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The Psychic Knight: A New Crawljammer PC Class by Tim Callahan

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67% found this document useful (3 votes)
834 views36 pages

The Psychic Knight: A New Crawljammer PC Class by Tim Callahan

Uploaded by

Helio Gehring Jr
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • The Secret History of the Perilous League
  • The Psychic Knight: A New Character Class
  • Advanced DCC Psionics
  • Magic Items and Space Oddities: A Random Table
  • The Promethean Lance
  • Red Planet Rendezvous: The Phaseship of the Starmongers
  • Conclusion

The Psychic Knight

A n ew CRAWLJ AMME R P C C LAS S by Tim Callahan

12
issue no. 3
MOON DICE
GAMES
Welcome to the third issue of
Crawljammer, a bi-monthly zine
dedicated to fantastical space adventures
using the Dungeon Crawl Classics
Role-Playing Game system.

Important Art Facts:


The cover of this issue and illustrations on pages
7 and 30 were drawn by Christian Mojallali.
More of his work can be seen at [Link]
The illustrations on pages 9 and 21 were
drawn by Nick Burchard, who can be found at
[Link]
Heather Connelly drew the illustration on page 11
Illustrations on pages 12, 13, 19, and 28 were drawn by
Sarah Richardson, who can be reached at [Link]
Lauren Callahan drew the illustration
for her own article on page 17
Matt Hildebrand illustrated the
Perilous League’s hidden base on page 2

Crawljammer #3, © 2014 Timothy Callahan. Design Matt Hildebrand.


Visit [Link] for subscription information and exciting updates.
Crawljammer #3
Ta b le o f C o n te n ts

The Secret History of the Perilous League


by Tim Callahan 2

The Psychic Knight: A New Character Class


by Tim Callahan 7

Advanced DCC Psionics


by Sean Ellis 11

Magic Items and Space Oddities: A Random Table


by Lauren Callahan 17

The Promethean Lance


by Mark Malone
19

Red Planet Rendezvous:


The Phaseship of the Starmongers 21
by Tim Callahan

For subscription information or submissions for future issues,


please visit [Link] or [Link].

12

MOON DICE
GAMES

This product is based on the Dungeon Crawl Classics Role Playing Game published by
Goodman Games. This product is published under license. Dungeon Crawl Classics and DCC RPG
are trademarks of Goodman Games. All rights reserved. For additional information,
visit [Link] or contact info@[Link].
the secret history of the

perilous league
Two hundred and twenty-three years ago, about their fallen comrades like Samson
in a hidden base on Earth’s moon, beneath the Dashing and Kurl the One-Eyed Dwarf
the Sea of Tranquility, the Perilous League who lost their lives in excursions into
was formed. It wasn’t much of a league at undead-infested temples beneath the
the time. It was more like a Perilous Duo. volcanoes of Gorn-Gaxxill.
Or a Perilous Couple.
In year 4347 of the Zoltanaric Age, two
intrepid, wealthy adventurers, husband
and wife, founded the League as a way to
demonstrate their dedication to the high art
of dungeon crawling and space exploration.
They wrote a charter. They hired silverhand
savages and lunar architects from the
surface of the moon to help excavate a
labyrinth of tunnels and build a fortified
headquarters. They enlisted operatives from
each continent of their home planet of Earth.
They even brought in a few red lizardmen Nevertheless, Kyria and Levanox created
scientists as consultants and artifact something unique in the solar system with
designers, at a time when most “civilized” their Perilous League: a sanctioned base
races kept lizardmen of all shapes and sizes of operations for space-travelling
and colors at a distance, uncertain of the adventurers and a de-facto guild on the
trustworthiness of those whose blood ran surface of the moon that could coordinate
cold beneath their scaly hides. the employment (and equipping) of all
But the founders of the Perilous League, those intrepid souls who would sign the
Kyria Sunstone and Lord Levanox charter in exchange for regular work and
of Barrenkeep, spent so much time sufficient support.
coordinating the construction of the Much of the history of the Perilous League
League’s moon base that they rarely had is shrouded in secrecy, at least as far as
time for adventuring themselves. As they the public is concerned. Are they a force
would indicate in their later memoirs, for good in the solar system or merely
they cherished the organization they had an organized gang of killer mercenaries?
founded, but they longed for their younger Opinions vary, but there’s little doubt that
days, when they delved beneath the both of those descriptions are possible and
dungeons of the Earth, explored haunted the motivations of the League has fluctuated
houses, strange tropical islands filled with over the decades as new leadership has
gigantic apes, and uncovered exotic rituals come and gone, and new challenges have
to long-forgotten gods. They lamented arisen from planet to planet.

2
Throughout it all, the Perilous League
has maintained its lunar base, seeking
out new adventurers to recruit into its
membership, and rarely saying no to
paying customers willing to fund
excursions into the unknown.

Using the Perilous League


in your Crawljammer Game
In my one-shots and convention games,
I use the Perilous League as a simple way
to kick off the story and present a clear
objective: You have been commissioned
by the Perilous League to [do something
dangerous] for [some impressive amount
of money]. That’s usually all that’s needed
to get the adventure underway, plus or With half the party wiped out midway
minus some additional interaction with through that adventure, the remaining PCs
Perilous League NPCs to facilitate retreated into the metaphorical arms of
forward momentum. their Perilous League benefactors, and now
In my current Crawljammer campaign, the PCs owe the League an even greater
the adventurers started off on Earth, as debt, and the replacement PCs were easily
villagers who survived Harley Stroh’s explained as auxiliary League members,
Sailors on the Starless Sea and found an based on Mars.
enchanted longship that carried them out The Perilous League is a useful tool for
safely from the underground waterways judges to use as best fits their campaign
that poured into the ocean and then, worlds, but it works for me as just a
strangely, into the sky. Their adventures led strangely wide-ranging adventuring group
them to explore a hovering temple in orbit that can help explain how the PCs can
around the moon and, later, a voyage to restock necessary resources on faraway
Mars was interrupted by the appearance planets while providing the impetus for
of the ominous prison ship known as the clear quests and objectives and yet it’s
Arcadian (as per the adventure detailed still the kind of organization that might
in Crawljammer #2), and their tampering have deep mysteries and opportunities
with the controls of a teleportation device for deception and betrayal.
transported them to the surface of Mars
and the domed city of Erbania where they With all of that in mind, let me throw some
drew the attention of recruiters from the Perilous League history at you, and you can
Perilous League who helped to heal and decide what’s true and what’s myth and
equip the party before sending them off to what you might want to use as adventure
solve the mystery of the disappearing stars seeds or background information in your
from Daniel Bishop’s Stars in the Darkness. own crazy Crawljammer games…

