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Dec 2015
Crawling Under A Broken Moon
Welcome to the tenth issue of Crawling Under A Broken Moon!
One of the first things that drew me to gaming was seeing a friend’s first
edition, first printing of the Monster Manual at school and being enamored
with it. Not surprising since I was born in Elkhorn, WI, a town next to
Lake Geneva.
Of all of the AD&D books, the Fiend Folio is my absolute favorite to this
day. The art in it just fires up my imagination.
At one point, I believe I owned almost every monster book for every
edition up to 3.5; even the really bad ones.
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 www.
goodman-games.com or contact [email protected]
Contents
Aetherian War Cat ......................................................................................3
Bowel Tyrant................................................................................................5
Concrete Giant .............................................................................................7
Deathbot .......................................................................................................9
Flying Laser Ursine ...................................................................................11
Fruiti-Slush Ooze ......................................................................................13
Jack-O-rang-utan .......................................................................................15
Necrocornicon ...........................................................................................17
Orbus ..........................................................................................................19
Twisted Horrors ........................................................................................21
Xenotaur .....................................................................................................23
Zilla .............................................................................................................25
Zmooph ......................................................................................................27
If encountered without a rider, they are 80% likely to still be wearing armored
barding and a saddle. If still armored, there is an additional 30% chance that
there are a few (1d3) sheathed weapons still attached to its harness. The riderless
War Cat will be wary if approached but will not attack unless threatened or very
hungry.
It is possible for a Warrior, Aetherian Hero, or other character type that employs
a Deed die for a class ability to bond with a riderless War Cat. The character
attempting this must display how bold, buff, and trustworthy they are to the
masterless beast over the period of 1d3 weeks. This must be done at the location
where the War Cat was encountered or a Per check (DC 15, -1d6 for bribes of food)
per day must be made to get the beast to follow the party at a safe distance. After
the requisite weeks of befriending have passed, the character rolls their highest
Action Die and their Deed Die plus their Str, Sta, and Per modifiers against a DC
25. Displays of affection, offers of food, and the accomplishment of Mighty Deeds
may increase the character’s chances, depending on how genuine and worthy they
are. Success indicates the War Cat has accepted the character as its new master.
Failure results in the War Cat moving on in search of a worthy master. They may
continue to make daily Per checks to get it to stick around for another try, but
the second mastery attempt will require an additional 2d3 weeks and DC 30 to
succeed. The War Cat will not give a character a third chance.
A War Cat cannot have more than one master and if two or more worthy candidates
attempt to bond to it at the same time, the War Cat will expect them to duel or
compete in tests of strength to determine who is best. Only the winner will have a
chance to master the beast.
3
Once bonded, the War Cat will be completely loyal to its master until death. Also,
every time its master levels up, the War Cat will gain +1d6hp and its Deed die
will increase one die step. This does not actually adjust its HD total and it will
lose these bonuses if its master dies, as they are a direct result of the psychic bond
between master and steed.
* These Mighty Deeds are from Steel and Fury © 2015, Purple Duck Games.
Adventure Hooks
► As you exit a mountain pass you come across a small but bloody battlefield.
It appears that one warrior slew dozens of feral mutants and then died due
to many wounds. Next to his corpse lies a large cat-like beast that eyes you
warily as you begin to loot the bodies.
► A local village is up in arms as there is a large beast that is raiding their
chicken coops each night. They offer food and lodging if you will hunt the
beast down.
► As you are traveling down an old road you see a strange scene up ahead.
A young girl wearing an adult sized battle helm is clinging desperately to
the back of a huge, saddled tiger. The unlikely pair are fleeing from a pack
of bikers that are trying to catch them with hook & chain. They will most
certainly be overwhelmed if no one intervenes.
4
Bowel Tyrant
Bowel Tyrant: Init -2; Atk bite +1 melee (1 dam + special); AC 8; HD 1d5;
MV 10’; Act 1d20; SP Infectious Domination; SV Fort -2, Ref -2, Will +10;
AL L.
Bowel Slave: Init +2; Atk fists +2 melee (1d4+2 dam) or by weapon +2
to Atk and Dam; AC 13; HD 2d6; MV 40’; Act 1d20; SP immune to pain,
ignore Crit penalties, regenerates 1 hp per turn; SV Fort +4, Ref +2, Will
n/a; AL L.
The alien Vithi, commonly known as Bowel Tyrants, are tiny, highly intelligent
parasites that attempt to conjoin with a mammalian host bodies in order to
accomplish their genetically inherited goals. They will hide themselves in areas
that mammals, preferably highly evolved ones, will go to relieve themselves.
