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Messias Brito (Order #42084268)

THE RIFT OF SEEPING NIGHT 2


A LEVEL 1 DCC ADVENTURE BY JESS GABRIELL CRON

DCC DAY: ADVENTURE PACK 2023

12 GRAVE OF THE GEARWRIGHT


A LEVEL 2 DCC ADVENTURE BY DIETER ZIMMERMAN

For credits list, please see page 10


Messias Brito (Order #42084268)
THE RIFT OF SEEPING NIGHT
Winner of the 2022 Mystery Map Contest
A Level 1 Adventure by Jess Gabriell Cron • Edited by Rev. Dak J Ultimak

INTRODUCTION

T he Rift of Seeping Night is an adventure designed JUDGES NOTE ON


for 5 to 7 1st-level characters that takes the party SUNDIALS, STATUES &
to the isolated city of Sphyre. For ages this moun-
tain city has basked peacefully upon its sun-drenched rock SOLAR ORBS
ledge high among the Torrith Mountains, however, lately The sundials in areas 2-3, 2-4, and 2-5 are nearly identi-
the townsfolk have been worrying about the waning of day- cal save for each of them having a unique inscription
light over the past years and the arrival of the fell creatures along its edge. There is also a single extinguished so-
seen swarming the increasingly darkened night skies. lar orb in each of these areas. By illuminating the solar
orbs, either by placing one lit orb next to another or by
ADVENTURE BACKGROUND placing an extinguished orb in a beam of light from the
ceiling in area 1-7 or 2-4, the orbs come to life. They be-

A
n unseasonal darkness has been spreading across gin to emit a glow 30’ in diameter, lasting 2 hours before
the Torrith Mountains. The locals have attributed needing to be recharged. They will float about the area
this disturbing phenomenon to the mysterious before coming to a stop in a specific location for each
outpost that lies within the mountain’s peak, due north of sundial. The shadow cast by each sundial’s gnomon
the city. Townsfolk speak of rumors that, within this out- will point to the proper triangular rune of the Sphyrean
post long ago, the great immortal wizard, Baltothume, had Crest numbered 1-9 (Handout B-1). Additionally, each
discovered a fissure deep within the mountain that leads sundial’s inscription corresponds to the runic inscrip-
into what some historians have conjectured to be the plane tions along the arms of each statue in area 1-2. The in-
of perpetual Night. Although not much is known of Balto- scriptions are a clue in case the PCs can’t interpret the
thume’s true intentions, it has always been believed that it runes on their arms, as they correlate with the pose of
was the wizard’s task to protect Sphyre from this dark rift. each statue: Statue 1 points at their “supplicants”, stat-
In fact, unbeknownst to all, it was Baltothume himself that ue 2 points at his “brother”, and statue 3 points toward
had accidentally opened the rift by attempting to delve too the gong in area 1-5, and the “light” in area 1-7.
deeply into the rock in search of a rare primordial fluid; a
necessary ingredient to his experiments and conjurings.
our city. Our people have lived for centuries here in Sphyre, under
The characters are tasked to uncover the mystery of the un- his protection, going about our quiet lives in deep solar contem-
natural darkness surrounding Baltothume’s outpost. The plation and peaceful worship. However, a few years ago, we have
first area features the man-made solar-powered outpost of noticed disturbing changes in our studies. The nights have been
the wizard Baltothume, which consists mostly of puzzles beginning increasingly early and the days, increasingly late. Dark
and encounters of his design, while the second area is a creatures have been seen swarming the night skies and our people
crude system of natural caverns and chasms festering with have been disappearing. Our crops are beginning to fail due to a
creatures corrupted by the darkness of Night. lack of adequate sunlight. We believe that some terrible fate has
befallen Baltothume deep in his outpost. Unfortunately, there are
PLAYER START none among us who are of the skill and fortitude required for this
task. This quest falls upon you alone and if you do not succeed,

