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DCC RPG Campaign

This document provides an overview of a mini-campaign setting involving exploration of an ancient tomb accessed through a portal that only opens when certain stars are aligned. It describes three initial areas of the tomb: 1) The portal hallway, which only appears under the right constellations and leads to a door with star-shaped jewels that opens for 10 minutes when the stars are properly aligned. 2) A guardian hall containing four mechanical guardian statues that fire sonic weapons at any characters in the doorway. Their armor can be removed. 3) A monument hall with depictions of terrible monsters, a large pool of oozing liquid, and strange mechanical panels around the edge of the pool of unknown purpose.

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Antonio Eleuteri
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0% found this document useful (0 votes)
108 views13 pages

DCC RPG Campaign

This document provides an overview of a mini-campaign setting involving exploration of an ancient tomb accessed through a portal that only opens when certain stars are aligned. It describes three initial areas of the tomb: 1) The portal hallway, which only appears under the right constellations and leads to a door with star-shaped jewels that opens for 10 minutes when the stars are properly aligned. 2) A guardian hall containing four mechanical guardian statues that fire sonic weapons at any characters in the doorway. Their armor can be removed. 3) A monument hall with depictions of terrible monsters, a large pool of oozing liquid, and strange mechanical panels around the edge of the pool of unknown purpose.

Uploaded by

Antonio Eleuteri
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Of Gods and Men: a DCC mini-

campaign

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

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

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

Along the shore the cloud waves break,


The twin suns sink behind the lake,
The shadows lengthen,
In _______
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost _______
Peons the Bulls face shall sing,
Where flap the tatters of the King,
Must die unheard in
Dim _______
Song o my soul, my voice is dead,
Die thou, unsung, as tears unshed
Shall dry and die in

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

Doubtless the blood of the newcomers, much-maligned though they be,


commingled with that of their indigenous subjects, and still courses through the
veins of the people of the valley to this day.

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

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

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

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

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

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

All of this has been observed by Arminus (1 st level Neutral Elf) and his fringe-
dwelling allies. The ancient mound/tomb, while not especially sacred to his
people, is nevertheless a site of awe and reverence, and Arminus fears its
desecration at the hands of these mortals. At any rate, its powerful occupant
may serve as a suitable Patronus for the neophyte sorcerer. As he draws near, he
feels a strange familiarity with the tombs trappings, particularly the tombs star
map.
The Portal under the Stars
Areas of the Map
General Features: Unless otherwise noted, the dungeon is dark and dry. Doors are
unlocked unless specified otherwise. Access to the tomb is restricted, so there are no
wandering monsters.

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

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

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

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

An unskilled character can roll Luck or less on d% (d30 for Halflings, who have an
inherent, instinctive passing familiarity with the pit) to activate the pit, causing
something to emerge from it.
A human with some understanding of the Fecund Protoplasmic Pit (roll Intelligence or less
on d% to work out a vague notion of how the pit may be activated), can once per day
manipulate the controls to induce the artefact to produce a living thing:
0144 immobile, organic goo
4555 dolm ooze
5666 dolm pudding
6777 jale slime
7888 ulfire jelly
8994 a spawn of Shub-Niggurath that wanders away
9597 a spawn that attacks
9800 a spawn that will serve and obey its creator

All doors are unlocked.

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

The chamber is home to a Dolm Ooze

Dolm Ooze
No. Appearing: 1
Armour Class: 12
Hit Dice: 2 to 4 (14 hit points)
Move: 3
Alignment: Neutral
Also found in other colours (such as gray), dolm ooze can be difficult to see since it looks
like wet stone. They can seep through even the smallest of cracks. Its corrosive touch
harms flesh (2 dice damage) and corrodes metal (but leaves both wood and stone
unharmed). Normal weapons will harm dolm ooze, but metal ones will be destroyed after
a single successful attack. Dolm ooze is impervious to fire, cold, and all Space Alien
weaponry (gamma radiation actually restores on HD of damage) other than lightning
bolts.