Stealthily, they will secrete a small amount of numbing toxin on to the victim’s
anus and attempt to climb through to nest themselves deep in the victim’s
intestinal tract. Once this is successful, they will begin extending tendrils into
the victim’s nervous system and spinal cord. After several days, the process will
be complete and the Tyrant will begin exerting subtle control over the victim’s
decision making. This will eventually result in the victim being fully controlled
without even knowing it.
5
To help the rebels defeat the local rulers so a Tyrant dominated puppet
4
can take control.
To infiltrate enough road gang members of different allegiances to
5
consolidate all of the gangs into one force ruled by the Tyrants.
6 To collect data on the local activities and experiments of the Cyberhive.
7 To further the aims of a local cybersorcerer that they have allied with.
Bowel Slaves
Anyone who relieves themselves in an area with a hidden Bowel Tyrant will be
targeted unless they roll under their current Luck score. If targeted, they must
make a Fort save (DC18) or be infected. If the save is made, there is a 33% chance
of the Bowel Tyrant being detected.
► Stage 1 infection - The victim will experience bloating and minor diarrhea
for a period of 1d4+1 days, similar to eating a bit of food that was on
the verge of going bad. During this time the Victim will suffer 1 point of
temporary Sta loss each day.
► Stage 2 infection - The victim will feel much better, quickly recovering
all previous Sta loss and actually gaining a permanent +1d3 to their Sta
attribute. All saves versus toxins or spoiled food are made at plus one step
to the action die. At this point, the victim will be under the influence of the
Tyrant but not fully controlled.
► Stage 3 infection - Two to three weeks after the initial infection, the
conversion to a Bowel Slave is complete; the Tyrant is in full control of
the victim. It has complete access to its memories and generally allows
the victim to live out its life normally, only adjusting their behavior when
necessary to fulfill their greater plans. The victim enjoys further increased
health and its feces will contain spores that will grow into mature Bowel
Tyrants in 30 days, putting anyone who uses the same place to relieve
themselves at risk of infection unless a thorough cleaning job is done with
strong detergents.
In combat, Bowel Slaves will have no regard for their personal safety and, since
they cannot feel pain, will not react to even the most grievous wounds. Any non-
lethal special effects (other than additional damage) imposed by a Critical hit
upon them are ignored as their altered biology kicks in.
Should the Bowel Slave be killed or too badly damaged to repair, the Tyrant will
cause the slave’s bowels to forcefully evacuate so they can quickly escape. If still
alive, the slave will expire in 1d5 rounds due to internal hemorrhaging.
6
Concrete Giant
Cretinous Brutes of the Urban Wastes
- By Kevin Searle
These hulking humanoids lurk among half-fallen office buildings and long-
abandoned parking structures. They scavenge the urban wastes during the
daylight hours, surviving on large vermin and humanoids and spend their nights
eating and hiding in the shadows of their blasted landscape. Roaming alone or,
more typically, in groups of three, they are almost always accompanied by pet
Giant Rats that feed off the scraps of the Giant’s food. They will sometimes be led
by a Cybernetically enhanced giant, created by a Techno-Mage, in bands called
“wrecking crews”.
Concrete Giants like to surprise their victims, using their natural camouflage
to blend in with walls, decrepit buildings, and overpasses to attack when their
prey least expect it. Extremely hostile, they attempt to kill or capture anyone they
encounter in order to take them back to their squalid camps and be eaten raw. Not
being very intelligent, they use whatever is laying around for weapons - including
rusted lamp posts, old parking curbs, rebar and concrete clubs, and other urban
debris they find.
7
Cyborg Concrete Giants
Whether to command troops or to just go on rampages, devastating their enemies,
Giant Cyborgs make terrifying opponents. Their appearance is identical to that of
their brethren, the Concrete Giant, save for the cybernetic enhancements grafted
onto their bodies. Portions of a Giant Cyborg’s skull are replaced with enhanced
optics and a computer-brain interface that allows for remote control of the hulking
mutant, faster reflexes, and a targeting mechanism for the grenade launcher fused
to their shoulder. Technically minded characters have a chance of understanding
the nature of the Cyborg’s cranial enhancement and the implications of it.
Adventure Hooks
► Techno-Mages and their ilk often prey on the dullard giants of the urban
hellscape, enslaving them for their own nefarious purposes. Wrecking
crews can be sent out on missions with the sole purpose of causing random
destruction, instilling fear in the Mage’s enemies. They can also be used to
soften targets before the onslaught of more powerful forces or the Techno-
Mage himself.
► The ranks of Concrete Giants are forged in the underground laboratories of
their masters. Large vats of magically imbued molten asphalt and churning
concrete mixtures await those taken captive by the wrecking crews. Preying
on lone mutants or the ragged human survivors in the Old City, they are
thrown into cages awaiting an uncertain fate. More often than not, the
sorcery fails and the potential giants are simply drowned.
