TEXT: beyond the  
  silver scream
  Forrest Aguirre
  beyond the  
  silver scream
  Forrest Aguirre
  the metal version
  
  A 0-level Adventure for the  
  Dungeon Crawl Classics RPG
  by Forrest Aguirre
  credits
  Thomas Gile   
  artwork pg 29
  Matt Hildebrand 
  artwork pg 3, 19 & 21 
  layout & maps 
  David Lewis Johnson 
  artwork pg 31
  Nicolo Maioli 
  artwork pgs 12 & 22 
  James V. West 
  cover artwork &  
  artwork pg 7
  plAytesters
  Daniel Nicholson
  Steve Perkins
  Venger Satanis
  Tim Virnig
  musicAl inFluences
  Black Pyramid “Open the Gates”  
  Black Sabbath “Die Young”  
  Circle Jerks “Wild in the Streets”  
  Ghost “Cirice”
  beyond the  
  silver scream
  beyond the  
  silver scream
  the metal version
  
  After lying your way through the box 
  office (R-ratings are still enforced in 
  your town!), you take your seats in what 
  you call “the dank stanky” and watch 
  as the place goes completely black, save 
  for the ghostly burnt-yellow flickering 
  glow of the projector bulb shining 
  through celluloid. The credits roll 
  against the backdrop of a dark, satanic 
  ritual in which half-naked women are 
  sacrificed to other-dimensional demons 
  by red-cowled cultists wielding curved 
  daggers. The sinister thrum of fuzz-filled 
  electric guitars trudge out a doom-laden 
  cadence, joined by low-voiced chants 
  and the piercing screams of sacrificial 
  victims.
  The screen ripples. Not the images that 
  are projected against the screen, but the 
  screen itself! You look for the source of 
  the disturbance . . . 
  . . . and there she is. At the corner of the 
  screen, just behind it. Your dream girl! 
  Maybe the head cheerleader, or that 
  best-female friend you’ve been crushing 
  on since sixth grade but never had the 
  guts to ask out, or that mysteriously-
  attractive bookish girl that you secretly 
  want to know much more about. 
  One of her hands clings desperately 
  to the screen, causing it to buckle, the 
  other hand claws at a red-robed arm that 
  has her in a choke hold! You see, in the 
  ethereal light of the cinema, a swatch of 
  red hood, the glint of a fang-like curved 
  dagger, the glimmer of malevolent eyes 
  as the girl is dragged back behind the 
  curtain, unable to cry out.
  You look at the others — they see her, 
  too! With that confirmation, you spring 
  into action, all of you seemingly at once, 
  jumping over chairs, rushing the stage to 
  rescue the girl from the clutches of her 
  assailant. Pushing your way in a wave 
  of bodies between screen and curtain, 
  you find yourself . . . Beyond the Silver 
  Scream!
  You and dozens of your closest friends put down  
  the bong and fill your jeans and leather-pants  
  pockets with quarters. But tonight, you’re not  
  heading for the arcade. You’re headed for the old 
  downtown theater (the one that shows naughty 
  movies at midnight) to see the newest horror flick: 
  “Screaming Sorority Girls from Planet Playtex”.
  introduction
  introduction
  beyonD the silveR sCReAm    3
  
  Beyond the Silver Scream is a 0-level 
  funnel that begins sometime between 
  the mid-1970s and early 1980s. Unlike 
  most such adventures, the characters 
  are not villagers in a pseudo-medieval 
  setting, but teenagers in a modern 
  (although pre-cell-phone, pre-internet) 
  setting. Kids that might have actually 
  played games similar to the ones you 
  play now. Or not. And they won’t stay 
  in the timestream we know for long. 
  Ultimately, it matters little. What 
  matters is that your players have fun . . .  
  even those whose characters don’t 
  survive. And there will likely be a few!
  It is recommended that each player be 
  given 3 to 4 0-level characters, with stats 
  rolled “as Crom intended” — 3d6, in 
  order, with no re-rolls. Each character 
  is assumed to have some basic skills — 
  reading, writing, and swimming may 
  be taken for granted. Others, because 
  of jobs or interests, might be skilled in 
  other areas. These skills, along with a 
  corresponding “trade good” or goods, 
  can either be agreed upon between 
  the judge and the player, or randomly 
  determined using the “occupation” table 
  on the following pages:
  beyonD the silveR sCReAm    4
  
  percentile roll
  occupAtion
  trAde good(s)
  01
  Farmhand (Dairy)
  sheath Knife, bag of curds
  02
  Farmhand (Corn)
  sheath Knife, ½ dried cob
  03
  Farmhand (Wheat)
  sheath Knife, wheat kernels
  04
  Farmhand (Garden)
  sheath Knife, carrot
  05-06
  Cook (Chinese)
  Chopsticks, hairnet, eggroll
  07-08
  Cook (mexican)
  spatula, hairnet, tortilla
  09-10
  Cook (“American”)
  spatula, hairnet, tater tots
  11-12
  Cook (italian)
  spatula, hairnet, dried pasta
  13-14
  Department store Cashier
  1d10 silver dollars
  15
  “Chemist”
  1 hit brown acid
  16
  “Gardener”
  Dimebag, lighter
  17-18
  Jock (Football)
  Athletic cup, letter jacket
  19
  Jock (swimmer)
  speedos
  20-21
  Jock (baseball)
  baseball, cap, cleats
  22
  Jock (Wrestling)
  Unitard, letter jacket
  23-24
  Jock (basketball)
  head & wrist bands, nice tennis shoes
  25
  Jock (Cross Country/track)
  spiked shoes, water bottle, hoodie
  26-27
  student (math emphasis)
  little notebook & pen, calculator
  28-30
  student (Physics)
  notebook, pen, calculator
  31-33
  student (Chemistry)
  notebook, pen, test tube
  34-36
  student (biology)
  notebook, pen, petri dish
  37-39
  student (english)
  Pen, “classic” book (player choice)
  40-42
  student (history)
  notebook, pen
  43-44
  student (Psych/sociology)
  notebook, pen
  45-46
  student (Foreign language)
  Foreign language dictionary, pen
  47-48
  student (Drama/theater)
  script of “classic” play (player choice)
  49-50
  student (music)
  “Classic” sheet music (player choice)
  51
  trustfundafarian
  1d20 silver dollars, small pipe, lighter
  52-53
  Artist
  1d4 drawing pencils, eraser
  54-55
  musician (band/orchestra)
  instrument reed or resin
  56
  musician (Rock)
  Denim jacket, drumsticks, spike wristband
  57
  Geek (RPG)
  Polyhedral dice
  58
  Geek (videogame)
  Power cable
  59
  Geek (Computer)
  20’ coil of solder
  beyonD the silveR sCReAm    5
  
  percentile roll
  occupAtion
  trAde good(s)
  60
  Geek (Puzzles)
  Rubiks cube
  61
  Geek (Comic book)
  1d3 comic books
  62-63
  Geek (Reader)
  Paperback book (player choice)
  64-65
  Geek (movie/tv fan)
  tv guide, betamax tape (player choice)
  66
  Geek (Av tech)
  Projector bulb, cable cutter
  67
  Player/Playboy
  hand mirror, comb
  68
  Preppie
  Cologne bottle, pop-collar shirt
  69-70
  Punk/Rocker
  spiked gloves, leather jacket
  71
  bowling Alley mechanic
  Wrench
  72
  Auto mechanic
  Wrench, coveralls
  73
  boy scout
  Pocket knife, neckerchief, flint & steel
  74-75
  Grocery store Clerk/bagger
  Apron, 1d6 silver dollars
  76
  library Assistant
  1d6 card catalog cards, book (player choice)
  77
  Dishwasher
  1d3 rags, apron
  78-79
  landscaper/lawnmower
  screwdriver, gas-soaked rag
  80
  video store Clerk
  Ring of keys
  81
  movie house Janitor
  spray bottle of glass cleaner
  82
  Paper boy
  bag full of rubber bands, ledger, pen
  83
  Car Washer
  1d6 rags
  84
  Fruit Picker
  stem cutter
  85
  stockboy
  box cutter
  86
  Wannabe martial Artist
  1d4 shuriken, nunchuks
  87
  Altar boy
  1d6 incense sticks, lighter
  88
  Gangster/thug
  switchblade, denim jacket
  89
  Construction worker
  small crowbar
  90
  Camp Counselor
  Pocket knife
  91
  Caddy
  1d4 golf balls, 1d6 golf tees
  92
  Gas station attendant
  1d4 gas-soaked rags, coveralls
  93
  Factory worker
  screwdriver, apron
  94
  outdoorsman
  sheath knife, 1d3 bullets
  95-97
  Cook (Pizza)
  spatula, chef hat
  98
  babysitter
  baby food jar, spoon
  99
  Animal caretaker
  1d4 dog biscuits, leash
  100
  skater
  skateboard
  beyonD the silveR sCReAm    6
  