A fter responding to a dire summons from Solgrynn, el- we fear that this seeping darkness will one day cover the entirety
der druid of the peaceful city of Sphyre, you now find of Áereth to the doom of all. You must find what has happened to
yourselves high among the Torrith Mountains upon Baltothume and if there is a way drive back the night. Please fol-
the mesa of a large sunny outcropping of rock where the city of low me.”
Sphyre sits on the threshold of Baltothume’s Peak. A tawny crowd Solgrynn leads your party through the temple and out of a rear
of monks and townsfolk watch your approach with hushed antici- entrance to stand before a long thin staircase ascending the moun-
pation as you make your way up the large staircase toward the tain behind the city. Solgrynn speaks again, this time with a sense
temple. You see a banner bearing the Sphyrean Crest, an orange of finality in his voice, “If you can find an end to this impend-
circle surrounded by nine outwardly pointing triangles, flying ing doom, I shall bestow upon each of you a rare and valuable
from the highest spherical turret as you approach Solgrynn, who Sphyrean Sapphyre. In addition to this reward, you may also bask
sits upon a cushion in the temple gardens smiling at you warmly. in the knowledge that all things that live in this land will owe you
“Welcome to Sphyre, that which is closest to the Sun. I will waste an enormous debt of gratitude.”
no time getting to the matter at hand. For hundreds of years, our With that, Solgrynn walks back to his meditation and leaves you
great immortal wizard Baltothume, has dwelt in the peak north of to ascend.
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Messias Brito (Order #42084268)
AREA 1: THE SOLAR Moderately observant characters should be able to deduce
that these disks appear to be hewn from the same type of
OUTPOST OF BALTOTHUME stone as the three statues in area 1-3 and are meant to be
Area 1-1—The Stone Foyer: The entrance to the outpost ap- placed within the circular cavity of each. However, not
pears as a large foyer carved back deep into the ochre-hued rock enough may be known about the proper placement of each
face. Three columns line either side of the vestibule, a depiction of disk in relation to their radial lines and the triangular runes
the Sphyrean Crest carved into the two centermost columns faces of the Sphyrean crest.
in toward the middle of the room. A large compass rose is etched in Area 1-4—The Opulent Gallery: The interior of this
the wall opposite the entrance. strangely shaped room is absolutely glimmering with warm flick-
The compass rose shows north pointing up, east pointing ering lights glinting off the thousands of orange, red and gold
right, south pointing down, and west pointing left. As PCs in- crystals embedded into the ceiling, floor and walls of the gallery.
vestigate, they will find that the carved pillars can be turned Along the walls, these meticulously crafted crystalline mosaics de-
to face either the center of the room, or their corresponding pict scenes of great battles between the same two armies. You also
wall. By manipulating the pillar on the right of the room so see two more doors other than the one you just entered through, a
that the image of Sphyrean Crest faces toward the right wall large gold full-length mirror in a short alcove in the western wall,
and the pillar on the left so that the crest faces the left wall, a and at the end of a dark hallway branching off toward the east,
trapdoor leading to a descending staircase is revealed. lies another large mirror; its obsidian frame nearly invisible in the
gloom, save for the wreath of faint pinpricks of light sparkling in
If the PCs get stumped, a thief may use their skills to identify the shadows.
the correct pillar positions with a DC 15 Pick Lock check.
The mosaic recounts a series of great battles between the
Area 1-2—The Pointing Statues: This chamber is popu- forces of Day and the forces of Night through the eons in
lated by three 15-foot tall stone statues, each with a circular cav- which each side occasionally triumphs over the other, only
ity bored through the chest. Carved around the circular cavity to lose other battles at a later date.
are the nine outwardly pointing triangles of the Sphyrean Crest.
Each statue points a solitary finger in a different direction and Most of the crystals used in the mosaic are valueless, but
along each statue’s pointing arm is a unique, faintly etched, runic some of the crystals are in fact gems and can be picked from
phrase. To the west, there lies a pathway leading down a long, dark the walls. The size of each gem varies with the total value of
corridor toward some faint, distant luminescence, and to the north all gems being 100 gp.
is a locked wooden door. The leftmost northern door leading to area 1-12 is barred by
The northern door can be forced open or broken down with a 10 foot plank of wood which can easily be lifted. The right-
a DC 8 Strength check. The path to the west leads to area 1-5. most path to area 1-10, is closed off by a locked iron door
(opens with Baltothume’s key or a DC 10 Pick Lock check).
If a PC wishes to try to climb a statue and place anything in The southern door is unlocked and leads into area 1-3. The
its chest they will have to make a DC 7 Reflex save or suffer passage east of the southern door is seemingly a dead-end,
1d6 damage as a heavy disk forcibly ejects the adventurer. a secret door can be discovered by passing through the ob-
Only a properly oriented stone disk from area 1-3 will safely sidian mirror into area 1-11. The gold mirror has no special
fit in the hole. properties, but is worth 100 gp.
A PC may attempt a DC 10 Read Languages skill check or DC Area 1-5—The Golden Gong: You enter into a dark corridor
15 Intelligence check to decipher the inscriptions on each of containing a large glowing brass gong hanging along the south-
the statue’s arms. ern wall. Upon examination, you discover the faint lines of the
Statue 1 is pointing downward toward the middle of the Sphyrean Crest etched into it. Across from the gong, at the end of
room. Its inscription reads, “The Light of Day shines upon its a long hallway, is a sealed brass door that seems to pulsate rhyth-
supplicants.” Its corresponding sundial is in area 2-3. mically with a glowing golden luster. The corridor also continues
past the gong into a cavern to the west.
Statue 2 is pointing to statue 1. Its inscription reads, “The
Light of Day shines upon my brother.” Its corresponding sun- The brass door is magically sealed and cannot be opened
dial is in area 2-4. until the stone disks from area 1-3 are properly placed in the
statues in area 1-2. The gong may be struck by characters
Statue 3 is pointing west toward area 1-5. Its inscription if they wish, however nothing happens until the puzzle of
reads, “The Light of Day gives way through the dark of Night.” the pointing statues has been solved. Once the stone disks
Its corresponding sundial is in area 2-5. are properly placed in the statues, the brass gong will glow
and when struck, the seal upon the door leading to area 2-7
(See JUDGES NOTE ON SUNDIALS, STATUES & SOLAR is broken. Only after the glowing gong is struck, read the
ORBS above.) following:
Area 1-3—The Stone Disks: Three large stone disk are lying The golden gong rings out throughout the caverns in waves of
along the floor of this small corridor. Each disk is about three feet echoes. When the sound finally dies down, you hear the magically
in diameter, nine inches thick and on the upward facing side of sealed door behind you unlock.
each, a radial line is carved from center to edge.
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Messias Brito (Order #42084268)
Messias Brito (Order #42084268)
The solar orbs can be reignited to maximum intensity by checks. If any attempt to traverse the pillars is unsuccess-
placing them near the glowing gong. ful, that PC will plunge into the pool and be immediately
swarmed upon by firefang fish. However, if the PC is hold-
Area 1-6—Phosphorescent Garden: The corridor gives
ing a lit solar orb such as the one from area 1-7, the fish will
way to a natural cavern in the rock juxtaposing that of the man- avoid its glow. Phosphearls that can be found in the shells of
hewn rooms of the entrance to the outpost. This cavern is faint- the small mollusk-like creatures that live underwater along
ly illuminated by the glow of several clusters of phosphorescent the floor of the pool. These phosphearls are similar to pearls
greenish-white plants growing up through the path ahead. At the with a faint phosphorescent glow and have total value of
far end, the path continues downward. 100 gp.
All PCs must roll a DC 7 Agility check each time they pass Close examination of the small trickle of water dripping
through this area to avoid releasing poison spores into the down from the ledge to the left reveals the secret room
air; undisturbed, these plants are harmless. PCs failing this (area 1-9). The double iron doors can be opened with Balto-
check must make a DC 8 Fortitude save, or sneeze uncontrol- thume’s key or by an DC 10 Pick Lock check.
lably for 1d8 rounds while blood gushes from their nose. Any
PCs affected in this way, may attempt a DC 8 Fortitude save Firefang Fish (8): Init +6; Atk bite +1 melee (1d3) or flash-
each round. For each failure, 1d4 blind bloodslinkers emerge bulb; Crit M/1d4; AC 13; HD 1d4; hp 2 each; MV 30’; Act
from the crannies of the cavern walls. These creatures are 1d20; SP flashbulb (DC 11 Fort save or be blinded for 1d6
strange cross between a mole and leech in that they are small, rounds); SV Fort +1, Ref +4, Will +1; AL C.
dark and covered with slick, moist, matted fur. Being eyeless,
they are completely blind. However, their sense of smell and Area 1-9—The Floating Feather: Following the trickling
taste for blood is extremely acute, as their little six-inch bod- stream back toward the wall of rock, you begin to realize that, the
ies slink along quickly toward any blood source to feed. They closer you get, the less it appears as if there is a wall here at all. In
are particularly fond of spore-infested nostril blood. fact, now that you have walked through the supposed wall a little
further, the patterns of rock ahead shift in your perspective and
Blind Bloodslinkers (varies): Init +4; Atk bite +0 melee your mind finally begins to make sense of the optical illusion you
(1+blood drain); Crit M/1d4; AC 5; HD 1d4; hp 2 each; MV experienced while standing out on the ledge. There is a hidden
30’; Act 1d20; SP blood drain (DC 6 Fort save or suffer 1d3 room here! However, it appears to be completely empty save for
points of Stamina damage); SV Fort -1, Ref +2, Will +1; AL C a feather that seems to be gently rising and falling on a swirling,
perpetual breeze.
Area 1-7—Baltothume’s Altar: In this small chamber, a
thin shaft of light beams down from a small hole high above in PCs with occupations related to animals (animal trainer, for-
the ceiling of the cave. The beam produces a 12 inch circle of light ester, etc.) or any other PC making a DC 5 Intelligence check
onto the center of the floor upon which a painted depiction of the will confirm this to be an owl feather.
Sphyrean Crest can be seen. The room is otherwise empty except
for the large paper-strewn altar against the northern wall upon The Owl Feather of Weightlessness grants the PC who
which sits a book, a large bronze key, some candles, and a translu- holds it the ability to carry up to 500 pounds, including
cent, off-white crystal ball nine inches in diameter. their own body weight, without feeling the effects of being
encumbered, while also rendering the equipping PC to be
This area contains an extinguished solar orb atop the altar, of the same exact weight as the feather itself. This does not
along with a journal Baltothume’s diagrams and notes, and cause the PC to levitate or float. However, if the feather is
Baltothume’s key which opens all locked doors and chests. If equipped and the character falls from a height, the character
a character decides to pick up the solar orb and place it into will fall as a feather does and float gently down. This would
the beam of light, the orb will absorb the sunlight from the make it much easier to negotiate the stone pedestals (in area
hole in the ceiling and begin glowing with a 30’ diameter of 1-8) and the brittle bridge (area 2-2) by allowing the pos-
bright light lasting 2 hours before needing to be recharged. sessor to carry fellow party members while navigating these
If a character takes time to examine the journal, the diagram obstacles. Additionally, after each minute that the feather is
of a mechanical owl may pique their interest (see area 2-5). being carried, the possessor will grow a feather of their own
in any area on their body that normally grows hair start-
Area 1-8—The Midnight Pool: This cavern houses a dark
ing with the head and working downward. These feathers
pool almost 30’ across. Staring into its clear midnight blue-green can be painfully plucked out if desired, and they will stop
depths reveals lights moving and flickering on and off like spar- growing if the PC no longer possesses the Owl Feather of
kling aquatic fireflies. There are four, 10-foot high, flat-topped, Weightlessness.
stone pedestals rising up from the depths of the pool. Along the
edge of the water, there are two separate ledges. The ledge on the Area 1-10—The Marble Baths: You are in an exquisite bath-
left seems to have no purpose other than to direct a small trickle house crafted completely of ochre marble with only one door lead-
of water exiting the rock face to cascade over the side into the pool ing south. At the far end of the room there is a huge tornadic col-
below. The ledge on the right however, serves as a threshold to an umn of water spiraling down from a hole in the ceiling into a large
enormous set of iron double doors. swirling crystalline pool.
The pool is 5’ deep with pedestals of rock rising out above By default, the direction of flow of the columnar water vor-
the surface. These can be bridged with the wooden bar from tex is from the ceiling, down. However, if PCs have reversed
area 1-4 or jumped across with successful DC 10 Strength the flow by turning the half-moon disk within the statue in
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Messias Brito (Order #42084268)
area 1-11, they will be able to jump into the vortex and ride borne in this way, it will attempt to swallow their victim’s
it all the way upward to area 2-6. head. On a failed DC 7 Reflex save, the target’s head be-
comes swallowed by the glurb murker and its acidic mu-
Area 1-11—Baltothume’s Quarters: Stepping through the
cus deals 1d4 acid damage to the victim per round. A DC 5
mirror leads further downward to a small private living quarters. Strength check is required to escape.
Against each wall there is a bed, a small wash basin, and a ward-
robe. In the center of the room is another huge statue nearly identi- Submerge: A murker can sink to stay hidden in the pools of
cal to the three pointing statues save for two differences. For one, primordial fluid. While submerged, it cannot be attacked.
in the cavity of this statue’s chest there is a circular disk depicting After 1d6 rounds, it is forced to resurface for air for the same
what looks like a half moon; black on one side, white on the other. amount of rounds before being able to submerge again. Each
The other difference is that this statue is pointing upwards. In the time a glurb murker submerges, they regain +1 hp.
ceiling directly above the statue is a huge circular glass skylight
which appears to double as the glass bottom of an illuminated and AREA 2: THE NIGHT CAVERNS
intensely swirling pool of crystal clear water. OF GLUUMMOGGAX
The disk in the statue has two positions and controls the direc- Area 2-1—The Crooked Cliffs: Through the double
tion of flow of the columnar vortex in area 1-10. If the white of iron doors lies area 2-1, an elevated, narrow, winding track
the half moon is on the right, the vortex above flows clockwise through pitch darkness. Forging ahead without a light
and downwards. If the white half of the half moon is on the source risks plummeting over cliff edges to their death. If
left, the vortex flows counter-clockwise and upward. By de- characters have a way of seeing in the dark, then read the
fault, the white is on the right and the vortex is flowing down- following:
wards. Depending on the direction of water flow, PCs can use
vortex as an elevator upwards to area 2-6 from area 1-10 and The path ahead is an upward sloping, narrow track of about 4 feet
back down again. Lastly, the shaft of water can also be jumped wide, zig-zagging along its way like a crooked stone bridge being
into from the edge of the plateau in area 2-3 and depending supported by nothing but the utter darkness of the cavern. The
on which way the water is flowing, will take PCs either up to edges on either side of the path fall straight away down sheer cliffs
area 2-6 or down to area 1-10. Use handout B-1 as a marker to into a seemingly bottomless pit.
indicate which direction the vortex is flowing.
This area is occupied by 2 kliingrappii. These are dog-sized,
If PCs feel inclined to examine the wardrobe they will find furless, flying squirrel-like creatures that cling to shadowy
its only contents to be an orange and gold robe which gives areas and shriek as they drop down onto their victims from
the wearer +5 Initiative against firefang fish, kliinggrappii, above. The kliingrappii are a mutation of the squirrels that
skullcap sentinels, and Gluummoggax. There is also a small once lived within the great tree that grows high atop Bal-
chest on the floor of the wardrobe, that can be opened with tothume’s peak and whose roots grow down deep into the
Baltothume’s key from area 1-7, containing 100 gp. rock making up the Wooden Cavern of area 2-5. The seeping
Night has been infecting the great tree and its acorns for cen-
Area 1-12—The Fetid Pool: In this area, the man-made con-
turies and the squirrels who feed upon them are corrupted
struction of the hall gives way to a crude corridor bored through into the kliingrappii.
damp solid rock. At the end of this corridor is a cave containing a
fetid pool bubbling with murky green sludge. A bucket bobs about Kliingrappii (2): Init +3; Atk bite +2 melee (1d4) or wing
in the ooze attached to a long chain rising up toward the unseen +4 melee (1+wing-wrap); Crit M/1d6; AC 13; HD 2d6; hp 9
ceiling. each; MV fly 40’; Act 1d20; SP wing-wrap (DC 10 Ref save or
be blinded for 1d6 rounds); SV Fort +3, Ref +3, Will -1; AL C.
As soon as PCs arrive at the Fetid Pool, three pairs of globu-
lar eyes rise up from its depths. These glurb murkers look Wing-wrap: Kliingrappii possesses a special attack in which
like overly fat frogs with four useless-looking limbs, tiny in they wrap their membranous “wings” around their victim’s
comparison to the rest of their balloon-like bodies. They at- head blinding them in an attempt to drag them off of the
tack if the pool is disturbed. cliffs to their doom. Characters can attempt to dodge the
wing-wrap with a DC 10 Reflex save. If the save fails, the
The PCs may attempt a DC 8 Strength check to climb the PC will become wing-wrapped and unable to see for 1d6
bucket’s chain 100’ up the shaft, and exit out the top of the rounds. During these rounds, the character may attempt DC
well onto area 2-3. 10 Strength checks to pry the creature from their face. At
Glurb Murkers (3): Init +3; Atk poisonous sneeze +2 mis- the end of the these rounds, and if the attempts fail, the PC
sile fire (1d3+poison, 15’ range) or mouth +2 melee (1+head will find themselves teetering on the edge of the cliff. At this
swallow); Crit M/1d6; AC 11; HD 2d6; hp 8 each; MV 5’ or point, the PC can attempt one final DC 10 Reflex save, or one
15’ fly; Act 1d20; SP poisonous sneeze (DC 7 Fort save or be of their comrades can come to their aid to prevent the char-
paralyzed for 1d6 rounds), head swallow (DC 7 Ref save acter from plunging off the cliffs, 200’ down to their death.
to dodge or suffer 1d4 acid burn damage), submerge (1d6 Area 2-2—The Brittle Bridge: Before you a long, slightly
rounds); SV Fort +1, Ref -1, Will +1; AL C. upward arcing natural stone bridge of about 2 feet wide and only 6
Head Swallow: A murker can quickly puff out their bellies inches thick, stretches out over a vast chasm and off into the dark-
causing them to pop up and fly across the muck. When air- ness. There seems to be a faint flicker of light ahead.

