Dccday Issue4 Crashofthetitans
Dccday Issue4 Crashofthetitans
www.goodman-games.com
INTRODUCTION The Land Titan is a 180’-tall insectoid land-dweller. The
C
behemoth is armored in a thick, yellow-green, chitinous
rash of the Titans is a 3rd-level Mutant Crawl Classics exoskeleton. Multiple yellow multifaceted eyes are arrayed
adventure designed for 4 to 6 adventurers. Word of above a tentacled set of mandibles, and the Titan strides
the PCs’ exploits has reached the Holy Medicinal Or- on several tree-like multi-jointed legs. When it walks, the
der, and they have asked the team to take on a mission of ground shakes with each step, and its shell-like plating
the utmost importance—to restore power to their nonfunc- snaps, grinds, and pops as it moves.
tioning rejuv-chamber, a miraculous Ancient device that can
heal almost any injury or illness. The device requires a mas- Land Titan: Init +9; Atk claws +11 melee (1d12) or mandi-
sive amount of energy for use, and the seekers must locate bles +9 melee (1d14); AC 20; HD 20d12; hp 200; MV 60’; Act
and retrieve the rarest of Ancient power sources: a Q-Pack. 2d20; SV Fort +10, Ref +8, Will +12; Crit M/d30.
The Order knows of only one possible location where one of The Aqua Titan is a 150’-high crawling water-dwelling crea-
these powerful resources may be found—The City of Storms. ture. It spends most of its time in the acidic waters of the
bog, leaving only to feed or mate. The Aqua Titan is covered
BACKGROUND in a rubbery, pink-purple hide that is difficult to pierce. It
T
recently, was continuing to broadcast power high above its
Ancient ruins. Because of the occasional bolts of “lightning” he Titans are a constantly moving threat for explor-
seen illuminating the distant skies, it is called “The City of ers in the city. The judge is responsible for tracking
Storms”. It is here that the Order believes a functioning Q- the giants’ wanderings throughout the area as well as
Pack may be found. what they are doing in each section. A basic description of
the Titans’ activities in each area is provided for the judge,
The electromagnetic field from the tower has an interesting although the actions can be altered as the judge sees fit.
side effect: it acts upon the hypothalamus of the brain, in-
creasing delta wave activity. This effect is barely noticeable Each area of the city is numbered 1 through 6 on the map.
in small to human-sized creatures, but it causes sleepiness When the seekers first approach, the Land Titan is resting in
and sluggishness in larger animals (see area G-8 – The Roof its burrow in area A (1), and the Aqua Titan is beneath the
for more information). Large pack animals and mounts will waters in area F (6). When a Titan decides to move, the judge
seem to be in a daze and difficult to motivate, and creatures should roll 1d6 for both Titans to determine their direction
of massive size will actually drop into a deep sleep resem- of movement.
bling hibernation.
If the die roll matches the area the Titan is already in, it will
In fact, the tower’s emanations have been keeping two behe- not move and will instead remain where it currently is.
moth mutant monstrosities subdued for many years, sleep-
ing away the centuries both underground and underwater If the die roll is 6, the Aqua Titan will reenter the acidic bog
in the City of Storms. However, in recent weeks, the tower in the center of the map where it will float and observe the
has failed, and in this time, the Titans have stirred… seekers. The Land Titan will never enter the acidic bog, so
any roll of 6 for it should be treated as no movement.
Then awakened…
Any other roll should be treated as moving to one adjacent
And they now rampage…
area in the direction of the newly rolled area via the shortest
route. For example, if a Titan were in area A (1) and the roll
THE TITANS was “3”, the Titan would move to area B (2), where it would
W hat the Titans are and where they came from has
been lost to the ages. Perhaps through mutational
or evolutional forces causing exponential growth
run amok, the Titans have been, are, and will always be. The
Titans should be presented as forces of nature to be respect-
stop. A Titan will only move one area each time.
The Titans will roll to move to a new area of the map when
any of the following occurs:
When the seekers move from one area of the map to another,
ed and avoided if possible. Regardless of where the seekers each Titan will also roll to move to a new area.
are in the City of Storms, they can easily tell where the Ti-
tans are at all times.
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If a Titan is under attack for more than 2 rounds, the other TITAN VS. TITAN!
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Titan will move one area toward the conflict at the start of
each consecutive round of combat. hen both Titans end their movement in the same
area, the PCs will need to cover their ears as both
If the Titans “fight” (see “Titan vs. Titan”), the brawl will monsters let loose with a piercing shriek of anger
last 1 turn (10 minutes) before the Titans grow weary and and fury (DC 10 Will save or deafened for 1d10 rounds)!
each moves to a new area. After the roars of the challenge subsides, the Titans proceed
If the seekers actively try to lure a Titan to a new area, the to “fight”, causing the entire mapped region to shake and
judge should have the seeker make a DC 15 Personality quake as they bite, flail, and claw at each other. As the PCs
check to see if the Titan is curious enough to “take the bait”. will later discover, this is actually a mating ritual of domi-
The judge can adjust the DC depending on the cleverness of nance. The creatures will not mate at this time (as it’s not the
the PC’s ruse. season), but the fight for dominance is very real and very
dangerous.
Once the transmission tower is reactivated, both Titans will
move to area D (4) to attack the building to put a stop to the While the Titans fight, all rolls the PCs make are -1d on the
irritation. dice chain as the entire region shudders from the furious
brawl. Entering the area will be impossible while the Titans
The judge may also roll for Titan movement any time they attack each other. If the PCs have the misfortune of being in
feel the need to inject some excitement into the scenario! an area where a Titan brawl breaks out, they must first make
a DC 20 Will save to remain in the area. Failure means they
ENCOUNTERING A TITAN panic and flee to a neighboring area as quickly as they can.