3
From Foundation to Ez-Gar’s metropolis and uncover the secret of the
lost lunar Amazon tribe.
New Orthodoxy
A note about dates: in the absence of b “Solo Amidst Saturn’s Rings,” in which
any standard calendar used by the major a party of adventurers led by H’Grunth
cultures throughout the solar system, the was ambushed in orbit around Saturn
Perilous League operates according to the and the red lizardman alone survived
now obscure Zoltanaric calendar, primarily to tell of his escape as he used cosmic
due to Kyria Sunstone’s devotion to her dust and an abandoned hulk to retaliate
patron Zoltanar, the demigod of cosmic against the vile ambushers and return to
light who was said to have achieved the moon with a heavy heart.
apotheosis in the year 0 ZA. According to b “The Space Phantom from Beneath
Zoltanaric time-keeping one year equals the Sun,” in which Kyria and Levanox
365 Earth days and the current year at the learned, on their death beds, of a curse
time of the default Crawljammer setting is known as Krulla Makor – “the days of
4570 ZA. never-ending darkness and despair” –
4347 ZA – 4398 ZA, The Foundation Era: that had been set upon the Earth years
The early days of the Perilous League were before, and they sent H’Grunth along
all about constructing the moon base and with Sharna the warrior, Jek the thief,
protecting it from invading moon octopi and Manticorex the wizard to travel
and moon men and other extra-terrestrial through the shadow of the sun and
threats. Kyria and Levanox imagined that find the legendary space phantom
the base would provide them a launching who could cancel the effects of the
pad for their adventures, and that was curse with his temporal manipulations.
true to some extent, but they were both All of the adventurers returned,
so exhausted from their managerial duties successful in their quest, just in time
that they never again adventured as they to say their final farewells to the dying
had in their younger days on Earth. So Kyria and Levanox.
while the Foundation Era is best known 4399 ZA – 4480 ZA, The Age of Gold and
for Kyria and Levanox and their sacrifices Silver: After the death of the founders,
to found the Perilous League, the real and the partial retirement of H’Grunth
adventuring during the first five decades of H’Grungthorr, the Perilous League entered
the League’s existence was masterminded its most profitable era. Under the guidance
by H’Grunth H’Grunthorr, the red lizardman of League Leader “Captain” Jon Jaaska,
mercenary who led the “excursion team” to the Perilous League grew to become a
alien planets and impossible locales. stable base of operations for traveling
Thrilling tales from the Foundation Era: adventurers who would sign the charter
to get necessary League support, but
b “The Purple Amazons of the Lunar City,” would repay the League 20% of all future
in which an aging Kyria joined H’Grunth earnings. “The Age of Gold and Silver”
and the psychic knight Hagrenn Lakmarr didn’t just get its name from the sleek
to explore the ruins of an ancient moon space craft and weaponry that emerged

4
during this time. The Perilous League vaults 4480 ZA – 4557 ZA, The Dark Times
overflowed with coin. Captain Jaaska led (Krulla Makor): When Manx Blacktooth
the Alpha Team of the League during much rose from the dead and plucked out
of the latter half of this era, with longevity the still-beating heart from the chest of
serum running through his veins, but a Captain Jon Jaaska in 4480 ZA, the vast
well-equipped Beta Team and a more membership of the Perilous League was
experimental Gamma Team also operated alarmed, and some were horrified, but
concurrently, led by technomancer Gil many assumed it was just a signal that this
Kragen and mutant riftrunner Leena Qool, death meant that a new era was coming
respectively. Independent operatives for the League. And they were correct,
continued to work under the bounds of the but it wasn’t a new era that anyone
League charter – and fill the League coffers was expecting.
– but the most famous adventures of the
Without Captain Jaaska’s stern leadership,
era occurred under the direct leadership of
and with a number of too powerful and
Captain Jaaska or one of his subordinates.
too reckless candidates trying to fill the
Startling stories from the Age of Gold void at the top of the Perilous League, the
and Silver: once-wealthy-and-powerful adventuring
organization began to crumble. Leena Qool
b “Revolt on Styx,” in which Captain
was executed by android security forces
Jaaska, cyborg technomancer
under the orders by Gil Kragen. H’Grunth
Steelheart, the wizard Fleezeborg,
H’Grungthorr was betrayed by his own
and the elf Whin Greensea flew to the
son, as H’Gor H’Grungthorr made a bid to
moons of Pluto to suppress a fiendish
seize control of the Perilous League with
rebellion provoked by the space pirate
his father out of the way. An addled and
king Manx Blacktooth.
corrupted Whin Greensea even turned
b “The Thief of Asteron,” in which against his former comrades, amassing a
Leena Qool’s Gamma Team hunted demihuman army in an effort to overtake
an intergalactic criminal through the the moon base and turn it into a command
streets of the dimension-hopping city post for his own nefarious schemes. Some
of Asteron. say that this was all the effect of the curse
of Krulla Makor, delayed for 150 years
b “The Chaos Titan’s Lament,” in which
by the space phantom but never halted.
Captain Jaaska deployed his own
Others say it was the hubris of the Perilous
Alpha Team, along with the Beta and
League membership who had grown
Gamma Teams and a temporarily-out-
accustomed to easy victory and even easier
of-retirement H’Grunth H’Grungthorr
profit. No matter the cause, the Perilous
to battle the combined forces of the
League was nearly destroyed.
Nevermen and the pirates of Pluto who
threatened to wield the reality-warping Weird tales from the Dark Times:
power of the huge droplet-shaped
b “The Advent of Krulla Makor,” in which
diamond known as the Tear of Cadixtat.
the undead form of Manx Blacktooth

5
rises against an unsuspecting Captain he sends a batch of young adventurers
Jaaska and the Perilous League begins on their next mission. His enthusiasm for
decades of tormented in-fighting while exploring the unknown makes it difficult for
across the galaxy the three factions of anyone to say “no,” and in the aftermath
the psychic knights turned against each of the dark times, he was able to recover
other and chaos reigned. enough of the Perilous League’s former
riches that he can pay well enough that
b “The Crypt City beneath the Sea,” in
few are likely to turn down any of his
which, amidst the darkness and death
offers. In the past twelve years, he has
of Krulla Makor and the Bloodfire
reestablished the Perilous League as an
Cataclysm of the psychic knights,
adventurer’s guild worthy of attention, if
H’Gor H’Grungthorr fatally explores
not respect. But the respect will come, Ez-
the haunted burial site deep beneath
Gar knows, unless sinister forces remain at
the Sea of Tranquility upon which
work beneath the surface of the League.
the Perilous League moon base was
originally constructed. Most of the amazing stories from the
era of the New Perilous League have yet
b “The Slumber of Deathless
to be written, but if your PCs would like
Nightmares,” in which Whin Greensea
to accept the challenge, here are some
attempts to journey through the veil of
adventure ideas:
mortality to rescue the soul of Leena
Qool from eternal torment in an effort b “The Jewels of the Eye-Beast,” in
to atone for his recent sins. But the which your PCs travel to Mars to stop a
quest would lead through never-ending rampaging ocular-intensive beast that
nightmares from which Whin would terrorizes Erbania and learns that the
never escape. Perilous League still has plenty of old
enemies who hold a grudge.
4558 ZA – Present, Ez-Gar’s New
Perilous League: As the in-fighting died b “The Witching of Beta-Ship IX,” in which
down and the pretenders to new leadership your PCs explore a haunted transport
of the Perilous League died off or trapped ship that was headed to Saturn and find
themselves in their own devious schemes that newly sentient machine life will do
or otherwise faded away from sight, Ez- anything to survive.
Gar the wizard emerged as a confident,
b “Voyage to Other Earth,” in which your
capable leader who could rebuild the
PCs find themselves in a parallel reality
League and return it to its former glories.
where magic and technology have been
Ez-Gar is not a young man, rarely leaves
outlawed by the Church of Bobugbubilz
the moon base except via illusion or
and wizards, elves, and technomancers
astral projection, and, as a student of
have become enslaved by demonic
Whin Greensea and cousin to Fleezeborg,
overlords disguised as benevolent
he had seen the League go through its
patriarchs.
darkest times. But you wouldn’t know that
by the childlike twinkle in Ez-Gar’s eye as

6
Generations ago, the three sacred orders
of the psychic knights patrolled the
spaceways. The chaotic Knights of the Red
Sunset ruthlessly defended the outer rim of
the solar system from interstellar invasions.
The neutral Knights of the Emerald
Crescent helped guide settlers to uncharted
destinations on uninhabited moons and
forgotten planets. The lawful Knights of the
Shining Star protected major commercial
hubs like Earth and Mars from space pirates
and demonic monstrosities. The three
sacred orders maintained that balance and
harmony until the early days of the Bloodfire
Cataclysm, when brother turned against
brother and discord reigned while the
Knights of the Red Sunset and the Knights
of the Emerald Crescent joined forces to
eradicate the Knights of the Shining Star
from the solar system. Few knights of any
of the sacred orders remained in the years
following the Boodfire Cataclysm. When
those last few lingering remnants died off,
in their lonely caves or in seedy underworld
pleasure-domes, numbing their pain with
lotus-laced healing salves, the psychic
knights were said to be gone forever.

