the caster and those of the entity glow yellow; (4) the wizard floats an inch off the ground briefly while
casting; (5) a phantom whip appears behind the creature and strikes it as the command is issued; (6) the
entity assumes human form and takes a knee as the command is issued. All manifestations only occur
if the spell is successful; if the entity makes its save or the spell roll fails, there is no manifestation.
18-19 The target will obey a single, one-sentence command, but is free to interpret how it obeys as it likes.
20-23 The target will obey two commands (each issued one at a time), but is free to interpret how it obeys
those commands.
24-25 The target will obey 1d4+1 commands (each issued one at a time), but is free to interpret how it obeys
those commands.
26-28 The target will obey 1d6+2 commands (each issued one at a time), but is free to interpret how it obeys
those commands.
29-33 The target will obey 1d6+2 commands (each issued one at a time), and must do so to the most
advantageous interpretation for the wizard. Any prior bond to which the demon was subjected is
broken.
34-35 The target will obey 1d8+3 commands (each issued one at a time), and must do so to the most
advantageous interpretation for the wizard. Any prior bond to which the demon was subjected is
broken.
36-37 The target will obey 1d10+4 commands (each issued one at a time), and must do so to the most
advantageous interpretation for the wizard. Any prior bond to which the demon was subjected is
broken.
38+ Any prior bond to which the demon was subjected is broken, and it is now bound to the wizard as
though he had summoned it and cast bind demon with the same casting result.
General This spell allows the caster to find their way, either towards a destination, through difficult terrain,
or even through a psychological conundrum. When cast, the wizard gains a sense of the way through
their morass whether physical or metaphysical in nature.
Manifestation Roll 1d3: (1) A brief glow surrounds the caster. (2) The caster slips into a trance for a few moments.
(3) For a moment, a paved road appears before the caster in the direction they must travel, and then
disappears.
18-19 Caster gains a very vague sense of the way through a conundrum, or a general direction towards the
target they seek, be it a person or object. The sensation comes as a binary hint or sense (“before you, or
behind” “towards the sun, or away” etc.)
20-23 Caster gains a vague sense of the way through a conundrum, or a general direction towards the target
they seek, be it a person or object. The sensation comes as a vague hint or sense (“take the most direct
path,” “go north/south/east/west,” etc.)
24-25 The caster gains a more detailed sense of the answer to their problem. They might know, for example,
if a specific given option before them will yield good or ill results. They might know a general direction
and distance of their target (within 100 miles, for example).
26-28 The caster can ask three “yes” or “no” questions regarding the specific conundrum they face and get
truthful answers. If they are tracking a target destination, they will know the exact area within ten
miles, and when they get within that distance, will feel a constant pull in the general direction of the
target.
29-33 The caster can ask a detailed question regarding the specific conundrum they face, and get a solid
answer to that question. If the target is a destination, they get a clear image in their mind of the
destination they seek as well as the exact area within five miles, and an intuitive pull in the general
direction of the target.
34-35 The caster may ask three “yes” or “no” questions about their conundrum as well as a detailed question,
and get a solid answer. If the target is a destination, they have a general sense as to the level of danger
they will face en route to their destination, as well as the location within 3 miles and an intuitive pull
in the direction of the target.
36-37 The caster, in addition to the three “yes” or “no” questions and detailed question, knows the worst
path to take to solve their conundrum. If the target is a destination, they have an unerring sense of
exactly the best way to travel to the location, as well as a sense of the kinds of dangers they will face on
the way.
38+ The caster knows exactly the path to take to solve their problem to the best results possible, and if the
target is a destination, they have an unerring sense of exactly the best way to travel to the location, as
well as a sense of the kinds of dangers they will face on the way. They also know exactly what it looks
like inside and out, including the intuitive ability to navigate within the region. This does not result in
a detailed map of the area, but the ability to “feel” which way they should go in the given area to take
them the most direct route to their goal.
General This spell has the ability to affect major changes in a given game, and at very least, at higher results, to
drag out gameplay by altering events and forcing players to re-play such events over and over again.
Judges should think carefully how they adjudicate this spell in game.
This spell is used to change the outcome of a circumstance, hopefully (but not always) in the wizard’s
favor. After a situation goes badly, a wizard can cast this spell to attempt to go back and alter the
outcome. The winds of fate are fickle, however, and the further back the wizard goes, the less certain
the eventual outcome will be.
Because of the effects of mucking with the time stream, each subsequent casting of this spell over the
same time period suffers one downward shift in die type, and for subsequent castings, the caster will
suffer enervation even if the spell is successful. Further, the caster attempting to modify the same
period of time multiple times must roll twice on the spell enervation table each subsequent casting,
taking the worst result. Time attempts to protect itself.
Manifestation Roll 1d4: (1). Everyone moves backwards at rapid speed. (2). The scene appears to melt away, re-
forming at the targeted instant. (3). The scene freezes for a moment, then fades to the past. (4). The
effect is instantaneous, resetting in the blink of an eye to the target point in the past.
18-19 The caster has the ability to go back one round in time. A single action is targeted, and the task re-rolled
if necessary. All present must abide by the results of the re-roll.
20-23 The caster can reset time to any point within the past minute. A single action is targeted, the task re-
rolled, and modified by 1 (up or down) of the wizard’s choosing. All those present must abide by the
results of the re-roll.
24-25 The caster can reset time to any point within the past turn (~10-minutes). A single action is targeted,
the task re-rolled, and the die type shifted one way (up or down) of the wizard’s choosing. All those
present must abide by the results of the re-roll.
26-28 The caster can reset time to any point within the past hour, which is replayed from the point of reset.
During that time, up to 4 actions or decisions can be targeted, and the task re-rolled if necessary. The
wizard can shift the die type of each action by one way, up or down as they choose. All present must
abide by the results of the re-roll.
29-33 The caster can go back in time to any point within the past day, which is replayed from the point of
reset. During that time, up to 6 actions or decisions can be targeted, and the task re-rolled if necessary.
The wizard can shift the die type of each action by one level, up or down as they choose. All present
must abide by the results of the re-roll.
34-35 The caster can go back in time to any point within the past day, which is replayed from the point of
reset. During that time, up to 6 actions or decisions can be targeted, and the task re-rolled if necessary.
The wizard can shift the die type of each action by up to two levels, up or down as they choose. All
present must abide by the results of the re-roll.
PROOFREADER EDITION Page 35
36-37 The caster can go back in time up to one week, which is replayed from the point of reset. During that
time, up to 6 actions or decisions can be targeted, and the task re-rolled if necessary. The wizard can
shift the die type of each action by up to two levels, up or down as they choose. All present must abide
by the results of the re-roll.
38+ The caster can go back in time up to one week, which is replayed from the point of reset. During that
time, up to 6 actions or decisions can be targeted, and can determine the exact outcome of each of these
actions or decisions, as they choose, with no die roll necessary. When the time stream catches back up to
the original casting point (or the equivalent moment in the new timeline), the wizard must roll twice on
the spell enervation table, suffering both results. At this level, the wizard can choose to treat the roll as
though it were 31, so as not to suffer these negative effects.
General This spell creates a personal shield that blocks corporeal and conjured harm inflicted upon the wizard,
but exacts a physical toll as it draws more and more power from the caster’s own body. Once activated,
the spell will continue until it expires or is dispelled by the caster. While this spell is effect, no other
spell casting by the wizard is possible except for Cantrip, though normal movement, physical actions,
and free actions are still permitted by the spell’s denouement.
Manifestation Roll 1d3: (1) The caster is surrounded by swirling clouds of gently-threaded violaceous mist; (2) Faint,
circular bands of crimson energy orbit the caster; (3) The spatial relationships of all objects within a 60’
radius seem to stretch and yaw weirdly.
12-13 Any physical damage inflicted upon the caster is absorbed and converted into physical ability score
loss of the caster’s choosing (Strength, Agility, or Stamina).
14-17 Any physical or magical damage inflicted upon the caster is absorbed and converted into physical
ability score loss of the caster’s choosing (Strength, Agility, or Stamina).
18-19 Any physical, mental, or magical damage inflicted upon the caster is absorbed and converted into
physical ability score loss of the caster’s choosing (Strength, Agility, or Stamina).
20-23 Any physical, mental, or magical damage inflicted upon the caster is absorbed and converted into
physical ability loss of the caster’s choosing (Strength, Agility, or Stamina) at a 2 to 1 ratio in favor of
the caster.
24-27 Any physical, mental, or magical damage inflicted upon the caster is absorbed and converted into
physical ability score loss of the caster’s choosing (Strength, Agility, or Stamina) at a 3 to 1 ratio in favor
of the caster.
28-29 The caster is protected from any harm or effect, whether inflicted physically, mentally, or by magic. For
every 25 points of damage that would normally be inflicted upon the wizard within a single round, the
spell absorbs all of the damage except for 1d4 points, which the wizard takes as ability score damage of
his choice (Strength, Agility, Stamina, or Luck). Damage inflicted beyond 25 points per round is taken
by the caster as normal.
30-31 The caster is protected from any harm or effect, whether inflicted physically, mentally, or by magic. For
every 50 points of damage that would normally be inflicted upon the wizard within a single round, the
spell absorbs all of the damage except for 1d3 points, which the wizard takes as ability score damage of
his choice (Strength, Agility, Stamina, or Luck). Damage inflicted beyond 25 points per round is taken
by the caster as normal.
32+ The caster is protected from any harm or effect, whether inflicted physically, mentally, or by magic. For
every 100 points of damage that would normally be inflicted upon the wizard within a single round, the
spell absorbs all of the damage except a single point, which the wizard takes as ability score damage of
his choice (Strength, Agility, Stamina, or Luck).
MONSTERS
PROOFREADER EDITION
PROOFREADER EDITION
Demons, and their lord Orcus, arose from the death, de-
struction, and limited nuclear fallout from the war that
created the Change. These beings are quite literally radia-
tion and death incarnate, and their natural form is as an
elemental being comprised of necrotic energy. They have
the innate power to cause sickness, madness, and death
whenever they manifest.
Many demons can also choose (or be forced, by powerful
spellcasters) to take physical form, though only one demon
(Zapranoth) is seen to do this in the novels. In game terms,
judges can use statistics for any devil or demon from the
standard DCC RPG rules (pp. 401-404) to mimic various
kinds of fiend which inhabit the Changeling Earth. These
creatures, when in physical form, can use all of their special
abilities in melee combat, even if those abilities are magical
in nature, so long as they are not actual spells (which are
still affected by the rule of violence as mentioned in Magic
in the New World.)
