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Crawl 01

This fanzine issue features a new patron created by a player for his wizard character, the Van Den Danderclanden patron. It also includes new rules for death and dying as well as non-combat task resolution. Additional articles cover converting spells from older editions of D&D for use in Dungeon Crawl Classics RPG.

Uploaded by

Doyle Rudolph
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
100% found this document useful (1 vote)
755 views30 pages

Crawl 01

This fanzine issue features a new patron created by a player for his wizard character, the Van Den Danderclanden patron. It also includes new rules for death and dying as well as non-combat task resolution. Additional articles cover converting spells from older editions of D&D for use in Dungeon Crawl Classics RPG.

Uploaded by

Doyle Rudolph
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 30

Crawl!

fanzine
issue no. 1 - special edition

written by
The Reverend Dak & Brett Miller
original de sign and published by
The Reverend Dak
edited by
Brad Littman
s p e c i a l e d i t i o n d e s i g n a n d l ay o u t b y
Matt Hildebrand, [email protected]
cover art by
Brett Miller, [email protected]
additional art by
Count Spatula, [email protected]
Brett Miller

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 goodman-games.com
or contact [email protected]
2 Crawl! Fanzine No. 1 - Special Edition

Divine Aid!
Why Crawl!? I have been playing the Original game since, I believe, 1979.
When I was a kid I used to write, compile and collect house-rules, new
material and art for my game. All I had was a pad of graph paper and a friend
with the original “Blue Box”, the Holmes Edition. We totally played it wrong.
By the time I owned the original Red Box, then the Player’s Handbook, I was
playing it “right”, and had piles of hand written “supplements” and house-rules.
My life has never been the same. It was crazy how much we played during
those years, and even crazier how much time we spent (re)interpreting the
rules, imagining new characters, creating new magic weapons and drafting out
the domains of our (cheating) high-leveled heroes. Those were the days. Since
the release of DCC RPG, this is the first time since those times that I’ve been
inspired to create, collect and share stuff for a game. And that’s what Crawl!
is, a fanzine made by fans for fans. I hope what I do here will expand and
inspire your own game and make your adventures as enjoyable and exciting as
mine have been since I first started gaming decades ago. Let me know what
you think. And if you want to contribute, don’t hesitate to submit. Sharing is
part of the hobby. And, I don’t mind doing all the work making these booklets
for everyone to enjoy.

This issue features a new patron created by a player in my weekly home


campaign, Brett Miller. His character was a wizard, and the patron is himself
from the future! There is also some amazing art by Brett and from another
player in the group, who wants to go by her character’s name, Count Spatula.
The rest of the articles are some rules used in my home campaign written by
yours truly. One starts a series of converting OSR (Old-School Renaissance)
and Older Edition materials for use in DCC RPG! Several of the articles also
make use of a new Variable DCs rule found on page 22.

Enjoy and (Adventure) Party On!

The Reverend Dak, March 2, 2012


(Dungeon) Master-in-Chief

P.S. This issue is dedicated to my Thursday Night D&D Group, who have made these
past few months of gaming the best in a long, long, time.

This is a new limited edition of Crawl! no.1 with fresh formating


and the complete Van Den Danderclanden patron!
Crawl! Fanzine No. 1 - Special Edition 3

Contents
Wizards & Warriors! Part 1
Pulp Fantasy and Sword & Sorcery Campaigns 5

Van Den Danderclanden Complete!


A complete patron from the imminent future! 9

Save or Die!
New death and dying rules
21

Variable DCs! 22
New rules for non-combat task resolution

OSR Conversions: Spells! 25


Using classic old-edition spells

Submissions!
Original submissions are always welcome. Everything that gets published
will belong to the author, artist and creator. If you have a brilliant idea or
proposal, I want to see it, but make sure you use a short and informative
subject line. Include a quick blurb or sample text in the email. Don’t send
attachments until requested. For art submissions, send a link to some
samples. We prefer old-school “D&D” style black and white line-art
with hatching or halftone. Smaller, incidental fantasy themed pieces are
always needed. All contributors will get a free print copy of the zine.
Email [email protected].

Subscriptions!
6-issue subscriptions cost $24 US ($30 CAN, $36 Overseas), visit
crawlfanzine.com. Standard issues are $4.00 US ($5.00 CAN,
$6.00 Overseas). Prices include shipping, but may change at any time.
Contact [email protected] for other arrangements.
4 Crawl! Fanzine No. 1 - Special Edition

Artwork Count Spatula


Crawl! Fanzine No. 1 - Special Edition 5

Wizards & Warriors! Part 1


Dungeon Crawl Classics RPG makes for an excellent Sword & Sorcery
campaign. S&S is rooted in the pulp fiction of Robert E. Howard’s Conan
and Fritz Leiber’s Fafhrd & Grey Mouser, among others. It is distinctly
different from popular forms of Fantasy, such as high fantasy of the likes of
J.R.R. Tolkien and their traditional tropes like Elves and mundane magic.
S&S is typically grittier and the magic tends to be dangerous if not flat out
scary. For DCC RPG to fit the S&S mold, the removal of demi-humans
(such as elves & dwarves) is the first obvious step. It’s easy enough to ignore
the demi-human races from DCC RPG because they’re not necessary for
basic play. The magic system, fortunately, is rare and dangerous by default.
While classes such as the Thief and Cleric arguably don’t have a place in
S&S, they have important roles that would be missed in standard DCC
RPG play. The following hacks can be used to replace demi-humans during
character generation, along with solutions for removing Thieves and Clerics
(as you wish.)