► There have been some rumors that the wrecking crews and road gangs
have been working together. It may be that they have some tenuous truce
with the giants getting the bodies for food while the gangs scavenge the
leftover gear. Another possibility whispered among the Old City is that
even the gangs themselves are part of the Techno-Mage’s army acting as a
sort of cavalry to the giants infantry.
8
Deathbot - By Ryan Moore
“The Harvester” A Deathbot: Init +0; Atk tentacle grabbers +12 melee
(Entangling), laser defensive array +6 ranged (1d10+3 dam, range 200’,
360° firing arc), or main cannon Plasma Blast +12 Cone 20’ wide 30’ long
( Damage equals current hp. DC 25 Ref save for half damage); AC 25; HD
10d8; MV 40’, jump 20’; Act 4d20; SP Entangling Tendrils, Cybersorcery
Focus; SV Fort +10, Ref +5, Will +10; AL L.
Deathbots were created by the Ancients to fight in the final wars of the
Apocalypse. Most were destroyed but a few have survived in hidden
underground bunkers and have recently begun to awaken. Cyber-
sorcerers often use Deathbots as personal vehicles or mobile bases.
The Harvester uses its tentacles to entangle and capture prisoners. Anyone
hit by a tentacle must make Ref save vs the machine’s hit roll or become
entangled. One round after entangling a target the tentacle will deliver an
electric shock (DC 15 Fort save or be stunned 1d6 rounds). A captive may
free itself from a tentacle by making a Str check vs the the Deathbot (Str
bonus +10). After successfully stunning a target, the Deathbot will store
the captive in one of its internal cells one round later. There are 10 total
9
cells and usually 1d6 will have captives in them. When the cells are filled,
roll on the following chart:
The Deathbots were some of the first ancient tech to employ Cybersorcery
technology. A spellcaster who has successfully gained control of this Deathbot can
spellburn one of the prisoners in place of their own stats. This provides 1d6 points
of spellburn and kills the captive.
The main weapon of the Deathbot is a plasma blast that fires out in a cone shape
20’ wide and 30’ long. Anyone caught in the beam suffers damage equal to the
Deathbot’s current hit points. A Ref Save DC 25 halves the damage. Everytime the
beam it takes d6 rounds before it can be fired again.
Adventure Hooks
► A cybersorcerer is using the Deathbot to dominate and enslave the
surrounding lands. The Deathbot itself is controlled by the living brain of a
small child. The Deathbot often behaves in an erratic and childlike manner.
The players may notice the Cybersorcerer “scolding” the Deathbot.
► A Deathbot has awoken and gone into collection mode. It is gathering both
people and technology. The captives are subjected to a battery of tests.
Some of the test subjects are rejected and released while others are taken
inside the machine and never seen again. The Deathbot operates out of a
nearby Ancient base where it stores its technology and captives. The base is
a treasure trove of ancient tech.
► A Cybersorcerer has transferred his consciousness into the Deathbot. The
Sorcerer is using his new found power as the basis for a tyrannical empire.
The Deathbot is ancient and has a number of weakness that might be
exploited. The original AI for the Deathbot was not destroyed but merely
suppressed by the Cyber-sorcerer’s consciousness and will attempt to make
its presence known.
10
Flying Laser Ursine
Flying Laser Ursine, Adult: Init +1; Atk bite +6 melee (1d7+4), claw +4
melee (1d5+3), or laser eye beam +4 missile (1d5, range 200ft); AC 18; HD
3d8; MV 20’ or fly 50’; Act 2d20; SP Laser Hug, energy beam resistance
(see below); SV Fort +4, Ref +2, Will +8; AL N.
Flying Laser Ursine, Cub: Init -1; Atk bite +2 melee (1d3+1), claw +1
melee (1d3), or laser eye beam -1 missile (1d3, range 50ft); AC 13; HD 1d8;
MV 10’ or fly 30’; Act 1d16; SP energy beam resistance (see below); SV Fort
+1, Ref 0, Will +4; AL N.
It is unknown whether these vicious creatures are native bears that have
been mutated or if they are a naturally occurring species from another
dimension. Regardless of their origin, they now hunt with feral abandon
in the colder, forested areas of Umerica. Luckily, they are generally solitary
in nature and never gather in groups larger than 2-3.
The preferred den of a Flying Laser Ursine is a cave high off the ground
accessible only by the air. Outside of this they weave large nests from
fallen branches and found objects in the crowns of stout trees. Any such
nest has a 25% chance of containing something of value lodged in it.
There is a 30% chance that any solitary Flying Laser Ursine encountered is
actually a mother caring for 1d3 cubs. Should the mother feel that her cubs
are threatened in any way, she will fly into a rage. All attack and damage
rolls are increased by one die step and she will fight to the death. Should
a live cub be captured, there is a 40% chance that a skilled animal trainer
could domesticate the beast.