General Traits: All demons have certain universal shared
traits. These include:
• Hidden Life: The only way to destroy a demon ut-
terly is to locate and dispose of its life force. They hide
their life in a manner similar to a lich; finding this
life and learning the demon’s true name are the first
two steps in destroying it (though many demons are
so arrogant as to not hide their true name). The third
BESTIARY is to speak a ritual incantation while destroying the
receptacle of the demon’s life—this requires a DC 15
T here are few creatures in the Changeling Earth Intelligence check to call forth the words (which are
that require specialized statistical write-ups. divinely inspired by Ardneh), and takes 1d4 minutes
Most beasts one will find in this setting can be to complete. Those who have invoked Ardneh as a pa-
pulled straight from the DCC RPG or MCC RPG rule- tron can substitute the “Invoke Patron” spell for the
books. Any animals, and many mutated varieties of those Intelligence check to call forth the words, at a DC of 10
animals (such as giant versions, restored “extinct” animals rather than 15. Once one begins the ritual to destroy
such as sabre-toothed cats and the like can be encountered the life of a demon, the demon cannot touch that per-
throughout the Changeling Earth. There are, however, son, though they may threaten, cajole, beg, and bar-
some specific creatures that are unique to the Empire of gain for their life, and they might do a great deal of
the East novels, and these will be explored here. damage to everything and everyone else around be-
fore they go.
DEMONS
• Incorporeal Nature: Demons, in their natural form,
“The ordinary layman, soldier or not, has little hard knowledge are incorporeal, comprised of pure necrotic energy.
of magic … and to him the ways of demons are as unaccountable In appearance they look like a sickening, inky black
as those of earthquakes… cloud which moves through the air at up to 60 feet per
“…Now, when I speak of finding a demon’s life, I do not mean his round. In this form, they are immune to all damage
active presence but his essence, secret and vulnerable—what the except for psychic damage, and even defeating a de-
Old World seems to have called the soul. A demon’s soul is sepa- mon in psychic combat merely drives it away, where
rable in space from his personality. It is invisible, impalpable, and it can fully regenerate over the course of a long rest.
of vital importance, for only through it can he be destroyed. To • Madness and Sickness: The most devastating and
keep his soul safe, he may hide it in any innocent thing: a flower, powerful abilities of demons are based on their sheer
a tree, a human’s hair, a rock, the foam of the sea, a spiderweb. He unnatural nature. Just by seeing and being in the vi-
may keep it far away from him, where his enemies will not think cinity of a demon can result in poisoning, unrelenting
to look for it, or near at hand where he will more easily know terror, paralysis, or the ability to drive men mad just by
when it is threatened, and take steps in its defense.” their presence; the exact abilities are left to the judge,
--The Black Mountains but should carry a saving throw with a DC equal to 10
When Charmian made her way to Som’s fortress, she His true origins are shrouded in mystery, but it is implied
struck a bargain with Zapranoth to bring Chup back to her that during the Change, either the release of magical ener-
with the love talisman she believed she could use to en- gies into the world, the radiation from the few successful
slave Som and increase her own power. The demon healed nuclear explosions, exposure to the Waters of Life, or (most
Chup of his crippling injuries, and bade him to bring the likely) a combination of all three, evolved him into his cur-
talisman. Chup was able to overcome Charmian’s hold rent state.
upon him, unravel her plans, and seek to increase his own Draffut is known as the “Beast Lord,” who lives high in
standing, which in turn led him to ally with Draffut and the mountains of Som the Dead’s fortress in book two: The
switch sides in the battle. Black Mountains. He never emerges and is thought to be
All of these events led to Zapranoth’s utter destruction at a demon who commands the power of life and death. In
the hands of Chup, who with Charmian’s help figured out truth, he is a doctor and medic who tends to all who visit
where the demon’s life was held. While Draffut the beast- his caves in need of attention, and whose Valkyrie Mk. V
lord engaged Zapranoth in mortal combat to distract the machines bring those injured to him, so long as they bear
demon, Chup shaved the girl’s head and performed the a resurrection collar (see Science, Technology and Magic,
Ardneh-inspired ritual to put an end to the demon’s dark p. XX).
existence once and for all. When the war between East and West comes to Som’s very
Zapranoth (Type IV Demon): Init +6; Atk engulf +12 me- gates, Draffut grows weary of the violence and calls Chup
lee (2d12 and paralysis); AC 20; HD 10d12; MV 60’; Act to him. How he knows Chup to be a man of honor is not
2d20; SP demon traits, incorporeal (immune to all physical clear, though it is implied that he either has technology
attacks; can only be attacked by spell or psychic combat), that allows him to conduct surveillance on those in his do-
paralysis (opponents engulfed are paralyzed in terror if main, or that he is in some way psychic.
they fail a DC 20 Will save. This save can be repeated every When he discovers that the demon Zapranoth has been un-
round to shake off the effect. Those who hold Zapranoth’s leashed upon the world, he leaves his cave with Chup in
life are immune to this effect); spells (+10 spell check: Af- tow, for the first time in millennia, to battle the demon and
fliction of the Gods, Curse, Desecrate, Neutralize Poison or Dis- buy Chup the time he needs to exterminate the evil entity
ease, Paralysis, Restore Vitality). It can partake in psychic once and for all.
combat, using half again its normal spell check (+5) and a
d30 action die for this purpose; SV Fort +12, Ref +10, Will Following the destruction of his cave and the loss of the
+12; AL C. Waters of Life, Draffut appears once more at the end of
Changeling Earth (Ardneh’s World) taking part in the fi-
nal battle on the side of the forces of the West and battling
Page 44 PROOFREADER EDITION
demons and giant wolves in the service of the East. It is manufacture the technological wonders of their individual
presumed that he lives among the people of the West as a proficiencies, but only within that proficiency.
skilled surgeon. Whether he is able to collect and continue
to apply the Waters of Life is unknown. Thus, a summoning wizard must know the name of the
specific djinn required for any certain task contemplated
Draffut is gentle to the extreme where humans are con- (for random djinn summonings, consult the table below).
cerned. He is a pure-hearted healer who has the utmost
reverence and respect for life. Along with his own evolu-
tion, his dedication to humankind has also evolved to ex- Djinn are also limited by a total lack of free will, personal
treme levels, such that he absolutely refuses to kill or harm initiative, and an inability to suggest courses of action. A
another human being, except to defend himself, and then djinn may appear entirely sentient in conversation, but
only to such an extent as to escape from a situation (and can only act upon specific and precise instructions from
never deliberately lethal). Animals, demons, and abomi- the summoning agent, as though one were programming a
nations, however, are completely fair game to his vicious computer or issuing orders to an idiot savant.
teeth and Strength.
Thus, a wizard commanding a djinn to “build me a fly-
Draffut: Init +6; Atk Bite +8 melee (1d8); AC 15; HD ing machine” must have at least enough knowledge of the
5d8+10; hp 43; MV 50’; Act 1d20+1d20+1d14; SP vats of fundamental principles involved to specifically describe
healing (see Magic and Technology); SV Fort +8, Ref +10, or sketch out the flying machine required in order for the
Will +8; AL L. djinn to build precisely what is required, else failure and
disaster is assured.
ELEMENTALS AND DJINN
If The Change created demons by transforming great acts STATISTICS FOR DJINN
of violence into diabolical entities, then the djinn and el- AND ELEMENTALS
ementals were similarly brought forth by transforming
great acts of invention that were transpiring at the moment Creating a djinn uses the same general tables as creating
of its advent. At that, their similarities end. While it is said demon statistics (DCC RPG p. 404). Ignore the base type
that “Demons are always of the East,” meaning that a mor- table, as all djinni appear as described above. Demon traits
tal may not traffic with them lest he be forever after tainted from Table 9-12 may be applied to djinni at the judge’s dis-
by their evil, djinn and elementals are much more neutral cretion. The important tables are Demon Statistics Range
in nature and general disposition. Further, djinn do not by Type, Demon Basic Attacks, and Demon Special At-
have a persistent natural existence, and thus lie in an un- tacks. All tables are applied to djinn exactly the same as
known limbo plane until summoned and made manifest in demons, and modified by the Random Djinn Summoning
the mortal world. So in a very real sense, a djinn owes its table above.
corporeal existence to the summoning wizard, and since Elementals, on the other hand, appear exactly as they are
the djinn can be dismissed back to the nothingness of a outlined and described in the DCC RPG rulebook on pag-
limbo existence at the wizard’s whim, it likewise owes the es 411-412. They may be enhanced or reduced in power
wizard its nominal allegiance and obedience. by altering their hit dice, AC and/or attacks as the judge
Djinn appear as large naked humanoid humans from the desires, again using the Demon Statistics Range by Type
waist upwards, with their lower torso and legs being ab- table on page 404 as a guideline.
sent or hidden in a swirling cloud of dense fire and black
smoke. Depending upon their individual area of techno-
logical expertise, djinn may appear wearing jewelry or tat-
toos comprised of symbolic representations of their area of
scientific or technological expertise.
Elementals, on the other hand, can appear in any number
of forms, from humanoids made from the element they
represent, to roiling storm clouds, dust devils, gouts of
flame or any other form.
Individual djinn are as varied in their abilities as the grains
of sand in the wind, but in common they all have expertise
in whatever field and precise act of invention they were
created from by The Change. Yet within that field of in-
vention, they are expert engineers, able to magically move
and transport any raw materials required to assemble or
PERSONALITIES
of the
CHANGELING
EARTH
PROOFREADER EDITION
PROOFREADER EDITION
PERSONALITIES OF THE
CHANGELING EARTH
T he Empire of the East series features a vast cast of The spoiled, back-stabbing, scheming, and thoroughly
characters; an entire book could be done just on the evil and selfish daughter of the Satrap Ekuman, Charm-
heroes and villains, and the roles they play in the ian’s fate was sealed when she was a child and the price
stories. This section seeks to present a number of the most of her father’s service to the East was to give both her and
important allies and villains. Most of the named characters her sister as a sacrifice to the demon Zapranoth. Charmian
fit neatly into the DCC RPG character classes (warriors, wiz- panicked and in her terror (and through her own sheer
ards, etc.) so if your favorite character isn’t presented here, lucky nature) managed to escape, leaving her sister be-
there is hopefully a close enough representation from which hind to be devoured (so she believed).
to take inspiration to include them in your game. As the years went by, she grew to be one of the most beau-
As with all NPCs, it’s important to note that the statistics tiful women in the world, the obsession of almost every
below do not follow the normal rules for player charac- man who laid eyes on her. She also showed a penchant for
ters. In general, if these characters were created as PCs, causing trouble and taking obscene pleasure in creating
many of their abilities would be lower. If the judge wishes palace intrigues. Among the most powerful of these in-
to put the work in, the correct character class for such per- trigues involved a love talisman that was made by the sor-
sonages should be fairly obvious in their descriptions. cerer Elslood. The sorcerer had intended to create a charm
that would bind Charmian to him, but the enchantment
ENEMIES backfired, and caused him to fall madly in love with her.
The following characters are some of the major evil forces In an effort to divest himself of her as well as cement his
that come to bear in the Changeling Earth series. Many do own power, he arranged for her marriage to Chup, a lesser
not make it to the end of the novels, but they are presented Satrap. Chup was enamored of her beauty but was canny
as examples of the main figures, movers and shakers your enough to see her for who she was, and quickly put her
heroes may encounter, or as inspiration for similar figures well in her place, an act that created both a seething hatred
in your campaign. and a burning love for him within Charmian’s breast, for
no man had ever stood toe-to-toe with her before.