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Messias Brito (Order #42084268)
This thin, brittle bridge leads across a 200’ deep chasm be- Upon further investigation of the sundial:
low. The bridge will crumble under any weight over 10
pounds or more. However, it will only crumble in the area There is an inscription along the edge of the sundial that reads:
where the weight was placed; the rest of the bridge will re- “The Light of Day shines upon its supplicants.” (See Handout 2-3)
main intact. This sundial corresponds with statue 1 in area 1-2. When
Any foolhardy attempt to cross the bridge by just dashing the extinguished solar orb from this area is lit, it will float
straight across will result in the character requiring a DC upward and spiral around the area before coming to its fi-
10 Reflex save to reverse themselves backward. Another nal position hovering above the sundial. The light cast by
nearby PC can attempt a DC 10 Agility check as well to grab the orb in this position causes the gnomon on the sundial
hold of them just as they are falling and swing them back to to point to rune 3, indicating that the stone disk (from area
safety. Failed attempts will result in the reckless PC falling 1-3) should be oriented with its radial line pointing to rune 3
to their imminent doom. while being placed into statue 1.

Crossing the bridge while holding the Owl Feather of If a PC decides to investigate the shaft of water at the edge of
Weightlessness found in area 1-9 will allow a character to the cliff to the east, they will discover a light emanating from
cross into area 2-3 without it crumbling. this aquatic tornado allowing them to see that its flow ex-
tends upward and downward, 100’ in each direction. Look-
Area 2-3—Plateau of the Primordial Well: This area ing above, PCs will find they are standing under a narrow
can be accessed by either successfully crossing the Brittle bridge terminating at the water’s source. Looking down, the
Bridge in area 2-2 or, by climbing up the chain from the Fet- water disappears into a circular hole in the cavern floor. The
id Pool in area 1-12: columnar vortex of water can be entered by jumping into
it from the edge of plateau. The PC will either travel up to
You now stand on a large ovular stone plateau rising high up from area 2-6 or down to area 1-10 depending on the current flow
a seemingly bottomless pit below. There is a large well in the center direction as determined by the disk setting in area 1-11.
of the plateau with a heavy crank mechanism attached to a chain
that disappears down it. East of the well is a sundial and a translu- Area 2-4—The Decaying Greenhouse: You find yourself
cent off-white orb laying on the ground nearby. At the far eastern in an exquisite glass-domed greenhouse built curiously within
precipice of the plateau, only about a foot away from the edge, spi- these nighttime caverns. The plethora of plant species that must
rals a huge, brilliantly illuminated shaft of water. To the west, there have flourished beautifully here at one time are now nothing but
is a thin, natural land bridge extending far into the darkness. a sprawling mass of withered black vines and shriveled crumbling