Humans Only
Mankind is at the center of Sword & Sorcery adventures. Anything that
isn’t human are considered unusual, and extraordinary, if not inherently
evil. It’s easy enough to not use the Dwarf, Elf and Halfling classes. When
rolling the Occupation (see core rules) re-roll any demi-humans, drop the
reference to a race or replace demi-human results with one of the following
occupations: (d10)
1 Miner – Pick (as club) and Lantern
2 Hermit – Club and Animal skin
3 Carpenter – Saw (as dagger) and Plank of wood
4 Fisherman – Knife (as dagger) and Net
5 Sailor – Scimitar (as short sword) and Bottle of rum
6 Butcher – Knife (as dagger) and 1 lb of meat
7 Handyman – Hammer (as club) and Nails
8 Inn/Bar-keeper – Club and Flask of wine
9 Brewer – Mallet (as club) and Bottle of beer
10 Artist – Dart and Paint & brushes
6 Crawl! Fanzine No. 1 - Special Edition

You're All Thieves!


Sometimes you have to be a bit more subtle than kicking down every
door to get to the loot. Tricky traps and tall towers shouldn’t stop a pack
of cutthroats from reaching their gold. All classes should have access to
certain skills classically reserved to the Thief class. One solution is to give
every class access to thief skills. The simplest method is to use the Thief
Skills by Level and Alignment Table, and give Warriors and Wizards all the
appropriate skills according to their level, except Backstab (which in my
opinion is a purely Thief class feature, but this is optional.) Apply the PCs
Agility modifiers and don’t forget Armor Check penalties.
The following is also an optional alternate set of rules to simplify the tasks.

Thieving Skills
An alternative skill system
It’s not that far fetched to assumed that all PCs are skilled in the ways
of adventuring, looting and stealing. It can be argued that all adventurers
should be able to climb, open locks and hide in the dark. If the PC attempts
any Thief-like acts, just have them make a simple skill check add their Level,
and factor in any Armor Check penalties and appropriate Ability modifiers.
Use the following Table: Thieving Skills, for the base DC. (Judges should
increase the difficulty when needed.) Recommended Ability is listed, and
variable DC are found in parenthesis if using Variable DCs (the alternative
skill system on page 22 in this issue.)
Thieving Skills: Roll d20+CL+Ability Modifier-Armor Check
Sneak Silently: Agility, DC 18 (Hard)
Hide in Shadows: Agility, DC 18 (Hard)
Pick Pocket: Agility, DC 18 (Hard)
Climb Sheer Surfaces: Agility or Strength, DC 7 (Easy, Stone Wall)
to DC 22 (Impossible, Glass surface)
Pick Lock: Agility, DC 10 (Routine) to DC 22 (Impossible)
Find Trap: Intelligence, DC 15 (Moderate) to DC 22 (Impossible)
Disable Trap: Agility, DC 18 (Hard) to DC 22 (Impossible)
Forge Document: Agility, DC 18 (Hard)
Disguise Self: Personality, DC 18 (Difficult)
Read Languages: Intelligence, DC 22 (Impossible)
Handle Poison: Luck, DC 18 (Difficult)
Crawl! Fanzine No. 1 - Special Edition 7

No Clerical Healing
There are some that don’t think Clerics fit the Sword & Sorcery genre.
The easiest solution is to omit the Cleric class from the campaign. The
most missed effect would be healing. Blessing can be replaced by a Warrior’s
Mighty Deed of Arms, through a Rallying Maneuver. Healing can be replaced
by allowing more hit-points or faster healing. The following optional rules
allow for extra HP to be healed between encounters.

Hit Dice Pools


One option would be Hit Dice pools. Here’s how HD pools work. For every
point of Stamina, the character has an extra reserve of HD. For example a
Warrior with a Stamina of 14 has 14 d12 HD in reserve, while a Wizard with
a Stamina of 9 would have 9 d4 HD. While resting between fights, with a
minimum of one turn of uninterrupted rest, a PC can restore up to their level
in HD. For example, the 3rd-level Warrior can restore up to 3d12 HP during
a rest (up to their natural maximum.) These HP are restored at the end of
the turn, and only if they are not interrupted. Stamina loss (permanent or
temporary) will affect the HD pool. The pool can be completely refreshed
with a good night’s rest.

Burning Stamina
Another option, and a lot more gritty, is to allow a PC to temporarily burn
Stamina to regain Hit Dice. Instead of a separate pool of HD (see above),
the HD comes from burning Stamina. One HD per point of Stamina. This
loss of Stamina would be temporary, and can heal like normal. Level limits,
per rest, still apply.