  Also, each character has 2d20 quarters 
  in his pocket. There is a 1-in-10 chance 
  that he will have a wristwatch, as well. 
  Switchblades, sheath knives, pocket 
  knives, box cutters, and screwdrivers 
  each act as a dagger -1. Spiked gloves, 
  spike shoes (not cleats) and wristbands 
  do 1d3 damage. Wrenches and crowbars 
  act as a club. Shuriken act as darts, 
  nunchucks act as a club.
  Immediately behind the curtain are a 
  few items that might be picked up and 
  used as weapons: A push broom (as 
  staff), toilet plunger (as club), mallet, 
  hammer, a box of nails, a bucket, a fire 
  extinguisher, and a paintbucket filled 
  with black paint. 
  The area behind the screen and curtain 
  is capacious, but the blaring speakers 
  make it difficult to hear, while the 
  flickering cinematic light make it 
  difficult to see. Just as your eyes begin 
  to adjust, a bright light flashes in the 
  distance: A door to the outside has 
  been thrust open. The tail of a red cloak 
  flickers, then disappears. From the 
  theater, the gong of a grandfather clock 
  is chiming 12.
  You emerge to a dilapidated parking lot 
  lit by harsh streetlights. The only vehicle 
  in the lot is a white van adorned with 
  a painting of a fur-bikini-clad maiden 
  kneeling before a grim, well-muscled 
  barbarian warrior who wields a broad 
  battle axe. The ground around him is 
  littered with skulls, smoke pouring from 
  their eyes. In the sky above and beyond 
  the warrior looms the gigantic figure 
  of a sharp-bearded wizard wearing a 
  vestment and bizarre head-dress like 
  some sort of demonic anti-pope. The 
  gigantic wizard stares balefully at the 
  warrior, reaching down with sharp-
  nailed fingers like claws. Both of the 
  wizard’s eyes are clock faces, with hands 
  pointing toward midnight. 
  As the van door slams shut, a knife 
  glints in the street lamp light and a 
  girl cries out with a hoarse voice from 
  within.
  By the time characters get to the van, 
  the doors are all locked. A nearby metal 
  trash can (filled with pieces of wood, 
  2 dozen wire hangars, and six steel 
  pipes) might provide a way to smash 
  the windshield or windows in. Once 
  inside, the characters realize that no one 
  is inside the van. There are no keys in 
  the ignition, but the engine is running 
  and the radio is on. The radio dial 
  moves spontaneously between stations, 
  squealing and static-filled, from an old 
  blues station to a contemporary rock 
  station to some brand of fuzz-laden 
  heavy metal that no one, not even the 
  most “plugged in” music fan, recognizes. 
  No one can make sense of this, though 
  the observant listener will find that the 
  predominant theme of each of the songs 
  that play are darkness and evil.
  beyonD the silveR sCReAm    7
  
  Those who lift the hood to look at the 
  engine have the hood come slamming 
  down on them, doing 1 HP of damage. 
  Those who try to slash the tires find 
  themselves in a cloud of noxious gas 
  that does 1d3 points of damage. The 
  clutch does not work, nor does the 
  gas pedal work. Though the vehicle is 
  running, it will not move.
  Inside the van are the following: 3 
  8-tracks (Black Sabbath, Rush, Blue 
  Oyster Cult), a pocket knife, a bag of 
  weed, rolling paper, a zippo lighter, 
  six empty beer bottles, a Jimi Hendrix 
  black light poster, a tire iron, tire chains 
  (4 sets), and the remains of a smashed 
  alarm clock coated in blood. In the 
  back of the van, shag carpet hides a 
  removable trap door (detectable with 
  a dc 10 Intelligence check). Though 
  the door should show either a gas tank 
  or the ground beneath, the opening 
  actually glows with a green light. A 
  green mist arises from the opening. 
  Nothing else can be seen from this side.
  Characters who enter the trap door fall 
  10’ and must make a dc 10 Reflex save 
  or suffer 1 HP of damage. They find 
  themselves (likely in a pile) on a 10’ x 
  10’ flat stone surface, circular, with an 
  arched opening that leads to a ramp  
  (see map, location (1)).
  beyonD the silveR sCReAm    8
  
  2 
  If the characters quickly (within 
  12 rounds) find the van portal that 
  leads to (1), the cultist is lying in wait. 
  He will fire two shots from a revolver, 
  then flee through the curtain to the 
  south, heading for the devil face at (6). 
  He will alert the sentries at (8), but 
  will not interrupt the ritual sacrificed 
  happening at (10), nor will he allow the 
  sentries to do so. Only if it looks like 
  they face certain defeat will any of the 
  cultists interrupt the ceremony. If the 
  characters take more than 6 rounds to 
  discover the portal, the cultist will have 
  already waited and, thinking that the 
  danger has passed, will casually make 
  his way to (7) via the devil face portal. 
  He will then take the girl to the outside 
  of the curtains at (9) to await The 
  Officiator, who will open the curtains 
  and let him in (at whatever point the 
  Judge decides is best for dramatic effect).
  Cultist 1: Init +1; Atk revolver or 
  dagger; AC 10; HD 1d6+2; HP 6; MV 
  30’; Act 1d20; SV Fort +2, Ref +1, Will 
  +0; AL N.
  3 
  A magic circle, composed of a 
  silver and meteoric nickel alloy, is 
  inlaid in the stone floor at this location. 
  Strange symbols are represented, none 
  of which can be interpreted by the party 
  members.
  4 
  A bas-relief devil face, composed 
  of black stone with a man-height 
  open maw, is set into the wall. The 
  gaping mouth forms a tunnel, which 
  leads down a very slick, obsidian 
  ramp heading to another level below, 
  somewhere in the darkness. The 
  obsidian is slick with blood. Those who 
  step onto it or sit down on it slide down 
  at a rate of 60’. Once at the bottom (23), 
  characters may attempt to climb back 
  up, but must make a DC 15 Agility 
  check for every 10’ they ascend. Failure 
  means that they slide back down to the 
  bottom and must make the attempt 
  again.
  5 
  A bas-relief devil face, composed 
  of green stone, identical to the 
  face at (4), except that instead of an 
  open tunnel, the gaping mouth holds 
  a flat, matte black panel etched with 
  dark red sigils and embedded with red 
  gemstones. If anyone touches the panel, 
  a Devilspawn instantly materializes at 
  (3). Each Devilspawn is unique, though 
  their base physical form is always 
  that of a dog or wolf-like creature. To 
  determine statistics and characteristics, 
  roll a d30, d8, and d12.
  d30   Determines a trait per Table 9-12 
  in the Dungeon Crawl Classics 
  RPG rulebook.
  d8   Determines Basic Attack per  
  Table 9-13 
  -  Add the result to 10 to determine 
  the Devilspawn’s AC 
  -The result also indicates the 
  number of HD of the Devilspawn
  beyonD the silveR sCReAm    9
  
