TEXT: Page 1
  
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  by Michael Curtis • Editor: Reverend Dak • Art: Doug Kovacs, William McAusland, Stefan Poag • Layout / Art Direction: Joseph Goodman
  Copyright 2014 © Goodman Games. Published under the OGL as defined in DCC #83: The Chained Coffin.
  Table of ConTenTs
  The Magic of the Mountains ............................................ 2
  New Patron: Modeca....................................................... 10
  The Backwoods Bestiary ................................................. 12
  Additional Random Encounters.................................... 15
  The Magic of The MounTains
  T
  he Shudder Mountains are a peculiar place, a re-
  gion steeped in superstition and unique magical 
  practices seldom seen outside the mountain hol-
  lows. The following supplemental material addresses the 
  strange magic and curious mystical customs one finds in 
  the Shudders, providing a firm foundation for the judge 
  running a campaign set in the Shudder Mountains to build 
  upon. Although intended for a Shudder Mountain cam-
  paign, this material can be easily inserted in other DCC 
  RPG games.
  sPoils
  W
  hen the moon of Luhsaal was destroyed, the 
  magical backlash of the catastrophe poured down 
  from the heavens, guided by the mystical gate-
  ways and sorcerous ties that connected the Hsaal to their 
  native world. The maelstrom of eldritch energy washed 
  over the Hsaal, incinerating them where they stood. With 
  the sorcerer-kings’ deaths, the magical power held in check 
  by each Hsaal was also unleashed, contributing to the tidal 
  wave of sorcery pouring across the landscape of the Shud-
  der Mountains. Most of this supernatural energy would 
  dissipate over time, being reabsorbed by ley lines, spilling 
  back across dimensional boundaries, or consumed by odd 
  entities that feed on magical power. A portion of this in-
  undation of energy, however, remained behind, drawn to 
  locations possessing either a natural or artificial affinity for 
  sorcery. In places such as secluded forest glades, crystalline 
  caverns, ancient serpent-men religious sites, or Hsaalian 
  outposts, magical forces pooled like spilled quicksilver on 
  an alchemist’s table. 
  Much as water does when separated from the flowing 
  stream, these reservoirs of sorcerous power stagnated, their 
  energy and potential turning in upon itself. The curdled en-
  ergy became unstable, even more unpredictable than magi-
  cal power typically is. In time, those who discovered these 
  sites began calling them “spoils” for the power there had 
  gone sour.
  Spoils exist across the Shudder Mountains, displaying no 
  rhyme or reason for their appearance other than existing 
  in places that perhaps once held mystical importance or 
  magical significance. They can be found in serpent-men ru-
  ins and in untouched forests, under the earth or atop high 
  mountain peaks. As a rule, Shudfolk avoid spoils and the 
  dangers they can possess, teaching each generation to keep 
  their distance from such tainted sites with folktales about 
  “haunted glens,” “Hell spots,” or “bad hollows.” However, 
  those Shudfolk who make their living brewing witch liquor 
  for sale outside the Shudders actively seek new spoils and 
  fiercely defend their still sites from trespassers.
  There are two forms of spoils in the Shudder Mountains. 
  The first is the common spoil which affects creatures and 
  objects exposed to its power at a slow rate. The second are 
  “hot spots” of tainted magic known as “burn spoils” by the 
  locals. These malignant sites of power are places that cause 
  physical and supernatural alterations in subjects exposed 
  to its power for even a brief time and are by far the most 
  dangerous type of spoil. 
  Spoils vary in appearance, but the most common form is 
  a writhing patch of black fire that nevertheless illuminates 
  its surroundings. Less typical appearances include pools 
  of rippling green water that seems to vibrate to unheard 
  sounds, crystalline growths with alien visages entrapped 
  within their depths, and groves of twisted trees alive with 
  fluttering shadows. Spoils of both types average from small 
  pockets of radiant magic to vast pools of tainted energy 
  measuring between 20’ to 200’ in diameter (2d10x10’).
  Common spoils require exposure to its power for 1d5+3 
  days before its energy take effect on those subjected to its 
  taint. Even a brief period spent during a 24 hour period 
  counts as a day of exposure when determining if a creature 
  is affected by a spoil’s power. At the end of the determined 
  time, living creatures must succeed on a DC 12 Fortitude 
  save or be affected by the spoil. The exact changes a spoil 
  produces in subjects bathed in its radiance vary from loca-
  tion to location, and the judge is encouraged to create spe-
  cific effects for each spoil in his campaign. The above table 
  can be used to randomly determine a spoil’s properties and 
  as inspiration for other preternatural effects.
  The time a creature spends exposed to a spoil is cumulative. 
  A subject could visit a spoil on four different days over the 
  course of a month and suddenly be affected on the fourth 
  day. However, spoil exposure fades after a prolonged peri-
  od away from the curdled energy pool. For each full month 
  The Chained Coffin ComPanion
  
  Page 3
  a creature remains outside a spoil’s area of effect, one day 
  of exposure is nullified. 
  Once a creature is affected by a spoil, he gains a +1 die bo-
  nus to subsequent saving throws against that spoil’s effects. 
  In some cases (judge’s prerogative) a spoil might affect a 
  creature once and the subject is forever after immune to its 
  power.
  Burn spoils are more dangerous than common spoils, sear-
  ing those exposed to its radiating energy in addition to 
  causing physical changes. Any living creature exposed to 
  a burn spoil for more than one minute must make a DC 
  15 Fortitude save or suffer 2d6 points of damage and be 
  affected by the burn spoil’s trasmutative power. The judge 
  can use the table above to determine the burn spoil’s effect 
  or create a unique power of his own devising.
  Nonliving creatures (but not including un-dead) and ob-
  jects are subject to a spoil’s power, but exposure affects 
  these targets in a different manner than living creatures. 
  Inanimate objects do not get a saving throw against the 
  spoil’s power. The following table includes some possible 
  effects for inanimate objects exposed to a spoil.
  The sole exception to inanimate objects exposed to a spoil 
  is witch liquor (see below). The eclectic components that 
  comprise the various witch liquor recipes found in the 
  Shudder Mountain cause a spoil’s radiating power to man-
  ifest in other ways. These alternate effects are detailed in 
  the witch liquor entry.
  Table 1-1: Spoil Effect on Living Subjects
  1d10
  Spoil’s Effect
  1
  Imparts a random form of corruption. Roll 1d6: 1-3) use Table 5-3: Minor Corruption (DCC RPG p. 116) to deter-
  mine effect; 4-5) use Table 5-4: Major Corruption (DCC RPG p. 118) to determine effect; 6) use Table 5-5: Greater 
  Corruption  (DCC RPG p. 119) to determine effect.
  2
  Causes a sorcerous wasting disease similar to mummy rot.
  3
  Imparts the ability to cast a random 1st-level spell once per day. Subject uses a d16 to determine the spellcheck 
  of this incantation.
  4
  Drains magical power, turning enchanted objects mundane or stealing spells from a caster’s mind
  5
  Permanently transforms the subject into a monster, either one chosen randomly from the DCC RPG rulebook 
  or other source, or a unique creature of the judge’s creation.
  6
  Drives the subject insane, warping his mind with malicious thoughts to commit unspeakable crimes.
  7
  Creates a communication conduit between the subject and an entity outside the physical world. The party at 
  the other end of this conduit may be pleased to speak with the subject, perhaps even agreeing to act as the af-
  fected soul’s patron or be angered by such brazen contact and seek the individual’s destruction. 
  8
  Cloaks the subject in a permanent mystical field that amplifies his prowess or protects him from harm. Subject 
  gains a +1 bonus to a randomly determined ability, spell, saving throw, natural armor class, or other character-
  istic of the judge’s choosing.
  9
  Slays the subject outright then revives him as an un-dead creature 1d4 days later unless the body is destroyed.
  10
  Sends the subject to another time and/or place. Possible destinations include the dim past during the height 
  of either the Hsaal or serpent-men’s dominance, the Court of Chaos, the time pad in the Vault of Zepes Null-
  Eleven, or a certain purple planet…
  Table 1-2: Spoil Effect on Inanimate Subjects
  1d6
  Spoil’s Effect
  1
  The object’s substance changes. Wood become stone, metal becomes lifeless flesh or bone, glass become water, 
  etc.
  2
  The object becomes ethereal, slipping in between planar boundaries at random.
  3
  The object becomes animated as per the breathe life spell. Determine spell check result using d10+15 for com-
  mon spoils and d10+20 for burn spoils.
  4
  The object becomes fused with the environment surrounding the spoil, embedding itself in stone, wood, soil, 
  or even the unlucky soul holding it!
  5
  The object explodes inflicting 4d6 (8d6 if burn spoil) damage to everything in a 20’ diameter.
  6
  The object becomes charged with magical power. This effect may make the object useful in crafting potent 
  magical items or a force of entropy that causes widespread chaos wherever it goes.
  