Adventure Hooks
► A mercantile group has suffered damages to several cargo caravans due
to a group of Flying Laser Ursines taking roost near an established trade
route. They are offering a bounty for each beast slain. Proof of Kill will be
required to collect.
► The warlord that reigns over this area is a tyrant and the people are sick
of him. If there is not enough tribute to appease him, he will let his loyal
pet Flying Laser Ursine “play” with those who come up short. They are
offering a great reward for anyone bold enough to kill him when he comes
again to collect his “due”.
► As you settle down in your campsite and begin to cook up supper, you
hear the sound of heavy wings and great snuffling noises coming out of the
dense brush. Something wants to join you for dinner...
12
Fruiti-Slush Ooze
Fruiti-Slush Ooze: Init (always last); Atk icy pseudopod +4 melee (1d5
dam + fruity frostburn); AC 10; HD 1d8 per 5’ square; MV 5’, climb 5’;
Act 1d20 per 5’ square; SP ½ damage from slicing and piercing weapons,
½ from fire damage, immune to cold damage; SV Fort +6, Ref -8, Will -6;
AL N.
In the ruins of just about every city yet standing there are small buildings with
faded posters touting that delicious frozen fruity beverages are available inside.
The citizens of the old world must have been obsessed with them considering how
many different types and flavors seemed to be offered.
13
Anyone struck by a pseudopod or otherwise coming into physical contact with
the ooze must make a Fort save (DC 10) or Suffer 1 point of Sta damage and have
the moisture from that body area forcefully removed, leaving a brightly colored,
freeze-dried scar that smells strongly of artificial fruit. This Sta damage can only
be healed by magic or super science. It will not recover naturally.
Should any one target be successfully struck by 2 or more pseudopods within one
combat round, they must make Str check (DC 6+3 per pseudopod hit) or be pulled
into the ooze’s body mass and engulfed. Once engulfed, they will automatically
suffer 1d6 damage and 1 Sta damage per round and must make a Fort save (DC 10)
each round or pass out. It will require either a Str check (DC 18) or inflicting a total
of 12 points of damage against AC 16 with a small, one handed weapon to escape.
Anyone attempting to pull the trapped person free must save versus the fruity
frostbite each round that they help. Only one victim can be engulf per 5’ square of
the ooze. Any damage done to the 5’ section containing a trapped victim will be
split evenly between the ooze and the victim.
Any casualties engulfed within the ooze will be expelled 5d6 hours later as a
colorful, freeze-dried corpse. Any equipment that is not especially vulnerable to
cold has a 80% chance of being disgorged undamaged.
Adventure Hooks
► The fruit flavored jerky that can be harvested from corpses of Fruiti-Slush
Ooze victims has become a lucrative trade item to a small but wealthy cartel
of exotic gastronomes operating out of the Citadel of Scrap. It is said they pay
a high price but only if it is fresh.
► After successfully plumbing the depths of a ruins of an underground facility,
with a few spoils for your troubles, you find the village you were staying in
abandoned. All sounds of activity are gone and a strange yet tasty fruit scent
is prevent in the air.
► You have been hired, for a nice sum, to stand guard over a cold storage
tanker car on a train heading to The Citadel. Your employers seem highly
anxious about the trip but are tight lipped as to the source of their concern.
While guarding it, you swear you occasionally hear the sounds of movement
within the tank...
14
Jack-O-rang-utan
Whenever people attempt to reclaim areas that have been taken by the
wilds, they risk the wrath of Grokk - the god of the twisted Wilds and
Wastes. Should anyone dare dishonor the places he considers sacred, they
will certainly encounter Grokk’s favored children, the Jack-O-rang-utans.
These plant simian hybrids were created by Grokk to guard the wilds and
thwart any attempts to tame them. They burn with hatred against any
form of organized development of natural places and anything more than
elementary cultivation with cause them to act.
They appear as heavy set, ruddy furred simians with pumpkin-like heads.
There faces are like that of a jack-o-lantern, including a wild, fiery blaze
burning within their gourd heads. They have the ability to move through
natural environments without making any sound or leaving any trace of
their passing.
15
Unless the invaders are obviously hostile, the Jacks will try to scare them
off first with an unnerving chatter that quickly unhinges the mind. This
torrent of discord will continue for 3d8 hours. Anyone within a half mile
of a group of chattering Jacks must make a Will save (DC 10) every hour
or suffer 1d3 temporary Int damage. Without soundproofing, it is nigh
impossible to get any rest while the cacophony rages on. Anyone reduced
to 0 int in this way will run off into the wilds and have a 33% chance of
never being seen again. Those that do return do so after 1d4 days have
passed with no memory of their excursion.