Combat Healing
A PC that is reduced to 0 hit points during combat may be treated during
combat once, and only once, per combat. It will take another PC a full action
to treat a dying PC. If a PC is treated during that combat, the PC must make
a DC 10 (Routine) Luck check. If successful, the PC may use one HD from
their pool or burn Stamina to recover. The PC will also suffer a -2 penalty on
all check, attack, or damage rolls until the PC gets a full night’s rest. After
combat, the PC may recover as usual, and may heal as normal.
8 Crawl! Fanzine No. 1 - Special Edition

Artwork Brett Miller


Crawl! Fanzine No. 1 - Special Edition 9

Van den Danderclanden


A patron from the
Imminent Future!
by Brett Miller

One hundred years hence, in the most exalted of the


parallel worlds, the great wizard Van den Danderclanden
has at last attained the highest rank of his order:
Supernal Archmage of Empyreal Aptitude! His sorcerous
knowledge is legendary! The corruption he has suffered
is profound! And yet, unsatisfied with the ceaseless praise
of his legions of admirers and sycophants, the master
enchanter endeavors a new enterprise. Employing the
arcane arts passed down to him from Nyarlathotep itself,
Van den Danderclanden reaches back through time
and the multitude of parallel manifestations to contact
his previous selves and their followers. He seeks to
manipulate the paths of their lives in order to synchronize
them to an existential resonance; the vibrations of such an
alignment will serve to amplify his magical endowments
and bestow upon him the mantle of godhood. The means
of the awesome magician’s manipulations are capricious,
however. Though the interventions are usually
of ultimate benefit to the past self, the Future
Master will often command his pawn to ruin,
as befits his unfathomable design.
10 Crawl! Fanzine No. 1 - Special Edition

Invoke Patron check results


12-14 S
 hining Path. The Unholy Patron unveils the proper course of
actions and right decisions for his acolyte. All spent luck is restored.
Additionally, 1d6 luck points are temporarily bestowed. If unspent,
these points will expire at midnight of the current day.
15-17 W
 hispered Secrets. For the next 1d4 hours, the Invisible Shepherd
murmurs quietly into his apostle’s ear, informing the listener of the
hidden names of things and the forgotten utterances of power that
unlock the potential of his spellcraft. All spellchecks made during this
period use one die higher (e.g. If the spell check is usually a d20, the
check will be made with a d24 instead.)
18-19 Slow Time. The wizard is thrown out of phase with time.
His actions appear greatly sped up. From the wizard’s perspective,
everything moves glacially. This effect will last for 1 turn (in objective
time). During this period, the wizard always wins initiative, may
perform one extra action per round, and enjoys
a +5 bonus to armor class and Reflex saves.
20-23 Transdimensional Assistance. 1d4 adjacent parallel dimensions
are merged suddenly, resulting in duplicate invokers. The extras will
have the same stats as the caster at the time of invocation. All of
the conjured wizards are under the player’s control, and none are
given “preference” as the original. If an extra dies, its body and all of
its accessories vanish, collapsing into the present plane. The extras
remain manifest until they are killed. The effect persists until only a
single wizard remains.
24-27 Hidden Sanctuary. The wizard and his entourage are whisked
away to Van den Danderclanden’s ancient manse, located in a tiny,
extra dimensional paradise. The party are received as honored guests
and may stay as long as they wish, being well fed and entertained by
various amusing demons and spirits. The past self is given access to
Van den Danderclanden’s personal library, where he may memorize a
single exotic spell of the highest level he may cast. When the group
decides to leave the house -- and they must do so in unison -- they
reappear in the exact place they departed, a single round later.
28-29 C
 hanneled Sorcery. Van den Danderclanden possesses the caster’s
body, casting a spell of magnificent power, appropriate to the situation
at hand. The possession lasts for 1d6 rounds.
30-31 U
 nholy Bodyguard. The invoker is sent an ethereal protector, who
appears to any observer as the most terrifying monster imaginable. It
radiates icy fear to all within 100 feet (Save vs. Will or flee, screaming
Crawl! Fanzine No. 1 - Special Edition 11

like a child for 2d4 turns). It viciously attacks anything that threatens
the nascent demigod. Init +2; Atk deathray +4 (2d8); AC 18; HD 8; hp
50; MV 30’; Act 1d20; SP harmed only by magical weapons; SV Fort
+4, Ref +2, Will +5; AL N. If unslain, it will return to the void following
2d4 turns of service.
32+  Direct Intercession. Holy shit. The Great Sorcerer projects himself
into the present space-time stream to sort out whatever obstacles
stand in the way of the true path of his ward. This manifestation is
not the true sorcerer, only a reflection of him, and as such performs
merely as a 10th level wizard. He will remain until the present
peril is dealt with. If (somehow), the apparition is slain, Van den
Danderclanden is not killed, but is wounded so deeply that he will
likely abandon the self in this parallel as lost to his own fate.