The marriage was interrupted when the armies of the
West attacked, Ekuman was killed, Chup was crippled
and taken prisoner, and the talisman fell into the hands of
the boy Rolf. Charmian, eager to cement her own power
base, retreated to the domain of Som the Dead, a great-
er lord, and began to work towards setting herself up as
Som’s wife. To that end, she sought to use Chup, whom
she told herself she’d grown to hate. She sent the demon
Zapranoth to heal Chup, and bade him to steal back the
talisman and bring it to her.
Chup succeeded, falling prey to the talisman’s magic in
turn, and became briefly a pawn in Charmian’s schemes.
She had him do battle with Tarlenot, her current dalliance,
and convinced him she’d brought him back solely to stand
at her side as lord when together they deposed Som. She
had him deposit the talisman in Som’s treasure hoard,
thus passing it into Som’s possession. Instantly, Chup
realized he’d been had and set up for death, though due
to his own wits and abilities, he escaped and set his own
plans in motion.
ELSLOOD
The eldest of the two wizards in Ekuman’s service, Elslood
looks more like a proper wizard with his robes and long
white beard. Elslood nurses a futile and unrequited love
for Ekuman’s beautiful daughter, the Princess Charmian. JOHN OMINOR, EMPEROR OF
Elslood is the first sorcerer serving under Ekuman, and THE EAST
presumably the tutor of Zarf. He has a passion for technol-
ogy, and has amassed a small collection of artifacts which John Ominor is the Emperor of the East, and appears only
he keeps in his workshop off of Ekuman’s throne room. in book three, Changeling Earth (Ardneh’s World). He is an
imposing man of uncanny Intelligence and powerful as-
Unfortunately for Elslood, his defining trait is that he is pect. He is handsome in appearance, looking like a man
overwhelmingly in love with Charmian, indeed, willing who is perhaps in his 30s, and exudes an air of confidence
to do anything and everything she asks. This unfortu- and command. He has been alive since several centuries
nate turn of events came about when Elslood attempted after the great war that led to The Change, and the rise of
Page 52 PROOFREADER EDITION
the First Demon, Orcus. For years, Ominor served as the lowers (all allies in his presence receive +1 to save vs. fear
regent of Orcus, with his trusted sorcerous friend Wood or charms and can re-roll failed morale once per day); SV
by his side. In reward for loyal service, as the Empire of Fort +4, Ref +4, Will +8; AL C
the East spread across the world, Orcus rewarded Ominor
and Wood with immortality and access to his formidable John Ominor knows the following spells: affliction of the
powers. gods, charm person, chill touch, curse, paralysis, protection from
good*, ray of enfeeblement, scare, strength, word of command.
Unbeknownst to the demon lord, Ominor and Wood were
scheming for greater power, and together they trapped *reverse of protection from evil.
and imprisoned Orcus in a dungeon whose location was
deep within the earth and hidden from all except them.
The demon was placed in what was intended to be an
eternal slumber, as Ominor and Wood continued to steal
power from the creature’s dreams.
Thousands of years passed, and at length the great be-
ing Ardneh awoke from his own millennia-long slumber
and encouraged the Free People of the West to make war
upon Ominor and his empire, retake their freedom and
overthrow the legacy of Orcus. As the armies of the West
gained victory after victory, Wood and Ominor attempted
to bargain with Ardneh, who met their offers with a pow-
erful rebuke.
Desperate, the two of them turned to a dangerous gamble:
awakening Orcus just enough to bring his full power to
bear, while still controlling the demon. Unfortunately for
Wood, an attack by the armies of the West disrupted his
complex ritual, and the demon was freed, fully awake and
at the height of its powers.
Rather than destroy Ominor, however, Orcus turned THE NAMELESS ONE
on his ancient adversary Ardneh, allowing Ominor and Very little is known about the Nameless One, other than
Wood to continue living, promising them that there that he perhaps pretends to be more powerful than he
would be a reckoning for them but acknowledging that he is, and he takes the idea of sorcerers’ true names having
needed them to continue to run the empire. power so seriously that he hasn’t even taken a pseud-
Everything came to a shattering conclusion, however, onym. Of course, it’s just as possible that he believes be-
when Ominor, Wood, and most of their forces met a bru- ing “The Nameless One” makes him more mysterious and
tal end in the final, explosive confrontation between Orcus threatening.
and Ardneh, which resulted in a Second Change, and the What is known is that he is loyal to Charmian and to the
world faced a new dawn. The fate of Ominor and Wood Empire, that he is subordinate to Wood, and that he can
are left somewhat ambiguous in the novels, but it is heav- cast spells on people which remain in permanent effect,
ily implied that their own destruction came with Orcus’. but at great cost to himself.
Personality: John Ominor is a calm, calculating and bril- Personality: The Nameless One is quiet and serious, and
liant leader, who rules the Empire with a heavy hand and goes to lengths to put on an air of mystery. He is serious
has a cruel streak as long and deep as his sense of order. about his craft and likes to be seen as powerful. He ap-
His councilors stage torture sessions in the gardens for pears to be asexual regarding his proclivities, as he is im-
sheer pleasure while they meet to discuss events of state. mune to Charmian’s charms and is interested only in sor-
He is arrogant in the extreme, believing that the entire cery and the gathering of more power.
world is his to take and do with as he pleases. Neverthe-
less, his arrogance doesn’t interfere with pragmatism or The Nameless One: Init -2; Atk dagger -2 melee (1d4) or
reality, and he recognizes the threat posed by the West spell; AC 9; HD 10d6; hp 51; MV 30’; Act 1d20; SP spells
and Ardneh, growing more desperate as book three pro- (spell check +12, see below); SV Fort +6, Ref +6, Will +12;
gresses. AL C.
John Ominor: Init +4; Atk longsword +9 melee (1d8+4) He knows 2d10 spells (of any level) including all new
or longbow +6 (1d8+1); AC 18; HD 4d8; hp 23; MV 30ft; spells in this volume, and can participate in psychic com-
Act 2d20; SP spells (spell check +8); inspire allies and fol- bat.
ALLIES
The following characters are allied NPCs the heroes might
encounter in their travels through the Changeling Earth.
The sole notable exception is Chup, who may be an en-
emy, depending on the period on which your campaign
is set. Still, Chup spends more time as a “shades of gray”
ZARF figure, eventually becoming a soldier of the West, so he is
presented here as an ally.
The younger of Ekuman’s wizards, Zarf is young and
dresses more in the manner of a merchant or trader than
a purveyor of the arcane arts. Zarf employs a large toad
familiar that may have once been human, or may be of
demonic stock.
Zarf is Elslood’s partner in crime during the events
of book one, The Broken Lands. He is a lesser sorcerer,
though competent, and is first seen helping Elslood tor-
ture the Old Man (revealed to be an avatar of Ardneh) for
information. He has a toad-thing as a companion-familiar
and is loyal to Ekuman. It can be assumed that the toad-
thing was a gift to him from Ekuman, another servant
who failed its master and became victim to Ekuman’s
polymorph spell ability.
He is less of a technologist than Elslood, but is quite sa-
distic, shown to greatly enjoy the torturing of others in
Ekuman’s name. Zarf is killed when the lightning from
the Thunder Stone (see Science, Technology and Magic)
explodes in Ekuman’s throne room.
Personality: Little is shown about Zarf’s personality, save
that he is sadistic and seems to be unflinchingly loyal to
Ekuman, so long as he’s allowed to continue torturing CHUP
others.
Chup was a lesser Satrap among the nobles of the Eastern
Zarf: Init -2; Atk dagger -2 melee (1d4) or spell; AC 9; HD Empire. He was slated to marry Charmian, the daugh-
3d6; hp 9; MV 30’; Act 1d20; SP spells (spell check +4, see ter of Ekuman, a greater Satrap tasked with bringing the
Page 56 PROOFREADER EDITION
people of the Broken Lands to heel. Chup was loyal, but Chup: Init +10; Atk longsword +1d10 (deed die) +6 me-
never agreed with the propensity for the lords of the East lee (1d8+deed die) and short sword +6 melee (1d6); AC
to truck with demons and dark magic, trusting to his own 17; HD 8d8+8; hp 43; MV 30ft; Act 2d20+1d14; SP might
honor and sword to win the day. As such, he never took deeds (1d10+2); SV Fort +7, Ref +7, Will +5; AL L.
the oath of fealty that was required of his fellow lords and
involved facing the demon Zapranoth beneath the fortress Note that while crippled during the events of the second
of Som the Dead. book, Chup’s hit points, Fortitude and Willpower saves
remain the same, but all other abilities are reduced to
As great a warrior as he was, Chup became an unwitting those of a common man (Atk +1, SV Ref +1).
pawn in the chess match of intrigue among the Eastern
Lords and his own lady, Charmian, who was a selfish
temptress and sought only power at the cost of anyone
who got in her way. First he became crippled in a battle
against the West, a hapless resident among the Free Peo-
ple who took pity on him, until Zapranoth healed him at
Charmian’s request.
Chup then was tasked with returning a talisman to
Charmian, which rendered the bearer hopelessly in love
with the woman, no matter how evil they knew her to be.
When he finally rid himself of the talisman, he was offered
a place of honor among Som the Dead’s elite guard, a posi-
tion of true power, wealth and nobility with opportunities
for glory in battle. The only price was that he had to face
Zapranoth and prove his loyalty at last…by sacrificing
Charmian to the demon.
Unable to face feeding a human soul to a demon, no mat-
ter how black-hearted she may be, Chup instead helped
Charmian escape and joined forces with Draffut the Beast-
Lord, eventually uncovering the source of Zapranoth’s
life, and destroying the demon. This led to Chup switching
sides and becoming a high-ranking leader in the armies of
the West, and a close compatriot of Rolf, who he’d first
GRAY
met as a slave years earlier. Gray is the brother of Loford, and the high mage in the ser-
vice of Prince Duncan of Islandia. He is very powerful and
Chup’s destiny was so intertwined with Charmian’s,
has a keen interest in technology, though he is not himself
though, that he was to encounter her again, as the battle
a technologist. He is, however, skilled in the summoning
between East and West drew to an apocalyptic conclusion.
of elementals and djinn, and in psychic combat, which he
Charmian had once again tied her fate to the lords of the
used to great effect in battling the demon Zapranoth to
East, becoming consort to Abner, High Constable of the
keep it occupied during the assault on the castle of Som
East, but with a sight on becoming tied to John Ominor,
the Dead. He also transferred his ability to Commune to
Emperor of the East, himself. Unfortunately, in the end,
Rolf, which enabled the boy to get answers (albeit cryptic)
Charmian’s evil got the better of her, a curse she had lev-
about his lost sister. He becomes something of a mentor
ied on an innocent woman rebounded upon herself, leav-
and guide to Rolf, helping the younger man to come into
ing Chup, whom she had grown to hate, the only man who
his own as a budding technologist and leader in his own
could look upon her or touch her without her turning into
right. He nearly dies while battling Zapranoth, but holds
an aged crone. As of the end of the series, Chup continued
on just long enough for Chup to reach Lisa and conduct
to serve with distinction among the armies of the West, a
the ritual to destroy the monster. In the final book of the
valued companion of those at whose side he fought, and
series, he remains at the side of Prince Duncan, acting as
appreciated at last by the humbled Charmian.
counsel and advisor during the final war.