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

Scrying Glass of the Old Ones


This is a jagged chunk of obsidian-like rock, roughly 18 square and 4thick, weighing
about 100 pounds. If one grasps it in his hands and gazes in its direction in utter
darkness, the Scrying Glass of the Old Ones reveals its true nature. The stone becomes
visible (only to the one touching it) as a deeper blackness than its surroundings, and
dolm, ulfire (wild and painful), violet, and jale (dreamlike, feverish, voluptuous) motes
and swirls of light appear (with the impression of great depth) within the rock. If the
holder of the rock does not look away, the lights within the rock will coalesce into visions
of the domain of the Great Old One Hastur, the crypt beneath Lake Hali. The observer at
this point must make a saving throw vs. Will or be unable to look away from the images
in the rock. After 3060 minutes time, The Tattered King, and avatar of Hastur, will be
glimpsed, and it will be aware of its observer. The Old One will bend its will towards the
holder of the Scrying Glass, and if the holder fails his save vs. Will DC20 he will become
an ardent devotee (Hastur will be the characters Patron).
Anyone who studies the tablets can make out their story. They tell of an alien race that
came from the stars to bring magical implements to a barbarian tribe, to repel an
invasion of beast-men led by a powerful sorcerer assisted by monstrous abominations.
The aliens will return when the stars are right. Many less significant events are foretold
by the stars (and tablets) as well: droughts, plagues, the birth and death of kings, and so
on.

Area 1-5 Chieftains Burial: This musty room is clearly a burial chamber. Seven
shrouded alcoves hold piles of loose bones. Rusty arms and armour adorn the walls
beside each alcove and funeral masks are mounted beneath the loose skulls.
The funeral masks show primitive, almost simian features on stern faces. Examination of
the bones shows they are not quite human: the limbs are too thick, the spines too short,
and the beetled brows jut out too far.
Each of the seven skeletons was a general in the army of the alien sorcerer. If the skulls
in this room are destroyed, the spirits that animate the warriors in area 8 are released to
to be devoured by the Howler in the Wastes.
The bones are living dead that have decayed over the eons. They shake and rattle as
characters approach; however, they can no longer animate into cohesive skeletons.
The skulls clack, clatter, and attempt to bite, but are easily avoided and crushed through
normal means.

Seven piles of living bones: no statistics necessary

The living bones are watched over by seven diseased guardians

Diseased Guardians
No. Appearing: 636
Armour Class: 12
Hit Dice: 1-1 (7 each)
Move: 24
Alignment: Chaotic
In appearance feral and filthy White Men, Diseased Guardians are typically summoned by
Sorcerers to guard treasures since, being ageless, they can guard a treasure literally
forever. They attack with teeth and claws. In addition to causing 1 die of damage, a
successful attack requires its victim to make a saving throw vs. poison. Failing the save
indicates that the victim has been infected with a rotting disease that will prove fatal in
31 to 50 months.
Failing three such saving throws in a 24-hour period will turn the victim into a Diseased
Guardian, bound to the Sorcerer who conjured the Diseased Guardian who transformed
him.

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

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

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

Six crystal statues: Init -2; Atk punch +2 melee; Dmg 1d4; AC 12; HP 8; MV 10; Act
1d20; SV Fort -2, Ref -2, Will +0; AL N.
The pool is 3 deep. Its bottom is painted pitch black and encrusted with thousands of
crystals forming the stars of a night-time constellation that is unfamiliar. (It is in fact the
sky as it will appears viewed from the shores of Lake Hali, at a time when the alien
benefactors will return (Astrology DC30)
The light shines through the crystal stars from area 8 below. Each crystal is worth 10 sp
and takes 2 minutes to pry out. Prying out crystals causes the water in the pool to drain
into area 8. Air bubbles rise, then a current starts, and after 10 crystals are pried out, the
draining is obvious. After 50 crystals are removed, the floor buckles. After 100 crystals
are removed, it collapses onto area 8, sending any characters within the pool crashing
down into to the room below in a sloshing mess (1d6 damage, DC 12 Ref save for half).