  d12 -  Determines Special Attacks per 
  Table 9-14 
  -  The result also indicates the 
  number of HP per HD
  Whatever the basic attack type, it will 
  be 1 attack for 1d6 damage. Move for 
  Devilspawn is always 40'. Target save 
  DCs for special attacks are always equal 
  to the Devilspawn’s AC.
  The Devilspawn will immediately 
  leave the circle, brush aside the curtain 
  leading to (5), then move to attack the 
  person who touched the panel in the 
  devil mouth. It is only interested in 
  others if they block the path to the 
  person who initially touched the panel. 
  If they block the path, they will be 
  thrust aside (on a successful attack by 
  the Devilspawn) and suffer 1 HP of 
  damage. If they simply move aside or lie 
  flat, the Devilspawn will ignore them. It 
  will always attack the one who touched 
  the panel until that person or the 
  Devilspawn is dead. If attacked and hit 
  by others, it offers no retribution unless 
  the attacker is the one who touched 
  the panel in the first place. Once the 
  panel-touching character is dead, the 
  Devilspawn dissipates in a puff of 
  sulfuric smoke. If another person 
  touches the panel, another Devilspawn 
  appears, and so forth.
  6 
  A bas-relief devil face composed 
  of blood red stone, identical to 
  the faces at (4) and (5). The maw of 
  this face glows with a white glow. One 
  cannot see beyond the glowing mist. 
  Moving through this portal instantly 
  teleports the person to (7).
  7 
  This is identical to (6). People 
  moving through this portal are 
  instantly teleported back to (6).
  8 
  The ceiling of this room is 30’ high. 
  In the south wall are an archway 
  and two arched windows, which are 
  set about 20’ up the wall, forming a 
  sinister-looking face. On either side 
  of the passageway opening from (7) is 
  a robed, hooded cultist. If they have 
  not been alerted by the fleeing cultist 
  (Cultist 1, whom the characters are or 
  were chasing), the first few characters 
  through the portal may take the cultists 
  by surprise and gain one free action. 
  The cultists will not interrupt the 
  ceremony taking place at (9) and (10) 
  unless they are certain they are about to 
  be defeated.
  Cultist 2: Init +0; Atk dagger; AC 10; 
  HD 1d6+4; HP 10; MV 30’; Act 1d20; 
  SV Fort +0, Ref +0, Will +0; AL N.
  Cultist 3: Init +0; Atk dagger; AC 10; 
  HD 1d6+4; HP 10; MV 30’; Act 1d20; 
  SV Fort +0, Ref +0, Will +0; AL N.
  beyonD the silveR sCReAm   10
  
  9 
  A vast, empty chamber, carved out 
  of basalt. The odor of incense and 
  burning cedar wafts into the room from 
  beyond a vast, silver-colored floor-to-
  ceiling curtain that spreads from wall 
  to wall. Stone platforms, like immense 
  steps, arise from the floor, leading up 
  to the curtain. Four torches — two on 
  each wall — cast a feeble light along 
  the outside walls, leaving the center of 
  the room in darkness. The low, bass 
  chanting of many voices can be heard 
  beyond the curtain.
  10 
  Once one steps past the silver 
  curtain, and in all areas through 
  encounter (22), party members must 
  make a DC 10 Will save every turn 
  or be affected by fluctuations in time 
  caused by the rifts created by the 
  cultists in their interfacings with 
  The Dimensional Dogs, whom they 
  worship. This should be kept track of 
  with a stopwatch or other timekeeping 
  device, with a turn = 10 minutes of ‘real’ 
  time. Note that the flux is wild, and a 
  save must be made every turn. If the 
  save is failed, roll on the following table 
  to determine the effect:
  Also note that all wristwatches or other 
  timekeeping devices stop immediately 
  upon moving past the curtain and are 
  permanently broken.
  Beyond the silver curtain, a square altar, 
  4’ high, forms the centerpiece atop the 
  main platform. A groove cut into the 
  north side of the altar allows blood from 
  sacrificial victims to flow down into a 
  collection basin. The caked remnants of 
  previous victims’ blood limns the inside 
  of the basin. The remains of a smashed 
  alarm clock are scattered around the 
  inside of the stone receptacle. Four 
  censers of burning cedarwood and 
  incense also sit atop the platform, while 
  a banner of stretched human skin, 
  branded with the hands of a clock, set 
  at midnight, stands behind the altar. 
  Atop the altar, a young woman in a 
  thin white dress struggles against the 
  leather cords that bind her wrists and 
  ankles. A gag keeps her from openly 
  screaming, but the muffled terror in 
  d3 roll
  result
  1
  time is slowed for the affected person. their movement is half normal and all agility bonuses 
  are lost until the effect changes.
  2
  time is sped up for the affected person. their movement is double normal and they receive 2 
  actions per round. if this occurs for five turns in a row, the character suffers 1 hP of damage 
  from over-exertion.
  3
  biological time is accelerated dramatically. the character ages so quickly over the course 
  of a chronological turn that a year passes, biologically. this will adversely affect people 
  if they are accelerated for three consecutive turns in a row. if this happens, the character 
  permanently loses 1 attribute point as determined by a d3 die roll: 1) strength, 2) Agility, 3) 
  endurance. Alternatively, a character may spend 1 luck point to counteract this effect.
  beyonD the silveR sCReAm   11
  
  her voice is apparent to all. This is the 
  girl who had been kidnapped form 
  the theater (if the characters were not 
  swift enough to engage the kidnapper 
  in combat yet) or another victim (if the 
  first girl has already been rescued and 
  survived). In either case, each character 
  will see the girl as the girl he thinks was 
  kidnapped from the theater (feel free 
  to let the confusion play out amongst 
  your players). A cultist, The Officiator, 
  holds a dagger above her chest, ready 
  to strike down at any second. Four 
  more robed cultists surround the altar, 
  one at each corner. If interrupted, the 
  four will attack the characters while 
  The Officiator strikes the fatal blow, 
  then attempts to flee through the 
  south archway. Note that unless the 
  party achieves complete surprise, The 
  Officiator will kill the victim with 
  one stroke. If the party survives the 
  encounter, each character is allowed a 
  DC 15 Will save. On a successful save, 
  the player will clearly see that the face 
  of the victim changes from the girl he 
  imagined her to be, into that of a simple 
  peasant girl.
  The Officiator: Init +2; Atk dagger; 
  AC 12; HD 2d6+4; HP 16; MV 30’; Act 
  1d20; SV Fort +0, Ref +2, Will +0; AL N.
  Cultist 4: Init +0; Atk dagger; AC 10; 
  HD 1d6+4; HP 8; MV 30’; Act 1d20; 
  SV Fort +0, Ref +0, Will +0; AL N.
  Cultist 5: Init +0; Atk dagger; AC 10; 
  HD 1d6+4; HP 8; MV 30’; Act 1d20; 
  SV Fort +0, Ref +0, Will +0; AL N.
  Cultist 6: Init +0; Atk dagger; AC 10; 
  HD 1d6+4; HP 8; MV 30’; Act 1d20; 
  SV Fort +0, Ref +0, Will +0; AL N.
  Cultist 7: Init +0; Atk dagger; AC 10; 
  HD 1d6+4; HP 8; MV 30’; Act 1d20; 
  SV Fort +0, Ref +0, Will +0; AL N.
  11 
  This small walk-in closet contains 
  2 red silk robes, 20 lbs of incense, 2 
  sets of flint and steel, and an iron poker.
  12 
  This small walk-in closet 
  contains three human skulls 
  carved with magical symbols, six leg 
  bones (a DC Intelligence check allows 
  the character to surmise that the cuts on 
  the bones are a result of preparing the 
  leg muscles for ritualized cannibalism), 
  and a “glory hand”.
  13 
  This small walk-in closet 
  contains eight curved daggers, 
  each in a leather scabbard, with attached 
  leather belt. There is also a battle axe 
  hung on the wall.
  14 
  This small walk in closet reeks of 
  rotting meat. It contains a strange 
  head-dress made to cause the wearer 
  to appear as the fly-headed devil-god, 
  Beelzebub. Alongside the head-dress 
  are six jars with holes poked in the lids. 
  The inside of each jar is covered with 
  blue bottle flies of extraordinary size 
  (2” long each) crawling over a scrap of 
  rotted meat. Anyone opening a jar will 
  immediately be attacked by these biting 
  flies, suffering 1 HP of damage before 
  the insects lose interest and fly away.
  beyonD the silveR sCReAm   12
  