Patron Taint
As the frequency with which the wizard solicits help from the Great and
Future Despot increases, he will begin to experience subtle fluctuations in
his identity and the reality of his circumstances. Van den Danderclanden
will focus his attentions on the supplicant, and will tinker with the variables
of his existence, often to the extent that the wizard’s existence becomes ill
defined and tangled with adjacent realities. When patron taint is indicated
for Van den Danderclanden, roll 1d6 on the table below. Taints rolled more
than once become more advanced conditions.
1 Identity Fluctuation. First taint: At the beginning of each session,
one random Ability score will change 1d4-1d4, permanently. His
physique and face will be subtly changed, but still recognizable.
Second taint: In addition to the previous taint, every time the wizard
casts a spell, there is a 10% chance that his memorized spells will
swap for unmemorized ones. His appearance each day is completely
unrecognizable. Third taint: Every day, an entirely different person.
Looks completely different, different background, etc. Still a wizard
(or Elf), with the same name, but that’s about all that persists from day
to day.
2 Ghosts. First taint: When the wizard assists in the slaying of a creature
or person, there is a 10% chance that the “ghost” of that being follows
the wizard for 1d4 turns, behaving as if it hadn’t died at all. It can
effect nothing as it is merely an echo of a parallel in which the creature
did not perish. Although it is spectral and at times barely visible, still
it may potentially make a lot of racket. Second taint: The chance is
reduced to 5%, but the ghost will remain all day. It looks quite real,
although still ineffectual. It so unnerves the companions of the wizard
12 Crawl! Fanzine No. 1 - Special Edition

that all actions are performed with a -2 penalty. Third taint: As above.
Fallen companions will now appear from time to time to accompany
the party for a day or so. Because the companion is actually operating
in an adjacent universe, his or her actions may be subtly inappropriate
for present circumstances.
3 B
 linking. First taint: During combat (and other similarly stressful
situations), the wizard may suddenly teleport a very short distance
away (1 in 8 chance per round). He is not in control of this ability: it is
caused by an abrupt change in the proximate past that places him in a
slightly different position. The teleport is in a random direction, up to
10 feet away. During rounds that he blinks, his armor class is increased
by 5, but spellchecks and other action rolls are reduced by 5. Second
taint: Same as above but he now switches places with another person/
monster in the area. The other person suffers the same disorienting
effect and AC bonus. Third taint: As above, except the blinking pair
no longer switch places. One of them will teleport to the safest place
in the room, the other to the most dangerous place in the room. (If
the target location is so dangerous that instant death results, a saving
throw is allowed)
4 I nsubstantiation. First taint: The wizard becomes indistinct, hazy.
His armor class is improved by 1. Second taint: The wizard is now
becoming transparent. His AC is improved by a further +3 and he may
now Move Silently as a thief of the same level. Melee engagement is
becoming ineffectual, however, as his attacks often pass right through
the intended target. He consequently suffers a -3 for melee. Third taint:
The wizard is now nearly immaterial. AC is further increased by +3.
Non-magical weapons cause half damage. The wizard may freely pass
through nonmetal objects, but has nearly lost the ability to manipulate
material objects, e.g. door handles, sacks of gold, etc. To do so requires
a dexterity test against a DC of the judge’s discretion. Melee attacks
are made at a -8 penalty.
5 L
 ost & Found. First taint: Items come and go from the magicians
pockets. Any time he tries to make use of a held item, roll a d20. On
a 4 or less, the item is not there. (Roll again the next time the item is
requested. It may be there this time.) If a 1 is rolled, a foreign item is
found in its place. Second taint: As above but it now it happens with his
companions. Third taint: Lost items are permanently lost. On the other
hand, the things that show up are really really good.
6 M
 ental Illness: First taint: Acute paranoia. Second taint: Delusions of
Grandeur. Third taint: Hallucinations.
Crawl! Fanzine No. 1 - Special Edition 13

Spellburn: Van den Danderclanden


Van den Danderclanden enjoys the stinging and whirling winds of chaos. His
multiple selves and servants express their glee by randomly sacrificing their
minds and bodies to gain power and corruption. When a past self or peon
exercises spellburn, roll a 1d4 to determine a possible sacrifice or come up
with something similar to express the caster’s joy in chaos.
Roll Spellburn Result
1  an den Danderclanden occasionally appears in dreams and visions in
V
a skeletal form. The caster feels compelled to emulate this by filleting
his own skin to expose bones (expressed as Stamina, Strength or
Agility loss.) The caster must succeed on a DC 10 Fort save or suffer a
permanent stat point loss from the mutilation. Failure and success will
result in a partial skeletal form granting a maximum +1 AC bonus for the
duration of the spellburn stat loss.
2  he chaotic master will randomly corrupt the mental facilities of his
T
peon. For each point of spellburn, another point will be lost from
Intelligence or Personality (determined randomly.) This point will be
worth twice its value but the stat loss will last for 1d4 days.
3 The Supernal One loves pranks. He will pull them on his former self
and servants by swapping their hands for feet or vice versa (determined
randomly.) One hand or foot will be swapped for every 1 or 2 points
spent. This effect happens instead of stat loss, but lasts for the
equivalent amount of time.
4  he Immortal Archmage’s discordian nature can be reflected in the
T
cacophony of disorientating communication. For any points spent, the
caster makes a DC 15 Will save. Failure means the caster loses the ability
to construct a complete sentence. Words come out backwards, out of
order or as gibberish. The caster may hear and cast spells as normal, but
no one will understand a word being said. The effect happens instead of
stat loss, but lasts for the same amount of time.