  Page 4
  ThaT old Time Religion
  R
  eligious practices in the Shudder Mountains differ 
  from those found in the flatlands. The Shudfolk, 
  unlike many other human cultures, are monothe-
  istic, revering a single deity they address as the Sovereign. 
  According to the Shudfolk, the Sovereign was the first de-
  ity, the Great King who created the world and all things 
  in it, including the other gods and goddesses venerated 
  outside of the Shudders. This belief means the Shudfolk 
  are (reasonably) tolerant of other religions, secure in their 
  knowledge that these “lesser gods,” as they consider them, 
  are creations of the Sovereign and should be respected as 
  such. A courteous cleric of another faith will find a warm 
  welcome by the Shudfolk, provided he keeps his evange-
  lizing to a minimum and shows equal religious tolerance 
  towards his hosts.
  The central tenet of the Sovereign faith holds that the Great 
  King instills a bright light within the soul of each human 
  (the faith is less specific about demi-humans) upon their 
  birth. It is the sacred duty of all humanity to nurture and 
  feed this soulful illumination during life, amplifying it with 
  good deeds, kindness, charity, and faithful worship. Upon 
  a person’s death, he finds himself in the eternal darkness of 
  the afterlife and only those who kept his divine light lit with 
  good deeds and a pious life can find his way to the Sover-
  eign’s Kingdom, where he will reside in peace and pleasure 
  for eternity. An individual who fails to nurture his divine 
  light in life discovers himself lost in the endless darkness 
  and cold that exists beyond death, potentially becoming a 
  restless spirit or prey for other horrors in the eternal night.
  Temples dedicated to the Sovereign in the Shudder Moun-
  tains are simple affairs, largely constructed of wood and 
  painted either bright white or yellow to symbolize the 
  Sovereign-granted light within all the congregants. Fire 
  and sunlight are commonly used in religious ceremonies 
  dedicated to the Sovereign. The symbol of the Sovereign is 
  a circle, representing the god’s all-encompassing arms that 
  hold the universe. Shudfolk regularly wear the Sovereign’s 
  Circle around their necks or pinned to clothes, and Shud-
  folk always fashion their Sovereign’s Circle from the best 
  material they have access to. A rich Shudfolk trader’s Sov-
  ereign’s Circle would be made of gold, while a poor farmer 
  would possess one carved from the most pleasant-seeming 
  wood he could find or trade for.
  The clergy of the Sovereign, like the Shudfolk themselves, 
  is independent, lacking a strict hierarchy. Each temple is 
  led by one or (more rarely) two priests who attend to the 
  spiritual needs of its congregation. Temples in close prox-
  imity to one another occasionally cooperate to observe im-
  portant holidays, but geographical distance and difficulty 
  of travel throughout the Shudders generally results in a se-
  ries of self-contained religious districts centered on a single 
  community with the local priest overseeing it. 
  Sovereign clerics hold the title of “Braar” (males) or “Shuyr” 
  (females), words that translate roughly as “revered prince” 
  or “revered princess” in the forgotten language of the Hsaal 
  (the origin of these titles is unknown to the Shudfolk). 
  Sovereign priests are Lawful (like their deity) and rely on 
  rustic weapons such as clubs and staves to defend them-
  selves. A 1st-level cleric of the Sovereign begins play with 
  the spells blessing, food of the gods, holy sanctuary, and word of 
  command. Common higher level spells of Sovereign clerics 
  include banish, cure paralysis, divine symbol, neutralize poison 
  or disease, restore vitality, snake charm, bolt from the blue, exor-
  cise, remove cure, spiritual weapon, sanctify, righteous fire, and 
  weather control. Sovereign clerics may never cast darkness as 
  it is an affront to the divine light granted by the Great King, 
  and eschew binding, animate dead, and speak with dead as be-
  ing too close to the practice of witchcraft.
  Aside from the clerics of the Sovereign, the faith has a small 
  number of lay priests. These lay priests are not full cler-
  ics (as the character class) but something more than simple 
  congregants. Lay priests, due to their devout veneration of 
  the Sovereign, are granted a few clerical abilities, but with 
  much less power than full priests. A lay priest of the Sover-
  eign can lay on hands and turn unholy as a cleric, but uses a 
  d16 action die (modified by Personality) when attempting 
  these miracles. Some lay priests can also cast a single spell 
  (granted by the judge in the role of the Sovereign) which 
  also uses a d16 to cast. A failed spell check by a lay priest 
  increases his range of disapproval by 2 points rather than 1, 
  and a wise lay priest knows not to press his deity’s patience 
  should his asked-for miracles fail to manifest.
  Only individuals of extreme piety can become lay priests. 
  The exact qualifications to achieve this holy state are left to 
  the judge to adjudicate, but regardless of what stipulations 
  the judge chooses to apply, a lay priest cannot possess an-
  other character class. The level of faith needed to become a 
  lay priest prevents an individual from pursuing a second 
  PC class. A lay priest who becomes a cleric gains all the 
  benefits of that class, but loses his lay priest abilities. A lay 
  priest who fails to maintain the appropriate level of piety 
  (judge’s discretion) is stripped of his miraculous powers.
  CuRses
  C
  urses are a constant fear in the Shudder Moun-
  tains. The Shudfolk know that any witch or con-
  jure-man is capable of laying a curse on those who 
  cross them, and have developed a number of superstitions 
  to help defend themselves against becoming accursed (see 
  Folk Magic below). A judge preparing to run a campaign 
  set in the Shudder Mountains should review Appendix C 
  (pp. 438-439 of the DCC RPG rulebook).
  Witches and conjure-men in the Shudder Mountains can is-
  sue a curse as an attack action, requiring the victim to make 
  a DC 16 Will save to resist. These witch curses are covered 
  in Appendix C and below. In addition, conjure-men and 
  witches who have one of The Three (Anector, Haade and 
  Modeca) as a patron gain access to the 2nd level cleric spell 
  curse as a 2nd level wizard spell. As with other clerical spells 
  cast as wizard magic, a result of a natural 1 results in a 50% 
  chance of patron taint or misfire, rolling on either the patron 
  taint or generic table as appropriate. 
  