But they aren’t.

You are one of a new breed of psychic


knight, perhaps a noble descendent of one
of the legendary knights of yore, or maybe
an explorer into the unknown who has
uncovered the ruins of an Emerald Crescent

7
Table 3.1: Psych Die Table
Take the rolled result, OR any lower result

Roll Result Effect


1-2 Swift Reaction The psychic knight gains +X+1 AC, where X equals
character level.
3 Pinpoint Attack The psychic knight gains +X+1 to hit with a weapon of his
choice (selected when psionic die is rolled), where X equals
character level.
4 Locate Object or Person The psychic knight gains a mental image and a general
sense of direction for the location of a specific object or
person he has seen before or has been described in detail.
The sense of direction is not precise, so while it can
indicate that an object or person is inside a particular
building, it cannot home in on a specific room within that
building. Active use of this ability is a free action.
5-8 Telekinesis The psychic knight gains the ability to manipulate objects
at a distance of up to 50’ + 10X’, where X equals character
level. This allows the caster to use a melee weapon at
such a range as if he or she were standing adjacent to the
enemy. If used for attacks at a distance, use the attacking
character’s Int bonus instead of his Str bonus for to hit
and damage rolls. All other normal combat bonuses apply.
If used for lifting/pushing/carrying objects, the telekinesis
uses the Int bonus in place of Str for any checks. The use
of telekinesis takes the place of any similar physical action
the psychic knight may have attempted that round. Active
use of the telekinesis effect uses a standard action, but
passive use (such as carrying something telekinetically
that has already been lifted) is a free action.
9 Flight The psychic knight gains the ability to levitate up to 100’
off the ground and fly at speed of 40’/round. Active use of
flight uses a move action.
10+ Energy Projection The psychic knight may blast energy out of his fingertips
or eyes. The energy may be concentrated light, heat, or
electricity and may be projected as a ranged attack up to
100’ away using the character’s base combat bonus plus
any relevant Int modifiers. The attack deals 1d10 + psychic
die damage (reroll the psychic die to determine damage,
instead of using the result originally rolled to get the
“Energy Projection” result for the day). Active use of
energy projection uses a standard action.

8
temple, or a crazed fanatic of obscure or they may operate as lone operatives,
weaponry and psionic torture methods. No serving no higher power but their own
matter your origin, you have now declared sense of morality.
yourself a psychic knight of a new order,
one built upon the ruins of the old. You use Attack modifier: Psychic knights are
your mind to its fullest potential, tapping superior fighters and gain a modifier of
into your psionic reserves and unsheathing +1 to hit that increases one point every
your weapons with a mental clarity nearly two levels.
unparalleled. You are a psychic knight, and
you know you are the best at what you do. Psych die: Psychic knights have the
innate ability to use their mental acuity and
Hit points: A psychic knight gains 1d8 hit psionic energy to perform various stunts.
points at each level. As a free action, a psychic knight may
choose to roll his psych die, a designated
Weapon training: Psychic Knights are die that increases up the dice chain at
trained in the use of the dagger, longsword, each level, beginning with a d3 at level 1
lasersword, lance, two-handed sword, and (increasing to a d4 at level 2, d5 at level
vibro-axe. They prefer to face their enemies 3, etc.) After rolling the psych die, the
in melee, but their mental focus and player of the psychic knight refers to Table
physical discipline gives them proficiency 3-1 Psych Die Table and the character
with crossbows, longbows, and shortbows. gains the corresponding ability until the
Due to their need for flexibility and psychic knight takes damage (disrupting
unencumbered movement, they are limited and reconfiguring his psychic focus) or
to the use of nothing bulkier than leather until the next full night of rest, whichever
armor and an occasional small shield. comes first. The psych die cannot be used
again until the psychic energy discharges.
Alignment: Psychic knights may be any After discharge or full rest, the player of the
alignment, though each alignment has a psychic knight may reroll the psych die as
storied history in the various sacred orders his next available standard action if he so
of the past. Psychic knights of a more chooses. Note: when the player rolls on the
recent vintage may choose to adopt the table below, he may select the result rolled
customs of the now-defunct sacred orders, or any lower numbered result, as needed.

9
Mental clarity: A psychic knight applies Luck: A psychic knight may apply his Luck
his Int modifier to any non-combat check, modifier to either his base attack bonus
as long as he declares the use of “mental or his psionic die. This decision must be
clarity” to focus on the task. This bonus made at 1st level and remains fixed after
requires no additional action for the that point.
character and does not stack with the use
of the psychic die, but would stack with Languages: Psychic knights know
any other relevant attribute modifiers. Common, along with their alignment
language (which allows them to decode
Superior riding: Psychic knights have ancient texts from the corresponding
special attunement to riding animals – sacred order). For each point of Int
both intergalactic and domestic – and modifier, a psychic knight knows one
all attacks made while mounted on an additional language.
animal gain an additional +X to the roll
where X equals character level. In addition, Action dice: A psychic knight receives
psychic knights are more likely than other a second action die at 5th level. Psychic
character classes to be able to tame and knights always use their action dice
ride unusual animals, though the exact for attacks, though the results may be
parameters of such an action are left to modified by the psionic die.
the Judge’s discretion.

Table 3-2: Psychic Knight


Level Attack Crit Die/Table Action Dice Psych Die Ref Fort Will
1 +1 1d6/III 1d20 d3 +1 +1 +1
2 +1 1d7/III 1d20 d4 +2 +2 +1
3 +2 1d8/III 1d20 d5 +2 +2 +1
4 +2 1d12/III 1d20 d6 +2 +2 +2
5 +3 1d14/III 1d20+1d14 d7 +3 +3 +2
6 +3 1d16/IV 1d20+1d16 d8 +3 +4 +2
7 +4 1d20/IV 1d20+1d20 d10 +4 +4 +3
8 +4 1d24/IV 1d20+1d20 d12 +4 +4 +3
9 +5 1d20/V 1d20+1d20 d14 +4 +4 +3
10 +5 1d20/V 1d20+1d20+1d14 d16 +5 +5 +4

Table 3-3: Psychic Knight Titles


Level Title by Alignment
Lawful Chaotic Neutral
1 Star Born Sunset Born Crescent Born
2 Templar Mindwarrior Guardian
3 Star Champion Sunset Champion Crescent Champion
4 Spacewalker Starkiller Ronin
5 Knight of the Shing Star Knight of the Red Sunset Knight of the Emerald Crescent

10
ADVANCED DCC Psionics
If you’d like to try a different type of rules
for mental powers and effects for your
Psychic Knight, remove the psych die
from the character class and add these
“Advanced DCC Psionics” rules by guest-
writer Sean Ellis. These rules can also be
used for any character class, of course,
depending on qualifications and judge’s
discretion. Sean will explain…

Psionics have been a confusing addition to


RPGs for decades, yet we always seem to
want more! In the spirit of Sterling Lanier’s
Hiero series, I present a stripped-down
psionics rule set, the effect of one psionic
mind invading another.