Patron Spells of the Supernal


Archmage
Van den Danderclanden’s previous selves and peon followers are granted
three unique, but chaotic, spells as follows:
Level 1: Van den Danderclanden’s Hateful Blemish
Level 2: Snafufubar
Level 3: Elastic Reality
14 Crawl! Fanzine No. 1 - Special Edition

Van den Danderclanden’s


Hateful Blemish
Level 1 (Van den Danderclanden) Casting Time: 1 round
Range: varies, see below Save: Will
Duration: varies, see below

General: Past selves and servants of the Supernal Archmage typically


wallow in their corruptions, but innocent bystanders are usually offended
with disgust. This negative energy is harvested and concentrated for later.
The caster will use this energy to curse his enemy with an ugly mark.
All who look upon it are violently repulsed.
Manifestation: 1d6. 1. The target’s body becomes stooped and
hunchbacked; face warped, deformed. 2. Target is covered in weeping
sores. 3. Target’s Superego dissolves: begins to loudly blaspheme, insult,
and provoke. 4. Target becomes sexually repulsive. 5. Target flatulates
uncontrollably. Surrounded by a choking, toxic cloud. 6. Target skin is
caked in excrement, surrounded by swarming, biting insects.

1 Lost, Failure and Patron Taint


2-11 Failure. Lost.
12-13 A
 ll within 10 meters of target are so distracted by the blemish that
all skill checks, saving throws and attack rolls suffer a -2 penalty. The
blemish will last for 1 turn.
14-17 A
 ll within sight of target are so distracted by the blemish that all skill
checks, saving throws and attack rolls suffer a -2 penalty. Those within
melee range are compelled to attack the target. Blemish lasts for 1d3
turns.
18-19 A
 ll within sight of target are so distracted by the blemish that all
skill checks, saving throws and attack rolls suffer a -2 penalty. Those
within melee range are compelled to attack the target. The blemish is
contagious. Any living thing that touches the target or lands a melee
attack may also be inflicted by the blemish. New victims will suffer
the blemish for 1 turn. The original target keeps it for 1d5 turns.
20-23 A
 ll within sight of target are so distracted by the blemish that all
skill checks, saving throws and attack rolls suffer a -2 penalty. Those
within melee range are compelled to attack the target. The blemish
is contagious. Any living thing that touches the target or lands a
melee attack may also be inflicted by the blemish (roll again for new
Crawl! Fanzine No. 1 - Special Edition 15

manifestations.) All new targets suffer the blemish for 1d5 turns. The
original target enjoys his new pariah status until Remove Curse is
successfully cast on him.
24-27 A
 ll within sight of target are so distracted by the blemish that all skill
checks, saving throws and attack rolls suffer a -2 penalty. Any living
creatures within a quarter mile of the target are drawn to him and
immediately compelled to use their most powerful weapon to rid the
earth of him. The blemish is contagious. Any living thing that touches
the target or lands a melee attack will now also be inflicted by the
blemish (roll again for new manifestations.) All new targets suffer the
blemish for 1d7 turns. The original target enjoys his new pariah status
until Remove Curse is successfully cast on him.
28-29 A
 ll within sight of target are so distracted by the blemish that all
skill checks, saving throws and attack rolls suffer a -2 penalty. Any
living creatures within a quarter mile of the target are drawn to him
and immediately compelled to use their most powerful weapon to
rid the earth of him. The blemish is contagious. Any living thing that
touches the target or lands a melee attack will now also be inflicted
by the blemish (roll again for new manifestations.) All targets suffer
the blemish for 1d7 turns. The original target enjoys his new pariah
status until Remove Curse is successfully cast on him. If killed, the
stinking corpse of the original target will continue to exhibit the
effects of the spell for 1d5 days.
30-31 A
 ll within sight of target are so distracted by the blemish that all
skill checks, saving throws and attack rolls suffer a -2 penalty. Any
living creatures within a quarter mile of the target are drawn to him
and immediately compelled to use their most powerful weapon to
rid the earth of him. The blemish is contagious. Any living thing that
touches the target or lands a melee attack will now also be inflicted by
the blemish (roll again for new manifestations.) All targets suffer the
blemish for 1d3 hours. If killed, the stinking corpse of all targets will
continue to exhibit the effects of the spell for 1d7 days.
32+ All enemies within 100 feet become cursed with an ugly mark. All
within sight of targets are so distracted by the blemish that all skill
checks, saving throws and attack rolls suffer a -2 penalty. Any living
creatures within a quarter mile of the target are drawn to them and
immediately compelled to use their most powerful weapon to rid the
earth of them. All targets suffer the blemish for 1d3 hours. If killed,
the stinking corpse of the targets will continue to exhibit the effects
of the spell for 1d7 days.
16 Crawl! Fanzine No. 1 - Special Edition

Snafufubar
Level 2 (Van den Danderclanden) Casting Time: 1 round
Range: per description Save: Will
Duration: per description

General: Chaos and misfortune surrounds the persons and peons of Van
den Danderclanden. This bad luck can be focused and taint enemies and, on
some occasions, places. Anything that can go wrong, does.
Manifestation: 1d4. 1. Maniacal calliope music begins to play from some
unseen source. 2. Action appears to be sped up considerably, although time
passes as usual. 3. All affected entities feel slick, as if coated in grease. 4. The
world appears to spin wildly!