  Page 5
  Although victims of the curse spell can suffer Luck and oth-
  er statistic penalties as per the spell’s description, witches 
  often cause a curse to manifest in less direct but potentially 
  more devastating ways, usually in a manner that affects the 
  victim’s livelihood. The following chart gives alternate re-
  sults of a curse based on the caster’s spell check. The judge 
  is free to modify this table or use it as inspiration for new 
  ideas.
  Alternate Curse Manifestations
  Spell check 
  Result
  20-21 
  A farmer’s cow produces no milk for the du-
  ration.
  22-25 
  The tools of the subject’s trade turn against 
  him, breaking or even injuring him when 
  used.
  26-29 
  A family’s crop is blighted; a farmstead’s 
  well goes dry.
  30-31 
  A village spring dries up; a plague of vermin 
  invades the village; all the community’s live-
  stock becomes barren.
  32-33 
  As above but the misfortune affects a larger 
  community.
  34+ 
  A single victim is doomed. The curse has no 
  immediate effect, but the victim will die at 
  a random time as determined by the judge. 
  This doom may come as a result of a natural 
  accident or supernatural event. Only break-
  ing the curse by meeting the spell’s condi-
  tion can save the victim.
  The magically-inclined are not the only ones able to impart 
  a curse in the backwoods. On rare occasions, even those 
  Shudfolk without the slightest bit of magical knowledge 
  have cursed their foes when greatly wronged. A mother 
  whose only child died because of another’s carelessness, a 
  bride-to-be who lost her fiancé to some cruel man’s whims, 
  or a devout soul who watched his temple burned to the 
  ground by heretics, have succeeded in laying a mighty 
  curse on those responsible. Flatlanders traveling in the 
  Shudders are cautioned to treat the Shudfolk with respect 
  and courtesy. For a non-spellcaster to curse another, he or 
  she must first be greatly wronged by the target’s actions 
  (judge’s discretion) and make a DC 16 Personality check 
  using a d16 action die. If successful, the victim can make 
  a Will save against the check result to avoid the curse. The 
  judge should choose an appropriate curse from Appendix 
  C or create one of his own devising. A non-spellcaster can 
  only invoke such a curse once in his lifetime.
  No chapter on curses would be complete without a new 
  one to add to the judge’s repertoire. The following new 
  curse is provided to give the judge an example of the types 
  of curses the PCs might encounter in the Shudder Moun-
  tains should they cross the wrong person.
  Curse of Forever Walking
  Moderate Curse
  May you wander the hills forever weary,
  Walk through heat, and mud, and weather always dreary.
  Sleep not two nights in the same restful bed,
  Walk and wander until thou art dead.
  This curse carries a -2 Luck penalty and forces the victim 
  to never remain longer than 24 hours in a single location. If 
  the victim stays in a single place for more than 24 hours, he 
  is afflicted by misfortune and outright danger every hour 
  until he departs. The misfortune can range from the irritat-
  ing (he loses a prized possession) to the deadly (he con-
  tracts a disease). He may also find himself the subject of 
  random monster attacks, hostile mobs, or similar threats to 
  life and limb. This curse can be alleviated by finding a com-
  munity willing to accept the accursed individual despite 
  being aware of the danger that follows him and building a 
  home amongst those kind souls. This is more difficult that 
  it appears, as the victim must get the full acceptance of ev-
  ery member of the community before the curse abates.
  folk magiC in The hills
  A
  lthough the Shudfolk harbor deep suspicion of 
  any magic-using individual aside from their local 
  Sovereign cleric, they themselves are ironically 
  the product of magical manipulation. During their ances-
  tors’ years of servitude to the Hsaal, that lunar race regu-
  larly employed magic on their slaves to make them more 
  suitable for their tasks. Traces of this ancient sorcery still 
  flows through the Shudfolks’ veins.
  It is perhaps this lingering mystical taint that allows the 
  Shudfolk to produce supernatural effects through seeming-
  ly non-magical rituals intended to ward off the malicious 
  effects of witchcraft. The Shudfolk, steeped in superstitions, 
  regularly enact minor rites intended for protection, good 
  luck, or to combat the supernatural. Although no Shudfolk 
  would deign to acknowledge these superstitious acts as 
  sorcery, they nevertheless do produce seemingly magical 
  results. For the purpose of classification, these superstitious 
  rites are called folk magic or gramaree.
  
  Page 6
  Most folk magic is handed down orally, passed from one 
  generation to the next, but codices of folk magic lore do 
  exist. These books of folk magic have a number of titles, 
  and knowledgeable Shudfolk can name the most famous 
  (or feared) books: The Gray Book, The Wayward Companion, 
  and Little Black Cat. Each text contains various gramaree 
  rites, herbal recipes, astrological charts showing the proper 
  times to sow and reap crops, and, occasionally, a true magi-
  cal spell. A number of superstitions have become associat-
  ed with the books, themselves. Legend has it that The Gray 
  Book, for example, cannot be thrown or given away, but if 
  the owner ever wishes to rid himself of the text, he must 
  bury the book and say a funeral prayer over its “grave.” 
  Failing to do so results in the book’s return, accompanied 
  by unpleasant events that afflict the owner.
  Many gramaree rites are performed by the Shudfolk, ob-
  served when they feel their path has crossed that of a witch 
  or conjure-man. When performed by those uninitiated into 
  the deeper mastery of the correct methods of enacting the 
  rites, these gestures are simple superstition that have no true 
  power (aside from perhaps making the individual feel a bit 
  safer as a placebo effect). However, those who are schooled 
  in the mastery of the rites create actual preternatural effects.
  Theoretically, folk magic can be learned by anyone, but in 
  practice certain restrictions apply. Shudfolk have an easier 
  time understanding the proper means to enact a grama-
  ree ritual due to their mystical blood taint. If a Shudfolk 
  can find a suitable teacher, either a living person or one of 
  the gramaree texts, he undergoes a period of study lasting 
  1d3 months. Although the rites themselves are simple to 
  perform, they must be enacted with absolutely perfect ges-
  tures and mental focus. Learning to focus the mind and re-
  peat the gestures without error takes time. At the end of the 
  study period, the student must make a DC 15 Intelligence 
  check. If successful, he learns the folk magic rite, but failing 
  the check means he cannot master the act and must wait a 
  full year before attempting to learn it again. Non-Shudfolk 
  can learn gramaree with the proper study period, but it is a 
  DC 20 Intelligence check to learn the ritual.
  There is a limit to the number of folk magic rites a student 
  can learn. An individual who lacks any additional spell-
  casting training (all zero-level characters, and PCs of any 
  class other than cleric, wizard, and elf) can master 1 grama-
  ree rite plus 1 per every 2 class levels. Thus a 5th-level war-
  rior can know 3 rites (base of one plus one at 2nd-level and 
  a third at 4th-level). Clerics, wizards, and elves can master 1 
  folk magic rite plus 1 per every class level. A 5th-level wiz-
  ard could know up to six gramaree rituals—provided he 
  can find a teacher and succeeds in his Intelligence checks. 
  Lastly, even if a character knows a true gramaree rite, in-
  voking it successfully is not guaranteed. First, performing 
  a true folk magic ritual taxes the body and mind, causing 
  1 point of temporary Stamina and Intelligence damage. 
  This damage heals normally. Secondly, the individual must 
  make a Personality check with a DC dependent on the rite 
  to succeed. The ability damage is suffered regardless of 
  success. There are no side-effects from failing to invoke a 
  gramaree rite correctly aside from the ability loss. Grama-
  ree never misfires, causes corruption, or divine disfavor.
  Folk Magic Rites
  The following are just a sample of the gramaree rituals 
  known in the Shudder Mountains. The judge is encouraged 
  to add his own creations to the list or modify their effects as 
  desired. Unless otherwise specified, performing a grama-
  ree rite counts as an action.
  Ward against the Evil Eye (DC 14): With a gesture of cross-
  ing the index finger of the right hand over the middle fin-
  ger and snapping his wrist at the suspected conjure-man, 
  this rite imparts a -2 penalty to the target’s next spell check.
  Salt the Trail (DC 12): By pouring a measure of salt into a 
  spellcaster’s footprint, the individual gains +2 to his next 
  saving throw against the target’s magic. 
  Keep the Ghosts at Bay (DC 14): By locking the door to a 
  room or home with a key made from silver (10 gp cost to 
  make), the individual can prevent non-corporeal undead 
  from entering. Incorporeal un-dead attempting to enter the 
  protected area must make a DC 14 Will save or they cannot 
  attempt to enter until the following evening. Each time the 
  same key is used to invoke this rite, the Will save DC is 
  reduced by 1.
  Nail the Witch’s Shadow (DC 12): This rite involves driv-
  ing an iron nail into the shadow of a spellcaster. If the rite 
  succeeds, the target suffers 1d4 damage that cannot be pre-
  vented by any means. Obviously the target must be casting 
  a shadow for this rite to work.
  old and anCienT songs
  T
  he Hsaal’s arcane knowledge was formidable 
  and the long-gone race mastered myriad ways 
  of weaving sorcery into their arts and sciences. 
  Amongst their greatest achievements was the composing 
  of music that produced magical effects. Although the Hsaal 
  are dead, a few of the melodies that once filled the air of 
  their lunar cities still linger in the Shudder Mountains, pre-
  served in the songs of their former slaves, the Shudfolk. 
  Although the words have changed down the eons, the 
  music itself retains its power—when performed by those 
  who know the proper means of striking the right chords. 
  A person without the correct instruction can play one of 
  these magical musical compositions—commonly referred 
  to as the Old Songs—without incident. In fact, many of the 
  Old Songs are popular pieces performed around the tavern 
  hearth and in the home with the musician being unaware 
  of the hidden power residing in the song’s notes. Only 
  Shudfolk can master an Old Song as the songs’ magic is a 
  legacy of their blood. Flatlanders and other outsiders hear-
  ing an Old Song, played by either a common musician or 
  one who knows the song’s secrets, find the music haunt-
  ing and strange. The songs of the mountains are written in 
  minor keys (a legacy of the alien musical scale used by the 
  Hsaal) and the music sounds strange and lonesome to ears 
  unacquainted with these songs.
  Old Songs function like folk magic, requiring an individual 
  to undergo a period of study to learn how to correctly play 
  