  beyonD the silveR sCReAm   13
  
  15 
  There are eight bedrolls, along 
  with piles of clothes on each 
  bedroll, on the floor of this neatly-kept 
  room. A broom lies in a corner, near the 
  pantry. Four of the bedrolls have within 
  them a small leather pouch with 1d4 
  silver pieces in each pouch. Each bedroll 
  also has a full waterskin laying against it.
  16 
  A hearth whose chimney goes 
  up farther than the eye can 
  see. Several small bones, along with a 
  partially-burnt human finger, can be 
  found among the ashes.
  17 
  Shelves of dry goods — mainly 
  beans, wheat, dried fruits, a few 
  small bags of spices, and dozens of dried 
  ears of corn — line the walls. On the 
  floor is a 25 lb sack of flour, two bottles 
  of balsamic vinegar, three bottles of 
  olive oil, and 10 bottles of poor-quality 
  wine. A covered wooden cask contains 
  10 gallons of fresh water. Eight loaves of 
  hard-tack sit atop the cask.
  18 
  The door to this room is a 
  circular portal-style door with a 
  hatch. It is unlocked and may be opened 
  by one person turning the hatch wheel 
  counter-clockwise. The hallway itself 
  forms a sort of tube with three more 
  circular hatches, one each on the north, 
  south, and east walls. Two men in 
  crimson robes stand guard here. Unlike 
  the other cultists, these men’s robes are 
  not hooded, though they do have large, 
  rigid collars. Atop the men’s heads are 
  tight, red silk skullcaps. Each carries a 
  shield and wields a ball-and-chain style 
  flail. They will attack anyone who enters 
  who is not the officiator, even other 
  cultists. They are maniacs who fight to 
  the death, chasing after any who flee, in 
  order to slay them.
  Guard 1: Init +0; Atk flail +1; AC 11; 
  HD 1d10+4; HP 14; MV 30’; Act 1d20; 
  SV Fort +0, Ref +0, Will +0; AL N.
  Guard 2: Init +0; Atk flail +1; AC 11; 
  HD 1d10+4; HP 14; MV 30’; Act 1d20; 
  SV Fort +0, Ref +0, Will +0; AL N.
  19 
  A sign over the door reads 
  “Flinx,” a name that matches 
  the tattooed knuckles of Guard 1. 
  This room is roughly spherical, with 
  no sharp edges or corners. Inside is a 
  well-insulated bedroll and pillow, a sack 
  of dried jerky (type of meat unknown), 
  5 GP, and a small stack of comic 
  books and magazines (The August 
  and September, 1975 issues of Doctor 
  Strange, Weird War Tales, Savage Sword 
  of Conan, and Mad Magazine). Under 
  the pillow is a curved dagger whose 
  blade has been dipped in molten silver.
  20 
  A sign over the door reads 
  “Flunx,” a name that matches 
  the tattooed knuckles of Guard 2. 
  This room is roughly spherical, with 
  no sharp edges or corners. Inside is a 
  well-insulated bedroll and pillow, a sack 
  of dried jerky (type of meat unknown), 
  3 GP, a book bound in human skin with 
  indecipherable writings (actually,  
  a spellbook containing the basis for  
  the spell Detect Magic), and a suit of 
  leather armor.
  beyonD the silveR sCReAm   14
  
  21 
  The hatch to this room is locked. 
  It can be opened with a combined 
  strength of 30 or hacked/smashed apart 
  after taking 25 HP of damage. If The 
  Officiator has successfully fled the altar 
  room at (10), he will be waiting, with the 
  revolver mentioned below in hand. This 
  is the same revolver that the kidnapper 
  originally shot at the characters, if 
  that encounter occurred that way. 
  Otherwise, it is secreted, as below.
  This room is roughly spherical, with no 
  sharp edges or edges. A large feather 
  mattress with silk sheets is set up on 
  a low wooden frame in the southeast 
  corner of the room. A pair of bear-
  skin furs and embroidered silk pillows 
  are atop the sheets. Several lanterns 
  are scattered around the room, five in 
  all, and two immense candelabras are 
  set in the northwest and southwest 
  corners of the room. Next to the bed 
  are a full wineskin and three small 
  books. One of these seems to be some 
  sort of training manual, showing, in 
  crude pictures, each step in the ritual 
  process to be enacted at the altar in 
  (10). Another book, entitled “Armies of 
  Maladomini,” is an illustrated guide to 
  the ranks and regiments of Beelzebub’s 
  army, including his 13 Pit Fiend generals, 
  666 Malebranche Lieutenants, and 
  infinite army of Devilspawn and Fly 
  Devil minions, along with images of his 
  citadel and several fortifications found 
  throughout his realms. The third book 
  is a small spellbook containing the spells 
  Read Magic and Colorspray. Though 
  the spells are written in a script that is 
  unfamiliar to the characters, those with 
  a 14 or higher Intelligence will be able 
  to puzzle out the text of the first spell if 
  they study for 8 hours total.
  On the northeast curve of the wall is 
  a full-length mirror, oval-shaped, with 
  a slightly concave curve to the surface, 
  in a baroque dark wood frame. At the 
  foot of the mirror is a pile of folded 
  clothes: three robes of very fine silk; one 
  purple, one black, one bright orange, 
  each of a unique and extravagant cut. 
  If the kidnapper (Cultist 1) from the 
  beginning of the scenario was not 
  immediately caught up with, and if The 
  Officiator has been dealt with before 
  being able to reach this room, then the 
  party finds a 6-shot revolver among the 
  folds of clothing.
  Anyone looking at the mirror will see 
  reflections quickly fade as the mirror 
  becomes clouded with blackness. From 
  the darkness emerge the underlit faces 
  of any characters who have died so far 
  in the adventure, along with the face of 
  the female sacrificial victim from (10). 
  These old friends bang their palms 
  and fists against the other side of the 
  mirror. Their voices and blows are 
  silent, but it is readily apparent from 
  their expressions of horror and their 
  mouthed pleas for help, that they are 
  suffering and frightened and want to 
  beyonD the silveR sCReAm   15
  
  break through the glass, though their 
  efforts from that side of the mirror are 
  futile. Behind them, the glowing green 
  hands of a melting clock spin rapidly 
  round and round.
  Attempts to remove the mirror without 
  breaking it are difficult, as the mirror 
  appears to be stuck fast to the wall. 
  Whenever someone tries to pry it 
  free, they must make a DC 17 Agility 
  check to successfully remove the mirror 
  without breaking it.
  If the mirror is broken, either 
  accidentally while trying to move it, or 
  intentionally, a cold wind rushes into 
  the room and the cries of those in the 
  mirror fill the air. Ectoplasmic strands 
  streak throughout the room as the 
  ghosts of the dead fly out and enter the 
  bodies of those nearest to the mirror. 
  Each ghost tries to burrow into the 
  chest or head of each available body. If 
  there are more ghosts than bodies, the 
  extra ghosts howl and caterwaul, flying 
  around the room for one turn before 
  dissipating.
  The spirits cannot be harmed by 
  physical weapons. To resist a possession 
  attempt, the character must make a dc 
  15 Will save. Once an attempt has been 
  resisted, that character does not need to 
  make further resistance attempts. The 
  character is immune to these ghosts’ 
  possession attempts.
  Those possessed by a ghost will attack 
  the nearest person (whether the target 
  is possessed or not). Possessed bodies 
  will attack until killed or until all others 
  in the room have been slain. When a 
  possessed body is slain, the possessing 
  ghost will dissipate into the air. If the 
  “last man standing” is a possessed 
  body, the ghost will leave the body one 
  round after the last foe has fallen, then 
  dissipate into the air. Fleeing characters 
  will be chased for 1d4 rounds, after 
  which the ghost leaves the body and 
  dissipates.
  22 
  A secret door behind the mirror 
  leads to a tubular hallway. A 
  second secret door leads into another 
  room whose seams and corners are 
  rounded and smoothed: The Officiator’s 
  private study. This is a large room 
  holding several small tables, a few stools, 
  and a bookcase. The furniture is of 
  excellent quality hardwood, but table 
  and chair legs are uneven, due to their 
  use in a room without any truly flat 
  surface. Lanterns, held by wrought iron 
  tentacles that emerge from the wall, may 
  be found every 10’, for a total of eight 
  lanterns. In the center of the room is a 
  portable lectern, atop which is a wooden 
  scroll tube containing a scroll.
  The scroll, readable by those that can 
  read magic, contains two spells, Patron 
  Bond and Invoke Patron, though the spell 
  only works to bond with and invoke The 
  Dimensional Dogs as patron.
  Other books include treatises on the 
  nature of time and space. One tome 
  on “Interdimensional Wandering” is 
  beyonD the silveR sCReAm   16
  