Should the invaders attack or persist in their efforts to tame the wilds,
the Jacks will attack from the trees with a barrage of burning feces. In
addition to doing damage, anyone hit has a 40% chance of catching fire
(DCC RPG, pg 96). Note that any fires started in a wild area by this attack
will fizzle out and die unnaturally in 1d3 minutes. As a final resort the
jacks will engage in melee combat to clear the invaders from their lands.
They will not fight passed losing 50% of their HP and will quickly retreat
to fight again later. A Jack-O-rang-utan can recover all lost hp with 8 hours
uninterrupted rest in the wilds.
Adventure Hooks
► The Northern Railmasters have had troubles with the new rail line they are
attempting to rebuild. They are offering free rail passage tokens for a year
to any group willing to assist.
► You are part of a merchant truck caravan delivering building supplies and
workers to a new mining operation. As guards, all you have to do is make
sure the stuff gets there and that the construction crew stays safe while they
work.
► As you enter the overgrown ruins of a town just outside of the Wrathwood,
you feel you are being watched. A pleasant glow and the resonance of sweet
singing seems to be coming from what looks to be the town square. The
enticing song of the neo-nymphs leaves you unaware that your unwelcome
presence it about to be dealt with.
16
Necrocornicon
Necrocornicon:
Init +1; Atk cyber-
hoof +5 melee (1d6+3),
death horn +4 melee
(1d8+3 plus Life
Drain); AC 16; HD 7d8; MV 60’,
fly 60’; Act 2d20; SP disguise,
spellcaster, infravision 180’; SV
Fort +8, Ref +4, Will +8; AL C.
17
Anyone struck by the Nercocornicon’s horn in battle must make a Fort
save (DC 10) or be instantly killed. The horn absorbs the victim’s life force
as a number of spellburn points equal to the victim’s HD. These points can
be stored for up to 24 hours and the horn cannot hold more than 10 points
at any one time. If the victim’s body is not properly sanctified and buried,
rarely done nowadays, there is a 33% chance of the corpse raising as a
zombie. It is rumored that the unholy ebon horn retains much of its power
even after being severed from the beast’s skull. Being both magical and
technological in nature, most Cybersorcerers would offer an attractive
price for such a treasure.
Wight Ladies
Wight Ladies appear even more beautiful in death than they did in life.
Only their cold black eyes and death-scared bosoms mar their allure.
They will aimlessly float about the Nercocornicon when not on an errand
and will only attack when commanded to or personally imperiled. Each
of them will emanate a Chill Aura the moment they feel threatened. All
living beings within 100’ will suffer 1d4 cold damage immediately and
1 hp per round they remain in the area. If more than one Wight Lady is
present, increase the die step of the initial cold damage one step per lady.
Adventure Hooks
► As the party is traveling down an old highway, a frantic but well dressed
person waves you down. Apparently, they are the Assistant Mayor of the
nearby town you were going to stop at. Several young women have recently
disappeared and they need all of the help they can get to search for them.
► A breathtakingly beautiful women asks the party to please rescue her sister
and her girl friends from a bunch of slavers that have recently raided the
area. She hands over a sack full of valuables and asks that you take the
freed girls to the edge of the large nearby forest where she will be waiting
with further payment and gratitude for your services…
► One of the Royals of the citadel of Scrap has posted a bounty for a Unicorn
sighted in the Wraithwood. A live capture will earn double pay.
18
Orbus
Orbus: Init +1; Atk claw +4 melee
(1d6+2), psychic lightning +2 missile
(1d8, range 60’); AC 15; HD 2d8;
Mv levitation 30’; Act 2d20;
SP cone of control, read minds;
Sv Fort +5, Ref +2 Will +4; AL C.
Carefully organized rows of CDs, cassette tapes, & vinyl records holding
1 every genre and era of music. Several high end stereo systems to play
them on as well.
Gemstones and rare crystals, all on display with lots of accent lights to
2
make them shine.
Technological gadgets or every make and kind. The flashier they are the
3
better.
4 Toys of all sorts, all perfectly clean and displayed.
Books of all types from fine literature to trashy romance novels. An
5
eclectic library with no logical organization.
large stacks of ancient paper currency arranged in artistic cubical displays
6
based on denomination.
Banks of server racks containing petabytes of data. Monitors everywhere
7
displaying the vastness of its info-wealth.
19
While they have no discernible mouth, they can communicate quite
fluently with any intelligent being via telepathy. They understand all
spoken and written languages as well, making them renowned sages for
those looking to decipher ancient or alien texts. Those who offer them
valuable gifts or services will find them rather pleasant to deal with. Those
who refuse to honor them either end up charmed or rended limb from
limb.
Thier most effective tool is the Cone of Control, an invisible cone shaped
effect that emanates from their large eye out to 100 feet and 60 feet wide.
Anyone entering into that cone must make a Will save (DC 14) each minute
or be charmed (effect level 14 of the Charm Person spell, DCC RPG, pg
131). This is a continuous effect and requires no effort on from Orbus.