A
The fleeing PC must also make a DC 12 Reflex save; failure
ny direct attack on a Titan by the players is border- means one of the furious Titans makes a free attack on the
line suicide. To the Titans, the seekers are nothing retreating seeker.
more than scampering insects to be ignored or toyed
with if bored. And if one of those insects “stings” a Titan (for
more than 20 hp damage on a single strike), the behemoth
kaiju will swat at the annoyance until the stinging stops. As
PLAYER START
the players will discover, the Titans are in fact a mated pair, Three days ago, your village was abuzz when one of the physi-
and if one comes under attack for an extended period, the cian-priests of the Holy Medicinal Order visited to speak with you
other will approach the conflict to investigate and defend its personally! Father Laam explained to both you and your village
mate as needed. council that their rejuv-chamber is in danger of failure. This holy
healing relic from the Bygone Days could not be allowed to fall
When entering an area containing a Titan, the judge should into disrepair, so he had come to you with a divine undertaking: to
first read the area description to see if there are any specif- find and retrieve a Q-Pack, the rarest and most powerful energy
ic actions the Titan is taking in that space. If not, the judge source known in Terra A.D. His Order knows of only one possible
should feel free to describe some general activity the beast location where one of these powerful resources may be found—the
may be taking (rooting around for food, rolling on the City of Storms, where it is said a monstrous tower fills the air with
ground to cool itself, scratching its haunches on a building, living energy! Knowing your village will have a valuable ally if
etc.). Any of these benign activities on the part of the Titan you succeed, the council agreed to allow your team to take on this
may be enough to unsettle and/or injure PCs nearby. For holy ordained task.
example, the judge may levy a -1 penalty on combat rolls
and saves as the ground shudders under the characters’ feet. You have followed Father Laam’s meticulously detailed map
Or rubble inside any structures they’re exploring may fall, through the humid jungle for days, not knowing if you were on the
causing 1d6 points of damage unless the PC makes a DC 10 right trail. The path you’re following begins to widen and you find
Reflex save. The judge is encouraged to come up with other yourself staring at a huge tower stretching to the sky surrounded
hazards that may occur when there is a kaiju lurking right by Ancient ruins—the fabled City of Storms.
outside the doorway!
THE CITY OF STORMS
Even if not directed at a Titan, the PCs’ movements and ac-
tivities might be enough to gain its attention. Any PC mov-
ing out in the open within sight of a Titan in the same area
should make a DC 10 Reflex save. Success means the Titan
either didn’t see the PC or is ignoring them (for now). Fail-
ure means the Titan lumbers over to investigate, perhaps
R ather than a “city”, this region was actually once an
industrial park and residential neighborhood, the
remains of which have been mostly flattened due to
the actions of the Titans. Only a few buildings still stand,
with the rest toppled over or crushed into rubble. The tallest
accidentally stepping on and crushing the PC (1d10, DC 12 structure remaining in the area is the transmission tower,
Ref save for no damage) or perhaps “playing” with its new now silent due to a mechanical failure several weeks ago.
“toy” the way a cat might play with a hapless mouse (roll
for 1 round of combat with the Titan, who will grow bored The area is also slowly sinking into a sour-smelling bog.
and wander to a new area unless it is substantially harmed). Stagnant pools of swampy water dot the landscape, all of
them ringed by assorted mosses, bulrush, reeds, cattails,
and water lilies. The swamp’s extremely acidic nature has
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of the few buildings remaining standing amongst the ruins. Many
of the smaller structures appear to have been reduced to rubble. A
THE WATCHFUL WHISPER shiny green grooved hillock rises amongst the debris here, seem-
Although the City may seem devoid of sentient life, ingly constructed from some kind of Ancient artificial substance.
there is instead one very large all-knowing presence The “hillock” is actually the Land Titan, currently napping
that has been watching the seekers since before their in a burrow it has nested within. To the seekers (who are
arrival. The assorted marsh foliage found through- approaching it from behind), the hill is about 40’ high and
out the area are all a part of one very large plantient appears to be made of one large, curved piece of plastic or
whose root system is spread over several miles. The glass. As the seekers tentatively enter the area, Whisper will
nameless sentient being (referred to as “Whisper” attempt to warn them about the true nature of the Land Ti-
in this text) runs under, around, and throughout the tan (speaking through one of the lilies floating on an isolated
City. Although immobile, it can use its roots and bog puddle nearby). All players should make a DC 15 Intel-
vines to “see and feel” and its cattails and reeds can ligence check. Those who succeed will hear a soft voice—
“listen”. Whisper can “speak” through the numerous barely perceptible—whispering, “The Titan now only rests”
lilies and flowers in the area, although any sound it (see sidebar “The Watchful Whisper”).
makes is incredibly soft and difficult to discern. Until
the seekers become aware of Whisper’s presence, they If they approach the Land Titan quietly and with caution,
should make a DC 15 Intelligence check to determine the Titan will not stir. However, if they climb on it, poke
if they hear what it says to them. Eventually through at it, or otherwise disturb the monster, the Land Titan will
roleplay and deduction, the players should become stand up, rearing to its full height. It will then bend down
aware of where the voice is coming from and the na- to get a better look at the “disturbers”. If the PCs freeze in
ture of Whisper. Once they discover who and what place, the Titan may wander off to a new area (see “Titan
Whisper is, there is no need for further checks to hear Movement in the City”). If they attack, the Titan will engage
what it says. for 1 round (revealing its power and near-invincibility) be-
fore wandering off.
Whisper has watched over this area for hundreds of
years, and it benevolently considers itself the area’s
protector and an advisor/guardian to those who pass
through. Whisper has been “watching” the seekers WHAT WHISPER KNOWS
for miles as they approached the city, and it realizes Once communication is established with Whisper, the
that they may be the key to stopping the Titans’ po- plantient can answer any questions the seekers may
tential rampage throughout Terra A.D. have. The following are some questions the players
may ask, along with Whisper’s answers. The judge is
encouraged to answer any other questions as Whisper
caused rusting and corrosion of most manufactured materi-
within the confines of the City of Storms.
als throughout the area. Every piece of metal appears dis-
colored, pitted, and covered with either a slick film or white Who are you? “I am the grass beneath your feet. I am the
powder. The mildly caustic atmosphere also affects any por- vines that climb. I am the lilies that swim. I am the reeds
table power source, such as cells and packs. Most of those that stand strong. I am that which watches over this city.”
found in the City of Storms will be either fully discharged What are those giant monsters? “Those are the Titans,
or barely functional. In fact, the judge should note that any giants born of the poisons that ravaged the world long ago.
powered device or weapon the seekers have with them may They once slept, but now they have awakened. And if un-
also be subjected to this atmospheric power drain. With stopped, they and their descendants will ravage the rem-
each use of their devices/weapons, the judge should have a nants of this world.”
player make a general Luck check. If successful, the device/
weapon functions normally. If the check fails, the device/ What are those crab-octopus things everywhere?
weapon uses twice as much power as normal for that use. “Those are the spawn of the Titans, in whose shadow you
The players may not discover this until their device prema- hide. The Titans do not fight each other; rather, they are
turely runs out of power! a mated pair. This is only the start of their progeny. As
long as they stir, they and their spawn will run unchecked
AREA A: THE BURROW throughout the lands.”