Personality: Chup is a true warrior at heart, never as at
Personality: Gray is serious and earnest. He believes very
home as he is on the battlefield in the heat of combat. He
strongly in the mission of the West, to defeat the Empire
is also honorable and loyal to a fault. He lives and dies by
of the East and restore freedom to the land. Like all sor-
the sword and by the law, whether that law be the oppres-
cerers, he fears the power one would have over his soul
sive regime of the East or in defense of the freedoms of the
if they knew his true name, so has chosen “Gray” as a
west. He’s a hard man who works hard, plays hard and
pseudonym.
whose word is his bond.
MEWICK
Mewick is a scout and spy for the Free People of the West.
He has high standing and serves as councilor to Thomas
and Loford. He was also the first person Rolf met on the
road, and the man who set the boy on the path to hero-
ism, teaching him the difference between justice and ven-
geance, teaching him to steel his anger and view the world
with a clear and strategic mind. He becomes a very close
friend and confidante of Rolf, and the two remain partners
throughout the war.
At the end of The Broken Lands, it is Mewick who fac-
es Chup in single combat and leaves the warrior beaten,
broken and crippled. He is there with Rolf, Thomas and
LOFORD Loford at Som the Dead’s fortress, and he becomes the
traveling companion of Rolf, Loford and Chup in Change-
Loford is the younger brother of Gray and a fairly power-
ling Earth (Ardneh’s World), as the three of them do battle
ful sorcerer in his own right. As an elemental wizard, he
with Abner and rescue Catherine.
focuses on earth-based elementals. He serves as the chief
sorcerer of the Broken Lands and counsel to Thomas as Mewick is separated from Rolf for the first time, when
his brother is to Prince Duncan. He becomes a traveling Rolf and Catherine head north, but the heroes are all re-
companion and close friend of Rolf and is vital to the suc- united at the end of the trilogy when Orcus falls in battle
cess of Rolf’s eventual mission to reach Ardneh and end with Ardneh and the Empire of the East is defeated.
the war.
Personality: Mewick is a big man with a big personality,
Personality: Loford is warm, generous and caring. He is who also knows how to put it away and pass utterly un-
deeply committed to the cause of the West, and at the be- noticed when need be. He is an expert spy possessed of
ginning is somewhat unsure of his own powers and wor- a natural charisma and great wisdom, which he uses to
thiness to become the chief sorcerer of the swamp folk. He guide and counsel those closest to him. He is warm and
quickly comes into his own, however, and his counsel is caring, but unafraid of a fight, with a hot temper bubbling
deeply appreciated by all of those around him. just beneath the surface, which he keeps carefully capped
until it’s needed.
Loford: Init +4; Atk staff +4 melee (1d8) or spell; AC 12;
HD 8d6; hp 41; MV 30’; Act 1d20+1d16; SP spells (spell Mewick: Init +3; Atk short sword +4 melee (1d6) and
check +8); SV Fort +5, Ref +3, Will +5; AL L. sword-axe +4 melee (1d6); AC 14; HD 5d6; hp 22; MV 30’;
Act 1d20+1d14; SP as 5th-level thief (backstab +8, disguise
He knows 2d6 spells (up to 4th level), plus some new spells
self +4, etc); SV Fort +3, Ref +5, Will +3; AL L.
in this volume, and can participate in psychic combat.
SCIENCE,
TECHNOLOGY
& MAGIC
PROOFREADER EDITION
PROOFREADER EDITION
SCIENCE, TECHNOLOGY AND MAGIC
T he Changeling Earth is full of strange and won- strikes. It is later, however, shown to be a powerful of-
drous items, both magical and technological. fensive weapon and is used to utterly destroy Ekuman’s
From the Elephant to the magical Thunderstones Presence Chamber as well as hide the approaching armies
of the Oasis, to the healing pits of Draffut, these can all of the West from the eyes of the Leatherwings.
have a major impact on your game.
SUPER-SCIENCE
THE PRISONER’S STONE Empire of the East is a post-apocalyptic fantasy which
Neither by spell nor by chain, neither by moat nor by cliff, can takes place many thousands of years in the future, in a
the holder of this Stone be confined. Not lock nor key nor bar time where most technology has ceased to function, but
can bind him in. Now powerless be all doors, and sentries, all certain pieces of Old World tech still exist. Many of these
watchers and all walls, that are set to guard him round about…” are familiar to us in our day and age, but others, like the
Valkyrie Mark V and even the nuclear-powered Elephant,
-The Broken Lands are beyond our current tech levels, meaning that the war
One of two powerful magical items guarded by the people that created The Change occurred far into our own future.
of the Oasis of the Two Stones, and for which the oasis is
named, the Prisoner’s Stone allows anyone who holds it to Using Technology
escape from any imprisonment or trap. It allows complete Using technology is not always as simple as picking it up
freedom of movement in any difficult situation, renders the and doing it. While some technology is intuitive, some is
bearer immune to the grappled, restrained, paralyzed, and completely alien. The first time any character finds a piece
petrified conditions, and will open any door or remove any of technology, they must first deduce how to use it. This
barrier in the bearer’s way—for good or ill. For example, requires an Intelligence check. The DC of this check de-
while it helps Rolf escape Ekuman’s prison and castle, it pends on the item in question:
also does not permit him to lock himself in the Elephant,
making it easy for Chup to open the door and get to Rolf. • If the operation of the item is simple, the DC is 15.
• If operation is moderately complex, the DC is 18
Likewise, the Prisoner’s Stone does not offer full protection
against battle damage. It does not confer an AC bonus, nor • If operation is difficult, the check is DC 20.
does it render one resistant or immune to damage from Those who are familiar with the workings of technology
melee attacks, as evidenced when Rolf is cut by a sword (judge’s discretion) are called technologists; these folks gain
while running the gauntlet to escape the palace. While it +5 to all checks to operate technology. This ability extends
would magically move bodies out of the way if one needs to any who have a Patron Bond with ARDNEH or are one
to get to an exit, it wouldn’t stop said bodies from making of its chosen.
attacks as the wielder runs past. It does, however, seem to
offer some level of protection as Rolf’s injury is far less se- Once a person successfully divines how to use a piece of
vere than one would expect, given his situation. Thus, at- technology, they can thereafter use it without needing to
tacks against the wielder of the Prisoner’s stone are made make a check every time. However, figuring out how to
at -10, so long as the wielder is trying to escape the situa- use technology does not grant one proficiency in its use—
tion, and successful attacks deal half damage. if one, for example, finds a firearm, figuring out how to
use it (even with the Technology skill) does not grant pro-
THE THUNDERSTONE ficiency in its use.
The second of the Two Stones for which the oasis is named, SUPER-SCIENCE ITEMS IN
the Thunderstone has a unique enchantment. Within 2d6
rounds of changing hands from one bearer to the next, the EMPIRE OF THE EAST
Thunderstone calls down a torrential thunderstorm, and Following are specific super-science items that appear in
is itself struck by lightning. This lightning strike does not the Empire of the East trilogy.
damage the Thunderstone, but acts as a call lightning spell
dealing 4d10 damage to a 20-foot radius area centered on Air-Ships
the stone. Those in the area of effect must make a DC 15
Reflex save, halving this damage on a success. In The Black Mountains, Rolf and Gray summon a djinn
of technology to help them build air ships which they can
The Thunderstone is used by the people of the Oasis to use to assault Som’s fortress. These air-ships, in the end,
provide water for their community. Whoever possesses it, amount to helium balloons draped over with a protec-
when rain is needed, simply gives it to someone else, who tive layer of plastic chain-mail, which they can use to rise
puts it down in a safe place and flees until the lightning
Page 66 PROOFREADER EDITION
straight up the mountains, to assault the fortress. They are
never able to quite break the secret of propelling or steer-
ing the air-ships, however.
In game terms, an Air-Ship has AC 12 and 30 hit points;
however, if it takes 10 hit points or more, the balloon is
punctured and it will crash to the ground. As they are
powered by helium, the air-ships are not flammable.
DRAFFUT’S CAVE OF
HEALING AND LAKE OF LIFE
In The Black Mountains, we see Draffut, the Beast Lord,
who dwells in a cave high in Som’s mountains. This cave
is revealed to be the remains of a futuristic, high-tech hos-
pital which contains a “Lake of Life.” This lake is full of
glowing, green waters which have astonishing healing
powers.
In game terms, pouring the waters over a wound has the
effects of a restore vitality spell by a 10th-level caster with
a casting result of 29 (restore ability drain, 3d6+10 lost hit
points, 1d8+10 points of lost Strength, Stamina, Agility,
Intelligence or Personality, injuries healed, etc.), while im-
mersing someone in the pool can have the effects of even
resurrection of the dead. Unlike the spell effects, however,
the water of life does not remove scar tissue, and if the
violence of a death is particularly gruesome, the body can
come back to life with varying levels of deformity, which
cannot be undone by the waters.
The process takes anywhere from minutes to hours, de-
pending on the trauma suffered, and those resurrected are
weakened for 2d6 turns, during which time they suffer -5
to all attacks, checks and saving throws. Divide the result
of the recovery time by 5; for each increment that passes,
their exhaustion penalty is reduced by one.
EKUMAN’S PRESENCE
CHAMBER
Ekuman’s Presence Chamber functions both as his throne
room and as Elslood’s workshop. It is full of artifacts from
the past, only a base few of which are described in the
novels. This area is a treasure trove of technology, which
Ekuman has collected over the years. From electric flash-
lights to record players, even potentially a jukebox, fire-
arms or explosives, Ekuman could have anything in here,
with Elslood constantly experimenting to discover the
functionality of some new artifact. In addition, the place is
filled with books describing the history and events of the
Old World.
The one device that is clearly described in The Broken
Lands is the Foam Thrower, below. The Presence Chamber
is largely demolished when the Thunderstone is dropped
through the window by one of the Silent People. As it be-
comes part of the area occupied by the armies of the West,
FOAM THROWER
In his hands he now held one of the Old World Things that Rolf
had earlier noticed on the wall behind the throne—one of a pair
of red cylinders, whose mate still hung there on a strap. At one
end of the cylinder was a black nozzle which Ekuman aimed at
the burning floor. With his other hand he gripped a trigger that
reminded Rolf of some of the controls inside the Elephant. From
the black nozzle there shot out a white rope that looked hardly
more substantial than smoke, but remained coherent and opaque
and was heavy enough to sink to the floor. There it expanded.
Like some magic pudding the whiteness spread itself across the
burning floor, flame and smoking wood vanishing beneath it.
The wounded lying on the floor brought their heads up above the
white blanket to gasp for air…
--The Broken Lands
The Foam Thrower is, put simply, a fire extinguisher. Its
foam will extinguish fires in a 20-foot radius, and it can
be used 1d10 times before it runs out of charge. It can also
suffocate someone trapped beneath its mist—use the stan-
dard rules for suffocating to handle such situations, which
will usually result when someone is already incapacitated
or somehow held down beneath the foam.