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

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

Area 1-8 Clay Army: The door opens upon a breathtaking scene. An enormous, three-
tiered chamber spreads before you. An oversized throne rests upon a raised dais at the
far end of the room. Seated on the throne is a yellow clay warlord. A pulsating light
emanates from a crystal globe atop the throne.
Below the dais at floor level seven statues of clay generals stand motionless. Below
them, in a huge pit that runs the length of the room stands an army of clay soldiers.
There are dozens of soldiers arrayed in marching formation, their clay armour and clay
spears equipped for war.
A great stillness pervades the room. It is the stillness of death; the silence of a tomb.
Then, suddenly, the stillness is broken as the clay warlord jerkily raises an arm toward
his generals. Then, the entire army takes a lurching step forward, shattering the silence
with the tramp of doom.

This is the warlords elite guard, preserved and reanimated for eternity. The characters
have no hope of defeating the 70 warriors, 7 generals, and warlord. All share these same
stats:
Init +0; Atk spear +4 melee; Dmg 1d8; AC 12; HP 9; MV 10; Act 1d20; SV Fort +2, Ref
+0, Will +0; AL N.
However, there are several clever ways to win passage:
If the clay army is submerged in water by removing crystals to sink the pool in
area 6 all creatures in this room take 1d6 damage from falling debris as the ceiling
collapses. Additionally, any surviving clay soldiers slowly turn to mud, taking an
additional 1 point of damage each round until they dissolve into a puddle.
The life force of the clay generals is linked to their skeletons in area 5. If the skulls
there are destroyed, the clay generals heads shatter to shards and dust. The characters
may arrive to find the generals already destroyed.
Smart characters may try to assassinate the warlord directly, which quickly ends
the threat.

If the warlord and generals are alive, the warriors climb from the pit (1 action) and
attack while the generals look on. If the generals are killed, the warriors lack organization
and spend a few rounds milling about before moving forward to attack. If the warlord is
killed, the entire army loses anima, becoming simply a set of clay statues.

The secret door is found with a DC 14 search.

The crystal globe is an Elder Thing Crystal. It emits a soft ongoing light. It is worth 200 gp
as a work of art. A wizard who unlocks its secrets (DC 18 spell check plus study time and
arcane consultation) understands that it provides an arcane caster with up to a total of
20 points of Spellburn potential.
Area 1-9 Treasure Vault: At the end of the long hallway is a spartanly-appointed
room containing simple wooden shelves, a camp chair, and a sleeping pallet. The wooden
shelves hold a bronze (?) rod, a glazed ceramic jar, fine weapons and armour, and a small
metal cylinder, about 12 high by 8 in diameter, with various unidentifiable devices
attached to the cylinder around its base and top. Inside the cylinder is a pale, softly
glowing yellow-green liquid, immersed in which is a living brain ball!

Mummy Brain;
No. Appearing: 1
Armour Class: 12
Hit Dice: 8+2 and up (48)
Move: Nil
Alignment: Chaotic
Psionics: 37 powers up to six times per day (4)
Mental Blast: 3d8 damage
Mind Control 120
Telepathy
Telekinesis 160lbs

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

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

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

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

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

Here are stored the trappings of the sorcerer:


The bronze rod (of rulership, perhaps?) of unknown metal and intricate filigree (treat as
a Gamma Radiation rifle; 3 dice damage, 1000 range, 4 charges remain. Roll under Luck
or Intelligence on d% to activate).
A glazed ceramic jar containing a dozen or so translucent and tinted lenses,
reminiscent of the eyes of a snake (octacles). These allow the wearer to identify the
colour of a man, and are also useful for the rituals, below.
The assortment of weapons includes a longsword, a longbow, 40 arrows with quiver, a
mace, a spear, a battle axe, a dagger, and a hand axe.
There is a suit of scale mail.
Clay tablets containing the following rituals:

Summon Disease Guardians


This ritual takes three hours to complete and can be performed only underground.
Fourteen youths (seven males and seven females) of the White and/or the Yellow Men
between the ages of 12 and 18 are the required sacrifices. At the end of the ritual 636
Diseased Guardians burst up from the earth and cannibalize the sacrifices.
If not bound by The Many-Octacled Binding (cf.), the Diseased Guardians will 50% of the time
slay their summoner before loping off to wreak havoc.

The Many Octacled Binding


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

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