  Page 7
  the tune to produce the magic hidden amongst its notes. 
  Once the student learns the song, he can perform it at cost 
  to both his body and mind, losing 1 point of Stamina and 
  Intelligence as if enacting a gramaree ritual. Like with folk 
  magic, the singer must make a Personality check with a DC 
  based on the song’s power to correctly invoke its effect. 
  The criteria for learning an Old Song is slightly different 
  than that needed to study folk magic. A PC wishing to learn 
  how to play one of these magical melodies must meet the 
  following qualifications. First, only Shudfolk can play an 
  Old Song in a manner that invokes its magic. The music 
  and magic of the Hsaal is so intricately tied to the Shud-
  folks’ heritage that only they have the proper blood and 
  ancestral memories necessary to play an Old Song prop-
  erly. The judge may allow a flatlander to learn an Old Song 
  if he uses the alternate Bard class from Crawl! #6 or other 
  sources in his campaign, and the outsider is of that class. 
  Secondly, the student must know how to play a musical 
  instrument. Singing an Old Song a cappella cannot produce 
  the proper notes to unleash a Song’s power. Musical instru-
  ment proficiency usually requires the character to have ei-
  ther the musician or elven musician occupation. A character 
  without those occupations can learn to play an instrument, 
  but doing so requires time, training and possibly expenses 
  at the judge’s discretion. Thirdly, the individual must find a 
  teacher to train under. Old Songs can only be taught by per-
  sonal instruction. Due to the subtleties of the songs’ magic, 
  written forms of the music cannot convey the proper means 
  necessary to invoke the tunes’ enchantments. 
  If the would-be student meets these criteria, the process 
  for learning is identical to folk magic. After 1d3 months of 
  study, the student must make a DC 15 Intelligence check. 
  If successful, he learns to properly play the Old Song. If 
  the check fails, the student lacks the necessary discipline to 
  perform the music correctly and must improve his musical 
  skills over the coming year before attempting to learn the 
  Song again. Old Songs never misfire, cause corruption, or 
  incur divine disfavor, but the temporary ability loss occurs 
  regardless of success.
  A character is limited to the number of Old Songs he can 
  know. A PC can learn one Old Song plus his Intelligence 
  modifier. If the judge allows bards in his campaign, a bard 
  PC can learn an additional song for each level he possesses. 
  Old Songs do not count against the limit of folk magic rites 
  an individual may know or vice-versa. 
  Old Songs
  These are but a few of the Old Songs known in the Shudder 
  Mountains and the judge is encourage to expand the list 
  with his own creations. The DC of the Song’s Personality 
  check and the time necessary to perform the song are given 
  in parenthesis after the Song’s title. 
  “Tomcat Goes A’ Prowlin’” (DC 12; one minute): Play-
  ing the song grants either the performer or a listener of his 
  choosing increased stealth. The next sneak silently, hide in 
  shadows, or halfling stealth roll is made with a +1d increase.
  “Under Thine Outstretched Hand” (DC 14; three minutes): 
  This song helps protect the performer and up to 3+Person-
  ality modifier others from the attacks of un-dead creatures. 
  All un-dead suffer a -2 penalty to attack the protected indi-
  viduals for 1 turn.
  “Mr. Death, I Ain’t Ready to Go” (DC 16; five minutes): 
  This long and difficult song helps stave off death’s final 
  grasp. When performed successfully, a single target of the 
  musician’s choosing can make two Luck checks when roll-
  ing over his body, taking whichever result he prefers. Per-
  forming this song is especially draining and the performer 
  suffers 2 points of Stamina damage regardless of success. 
  This piece can only be played once per day.
  saCRed sTiCks and 
  foRgoTTen sigils: magiC 
  iTems in The shuddeR 
  mounTains
  H
  ex Signs: These objects come in two forms: small 
  amulets sized for a person to wear as a charm and 
  large placards used to adorn buildings. In either 
  form, a hex sign is a fragment of old stone bearing strange 
  otherworldly carvings (see the spinning wheel handout 
  from DCC #83 for examples of the types of sigils found on 
  a hex sign). Hex signs are relics left over from the Hsaal, 
  the stones found lost in overgrown hollows or pried from 
  crumbling ruins. Not every scrap of Hsaal writing contains 
  powers, but those that do protect that which bears them.
  A hex sign wards against black magic, protecting either 
  the wearer (in the case of smaller hex signs) or structures 
  (larger signs) from baleful sorcery. Both grant a +2 bonus to 
  all saving throws against spells and magical effects. Small 
  hex signs only protect the individuals wearing the symbol, 
  while large signs grant the bonus to any creature or object 
  located inside the structure bearing the hex sign. A large 
  hex symbol not affixed to a building provides no benefit (a 
  person carrying a large hex sign gains no bonus to saving 
  throws). If a spell directly targets a hex sign—for example, 
  a witch using lightning bolt on a hex sign—it benefits from 
  its own protective magic.
  Snake Sticks: This object appears to be a decorative wooden 
  walking cane measuring 3’ in length. The wood is carved 
  with extreme skill into the shape of a rattlesnake, its tail 
  serving as the cane’s tip and the serpent’s head arched to 
  act as the headpiece. Once per day, a snake stick’s power 
  can be called upon by the owner, producing an effect iden-
  tical to the 2nd-level clerical spell snake charm. The spell takes 
  effect as if cast with a spell check of 14. If owned by a wiz-
  ard or elf, this effect can be amplified by spellburning, with 
  each point of spellburn increasing the stick’s effective spell 
  check by +1. Thus, a wizard who spellburns 3 points while 
  holding the staff causes it to function as if it cast a snake 
  charm spell with a spell check of 17.
  Serbok (see DCC #77.5), his servants, and serpent-men de-
  spise these items and will go to great and lethal lengths to 
  destroy both the snake stick and its owner.
  
  Page 8
  Sovereign’s Circle: This potent object is a circular holy sym-
  bol of the Sovereign, fashioned from old gold. Once the 
  property of an extremely devout cleric of the Great King, 
  this object provides a bonus to turning un-dead. When held 
  by a cleric of the Sovereign, the symbol grants a +4 bonus 
  to turn un-dead attempts. It provides no benefit to laying on 
  hands, casting spells, or other clerical class abilities.
  Witch Liquor: Witch liquor is a strange substance, being 
  not quite a magical elixir but neither is it merely an alco-
  holic beverage. Witch liquor can be created by anyone who 
  knows one of the correct recipes (and there are many with 
  each version being a closely-guarded secret by the bootleg-
  ger who brews it) and locates a spoil (see above) to distill 
  the arcane liquor. When a spoil is found, the bootlegger sets 
  up his still, using his preferred recipe. As the corn mash fer-
  ments, the liquor is altered—often in unpredictable ways—
  by the ambient magical energies of the spoil. The final re-
  sult is witch liquor.
  Witch liquor produces a magical effect when consumed, 
  typically a minor one of little power or practicality (and 
  sometimes embarrassing or even dangerous), but odd 
  enough to reaffirm the drinker has had a brush with the 
  magical world. This perception of “dabbling in sorcery” 
  makes witch liquor highly prized by world-weary plea-
  sure-seekers looking for a new and unique distraction. 
  Witch liquor is in high demand at the banquets and orgies 
  of depraved city-dwellers, and these degenerate souls pay 
  high prices to acquire the unusual whiskey. The majority 
  of the Shudfolk, however, frown on the making of witch 
  liquor and destroy the bootleggers’ stills and inventory 
  whenever discovered. The bootleggers in turn create new 
  ways to hide their wares and smuggle it to the big cities 
  where the witch liquor fetches a premium.
  Batches of witch liquor are seldom alike. A bootlegger can 
  brew a batch in the same location, using the same recipe, 
  and discover a completely unknown effect occurs when 
  it is consumed. This gives the judge sizable leeway in cre-
  ating the effects of witch liquor. The effect of a particular 
  draught of witch liquor lasts for one to four hours, depend-
  ing on the amount of potable consumed by the drinker. The 
  table below provides a few examples of what witch liquor 
  does to the drinker when consumed. 
  1d6 
  Witch Liquor Effect
  1 
  Drinker sees beyond dimensional boundaries, get-
  ting a glimpse at the events and occupants of an 
  alien plane of existence. Not all such visions are 
  pleasant to behold and more than one individual 
  has gone mad with a glimpse.
  2 
  Drinker’s sense of touch becomes magnified. Plea-
  sures of the flesh are exquisite, but even the slight-
  est pain becomes excruciating. A moderate injury 
  can even kill the drinker outright from shock.
  3 
  Drinker’s flesh breaks out in serpent scales, giv-
  ing him a sinister appearance. The skin returns to 
  normal once the drink leave his system, but in the 
  meanwhile he’s likely to be mistaken for a serpent-
  man or dabbler in black magic.
  4 
  Drinker exudes ectoplasm from his pores/mouth/
  ears/other orifice. The plasma-like substance forms 
  strange symbols in the air around the drinker, per-
  haps portending to events to come.
  5 
  Drinker’s aura becomes visible to the naked eye. 
  The colorful nimbus surrounds the partaker, dis-
  playing colors related to the drinker’s emotional 
  state. It is difficult for the drinker to conceal false-
  hoods or otherwise deceive onlookers while the 
  aura is visible.
  6 
  Drinker becomes possessed by a minor spirit 
  (ghost, elemental, devil, etc.) who speaks through 
  the drinker’s mouth. Although unable to do more 
  than orate, the spirit may reveal truths the drinker 
  prefers to keep secret.
  The above suggestions represent the least dangerous effects 
  witch liquor possibly produces. Both drinking and making 
  witch liquor can be far more hazardous at the judge’s dis-
  cretion (see “Sour Spring Hollow” for an example of how a 
  drink of witch liquor can make life unpleasant for the con-
  sumer). The backwoods are filled with stories of a traveler 
  coming upon a witch liquor bootlegger’s still only to find 
  the brewer massacred by incomprehensible magical forces 
  or to simply have vanished from existence, carried off or 
  utterly consumed by dark powers.
  