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Messias Brito (Order #42084268)
leaves. Heaps of damp floral decay blanketing the floor have be-
come the soil for a towering mushroom forest. The musty air is ripe
with earthy fungal pungency and through the stalks, toward the
center of the circular room, there is a shaft of light beaming down
from above.
Three humanoid-like mushrooms wander this area. The vis-
age of a skull is carved into their fleshy caps. Their eyes glow
red in their skeletal sockets as they thump their fungal fists.
Entering this area will provoke them to attack.
After defeating the skullcap sentinels, the PCs will be free to
explore the greenhouse area. Upon exploration:
You discover a sundial in the center of the room near the shaft of
natural light beaming down from over 100’ overhead via a hole in
the cavern roof. An extinguished solar orb lies on the ground just
5 feet from where the beam is casting its circular pool of light onto
the ground.
Upon further investigation of the sundial:
There is an inscription along the edge of the sundial that reads:
“The Light of Day shines upon my brother.” (See Handout B-3)
This sundial corresponds with statue 2 in area 1-2. When the
solar orb from this area is illuminated, it will float upward
and spiral around before hovering above the sundial. The
gnomon on the sundial points to rune 8. Indicating statue
2’s stone disk should be oriented to rune 8.
The greenhouse was built by Baltothume to house what
would become his self-gardening garden. By adding a tinc-
ture he developed containing the primordial fluid from area
1-12 to the daily plant feeding, he began to notice the plants As PCs pass through the thicket and over into the glade
taking on humanoid characteristics and developing the abil- they see a sundial carved into a petrified tree stump flanked
ity to understand and mimic the repetitive tasks Baltothume by two additional stumps on either side. If PCs make any
undertook in order to maintain his garden. Soon the plants sounds or movements within a 30’ radius of the sundial, the
were tending to themselves without the aid of Baltothume. owl will begin hooting a repeating pattern:
Before Baltothume unintentionally opened the rift, the solar Suddenly the hooting from the owl becomes louder and more fre-
orbs would shine for 12 hours before needing to be replen- quent; a repeating pattern ensues. Just then, the two stumps sur-
ished. But as Night began seeping its way into these caverns, rounding the sundial begin to crack apart, while rising simultane-
the length of time the solar orbs would remain illuminated ously like a pair of crouching old men getting up to stand. These
began to wane. Eventually, it became impossible to keep up petrified automaton guards begin slowly walking toward you,
with the garden due to lack of adequate sunlight and soon backing you against the tree line from whence you just came.
the once burgeoning greenhouse slipped away into a black-
ened state of fungal decay. The skullcap sentinels are the re- The PCs can choose to stand their ground here and fight,
sult of this decay. They are the very corpses of Baltothume’s however, the battle will almost surely end in a TPK. This
humanoid plants reanimated by the fungi that grew from encounter should be treated like a puzzle in which the PCs
their demise. must find a way to basically power down the petrified au-
tomaton guards. The hoot pattern from the owl is a trigger
Skullcap Sentinels (3): Init +3; Atk fungal punch +2 melee for the guards, but it is also the key for turning them off.
(1d6); Crit III/1d6; AC 13; HD 2d8; hp 12 each; MV 30’; Act The judge will have to audibly “hoot” a pattern of two short
1d20; SV Fort +2, Ref -1, Will +2; AL C hoots and one long hoot as the sound the characters hear
from the trees above. If a character decides to hoot back the
Area 2-5—The Wooden Cavern: The inside of this cavern
exact pattern the owl makes, the automaton guards will
appears as though you have just stumbled into a massive full scale
stop in their tracks and sit back down into their huddled
woodcarving depicting a thicket of leafless trees. Upon closer in-
stump forms.
spection, you find that these “trees” are in fact petrified fossils of
an ancient root system that had grown down within the mountain, If a PC decides to climb a petrified tree, they will spot the
reaching directly through the top and bottom of this chamber. Fur- owl that controls the guards. If the PCs possess Baltothume’s
ther ahead, through the darkness of this stone forest, an owl hoots journal, AND they remember references to a mechanical
a solitary note from the branches. owl, they will find they can power down the guards by
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Messias Brito (Order #42084268)
pressing down on the owl’s head like a button. The owl’s the PCs used the half-moon switch to change the water di-
talons are hinged and clamped to its tree branch and can rection in Baltothume’s Quarters, area 1-11, it will be repre-
only be removed with the right method: A small hole visible sented here by the position of the lever. If the lever is in the
in the otherwise flawlessly carved wing looks as though a up position, nothing will happen if PCs jump into the pool.
feather is missing. If any PC possesses the Floating Feather By moving the lever to the down position, PCs will be trans-
from area 1-9, it can be placed into this hole. When this hap- ported down to area 1-10.
pens, the automaton owl unclamps its talons, puffs out its
petrified feathers, flaps its wings and takes flight around Once the adventuring party gets halfway across the bridge,
the cavern. After joyously weaving between the trees of the in either direction, 3 kliingrappii shriek overhead and
wooden cavern, it returns to perch gently on the PCs shoul- swoop down to attack.
der who placed the feather. Kliingrappii (3): Init +3; Atk bite +2 melee (1d4) or wing +4
Baltothume carved Owltomaton from “wood” from the pet- melee (1+wing-wrap); AC 13; HD 2d6; hp 8 each; MV fly 40’;
rified “trees”. The owl serves as a sort of robotic familiar to Act 1d20; SP wing-wrap (DC 10 Ref save or be blinded for
carry out small tasks within the outpost. The Floating Feath- 1d6 rounds); SV Fort +3, Ref +3, Will -1; AL C
er serves as a key that causes Owltomaton to switch on and Wing-wrap: DC 10 Reflex save to avoid being wing-wrapped
obey the person inserting the feather. The feather also gives and blinded for 1d6 rounds. DC 10 Strength check to break
it the ability descend gently and, thanks to its delicately free. If all attempts fail, the PC can attempt one final DC 10
carven wings, ascend as well. It is designed to run on two Reflex save, or be assisted by an ally, to prevent PC from
small “batteries”, inserted under each wing, that are brass- plunging 200’ down to their death.
capped, glass vials filled with the primordial fluid from the
Fetid Pool. The fluid inside will last for hundreds of years as Area 2-7—The Ocean of Night: You are now in a huge cav-
long as Owltomaton remains in its catatonic state absent the ern with a beach and a lapping black sea. At the back of the cavern,
feather placed in its wing-hole. However, while the owl is you can see where the water has come in; a crack in the rock ope-
active the fluid will last 8 hours before both vials need to be ning up to a majestic clear night sky flecked with innumerable
refilled. Owltomaton is now a familiar of the PC that placed glimmering stars reflecting in a vast ocean. A crystal orb lies in
the feather and can assist in battles and in performing vari- the sand at your feet along the edge of the oily waters. Then, sud-
ous small tasks. denly, your gaze is drawn upward away from the orb by a rippling
along the water. Some misshapen abomination, a glutinous co-
After putting a stop to the petrified automaton guards, PCs agulation of the nighttime water itself, is rising up out of this sea.
will then have a chance to explore the sundial: The images of the reflected stars begin distorting into the creatures
This sundial is crafted right into the top of a tree stump and there various features; a huge galactic eye flanked by two planetesimal
is an inscription along the edge of the sundial that reads: “The segmented eyes and a nebulous maw yawning wide. Two pseudo-
Light of Day gives way through the dark of Night”. (See Hand- pods extend from its star-mottled body as they form into gangly
out B-4.) arms dripping with its cosmic syrup.
Gluummoggax is, in fact, Baltothume himself fully imbued
A crystal orb lies on the ground 10 feet away from a beam of light
with the darkness from the seeping rift. As a powerful wiz-
originating from the ceiling of the cave, down to a circular pool of
radiance on the floor of the glade. ard, the effects of Night took much longer to corrupt him.
However, now that he has turned, these effects are much
The sundial in this area corresponds with the statue 3 from more malignant and potent while being wielded by a wiz-
area 1-2. When the solar orb is illuminated, it will float up- ard.
ward and spiral around before hovering above the sundial.
The gnomon on the sundial to points to rune 1. Therefore, a Gluummoggax can be destroyed by hurling the lit solar orbs
stone disk from area 1-3 should be oriented with its radial at it. Each time it is hit by an orb it shrinks in size and its
line pointing to rune 1 while being placed into statue 3. AC is reduced by -2 and begins to take a more solidified,
humanoid form.
Petrified Automaton Guards (3): Init +1; Atk stump thump
+5 melee (1d12); Crit M/1d8; AC 15; HD 2d12; hp 12 each; Gluummoggax (1): Init +3; Atk barfing darkness +5 mis-
MV 15’; Act 1d20; SP none; SV Fort +4, Ref -1, Will +3; AL L. sile fire (ensnared in darkness, 15’ range) or slam +5 melee
(1d4+drowning hand); Crit M/1d6; AC 20; HD 2d6; hp 10;
Owltomaton (1): Init +3; Atk petrified beak +3 melee (1d6); MV 5’; Act 1d20; SP ensnared in darkness (DC 11 Ref save
Crit M/1d8; AC 19; HD 3d8; hp 20; MV 60’ flying; Act 1d20; or -1d all actions), drowning hand (DC 12 Strength check
SP none; SV Fort +1, Ref -1, Will +1; AL L. to become free, after 3 rounds DC 10 Fort save or take 1d6
damage); SV Fort +1, Ref -1, Will +1; AL C.
Area 2-6—Bridge to the Swirling Cistern: PCs step out
onto a man-made bridge about 4’ wide and stretching into Ensnared In Darkness: A writhing mass of nebulous tendrils
the darkness. One end of the bridge leads into area 2-5 and, expels out of its giant mouth. This causes no damage, how-
at the other end, the PCs discover a huge swirling cistern ever, the ensnaring darkness reduces all the PC’s actions
with a shaft of light beaming down from above and illumi- by -1d. This continues until a DC 11 Reflex save, or if the
nating the crystal waters. There is a lever on the side of the tendrils come in contact with a solar orb they immediately
cistern for either up or down. Depending on whether or not dissipated.
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Messias Brito (Order #42084268)
Drowning Hand: Slamming a target envelopes them in a ge- Upon striking the gong in area 1-5, an intense beam of light
latinous fluid. A PC can escape with a DC 12 Strength check. emanates from the golden disk directly into Gluummog-
If another PC chooses to attack the arm holding their ally, gax’s lair causing the solar orbs in front of the rift to blaze
the arm will be severed and the hand portion will liquefy blindingly before becoming glowing molten glass and flow-
releasing its hostage; Gluummoggax’s hand will then imme- ing into the crack; sealing it like a crooked window looking
diately grow back. If the imprisoned PC is not freed within 3 out into a perpetual nighttime sea of stars.
rounds, they will begin to suffocate and must make a DC 10
Fortitude save each round or take 1d6 damage. ENDING THE ADVENTURE
Once Gluummoggax is defeated: As the last gloomy globs of The sun shines brightly upon Torrith Mountains again. The
the creature’s gelatinous existence shriek and shrivel upon the people of Sphyre celebrate and Solgrynn completes his bar-
rocky shore of the cavern, a single star rises out of the nighttime gain and rewards the characters with the Sphyrean Sap-
muck and floats upward over your head before touching slowly phyres—the properties or value of these jewels can be de-
back down onto the balding grey head of the withered wizard Bal- termined by the judge. The PCs may choose to reveal what
tothume, who now lies slumped in a heap before you. Moments happened to Baltothume or they may decide to keep his se-
later, the wizard’s deep, slow, soft-spoken voice echoes throughout crets and allow his legacy as protector to continue.
the cavern. “Oh, light… my eyes finally see… hurry… the rift…
place all of the solar orbs before it and strike the gong again…”