THE ELEPHANT
Except for the impression that it gave of enormous and mysteri-
ous power, this before him did not much resemble the creature
depicted in the symbols. This was a flattened metal lozenge of
smooth regular curves, built low to the ground for something
of its massive size. Here could be seen no fantastically flexible
snout, no jutting teeth. There was no real face at all, only some
thin hollowed metal shafts projecting all in one direction from
the topmost hump. Looking closely Rolf could see that around
that hump, or head, were set some tiny glassy-looking things,
like the false eyes of some monstrous statue.
Elephant was legless, which only made it all the more impres-
sive by raising the question of how its obvious power was to
be unfolded and applied. Neither were there any proper wheels,
such as a cart or wagon had. Instead Elephant rested on two
endless belts of heavy, studded metal plates, whose shielded up-
per course ran higher than Rolf’s head.
On the dull metal of each flank, painted small in size but with
Old World Precision, was the familiar sign—the animal shape—
gray and powerful… In its monstrous gripping nose the crea-
ture in the painting brandished a sharp-pointed spear, jagged all
along its length. Under its feet it trod the symbols:
426TH ARMORED DIVISION.
--The Broken Lands
Page 68 PROOFREADER EDITION
The Elephant, put quite simply, is a tank. It has multiple
weapons systems, but at present they have no ammuni-
tion and are not armed. If the weapons could somehow be
armed, its sheer devastating power would be incalculable.
When a driver operates the elephant, all of the driver’s
statistics are replaced by the Elephant’s, save Intelligence.
The Elephant is a legendary piece of technology that is
fated to turn the tide between the rebels of the West and
the Empire of the East. It is, quite simply, a futuristic tank
powered by a nuclear engine and with advanced comput-
erized optics systems. It is controlled by a series of levers
and foot pedals, after one goes through the startup se-
quence. The weapons are not armed and are non-function-
al, but in this world, where weapons are limited to swords
and arrows, it makes the driver utterly invulnerable.
In game terms, being inside the Elephant allows one to
move at 70 km/hr (approx. 44 mph), and renders the driv-
er invulnerable to all damage. The tank cannot be penetrat-
ed by normal means—even magical—currently possessed
by humans (and possibly by demons). It is operated by
a complicated series of switches, levers and buttons. Its
computer operating system walks the operator through
startup, but few people in the world can understand the
language of the Old World to read the instructions. Still,
learning to follow the sequence of multicolored lights is
possible, and is how Rolf learned to operate the vehicle.
This requires a DC 20 Intelligence check. In another moment the rounded metal body opened six secret
It does, however, have one vulnerability: it has air circula- holes, three on a side, and from them came extending hidden
tion vents. This allows Rolf to defeat and kill Ekuman, by legs, sliding jointed things like insects’ feelers grown mon-
emptying a foam-thrower into the vents and suffocating strously large. These reached for Tarlenot and probed him, one
the evil Satrap. Another weakness is that it is difficult to delicate leg-tip clinging to the dull metal collar beside the great
control and inexperienced drivers can be prone to getting leaking leer of his wound. Then suddenly and effortlessly the
it stuck in ditches or, as Rolf does, jammed in the gateway flying thing gathered up Tarlenot’s dead weight with its slender
of Ekuman’s fortress when he tries to power through. legs, drew it up and swallowed it into a coffin-sized cavity that
gaped suddenly in the metal belly and as suddenly closed again.
Maneuvering the Elephant requires a series of Agility The six legs retracted and the Old World thing shot upward
checks with the DC set by the judge, depending on the once again, roaring a louder noise and blasting the garden with
maneuver attempted. In general, a failed Agility check re- a greater rush of air. It raced up toward the place whence it had
sults in a complication; the Elephant is stuck in a ditch, come.
something is jammed or the like. The severity of the com-
plication depends on the degree by which the check was --The Black Mountains
failed. A roll of 1 means the kind of accident resulting in The Valkyrie Mark V is a 2-part hospital system. Those
a complete breakdown of the Elephant, or at least, that chosen for access wear special “dull metal collars,” which
it’s stuck in some fashion where the operator is unable to communicate electronically with the flying casket-like
shake it loose. Valkyries themselves. These devices analyze the severity
of injuries a body has suffered, apply life support tech-
VALKYRIE MARK V nologies if necessary, and transport the injured to Draf-
Just above the ground, the flyer hovered, while the shining whirl fut’s Cave of Healing, where they gain the needed medical
of speed on top roared down a blast of air that pressed down care.
bushes, kicked up dust and rippled grass. Along the headless Chup makes use of these devices by stealing a collar from
metal body there stood symbols… a dead guard and committing suicide, which allows him
VALKYRIE MARK V to be picked up and transported to the Beast Master, be-
ginning the alliance that will eventually result in the de-
718TH FIELD HOSPITAL BATTALION. struction of Som and Zapranoth, and victory for the West.
ADVENTURES
PROOFREADER EDITION
PROOFREADER EDITION
INVADERS!
A LEVEL 0-1 ADVENTURE
BY JASON VEY
INTRODUCTION as the armies of the West hunt them down. It shouldn’t
change the outcome or the way the adventure is played—
O ur future heroes have been living a quiet life in there are still rumors of safety in the forests, and the soon-
their village with no dreams of glory or antici- to-be heroes will still have to flee a more powerful foe.
pation beyond the humble farmers, blacksmiths
and tinkers they may be. This all changes when the armies PLAYER INTRODUCTION
of the East invade, slaughtering their village and driving You’ve spent your entire lives in your small village, with no
the heroes into the West, to seek aid from the Free Folk delusions of grandeur or aspirations of greatness. After all, your
therein. lives have been relatively idyllic here and you’re learning trades
This very brief introductory adventure is designed for 10- that will sustain you for the rest of your lives. You are black-
15 level 0 characters or 8-10 1st-level characters. Remem- smiths, leather-workers, carpenters, brewers, and farmers, and
ber that players should have at least 2-3 characters each at that suits you just fine.
0-level, so they can enjoy the fun of play even if some PCs That all changes late one afternoon when you are all in the local
die off. The adventure focus is on escaping a much more tavern, enjoying a pint and a meal after a hard day’s work, when
powerful enemy and seeking refuge with the rebel forces screams and shouts erupt from outside. “They’re coming!” the
in the nearby forests. voices cry, “The armies of the East! They’re here!”
BACKGROUND The sounds of riding-beasts reach your ears, their pounding
hooves and vicious squeals, followed quickly by the screams of
This adventure takes place in the Changeling Earth of Em- your fellow villagers being slaughtered in the streets. The door
pire of the East, and is set at roughly the time of the very to the tavern flies open and at least a dozen armed men stride
first novel; the characters are normal peasants working the into the inn with murder in their eyes. One of them steps for-
fields, plying their trades and trying to keep their heads ward and sneers, “Surrender now and swear allegiance to the
down, when for some unexplained reason the armies of Satrap Lothor, or die where you sit.
the East invade and destroy their village. One or more of
them will have heard whispers of the Free Folk who live in Some patrons fall to their knees, begging for mercy. Others leap
the forests a week’s journey from their village, and reach- up and run. A few take up what meager weapons they may have.
ing these resistance warriors is their only hope. The soldiers move in.
If the judge desires, this adventure could be set after the Soldiers Of The East (12): Init +1; Atk longsword +3 me-
events of the Changeling Earth, when John Ominor’s lee (1d8); AC 14, HD 2d8; hp 8 each; MV 30’, Act 1d20; SV
armies have been defeated. In this case the invading armies Fort +2, Ref +1, Will +1, AL C.
are the remnants of the Empire of the East, attempting to
consolidate their control of the land wherever they can There are 12 soldiers in the tavern. Exits exist through the
front door, out one of the windows (DC 12 Agility check to
Page 72
PROOFREADER EDITION
climb through), or through the back door behind the kitch- 2. A group of leatherwings (1-4) descend upon the PCs
en. The PCs must also contend with dozens of other patrons 3. The PCs hear screams for help coming from a burning
trying to escape; the judge may call for occasional Reflex hovel.
saves to avoid flying furniture and other patrons in the way.
4. A group of soldiers (1-6) attack the PCs in the chaos.
Escaping the tavern, the heroes find themselves in the
5. The PCs see the soldiers loading villagers into cages.
midst of a horror show. There are at least 100 more sol-
diers rampaging through the village. Some buildings are 6. An NPC who has bullied one or more of the PCs in the
in flames; bodies lay everywhere. A number of residents past sells them out to the soldiers.
have been chained and loaded into cages sitting on large
When the PCs defeat their enemies, they are on their way.
flatbed carts hitched to riding-beasts.
The leatherwings are preoccupied with the carnage in
Riding-Beasts: These creatures are a mutated descendant the village so they don’t give chase, and the soldiers are
of horses, with the statistics of a Warhorse (DCC RPG largely the same, although it’s possible a contingent may
rulebook, p. 418). Stealing beasts to ride away is possible, pursue.
though not easy. There are roughly 60 horses present,
If the PCs think of it, they may be able to pick up weapons
many currently mounted by rampaging warriors.
of various kinds (wood axes, hatchets, possibly a dagger,
It may be possible that a few are found running free after short sword, or even a longsword or short bow) from dead
their riders were unhorsed by desperate villagers. Per- bodies. They may also be able to grab a waterskin or very
haps a few were left untended as their riders dismounted slim provisions, either from bodies or by entering build-
to enter a building. It’s left to the judge whether such op- ings during the chaos and pilfering what they need. This
portunities arise, but having riding beasts presents both happens if the judge deems it possible and reasonable.
opportunities and drawbacks. Such things will come in very useful on their week-long
journey to the forest. Characters who have grabbed rea-
Those on riding-beasts will certainly have the ability to sonable provisions can forego some of the survival checks
move much faster and reach cover sooner than those not called for later in the adventure.
on riding-beasts. On the other hand, they will also be more
visible and less able to move with stealth. This can be par- As the sun sinks on the horizon, the leatherwings rise into
ticularly problematic in the case of the leatherwings, who the air and fly back towards the East. A DC 13 Intelligence
will fly them down, seeing both beasts and riders as prey check will recall stories about the leatherwings, that they
once they are not under the control of the Empire’s soldiers. are blind at night and only hunt during the day. It is said
that they have natural enemies, gigantic nocturnal birds
Screeches sound overhead. Looking up, the PCs can see that are friends of humankind that come out in the dark.
leatherwing reptiles (see p. XX) soaring in the sky. Oc-
casionally one swoops down, catching up a villager and In addition, as the PCs flee, call for DC 10 Intelligence
tearing them to shreds, feeding on them before they even checks. A success indicates that the PC recalls rumors of a
die and seeming to relish the screams of pain and agony band of Free Folk that live deep within the woods a week’s
the villagers let loose while being disemboweled. journey to the West. If they can somehow make it there,
they might survive to seek revenge another day. In fact,
At some point, one of the villagers turns to one or more another option could be to include a map to the Free Folk
of the PCs and croaks, “Run! Get out while you can! Save as a reward for resolving one of the encounters above.
yourselves!” before going down under an onslaught. Perhaps one of the villagers had it hidden in a hovel or
Call for DC 10 Intelligence checks on the part of the PCs. on their person. Perhaps one of the soldiers is carrying it,
A success indicates that the PC recalls rumors of a band of as the patrol’s final goal is to root out the Free Folk and
Free Folk that live deep within the woods a week’s jour- destroy them. Such a map could provide further incentive
ney to the West. If they can somehow make it there, they and a concrete goal.
might survive to seek revenge another day. It is important to note, however, that the PCs need to enter
the woods to complete the adventure, whose objective is to
FLEEING THE VILLAGE join them up with the Free Folk. Thus, an instance where
Before the PCs can escape the village, they will need to all PCs fail their intelligence check should not end the ad-
contend with their enemies. This should involve at least venture; rather, they are simply driven westward by the
one melee with enemy soldiers and/or leatherwings. events that occur. Perhaps the leatherwings descend out
of the east, or the PCs are simply aware that the Empire
A few possibilities for encounters follow. Roll a d6 or and her soldiers have come from the East, and heading
choose whichever you like best. west will give them their best shot to escape and survive.