Psionic powers allow a character to to either have the guru teach them slowly
multiclass, continuing with their original over time or reach into their brain and plant
class while also gaining levels as a psion. the information.
There are four levels of psionics, and 25%
of the character’s experience from now on Planting the information is fast but risky. Less
is absorbed either to gain psion levels or scrupulous gurus may take this opportunity
maintain the potency of existing levels. As a to insert extra thoughts in the PC’s head.
result psions tend to lag behind their fellows Also, in one instant the guru learns the new
as they level up, able to console themselves psion’s every thought and memory. If the PC
with the knowledge they can melt the has any skeletons in his/her closet the guru
brains of others with but a thought. now knows of them. Many gurus also “dump”
this information from their minds after the
session, making it available on the psionic
Becoming a Psion network so that it has a tendency to haunt
A player character may gain psionics if the the PC. If this option is taken, the psion still
judge allows it and the character possesses begins as a level one psion and progresses
an Intelligence, Personality, or Luck score normally but never needs to train to level up.
of 15 or higher. If you prefer random rolls, Additionally, he gains an enemy (though not
then a character may test for psionic necessarily the guru).
potential once by rolling a DC 21 check with
Intelligence, Personality, and Luck modifiers Teaching over time is often preferable to
all added together. No Luck may be burned. new psions as it carries less risk. In game
terms, the PC must return to his guru when
Then the PC must find a guru – an ready to level up, usually requiring a quest.
experienced psion who will train the Being taught over time also gains the PC an
character. Once found, the PC must decide ally, usually the guru.

11
To complete the initiation, the character must At the beginning of each day, the psion
procure a crystal at least one square inch in meditates on his/her crystal for one hour,
volume with a value greater than or equal aligning their mind. The player then rolls a
to their Psionics Level x 100 gold pieces. d4 and adds their PCL and Prime Modifier
(Semiprecious stones have various mystical to see how psi points are available for that
properties as described on pages 26-27 of day. Each use of psionics costs one psi
the AD&D Dungeon Masters Guide, and many point and allows the psion to either attempt
psions choose a crystal that possesses such to contact or resist contact with another
qualities as are important to them.) (usually) psionic mind.

In DCC, items are sanctified by the Using Psionics


heroes that use them. After a year of daily
A psionic mind is like a computer on a
meditation, crystals used by psions have a
network: it can do its own calculations, or it
one in one hundred chance to gain special
can access files on other computers if it can
properties. Some allow psions to re-roll
get past their defenses. Computers that are
their psi points in the morning, others
not on the network can still be reached, but
hold extra psi points in reserve, while still
it takes direct contact. This is important to
others amplify the range of certain effects.
note: psions can reach out to other psions,
Selecting a power is up to the GM.
but they cannot make mental contact with
non-psions without physical contact!
Psi points, Prime Modifiers,
and Crystals The target of psionics must have a living,
Once the character becomes a psion, he mortal mind. Gods, aberrations, slimes,
gains a psionic casting level or PCL. This and undead (even intelligent undead like
number is the number of levels a psion has vampires) do not have true minds and
in psionics, from 1-4. The PCL is added to therefore cannot be reached by psionics
psionic rolls similar to the way CL (caster at all.
level) is added to spell casting rolls.
Psion vs. Psion
A psion then chooses their Intelligence, Psions gain the ability to detect other
Personality, or Luck as their Prime Modifier. psionic minds. The easiest way to do this is
Prime modifiers are added to Will saves by looking. One psion can tell another by a
from now on and are used various times multi-colored aura that surrounds them.
as described below.

12
Alternately, a psion may spend a psi point Resolution: All sides roll a d20 and add
to attempt to detect another psionic mind their PCL and Prime Modifier to the result.
within PCL times 1 mile and gain an idea If one is reaching out and the other
of the other’s location. If a psion would be resisting, the highest roll gets its way
detected this way, they have the option to (don’t forget the +5 bonus for resisting).
Resist Contact, described below. If the psion If Resist Contact is successful, there is no
successfully evades detection, they then contact. If one won the roll with Reach Out,
make a DC 10 Luck check. Failure means he rolls on the psionic effects table.
the other psion was aware they were
evaded. Success means the other psion If both psions reach out, check the Table
has no idea they failed to detect an active 3-4: Psionic Targeting Table below. As
psionic mind. you’ll see, targeting the same area results in
little effect. Targeting a certain adjacent area
Resist or Reach Out allows a reduced effect, while targeting
another allows a regular psionic effect.
When a psionic mind is aware of another,
the psions choose whether to Resist Contact
After contact is made, roll a d7 + PCL
or Reach Out. Each round that a psion uses
+ Prime Modifier on Table 3-5: Psionic
psionics, one contested d20 roll may ensue.
Effects Table, with Luck being burned in
a limited fashion (see below). The psion
Resist Contact: Gurus teach new psions
may use the rolled result, or any effect that
to imagine a great fortress surrounding
would have resulted from a lower roll. You
their consciousness. If a psion does this,
will note that some effects are impossible
he receives a +5 to the contested roll and
unless a psion burns Luck or has an
spends one psi point.
incredibly high Prime Modifier. Yup.
Melting minds is neither easy nor cheap.
Reach Out: The three parts of a mortal
mind are Logic, Perception, and Emotion.
A note about burning Luck during
When a psion seeks to reach out, they
the use of psionics: Luck is burned for
choose one of these three and attempt
psionic effects on a one-for-one basis (no
to open a connection to the same part of
Thief Luck die), is lost permanently (even
their target’s brain. This costs one psi point.
for Thieves and Halflings), and Halflings
Each psion who seeks to reach out secretly
cannot share Luck to assist with any
writes their choice down to be revealed
psionic efforts.
later so that they can’t change it to gain
the upper hand.
13
Table 3-4: Psionic Targeting Table Use for Reach Out Resolution
Logic Perception Emotion
Logic Effect result is 1 Effect Roll Normal Effect Roll -1
Perception Effect Roll -1 Effect result is 1 Effect Roll Normal
Emotion Effect Roll Normal Effect Roll -1 Effect result is 1

Breaking Contact Psionics with Multiple Psions


In a round following one in which someone Each round there can only be one
is under a psionic effect, the winner is contested roll for psionics. When multiple
allowed to pay a psi point to continue the psions reach out at the same time, each
effect. Immediately after the winner pays rolls once after choosing their target.
an additional point to hold the effect, the Psionic contact can usually be adjudicated
loser may spend a psi point to attempt to with common sense, allowing the most
break contact. To break contact, roll a d20. logical effect to take place first. If you have
If the result is greater than or equal to the a very rare situation where several different
winner’s original roll (Luck may be burned psions find themselves in a daisy chain
with the same limitations described above), where Psion A wins a roll against Psion
contact is broken and the effect ends. B who wins a roll against Psion C who
wins a roll against Psion A, administer no
Actions and Psionic Use: When a psion psionic effects and roll on the Phlogiston
is administering immediate or continuing Disturbance chart on page 103 of DCC
effects 1 – 11 he must sacrifice one action RPG instead.
to do so. This means that a psion could
project an emotion storm, then make
a melee attack or move but not both. Contacting Non-Psionic Minds
Furthermore, a spell-caster cannot reach out This requires skin-to-skin contact and a
and cast a spell in the same round, but they face-to-face orientation. With unwilling
could reach out and then operate a magic recipients, this usually means a successful
item. When a psion is administering the grapple is required. After proper contact
effects insert thoughts, control, or kill they is made, the psion gets an automatic 7 on
may take no other actions for that round. his/her effects roll + PCL + Prime Modifier,
and the victim is unable to break contact.
The victim also gets an opportunity to roll
the same DC 21 check for psionic powers
as described in the beginning, giving slaves
the chance to eventually become masters!