DCC DAY 2023 ADVENTURE PACK THE RIFT OF SEEPING NIGHT A LEVEL 1 ADVENTURE
Cover artist: Doug Kovacs•Editor: Rev. Dak J. Ultimak • Art direction & layout: Matt Hildeb- Writer: Jess Gabriell Cron•Cartographer: Aaron Kreader•Interior Artists: Jason Edwards,
rand • Developer: Michael Curtis•Adventure Packer & Publisher: Joseph Goodman Colin Richards, Jason Sholtis, and Matt Sutton. Playtesters: Benjamin Chadwick, Justin Creveling,
DCC RPG and this adventure are copyright © 2023 Goodman Games LLC. Dungeon Crawl Classics Zakory Cron, Chris Heman, Chris Polhamus
is a trademark of Goodman Games LLC. DCC RPG is published under the Open Game License. Refer
to the OGL in this work for additional information. “Dungeon Crawl Classics,” “Mutant Crawl Clas- GRAVE OF THE GEARWRIGHT A LEVEL 2 ADVENTURE
sics” and “DCC RPG” are registered trademarks of Goodman Games LLC. All rights reserved. First Writer: Dieter Zimmerman•Cartographer: Chuck Whelon•Interior Artists: Tom Galambos,
printing. www.goodman-games.com Chad Sergesketter, and Del Teigeler.

JUDGE’S AID

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GRAVE OF THE GEARWRIGHT
A Level 2 Adventure by Dieter Zimmerman • Edited by Rev. Dak J Ultimak
Playtesters: Harrison Hark Levans, Angela Hampton, Erina-Marie Ryder, Sierra White, Nate Purvis, and Boone.

INTRODUCTION
THE GEARWRIGHTS

G rave of the Gearwright is a short DCC RPG ad-


venture intended for 4-6 characters of level 2. It is GUILD
heavily inspired by Goodman Games’ DragonMech According to those who have heard of them, the Gear-
setting, but it’s still a DCC RPG adventure so no knowledge wrights Guild is a tiny, loose collection of crackpot tin-
of that setting is needed to enjoy the adventure. kers. But by their own description, they are an ancient
Master Gearwright Alia Coppermantle is in peril, and the order of engineers, technicians, and coglayers that ex-
player characters are persuaded to investigate her fate. First, ists to further research into the mechanical sciences. In
they must break into the gearwright’s tower and face its de- this current age, that is dominated by magic and ex-
fense systems. Once inside, they discover that the tower and traplanar powers, it is true that the Guild is small and
workshop have been invaded by alien life forms from the virtually unheard of by most people. Dotrak’s Manual
moon. The mysterious lunar creatures have taken over the claims that was not always the case, though. It speaks
gearwright’s latest project: a mechanical suit of powered ar- of an Age of Walkers several millennia ago where gi-
mor made of lunar metal. ant mechanical cities in humanoid form roamed the
lands, keeping their citizens protected by battling
Parties might find a thief useful, as well as a character with any threat, no matter how large. Most elves and other
a mechanically-inclined occupation. Neither are necessary long-lived creatures say the Age of Walkers is pure
for successful completion of the adventure, however. The mythology, but there are a few antiquated discoveries
majority of threats in the adventure are either mechanical or that lend some credence to the book’s story.
alien in nature, and thus are highly resistant to mind-affect-
ing spells and abilities. A wizard or cleric with those types The modern Gearwrights Guild is a secretive and
of spells will find them largely ineffective. self-absorbed organization, with only maybe a dozen
members scattered across the land. They guard their
POSSIBLE ADVENTURE HOOKS knowledge as jealously as any wizard protects their
grimoire. The gearwrights tend to overestimate their
1. The characters are hired by a friend of Coppermantle’s influence, and their ultimate goal is nothing short of
to find out why no one has heard from her in weeks, improbable: to bring about a Second Age of Walkers.
and to help her if she requires aid.
2. The characters are hired by a rival of Coppermantle’s to The book’s covers turned out to be made from the moon.
find out why no one has heard from her in weeks, and The moon-metal had inconsistent, changeable properties
to steal any of her secrets they can. that fascinated Coppermantle and inspired all sorts of amaz-
3. 
The characters are in search of specific engineering ing ideas in her inventive mind. The covers weren’t enough
knowledge, and were told that Gearwright Copper- metal to craft anything useful with, but the inspiration stayed
mantle may have the information they want. with Coppermantle as she aged and rebuilt the Gearwrights
Guild, an ancient organization devoted to the power of Do-
4. The tower is discovered by chance while traveling. trak (see sidebar). When she constructed her workshop, she
included a tower observatory where she could watch the
ADVENTURE BACKGROUND moon and be alerted if any more lunar rocks made their way
to the planet’s surface.

A lia Coppermantle was a talented dwarf smith in


her early years, but her imagination always ex- Gearwright Coppermantle’s persistence finally paid off.
ceeded her skill. That changed when she found Two years ago, an enormous meteor originating from the
Dotrak’s Manual buried in an archive, a tome bound with moon fell to the planet, breaking apart as it did so and strik-
copper wire, and with covers of a shimmering blue metal. ing several locations. One of the impact sites was not far
The book detailed amazing devices, feats of engineering from Coppermantle’s isolated tower, where she was work-
only made possible through the power of Dotrak. The Man- ing on a major project that would surely validate her rank of
ual described Dotrak less as a singular intelligent being, and Master Gearwright: a 15’ tall mechanically-powered walker
more as an impersonal force of nature. Coppermantle stud- like those of Gearwright lore. When the meteor struck, she
ied the book, practiced its teachings, and before long she was further inspired to build the contraption out of exotic
could complete any project she could conceive of. lunar metal. She called the project the Selenic Walker.

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THE LUNAR MENACE PLAYERS START
The life that exists on the moon is truly alien. The COPPERMANTLE’S TOWER
thoughts, motivations, goals, and emotions of lunar

T
creatures (if they even have such things) are not just he tower is merely a means of holding the lunar
difficult for terrestrial beings to understand, they are observatory above the surface. It is constructed of
outright impossible to grasp. The actions of lunar crea- smooth stone with very little decoration—it is of
tures may even seem completely random at times. As purely practical construction. The tower is 50’ in diameter
a judge, you should describe what the creatures do, and 200’ tall, topped with a glass dome 15’ high. There are
but never attempt to explain why they do it. no windows at all excepting the dome. A large metal door at
ground level is the only obvious entrance.
Lunar beings gain a +10 bonus on saves against mind-
affecting or emotion-manipulating effects. If a char- The door can be opened easily, but it is trapped. Five di-
acter tries to read the thoughts of a lunar creature als adorn the door, each with five symbols. The symbols are
though an ESP spell or similar effect, the spell not only clearly meant to represent: sun, moon, mountain, river, tow-
automatically fails, but the character must make a DC er. If all five are turned to “mountain”, the trap is disarmed
15 Willpower save or be rendered catatonic for 1d10 (good passwords are not one of Coppermantle’s strengths).
rounds by the incomprehensible thoughts. Similarly, Opening the door without disarming the trap electrifies it,
comprehend languages cast on a lunar creature or lunar causing 2d10 damage to whomever is touching it. A thief
writings has the same effect. can decode the combination with a DC 14 Pick Lock check.
Physiologically, lunar life varies wildly according to The door is the easiest entrance to Coppermantle’s work-
its species, but all lunar creatures share some traits. shop, but enterprising and daring characters may find other
Their flesh is interlaced with ribbed tubes, like abnor- options. The tower can be climbed with a DC 15 climb sheer
mally large blood vessels, that undulate disturbingly. surfaces check for each 20’ (10 successful checks to get to the
They have oily blood that is a creamy, pearlescent dome). Once at the top, the climber could break the glass
color. dome and enter area 1-4.
Lunar creatures are not made of traditional terrestrial
If characters scout the area around the tower, they will find
elements, but something subtly different that reacts to
the ventilation shaft that leads down to area 1-7. It is cov-
terrestrial elements in different ways. Lunar creatures
ered with a steel grate that is very difficult to break (DC 22
take only half damage from fire-, water-, and air-based
Strength check or 100 points of damage.) Once the grate is
attacks, or no damage on a successful save. They take
open, there is a 50’ shaft straight down with a dangerous
double damage from earth-based attacks and spells
spinning fan at the bottom.