1 Lost, Failure and Patron Taint


2-11 Failure. Lost.
12-13 Failure but not lost.
16-19 T
 he target becomes very clumsy and will fumble on a 1-3 during the
next round.
20-21  he target becomes very clumsy and will fumble on a 1-3. Target’s
T
language becomes garbled, he may not issue any instructions or
cast a spell and be understood. The target is aware of this, and if he
proceeds with spell casting regardless, any failure will be as if the
spellcheck was made with a natural 1. The effect lasts for 1d4 rounds.
22-25 T
 he target becomes very clumsy and will fumble on a 1-3. Target’s
language becomes garbled, he may not issue any instructions or
cast a spell and be understood. The target is aware of this, and if he
proceeds with spell casting regardless, any failure will be as if the
spellcheck was made with a natural 1. The target also suffers a -1d
(What die?) to any Luck, and luck based checks. The effect lasts for
1d6 rounds.
26-29 U
 p to 1d3 targets may be affected. The targets become clumsy and
will fumble on a 1-3. Target’s language becomes garbled, they may not
issue any instructions or cast a spell and be understood. The targets
are aware of this, and if they proceeds with spell casting regardless,
any failure will be as if the spellcheck was made with a natural 1. The
targets also suffer a -1d to any Luck, and luck based checks. The effect
lasts for 1d6 turns.
Crawl! Fanzine No. 1 - Special Edition 17

30-31  p to 1d5 targets are affected. The targets become clumsy and will
U
fumble on a 1-3. Target’s language becomes garbled, they may not
issue any instructions or cast a spell and be understood. The targets
are aware of this, and if they proceeds with spell casting regardless,
any failure will be as if the spellcheck was made with a natural 1.
The targets also suffer a -1d to any Luck, and luck based checks. The
effect lasts for 1d6 turns.
32- 33 Up to 1d10 opponents are affected. The targets become clumsy and
will fumble on a 1-3. Target’s language becomes garbled, they may
not issue any instructions or cast a spell and be understood. The
targets are aware of this, and if they proceeds with spell casting
regardless, any failure will be as if the spellcheck was made with
a natural 1. Targets lose 2 luck points and suffer a -1d to any Luck,
and luck based checks. They must successfully make a Willpower
save against DC 15 to make an attack against an opponent; failure
indicates that they have attacked an ally by mistake. The effect lasts
for 1d6 turns.
34+  he local area, i.e. local cubic mile, will become a place legendary
T
for its unluck. All who enter immediately lose a luck point and
suffer a -1d to any Luck, and luck based checks. Fumbles occur on
1-3 and all fumbles are resolved with +1d. Combat instructions are
misheard, missives are confused, maps are mis-drawn, etc. this effect
is permanent until magically dispelled.

Elastic Reality
Level 3 (Van den Danderclanden) Casting Time: 2 rounds
Range: per description Save: Will vs. Spell Check
if target, or item owner, is
Duration: Caster level in turns,
unwilling
or noted otherwise

General: Alternate, past and future selves can swap realities. Mixing
these inter-dimensional times and places can affect a caster’s surrounding.
Anything from single items to people and places can be switched on a whim.
Sometimes the swap is simple. Sometimes the changes can be drastic.
Manifestation: 1d4. 1. Wizard appears as a blur during the duration of casting.
2. There is a blinding flash of light. 3. A sound like buzzing hornets rises and
ends abruptly. 4. All present feel a powerful sense of deja vu.
18 Crawl! Fanzine No. 1 - Special Edition

1 Lost, Failure and Patron Taint


2-11 Failure. Lost.
12-15 Failure but not lost.
16-17 T
 he caster may change a single mundane item within 10 feet with a
random piece of equipment. (See Table 3-4: Equipment in the Core
Rules.)
18-21 T
 he caster may change a single mundane item within 20 feet with
any other mundane item of similar size & weight.
22-23 T
 he caster may change any item within sight, including magical
items, to any item that the caster is familiar with. Unique magic
items may be swapped out with items of similar or less power.
Previous owners of swapped items will have the memory and history
of always possessing the new item.
24-26 T
 he caster may change any item , including magical items, or a person
up to the caster’s level or hit dice within sight with any item of similar
power or a random creature of similar level or hit dice. Caster must be
familiar with the item. Random creatures are effectively summoned,
but have free will. Targets (including swapped creatures or items
owner) may make a save, Will vs. Spell Check, if unwilling. If successful,
the target’s memory or history will change to the current reality.
27-31 The caster may change any item, including magical items, or a person
up to the caster’s level or hit dice within sight any item or person
of similar power, level or hit dice. Caster must be familiar with the
person or thing. Targets (including swapped person or items owner)
may make a save, Will vs. Spell Check, if unwilling. If successful, the
target’s memory or history will change to the current reality.
32-33 T
 he caster may change any person up to the caster’s level or hit dice
or items within sight, or room up to 20 cu. ft., with any person or
item of similar size, power, level or hit dice or random location of
similar size. Caster must be familiar with the person or thing. Targets
(including swapped person or item’s owner) may make a save, Will
vs. Spell Check, if unwilling. If successful, any target’s memory or
history will change to the current reality.
34-35 T
 he caster may change any person up to the caster’s level or hit dice,
items, or area within sight with any person, place or item of similar
size, power, level or hit dice. Caster must be familiar with the person,
place or thing. Targets (including the swapped person or item’s owner)
may make a save, Will vs. Spell Check, if unwilling. If successful, any
target’s memory or history will change to the current reality.
Crawl! Fanzine No. 1 - Special Edition 19