  beyonD the silveR sCReAm   17
  1
  2
  3
  4
  5
  6
  23
  24
  25
  26
  27
  28
  
  beyond the  
  silver scream
  beyonD the silveR sCReAm   18
  beyond the  
  silver scream
  7
  8
  9
  10
  11
  13
  12
  14
  15
  16 17
  18
  19
  20
  21
  22
  s
  s
  
  mostly illegible, as the pages have been 
  soaked with fresh blood. A severed ear 
  and a paintbrush may be found within 
  its pages. A small journal outlines the 
  pros and cons of worshiping Beelzebub 
  versus worshiping The Dimensional 
  Dogs. Marginalia indicates that the 
  author struggles with his loyalty to The 
  Dimensional Dogs.
  On the north curve of the wall, a pair of 
  glaives (polearms) are crossed behind a 
  round shield similar to the ones carried 
  by the guards at (18). Above these 
  is a mounted crossbow and a quiver 
  containing eight bolts.
  Scattered on the tables, the party 
  finds three bullets (all of which fit the 
  pistol from (21)), a magnifying glass, 
  a baseball-sized crystal ball (non-
  magical), four feather quills, three 
  inkpots filled with black ink, 40 sheets 
  of thick paper, a small metal pipe, a 
  small bag of tobacco, a small bag of 
  cannabis, a silver goblet (worth 15 
  GP) etched with a scene of Beelzebub 
  wrestling with a gigantic grandfather 
  clock creature, 12 GP, 10 SP, and a silver 
  ring in the form of a skull (worth 8 GP). 
  23 
  The smell of rot rises up 
  from this charnel pit, gagging 
  characters. The mud is reddened with 
  moist blood. There are many bones here, 
  all of them cracked or crushed. Buried 
  among the bones may be found a spiked 
  club (as mace), a rusted, but usable set of 
  thieves tools, and a leather backpack.
  24 
  Though the walls of this 
  chamber are crumbling 
  earth (they are actually more like 
  embankments than walls, though they 
  slope all the way up to the ceiling), the 
  floor and regularly-spaced pillars are 
  all made of smoothly-polished black 
  basalt, veined with red. Nothing is in 
  the room unless the party made a great 
  deal of noise upon entering, in which 
  case the Abomination at (25) will come 
  to investigate and feast on flesh.
  25 
  An uneven, ragged-walled 
  tunnel system branches off 
  from the pillared chamber. At location 
  25, a hideous creature, like a boiling, 
  irregular, lumpy mass of skin, crooked 
  teeth, multiple eyes, and clumps of 
  hair — all disturbingly human, though 
  out of proportion — writhes. It is 6’ 
  high at the center, and half again as 
  wide, though its shape and size seem 
  to expand and contract as it moves, 
  shuffling along with a noisome burbling. 
  It will attack any human it comes in 
  contact with, making a pitiful sound not 
  unlike a suffocating baby.
  Abomination: Init +0; Atk pseudopod 
  +2 melee (1d8+2) and bite -2 meleeX3 
  (1d3); AC 9; HD 5d6; HP 25; MV 10’; 
  Act 1d20, 3d16; SV Fort +0, Ref +0, 
  Will +0; AL C.
  26 
  A pile of bones is stocked here, 
  among which can be found 5 
  CP and a pair of good leather boots 
  labelled ‘Dr M 1460’.
  beyonD the silveR sCReAm   19
  
  27 
  Half-buried in the wall is the 
  mummified corpse of a strange, 
  pointy-eared, almost human creature, 
  an unfortunate elven adventurer 
  who had been buried alive under the 
  collapsed end of the tunnel and was 
  recently exposed by who-knows-what. 
  The clothing and equipment are intact. 
  They include: A blue cloak, a suit of 
  leather armor, a short sword, a dagger 
  (straight, not curved like the cultists’), a 
  leather backpack,  two leather pouches, 
  five torches, flint & steel, a waterskin 
  (dry), a small handheld mirror, four 
  darts, six 1” diameter iron balls (sling 
  bullets), a sling, 7 GP, a pair of fine 
  leather boots, a pair of fine leather 
  gloves, a black fez, and a gold ring inset 
  with a ruby (worth 100 GP).
  28 
  This branch of the tunnel winds 
  upwards for 100’ before a bend 
  in the tunnel reveals the glow of distant 
  sunlight. A further 80’ up the tunnel, an 
  opening allows the party to crawl out, 
  one at a time, onto a ledge overlooking 
  a small village nestled in a valley among 
  tree-lined green hills. A few villagers see 
  the characters emerging and approach 
  them, with noticeable hesitation.
  beyonD the silveR sCReAm   20
  
  Time is in chaotic flux in this area. Roll 
  1d4 and consult the results below to 
  determine what happens next:
  1. One of the villagers, an elderly man, 
  says, in seeming disbelief: “You’re not 
  them. You’re not the robed bastards, are 
  you?” He begins to laugh and soon the 
  other villagers come out of their hovels, 
  laughing aloud. Some hug one another, 
  a couple of them dance for joy, and soon 
  the party finds themselves embraced by 
  the grateful villagers.
  “You’ve freed us!” they say. “Our 
  daughters will not be taken from us 
  anymore! Come, come!”
  The party notes a decided lack of girls 
  their age in the village. In fact, there are 
  none.
  The villagers invite the party to a barn, 
  turning it into a tavern for the night, 
  with music, drink, and dancing, begging 
  the newcomers to tell of their adventures 
  again and again.
  After a time, one of the old timers, who 
  is very drunk by this time, lets slip: 
  “Then there’s the matter of the evil over 
  the ridge.” He points to some hills in the 
  distance. “Rumor is, there’s gold to be 
  had there,” he says with a gleam in his 
  eye. “But that can all wait for a day or 
  two. Tonight, we celebrate!”
  2. An elderly man attacks the party with 
  his cane, falling down in the process. A 
  famine-weakened young man assists 
  him back up to his feet, shouting at the 
  party: “You bastards! Go back to your 
  devil-hole! We don’t have any more 
  daughters or wives to steal!”
  3. One of the villagers, his face hidden 
  under a grubby cowl, cautiously peers 
  out.
  “Dude?” a familiar voice asks from 
  beneath the hood.
  Suddenly, the hood flips back and Tony, 
  the stoner kid that everyone thought had 
  run away from home to go to Jamaica, 
  reveals his smiling face. He embraces the 
  nearest party member and laughs aloud, 
  his braces gleaming.
  “Dude!” How did you get here?!?” Tony 
  asks. Then, without waiting for an 
  answer, he says “I was walking down by 
  the park one night and saw some freaky 
  dudes in red robes, all hooded. Then 
  they saw me and snagged me. They took 
  me to some underground place and tried 
  to teach me their freaked-out religion or 
  something, but after a couple of days, I 
  snuck out and now I’ve been here for . . . 
  what? A few months now? God, I don’t 
  know.”
  He pauses, wipes a tear from his eye, 
  then smiles.
  “So let me tell you about this place. It’s 
  kind of freaky, but you know Doctor 
  Strange? It’s kind of like that. Magic 
  works, Dude!”
  beyonD the silveR sCReAm   21
  