Those previously affected by the charm know it was the Orbus’ doing but
not how it happened, thus making them vulnerable to the charm again
when they confront it. Anyone that has been charmed three or more times
by the same Orbus must make an additional Will save (DC 18) each time
they are charmed again or become addicted to the effect.
Even more insidious is the Orbus’ ability to read the mind of someone
standing within the cone, even if they are not charmed. By focusing its
eye the Orbus can cast the ESP spell (DCC RPG, pg 166) against one target
with a 2d7+7 casting roll. If a Lost result is rolled, it cannot try casting ESP
again for one hour.
If the Orbus is not expecting company, there is a 60% chance that they
will be half submerged in a relaxing nutrient bath and attended by 2d4
personal servants that are most likely addicted to its charms, making
them loyal to the death. If forced to take action during its bath, the Orbus
will suffer a -2 to all actions for 1d3 turns before it overcomes its bathing
stupor.
Adventure Hooks
► Your party has been trying to find a buyer for the haul of old books
you discovered so you can replace some much needed equipment. The
directions you were given have lead you to a merchant’s warehouse with
dozens of glazed eyed people that are a little to happy to see you…
► The Northern Railmasters have suffered several train cargo thefts on the
route returning for the Wailing Mine. They have posted a job offering a
handsome reward to hunt down the thieves and their ring leader.
► You come across a disheveled and desperate looking man wearing what
was once fine, tailored clothes. He says he is the mayor of a well to do oasis
town and that he was recently run out by some alien beast. He offers a very
tempting reward if the party agrees to help him retake his town.
20
Twisted Horrors
In deep, hidden laboratories cruel scientist employ forbidden rites and super
advanced alien insight to push the boundaries of science well past what man was
meant to know. They attempt to become like gods; splicing genetics, animating
the inanimate, and creating new life. These new beings are often distorted
abominations driven by pain and hunger. Below are two Twisted Horrors that are
the results of such blasphemous experiments. Whether those experiments were
successes of failures, only the gods can truly know.
Harpoonnik
Harpoonnik: Init +1; Atk webbed fist +3 melee (1d4+2 dam, can subdue),
Harpoon tongue +5 missile or melee (1d7 dam plus 1 Sta per round, range
20ft); AC 13; HD 3d8; MV 25’ or leap 60’; Act 1d20; SP Heals 1d3hp per Sta
point drained, Sneak & Hide +8; SV Fort +1, Ref +4, Will 0; AL C.
Once it has harpooned someone, it will attempt to separate them from the rest of
the group. It will employ its bony webbed fists to render the victim unconscious
while it sucks them dry or fend off those who would interrupt its feeding.
The tongue tube connected to the harpoon is extremely tough and hard to cut. It
will require 20hp of damage to sever it. Alternatively, the harpoon can be ripped
out of the victim with a DC 15 Str check. Should the tongue tube be severed or the
Harpoonnik suffer more than half its Hp in damage, it will flee deeper into its lair
to attempt to ambush the group again later.
21
Scorpain
Scorpain: Init +2; Atk tail stinger +5 melee (1d6 dam plus poison),
torso blade +3 melee (1d5 dam); AC 14; HD 4d8; MV 40’; Act 2d20; SP
regenerates 1hp per round, play dead; SV Fort +3, Ref +5, Will 0; AL C.
Once the Scorpain has suffered more than 50% of its hit points in damage, it will
attempt to feign death. This will comprise of curling up its limbs and twitching
in an insect-like fashion while releasing various alchemical bodily fluids. An
Int check (DC 16) will be required to see through the deception. It the ruse is
successful, it will wait until its hit points are restored and then immediately spring
up and attack again. If its attackers are not fooled it will copiously spray oily fluids
arounds the area, making it quite slippery. While it will not be affected, everyone
else in the area will take all move and attack actions at minus one die step due to
the poor footing.
Adventure Hooks
► A settlement near an old military base ruins recently had a group of raiders
the party has been hunting down come through with the intent to plunder
the ruins. They went in but they never came out. Since then there have been
a lot of strange and disturbing noises coming from the old ruins. The village
would be happy to pay the party to go deal with whatever those idiots may
have woken up.
► The party finds a small town where everybody seems to be in perfect health
yet the town is dour and fearful due to the near nightly disappearances of
townsfolk. While there is a mayor everyone insinuates that the local doctor
is actually in charge…
► Your party has traveled a far distance to find a physician for a deathly ill
party member. Now that you have found one, she should have your friend
fixed up in a jiffy...
22
Xenotaur
Xenotaur Incursion Trooper: Init +1; Atk tail flail +4 melee (2d5+2 dam),
blaster gauntlet +5 missile (3d4 dam, subdual or lethal, range 200ft); AC
16; HD 2d10; MV 45’; Act 2d20; SP Force field; SV Fort +4, Ref +1, Will +1;
AL L.