Do you know where we can find a Q-Pack? “Ancient
The first sign that you’re nearing the region as described by the power can be found throughout these ruins. I once felt the
Holy Medicinal Order is an acrid smell in the air, like that of sour presence of powerful energy near the tower, surrounded by
wine or vinegar. The salty stink permeates everything as the over- the caustic waters.”
grown jungle path you’re on becomes soft and saturated, like walk-
ing on soft fungus. The trees open up, and you get your first look How can we stop/fight the Titans? “When the tower
at the City of Storms. The ruins of the Ancient civilization have raged overhead and covered the lands with power, the Ti-
begun to sink into a marshy bog—the waters giving off the pow- tans slept undisturbed for centuries. If the tower were to
erful smell you sensed earlier. An incredibly tall structure in the rage again, the Titans will rest once more.”
distance towers over everything, but strangely it appears to be one
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further explore the ruins. Each is strangely identical in layout—a
large den with an attached food preparation area, a sleeping cham-
ber, hygiene facilities, and several small storage rooms. Even the
Ancient furnishings are arranged similarly in the standing domi-
ciles. The lack of individuality is striking.
If a Titan is here: One of the monstrous creatures appears to be
gingerly poking through the debris. It appears to be dealing with
something very gently, as if afraid its great size may crush what-
ever it’s investigating.
This area was once a small suburban neighborhood made
up of several bungalows nestled within the industrial park.
Due to the activities of the Titans, there are now only three
homes remaining in the destroyed wastes. As before, Whis-
per will attempt to communicate with the seekers (speaking
through a flower growing through a crack in a sidewalk).
All players who make a DC 15 Intelligence check will softly
hear, “The spawn hunger…and they hide” (see sidebar “The
Watchful Whisper”).
Wandering the streets of the neighborhood and picking
through the ruins are several giant crustacean/octopoid
mutations. The 7’-tall creatures have the claws and shells
of a humongous crab, but they propel themselves on nu-
merous tentacles. As the seekers will eventually learn from
Whisper (see sidebar “What Whisper Knows”), these are the
genetically mixed offspring of the Titans. They are territorial
and very ravenous.
Titan Spawn (4): Init +4; Atk claw +4 melee (2d4) or ten-
tacle lash +3 melee (1d8 plus grapple); AC 15; HD 4d6; hp 16
Judge’s note: When the Land Titan moves off, you should each; MV 30’; Act 2d20; SP grapple (if struck by a tentacle,
also roll for the Aqua Titan, which will now make its pres- the victim must win an opposed +6 Strength check or be
ence known as it slithers out of the swamp (area F) and to grappled; the creature will automatically hit any grappled
a new location. If the Land Titan returns to this area, it will target on consecutive rounds); SV Fort +4, Ref +2, Will +0;
curl up into its burrow to rest once more. If the Aqua Titan Crit M/d10.
enters this area, it will investigate the crater-like “nest” and
gnaw on some of the shed scales of the other Titan. Although these are the “children” of the Titans, the giant
monstrosities hold no affection for them as they have left
If the PCs return to this area when a Titan is not here, they the nest and are now meant to fend for themselves at this
will be able to search through the rubble of the burrow—a stage in their development. If any Spawn are attacked, the
crater approximately 80’ wide and 30’ deep. The crater is Titans will ignore the screams and wailings of their proge-
filled with broken and shed pieces of the Land Titan’s exo- ny—“survival of the fittest”, as it were.
skeleton. The pieces are difficult to bend or shape, making
wearable armor impossible to create. However, large sheets Each of the three homes that remain standing are identical in
of it can be held as shields, offering a +2 AC bonus when structure and layout (see Map of B-1,2,3: Suburban Home)
used in this manner. The Land Titan’s exoskeleton is also with differences described as follows:
resistant to the acids of the contaminated swamp, acting as House B-1: This house appears to be surrounded by a shal-
an effective barrier versus the Aqua Titan’s acid spray (+4 low pool of acidic swamp water that is easily avoided if
AC versus an acid-based attack) or strapped together for use stepping cautiously. However, the flooring has been weak-
as an acid-proof raft on the burning waters. There are also ened due to the foundation having been eroded by the cor-
three fully discharged C-cells scattered about in the rubble. rosive waters. When the first PC enters the building, they
should make a DC 12 Intelligence check to “feel” the floor-
AREA B: THE SUBURBS ing bowing dangerously underfoot. If two seekers are ever
This area is made of many smaller structures—or what is left of in the same room at the same time, the floor will splinter
them—laid out in orderly rows. Poking through some of the de- and crack, giving way into the acidic pond underneath. PCs
bris and finding a few ruined tools, smashed furniture, and other who make a DC 12 Reflex save can dive away before falling
implements of daily living, you conclude this is what remains of in. Those who plunge into the waters will take 1d6 points of
an Ancient village that found safety in the shadow of the tower. A acid damage per round until they either climb out (DC 14
few small structures still stand, almost seeming to beckon you to Strength check) or are fished out by their comrades.
Page 5
open (AC 12; 20 hp), but the lazer pistol will be broken until
repaired (successful DC 12 Intelligence check while using
appropriate tools).