36+ The caster may change any person up to the caster’s level or hit dice,
items, or area within sight with any person, place or item of similar
size, power, level or hit dice. Caster must be familiar with the person,
place or thing. Targets (including swapped person or item’s owner) may
make a save, Will vs. Spell Check, if unwilling. If successful, any target’s
memory or history will change to the current reality until dispelled.

Artwork Brett Miller


20 Crawl! Fanzine No. 1 - Special Edition

Artwork Count Spatula


Crawl! Fanzine No. 1 - Special Edition 21

Save or Die!
These rules are a slight variation to the standard Bleeding Out rules (see
core rules.) These allow a the dying character to possibly cry for help or
Crawl! to safety.
When a Player Character’s Hit Points fall below 1, the character makes a
DC 15 (Moderate) Fortitude Save. If the PC fails, the character is unconscious
and dying as usual. If the PC succeeds, the character remains conscious but
is still dying. A conscious PC may attempt one move, or equivalent action,
but may not attack or cast a spell. Every following round the PC must make
DC 15 (Moderate) Fort Save or fall unconscious and move one step closer to
death. If any time the PC rolls a natural 1, the PC immediately dies. If the
PC fails a total of three times, the PC also dies. If any roll is a natural 20, the
PC is conscious and recovers 1 hp and is groggy for one hour, per standard
Recovering The Body rules.
Optionally, any time a PC takes damage that is equal to or more than
their Stamina score in a single attack. And that attack drops the PC below
1 HP, they must make Fort Save or immediately die. The DC is equal to
the damage taken.
These rules can also be applied to important NPCs.

Artwork Brett Miller


22 Crawl! Fanzine No. 1 - Special Edition

Variable DCs
The Skill Checks system in DCC RPG is simple and loose, just how
I like it. The following rules don’t change the existing rules, but add some
depth while making full use of Ability scores for passive checks and to
add a bit of randomness.
This system focuses on comparing a variable Difficulty Class to a character’s
actual Ability score but also factors in Occupation and Character Class for
passive checks and replaces a flat DC with a variable one.

Difficulty
The first thing to figure out is the base difficulty of the task. The core
rules have four degrees of difficulty, DC 5 if the task is of any challenge to
the unskilled (Easy). DC 10 if it has a measure of difficulty to the skilled
(Routine). DC 15 if it would be challenging to the trained (Moderate). And
DC 20 if only a highly skilled hero can do it (Hard.) This system adds another
layer of difficulty that only a super hero could accomplish, “Impossible”
with a base DC 22. Use the Difficulty Table for replacing the flat DC with
an equivalent DC based on variable d6s. This adds a bit of randomness to
the check, for example what was originally DC 10 can be anywhere between
3 and 18. This is particularly useful when comparing to an Ability Score as a
passive check. Variable DCs can increase possibilities or make the mundane
surprisingly difficult, e.g. A mundane lock can be rusted shut, or a normally
impossible to detect secret door can be accidentally left ajar.

DIFFICULTY TABLE
Flat DC Difficulty Variable DC
5-8 Easy 2d6
9-12 Routine 3d6
13-16 Moderate 4d6
17-21 Hard 5d6
22+ “Impossible” 6d6

*Optionally, add an additional d6 for every 3 or so points above 22.


Crawl! Fanzine No. 1 - Special Edition 23

Occupation Skills
There are no formal skill lists in DCC RPG. It is assumed that any character
can attempt to do anything that their previous occupation required. For
example, a former Ostler can handle horses, and likely do minor work with
leather and iron. While a Shaman might know a bit about nature, minor
healing and understand some primitive magic, such as fortune-telling. It’s
up to the Judge and Player to determine what these specific skills are. In
this system, if the task is something everyone can do, the task should be at
least one step easier in difficulty for someone that has the skill. For example,
digging a hole would be Moderate difficulty (DC 15 or 4d6) for an Ostler,
might be Routine (DC 10 or 3d6) or even Easy (DC 5 or 2d6) for a Grave
Digger. Adjust the DC accordingly.

Class Skills
Class can also be a factor during an Ability Check. If the skill is related to
the class, the character should get a modifier to the check equal to their class
level. For example, if a 3rd-level Wizard is analyzing some runes (a typical
skill for a wizard), add 3 to the effective Ability score. Optionally if the task
is something that every class can effectively do, but certain classes would
inherently be better at it, combine the bonus with an additional skill die, see
Table: Class Skill Dice. This allows the skilled to roll some extra dice. Racial
modifiers should also be added accordingly.