14
Table 3.5: Psionic Effects Table
Take the rolled result, OR any lower result

Roll Result
1-3 Telepathy. The psion is able to speak with target regardless of native language.
Alternate effect: If used to intimidate, the victim suffers a -1 penalty to saves,
skills, and combat for as long as this effect is in play. Range is the distance at
which the attacking psion can detect another.
4-6 Clairvoyance. The psion is able to see what the victim sees. The victim becomes
unaware of this intrusion and behaves normally until the effect drops. Alternate
effect: Impaired vision, causing a -2 penalty to all rolls for combat and all efforts
requiring sight. Range is the same as above.
7-8 Clairaudience. The psion is able to hear what the victim hears. The victim
becomes unaware of the intrusion and behaves normally until the effect drops.
Alternate effect: Impaired hearing, causing a -2 penalty to spellcasting and
making spoken communication impossible. Range is the same as above.
9-10 Clairaudience, Clairvoyance, Limited ESP. Same as 4-8 above and roll 1d3:
1) the subject’s emotional state is clear, 2) the subject’s most pressing thought
is known to the user, 3) the user may search subject’s consciousness for any
one specific thought (essentially a yes/no question). Range is the same as above,
as is the victim’s unawareness of their mind’s invasion.
11 Cranial Tempest. The psion is able to surface the victim’s fears and emotions.
The Victim is unable to act: no combat, skill, magic, or psionic use until the effect
drops. Range is PCL times 25 feet.
12 Insert Thoughts. Four words may be implanted into the victim’s mind, and the
victim believes the thought to be theirs. This effect does not require additional psi
points per round; these thoughts remain in the victim’s head forever. When the
victim encounters a situation where the inserted thoughts may endanger them,
s/he receives a Will save to resist with a +4 bonus. Range is PCL times 25 feet.
13 Control. The psion gains full control of the victim’s body and mind and must make
disguise efforts when speaking to others. Persons who know the victim particularly
well inflict a -2d penalty to the disguise attempt when they are observing. Range is
PCL times 25 feet.
14+ Kill. A character with equal or less HD than the contacting psion must make a DC
15 Will Save. Failure = death, success = may only take a move action until able
to rest for eight hours or magically healed. The psion may not hold this effect, it
happens once and is done. This effect costs an additional 1d4 psi points, even if
the victim makes their save. Range is PCL times 25 feet. Alternate effect: Rather
than kill, the psion may instead inflict the penalty of insanity. The judge may
determine the impact of the insanity or refer to pages 83-84 of the AD&D
Dungeon Masters Guide for guidance.

15
Closing Remarks flexible, jiggly skin and appendages.
Blubber Uglies are short-torsoed beasts
If you miss things like telekinesis, with six long, flexible arms which make
spontaneous combustion, or other psionic them perplexing grapplers. Their eyes
powers of yesterday, feel free to add one are as large as plates, and they possess
per PCL. They have been intentionally a large, scoop shaped jaw which they
left out in order to approximate the mind use to smash skulls and devour brains.
powers as seen in Sterling Lanier’s Hiero’s Blubber Uglies are gifted psionicists and
Journey, but it may not be to everyone’s worshipers of the Old Ones. They live
liking. Furthermore, I think it is important underground in small, distant communities
to point out that psionics are not magic! on alien planets and even beneath the
Magical protections and resistances have surface of the Earth, each ugly keeping
no effect against psionics! Where’s the many slaves.
balance, then? Hopefully it is in the limited
amount of psi points available per day and Jrab’Oast (Blubber Uglies): Init +1;
in the requirement that a mind be either Atk grapple +5 (SP); AC 10; HD 5d6;
psionic or successfully held. MV 20’; Act 1d20; SP Psionics Level 4,
Chomp open the skull of a helpless victim
Finally, it is worth note that there are (who has been grappled and psionically
psionic minds in the world that are not disabled) with mighty jaws – victim must
able to kill or control their victims. Consider make a Fort save vs DC 15 or die instantly,
the Hoose, a half horse/half moose with brain devoured next round, Rubbery skin
a simple intellect able to communicate deflects attacks if a DC 10 roll is made; SV
telepathically but otherwise is not Fort +0, Ref +1, Will +6; AL N; Treasure:
susceptible to psionics. At the other end Crystal worth 400 GP.
of the spectrum are the B’rabo Jast, also
known as “Blubber Uglies” due to their

16
By Lauren callahan

When adventuring in space and on alien in which the PC is trained, she may use the
planets, you may find unusual magical item as a regular weapon in addition to any
items. To stock your Crawljammer magical effect it may have.
adventures with unique space artifacts, roll
d12 for each column on the table below and Good luck! Hopefully, you’ll still have some
determine the adjective, item, origin, and surviving PCs at the end!
effect of the object. If the item is a weapon

17
Table 3-6: Magical Items and Space Oddities
Roll once for each column

Die Roll Adjective Item Origin Effect


1 golden wristband of Zeanus  Successful attack with this item deals no
damage but paralyzes target for 1d6
rounds if Fort save fails (1 use per day).
2 red laser of Liliati   ser take 1d12 damage each round until
U
someone pulls it away from user’s hands
3 shining globe of Jupiter  Projects a 50’ beam of light in a single
direction for 1d5 turns (1 use per day).
4 slick sword of Helenia   arrying this item increases user’s AC
C
+1d4 every 5 rounds until AC reaches 20,
then it reduces AC -1d4 every 5 rounds
until AC reaches 0 and this item self-
destructs dealing 1d6 damage to user.
5 cosmic spear of Tiana  hen a PC touches this item, all players
W
trade characters with the person to the
right for 1d12 turns, during which time
the characters all feel like they are being
manipulated by the space gods (then this
item has no additional magical effects).
6 martian bow of Merca  When touched, this item grows a face
which taunts the user until he or she sets
the item down.
7 magical arrow of Kenta Faint glow, but no other effect.
8 fuschia staff of Feldpit  Adds +2 AC if used by a technomancer in
the party, or +1 AC if used by any other
character class.
9 bright backpack of Themossphere Immediately teleports the user and anyone
within 30’ to the location the user had
planned to go next.
10 talking wand of Karoge  A glowing hand appears in front of the user
and then points in the direction of the nearest
Lizardman. The hand disappears as soon as
the first Lizardman is in sight of the user.
11 weird beam of Paria  Everyone in the party immediately gains
1d6 HP (up to their maximum) and then
this item has no additional effect.
12 glowing shield of Eighth Moon T he user of this item has his Luck attribute
score immediately replaced by a Luck
score equaling 3d7 (not to exceed 18).
The item becomes powerless after that.

18
By MARK MALONE

We seek the fire lances


That slew the ancient race
The world where they were masters
Now lays in waste

— The Sword, Fire Lances of the


Ancient Hyperzephyrians

19
The phlogiston element is an unstable, Roll the current power die to determine
uncontainable plasm of formless chaos. the power of the blast emanating from the
In ancient times deep within the nine tip of the lance, consult the chart below.
rings of Ouranos, the void wizards in their If a ‘1’ is rolled, the lance dephlogisticates
aethereal towers initiated pacts with a and drops a level on the dice chain. The
cosmic intelligence. The godless rituals they lance bottoms out at d3 on the dice chain,
performed resulted in a transmutation of and after rolling a ‘1’ at this level, the lance
this element of chaos to a substance that becomes inert.
could be harnessed. Solve et coagula. With
this knowledge these alchemical sorcerers Power table (roll current power die):
devised weapons of unimaginable power. Result Damage Dice*
One such device, the Promethean Lance, 6+ 4D** 
treasured by kings immemorial, was a 3-5 3D**
weapon of chaotic phlogiston energy. Armed 2 2D**
with these lances armies extinguished 1 1D** a nd dephlogisticate (drop
entire races by the tip of this apocalyptic one level on dice chain)
weapon, kingdoms fell, planets razed, gods
slain. While powerful, phlogiston proved * The damage dice column represents the
to be unpredictable, and the armies were number of times to roll the current power
eventually defeated through attrition. Few die for damage. Example: if the power
Promethean Lances have survived to this die is d7 and a ‘3’ is rolled, then 3d7 is
age, and the knowledge of its manufacture used for damage calculation.
is a mystery lost to time.
** There is a 25% chance the target will
The Perilous League is said to have catch fire. If successful, the target must
once possessed a single Promethean make a Ref save vs. DC 10, and spend
Lance, though a small number of living one round putting out the flame, or suffer
souls can attest to its current whereabouts 1d6 additional points of fire damage.
or power level.
Overload: It is possible to discharge a
The Promethean Lance single blast at full power, but this is very
Damage: variable (see below) energy intensive and will immediately
Range: 64/128/256 drop the power die one level on the chain;
Ammo: variable (see below) however, this blast will be at full power
doing maximum damage. Example: if
Phlogiston check: Each time the lance the power die is d5, the maximum that
is discharged a phlogiston check must be could be rolled is 3D on the power table
made. This check follows the dice chain, (‘5’ equals 3D), so 3d5 max, or 15 points of
with the starting power die determined damage, and the power die drops to d4.
by the judge when the item is discovered.
In general the lances top out at d7 on
the upper end; however, more powerful
versions are rumored to exist. 