House B-3: The roof is completely missing from this struc-
ture, so everything within is ruined due to decades of expo-
sure to the elements. In the living area, what appears to be a
human male is absentmindedly sweeping the carpet of moss
and mildew covering the floor. It quietly pushes a nonfunc-
tioning vacuum device back and forth as the seekers enter.
This is “Rix”, a simulant android assigned to this home as
a personal assistant. Unlike other devices affected by the
power-draining atmosphere here, Rix is a simulant and able
to remain powered up over the centuries through the inges-
tion of both organic and inorganic matter. The last order it
received was from its Ancient operator who asked it to clean
the house. Rix has spent hundreds of years performing this
Sisyphean task.
“Rix” (Android, Simulant): Init +4; Atk slam +4 melee (1d8)
or by weapon type +4; AC 13; HD 7d6; hp 22; MV 30’; Act
1d20; SP immune to mind control; SV Fort +4, Ref –2, Will
+3; AI recog automatic; Crit A/d4.
Rix is very excited to meet any humans and will eagerly fol-
low any orders given to it—after vacuuming the same rug
for several hundred years, Rix is desperate to alleviate its
boredom. Rix has not left the house in all that time and has
very little knowledge of Terra A.D.; however, it can be a
fount of knowledge about the nature of the area prior to The
Great Disaster. Also Rix’s gyroscopic motivator is broken, so
its balance is off. When given any instruction or order, the
judge should roll 1d6. On a roll of “1”, Rix will topple over at
the most inopportune time. Rix can be repaired on a success-
Other than some broken and useless kitchen gadgets (ultra- ful DC 12 Intelligence check while using appropriate tools.
sonic blender, quantum fusion disposal), the only artifact to
be found in the bedroom closet is a holo-cloak, which is cur- AREA C: POWER RECEIVER
rently powerless due to its depleted C-Cell.
MANUFACTURING PLANT
House B-2: This house is missing the far back wall lead-
This building—what remains of it—is the second largest structure
ing into the bedroom, offering a secondary entrance to the
in the city. However, only the pitted rusting metal skeleton of the
structure. Around the corner, two Titan Spawns are rooting
Ancient construction remains. The remains of fencing surround-
through the kitchen looking for any spare morsels of food
ing it are covered with Ancient symbols of warning, which gives
that may remain. If the seekers are quiet, they can gain sur-
some indication that the building housed something dangerous at
prise on the unsuspecting beasts.
one time. But it’s hard to see any danger remaining in the corroded
Titan Spawn (2): Init +4; Atk claw +4 melee (2d4) or ten- frame set in the center of a field of wreckage.
tacle lash +3 melee (1d8 plus grapple); AC 15; HD 4d6; hp 16
If a Titan is here: One of the beasts has positioned itself next to
each; MV 30’; Act 2d20; SP grapple (if struck by a tentacle,
the twisted framework and is rubbing against it to satisfy an itch.
the victim must win an opposed +6 Strength check or be
The entirety of the metal structure shakes and bends under the
grappled; the creature will automatically hit any grappled
strain but remains standing.
target on consecutive rounds); SV Fort +4, Ref +2, Will +0;
Crit M/d10. Although the energy transmission tower (area D) blanketed
the region with invisible airborne power, photonic energy
Under the sofa in the living area are what appears to be a
receivers were still necessary to focus and draw the power
pair of Ancient sunglasses. However, if a successful Arti-
into any building, vehicle, or device that utilized it (if the
fact check is made, they can be identified as a pair of sensor
seekers look around the area, they’ll notice these saucer-
glasses, which work similarly to a sensor pad, except worn
shaped receivers on virtually every structure that remains
over the eyes. There is also a wall safe hidden behind a piece
standing). This was once a manufacturing plant that pro-
of artwork in the bedroom that can be opened on a DC 10
duced these receivers. There is very little left in the ruins
security system check. If successful, the seekers will find a laz-
to easily identify what the structure once was, except for
er pistol with only one charge left. The safe can be smashed
some shattered machinery, shredded conveyor belts, and
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destroyed assembly line bots. If the seekers have not yet dis- ture you’ve ever seen. From the ground, you can barely see a tall,
covered the nature of Whisper, all players who make a DC thin, metal framework topped by a silver sphere at the top of the
15 Intelligence check will softly hear, “The discs take the light- tower, about two hundred feet above you. The exterior of the tower
ning from the air, channeling it” (Whisper is speaking through is blanketed by crisscrossing curtains of ivy and vines. Piles of
a bloom found on a string of ivy growing along an I-beam. wreckage and rubble have been pushed up against the base of the
See sidebar “The Watchful Whisper”). tower, blocking all visible entrances to the interior.
There are four bots remaining in the ruins: three security- If a Titan is here: One of the colossi violently throws itself at the
bots on constant vigil for trespassers and an electrician-bot tower, which remains unmoved by its tantrum. The creature must
that was used for maintenance and repair purposes in the have tried to do this before without success as it quickly gives up
once-standing factory. All four bots are barely functional with a snort of frustration.
due to the time spent in the corrosive atmosphere, and their
stats reflect this. There are three Titan Spawn here that wandered away from
their brethren in area B – The Suburbs. They are ferreting
Corroded Security-Bots (3): Init +5; Atk stun ray +5 missile around the ruins, and they will attack as soon as they notice
fire (DC 12 Fort save or stunned for 2d6 rounds) or force baton the arrival of the seekers.