CLASS SKILL DICE


Class Level Skill Die
1 d3
2 d4
3 d5
4 d6
5 d7
6 d8
7 d10
8 d12
9 d14
10 d16

Note: This bonus die would be in addition to their Class Level.


24 Crawl! Fanzine No. 1 - Special Edition

Passive Ability Checks


In general, non-combat tasks should be role-played. A passive Ability Check
is used if there is are consequences or danger from failure. Tripping traps,
stumbling upon secret doors and avoiding detection are examples. The check
should use the most appropriate Ability Score (see Skill Checks for Common
Activities in the DCC RPG rulebook for examples.) The effective DC is
rolled by the Judge. Start with the base difficulty, factor in occupation skill
then directly compare the result to the chosen Ability Score (modified by
Class Level & Skill Die if appropriate.) If the modified Ability Score is equal
or less than the DC rolled, the check is successful. For example, a party is
walking down a hall, but not specifically searching for traps or secret doors.
There is a secret door, determined to be Hard by the Judge, in the hallway.
The Judge would roll 5d6 and compare it to the Luck of each member of
the party. Every PC whose Luck is equal or higher than the roll would notice
the secret door. If the party is running down the hall, away from a tribe of
lizardfolk, finding the secret door would be more the difficult. Increase the
difficulty to 6d6 (Impossible).

Active Checks
Active checks work like normal, but use a variable DC. The PC rolls a Skill
Check like normal, but compares it to a variable DC rolled by the Judge.

Artwork Count Spatula


Crawl! Fanzine No. 1 - Special Edition 25

OSR Conversions: Spells


In DCC RPG, spells don’t automatically work when cast, there is a chance of
spell loss, failure, corruption, or all of the above. The spell also has a variable
amount of effects, and when cast successfully it can be cast again. Here’s a
simple way of emulating the effect with older edition spells without going
though a whole spell conversion process. This is particularly helpful when
bringing in established characters from OSR/D&D. The major change is
that spell checks are rolled for each spell cast, there are also the potential
for fumbles and crits. Note that this is a temporary fix and permanently
transferred characters should be converted to DCC RPG rules. DCC RPG
spells are limited to 5th-level.

Spell Checks
When you cast a spell you have to make a spell check. Roll a d20, add the Caster
Level, modified by Intelligence modifier if the caster is a Wizard, or Personality
if a Cleric. Wizards must also modify their rolls with any armor check penalties.
The base DC is 10 plus twice the spell level [DC 10 + (2x spell level)]. The roll
is compared to following Table: Spell Check Effects. A roll equal or greater than
the DC means the spell is successfully cast. A wizard does not lose the spell
from memory if cast successfully. A roll less than the DC results in a spell
failure. Wizard spells are lost for the day. Clerics who fail a spell check don’t
lose the spell, but increase the natural chance of a fumble by one (See Deity
Disapproval in the core rules.)

Critical Success and Fumbles


A natural 1 is always a fumble (sometimes more for clerics.)
Fumbled Wizard spells are automatically lost for the day, and the caster must
suffer a misfire or corruption effect: d10 modified by Luck; (0 or less) greater
corruption, (1-2) major corruption, (3-4) minor corruption, (5 or more) misfire
(See Corruption in the core rules.)
Fumbled Cleric spells increase the chance of Deity Disapproval by one and
suffer the effects of disapproval (See Deity Disapproval in the core rules.)
A natural 20 is always a critical success. A critical success results in the spell cast
with an additional bonus modifier equal to the caster level.
26 Crawl! Fanzine No. 1 - Special Edition

SPELL CHECK EFFECTS


Spell Failure Min. Normal Max. Enhanced
Level
1 11 or less 12-13 14-17 18-19 20+
2 13 or less 14-15 16-20 21-22 23+
3 15 or less 16-17 18-21 22-23 24+
4 17 or less 18-19 20-23 24-25 25+
5 19 or less 20-21 22-25 26-27 28+
Failure: Spell does not cast and is lost or disapproval range increases.
Minimum: The minimum possible spell effect is cast. May cast again later.
Normal: Spell is cast normally. May cast again later.
Maximum: Spell is cast with maximum possible effectiveness. May cast
again later.
Enhanced: All spell effects are maximized (and doubled if applicable.)
May cast again later.

Quick OSR Spells Effects


This method quickly produces similar results without granular spell effects
(e.g. minimum or maximum effects.)
Spell Check: When you cast the spell you have to make a spell check.
(Roll a d20, Modified by Caster Level, plus/minus appropriate Intelligence
or Personality mod, minus Spell Level x2, minus Armor Check penalty.)
Roll: Result
10 or less: Spell Fails. Wizards lose the spell for the day.
Clerics increase chances of fumble by one.
11-19: Spell casts as usual, spell is available to be cast again.
20 or more: Spell casts with maximum effect, spell is available
to be cast again.
Critical Success and Fumbles: A natural 1 is always a fumble
(sometimes more for clerics.) Fumbled spells are subject to the effects
of either corruption or disapproval (see above.) A natural 20 is always a
critical success. A critical success results in all spell effects maximized
and doubled if applicable.
Crawl! Fanzine No. 1 - Special Edition 27

Artwork Brett Miller


28 Crawl! Fanzine No. 1 - Special Edition

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