Crawl 01
Crawl 01
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.
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.
Contents
Wizards & Warriors! Part 1
Pulp Fantasy and Sword & Sorcery Campaigns 5
Save or Die!
New death and dying rules
21
Variable DCs! 22
New rules for non-combat task resolution
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
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
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.
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
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
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!
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
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.
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.
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
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.
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.
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.)
crawlfanzine.com
A fanzine dedicated to the Dungeon Crawl Classics Role Playing Game.
Print editions available directly from crawlfanzine.com.
Digital (PDF) editions available at shop.d20pfsrd.com and rpgnow.com.