+5 melee (1d8+8) or neural net +5 missile fire (DC 10 Ref save
or entangle up to 4 adjacent targets for 2d6 rounds) or sleep Titan Spawn (3): Init +4; Atk claw +4 melee (2d4) or ten-
microgrenades +5 missile fire (30’ radius, DC 10 Fort save or tacle lash +3 melee (1d8 plus grapple); AC 15; HD 4d6; hp 16
stun for 2d6 rounds); AC 15; HD 8d6; hp 20 each; MV fly 30’; each; MV 30’; Act 2d20; SP grapple (if struck by a tentacle,
Act 2d20; SP immune to mind control, force shield (8 hp); SV the victim must win an opposed +6 Strength check or be
Fort +6, Ref +4, Will +1; AI recog 19 (Security); Crit A/d4. grappled; the creature will automatically hit any grappled
target on consecutive rounds); SV Fort +4, Ref +2, Will +0;
Corroded Electrician-Bot: Init +3; Atk manipulator claw +3 Crit M/d10.
melee (6d6) or laser welder +3 missile fire (8d6); AC 18; HD
12d6; 35 hp; MV 20’; Act 2d20; SP immune to mind control; The ivy and vines that cover the transmission tower are the
SV Fort +8, Ref +2, Will +0; AI recog 12 (Governmental); Crit concentrated “body” of Whisper. Due to the many flowers
A/d6. and blooms found in this area, it will be far easier for the
seekers to hear it speak (no further checks are needed once
The security-bots will harass anyone who has trespassed communication is established). After the Spawn are dealt
within the fenced-in area but will not chase after anyone with, Whisper will address the PCs, this time with a voice
who leaves the predetermined zone. The electrician-bot will that is amplified through the many blooms found here. It
be ambivalent toward the seekers unless someone makes a will first introduce itself (if the players had not yet made
successful AI recognition roll (p. 150, MCC RPG). If success- contact and/or discovered its nature), then ask for their as-
ful, the electrician-bot will follow simple commands given sistance to stop the rampage of the Titans (see sidebar “What
to it by the team, including making repairs on broken de- Whisper Knows”).
vices, defending the seekers against any threats (including
the Titans), etc. “The Titans will continue to breed and prosper,” Whisper warns.
“Their offspring will rapidly grow to monstrous size as well, and
If a seeker makes a successful DC 15 Intelligence check, they they will begat more of their own. In four seasons’ time, they will
will find one of these random items in the rubble: a force ba- overrun us all, trampling flora and fauna underfoot.”
ton with two charges left, a medipac with two charges left, or
a fusion torch with one charge left. Whisper doesn’t want the Titans killed (nor does it think it’s
possible), but it knows that the tower itself is the likely key to
Also scattered throughout the ruins are a several dozen 6”- salvation. It explains that, when the tower broadcast energy
wide, saucer-shaped discs, i.e., photonic energy receivers. throughout the region, the Titans slumbered both under the
The ceramic discs will adhere to any surface they’re pressed waters and below the earth. However, several weeks ago, it
or thrown against and can be easily removed and reposi- stopped broadcasting, leading to the Titans awakening and
tioned as necessary. Once adhered, a receiver will channel the devastation the seekers have witnessed.
energy produced by the transmission power directly into
the object onto which it is has been placed. Although useless “If you were to enter the tower and make it live again, the Titans
for now, once the transmission tower is reactivated, these and their Spawn will once more sleep for centuries,” it says.
receivers will act as “targeting beacons” for powerful bolts Because the lower floors of the tower are inaccessible (ei-
of lightning emanating from the tower, striking a target for ther buried under tons of rubble or hopelessly blocked from
5d10 electrical damage. damage caused by the rampaging Titans), the PCs will need
to access an opening to the upper floors by climbing the
AREA D: TRANSMISSION vines draped around it. There is a missing window in the
TOWER tower allowing access to the 18th floor (opening into area
G-1 – Conference Room) but requiring a climb about 150’
Making your way through the waterlogged ruins, you reach the straight up. (It is impossible to climb all the way to the roof,
foundation of the largest structure in the City of Storms. The An- as the vines thin out and will not support a seeker’s weight.)
cient tower seems to touch the sky as it’s the tallest Ancient struc-
Page 7
Scaling the tower will require a DC 8 Strength check every
50’. Falling will result in 1d4 damage for every 10’ fallen (the
soft marshy ground will absorb some of the impact). Three
such checks will allow a PC to reach the opening at the 150’
mark. When the first seeker successfully reaches the 100’
point (after two successful checks), have them make a DC
12 Intelligence check. Success means they’ve spied a dag-
gerbeak’s nest tucked amongst the foliage that they can then
avoid (while shouting a warning down to any following
seekers). Every other seeker who has been warned will only
need to pass a DC 5 Intelligence check to avoid jostling the
nest. If anyone fails, they’ve disturbed the nest, causing the
flying lizard-like birds to angrily defend their nest.
Daggerbeaks (2): Init +4; Atk peck +1 melee (1d4) or claw
rake +1 melee (1d4); AC 10; HD 2d8; hp 7 each; MV fly 30’;
Act 1d20; SV Fort +0 Ref +5, Will +0; Crit M/d6.
The creatures will attack whoever first disturbed them and
anyone else lower down on the tower. They will do so for 3
rounds before flying off. If a PC misses an attack on a dag-
gerbeak, they will need to make a DC 13 Reflex save to avoid
losing their grip and falling off the tower.
AREA E: SUBMERGED
VEHICLEPORT
The caustic waters of the swamplands have filled this area, and
you find yourself standing on the bank of a large acrid pond. Being
this close to such a large body of corrosive liquid causes your eyes
to water, and you blink rapidly to get a better look. Through your
tears you can see the top floor of an Ancient building jutting above
the surface. There appears to be a large object on top of it, but it’s
impossible to make out any details from this distance.
If the Land Titan is here: The insectoid behemoth wades gin-
gerly through the brackish waters, as if irritated by the caustic
chemicals.
If the Aqua Titan is here: The blubbery water-dweller floats
just under the surface of the bog, seemingly comforted by the harsh
liquid washing over it.
Crossing the acidic waters will be a challenge, as its highly
corrosive nature will burn through nearly anything. Any-
one who comes into contact with the corrosive swamp water
will take 1d6 points of acid damage per round. If the seekers
assemble a raft or use some other means of crossing the wa-
ter, the acid will erode their makeshift boat in 2d6 rounds af-
ter launching, at which point their vessel dissolves and sinks
into the bog. The only material in the area that is impervious
to the acid is the cast-off remnants from the Land Titan’s
exoskeleton found in its burrow (area A), where there are
several pieces large enough to be used as two-man canoes
across the dangerous lake.