Unbeknownst to her, the meteor was also the incubator of Unless otherwise noted, all areas of the tower and under-
lunar creatures called pith and the symbiotic lunar microbes ground workshop are lit with pale blue alchemical lights in
that grow with them. The microbes infected the gearwright’s the walls.
engineers, providing bodies for their hive mind, using their Area 1-1—Entrance Platform: The interior of the tower is a
hosts’ knowledge to finish building the walker their own vast empty space. A 15’ square platform extends from the doorway
way. Coppermantle resisted assimilation, but was wounded out into the emptiness, with a solid surface dimly visible 50’ below.
and trapped in her quarters by the pith. She survived for a A narrow metal stairway spirals up the interior of the tower, lit ev-
while by crawling around the ventilation shafts, but before ery 20’ or so by blue alchemical lights in the wall. A metal podium
long it became apparent that her injury was going to be the about waist-high sits at the far end of the platform.
end of her.
The metal podium functioned as the elevator control box
In a last-ditch effort to prolong her existence, she crawled to (currently in area 1-3). A quick examination doesn’t reveal
the storage room and retrieved the large chunk of thought its function, but it does reveal that the box is clearly bro-
crystal that was stored there. Thought crystal has the spe- ken—the surface is dented and cracked, and sparks crackle
cial property that it can copy and contain the thoughts of from a button that has been removed.
the first person who touches it...and this chunk was large
enough that it could potentially contain Coppermantle’s en- If the control box is touched, a panel on each side of the en-
tire personality. As her body died, she transferred her mind trance slides open with a hiss, and out of each comes one 3’-
into the crystal. tall humanoid constructs made from metal pipes and clock-
work gears. In place of hands, each has oversized flared
bells like a trumpet.
Blow-bot (2): Init +4; Atk bash +0 melee (1d6) or air blast;
Crit M/1d6; AC 14; HD 2d10+5; hp 15 each; MV 30’; Act
1d20; SP bot immunities; SV Fort +2, Ref +0, Will +4; AL N.
Air blast: As an action, a blow-bot can buffet a target with a
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torrent of compressed air. The target takes 1 point of dam- rubbery white flesh. Even though it has no eyes, it’s obvious that
age from the force of the wind, and is pushed 10’ away from the creature’s attention focuses on you as several of the twisting
the blow-bot (DC 12 Fortitude save negates). whips point at you.
Bot immunities: Blow-bots are immune to immune to sleep, The creature is a lunar pith that followed Fallon from low-
charm, and paralysis spells. er levels and has been patiently attacking the hatch to get
through to the dwarf. The pith consists mainly of dozens
If an air blast blows a character off the platform, they can of thin, whip-like tentacles with curved spikes on the ends.
make a DC 10 Reflex save to grab the edge of the platform The spike-whips are all attached to a small spherical lump
as they fall. If they fail that, well, they’re probably not going of pale flesh that serves as a body. Pith have no visible eyes,
to enjoy the ride. mouths, or other features.
The blow-bots were originally intended to patrol the stair- Lunar pith: Init +1; Atk spike +2 melee (1d6 plus pithing);
way and keep it clean but Fallon Fladeboe (see area 1-4), in Crit M/1d10; AC 13; HD 2d8+8; hp 17; MV 20’; Act 2d20; SP
his escape to the observatory, smashed the control box and lunar traits; SV Fort +4, Ref +1, Will +7; AL N.
reprogrammed the bots, hoping the measures would pre-
vent the lunar pith from following. Lunar traits: Like all lunar creatures, pith get a +10 bonus
to saves against mind-affecting and emotion-manipulating
The stairs are narrow enough that they must be traversed in effects, and attempts to magically read their thoughts or un-
single file, but there is a flimsy metal guard rail to prevent derstand their language can result in damage to the caster.
anyone from falling into the tower. Pith take half damage from fire-, water-, and air-based at-
Area 1-2—Gun Trap: Halfway up the spiral stairway, an tacks, or no damage on a successful save. They take double
automated weapon attached to the opposite wall of the tower damage from earth-based attacks.
will start firing metal slugs at the characters. For each round Pithing: When a pith’s spike strikes a creature near the cen-
they are in the gun’s arc of fire, every character must make ter of its cognitive abilities (its head, in the case of most ter-
a DC 12 Reflex save or be struck for 1d10 points of damage restrial creatures), the lunar monstrosity absorbs some of
(characters with a shield get +1d for the save). If the characters the target’s knowledge or instincts. Any creature struck by
run, they will be in the gun’s arc of fire for 2 rounds. If they a pith tentacle takes 1d3 Intelligence damage, and the pith
take a more leisurely pace, they will be fired on for 4 rounds. receives +1d on attacks and +2 AC against that target (DC
Area 1-3—Elevator Platform: The stairway ends at the top 14 Fortitude save negates all effects, +1d on the save if the
of the tower with a platform similar to the one at the bottom of the character is wearing a helmet) as it absorbs some knowledge
stairs, but with a circular platform, suspended by heavy chains of their tactics.
running into holes in the ceiling, at the end of it. A steel ladder There is an undamaged elevator control box on the platform
next to the top of the stairway connects to a scratched and dent- like the one below. There is a single orange button on it that
ed metal hatch in the ceiling. A tangled mass of spiked tentacles will call the elevator platform to this level if it is not already
wriggles and thrashes about at the bottom of the ladder, made of here. A similar control box on the elevator platform has two
buttons clearly labeled
with an up arrow and a
down arrow. If any but-
tons are pressed, a roar
will come from above
as the engine attached
to the winch in area 1-4
powers up. As long as
one of the arrow but-
tons is held down, the
elevator platform will
slowly move in that di-
rection.
Area 1-4—Observa-
tory: The top of the tow-
er is a single large room
covered by a dome of thick
glass. A huge device made
from brass tubes and glass
lenses dominates one side
of the dome, looking much
like a spyglass on a much
larger scale. Near the cen-

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Messias Brito (Order #42084268)
ter of the room, heavy chains wrap around a winch before descend- unless they make a DC 12 Willpower save. The infection
ing through the floor. A nearby table is covered with a mess of brings the victim under the control of any nearby intelligent
papers, and under the table is the recently-dead corpse of a dwarf lunar creature. Any successful neutralize poison or disease
dressed in gray overalls with a gear-like symbol on the chest. spell will kill the microbes and end the infection, as will 3
dice of healing from lay on hands.
The telescope was built by Coppermantle to keep an eye on
the moon so she would know if chunks of valuable lunar ma- Without a lunar pith or other source of lunar intelligence
terials fell to the planet. Unless the characters are in the dome nearby to control them, infected creatures react in seemingly
at night, they won’t see much if they look through the lens. random ways to unfamiliar creatures such as the characters.
Roll 1d6 for each infected engineer to see how they react:
The papers on the desk are largely lists of coordinates that
make little sense to anyone not versed in astronomy or car- Roll Reaction
tography. They mark locations in the sky, on the moon,
and on the surface of the planet. One large sheet is clearly a 1-2 The infected creature goes about its business, ig-
map of the area surrounding the tower, with three red Xes noring the characters unless attacked or otherwise
marked in various spots that show where lunar meteors fell harmed.
recently. The one closest to the tower is circled, indicating 3-4 The infected creature immediately attacks.
where Coppermantle found the lunar metal that now forms
the Selenic Walker. Other maps are not immediately clear, 5 The infected creature moves close to the characters
but astute observers will notice they show no bodies of wa- and follows them, simply observing unless attacked
ter and no forests, only hills, mountains, and cities. These or otherwise harmed.
are maps of the lunar surface. 6 The infected creature attempts to communicate. It
The dwarf under the table is not quite dead yet, he is merely makes noises with its vocal cords, but the lunar in-
comatose! This is Fallon Fladeboe, an engineer who avoided telligence does not understand terrestrial communi-
infection from the lunar microbes and fled to the observa- cation and the noises are nonsensical.
tory. He is severely dehydrated and starving, having been An engineer that is cured of the infection will be able to tell
trapped here for 2 weeks. If given water and food regularly, the story of the tower up until the point they were infected,
he will recover consciousness in a few days. A successful lay but have only the haziest memories of events after that.
on hands will revive him enough to speak, but he will still
perish within 24 hours without some water. Area 1-6—Storage: This room is tiled with plain, undecorat-
ed stone. It is clearly a storage area; metal shelves line the walls,
Fallon can tell the PCs about events leading up to his self- crates and boxes are neatly stacked on the floor, and barrels full of
imprisonment, but he can only talk about the Gearwright’s coal occupy one corner. A large crate lies open in the middle of the
plans and work in general terms; Fallon has not been direct- floor, still packed with straw to protect whatever it contained. A
ly involved in the building of the Selenic Walker. number of finger-sized shards of crystal are scattered on the floor
Area 1-5—Elevator Bottom: The elevator platform descends around the empty crate. A ventilation shaft in the west wall near
to the bottom of the tower, and then further down a narrow shaft the ceiling is open, its protective grate having been cut through
that opens into a domed room. With a clank and a lurch, the plat- and thrown to the floor.
form settles on a solid stone floor made of plain smooth stone, but The boxes and crates are mostly full of mechanical parts, but
marked with scratches and gouges where heavy things have been some contain more mundane things like ceramic pots, tools,
dragged across it. stone bricks, etc.
Three dwarves move about the room, carrying crates from a door The crystals slivers are parts of the thought crystal that Cop-
on the north wall in the direction of another door in the west wall. permantle intended to use as the walker’s control device.
Their gaunt bodies are covered by gray overalls with a gear symbol When she realized her wound was going to kill her, she
on the chest and tools hanging at the belts. Their eyes are blank, took the crystal to her room through the ventilation shaft
but they do not move in a zombie-like fashion. Their movements and put as much of her consciousness into it as she could
are decidedly still “un-dwarflike”; they move smoothly and slowly (see area 1-14 for details). The remaining slivers each have
with an eerie inhuman steadiness, but with an occasional burst of enough power to hold a single thought and accompanying
unnecessary speed, like time around them does not flow at a con- emotion. When first touched, a shard will copy the surface
sistent rate. They each have a splotch of silvery gunk on their faces thought and emotion of the being who touched it (unless
that throbs with biological power. otherwise stated by the player, it will probably be an image
Distant metallic thuds reach your ears from somewhere. of the crystal shard itself along with, “Hmmm, what’s this?”
and a sense of mild curiosity). When touched subsequent
Infected engineers (3): Init -1; Atk wrench +0 melee (1d4); times, the crystal will transmit those thoughts to the mind
Crit M/1d8; AC 10; HD 1d10; hp 5 each; MV 20’; Act 1d20; of the person touching it. The shards take on a pale yellow
SP lunar infection; SV Fort +2, Ref -2, Will +8; AL C. color when they have a thought stored in them.
Lunar infection: If an infected creature is slain by a melee at- The ventilation shaft is 3’ wide and 2’ high. A humanoid
tack, the silver mass of lunar microbes will infect the killer could fit into it, but they would be forced to crawl.