  Page 9
  
  Page 10
  T
  here are infernal forces at work in the backwoods of the Shudder Mountains. A trio of devils are locked 
  in an ongoing game of one-upmanship to gather souls into bondage and increase their standing in the 
  hierarchy of Hell. These devils are Anector, Haade, and Modeca, known collectively as “The Three.” 
  Each serves as a patron for a number of witches in the mountains, granting fiendish power in return for eternal 
  bondage. This section provides patron information on Modeca, who appears in DCC #83: The Chained Coffin in 
  his guise as “Ol’ Blackcloak.” Judges can use the following to further detail Anector and Haade in similar fash-
  ion.
  modeCa, The seCond of ThRee (ol’ blaCkCloak)
  M
  odeca, the Second of the Three, and known locally in the Shudder Mountains as “Ol’ Blackcloak” is 
  one of the devilish triumvirate claiming the ancient mountains as part of their worldly domain. Mo-
  deca prefers subtly and corruption over brute force, leaving such uncouth pursuits to his two infernal 
  fellows, Haade and Anector. Modeca’s sole objective is to bind as many mortal souls into eternal servitude as 
  possible, swelling the numbers obliged to him in Hell. Mortals seeking a patron bond with Modeca are required 
  to sign a compact with this devil, swearing their eternal souls to him. Unlike others who contract themselves to 
  Modeca (see DCC #83 The Chained Coffin p. 11), these special servants enjoy a prolonged grace period before he 
  claims his due—so long as they endeavor to lure others into infernal bondage. Failing in this matter inevitably 
  causes Modeca to invoke an overlooked loophole in their contracts and claim what is owed to him sooner than 
  expected. 
  Invoke Patron check results: 
  12-13 
  Modeca grants the caster a small fraction of his guile, charm, and presence, raising the character’s Per-
  sonality to 20 (+4 bonus) for 1d6 turns.
  14-17 
  Modeca inscribes infernal letters upon the caster’s skin, inflicting 1 hp of searing damage. The writing 
  grants the caster a +4 AC bonus for 1d6 turns, fading away when the duration elapses.
  18-19 
  Modeca makes the caster invisible, allowing him to escape a tough spot. The invisibility lasts for 1 turn, 
  breaking if the caster attacks another creature, but requires no concentration on the part of the caster.
  20-23 
  Modeca freezes time for all but the caster for one round. During that period, the caster can act normally, 
  but all others are effectively paused in time and space, unable to move or defend themselves. Time re-
  turns to normal the following round.
  24-27 
  Modeca sends an infernal word, pulled from one of his uncountable contracts, to assist the caster. This 
  word appears in the air before the PC in burning letters reeking of brimstone. The word acts as a runic 
  alphabet, fey of the judge’s choosing with a +20 to its spellcheck. The word appears instantaneously and 
  the caster can choose to “trigger” it against any creature or creatures he can see.
  28-29 
  Modeca delivers a blast of hellfire against the caster’s enemies. Up to three targets within 50’ of the 
  caster suffer 5d6 points of damage (no save).
  30-31 
  Modeca sends an Infernal Scrivener (see below) to assist the caster. The demon remains as the caster’s 
  assistant for 1 week, but this period of servitude can be extended with successful binding magic, nego-
  tiation, infernal contracts or additional invoke patron spell checks at the judge’s discretion. 
  32+ 
  Modeca freezes time for all but the caster for 2d4 rounds. During that period, the caster can act normally, 
  but all others are effectively paused in time and space, unable to move or defend themselves. Time re-
  turns to normal once the duration elapses.
  Infernal Scrivener (type II demon, Modeca): Init +3; Atk poison pen +6 melee (special); AC 14; HD 6d12; hp 40; 
  MV 30’; Act 1d20; SP darkness (+8 spell check), poison pen (demonic tarantula venom; 1d4+2 plus DC 16 Fort 
  save or take an additional 2d4+2 damage and -3 Strength loss), infravision, immune to non-magical weapons, 
  half-damage from acid, fire & cold, crit threat range 19-20; SV Fort +6, Ref +7, Will +8; AL C.
  The infernal scrivener appears as a ruddy-fleshed human with slightly pointed ears and a devilish beard, 
  dressed in courtly finery. It has impeccable manners and acts as a superb aide-de-camp to its temporary master, 
  serving to the best of its ability its master’s whims until the time of servitude ends. Its sole attack is its black 
  iron quill dipped in the infernal venom of devilish spiders. This poison supernaturally replenishes after each 
  attack.
  
  Page 11
  PaTRon TainT: modeCa
  Modeca is a charming and ingratiating devil, but only so long as 
  he is pleased. Failing to stay in Modeca’s good graces, either by 
  displaying ineptitude in one’s actions or inadequately assisting 
  his goal of ensnaring mortal souls, is likely to cause the devil to 
  reveal his displeasure in the form of supernatural taint.
  When a patron taint is indicated, roll 1d6 on the table below. When 
  the caster has acquired all six levels of effect, there is no need to 
  continue rolling any more. On the next patron taint result, Mo-
  deca appears to claim his servant’s soul, calling the caster’s debt 
  due regardless of time remaining in their infernal agreement.
  Roll  
  Result
  1 
  The caster’s right leg transforms into that of a goat from 
  the knee down. His now-cloven foot and shin is covered 
  with a thick, wooly black hair. Shudfolk observing the 
  goatish limb shun the PC fiercely, knowing his soul is 
  no longer his own. Finding footwear to cover the change 
  becomes a challenge. 
  2 
  The caster’s flesh assumes a crimson hue, giving him 
  an unnatural ruddiness. This new flesh color trumps all 
  other corruption taints altering the caster’s natural skin 
  tone. As above, this taint is recognized by the Shudfolk 
  as a sign of infernal servitude and the caster is treated 
  with abhorrence and occasionally outright violence.
  3 
  The caster no longer casts a reflection, true proof he no 
  longer possesses a soul of his own. The caster cannot be 
  seen in any reflective surface, be it a looking glass, still 
  water, or polished metal. As with the above taints, Shud-
  folk easily identify the caster as a servant of Modeca. In 
  other regions, he may be mistaken for a vampire or other 
  supernatural creature, earning him a stake through the 
  heart and decapitation by frightened locals.
  4 
  The caster gains a supernatural intolerance of silver. Sim-
  ply touching the metal inflicts 1d4 points of damage, and 
  silver weapons striking the caster cause double damage. 
  If a silver object is brandished at the caster by a Lawful 
  individual, he must make a DC 10 Will save or flee the 
  presence of the individual for 1 turn.
  5 
  The caster’s ability to perform magic is hindered unless 
  he convinces others to sell their soul to Modeca. The cast-
  er suffers a cumulative -1 penalty to spell checks for each 
  week he fails to provide his patron with a new servant, 
  either willingly or through manipulation. Successfully 
  leading another into Modeca’s debt removes the spell-
  check penalty, but it begins to accrue again if the caster 
  fails to continue to provide his patron with dupes.
  6 
  All writing the caster pens twists and writhes, transform-
  ing into demonic script. The unnatural transformation 
  of the written word hinders the caster in the creation 
  of magical scrolls, imparting a -4 penalty to write magic 
  spellchecks as the taint wars with the spell’s magical en-
  ergies.
  