1. The PCs see a group of soldiers attacking a young In the end, they will encounter a group of Free Folk in the
woman and her child.
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PROOFREADER EDITION
woods, so success or failure on this check simply changes 5 1d8 Fleeing refugees
the tactic the judge will use to drive the adventure on. Al-
ternatively, you could choose to give the information to 6 2d6 soldiers of the East (stats as above)
whichever PC achieves the highest result on their check as Bear: Init +1; Atk bite +6 melee (1d6+2) or claw +4 melee
opposed to any who succeed. The check itself is in place (1d6); AC 15; HD 3d8; MV 20’ or climb 10’; Act 2d20; SP
to offer the PCs a measurable goal (reach the Free Folk) as Crush (if hits with 2 claws, target is held, pinned, and suf-
opposed to simply fleeing for their lives. fers 2d4 damage per round from being crushed. Escape
If you wish, you can simply forego the check, and inform requires a DC 20 Reflex save or a DC 16 Strength check);
the PCs that they have heard rumors of the Free Folk, who AL N.
may be able to help them, or even forego the information Cougar: Init +5; Atk bite +6 melee (1d6+2) or claw +6 me-
altogether and have the Free Folk be a surprise. It comes lee (1d4); AC 12; HD 2d6; MV 40’; Act 2d20; SV Fort +4,
down to the style of adventure you wish to run. Decisions Ref +4, Wil +3; AL N.
such as this are part and parcel of developing your style
and approach as a judge. FINDING SUSTENANCE
The journey to the forest covers terrain that is grassy As the heroes wander, they will need to find food unless
meadows, lightly wooded in places, and hilly without they managed by some miracle to grab provisions while
paved roads or well-traveled paths. It’s country terrain fleeing from their village. Hunting game requires some
and while the occasional deer path can be found, there are sort of ranged weapon and a DC 15 Intelligence check.
no well-traveled roads in this region. Finding edible plants and water likewise requires a DC
Every 8 hours, there is a 20% chance for a random encoun- 15 Intelligence check. Success means finding something to
ter on the roads (for a possibility of 4 encounters per day). eat or drink—in this area any water will be collected in
If the dice indicate such an encounter, consult the follow- pools and puddles from a heavy rain a few days before
ing tables: (the nearest stream runs through the forest, so they’ll need
to get there to find that).
Encounters During the Day (1d8):
If the PCs go without food, they suffer -1 to all checks,
1 2d6 soldiers of the East (stats as above) saves and attacks per two days without eating. If they go
without water, they suffer -2 to all checks, saves and at-
2 2d6 wolves (DCC RPG, p. 431) tacks per day (cumulative with penalties for not eating),
3 Insect Swarm (DCCRPG, p. 419) and must make a DC 12 Fortitude save every day after the
third, or die from thirst. This DC increases by +1 per day.
4 Giant Beetle (DCC RPG, p. 397)
It is very possible that one or more characters die in this
5 1d6 Giant Ants (DCC RPG, p. 394) manner; survival on one’s own in the wilds without the
6 1d6 Leatherwing reptiles (Bestiary, p. XX) right skills set is difficult at best. If the PCs continue to
fail checks and are down to their last few, this is the right
7 1d8 Fleeing refugees opportunity to move the adventure forward, regardless of
whether they have reached the forest, and introduce the
8 Bear (see below) final combat and the Free Folk. Again, if they have man-
If an encounter with leatherwings is indicated, the PCs aged to gather provisions they could forego one or more
may opt to hide. This is possible by making a DC 15 Reflex checks, at your discretion.
save, if there is something to hide beneath or which pro-
vides deep enough shadows (remember, the leatherwings ENCOUNTERS ON THE
have poor nightvision and this extends to shadowy areas). JOURNEY
PCs who for some reason possess the Hide in Shadows
ability can add their bonus to this save. If you wish, you can extend the adventure by adding any
number of side adventures and encounters on your jour-
Encounters at Night (1d6): ney, giving the characters the opportunity to survive by
1 Swarm of bats (DCC RPG, p. 396) their wits as opposed to simply foraging for food.
2 Giant Centipede (DCC RPG, p. 398) A few ideas for encounters along the way follow. Feel free
to use any of these, all of them, or even to invent your
3 1d6 Silent Ones (Bestiary, p. XX) own.
4 Cougar (see below) • Just outside of town is a supply train for the Empire
soldiers. It is largely undefended as the soldiers sack
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PROOFREADER EDITION
the town. The PCs could risk attacking it to steal sup- men and women emerge, attacking the soldiers to aid our
plies…but the few guards left could sound the alarm heroes!
or kill one or more PCs in the process.
There are six Free Folk warriors who will join the melee at
• As the PCs flee their pursuers, they come upon a mys- this point, giving the PCs a fighting chance.
terious copse of trees with a clear pool of water and
lush fruit growing upon the trees, like an oasis in the Free Folk (6): Init +5, Atk: longsword +4 melee (1d8) or
wilderness. Is it a safe haven, or is it inhabited by un- bow +4 missile fire (1d6); AC 15; HD 2d8; MV 30’; Act
friendly spirits or elementals? 1d20; SP sneak and hide +6; SV Fort +3, Ref +3, Will +1;
AL L.
• The PCs come across the ruins of another village, fur-
ther west. It’s clear the Empire’s forces haven’t beaten At the end of the battle, one of the Free Folk steps forward
them here, so what caused the village to be laid waste? and asks the PCs their business and why they were fleeing
In truth, a demonic entity was accidentally summoned the soldiers. In the end, they are welcomed into the ranks
here and laid waste to the surrounding lands. Is there of the Free Folk, and may begin their career as adventur-
a way to defeat it, or is this beyond the experience of ers, with good reason to hate the armies of the East!
the young heroes? As a final note, you should avoid having the Free Folk and
• As the PCs take refuge in an abandoned hovel, ru- Owls ride in like the cavalry if not necessary. At best, they
ined village, or other area, they are visited by one of should balance the terms of the encounter, rather than
the Silent Folk, the great owls that are on the side of serving as an all-powerful rescue force.
goodly people, who inform them that they are not far Give the PCs a fighting chance to win the battle with their
from help, and promises to keep watch over them in own wits and abilities, and if they are doing well, the owls
the night as they travel to the Free Folk. Thereafter the and Free Folk arrive just at the very end of the battle. Al-
owl returns every few nights to deliver food and en- ternately, the owls can arrive early to take on the leather-
couragement. wings, while the PCs contend with the soldiers, and the
Free Folk arrive later, having been informed of the melee
ENTERING THE FOREST by the owls.
At about dusk on the seventh day, the PCs are a few hun- Remember, however, that this is an introductory module
dred yards from the forest, when sound of thundering designed to pare down the 0-level characters and lead to
hooves reaches their ears, and a contingent of ten mount- the choice of a first-level beginning to the players’ adven-
ed enemy soldiers appears on the bluff in the distance, tures in the world of the Changeling Earth. The objective
and then bears down upon them. Even worse, there are a of the PCs was to reach the Free Folk, and they have done
swarm of ten leatherwings in the sky. It’s a footrace! so. Their adventures can now begin in earnest!
The PCs must now make three Reflex saves (factoring ar-
mor check penalties, encumberance, etc), the first at DC
12, the second at DC 15, and then DC 18. Each one that
succeeds at all saves makes it to the forest before the sol-
diers bear down upon them. Failure means they are cut
off, and will have to engage in melee (therefore subject-
ed Withdrawal rules, DCC RPG p. 95, if they continue to
run). Upon reaching the forest, the soldiers will follow the
PCs in, but are forced to dismount their riding-beasts, as
the trails are too narrow to effectively ride.
Eventually, the PCs will find themselves surrounded in a
clearing as the enemy closes in. Just then, there’s a deafen-
ing screech, and looking up, the heroes can see the sun sink-
ing below the horizon; the leatherwings panic and begin to
rise into the sky as what appears to be a flock of gigantic
owls emerge from the treetops and attack the reptiles!
If the PCs find themselves overwhelmed during the melee
with the soldiers, you can have the cavalry arrive in the
form of the Free Folk. Cries sound out from the forest, and
arrows fire into the melee, piercing the enemy. Suddenly,
as if melting from the very trees around them, a group of
Page 75
PROOFREADER EDITION
THE DEMON KEY
A LEVEL 0-1 ADVENTURE
BY HARLEY STROH
A s their home is overrun by a marauding army of Caught between an army of the East, and an even more
the East, the PCs are tasked with saving a relic deadly foe, the characters will need to puzzle out the se-
from a lost age. Facing overwhelming odds and crets of the Demon Key and the fell demon calling itself
a demonic force outside of time, the PCs’ survival hangs Gorgon.
on their ability to turn ancient super-science to their ad-
vantage. PLAYER START
This adventure is designed for 15 to 20 0-level characters You and your fellows have watched the towering plumes of dust
or 8 to 10 1st-level characters. Though succinct, the ad- from your fields all morning. The dust clouds always herald the
venture offers no shortage of dangers, and unlucky or ill- march of the Empire’s armies, en route to some rebel citadel or
advised parties risk certain death. Success depends more outlaw caravanserai. Your hamlet has avoided the Empire’s at-
on intelligent play than good dice rolls, and thoughtful, tentions by remaining meek and unassuming—the way of the
cautious play—tempered by timely courage—is the surest mouse.
means to escaping the armies of the East and the surviving This time is different. The clouds have drawn closer with each
the legacy of the Demon Key. passing hour, and now—from atop the hamlet’s low earthen
rampart—you can make out soldiers astride riding beasts, crim-
ADVENTURE SUMMARY son war banners trailing behind while winged lizards circle la-
The adventure begins with the PCs in their hamlet, home zily overhead. Their path is unmistakable.
to a dozen or so farmers and their extended families. The hamlet’s feeble bell tolls weakly, calling your friends and
Scarcely large enough to merit the title, the hamlet has families in from the fields. The armies of the East march against
thus far escaped the cruel attentions of the Empire of the you and your people.