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Messias Brito (Order #42084268)
Area 1-7—Ventilation Fan: A 30’-diameter shaft rises from The food is mostly grains, dried meat, and dried fruit: things
the lowest depths of the workshop to the surface above. A giant fan that keep a long time and go well in soups and gruels. On
spins dangerously 20’ up from the bottom of the shaft, filling it and the floor near the grate is a small yellow crystal about the
blowing stale air up to the surface. A flimsy metal catwalk runs size of a human’s finger. The crystal was placed here by
around the perimeter of the shaft about 10’ below the fan. Coppermantle. If touched, the character receives in their
mind an image of the door to Coppermantle’s quarters (area
The ventilation shafts are 3’ wide and 2’ high. A humanoid 1-10) along with a sense of urgency.
could fit into one, but they would be forced to crawl. The
shafts to areas 1-6, 1-8, and 1-10 are on the level of the cat- Area 1-9—Engineers’ Quarters: These are the living
walk. The shafts to area 1-14 are on the floor level. The grates quarters of the engineers, each similar in arrangement and
into area 1-14 are still intact, but all the others have been cut decoration. Two beds are against the far wall, and a sturdy
open. wardrobe is in one corner. The wardrobes contain several
sets of gray overalls, some plain shirts, and thick socks. The
Anyone hit by the spinning fan takes 2d10 damage. There is judge may allow characters to find various personal trinkets
a mechanism on the wall of area 1-14 that controls the speed or minor valuables in each room.
of the fan.
From the hallway, the metallic thumps are quite loud, and char-
Area 1-8—Commissary: Half the room is occupied by two
acters can see the lunar ooze attacking the door of area 1-10.
wooden tables with eight chairs each. The other half of the room ap-
pears to be a combination of kitchen and pantry. Shelves with bags Area 1-10—Gearwright’s Quarters: The door to the
and boxes of foodstuff stand against the wall, several of which have Gearwright’s living quarters is solid iron, and protected
been opened and their contents scattered. There is a small cook- with a combination lock. The lunar invaders are unable to
stove and washbasin. The washbasin still has some dirty dishes conceive of a combination lock, so one of them has been
in it, there long enough to start growing mold on them. A metal trying to break the door open by force for two weeks. This
grate lies on the floor near the north wall, under an open ventila- creates the bashing booms the characters have been hearing
tion shaft. since they entered the bottom level of the tower.
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Messias Brito (Order #42084268)
The creature is a lunar ooze, a grayish-white lump of veined but the item is permanently destroyed as it is transformed
sludge about 5’ in diameter. It bashes at the door with lumpy to goo.
protrusions, turning a thin layer of the steel to ooze with
each blow. Unless the characters are particularly stealthy, it The door to the Coppermantle’s room is heavily damaged,
turns to attack them as soon as they arrive. bent, smashed, and turned to ooze in several patches, but
not yet broken through. The lock is so mangled that the com-
Lunar ooze: Init -2; Atk slam +2 melee (1d8 plus oozifica- bination cannot be used, and the door must be opened by
tion); Crit M/1d10; AC 14; HD 6d8+3; hp 30; MV 20’; Act force. A DC 16 Strength check or 25 points of damage will
2d20; SP lunar traits, absorb ooze; SV Fort +4, Ref -2, Will open a gap large enough for a humanoid creature to slip
+8; AL N. through.
Absorb ooze: The lunar ooze can use an action to absorb any Once the characters have entered the room, read the follow-
stray bits of ooze it has created with its oozification ability, ing aloud:
healing itself 1d8 hp.
A luxurious iron-wrought four-post bed occupies the far wall.
Lunar traits: Like all lunar creatures, lunar oozes get a +10 Tapestries hang on the walls, and soft carpets of various colors
bonus to saves against mind-affecting and emotion-manipu- cover the floor. A heavy wooden desk, elaborately carved, and a
lating effects, and attempts to magically read their thoughts matching armoire occupy the west wall. There is an open ventila-
or understand their language can result in damage to the tion shaft in the east wall. The middle of the room is occupied by
caster. They take half damage from fire-, water-, and air- a gruesome scene. A halfling-sized chunk of yellow crystal sits on
based attacks, or no damage on a successful save. They take the carpet, and slumped over it from a fancy chair pulled from
double damage from earth-based attacks. the desk, is the corpse of a well-dressed dwarf woman—blood still
squishing in the rug around it.
Oozification: A target struck by the lunar ooze becomes ooze
itself in the area that was struck. A creature’s clothing, hair, Before her passing, Gearwright Coppermantle used the
and outer layers of skin and muscle become a gray porridge thought crystal to store her thoughts and memories. She can
and slough off to the ground, causing 1d4 points of Strength communicate telepathically with anyone touching the crystal,
damage to the creature (DC 15 Fortitude save negates). A but only through images and emotions. She will answer any
creature can choose to sacrifice their armor, shield, or weap- questions and tell her story as best she can, but she will em-
on in lieu of attempting a save and automatically succeed, phasize images, with a sense of desperate urgency, of the char-
acters taking this crystal and putting it into the hatch in the
top of the Selenic Walker. She was always planning on using
the crystal as a control device for the Selenic Walker, but she
originally imagined carefully selecting thoughts to program it
rather than using her entire consciousness to control it.
The crystal is large and bulky; a character has a -1d penalty
on all attacks and physical ability checks while carrying it.
Coppermantle wears a medallion made of lunar metal in the
shape of Dotrak’s Gear (30 gp). On the floor, under the ven-
tilation shaft, is the powerful torch she used to cut the grates
open. It is roughly the size and shape of a light crossbow,
but can only damage things within melee range. It does 1d8
damage (2d8 to anything made of metal) and has enough
fuel left in its small tank for 1d20 more uses.
Area 1-11: Archives: The room contains shelves full of books,
cubby holes packed with scrolls, and several heavy tables with
stools. A few technical schematics are unrolled on one of the tables.
At the far end of the room is a stone lectern that looks more like an
altar than anything else, decorated with mathematical formulae
and graphs. On the altar rests a huge book with covers of a shim-
mering blue metal, bound with copper wire. A simple gear shape
adorns the front of it.
The subject matter of the majority of items in the room is
all engineering and mechanical in nature, and probably far
too technical for most PCs. The unrolled schematics on the
table detail different mechanisms that make up the Selenic
Walker. A character that spends a few rounds looking over
the schematics will be able to figure out how to open the
walker’s hatch when they see it in area 1-14.