What is currently seen above the surface of the water is the
upper level of a vehicleport, which was used as a landing
pad/garage for the area’s inhabitants. Nothing remains on
the submerged lower levels, having been corroded and dis-
solved long, long ago. However, sitting on the landing pad
is a bubble car in surprisingly good condition. The bubble car
not only runs on a Q-Pack, but there are two spare Q-Packs
Page 9
in the vehicle’s storage compartment! Each Q-Pack is 1 cu- damage from the acid plasm’s corrosive digestive juices.
bic foot in size, weighing about 75 lbs. However, due to the The acid plasm also gains a +1d bonus to attack rolls against
strange atmospheric conditions in the swamp, all three Q- any prey it has successfully grappled.
Packs are currently devoid of any charge.
AREA F: THE DEPTHS
Also within the storage compartment are the following arti-
facts: a mazer rifle with two charges left, a multitool, and three OF THE SWAMP
loose com-badges. You’re standing at the edge of the deepest part of the acrid bog that’s
If the seekers have not yet discovered the nature of Whisper, been slowly drowning the city. Just standing this close to it causes
all players who make a DC 15 Intelligence check will softly your flesh to tingle and burn. There doesn’t appear to be anything
hear, “The waters take form here. Many have perished upon its floating on the surface or submerged just under the waters.
appearance” (Whisper is speaking through one of the nu- If the Aqua Titan is here: The aquatic leviathan floats in the
merous water lilies on the bog’s surface; see sidebar “The center of the caustic lagoon, seeming to leer at you with hungry
Watchful Whisper”). As the seekers examine the nonfunc- inquisitive eyes.
tioning vehicle, a pair of acid plasms slither from the bog
and across the pad to attack. There is nothing to be found in this area of the map, and
investigation and exploration are both useless and danger-
Acid plasms (2): Init +0; Atk tendril +3 melee (1d8 plus ous. The area is described here on the chance that the PCs
grapple); AC 14; HD 6d6; hp 18 each; MV 20’; Act 2d20; SP decide to row across it as described earlier (area E). If they
grapple (if struck by a tendril, the victim must win an op- do decide to cross the swamp here, there is a 1 in 4 chance
posed +6 Strength check or be grappled), acidic membrane that an acid plasm will take notice and attack while they are
(1d4 damage per round while grappled); SV Fort +3, Ref +1, at the deepest point of the swamp (the judge should make
Will +1; Crit M/d12. this check each time the players decide to row across this
The acid plasm is an amoeboid-like blob of protoplasm with area of the map).
a corrosive outer membrane. It attacks by whipping out a Acid plasm: Init +0; Atk tendril +3 melee (1d8 plus grapple);
tendril to ensnare its prey, dissolving them with acidic se- AC 14; HD 6d6; 18 hp; MV 20’; Act 2d20; SP grapple (if struck
cretions, and feeding on the remains. Anyone struck by a by a tendril, the victim must win an opposed +6 Strength check
tendril must make an opposed Strength check, becoming or be grappled), acidic membrane (1d4 damage per round
grappled if they fail the check, and taking an additional 1d4 while grappled); SV Fort +3, Ref +1, Will +1; Crit M/d12.
Page 10
AREA G: INSIDE THE TOWER searched. You spy a few shattered serving dishes, eating utensils,
and cooking pots in the debris as well. A counter runs parallel to
The two floors available to the seekers for exploration are the far wall with an open doorway across from it.
Floors 18 and 19, as well as the roof. The elevator is nonfunc-
tional, but there is a set of stairs that can be taken between This cafeteria and kitchen served meals to the Ancients who
floors. Note, however, that the stairs are missing below Floor worked within the tower. Behind the counter is a small
18, so lower levels of the tower are inaccessible. The areas kitchenette with a cold storage unit and a plasma reheater
of interest are detailed in the following descriptions. Any (neither of which are functional or repairable), and there is
room or feature left undescribed is unimportant and can be nothing edible available. On the wall is a circular opening
glossed over or expanded upon by the judge as desired. about a foot in diameter with a series of dials and switches
next to it. This is a waste disposal portal, which is—loose-
FLOOR 18 ly defined—an “anchored” micro-black hole (TL 6, CM 8;
disintegrates anything placed within; Power: Unknown).
Area G-1 – Conference Room: Climbing through the shat- Anything placed into the portal is utterly disintegrated into
tered plexiplastic viewing portal—obviously destroyed during a atoms with no save. The disposal is normally shielded when
Titan’s rampage—you take note of the room. The central piece in not in use, but its shielding failed long ago. Among the de-
the space is a long empty table surrounded by chairs. The Ancients bris on the floor is a plasma knife that was once used to pre-
must have used this area to meet or perhaps take their meals. pare particularly tough cuts of meat (treat as a plasma sword
This is a conference room that was once used by the An- with a 2’ blade and two charges left).
cients to hold meetings or discuss items of importance in the The open doorway leads to the larder where food and cook-
running of the power transmitter. The room is empty and ing utensils were stored. When the pantry is inspected, a
featureless except for decades of dust and cobwebs covering swarm of beetle-rats will scurry out, flooding the floor, and
every surface, offering the seekers a chance to catch their racing over the seekers and down the hall. The beetle-rats
breath. There is an identical conference room on this floor won’t do any damage to the seekers, and the pantry is emp-
across the hallway, which is not as empty. A large webwe- ty.
aver has taken up residence behind the suspended ceiling,
and will drop upon the first PC who enters the room. Area G-4 – Media Center and IT: A set of long dark tap-
estries cover the large plexiplastic window in this room, throwing
Webweaver (mutated spider): Init +3; Atk bite +6 melee the area into near total blackness. When light is let into the room,
(1d6 plus poison) or web +4 missile fire (DC 13 Ref save or you find several small Ancient devices on shelves along the walls.
entangled); AC 14; HD 3d6; hp 8; MV 50’; Act 1d20; SP poi- There is a white rectangle hanging on one wall, as if it were a blank
son (DC 14 Fort save or temporary1d4 Strength loss), web piece of artwork. Numerous cables, cords, and other artificial ropes
(AC 16, 5 hp to break free); SV Fort –1, Ref +4, Will +0; Crit are bundled together in a tangled mess in one corner.
M/d4.