No one knows what the true name of the Xenotaurs is as they never answer
questions, they only give commands. Those who have encountered them and
lived have described them as inconceivably arrogant, without mercy, and very
quick for their size. A Xenotaur stands roughly 6 foot at the shoulder and weighs
easily half a ton.
These alien despots slip into Umerica through dimensional fissures that they force
open, usually in groups of 2-8. After setting up a base camp, they begin capturing
locals to use as a work force. Anyone who opposes them is dealt with publicly and
swiftly. They have been known to make deals with powerful local governments
but only when it fits within the parameters of their mission.
23
Power Lash: Atk +4 melee (reach 15 ft), 1d5 dam plus Ref save (DC 10)
or entangled. Entangled targets take 1d3 damage per round until freed.
1
Only on target can be entangled at a time. Damage can be set to subdual
or lethal.
Catch Grenades: Range 50ft, targets with 10 ft of the blast must make a
Ref save (DC 12) or be encased in a exopolymer bubble. The bubble will
2
withstand 30hp of damage before breaking. The Xenotaur will have 2d3
grenades.
Stasis Grenades: Range 50ft: target with 10 ft of the blast must make a
3 Fort save (DC 12) or be time locked, unable to move or be affected, for
1d4+1 rounds. The Xenotaur will have 2d3 grenades.
Plasma Glave: Atk +5 melee (reach 5ft) (2d7 dam) or +4 missile (2d10
4
dam, requires 3 rounds to recharge).
Any items removed from a slain Xenotaur have a 20% chance of self destructing,
destroying the item and causing 2d4 damage to everyone with 5 feet. Items safely
removed from the corpse can be used after proper study and training.
Xenotaurs are always encountered on a mission. Roll 1d10 on the table below to
determine what their objective is:
Capture all mutant specimens within 1d3 miles for study. Set up
1
temporary lab and await the science team.
Locate all magical objects within 5d6 miles. Acquire them and return
2
ASAP.
Set up a covert outpost for future use. Negotiation with local forces
3 that may be exploited is authorized. The recruitment of a slave labor
workforce is also authorized.
Infiltrate and observe the area with 3d10 miles. Remain hidden and kill
4
all who compromise your presence.
Locate and acquire magically talented locals who are not tainted with
5
corruption. Assets are to be kept in good health.
Locate and acquire as many healthy slaves as possible with a 5d10 hour
6
period and prepare them for service to the empire.
Deliver a secure holo-crystal message to the nearest Patron class being
7 within 5d100 miles. Use of lethal force is authorized against any who
would bar your way.
Setup dimensional distortion mines around the technological ruins
8
nearest to the fissure. Wait for further orders.
Clear all life from a 5 mile radius of the fissure. Authorization to employ
9
Bio-melt paste weaponry is granted.
Create a safe exit point for an allied extra-dimensional entity. Remain in
10
place until its departure is confirmed.
24
Zilla
Zilla: Init -3; Atk tail swipe +16 melee (2d14+9 dam), Stomp +12 (3d14+9
dam), bite +14 melee (4d10+9 dam); AC 24; HD 12d16+30; MV 120’; Act
4d20; SP Damage Resistance 1d3+1 points of dam/attack, Gifts of the
Glow; SV Fort +12, Ref -1, Will +8; AL C.
These colossal terrors are the stuff of legends and nightmares. Reputedly the
creation of the gods for some twisted form of entertainment, these immense beasts
are semi-bipedal, reptilian giants standing 25 to 40 feet at the hip. The features and
appearance of each Zilla are unique and typically garish in coloration.
Thankfully, these beasts are very rare and completely solitary to the point that if
they become aware of the existence of another of their kind, they fly into a rage
and rush to fight it to the death. Woe to the community that is anywhere near the
spot that two of these walking engines of destruction meet.
Each Zilla displays one or more special powers (roll d%): 1-85 one roll on the Gifts
of the Glow table; 86+ two rolls on the Gifts of the Glow table, ignore duplicate
results. Also, due to their gigantic size, they ignore the first 1d3+1 points of damage
from every attack made on them.
When encountered, there is a 60% chance that they will be sleeping and will remain
so for up to 1d100 years if left undisturbed. Any attacks that cause 15 or more total
damage will wake the beast, which will spend one Turn getting
to its feet and gathering its bearings (all Action Dice
reduced to 1d12).
25
Gifts of the Glow table
Roll 1d7
Radioactive Hellfire Breath Weapon: Generates a cone up to 100ft long and 35ft
1 wide. All targets within the area of effect suffer 3d20 damage, Ref save (DC 15) for
half damage. Requires 2d3 rounds to recharge.