  You descend the bluffs to the village 
  below. Someone is cooking bacon.
  4. All of the villagers wear ragged brown 
  hoods that cover their faces. Some are 
  clearly crippled, as evidenced by their 
  halting gait. Others are un-naturally 
  small, the size of a child, but walking like 
  an adult. A dwarf, perhaps?
  The apparent leader wears what appears, 
  at first, to be a backpack. As the figure 
  approaches, however, it becomes 
  apparent that this is a bundle holding 
  a baby, whose face is also covered by a 
  hood.
  “We would welcome you,” says the 
  leader in the pleasing voice of a twenty-
  something year-old woman. “But you 
  may not want to spend much time here.”
  “Yes, time . . .” she mutters.
  “You see,” she says from beneath the 
  hood, “time here is corrupted. Hours 
  may flow by in seconds, days may take 
  months to unfold. Time itself may travel 
  in reverse. Perhaps you will want to 
  travel beyond our village to a place where 
  chronology has meaning, or . . .”
  From behind the woman, someone, an 
  old man, from the sounds of it, clears 
  his throat: “Ahem! Doxie, quit beating 
  around the bush and send them on their 
  way.”
  “I am sorry, father,” the woman says, “I 
  just . . .”
  “Oh, stop it!” the old man says from 
  somewhere behind her in the crowd. 
  “Just show yourself and get it over with!”
  The woman reaches up and removes her 
  hood to reveal . . . an infant’s head atop 
  her adult body!
  Then, the baby removes its hood to 
  show the shriveled, nearly mummified 
  head of an old man!
  “You’ll probably want to leave, as my 
  daughter has recommended to you. Go 
  now, while there still is a ‘now’ for you!”
  beyonD the silveR sCReAm   22
  
  beyonD the silveR sCReAm   23
  
  Before man, The Dimensional Dogs 
  were. They dwelt among the angles of 
  space before the establishment of law 
  and chaos. While there, in that angled 
  time, that alien space, they committed 
  an act so foul and horrible that it is 
  only referred to as “The Deed,” with no 
  further explication. Even the gods blush 
  at its mention. Mankind, descended 
  from curved time, as opposed to 
  angular time, was free from the taint 
  of The Deed. For this reason alone, 
  The Dimensional Dogs hunt, seeking 
  to corrupt and eventually destroy the 
  curved time in which man dwells. But 
  this inherent purity of man is the very 
  thing that allows a wizard to bind The 
  Dimensional Dogs as patrons. Some 
  claim that doing so is a lawful act, 
  preventing the Dogs from interfering 
  in the time and affairs of men. Others 
  claim that binding them is an act of pure 
  chaos, a feat that only a madman would 
  attempt. But The Dimensional Dogs 
  are beyond our notions of good and evil. 
  They were before morals, they care not 
  for the value judgments of man; they are 
  driven only by their instinct. They are 
  uncaring, and neutral to the core. 
  Invoke Patron check results:
  12-13  The Dogs yawn in bored response 
  to the invocation, paralyzing any 
  one of the caster’s enemies for one 
  round. There is no save. The caster 
  may designate any single target 
  within 100’.
  14-17  The Dogs squeal with curiosity. 
  The caster and all of his allies win 
  initiative for the next 1d6+CL 
  rounds. Also, all enemies within 
  100’ are slowed to half movement 
  and may only attack every other 
  round, though they may take other 
  actions normally.
  18-19  The Dogs awaken! The opponent 
  that poses the greatest threat to the 
  spellcaster clutches his or her chest 
  (or wherever an equivalent to a 
  heart might be located – substitute 
  “life energy,” if the creature has no 
  heart). The dogs have set his heart 
  out of synchronization with the 
  rest of his body, causing 2d6 points 
  of damage and preventing any 
  action for 1d4 rounds.
  20-23  The Dogs turn. You have their 
  attention now. The spellcaster is 
  urged to hide in the nearest “angle,” 
  which is suffused with a bright 
  pink light to show the way. The 
  angle may manifest in any crack 
  or cleft that is not curved: e.g. the 
  vertices of a room, a crack in the 
  wall, even the meeting point to 
  wooden joints. There, the Dogs 
  shrink the spellcaster to a size that 
  allows him to slip into the angle 
  — a protective pocket dimension. 
  While in the angle, the spellcaster 
  is protected by a bubble that 
  slows time. Weapons or damage-
  causing spells cause only 1 point 
  of damage per successful attack. 
  This lasts for 1d8+CL rounds. 
  Outgoing spells or missile attacks 
  from the spellcaster do maximum 
  the dimensional dogs
  beyonD the silveR sCReAm   24
  the dimensional dogs
  
  damage for the same duration. 
  As the pocket dimension closes, 
  the caster chooses a location 
  within 50’ at which he will “land,” 
  bypassing any opponents or 
  physical obstacles along the way.
  24-27  The Dogs growl. The caster and 
  up to four allies gain 1d5 extra 
  actions this round, all at their 
  normal individual action die. This 
  lasts for 1d5 rounds. All enemies 
  are at half movement and may 
  only attack every other round.
  28-29  The Dogs yelp. One of the caster’s 
  enemies, within 50’, is held in 
  suspended animation, aware of 
  everything happening around him, 
  but completely unable to act. He 
  can hear, see, smell, taste, and feel 
  as normal. This lasts for a number 
  of turns equal to the caster’s level. 
  The suspended enemy may be 
  subjected to anything the caster 
  or others see fit to inflict on him 
  until the effect wears off.
  30-31  The Dogs bark. The caster, on any 
  successful touch attack, suspends 
  his touched target target, as in 
  28-29. He moves at double speed 
  and gets 1d3 extra actions per turn 
  for 1d4+CL rounds, after which 
  the touch attack wears off. The 
  suspended animation lasts for 
  a number of turns equal to the 
  caster’s level.
  32+  The Dogs howl! As 30-31, but the 
  caster is also granted the ability to 
  step back in time 1d4+CL rounds. 
  This may “undo” other peoples’ 
  actions for the intervening past 
  rounds. If the caster successfully 
  suspends an opponent in any past 
  round, anyone attacked by that 
  opponent is allowed an extra save, 
  if appropriate or, if the opponent 
  physically attacked someone during 
  that previous time, the target of said 
  attack must be attacked again, but 
  from one step down the die chain 
  this time (or is that “last time”?). 
  Patron Taint: The Dimensional Dogs
  Breaching the wall between angular and 
  curved time is not without consequence. 
  When patron taint is indicated, roll 
  1d6 on the table below. When a caster 
  has acquired all six taints at all levels 
  of effect, there is no need to continue 
  rolling any more.
  Roll & Result
  1   The stench of the angular dimensions 
  of time clings to the caster, but only 
  in wisps. He smells like the four day 
  old corpse of a skunk that has been 
  run over by a cart, doused in vinegar, 
  then eaten and subsequently cut out 
  of the lower intestines of a constipated 
  minion of Bobugbubilz. He will 
  never gain surprise on his enemies. 
  The second time this is rolled, the 
  caster permanently loses 1 point of 
  Personality. The third time, no one, 
  not even close friends and blood 
  relatives, will come within 5’ of the 
  caster. If they do (under compelling 
  beyonD the silveR sCReAm   25
  