20
Red Planet Rendezvous: A Lev e l 2 A d v e n tur e

The Phaseship
of the Starmongers

Adventure background
The white Martian technomancer, Queldoz, capture him. He has vowed never to become
along with a violent Shapeshifter companion, imprisoned again.
have recently escaped the Arcadian prison
ship with a device called the Incandescent Recalibrating the teleporter on the Arcadian
Box. The box is actually part power-battery, to transport them to the caverns far beneath
part control panel for a spaceship that the surface of Mars and the domed city of
can phase in and out of reality and slide Erbania where an abandoned Phaseship
between the dimensional folds that connect has become embedded in the bedrock,
various parallel universes together. Queldoz Queldoz and the Shapeshifter plan to
wants that dimension-travelling spaceship, recharge the derelict Phaseship and shift
known as a Phaseship, so he can establish it out of the Martian crust and escape to a
a moving base of operations that can slide pocket dimension where they can plot the
away from any authorities who attempt to next stages of their criminal enterprise, far

21
away from any terrestrial, or Martian, to the town or city seem to notice this
or even intergalactic, law-enforcement. strangeness, and the locals have no
awareness that this reality shifting is
But the Phaseship is not as abandoned as occurring. An investigation into the
Queldoz had thought. And those caverns phenomenon leads the PCs to learn about
beneath the surface of Mars have their own the magical crystals deep below ground
deadly occupants. that have these kinds of effects and rumors
that such crystals would be worth a fortune
The player characters may have pursued to those who know how to use them.
Queldoz and the Shapeshifter via An old well leads down into the caverns
teleportation if they’ve already played below, and Area 3-1 isn’t that far away
through Red Planet Rendezvous: The once they descend.
Arcadian (from Crawljammer #2 ). The
Arcadian’s teleportation room was keyed (3) The PCs see a strange shape flying,
to the last known destination, which unsteadily, through the sky above them,
would land them in Area 3-1 on the and then plummeting toward the ground
Phaseship map. just over the next hill. They expect an
explosion or some kind of sound of
If PCs have not pursued Queldoz, or have destruction, but all they hear is a faint
not played in the previous adventure, but pinging sound. The sound grows fainter as
you would like to have them stumble across they grow closer to the point of presumed
the weirdness of the Phaseship as a short impact, but the ground here is discolored
side-quest, here are some possible hooks an unnatural yellow and orange, almost in
you might use no matter what planet the the shape of a perfect circle, and the edges
adventurers are exploring: of the circle are ashen, as if from a recent
fire, but without any smell of smoke. The
(1) The Perilous League could commission Phaseship is below them, and if they start
them to find the Phaseship, identify where digging or find a nearby cave leading to
the ship seems to have disappeared, and the caverns below, they will stumble upon
supply them with equipment needed to Queldoz trying to get the ship working
tunnel beneath the planet’s surface, which again. This presumes that he has already
would get them to Area 3-1 via digging. piloted the ship, improperly, from its original
This is the direct and simple approach. location, but that changes nothing about the
adventure as the PCs begin in Area 3-1 no
(2) The PCs have noticed that items, matter what.
buildings, and even people (in whatever
town or city they are currently in), have
begun popping in and out of reality, like
some kind of weird dream. Only visitors

22
Judges Notes
The nature of the Phaseship is that it If the PCs aren’t careful, there is a danger
lacks a solid form when in flight, so if it of a cave-in, particularly if they don’t get
“crashes,” which it has previous to this to Queldoz in time and he manages to
adventure, it then becomes solid inside begin preparing the Phaseship for lift-off.
a space occupied by something else and The best way to handle this is to set a
there’s a subatomic duel to determine predetermined time — a ticking clock —
which reality becomes “real.” In other for when Queldoz will repair the Phaseship
words, when a Phaseship phases back in, enough to make it fully operational. Roll
and there’s a solid object in the same spot, 2d6 and that’s how many turns the PCs
one reality replaces the other, or both exists have to stop Queldoz. Provide some kind
concurrently. That’s why the Phaseship in of clue to the PCs as time is running out
this adventure is partially encased in solid — at the halfway point, the pinging of the
rock and partially still open for movement. engines begins, with two turns left, the
And the caverns help provide access points caverns begin to rumble, with one turn left
as well. the pinging grows louder and the caverns
rumble and rocks begin to fall from the
The black areas on the outside edges cavern walls every few seconds, etc. —
of the map denote solid bedrock, while but if they PCs don’t stop Queldoz, they
the circular form that occupies most of could become trapped in the caverns as
the map is the contour of the Phaseship the Phaseship departs. Then again, if they
itself, with the Sharkworm tunnels leading do stop Queldoz, they could be in control
into and through it. You’ll note that the of a Phaseship, and that would attract a lot
Phaseship is flat and circular. Yes, it is a of dangerous interdimensional attention if
flying saucer. they choose to keep it for their own use.

The walls of the Phaseship are dull gray


metal, non-reflective, while the bedrock is
a reddish brown color. The ceilings of the
caverns and open areas of the Phaseship
average about 12’ high, though some
areas are tighter or larger, as indicated in
specific descriptions.

23
The Phaseship
Area 3-1 – Crystal Cavern 40’ burrow 30’; Act 1d20; SP successful
Crystals grow from the ground in clumps, bite roll must be opposed by STR or AGL
like shimmering, angular mushrooms. Most to avoid being swallowed and taking 1d8
of the protruding shards are greenish-blue, digestion damage per round; SV Fort +8,
but a few holes in the ground nearby glitter Ref +6, Will +6; AL C.
with flecks of yellow and orange.
Baby Sharkworm Leeches x4: Init +0;
The yellow and orange crystals have been bite +2 (1d6 damage); AC 10; HD 1D8; hp
retrieved by Queldoz. They will help power 5; MV 20’; Act 1d20; SP successful bite roll
the disabled Phaseship, and their presence causes leech to suction onto target, must
here is no coincidence. The Phaseship make Fort save vs initial attack roll each
crashed on this spot because it was attuned round or target takes 1d4 damage and
to these reality-warping crystals, attracted loses 1d3 points of CON; SV Fort +1, Ref
to them like iron to a magnet. +0, Will +0; AL C.

The greenish-blue crystals have minimal Treasure (inside Sharkworm’s belly):


value, but even the flecks of yellow and Gelt spellcasting sphere (see Table 3-GS
orange crystals, collected into a small to determine spellcasting effect), three 10’
pouch, could be worth as much as 500 gp lengths of chain, 65 gp, 120 sp, jewel-
to any knowledgeable upper-level wizard encrused silver platter worth 50 gp, 4 black
or technomancer. diamonds worth 100 gp each.