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Messias Brito (Order #42084268)
The steel book is Dotrak’s Manual, and it functions as a his- unless they make a DC 12 Willpower save. The infection
tory of the Gearwrights Guild, a guide to calling upon the brings the victim under the control of the pith. Any success-
powers of Dotrak the Great Engine, and a basic manual of the ful neutralize poison or disease spell will kill the microbes and
queer blend of engineering and magic that the Gearwrights end the infection, as will 3 dice of healing from lay on hands.
use. If a character studies this text for three months, they will
Area 1-14—Workshop: The huge workshop is bustling with
be able to make any engineering-related skill checks with a
d20 if they don’t already. activity. Several dwarves in overalls sit at workstations while oth-
ers carry around mechanical doodads. Dominating the center of
If the judge wants to allow the Great Engine as a patron or a the room is a 15’ tall blocky humanoid shape made of a shimmering
deity, the Manual also provides the information a character blue metal. A mass of fleshy white tentacles sits atop the construct.
needs to make a spiritual connection to Dotrak. As you enter the room, the tentacled mass screeches a shrill alarm
and slides into a hatch on the back of the construct. All the dwarves
Area 1-12—Parts Storage: Metal is scattered all over the
turn to face you, hefting heavy wrenches, and the construct comes
room. There are shelves, racks, and wall-hangers all designed for to life with a thrum of energy.
storing and organizing tools and parts, but the objects themselves
are in a chaotic mess. The pith have made alterations to the walker so that one of
them can pilot it. Assuming the characters’ goal is to get Cop-
The parts are mostly useless on their own, things like bolts, permantle’s thought crystal into the walker, they’ll have to
nuts, gears, struts, and chains. Amongst the mess, characters get the pith out of it first, while it and the infected engineers
can find any smithing or metalworking tools they might de- are trying to destroy them. The hatch where the pith entered
sire. There are also a few items crafted with Dotrak’s power: is on top of the walker where it’s difficult to reach, and fur-
1. A metal mining pick with reinforced hinges that allow it thermore it is tightly shut and locked from the inside.
to be folded up into a rod only 1’ long. It does 1d4 dam-
age if used as a weapon. A character can climb to the top of the walker with a DC
15 Agility check or climb sheer surfaces check, and they must
2. A metal cube 1’ on each side with a funnel input on one make that check every round to remain on top of it as long
face and a fan-like output on the opposite. Dotrak’s Man- as it is in combat. A character falling off the walker suffers
ual calls this device a disperser. Any energy supplied to 1d6 damage when they hit the ground. Opening the hatch
the input funnel will be dispersed in a cone shape by can be accomplished in several ways: inflicting 30 points of
the output device, but at a lesser intensity (-1d damage). damage to the hatch, succeeding at a DC 25 Strength check
A single target fire attack, for example, could be turned (not likely without serious aid), by a DC 16 pick lock check,
into a multiple-target flaming hands-like attack. or a DC 12 Intelligence check from a character that examined
3. A similar cube with a funnel input on one face and a the schematics in area 1-11.
nozzle-like output on the opposite side, and a dial
There is room on the shoulders of the walker for two char-
on the top. This device is called a transformer, and it
acters to hold on at once. Fortunately the walker’s range of
changes any energy input into another type of energy
motion in the shoulders is limited, and it cannot target char-
as determined by the setting of the dial.
acters perched on top of it. Once the hatch is opened, how-
Area 1-13—Forge: A wave of heat and red light blasts you as ever, the pith inside can choose to either use the walker’s at-
you open the door, followed quickly by the smell of burning coal. tacks against characters on the ground, or use its own spike
Several anvils sit around a large forge in the center of the room, attacks against characters on top of it.
still hot but not currently in use. A ring of mechanical arms tops
If the pith is slain or otherwise removed from the walker,
the forge, each with a different smithing tool to be put to use at a
and Coppermantle’s thought crystal placed inside, Gear-
moment’s notice. Three gaunt dwarves with silver splotches on
wright Coppermantle will have the Selenic Walker as her
their faces stand still near the door, turning in your direction you
new body. The walker has no vocal speech apparatus, and
as you enter.
no ability to express facial expression, so for the immedi-
This forge is partially automated by the power of Dotrak, ate future Coppermantle’s only method of communication
but it is currently offline as all the parts needed for the Se- is through the limited body language and gestures available
lenic Walker have been completed already. The infected to a bulky, inflexible mechanical construct.
smiths react randomly to the party, as there is no nearby
For the time being, Coppermantle and the Selenic Walker
intelligence to control them.
are stuck in the workshop as there are no exits large enough
If the room is searched, 2d7 small chunks of blue lunar metal for it. Getting it out was a task for later, but now with no
will be found. They are too small to make much with, but need for food or water or sleep, Coppermantle can work on
they are worth 5 gp each to the right collector. that at her leisure. There are plans and schematics for those
additions to the complex in the library (area 1-11).
Infected smiths (3): Init -1; Atk hammer +1 melee (1d4+1);
Crit M/1d8; AC 10; HD 1d10+1; hp 6 each; MV 20’; Act 1d20; Infected engineers (8): Init -1; Atk wrench +0 melee (1d4);
SP lunar infection; SV Fort +4, Ref -2, Will +8; AL C. Crit M/1d8; AC 10; HD 1d10; hp 5 each; MV 20’; Act 1d20;
SP lunar infection; SV Fort +2, Ref -2, Will +8; AL C.
Lunar infection: If an infected creature is slain by a melee at-
tack, the silver mass of lunar microbes will infect the killer
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Messias Brito (Order #42084268)
Lunar infection: If an infected creature is slain by a melee at- thoughts or understand their language can result in dam-
tack, the silver mass of lunar microbes will infect the killer age to the caster. The walker takes half damage from fire-,
unless they make a DC 12 Willpower save. The infection water-, and air-based attacks, or no damage on a successful
brings the victim under the control of the pith. Any success- save. It takes double damage from earth-based attacks.
ful neutralize poison or disease spell will kill the microbes and
end the infection, as will 3 dice of healing from lay on hands. Phase powers: The Selenic Walker gains additional powers
based on the current phase of the moon. Roll a die or choose the
Lunar pith: Init +1; Atk spike +2 melee (1d6 plus pithing); current phase of the moon when the characters encounter it:
Crit M/1d10; AC 13; HD 2d8+8; hp 17; MV 20’; Act 2d20; SP 1. New moon: The walker can turn invisible for 1 turn each
lunar traits; SV Fort +4, Ref +1, Will +7; AL N. hour. It can attack without becoming visible again, but
Lunar traits: Like all lunar creatures, pith get a +10 bonus it is a noisy machine and any creature with hearing can
to saves against mind-affecting and emotion-manipulating easily determine its general location. The walker gains
effects, and attempts to magically read their thoughts or un- +2 AC and +1d on attacks when invisible.
derstand their language can result in damage to the caster. 2. First quarter: The walker grows in strength. During this
Pith take half damage from fire-, water-, and air-based at- phase it can lift twice as much as it normally could (500
tacks, or no damage on a successful save. They take double lbs.), and its punch attacks do double damage.
damage from earth-based attacks.
3. Full moon: The Walker shines with light, allowing it
Pithing: When a pith’s spike strikes a creature near the cen- to use an action to blind an opponent. The target must
ter of its cognitive abilities (its head, in the case of most ter- make a DC 13 Fortitude save or be blinded for 1d6
restrial creatures), the lunar monstrosity absorbs some of rounds.
the target’s knowledge or instincts. Any creature struck by 4. Third quarter: The walker wanes in power, but increas-
a pith tentacle takes 1d3 Intelligence damage, and the pith es in speed. Its movement is doubled, it gets +1d on Re-
receives +1d on attacks and +2 AC against that target (DC 14 flex saves, and it gets an additional action each round
Fortitude save negates all effects) as it absorbs some knowl- at 1d16.
edge of their tactics.
The Selenic Walker: Init +4; Atk punch +4 melee (1d8) or CONCLUDING THE ADVENTURE
beam cannon +2 missile fire (1d10); Crit M/1d14; AC 16; HD If the characters defeat the lunar creatures and install Gear-
8d10+7; hp 51; MV 30’; Act 2d20; SP lunar traits, phase pow- wright Coppermantle’s consciousness into the Selenic Walk-
ers; SV Fort +8, Ref -4, Will +8; AL N. er, the Gearwright will be grateful. At this point she does
Lunar traits: Like all lunar creatures, the Selenic Walker gets not care for anything in the workshop except for Dotrak’s
a +10 bonus to saves against mind-affecting and emotion- Manual itself. She doesn’t mind if someone wants to stay
manipulating effects, and attempts to magically read their and study it, but she will not allow it to be taken. Anything
else the characters recovered is fair game, though.
This printing of DCC Day 2023 Adventure Pack is done The following text is the property of Wizards of the equipment, magical or supernatural abilities or effects, You represent that Your Contributions are Your original originally distributed under any version of this License.
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ISBN 9781958809587
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Messias Brito (Order #42084268)

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