East and its soldiers.
Call for character actions. The PCs are welcome to hur-
That fragile illusion ends this day. riedly scrounge up whatever additional gear they like, but
A company of 200 soldiers encircles the town. Led by Sa- there is little to be had. On a successful Luck check, char-
trap Orias, a fearsome young general given to fits of mind- acters can find staves and threshing flails (treat as clubs) to
less rage, the company comes in search of an ancient relic: use as weapons, and other simple gear, but there is noth-
the Demon Key, an enormous crystal long-rumored to af- ing in the way of armor to be found.
ford protection against demonic forces. As the hamlet’s folk begin to gather, the village elder
Surrounded and facing overwhelming odds, the village sends for the PCs, summoning the party to her simple hut:
matriarch presses the PCs into service, bidding the char- Mother Rose sits in the darkness, swaddled in blankets and
acters to hide the Demon Key deep within the village step veils, even now, in the heat of the day. Her thin hands tremble as
well. she waves her attendants from the hut, but her voice is strong.
Pursued into the depths by the soldiers and their hateful Mother Rose bids the PCs to roll back the hut’s woven rug,
leatherwings, the PCs discover a forgotten complex—and revealing bare ground, a bundle of war weapons, and a
the reasons why their elders have held the Demon Key half-buried wooden chest. There are 6 javelins, two un-
since time immemorial. strung bows, and a single quiver with 20 arrows.
Inside the chest is a cloth bundle, resting on a bed of straw.
“They come for the Demon Key. Take it—now!—and hide it in
the step well. It must not fall into the hands of the Empire.”
The bundle is weighty, and is roughly 2’ long and 8’
across. Characters daring to unwrap the cloth discover an
enormous white crystal.
Mother Rose climbs to her feet, leaning heavily on a gnarled
cane. “Go now! Be quick! To the well, ere the soldiers arrive!”
Page 76
PROOFREADER EDITION
THE HAMLET
THE DEMON KEY The hamlet is a collection of simple wooden huts, circum-
scribed by a simple earthwork topped by a 4’-high wood-
A signature element of Empire of the East is the pres-
en stakewall. The defenses serve well enough against ban-
ence of singular objects defying explanation. While
dits but do little to deter the Satrap and his forces.
the Elephant and Valkyries harken back to our own
world (tanks and medical drones), the Thunder- By the time the PCs exit Mother Rose’s hut, the army has
stone and the Prisoner’s Stone—paired relics held already surrounded the settlement. The soldiers casually
with seemingly no relation to one another—exist as cut down any serfs attempting to flee. Characters attempt-
oddities devoid of modern reference. ing to escape the hamlet are immediately spotted and
chased down by the Satrap’s forces.
This distinguishes Empire of the East from similar
settings, where relics can often be traced back to The soldiers systematically march through the hamlet,
modern world analogs. A strength of Fred Saber- corralling the serfs and interrogating each in turn. Their
hagen’s work are these strange objects that function terrified screams and cries of pain echo through the ham-
like marvelous magic items. let.
It falls to Saberhagen’s protagonists (or here, the Serfs (36): Init -2; Atk club (or similar) -1 melee (1d4-1);
PCs) to puzzle out how the objects function, what AC 9; HD 1d4; hp 2 each; MV 30’; Act 1d20; SV Fort -1, Ref
rules govern their powers, and then how best to put -2, Will -1; AL varies.
their strange powers to work.
Soldiers of the East (200): Init +0; Atk longsword +0 me-
The Demon Key is one such object. lee (1d8); AC 14; HD 1d8; hp 4 each; MV 25’; Act 1d20; SV
Fort +1, Ref +0, Will +0; AL L.
The large white crystal is paired with the violet crys-
tal found in area 1-4. The two are identical, save for Each soldier wears a coat of studded leather armor and
their color. At first glance, the Key appears frustrat- helm, and carries a shield and longsword into battle. 100
ingly mundane. Its powers are only made evident of the soldiers are spearmen; another 30 are archers, bear-
once the PCs encounter the demon calling itself the ing shortbows and quivers of arrows in addition to their
Gorgon: blades.
• The Key defends its bearer, and all allies with- Leatherwings (20): Init +5; Atk claw +5 melee (1d6) or bite
in 50’, from the usual madness and sickness +5 melee (1d8); AC 15; HD 5d8; hp 13 each; MV 20’, fly
caused by demonic presence. While characters 40’; Act 1d20+1d14+1d10; SP night blind (suffer -2 AC, -10
certainly feel uneasy and fearful, they suffer to all actions and saves at night); SV Fort +5, Ref +8, Will
no psychic damage while protected by the De- +5; AL C.
mon Key.
Satrap Orias: Init +1; Atk longsword +3 melee (1d8+1) or
•
The Key also defends against direct attacks longbow +3 missile fire (1d6); AC 16, HD 4d8; hp 16; MV
against its bearer and their allies. This begins 25’, Act 1d20; SV Fort +2, Ref +0, Will +3; AL C.
as a -5d penalty to attacks made by a demon
against anyone in the party. Each missed attack The satrap wears a suit of gleaming black chainmail be-
by the demon reduces the die penalty by 1, so neath a crimson surcoat, and bears a shield with matching
that after 5 attacks, the demon’s subsequent at- heraldry. He wields a longsword in battle, but is seldom
tacks suffer no penalty. found without an attendant carrying his beloved longbow
and several quivers of war arrows.
• The dice penalty can be reset by passing the
crystal to another character. However, the THE STEP WELL
Demon Key is not light, and safely passing it
between two characters requires an action by Located near the center of the settlement, the well is 30’
both PCs. across at the mouth narrowing to 10’ at the base, with
steps cut into the stone walls. A drought has plagued the
Judges should note that none of these powers are settlement, forcing the serfs to tunnel even deeper into the
known to the PCs until they observe them in action. hard earth to reach water. The side passage slopes gently
The last power, especially, might not be witnessed downward, reaching water in the last 10’.
until a PC carrying the stone is slain, and the Key
is taken up by another PC. Even then PCs (and the Area 1-1—The Well Entrance: The hamlet well is cut
players) will need to recognize this “reset,” in order into the sandstone, tapering as it descends. A narrow stairway
to put it to use during play. is chipped into the walls of the well, wending its way down into
darkness.
Page 77
PROOFREADER EDITION
PROOFREADER EDITION
PROOFREADER EDITION
The step well is 50’ deep, narrowing from 30’ wide at the Pursuit: As soon as the PCs reach the passage, they hear
mouth to 10’ at the base. The low steps are a mere 2’ in the shouts of soldiers and the tentative flap of leather-
width, and the slightest misstep sends the unfortunate wings. Shadows darken the well, as the army gathers
soul tumbling down into darkness. above—awaiting the arrival of the Satrap.
A 30’ movement action allows a PC to descend 10’ in el- A handful of leatherwings dive to the base of the well,
evation. It takes a PC five rounds to reach the base of the only to find themselves blinded. A total of 1d3 reptiles
well (or two and a half rounds if the PC makes two move- make the descent, their morale breaking as soon as any of
ment actions each round). There is no room to pass other their numbers are slain. As above, the leatherwings suffer
characters on the steps, so PCs can only descend as quick- -10 to actions and saving throws, and -2 to their AC in the
ly as the slowest character ahead of them. The amount of dark confines of the well.
time spent on the steps is key to the PCs’ survival:
The Satrap calls down from the mouth of the well, offering
As soon as the PCs begin their descent, they are spotted by the PCs leniency in exchange for the Key, noting that there
1d3+1 leatherwings. The winged lizards do their best to is nowhere for the PCs to go and that they are outnum-
knock the PCs from the steps, swooping down out of the bered by a factor of ten.
sun to slash and claw at the PCs with their razor talons.
If the PCs refuse, the soldiers roll the headless corpse of
A target struck by a leatherwing must succeed on a DC Mother Rose into the well. The Satrap threatens to exe-
10 Ref save or pitch off the steps to the base of the well, cute the remainder of the serfs and to fill the well with
taking 1d6 damage per 10’ fallen. While the leatherwings the dead. However, the Satrap never follows through with
receive multiple attacks per round, they can only target this threat, knowing that a mound of bodies choking the
a single character with the buffetting rain of blows. Any base of the well will only impede his quest for the Demon
successful attack triggers the risk of falling. Key.
Conversely, if a PC scores a critical hit on a leatherwing, or if Failing all this, the Satrap orders his forces into the step
a leatherwing fumbles during an attack, it causes the lizard well. Fearful of falling, they descend slowly, taking a total
to slam into the side of the step well, suffering 3d6 damage. of seven rounds to reach the base of the well, before fol-
lowing the PCs into the darkness.
If the PCs reach the base of the well, the leatherwings’
night blindness takes effect, reducing their actions and Area 1-2a—Dead End: The narrow passage widens, open-
saves by -10, and worsening their AC by -2. ing to a dark pool some 15’ across, and allowing three or more
to stand abreast.
Leatherwings (1d3+1): Init +5; Atk claw +5 melee (1d6) or
bite +5 melee (1d8); AC 15; HD 5d8; hp 13 each; MV 20’, The pooled water is only 2’ deep. The water collects by
fly 40’; Act 1d20+1d14+1d10; SP night blind (suffer -2 AC, leaching through the sandstone. Neither the passageway
-10 to all actions and saves at night); SV Fort +5, Ref +8, nor the pool offer a means of escape from the well.
Will +5; AL C.
Characters that pause, in absolute silence, can hear a faint
Area 1-2—Water Passage: A narrow cleft is carved into crackling sound coming from behind the south wall (area
the wall at the base of the well. The hint of moisture hangs in 1-2b). If the PCs douse their lights, they observe a soft pur-
the cool air. An unnatural sense of peace reigns here, in sharp ple glow emanating from the same location.
contrast to the cries of pain and fear coming from the hamlet
high above. Pursuit: Pending PC actions, soldiers of the East begin ar-
riving a scant 7 rounds after the party. The soldiers are
The drought has lowered the water table so that the base forced to advance single file through the narrow passage,
of the well is little more than a packed floor of damp sand. affording PCs the opportunity to focus all their attacks on
The hamlet was forced to dig a sloping side passage to the single, foremost soldier. If a soldier survives a round
reach water. Construction continues as the water table re- of attacks, however, he forces his way into area 1-2a, mak-
cedes with each passing year. ing way for the comrade-in-arms close on his heels.
There are three shovels, a wooden yoke (sized for a hu- Any melee combat likely reveals the facade of the south
man), and two large wooden buckets resting at the base of wall. See area 1-2b, following.
the well. Just inside the tunnel is a third barrel containing
13 torches, a tinder box, and a clay jug. The large jug is Area 1-2b—Hidden Entrance: The wall here has been
sealed with a wax stopper and holds a gallon of oil. worn thin by the necrotic energies of the Gorgon. There is
no secret door, as such, to be discovered. However, PCs
The sandstone passageway is 3’ wide and 5’ high, forc- examining the wall—testing for hollow spots, tapping
ing groups to pass in single file. Characters wielding two- on the wall, or the like—are surprised to see the wall fall
handed weapons in the tight confines suffer a -1d penalty away in a cascade of sand.
to attacks and damage.