The door to this room is currently secured with a complex
Area G-2 – Upper Hallway: The darkened walkway reeks of security lock. It can be opened with a DC 12 security system
mildew and age. The floor feels soft underfoot, but whether that’s check. If the check fails or if the seekers decide to break in
a blanket of moss or Ancient floor tapestries, you can’t be certain. (AC 15, 10 hp), a deafening alarm will shriek for 30 seconds.
You see portals set in various places along the walls. In the murki- Everyone on Floor 18 will be horribly shakened by the ca-
ness, you see a pair of red eyes at face level turning to look in your cophony and will suffer -1 to all attacks and saves for the
direction. duration of the day.
There is a single security-bot that has been keeping a lonely This room houses a media center and information technol-
vigil on this floor of the tower for ages. The “eyes” are the ogy (IT) devices. Although it appears that the seekers have
bot’s sensors that have just finished scanning the seekers. It discovered a treasure trove of Ancient artifacts, most of
has already determined they are not cleared for access and these devices were initially stored here because they were
moves to subdue them. If anyone is captured or subdued, broken and/or nonfunctional back in the time of the An-
the security-bot will escort them out of the building via the cients. There are only two working devices among the bro-
only available portal—tossing them out of the broken win- ken piles of junk (DC 12 Intelligence check to find each one):
dow they arrived by (area G-1). a multitool and a sonic spanner. There are also two F-Cells
Security-Bot: Init +5; Atk stun ray +5 missile fire (DC 12 here that are currently without charge.
Fort save or stunned for 2d6 rounds) or force baton +5 me- Area G-5 – Supplies Closet: This small room is lined with
lee (1d8+8) or neural net +5 missile fire (DC 10 Ref save or shelves containing various befuddling trinkets: small boxes con-
entangle up to 4 adjacent targets for 2d6 rounds) or sleep taining bent pieces of wire and pointed bits of metal, cylinders of
microgrenades +5 missile fire (30’ radius, DC 10 Fort save soft parchment, and plastic sticks of various colors. You also find
or stun for 2d6 rounds); AC 15; HD 8d6; 20 hp; MV fly 30’; a small white box with the symbol of the Holy Medicinal Order
Act 2d20; SP immune to mind control, force shield (8 hp); SV inscribed upon the lid.
Fort +6, Ref +4, Will +1; AI recog 19 (Security); Crit A/d4.
The small boxes contain paper clips, staples, thumbtacks,
Area G-3 – Cafeteria and Kitchen: This chamber has sev- and an assortment of various office supplies. The plastic
eral small tables and seats thrown about the room as if violently sticks are pens/pencils, and the soft parchment cylinders
Page 11
are paper towels and toilet paper. There may be other of- frame sits on top of a circular base. You can smell hot burning
fice supplies as determined by the judge, but there will be circuitry coming from the base. “This is the source of the city’s
nothing of intrinsic use. Both closets on this floor each hold a power—and the source of the problem,” you hear Whisper explain
medipac inscribed with a red cross on the lid. Both medipacs from a nearby spray of blooms.
have one charge each left on their C-Cells.
If the seekers remove a panel on the base of the metal frame,
FLOOR 19 they will see two issues to be corrected; several wires and
cables have been burned out and need to be replaced, and a
Area G-6 – Cubicle Farm: Upon entering this floor, you Q-Pack that helps close the circuit and acts as a resistor has
find numerous chest-high walls that fill the entire area. The walls been blown apart.
are flimsy, cloth-covered devices that divide up the floor into regu-
larly spaced regions. At a glance, each region has its own table and To reactivate the energy broadcast antenna, the seekers will
chair and is featurelessly identical to one another. first need to ensure they have the proper tools to do so. A
multitool (area E or G-4) or sonic spanner (area G-4) will suf-
In the Ancient days, rows upon rows of tower personnel fice. Next, the broken Q-Pack at the base of the antenna will
would report to this floor, take their place in one of the cu- need to be swapped out with another (several are found in
bicles, and perform their daily work activities. What those the bubble car in area E). Finally, the burned-out wiring can
activities may have entailed has long since been lost to the be replaced by the cables and cords found in the Media Cen-
ages. Today, the floor looks like a felt-covered maze filled ter (area G-4). Once the repairs have been made, the seeker
with a haphazard array of desks, chairs, nonfunctioning will need to make a successful DC 15 Intelligence check
monitors, and other random office flotsam. On the oppo- (adding their Artifact check bonus) to correctly reassemble
site side of the floor from the stairs is another door marked and rewire everything. If unsuccessful, something snaps
with the Ancient word for “ROOF”. This heavily reinforced loose or breaks, and a different seeker must make the check.
steel door is locked with a complex security lock that can be
opened with a DC 15 open artifact doors check (there are no Once power is restored to the transmitter, the PCs will feel
traps or alarms triggered if the check fails). The door is AC and hear a sharp humming vibration as their flesh begins
18, 20 hp to break down, and leads to the Roof (area G). to tingle due to the energy-charged air surrounding the an-
tenna. The following events will then happen:
Lurking within this maze are two descryers, descendants of
an office ficus that mutated long ago. The two plant-based The PCs will see power restored throughout the city. Lights
creatures look like large 4’-wide floating eyes with several will flicker on in buildings, machinery will activate, and
vine-like tentacles writhing on top. various electronic sounds will be heard (alarms, running
motors, etc.). At this moment, every powered device and
Descryers (2): Init +4; Atk sucker tentacles +4 melee (1d4, every energy cell and pack throughout the city will be fully
drains blood for 1 hp every round attached); AC 12; HD 5d6; recharged to its maximum capacity (the seekers may hear
12 hp; MV fly 40’; Act 3d20; SP mutation check +4 molecular beeping coming from their weapons, indicating full charge).
disruption; SV Fort +2, Ref +1, Will +0; Crit varies (see mo-
lecular disruption). The PCs will see a few bolts of “lightning” arc from the an-
tenna overhead and strike several power receivers still lay-
The descryers have managed to subsist on the vermin that ing on the ground near the Power Receiver Manufacturing
normally roams the tower, but the seekers will be a more Plant (area C). This may hint to the PCs that any discs they
substantial meal! The descryers will quickly make their way carry may potentially be used as a weapon versus the Titans
through the maze to surprise and feed on this new prey. in the battle to come.