If the PCs listen quietly, they can hear Area 3-3 – Phaseship Hull Penetration
movement coming from Area 3-2. Trap
Chunks of rock and dull gray fragments
Area 3-2 – Nest of the Sharkworm clutter the ground of the reddish brown
Four pink wriggling piglets huddle together cavern and the ground ahead looks like
in the center of the cavern. a metallic floor.

These shapes look like piglets, but they are The instability of the reality field around the
actually baby sharkworms, waiting to leech Phaseship has made this entrance into a
the blood from anything that comes near. potential trap for anyone who enters. When
But there’s a bigger problem – the mama the first character enters past the opening
sharkworm, a 30’ long, 10’ round wriggling in the Phaseship hull, the ceiling caves in
monstrosity that’s all teeth and slither. She enough to damage anyone within 10’ of the
will burst forth out of the ground by the hull entrance unless they succeed on a Ref
back cavern if anyone comes within 20’ of save vs. DC 15. Anyone who fails the save
her babies and immediately take a surprise takes 1d6 damage and anyone trapped
attack against the PC with the lowest Luck. beneath or behind the rubble takes 1 turn to
dig out because of the increasing instability
Sharkworm: Init +4; bite +4 (1d12 of the reality field.
damage); AC 16; HD 3D8+1; hp 21; MV

24
Area 3-4 – Malfunctioning Security Device This is a Gelt scholar, a traveller who has
The metallic floor crackles with electricity commissioned this Phaseship and the
and it looks like a partial cave-in has Starmonger pilots to transport him between
damaged some of the alien technology dimensions where he can pursue his
inside the walls. studies of infinity. He will see anyone other
than a Starmonger as a threat and will
The floor is electrified due to malfunctioning immediately attack, even though he first
equipment and the walls of the cavern are seems to be waiting patiently. He’s actually
unstable in this area. Any character who just powering up his spellsphere and will
makes contact with the ground in Area 3-4 get automatic initiative on the party unless
must make a Fort save vs. DC 10 or take a player declares that he is attacking the
1d6 electrical damage. Anyone who falls Gelt scholar before the room description is
prone in the area must make a Fort save vs. even finished.
DC 20 or take 1d12 electrical damage and
become paralyzed for 1d3 rounds, taking Gelt Scholar: Init +1; claw +2 (1d4
12 damage each round while still in contact damage) or spellcasting (SP); AC 12; HD
with the ground. 5D8; hp 33; MV 20’; Act 1d20; SP may
use Spellsphere at a spellcheck of +5 and
The walls are unstable, but will not cause may roll for a new spell on Table 3-GS
any immediate harm, and characters may each round, or may continue to use any
climb the walls to avoid the electrified floor. previously rolled spell; SV Fort +3, Ref +1,
Characters may also bypass the electrified Will +8; AL N.
floor by covering it with a less-than-
conductive material — like rocks from the Treasure: Gelt spellcasting sphere (see
cavern walls — or Sharkworm skin, etc. or Table 3-GS to determine spellcasting
by shorting out the wiring by splashing water effect), 17 small white plastic cubes (used
or other liquids on the floor and waiting a as currency in his home dimension, of
couple of rounds before moving on. indeterminate value to PCs), fancy robes
worth 12 gp.
Area 3-5 – Travelling Gelt Scholar
A gray alien with a long, flat, noseless face
and ornate red and gold robes stands in
this gray room, with a single gray bench
behind him. He holds a gray sphere in his
hands, like a small, featureless globe.

25
Table 3-GS: Gelt Spellsphere Abilities
Gelt scholars may reroll on this table each round, but PCs who use a Spellsphere
can only use it once per day and the initial appearance and spell selection rolls “lock”
the Spellsphere into those selections for the remainder of its life in this dimension.

d8 roll The Spellsphere temporarily becomes… And allows the user to cast the
following spell at a +X spellcheck
where X equals Int modifier…
1 A crackling orb of electric energy Eldritch hound (DCC Page 211)
2 A floating helmet that rests on the user’s head Enlarge (DCC Page 139)
3 A levitating mask of the user’s face Shatter (DCC Page 193)
4 A 3-D combination puzzle cube Emerikol’s entropic maelstrom
(DCC Page 213)
5 A robotic hand Word of command (DCC Page 268)
6 A pair of floating, glowing eyes Darkness (DCC Page 258)
7 A hand-held golden mirror Magic missile (DCC Page 144)
8 A spiked rod Ray of enfeeblement (DCC Page 190)

Area 3-6 – Robotic Phase-Hounds the ceiling of this room keeps their phase
Loud noises come from behind the gray powers from activating in this area, but
metallic door, as if someone inside is as soon as they leave this room they can
searching for something. phase as normal. While inside this room,
they will attack anyone they see, but once
The door to this room is locked and they leave the room, they will attempt to
jammed, and will require either a DC 15 find their Starmonger masters and “play”
lockpicking check to unlock and a DC 15 with them. Any Starmonger, or anyone
Str check to pull it open, or a DC 22 Str who looks like a Starmonger, may
check to smash the door down. command a phase-hound to attack or
stay with a gesture.
If the PCs open the door successfully,
they see… Robotic Phase-Hounds (3): Init +4;
bite +3 (1d6 damage); AC 15; HD 1d8+1;
Three robotic hounds claw at the walls, hp 8; MV 40’; Act 1d20; SP may become
trying to escape. But now they see that intangible and invisible after attacking, thus
they have an opening. They stare at you making it impossible to hit a phase-hound
with glowing red eyes. without gaining initiative on it or using a
spell effect that can damage an intangible
The robotic phase-hounds are pets of the creature; SV Fort +4, Ref +4, Will +1; AL L.
Starmongers, used as guard dogs and
hunters. A reality anchor (small cylinder) in

26
Area 3-7 – Storage Closet This storage closet contains a lot of
The door to this room is also locked, though useless junk and some quite valuable
not jammed shut. A DC 15 lockpicking items (along with a bit of danger). For each
check or a DC 20 Str check will get it open. turn one or more members of the party
spends searching the room, roll a d7 on
Jumbles of pods and viscous liquids in Table 3-STOR.
jars and metal crates and strange tubes
fill the room.

Table 3-STOR:
What’s in the Storage Compartment?
Roll a d7 This happens…
1 Lightning Bow (counts as a longbow but allows 2 attacks per round,
but only has 5 charges before its power runs out)
2 Security Droid (unless unluckiest PC in room makes a Ref save vs.
DC 18 is made, zaps a laser blast at that PC for 1d12 damage before
powering down)
3 Humanoid skull with three eyes. Each eye is replaced with a gem,
one blue, one yellow, one red. Worth at least 500 gp total at the Styx
auction house. Gems worth 50 gp each if removed from skull.

4 2 Shifter Eels (seemingly dead at first, come to life at touch and


attack): Init +3; bite +3 (1d6 damage); AC 10; HD 1D6; hp 3; MV fly 40’;
Act 1d20; SP bite will deal an additional 1d4 bioelectric damage unless
target makes a Fort save vs. attack roll; SV Fort +3, Ref +3, Will +0;
AL N. Note: dead shifter eels still hold a bioelectric charge and may
be used as makeshift melee weapons dealing 1d4 blunt damage plus
1d4 bioelectric damage to target.
5 Helmet of Resistance (add +1 AC and +1 to all saving throws)
6 Proton Jackhammer (can dig through 10’ of solid rock per round,
20% chance of causing cave-in with each use underground)
7 Small box filled with a stack of blank papyrus strips and charcoal
dust in small jars. Sprinkling the charcoal on the papyrus strips will
reveal that 1d5 of the strips are spell scrolls and 1d3 are maps.
Future use determined by the needs of the judge.