  circumstances), they must make a save 
  versus Fortitude or vomit for 1 round, 
  losing all actions.
  2   The caster is out of synch with “real” 
  time. All spells that he casts are 
  delayed by one round. The second 
  time this result is rolled, all spells cast 
  are delayed by 1d3 rounds. The third 
  time this is rolled, all spells are delayed 
  by 1d5 rounds.
  3   One of the caster’s fingers withers due 
  to almost instantaneous aging and falls 
  off (inflicting 1d2 points of damage). 
  If the result is rolled a second time, 
  the caster’s eye withers and falls out 
  (inflicting 1d3 points of damage and a 
  permanent loss of 1 point of Agility). 
  The third time, an entire limb withers 
  and falls off, inflicting 2d8 damage and 
  a permanent loss of 3 points of Agility.
  4   The caster becomes obsessed with 
  angles and will reject all items, 
  clothing, etc., that have curves, no 
  matter how beneficial they might be 
  to him, electing only to allow angled 
  items to touch him. The second time 
  this result is rolled, the caster actively 
  avoids curved surfaces in abject fear. 
  This strange obsession leads him 
  to behave awkwardly in most social 
  situations, resulting in a permanent 
  loss of 2 points of Personality. The 
  third time this result is rolled, the 
  caster must be within 1000’ of an 
  angled structure (room, building, 
  even the inside of a carriage, so long 
  as it has corners) or suffer a point 
  of damage per turn from repeatedly 
  clawing at himself in an attempt to 
  remove curved time from around him.
  5   The caster’s recollections of the past 
  fade. Any casting result that would 
  normally result in “failure, but spell 
  is not lost” actually results in “Lost. 
  Failure.” The second time this result 
  is rolled, the spellcaster permanently 
  loses the next lost spell and cannot 
  relearn it. The third time this result 
  its rolled, the spellcaster completely 
  forgets his name and all history 
  previous to the current week. This is 
  perpetual, so that the caster can never 
  remember more than a week into the 
  past and has sudden “unrealizations” 
  as memory calves off.
  6  The caster “slips” from our curved 
  dimension of time into angular time, 
  disappearing from our reality. This 
  happens at a randomly-determined 
  time (as determined by the judge) 
  once per day. The absence is miniscule 
  — not noticeable by anyone around 
  him, but long enough to fumble any 
  attack the caster was attempting or 
  cause a spell to misfire. Once the slip 
  has taken place in a 24 hour period, it 
  will not happen again until the next 
  24 hour period. The second time this 
  result is rolled, such slips happen twice 
  a day and last a full round (which 
  will be noticed by others). Note that 
  while the caster disappears from the 
  view of others, then appears again 
  a round later, he is still susceptible 
  to the effects of a fumble or miscast 
  while in the dimension of angular 
  beyonD the silveR sCReAm   26
  
  time. Furthermore, the caster will be 
  confused and unable to act until the 
  end of the round after he returns (i.e., 
  his action will always be last during the 
  round after his return). The third time 
  this result is rolled, he is affected by the 
  1 round time slip, as with the earlier 
  effect, but will be confused and unable 
  to take actions until the end of the last 
  round for 1d8 rounds after his return.
  Patron Spells: The Dimensional Dogs
  Those bold enough to tug at The 
  Dimensional Dogs collars eventually 
  learn three unique spells, as follows:
  Level 1: Shimmertrain
  Level 2: Angle of Repose
  Level 3: Flatten Dimension
  Spellburn: The Dimensional Dogs
  The willful wizard will pour his 
  personality into controlling the Dogs. 
  The Dimensional Dogs care little for 
  your efforts. After all, you compelled 
  them to bond with you! They reluctantly 
  share a very limited portion of their 
  powers, hoping that the corruption they 
  sow by doing so will eventually lead 
  to the dismantling of curved time, as 
  they are very patient. This will require 
  great magical strength on your part to 
  bend them to your will. This will not 
  be painless . . . When a caster utilizes 
  spellburn, roll 1d4 and consult the table 
  below or build off the suggestions to 
  create an event specific to your home 
  campaign:
  Roll & Spellburn Result
  1   The caster’s body “flickers” between 
  chrono-biological ages, becoming 
  younger, older, younger, even younger, 
  suddenly very old, etc, in no particular 
  order, leaving him spent, though at his 
  true chronological age (expressed as 
  Stamina, Strength, or Agility loss).
  2   The spellburn succeeds, but the caster 
  is compelled to do whatever he can to 
  add corners to any round room, tower, 
  or building he enters or even sees for 
  the next 1d4 months. Every effort 
  must be made to create corners where 
  none exist.
  3   All the curves on or in the caster’s 
  body become straight and squared off 
  before resuming their normal shape 
  (expressed as Stamina, Strength, or 
  Agility loss).
  4   The veil between angled and curved 
  time has been pierced! Each point 
  of spellburn counts as +2, however, 
  the caster ages 2 years for each point 
  thus spent (the judge decides the 
  exact mechanical consequences of this 
  based on the character and situation).
  Shimmertrain
  Level: 1 (The Dimensional Dogs) 
  Range: Varies  Duration: Varies 
  Casting time: 1 round   Save: None
  General: The caster weaves his way 
  between curved and angled time, 
  disappearing or blurring as he moves 
  through space.
  beyonD the silveR sCReAm   27
  
  Manifestation: Roll 1d3: (1) Hundreds 
  of phantom clocks, dials spinning wildly, 
  emanate from the caster, then dissolve 
  in the air. (2) An ectoplasmic projection 
  emanates from the caster’s belly, 
  slithering forth like a translucent snake, 
  a manifestation of the future timestream 
  ahead of the caster. (3) Glowing angles 
  and curves (replete with accompanying 
  glowing mathematical formulae 
  describing each) swirl around the caster, 
  then crash into one another and explode 
  into sparks.
  1   Lost, failure, and patron taint.
  2-11  Lost, failure
  12-13  The caster moves at three times his 
  normal movement with no extra 
  effort by slipping in and out of 
  time in staccato bursts. He seems 
  to rapidly appear and disappear as 
  he moves. This lasts for one round.
  14-17  The caster steps completely out of 
  curved time, taking one round to 
  travel one turn’s worth of distance. 
  During the round, he disappears 
  from view, then reappears at the 
  new location, after stepping back 
  out of angled time and into the 
  curved time stream. This lasts for 
  one round.
  18-19  The caster moves at four times his 
  normal movement with no extra 
  effort and receives a +1 to AC for 
  1d3 rounds.
  20-23  The caster moves at five times his 
  normal movement with no extra 
  effort and receives a +2 to AC 
  for 1d5 rounds. Furthermore, the 
  rapidfire phasing in and out of 
  time, combined with the strange 
  latency of such movement, causes 
  the “shimmertrain” effect for 
  which the spell is named. Multiple 
  casters seem to fade in and out 
  of existence (which is, in some 
  respects, true, according to some 
  metaphysicists) with past casters 
  slowly fading behind the present 
  body and future casters slowly 
  forming ahead of it. All enemies 
  seeing this effect must make a 
  Will save or be dazzled and unable 
  to act for 1 round. Enemies must 
  make this save each round the 
  caster is in their field of vision.
  24-27  The shimmertrain has the same 
  effect as (20-23), but the effect 
  lasts for 3d4 rounds.
  28-29  The caster and up to three allies 
  manifest the shimmertrain effect, 
  as in (24-27).
  30-31  The caster and up to three allies 
  manifest the shimmertrain with 
  an even more pronounced effect. 
  They are granted a +3 bonus to 
  AC, Reflex saves, and attack rolls.
  32+  The caster and allies manifest the 
  more pronounced shimmertrain 
  effect of (30-31) and each gain 2 
  more actions per round at their 
  lowest action die. This effect lasts 
  for 6d6 rounds.
  beyonD the silveR sCReAm   28
  