Unstoppable: The beast regenerates 1d4 per round, even after being reduced to 0
hp. Can only be permanently killed by (roll 1d5): 1 - an inferno, 2 - a large amount
2 of acid, 3 - being frozen to below 0℉, 4 - being chopped into tiny bits, 5 - being
electrocuted by a minimum of 10d10 Gigawatts.
Devastating Roar: When unleashed, all targets within 100ft suffer 2d8 damage and
must make two Fort saves (both DC 15); one to avoid being permanently deafened
3 and one to avoid being both knocked back 2d8 feet and then knocked prone.
Delicate materials within the area, like glass, will automatically be destroyed.
Caustic Contamination: Anything coming in contact with the beast suffers 1d5
points of damage per round. Anything in extended contact, one turn or more,
4 must make a Fort save (DC 15) or be permanently contaminated (may cause
permanent sickness or mutation).
Energy Eater: All energy based attacks against this beast heal half of the damage
5 that they normal cause. Being near large energy sources (like reactors or volcanos)
allows the beast to regenerate one HD per Turn.
Icy Aura: The beast radiates an aura of blistering cold 30ft in every direction.
Anything within the aura suffers 1d3 points of damage per round and must make
6 a Fort save (DC 10) or suffer 1 temporary Sta as well. Any area the beast has spent
one full Turn in will be frozen and reduce all movement by half due to iciness (the
Zilla is uneffected).
Infested: When attacked, in the first round of combat and every 2d5 rounds
thereafter 1d10-4 (0-6) parasitic insects will drop from the Zilla’s body and attack
7 anyone within 100ft. Each will have stats equivalent to a Ant, giant (worker); DCC
rpg, pg 394. No more than 2d12+6 total insects will will drop during any one battle.
Adventure Hooks
► During the raiding and looting of the ruins of a large military complex, the
party discovers an immense vault with many warning signs posted on it.
Any tampering with the controls will open it and awake a Zilla from its
long slumber.
► While traveling down the remnants of an interstate highway, you see
hundreds of people fleeing at a hurried pace from the opposite direction.
If asked, they will speak of a lizard god that awoke near their walled town
and destroyed it.
► The Three Royals have posted notices throughout the Citadel of Scrap and
many nearby settlements that a Zilla has been sighted in the deep wastes.
Any group that can capture or kill it and bring it back to the Citadel will be
rewarded with riches and immortality.
26
Zmooph
Zmooph Farmer swarm: Init +2; Atk tiny farming tools +2
melee (1d3 dam); AC 11; HD 1-6d6; MV 20’; Act 1d16 per
HD; SP knock prone, immune to poison; SV Fort -1, Ref +1,
Will +2; AL C.
Patriarch Zmooph: Init +1; Atk eldritch bolts +2 missile (1d6); AC 13;
HD 2d6; MV 20’; Act 1d20; SP spells as 3th level wizard, sacrifice, direct,
immune to poison; SV Fort -1, Ref +1, Will +6; AL C.
Zmoophs are tiny purplish humanoids roughly three grenades tall. The
most distinctive physical feature of a Zmooph is that nearly ¼ of their
total height is comprised of a large, speckled cap mushroom that seems
to be blooming directly from their skull.
These odd creatures live in harmony with nature in the twisted and
isolated wilds they call home. Most Zmooph villages will comprise
of hundreds of inhabitants (usually 3d8 HD worth) living in small huts
made from petrified wood and fungus.
Due to the Zmoophs fanatical devotion to their leader, when the Patriarch
Zmooph is near to any Zmooph swarm, there is a 66% that any attack
made against him will be foiled by a loyal Zmooph sacrificing
themselves. This does not have any effect on the nearby swarm.
The berries and fungi grown by the Zmoophs are quite potent and
worth a large sum to those who deal in hallucinogenic materials.
In addition, there are scientists that would pay handsomely for
live Zmoophs or even fresh corpses as they are reputed to have many
powerful alchemical properties.
Adventure Hooks
► One of the Royals of the Citadel of Scrap did you a “favor” in the past and now they
are calling in the debt. They want some live specimens from a settlement of tiny
beings living deep in the Wraithwood, a few days south of the Citadel. They gave
you a map and a few bird cages for the specimens.
► A local trade road was washed out during a recent burning mud storm. You have
been hired to blaze a new path for the road construction crew to pave. With nothing
but acres of tall field grass before you, what could go wrong?
► A young village girl has not returned after she headed off into the forests to collect
food. The local have hired you to find her.
28
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Dungeon Crawl Classics Role Playing Game Copyright 2012, Goodman Games
Crawling Under a Broken Moon issue #10 Copyright 2015, Shield of Faith Studios
In this issue:
Monsterpalooza!
* 13 new creatures with Adventure hooks to
drop them into your campaign.
$4.50
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