27
Area 3-8 – Starmonger Sleeping the pods open up as the PCs approach the
Chamber hallway outside, to provide an extra threat
Three egg-shaped pods, ten feet long, at this point.
attached to glistening tubes pumping with a
sickening slurping sound, line the back wall. The Starmongers will slide out of the eggs
like infants oozing from amniotic fluids,
Three Starmongers — 7’ tall insect-like but they are lethal soldiers from another
humanoids wearing leather space-suits dimension who have been feeding on
— remain undisturbed in their egg- extra-dimensional aether. They will seem
shaped sleeping pods. Opening one will like weakened travelers for exactly one
trigger the opening of all, and if there has round after “birthing,” then they will strike
been enough rumbling from Queldoz’s at any perceived threat in the area.
machinations, the judge may want to have

28
Starmongers x3: Init +3; claw +5 (1d6 and thereby triggering a delayed quantum
damage) or mindstorm +3 (1d10 damage field that is bringing two Starmonger pilots
+ SP); AC 13; HD 3D8; hp 19; MV 40’; from other parallel realities into this one.
Act 1d20; SP target of mindstorm must
make an opposed Will save to prevent all Depending on how long the party has
damage, failure results in 1d10 damage taken to get here, what awaits them could
plus a 1d4 loss of Int for an equal amount differ. If they arrive in this area within only
of turns; SV Fort +3, Ref +1, Will +8; AL N. 1 turn of Queldoz’s complete activation of
the ship (as determined by the Judge’s roll
Area 3-9 – Phase-Engine Room earlier in the adventire), then three more
Light emanating through smashed metallic semi-phased Starmonger pilots will appear
entrance glows forth from two orange and Queldoz himself will enter the fray
and yellow shards of crystal seem stuck immediately as the PCs enter this area. If
haphazardly in a mass of grayish goo in the party still has 2+ turns remaining until
the floor. the launch is activated, Queldoz remains
inside the Navigation Chamber in Area
Queldoz has recently placed two orange and 3-11 for two rounds of combat, focusing
yellow crystal shards in a depleted power on his repairs and not realizing the danger
cell located in this area. Removal of the posed by the PCs until round three.
shards will have no visible effect, but will
reduce power to the ship’s phase engines, Shapeshifter (shifts between one of
affecting what happens in area 3-11. three primary forms at random between
rounds: Black Tentacle Panther, Giant
Area 3-10 – Piloting Area Flying Red Piranha, or Orange Humanoid
An orange humanoid with large pointed with Large Pointed Ears): Init +5; 2
ears sits at what looks like a pilot’s station, attacks at +8 (1d8 damage each); AC 17;
pressing buttons on a console panel. Behind HD 6D8+2; hp 43; MV 40’; Act 1d20+1d20;
him, two insectoid human-sized figures in SV Fort +8, Ref +6, Will +6; AL C.
black leather jumpsuits blink in and out of
existence every second as they try to make Phase-Shifting Starmongers (2 or 5):
their way toward you. A similar, non-blinking Init +3; claw +5 (1d6 damage) or
figure lies on the floor near the closed metal mindstorm +3 (1d10 damage + SP);
door in the back of the room. AC 16; HD 3D8; hp 23; MV 40’; Act 1d20;
SP target of mindstorm must make an
The orange humanoid is the Shapeshifter, opposed Will save to prevent all damage,
in a currently less-threatening form, toying failure results in 1d10 damage plus a 1d4
with the ship controls while Queldoz loss of Int for an equal amount of turns;
handles things in the next room. Two out- SV Fort +3, Ref +1, Will +8; AL N.
of-phase Starmongers flash in and out of
this dimension as Queldoz works in Area
3-11 to repair the navigation computers

29
Area 3-11 – Navigation Chamber Queldoz, White Martian Technomancer:
Init +2; Atk punch +1 melee (1d4+1); AC
A white Martian kneels amidst tubes and
12; HD 4d6+2; hp 29; MV 30’; Act 1d20;
cables and leaky sparkling black fluids,
SP communicates telepathically, and with
connecting wires to a small metallic box.
access to any technology, may create jury-
rigged devices to cast the following wizard
This is Queldoz, and he’s finalizing the
spells at +4: charm person, flaming hands,
navigation calculations by using the power
magic missile, sleep, invisibility; SV Fort
of the Incandescent Box to jack into the
+2, Ref +2, Will +3; AL C.
Phaseship computer. If he completes his
work in here, and the crystal shards have
not been removed from Area 3-9, the
Phaseship will become operational and
anyone in Area 3-10 who stands at the
pilot’s station will be able to fly the ship by
pressing buttons. The ship flies normally,
but in five dimensions.

30
31
CONCLUSION
If they defeat Queldoz and the Shapeshifter In playtesting, the Incandescent Box rarely
and the Starmongers, the PCs have a survived the adventure. It was smashed
couple of choices: (1) they could flee by PCs, or vaporized by a crazy-high
back the way they came, although if they spellcheck roll on a Scorching Ray or
teleported here, it may be difficult to get otherwise ruined in the attempt to put a
back out of Area 3-1, (2) they could dig stop to Queldoz’s plan. But if the PCs do
their way out, somehow, (3) they could retrieve the Incandescent Box, and don’t
control the Phaseship and go nearly want the thousands of gold from Ez-Gar (or
anywhere in this dimension or any parallel haven’t been commissioned by the Perilous
world. The multiverse is your playground! League), then they have a powerful artifact
in their possession.
Of course, if they don’t defeat Queldoz and
friends, that means the PCs are probably What exactly does it do?
dead, and then Queldoz has a mobile,
nearly undetectable, nearly impossible to You decide. But know this: other beings in
catch base of operations from which to the multiverse will want to steal it back.
launch dastardly schemes, and the next
batch of PCs the players roll up will live in a
more dangerous solar system because of it.

If you used the Perilous League and Ez-Gar


to jumpstart the action leading to the PCs
pursuit of Queldoz, the space wizard pays
each player 1000 gp for the safe return of
the Incandescent Box, and offers to put the
Phaseship to use in service of the League’s
best interests. He books the PCs on the
luxury spaceliner The Intergalactic Haze so
they won’t think too much about what they
might have given up.

32
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15. COPYRIGHT NOTICE
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Crawljammer #3, copyright 2014 Timothy Callahan.
What’s So Special About
Crawljammer #3?

b The PSYCHIC KNIGHT, a character class of great heroic fighting


ability and little things like levitation and blasting energy out of your
eyeballs. Yeah!

b The true and SECRET HISTORY OF THE PERILOUS LEAGUE! Need


a moon-based guild for your adventuring party? Need one that has a
sordid past and plenty of resources? Need one that is now controlled
by an alien wizard who pays well and often? The Perilous League might
be just what you’re looking for!

b THE PROMETHEAN LANCE will blast your skull apart. So back away.

b Speaking of skulls. And blasting apart. How about some ADVANCED


DCC PSIONICS rules? You need those, particularly if you want some
vicious mind-on-mind action in the depths of space!

b And what about the Cosmic Sword of Jupiter? Or the Weird Backpack
of Paria? You don’t have those in your game yet, do you? But if you roll
on the MAGICAL ITEMS AND SPACE ODDITIES table, you just might!

b Then there’s that little situation with the runaway Martian


Technomancer and his deadly Shapeshifter companion. You know,
the ones that escaped the prison ship? They’re back trying to hijack
the THE PHASESHIP OF THE STARMONGERS!

b All this and more DUNGEON CRAWL CLASSICS space adventure in


this month’s CRAWLJAMMMER!

12
3.
$ 95
MOON DICE
GAMES

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