When a descryer is near defeat, it will open its central eye as
wide as it can then unleash its molecular disruption as a last The PCs feel a slight “tickle” in their head as any creature
resort. human-sized or larger will be affected by the sleep-induc-
ing electromagnetic waves the tower emits. All PCs must
Area G-7 – Manager’s Office: This small room appears to make a one-time DC 5 Will save to remain awake. Failure
have a degree of importance beyond others you’ve encountered. means they drop off into a deep sleep until awakened by
The desk and chair are of a higher quality and more ornate, real their teammates.
wood paneling lines the walls, and artwork and bric-a-brac grace
the walls and end tables. Also affected by the brain-dampening waves, the Titans
shake their heads as if to stave off the drowsiness, shriek with
In the desk is a keycard that will unlock the doors to the Me- fury, then charge to the tower to end the mental irritation.
dia Center (area G-4) and access to the Roof (area G-8). Also
in the desk are an accelershot and neuroshot. Both Titans will move to area D and attack the tower, focus-
ing their rage on the buzzing transmitter (and, by extension,
Area G-8 – The Roof: The wind whips around you as you the seekers) on the roof. The Titans will remain awake for
stand at the apex of the area—the top of the tower itself. From here, only 5 rounds, so the PCs will need to hold them at bay for a
you can look down upon the entire region—you even find yourself short time. The seekers have the following options at hand:
higher than the Titans are tall (but only by slightly…)! Whisper’s
vines snake across the roof even this high up. In the center of the If a Titan takes a single blow that does 20 points of dam-
tower is a tall metallic skeleton topped by a silver sphere. The metal age or more, it will break off its attack, surprised that some-
Page 12
thing actually hurt it. It will miss its next combat round as it ENDING THE ADVENTURE
shakes off the injury and licks its wounds.
Whisper thanks the seekers for their help in repairing the
All of the seekers’ weapons and devices are now completely tower and assures them that the Titans will remain inactive
charged, so the PCs are fully armed and now have a fighting as they hibernate once again. On their way out of the city,
chance to hold the creatures back. the players can scavenge anything they may have initially
The power receivers from the Power Receiver Manufactur- left behind. If discovered and befriended, Rix will happily
ing Plant (area C) can be thrown at the Titans. On a success- accompany the seekers, ready to see more of this strange
ful missile attack, the receiver will adhere to the Titan, and a new world. And if a charged Q-Pack is retrieved and pre-
bolt of lightning will strike for 5d10 electrical damage, injur- sented to the Holy Medicinal Order, they thank the seek-
ing the Titan and destroying the receiver. ers and their village by offering them the unlimited use of
their rejuv-chamber as well as offering healing training to
Any androids or bots that serve the PCs can be ordered to any healers on the seeker team (any healers who success-
attack the Titans, thus drawing their attacks away from the fully complete this adventure and train with the Order will
antenna. automatically gain 1 level).
As the fifth round ends, the PCs will see the Titans calm Finally, over the coming weeks, Whisper’s overgrowth
down, then sluggishly return to their initial lairs (areas A throughout the region becomes thicker and fuller, obscuring
and F, respectively). The Aqua Titan will sink deep into the and closing off the path that once lead to The City of Storms.
waters of the bog, and the Land Titan will return to its bur- The City will become lost to the ages, allowing the Titans to
row, digging as it settles in until it has buried itself under- rest undisturbed for generations to come.
ground. Even the Titan Spawn have vanished, having found
their own hidden lairs in which to hibernate the centuries
away.
This printing of DCC Day #4: Crash of the are hereby added to Open Game Content and, incidents, language, artwork, symbols, 5.Representation of Authority to Contribute: originally distributed under any version of this
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Page 14
B
ehold! Once again it is time for the unrelenting gaze
of the Phlogistonic Eye to peer across the multiverse.
It perceives all, knows all! Staring again upon the
pitiful world know as Earth, it observes strange happenings in
the mythical realm of Wisconsin where mortals gather for that
event known as Gary Con XV. What wonders occurred there?
The Goodman Games booth has the handsomest faces in gaming hanging around it.
We’re not sure what Brendan did to deserve this, but he probably deserved it.
Page 15
fun tpks
EARN DUBIOUS FAME ROLL WEIRD DICE
AND
DCC #83: DCC #84: DCC #85: DCC #86: DCC #87: DCC #87.5: DCC #88: DCC #88.5: DCC #89: DCC #90:
The Chained Peril on the The Making of Hole in the Sky Against the Grimtooth’s The 998th Curse of the Chaos Rising The Dread God
Coffin Purple Planet the Ghost Ring Level 3 Atomic Overlord Mus. of Death Conclave of Kingspire Levels 1-5 of Al-Khazadar
Level 5 Level 4 Level 4 Level 5 Level 1 Wizards Level 6 Level 2 Level 4
DCC #91: DCC #92: DCC #93: DCC #94: DCC #95: DCC #96: DCC #97: DCC #98: DCC #99: DCC #100:
Journey to the Through the Moon-Slaves of Neon Knights Enter the The Tower of The Queen of Imprisoned in The Star Wound The Music of
Center of Aereth Dragonwall the C. Kingdom Level 3 Dagon Faces Elfland’s Son the God-Skull of Abaddon the Spheres
Level 4 Level 3 Level 2 Level 5 Level 6 Level 1 Level 6 Level 3 Level 5
— MCC RPG —
MCC #2: MCC #3: MCC #4: MCC #5: MCC #6: The MCC #7: MCC #8: MCC #9: MCC #10: MCC #11:
A Fallen Star Incursion of the Warlords of Blessings of the Apocalypse Reliquary of The Data Orb Evil of the Seeking the The Omnivary
for All Ultradimension ATOZ Vile Brotherhood Arc the Ancients of Mankind Ancients Post-Humans of Eden
Level 1 Level 2 Level 3 Level 4 Level 5 Level 0 Level 3 Level 3 Level 0 Level 2
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