  Page 12
  a Backwoods BesTiary: 
  new MonsTers froM The 
  shudder MounTains
  T
  he Shudder Mountains are home to several spe-
  cies of creatures found nowhere else in the world. 
  Some of these beasts are natural animals that 
  evolved in the unique mountainous environment of the 
  Shudders, while others are the product of the weird magical 
  forces at work in the hills. This section introduces nine new 
  monsters for use in a Shudder Mountain-based campaign 
  and to inspire the judge to create other unusual monsters 
  for the PCs to encounter in those dark hills and hollows.
  The abandoned
  The Abandoned: Init +2; Atk claws +4 melee (1d6+2); AC 
  13; HD 5d8; MV 30’; Act 2d20; SP in-
  fravision, grapple attack (+6); SV Fort 
  +4, Ref +2, Will +1; AL L.
  The Hsaal protected their mines and 
  the minerals contained therein with 
  a strange race of magically-created 
  wardens. In the wake of the Hsaal’s 
  destruction, these sentinels, now 
  known as the Abandoned, continued 
  to watch over their masters’ diggings, 
  protecting the forgotten treasures 
  within from those who would plun-
  der them.
  The Abandoned are humanoid in ap-
  pearance, standing up to 8’ tall and 
  covered in taught skin with corded 
  muscles visible underneath. Their 
  heads are more batrachian than hu-
  man, possessing a wide mouth and 
  large incandescent eyes, but no nose. 
  Their hands are both webbed and 
  clawed. The Abandoned are intelli-
  gent and have lifespans lasting sev-
  eral millennia.
  These sentinels attack with their 
  claws, seeking to grapple intrud-
  ers and drag the unlucky back to 
  their lairs deep within the mines. 
  Abandoned gain a +6 to their grap-
  ple attack rolls due to their size and 
  strength. Although they prefer to take trespassers alive, the 
  Abandoned readily fight to kill if facing powerful foes.
  Little is known about what befalls those captured by the 
  Abandoned, but at least one account suggests that abduct-
  ed enemies are subjected to a magical or scientific trans-
  formation that blasts the captured foes’ sanity and turns 
  them into feral forms of life better suited for life beneath 
  the earth. The Abandoned never leave the mines they pro-
  tect and have been known to let intruders who forfeit the 
  treasure they’ve plundered depart in peace.
  beaRbones
  Bearbones: Init +8; Atk bite +10 melee (2d12+3) or claw +8 
  melee (2d10+3); AC 20; HD 10d12+3; MV 40’; Act 3d20; SP 
  immune to non-magical weapons, fearsome aura, stealthy 
  (+15 to stealth-related checks), immune to critical hits, suf-
  fers ½ damage from cold and fire; SV Fort +10, Ref +10, Will 
  +10; AL C.
  Bearbones is a unique monster, a 
  backwoods boogey-man called up 
  by witches to obtain revenge against 
  wrongdoers. As its name suggests, 
  Bearbones resembles a grizzly bear-
  sized humanoid creature comprised 
  of aged, mud-covered bones of inhu-
  man origin. It stalks its prey on digi-
  tigrade legs, moving quietly through 
  the night. Bearbones’ eyes burn with 
  blue-green light and its ribcage holds 
  mottled gray organs of indistinct 
  nature that ooze and pulsate as the 
  creature moves about. It attacks with 
  thick, sharp claws and boar-like tusks 
  that jut from its snout.
  Any creature coming within 20’ of 
  Bearbones must make a DC 15 Will 
  save or be paralyzed with fear. This 
  fright lasts for 2d4 rounds, persisting 
  even if Bearbones attacks the fright-
  ened individual. Despite appearances, 
  Bearbones is not un-dead but a con-
  jured creature. It is said that Bearbones 
  is difficult to kill permanently and if 
  reduced to zero hit points, it dissolves 
  away, its bones returning to its hid-
  den grave located somewhere deep 
  in the backwoods. Only by discover-
  ing Bearbones’ grave and exposing its 
  bones to the sun can the creature ever 
  be truly destroyed. 
  blaCk dog
  Black Dog: Init +6; Atk none; AC 10; HD 3d10; MV 40’; Act 
  1d20; SP howl (DC 14 Will save or 1d4 Luck loss), immune 
  to non-magical attacks; SV Fort +7, Ref +7, Will +7; AL N.
  In the dark of night, travelers sometimes spy a huge dog-
  
  Page 13
  shaped, splotch of shadow moving amidst the gloom. 
  Seen only as a silhouette of darkest black with eerie green 
  glowing eyes against night’s shadows, a black dog is an ill 
  omen. Black dogs do not directly attack those they encoun-
  ter, instead emitting a spine-chilling howl that shakes the 
  hearer’s soul for he knows he will soon experience a much 
  worse brush with the supernatural.
  Black dogs only appear to persons who are destined to en-
  counter a supernatural menace within the next 24 hours, 
  serving as a harbinger of things to come. A black dog al-
  ways howls when it appears and those fated to meet what 
  the hound’s presence foretells must make a DC 14 Will save 
  or lose 1d4 Luck. This lost Luck cannot be regained (even 
  by thieves and halflings) until the affected individuals en-
  counter and overcomes the subsequent supernatural en-
  counter. If the victims survive the encounter, the lost Luck 
  is immediately restored, but should they fail to triumph, 
  the Luck is lost for good and only restored through nor-
  mal means at the judge’s discretion. For example, the judge 
  knows the party will meet the Bad Lick Beast the follow-
  ing night and foretells the event by having the PCs glimpse 
  a black dog and hear its cry. All fail their saves and lose 
  2 Luck. The next night the party runs across the Bad Lick 
  Beast and manages to defeat the creature. The PCs immedi-
  ately regain their lost Luck. Had they failed, forced to flee 
  the encounter for instance, the loss would be permanent 
  barring additional Luck gains later on.
  Killing a black dog before it howls not only avoids potential 
  Luck loss, but prevents the foretold supernatural encounter 
  from happening. Black dogs always vanish after howling, 
  disappearing back to whatever otherworldly place they 
  hail from.
  Black dogs are seldom encountered randomly, but if they 
  are happened upon by chance, the judge must determine 
  what supernatural hazard the party will experience before 
  24 hours elapse. The black dog’s real threat is the fear it in-
  stills, not in the PCs but in the players themselves.
  eaRTh hound
  Earth Hound: Init +2; Atk tusks +2 melee (1d5) or bite +1 
  melee (1d4); AC 11; HD 1d6; MV 30’, burrow 10’; Act 1d20; 
  SP keen nose (+10 to detect hidden creatures and can smell 
  dead bodies from 300’ away); SV Fort +2, Ref +2, Will +1; 
  AL N.
  Earth hounds are ghoulish creatures that inhabit burying 
  grounds, especially those near water, and consume the 
  dead. Resembling pig-sized quadrupeds with rat-like fur 
  and a canine-shaped head, earth hounds devour freshly 
  buried corpses, tearing through coffin walls with their 
  tusks. They have an incredibly keen sense of smell and can 
  detect a fresh corpse up to 100 yards away, even if the body 
  is buried and contained inside a casket. Although they pre-
  fer dead flesh, earth hounds have been known to attack the 
  living if starving or when an unlucky gravedigger unearths 
  one of their burrows. 
  gaRdinel
  Gardinel: Init -3; Atk tongue tendril +8 melee (grapple); 
  AC 10; HD 20d12; MV none; Act 1d20; SP camouflage, di-
  gestive juices (DC 15 Fort save each round or suffer 4d8 
  damage), immune to most mind-affecting spells (see be-
  low); SV Fort +16, Ref N.A., Will -5; AL N.
  The gardinel is an odd species of plant distantly related to 
  the Venus flytrap and pitcher plant. A carnivorous plant, the 
  gardinel has evolved to grow to great size and mimic the ap-
  pearance of a constructed building—usually a log cabin or 
  similar rustic structure. It is nearly indistinguishable from 
  a normal house from the outside, bearing a single open 
  “doorway” flanked by a pair of shuttered “windows.” The 
  doorway and windows are in truth the gardinel’s mouth 
  and a pair of primitive organs that provide it with sight and 
  smell. A gardinel usually grows in forlorn locations, but a 
  rare strain of the plant has been known to sprout in towns 
  and even large cities.
  Unable to move, the gardinel relies on its camouflage to 
  lure prey inside it. Travelers seeking shelter from inclement 
  weather or a safe refuge to overnight in enter through the 
  plant’s open mouth and seldom escape once inside. In dire 
  straits, the gardinel can use its tendril-like “tongue” to grab 
  a meal lingering up to 15’ from its doorway. The gardinel 
  is +8 to hit on its initial attack with its tongue and enjoys a 
  +16 modifier to maintain its grapple on subsequent rounds 
  due to its size. The interior of a gardinel is a pink-walled 
  space with a sloping floor littered with the skulls and bones 
  of past meals. Once prey is inside the plant, the “door” clos-
  es as a flap of tough fiber folds over the entrance and the 
  “room” (actually the gardinel’s stomach) floods with acidic 
  digestive juices that inflict 4d8 damage to all inside (DC 15 
  Fort save to avoid damage for one round). Victims trapped 
  inside a gardinel can either force the fiber covering on the 
  entrance (DC 20 Strength check) or cut their way free with 
  sharp weapons (required a combined 50 points of damage 
  to one section of the stomach wall). Gardinels are immune 
  to most mind-affecting spells unless the magic specifically 
  targets vegetable life.
  It is said that not all gardinels are plants, but that some 
  witches can create another magical version of a living cabin 
  through the use of black magic. These witches’ gardinels ap-
  pear as furnished rustic homes, possessing a cunning intel-
  lect and capable of serving their mistresses in limited ways.
  