  Angle of Repose
  Level: 2 (The Dimensional Dogs) 
  Range: Varies   Duration: Varies 
  Casting time: 1 round   Save: None
  General: The spellcaster and, possibly, 
  allies, are able to take sanctuary in a 
  pocket dimension of angled time, with 
  various beneficial results.
  Manifestations: Roll 1d3: (1) An oozing, 
  pink portal that reeks of dead animal 
  guts and vinegar, opens in the air in 
  front of the caster, (2) The caster (and 
  possibly others), seem to disappear into 
  the floor as if a yawning pit has opened 
  beneath them, a pink light beams up 
  into the sky from the pit, then the hole 
  closes, seeming to swallow him (or 
  them) whole, (3) The spellcaster (and 
  possibly others) is “unfolded,” exposing 
  their innards to the outer world, then he 
  (or they) vanishes.
  1  Lost, failure, and patron taint.
  2-11 Lost, failure.
  12-13  Failure, but spell is not lost.
  14-15  The caster disappears into the 
  pocket dimension, hidden from all 
  harm originating in curved time, for 
  CL rounds, then reappears where 
  he left. The pocket dimension (The 
  Angle of Repose) is a strange place 
  of non-euclidian geometries and 
  cyclopean architecture dripping 
  with colors that cannot be described 
  by human words. Note that those 
  in the dimensions of angled time 
  are not safe from attacks originating 
  in the dimensions of angled time.
  16-19  The caster disappears into the 
  pocket dimension, hidden from 
  all harm originating in curved 
  time, for 1d6+CL rounds, then 
  reappears where he left.
  20-21  The caster disappears into the 
  pocket dimension, hidden from 
  all harm, for 1d8+CL rounds. He 
  may reappear anywhere within 50’ 
  of his departure point.
  22-25  The caster and up to three 
  allies disappear into the pocket 
  dimension, hidden from all harm, 
  for 1d10+CL rounds. Each ally 
  may reappear anywhere within 50’ 
  of their original departure point.
  26-29  The caster and all allies within 
  100’ disappear into the pocket 
  dimension, hidden from all harm, 
  for 1d12+CL rounds. Each person 
  is healed of half of any previous 
  damage sustained below their 
  maximum hit points. Each may 
  appear anywhere within 50’ of 
  their original departure point.
  30-31   As (26-29), but the duration is 
  1d20+CL rounds. In addition 
  to the ½ damage healing, all 
  spellcasters may regain 1 spell lost 
  earlier in the day.
  32-33  As (30-31), but all damage is healed 
  for each person.
  34+  As (32-33), plus each ally gets three 
  actions per round (at their lowest 
  action die) for an additional CL 
  rounds after emerging from the 
  Angle of Repose.
  beyonD the silveR sCReAm   29
  
  beyonD the silveR sCReAm   30
  
  Flatten Dimension
  Level: 3 (The Dimensional Dogs) 
  Range: 30’     Duration: Varies  
  Casting time: 1 rd    
  Save: Will versus Spell Check DC
  General: The caster flattens himself or 
  another into 2 dimensions.
  Manifestation: Roll 1d4: (1) Target’s 
  body palpitates, bulges, and flattens into 
  a figure that only has the dimensions of 
  height and width, (2) A bright pink flash 
  shines out from the area around the 
  target, then fades to reveal the new form, 
  (3) the target’s body suddenly flattens in 
  large round patches, as if being crushed 
  flat by a giant mallet, (4) specks and 
  shreds of material seem to drift off the 
  target, who loses volume and becomes 
  flat. The wisps of matter soon fade into 
  nothingness.
  1  Lost, failure, and patron taint.
  2-11  Lost, failure.
  12-17  Failure, but spell is not lost
  18-19  The caster can flatten himself into 
  two dimensions, losing depth but 
  retaining height and width. He 
  is invisible if viewed side-on and 
  can slip between cracks that are 
  large enough to accommodate his 
  height or width. Thus, a flattened 
  subject may pass through the crack 
  between a door and its doorjam 
  (stepping between hinges or 
  stooping under the latch) or under 
  a door, but not through the crack 
  between a chest’s lid and body 
  (though, depending on the size of 
  the chest, he may be able to put his 
  head inside or slip a hand through 
  to feel around inside). This flatness 
  also allows the subject a +3 to 
  AC for the duration of the spell. 
  Thieves who are subject to this 
  spell gain a +5 bonus to Hide in 
  Shadows. Flatness lasts 1 minute 
  per CL. The subject may give 
  up their two dimensionality and 
  return to 3 dimensions at any time, 
  but stays in 3 dimensions once he 
  has reverted back.
  20-23  The caster can flatten himself 
  or one other target into two 
  dimensions, as described in (18-
  19). The target is allowed a Will 
  save to negate the flattening if he  
  is unwilling.
  24-25  As (20-23), but the effect lasts 1 
  hour per CL.
  26-28  As (24-25), but the subject of 
  the spell has enough control over 
  his body that he can attempt to 
  smother another opponent on 
  a successful grappling attack. 
  Smothered opponents must save 
  versus Fortitude each round or 
  be unable to breathe for that 
  round. If he is smothered for 4 
  consecutive rounds, he will pass 
  out. After 20 rounds, he must 
  make a Fortitude save every round 
  until freed or die from suffocation.
  beyonD the silveR sCReAm   31
  
  29-33  As (26-28), and the subject 
  of the spell may “unflatten” to 
  3 dimensions and back to 2 
  dimensions twice per hour for the 
  duration of the spell. 
  34-35  As (29-33), but, in addition, 
  the subject may float above the 
  ground, like a leaf on the wind, 
  but with enough control to move 
  at half normal movement in any 
  direction. Note that a stiff wind 
  will throw the flattened subject 
  off-course.
  36-37  As (34-35), and the subject may 
  expand his remaining dimensions 
  to up to 3x their natural height 
  and width and reshape his form 
  to anything that stays within the 
  constraints of square footage 
  dictated by the subject’s natural 
  dimensions x3.
  38+  The subject may collapse from 
  2 dimensions to 1 dimension or 
  back up to 3 dimensions at will. 
  1-dimensional persons may only be 
  seen or detected by 2-dimensional 
  observers. They will appear to such 
  observers as a ring of ever-changing 
  size, but may reduce themselves to 
  a nearly-undetectable dot at will. 
  Movement for a one-dimensional 
  person in three dimensional space 
  is very quick, taking one round to 
  move three turn’s worth of distance.
  beyonD the silveR sCReAm   32
  
  Designation of Product Identity
  All place names, character names, names of organizations and similar proper nouns introduced in this publication are product identity, including 
  but not limited to Beyond the Silver Scream, and The Dimensional Dogs. All text that does not describe a discrete game element is product 
  identity.
  Designation of Open Game Content
  All game statistics for any game elements included in this publication are designated open game content. This includes but is not limited to 
  monster statistics, magic items and spells.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Dungeon Crawl Classics, Copright 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@goodman-games.com
  Beyond the Silver Scream, Copyright 2016, Forrest Aguirre.
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under 
  license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit  
  www.goodman-games.com or contact info@goodman-games.com.
  beyonD the silveR sCReAm   33
  
  “WARNING: Contents may daze and/or confuse.  
  Unexpected, thrilling, blockbuster fun. Two thumbs up!”
  Brendan J. lasalle 
  author of “hole in the sky”
  “This is the work of the devil and his minions and should be 
  burned immediately. Jack Chick would be appalled.”
  the ghost of patricia pulling
  “This made me feel the ‘VHS shlockfest’ love so much,  
  I felt the need to adjust the tracking.” 
  Adam muszkiewicz 
  “Drink spin Run”
  “More hype and tripe than an  
  ‘80s Puerto-Rican boy band.”
  Anonymous critic
   “Beyond the Silver Scream” takes teens of classic roleplaying 
  games’ golden age — the 1970s/1980s — into the epic danger 
  of gritty Dungeon Crawl Classics, while providing a unique 
  springboard to your next fantasy campaign.  If you want  
  a blast of nostalgia coupled with weird intrigue  
  and action, then buy this module and be prepared  
  for a blast from the past… and beyond!”
  Julian Bernick 
  Co-founder, minneapolis DCC RPG society
  the metal  
  version
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/DCC - Beyond the Silver Scream (Metal Edition).pdf