Page 80
PROOFREADER EDITION
Similarly, close quarters combat is certain to reveal the
passage. Wildly swinging blades and falling bodies all
crash through the thin sandstone facade. THE GORGON
The stone wall gives way, collapsing in a shower of sand to reveal A hateful demon of no trifling power, the one call-
an enormous chamber beyond! Roiling tendrils of sickly violet ing itself the Gorgon has been trapped in the bur-
mist pour into the narrow passageway, seeking out the living! ied complex since the apocalypse. Its life force is
caught between the twin crystals: the Demon Key
The tendrils are the demon Gorgon made manifest. Each
and the violet stone in area 1-3. Bringing the crystals
tendril is composed of demonic heads of every shape and
together destroys the Gorgon and triggers a violent
form—all howling in fury.
shockwave.
The tendrils attack indiscriminately, and make no distinc-
Released when the passageway to area 1-2b is ex-
tion between soldiers of the East and the PCs. Assign each
panded, the Gorgon can attack characters in area
attack at random amongst all the combatants.
1-2a through 1-3.
Note that if the PCs remain in possession of the Demon
When the Gorgon takes material form, it prefers
Key, it reduces the effectiveness of the demon’s attacks
roiling tendrils of mist that writhe and coalesce into
against the entire party. Each time an attack against a PC
screaming demonic faces. On a successful attack, a
fails, the Demon Key flares with violet light and the die
tendril seizes a foe and hurls the target through the
penalty is reduced by 1. If the Key trades hands between
air—into allies, walls, or metal spars (as in area 1-3).
PCs, the penalty resets at -5d.
Judges should use their creativity in adjudicating
Area 1-3—Sand & Rot: The chamber before you is enor-
the hurl attack. Allies targeted by the throw may
mous—a gaping void cut from the heart of the earth. Rough
need to make DC 10 Ref saves or be knocked prone;
sandstone ceilings arch high above, trailing tiny streams of sand
targets might be flattened against the ceiling, piled
and stone. A dozen feet up the wall on either side of the chamber
into the sandy ground, or even cast at each other.
are the remnants of ancient gangways or catwalks.
Have fun.
A violet mist hangs in the air, seething and roiling, and seeming
The Gorgon seldom deigns to use psychic combat,
to warp the world with every violent pass.
and never spells, preferring to hammer its mortal
The ruined gangways once formed a passageway cross- foes with brute force.
ing the chamber. The Gorgon’s necrotic energies caused
The Gorgon: Init +4; Atk face-tendril +5 melee (1d6
one side to collapse, forming a steep slope to the chamber
constrict plus hurl); AC 18; HD 6d12; hp 66; MV 45’;
floor. Scrambling up to the platform can be challenging
Act 8d20; SP inspire fear, incorporeal form, psychic
(DC 10 Agility or Climb Sheer Surfaces check), and judges
combat (1d20+4 to counterspell), immune to non-
should be sure to apply armor check penalties.
magical weapons or natural attacks from creatures
The tunnel that once connected to the west gangway has of 3 HD or less, half-damage from fire, acid, cold,
long since collapsed, but the east gangway and tunnel re- electricity, gas; SV Fort +6, Ref +8, Will +6; AL C.
main intact, leading to area 1-4. The gangways and cor-
ridors all bear signs of the demon’s necrotic energy: black
Page 81
PROOFREADER EDITION
scorch marks, rent and torn metal, and the stench of burn- The Gorgon continues to attack the PCs in this chamber,
ing hair and flesh. along with any PCs or soldiers in areas 1-3 and 1-2. As the
PCs draw nearer to the twin crystal, the Gorgon howls in
The Gorgon can attack throughout this chamber, and de- greater fury, and then—increasingly—terror.
lights in impaling targets against the long metal shards
still extending from the sundered platforms. On a success- Bringing the Demon Key in contact with its twin causes
ful tendril attack by the demon, the target must also make both to explode in a brilliant flash of white light, instantly
a DC 15 Ref save or be speared on a metal beam for an destroying the Gorgon. The purple mist is driven from
additional 1d16 damage. the complex with the force of a hurricane, as a shockwave
rolls out from area 1-3 and crashes through the rest of the
For their part, the soldiers of the East turn all their atten- complex to devastating effect:
tion to fighting the demon. However, unlike the PCs, the
soldiers enjoy no protection from the Gorgon’s ability to Area 1-3 and the step well collapse, slaying any PCs and
inspire madness and terror. Half go mad at the sight of soldiers within. (Characters within area 1-4 are safe.) The
the demon, attacking themselves rather than facing the ensuing rockslides swallow many of the soldiers on the
horror writhing before them. The surviving soldiers hurl surface, including the Satrap; the remainder of the army is
themselves into battle, but—armed solely with mundane cast into disarray. Bereft of their cruel master and driven
weapons—their desperate sacrifices are futile and wasted. mad by the wash of the demon-mist, they stagger back
into the desert, alone and afraid.
Introducing New PCs: Up to this point, the adventure
has afforded scant opportunity for replacing lost PCs with CONCLUSION: IN THE WAKE
new characters, and unlucky players might have easily
lost all their PCs by this point. OF THE GORGON
The release of the Gorgon, and the decimation of the Sa- Survivors sheltering in area 1-4 easily dig free of the rub-
trap’s forces offers a solution to this challenge. Faced with ble. The hamlet has been reduced to ruins; some of the
the overwhelming horror of the demon, some soldiers of huts have caught flame, the black smoke rising into the
the East may elect to cast their lots with the PCs. cool evening air. Any surviving serfs have fled into the
desert.
If a player has lost all of their characters, judges should
feel free to assign the player one or two soldiers as PCs The survivors have been transformed by the wash of crys-
(rolling 3d6 for Stamina and 1d4 + Sta modifier for hit tal magic. Each PC gains +1d3 Luck and an additional 1d5
points, to start). hit points.
Area 1-4—The Twin Crystal: The corridor opens into As the PCs take stock of their fate, and prepare for the
a strange triangular chamber, bereft of decoration save for the coming night, they hear the flap of enormous wings, and
hateful ever-present mist. At the far end of the chamber, extend- spy black shapes crossing the sky. The Silent People, sent
ing from the metal wall like a painful thorn, is an enormous as envoys by the rebels, circle the ruined hamlet and alight
crystal, glowing with brilliant violet light. before the PCs. In their guttural tongue and deep hoots,
the great owls offer their condolences to the PCs, paired
Apart from color, the crystal is a perfect match for the Demon Key. with gratitude for the PCs’ courage and sacrifice. Finally,
Page 82
PROOFREADER EDITION
the owls also bear an invitation for the PCs to join with the As the ruined hamlet recedes in the distance, the hate-
rebels in their fight with the Empire of the East. filled Satrap pulls himself free of the rubble. Driven by
a burning need for revenge, the Satrap drags his broken
Regardless of the PCs’ decision, there is little to keep them
body east, into the night.
here. With the hamlet destroyed they are free to seek their
own destiny—for weal or woe.
This printing of DCC RPG: Empire of is Copyright 2000 Wizards of the magical or supernatural abilities or creation and/or You have sufficient version of this License.
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“Product Identity” means product Open Game License v 1.0
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EMPIRE OF THE EAST, copyright trade dress; artifacts; creatures terms of this License. Identity. System Rules Document Copyright
© 2019 Goodman Games LLC, all characters; stories, storylines, 2000 Wizards of the Coast, Inc.;
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rights reserved, visit www.goodman- Authors Jonathan Tweet, Monte
incidents, language, artwork, consideration for agreeing to Open Game Content You must
games.com or contact info@ Cook, Skip Williams, based on
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goodman-games.com” original material by E. Gary Gygax
likenesses, formats, poses, grant You a perpetual, worldwide, the work that you are distributing
and Dave Arneson.
DCC RPG: Empire of the East is concepts, themes and graphic, royalty-free, non-exclusive license are Open Game Content.
copyright © 2019 Goodman Games with the exact terms of this License DCC RPG: Empire of the East,
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OPEN GAME LICENSE Version 1.0a teams, personas, likenesses and original material as Open Game of this License to copy, modify and
FIRST PRINTING
The following text is the property special abilities; places, locations, Content, You represent that Your distribute any Open Game Content
of Wizards of the Coast, Inc. and environments, creatures, equipment, Contributions are Your original originally distributed under any
Page 83
PROOFREADER EDITION
ROLL 1D30
28 21
29
2
12 20
3
11
14
4 6
13 9
16
18
19
15 8
5 PROOFREADER EDITION
17
10
DCC empire of the east CharaCter reCorD sheet
Weapons Equipment
Name Title
Level XP
Combat Basics
Treasure
Initiative: _______
Action dice: _______
Armor
Attack: _______
Crit die: _______
Armor Hit Points
Class Crit table: _______
Max: _____
PROOFREADER EDITION
Save
Modifier: _____
Personality Will
Save
Modifier: _____
Lucky Roll
Luck
Modifier: _____
Languages
Intelligence
Modifier: _____
DCC empire of the east CharaCter reCorD sheet
Weapons Equipment
Name Title
Level XP
Combat Basics
Treasure
Initiative: _______
Action dice: _______
Armor
Attack: _______
Crit die: _______
Armor Hit Points
Class Crit table: _______
Max: _____
PROOFREADER EDITION
Hide in shadows + _______ Read languages + _______
Stamina Character Portrait or Symbol Pick pocket + _______ Handle poison + _______
Fort
Save Climb Cast spell
Modifier: _____
sheer surfaces + _______ from scroll d _______
Modifier: _____
Languages
Intelligence
Modifier: _____
Thief
DCC empire of the east CharaCter reCorD sheet
Weapons Equipment
Name Title
Level XP
Combat Basics
Treasure
Initiative: _______
Action dice: _______
Armor
Attack: _______
Crit die: _______
Armor Hit Points
Class Crit table: _______
Max: _____
PROOFREADER EDITION
Modifier: _____
Personality Will
Save
Modifier: _____
Lucky Roll
Luck
Modifier: _____
Languages
Intelligence
Modifier: _____
Warrior
DCC empire of the east CharaCter reCorD sheet
Weapons Equipment
Name Title
Level XP
Combat Basics
Treasure
Initiative: _______
Action dice: _______
Armor
Attack: _______
Crit die: _______
Armor Hit Points
Class Crit table: _______
Max: _____
PROOFREADER EDITION
Stamina Character Portrait or Symbol Other Notes: ______________________________________________
Fort
Save
Modifier: _____ Spells
Spell Name Level Check Mercurial Effect & Notes
Personality Will _______________ ______ ______ ___________________________
Save
Modifier: _____ _______________ ______ ______ ___________________________
_______________ ______ ______ ___________________________
Lucky Roll
Luck _______________ ______ ______ ___________________________
Modifier: _____
_______________ ______ ______ ___________________________
_______________ ______ ______ ___________________________
Languages
Intelligence _______________ ______ ______ ___________________________
_______________ ______ ______ ___________________________
Modifier: _____
Wizard