  Page 14
  hellbendeR salamandeR
  Hellbender Salamander, Giant: Init -2; Atk bite +3 melee 
  (2d4); AC 14; HD 2d8; MV 20’ or swim 30’; Act 1d20; SP 
  camouflage (+10 to hide attempts); SV Fort +2, Ref -1, Will 
  -2; AL N.
  Giant Hellbender Salamanders are 6’ long varieties of their 
  much smaller cousin. They dwell among rocks and boul-
  ders in fast moving water, dining on fish, turtles, and the 
  occasional mammal that swims past their den. Giant Hell-
  benders eat smaller prey whole, but will bite larger prey 
  and drag them below the water’s surface to drown their 
  victims.
  hidebehind
  Hidebehind: Init +3; Atk bite +3 melee (2d4); AC 14; HD 
  4d8; MV 40’; Act 1d20; SP backstab (+5 to attack, crit die 
  1d20/Table II), difficult to see (+20 to hide checks), instan-
  taneous movement (can teleport up to 60’ to remain behind 
  its victim at will, interrupting initiative count if necessary), 
  terrifying appearance (DC 15 Will save or observer flees in 
  horror for 1d6 turns and blocks the hidebehind’s appear-
  ance from his memory); SV Fort +2, Ref +5, Will +2; AL C.
  Few have seen a hidebehind and lived, and those that have 
  are reluctant to describe the terrible thing. As it name sug-
  gests, a hidebehind stalks its victim from the rear, using 
  its special movement ability to avoid being seen. It attacks 
  with surprise, gaining the benefit of a thief’s backstab ability 
  as it leaps onto its chosen victim’s back. A hidebehind pre-
  fers to feast upon the intestines of its victims once it drags 
  its meal back to its lair. Local folklore maintains that hide-
  behinds find the smell of alcohol abhorrent and will avoid 
  a creature reeking of the stuff, but the veracity of this rumor 
  is unknown.
  oPossum, gianT
  Opossum, Giant: Init +2; Atk bite +1 melee (1d4); AC 12; 
  HD 1d6+1; MV 30’ or climb 20’; Act 1d20; SP feign death; 
  SV Fort +3, Ref +2, Will -2; AL N.
  Giant opossums are identical to their smaller kin in all as-
  pects except for size. These large marsupials grow to the 
  size of hound dogs, with some rare specimens reaching 
  even greater proportions. Giant opossums are seldom ag-
  gressive, and when confronted by predators, will “play 
  dead.” This unconscious response renders the opossum un-
  moving for 1d4 hours, during which time animal predators 
  are 90% likely to leave the creature alone. An aggressive gi-
  ant opossum is likely rabid and its bite inflicts an additional 
  1d4 damage if the victim fails a DC 10 Fort save.
  Some giant opossums display significant intelligence, pos-
  sessing almost manlike intellects. These varieties are com-
  monly found as familiars or animal servants to Lawful 
  wizards, witches, and other backwoods magic practitio-
  ners. Giant opossum familiars can handle objects with their 
  forepaws, manipulating them with the same dexterity as 
  human hands.
  WRiggleR
  Wriggler: Init +3; Atk bite +3 melee (1d8) or claws +2 (1d4); 
  AC 12; HD 4d10; MV 30’, climb 20’ or leap 10’; Act 2d20; 
  SP crit range 19-20, superior hearing, echolocation, blind, 
  heightened reflexes, uncanny climber (can scale walls and 
  ceilings; +10 to bonus to climb-related actions); SV Fort +3, 
  Ref +6 (but see below), Will +2; AL C.
  Wrigglers are pale white, man-sized humanoids with blind 
  eyes and tough, leathery skin. Shredding teeth and fangs, 
  and enlarged, bat-like ears complete their terrifying ap-
  pearance. Wrigglers move with seemingly unnatural skill 
  through the tight tunnels and soaring caves beneath the 
  Shudder Mountains. Although blind (and immune to spells 
  that affect sight), wrigglers perceive their surroundings 
  with superior hearing and by creating chirps similar to a 
  cricket’s song to echolocate. Wrigglers have cat-like reflexes 
  and always make their Reflex saves unless bound, uncon-
  scious, or similarly restrained from moving.
  Wigglers were the aboriginal humanoids that dwelled in 
  the Shudder Mountains before the coming of the Hsaal. 
  When that ancient race descended from the dark moon, 
  they attempted to enslave the wrigglers’ ancestors, but the 
  native clans retreated into the mountains’ caverns. Over 
  time, they adapted to their subterranean environment, 
  becoming a super predator troglofauna species. Their un-
  canny aptitude for climbing and slithering through small 
  tunnels gave them the name “wrigglers” by the few lucky 
  survivors who first encountered them.
  
  Page 15
  addiTional randoM encounTers 
  for The shudder MounTains
  1) A crude log cabin stands in a secluded glen along the 
  party’s path. With bad weather closing in and the prospect 
  of a wet night in the mountains ahead of them, the cabin 
  offers welcome shelter against the coming rain. Unfortu-
  nately for the party, the “cabin” is actually a hungry gardi-
  nel awaiting its next meal.
  Gardinel (1): See page 13.
  2) The sound of splashing water is heard as the party ap-
  proaches or travels alongside a winding river. As they 
  reach the river or round a bend, they glimpse a trio of large 
  humanoids in rustic dress immersed in the waters close to 
  the riverbank.
  These three figures are Bigginty hill giants “noodling” for 
  giant catfish along the riverbank. The river is 6’ deep here, 
  but appears deeper due to the giants’ crouched posture. 
  Preferring humanoid to fish, the giants attack the party. 
  Two wade out of the river, while the third pulls rocks from 
  the riverbed to hurl at the PCs.
  Hill Giants (3): See DCC RPG p. 414.
  3) An overgrown clearing is chanced upon. Old grave 
  stones stand amongst the high grass and meadow flowers 
  and a falling-down pole fence encircles the field. This for-
  gotten burying ground is home to a pack of ghouls, once 
  conjure-men who dabbled in the dark arts and perished 
  with their souls forever tainted. The ghouls choose the par-
  ty as their next meal, attacking if the PCs enter the burying 
  ground or tracking them to their evening resting place to 
  strike after dark.
  Ghouls (4): See DCC RPG p. 414.
  4) A rickety bridge crosses a rushing, boulder-choked river. 
  Fashioned from fallen logs lashed and nailed together, the 
  bridge has seen better days. If more than one PC crosses the 
  span at a time, each character must make a Luck check or 
  plunge through the decaying timbers into the rapids below. 
  The fall does no damage, but a giant hellbender salaman-
  der lurks amongst the rocks and seizes upon the abruptly 
  arriving morsel.
  Hellbender Salamander, Giant: See page 14 .
  5) A winding trail leads down to the bottom of one of the 
  mountain’s many hollows. The dell is overgrown with 
  verdant bushes and ancient trees, turning it into a maze 
  of dense vegetation. Hidden among the greenery is an old 
  cabin now home to a massive hive of yellow jacket wasps. 
  Moving too close to the crumbling structure aggravates the 
  wasps, who emerge in a huge stinging swarm to protect 
  their home.
  Insect swarm (1): See DCC RPG p. 419.
  6) A great shadow passes over the party as they tramp 
  through the mountains. Looking up, they spy a tremen-
  dous buzzard drifting on the thermals and peering down at 
  them with obvious interest. This is one of the giant vultures 
  that roost atop Carrion Peak seeking its next meal. The buz-
  zard doesn’t attack if the PCs look hale and hearty, but a 
  party bearing wounds from a previous encounter is likely 
  to be interpreted by the buzzard as an easy meal.
  Giant buzzard (1): Stats as Pterodactyl (see DCC RPG p. 
  424).
  7) A party member feels the hair on the back of his neck 
  stand on end and experiences a dread sensation of being 
  watched. The ambient noise of insects, birds, and other wild-
  life goes silent as the sound of rusting leaves or snapping 
  twigs is heard off in the distance. The PC has been chosen by 
  a hidebehind as its next meal. The creature continues to stalk 
  its victim, striking when most likely to succeed.
  Hidebehind (1): See page 14.
  8) A trio of dilapidated cabins stand secluded in the back-
  woods, showing signs of neglect and sudden abandon-
  ment. No one is about, but careful investigation reveals 
  blood stains and strange collapsed animal tunnels criss-
  crossing the yard around the homes. The cabins were aban-
  doned when a pack of earth hounds took up residence in 
  the family burying ground. The creatures, lacking steady 
  meals, began preying upon the living. The pack still lairs in 
  the old graveyard and detects the party’s arrival. The earth 
  hounds burrow their way to the party and attacks.
  Earth Hound (6): See page 13.
  9) A weatherworn spire of rock rises from the earth in a 
  shadowy grove deep in the backwoods. Weird sigils nearly 
  obliterated by time and the elements decorate its face. It is 
  obvious that the stone is not a natural formation and was 
  fashioned by mortal hands long ago. This crude obelisk 
  was the product of the Hsaal and a few of their ancient spir-
  its still linger about the place. If the party stays here past 
  nightfall or desecrates the stone, the “hants” target them 
  for revenge.
  “Hants” (5): Init +2; Atk touch +6 melee (1d6+frigid touch) 
  or poltergeist thrown object +4 ranged (1d6); AC 10; HD 
  2d12; hp 11 each; MV fly 40’; Act 1d20; SP frigid touch 
  (1d6 plus DC 10 Fort save or temporarily lose 1d3 points 
  of Strength, Agility or Stamina, target’s choice), immune to 
  non-magical weapons, un-dead traits; SV Fort +2, Ref +4, 
  Will +6; AL C.
  10) A deep pond or slow-moving river is discovered by 
  the party. The glint of gold is visible in the shallows of the 
  waters. PCs inspecting the metallic gleam discover gold 
  dust or even small nuggets washed down from a forgotten 
  delve higher up in the mountains. Unfortunately, the water 
  
  Page 16
  is home to a giant catfish who must be dealt with before the 
  party can reap their reward. The gold is worth 20 gp, but 
  more can be found if the original vein is located up in the 
  hills.
  Giant Catfish (1): Init +2; Atk bite +6 melee (2d8+2) or bar-
  bels +4 melee (1d6 + poison); AC 15; HD 8d8+5; hp 41; MV 
  20’ or swim 40’; Act 1d20; SP poison barbels (DC 13 Fort 
  save or take an additional 2d6), SV Fort +4, Ref +3, Will +2; 
  AL N.
  11) The party passes by a long-neglected corn field gone 
  to seed. The field was once that of a witch who enchanted 
  her scarecrows with black magic to serve as her guardians. 
  The witch is long-dead (and perhaps her unburied bones 
  reside nearby), but her animated servants still protect the 
  property from intrusion. They view the party as interlopers 
  and emerge from the wild corn rows to defend the dead 
  witch’s crops.
  Animated Scarecrows (4): Init +0; Atk slam +2 melee (1d4) 
  or pitchfork +2 melee (1d8); AC 12; HD 3d8; hp 14 each; MV 
  30’; Act 2d20; SP suffers double damage from fire, immune 
  to mind-affecting magic; SV Fort +0, Ref +2, Will -; AL C.
  12) The party chances upon a dim grove of conifers, the 
  smell of pine sap hanging thick in the air. Heaps of fallen 
  needles gather in drifts about the forest floor apparently 
  having collected there over decades. One pile is in truth 
  a primeval pitch slime, an oozy monstrosity that evolved 
  in the deep recess of the Shudders, birthed from a mixture 
  of pine sap and fetid magic. Pine needles naturally affix 
  themselves to the slime’s sticky body, providing an excel-
  lent disguise for the slow-moving monster to ambush prey. 
  Primeval pitch slime burns if set alight, but the slime takes 
  no damage (and inflicts an additional 1d6 fire damage with 
  a successful attack while burning).
  Primeval Pitch Slime (1): Init (always last); Atk pseudopod 
  +4 melee (1d4); AC 10; HD 3d8; hp 14; MV 5’, climb 5’; Act 
  3d20; SP camouflage (+10 to hide attempts), sticky, immune 
  to fire, half damage from slicing and piercing weapons; SV 
  Fort +6, Ref -8, Will -6.; AL C.
  13) While traveling along a high ridge, the party experi-
  ences a sense of unease as their flesh literally tingles. This 
  skin-crawling effect is caused by a band of man-bats having 
  an energetic discussion close by in their subsonic language. 
  The topic: Should they eat the party now or capture them 
  and return them to their roost? Regardless of their decision, 
  the party is soon under attack by the flying demi-humans 
  who descend from the air and engage the party in battle.
  Man-bats (5): See DCC RPG p. 421.
  14) A gap in the stony face of a mountain shows signs of 
  being excavated by mortal hands and not by natural forces. 
  Examining the cavity identifies it as one of the secret and 
  ancient mines left behind by the Hsaal. Hidden treasures 
  may lie within, but if the PCs travel too deep under the 
  mountain or plunder what wealth remains (judge’s discre-
  tion), they come into conflict with a trio of Abandoned who 
  still defend the mine.
  The Abandoned (3): See page 12.
  15) The sound of breaking tree boughs and fleeing animals 
  echo through the forest. Something big is heading towards 
  the party. A tree of no small size crashes to the ground near 
  the PCs revealing an extremely large animated skeleton 
  with burning green sparks for eyes. Birthed from the bones 
  of a dead something from long ago, the skeletal creature is 
  intent on destroying all life it encounters. Perhaps if it is 
  defeated, clues to what the creature was and where it came 
  from can be discovered amongst its old bones.
  Skeleton of Unknown Origin (1): Init +1; Atk claws +7 me-
  lee (1d6+7 plus 1d6 cold damage); AC 9; HD 8d6; hp 28; 
  MV 30’; Act 2d20; SP un-dead, half damage from piercing 
  and slashing weapons, chilling touch; SV Fort +3, Ref +2, 
  Will +0; AL C.
  16) The ground thuds to the beat of huge, tromping foot-
  steps, announcing the arrival of a group of ogres. The brutes 
  carry a slain (and partially-eaten—they couldn’t wait) griz-
  zly bear hanging from a large pole born on their broad 
  shoulders. The ogres are recently arrived in the mountains, 
  lairing in a cave not far from where the PCs meet them. 
  The band is looking for employment, hoping to get into the 
  good graces of the Biggintys or some evil conjure-man.
  Ogres (4): See DCC RPG p. 422.
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/DCC 83 The Chained Coffin Box Set (DCC)/DCC83 Companion.pdf