TEXT: 1 
   
  Dungeon Crawl Classics Compatible Character Funnel for a Party of 15 to 20 Level 0 Characters: 
   
   
   
   
   
  Written by Mark Tasaka, 2015 
  www.oldschooladventures.org 
   
   
   
   
   
  Dungeon Crawl Classics is a trademark of Goodman Games 
  
  2 
   
   
  Character Funnel Background 
  3 
   
   
  E1: The Tree House 
  4 
  E2: The Cave 
  4 
  E3: The Pygmies and their Shrine 
  5 
  E4: The Monkeys 
  6 
  E5: Demonic Squirrels 
  6 
   
   
  Ruined Temple 
  7 
  T1: The Foray 
  7 
  T2: Dark Sanctuary 
  8 
  T3: The Office 
  8 
  T4: The Workshop 
  9 
  T5: The Study 
  9 
  T6: The Gallery 
  10 
  T7: The Black Ooze 
  10 
  T8: The Sleeping Quarters 
  11 
  T9: The Alchemist’s Shop 
  11 
  T10: The Mirror and the Statue 
  12 
  T11: The Tin Man 
  12 
  T12: The Onyx Cat 
  12 
   
   
  Conclusion 
  13 
   
   
  Map: Temple of the Onyx Cat - Level 1 
  15 
  Map: Temple of the Onyx Cat - Level 2 
  16 
   
   
   
   
  
  3 
   
   
  The Temple of the Onyx Cat 
   
  DCC Compatible Adventure  
  Written by Mark Tasaka, 2015 
   
  You are no Adventurer.  But, the life of 
  adventure has always appealed to you; a life 
  on the road, seeking treasure and fortune. 
  There has always been a deep yearning in 
  your heart to break free from your mundane 
  existence as a villager. 
   
  “How can I break free from this boring life 
  that I am destined to live?” You have asked 
  yourself a number of times. 
   
  Then, one day, the answer to your question 
  arrives in the form of a travelling merchant 
  to your village. 
   
  “There is a ruined temple three days travel 
  from here,” the Merchant says, “within the 
  temple is an artifact that I am very interested 
  in obtaining.  The object that I seek is a 
  figurine of black onyx cat sitting on top of a 
  turtle.  Whoever shall bring me the figurine 
  shall receive a reward of 250 gold pieces.”  
   
  The merchant opens a small locked chest 
  containing 250 gold pieces. 
   
  Your jaw drops at the sight of the coins.  
  While you have seen copper and silver coins 
  before, never in your life have you seen a gold 
  coin, let alone 250 gold coins! Even if the 
  gold were divided 10 ways, there still would 
  be more than enough wealth to start off a new 
  life as an Adventurer. 
   
  You look around, and see some of your fellow 
  villagers stepping forward to take the 
  merchant up on his offer.  Will you step 
  forward and volunteer? You know that while 
  the risks are great, the rewards are even 
  greater. 
   
  Introduction 
   
  The Temple of the Onyx Cat is a DCC 0th level 
  Character Funnel designed for 15-20 0th level 
  characters.  Many of the 0th level character 
  will not survive the funnel, and therefore it is 
  recommended that the players have 3 to 5 
  characters 
  each. 
  When 
  the 
  surviving 
  characters complete this funnel they have 
  earned the right to be called Adventurers, 
  becoming 1st level characters. 
   
  Background 
   
  You know of the ruined temple for which the 
  merchant speaks of. You first learnt of the 
  temple as a small child, through the bedtime 
  stories that your mother would tell.  Most of 
  these stories involved a nasty witch, a cruel 
  ogre or other such monsters living at the 
  temple. 
   
  As you grew older, you have known fellow 
  villagers who dared to travel to the ruined 
  temple.  None of them returned.  Whether 
  your mother’s bedtime stories were true or 
  not, you know for certain that the ruined 
  temple is a dangerous place. 
   
  The Merchant 
   
  The Merchant is an unnamed merchant 
  (please feel free to name the merchant if you 
  wish to do so) who will wait for the players 
  at the village while they retrieve the onyx 
  cat. 
   
  Journey to the Temple 
   
  It is a 3 day journey to the temple, and a 3 
  day return journey back to the village. There 
  are 5 possible wilderness encounters 
  
  4 
   
  (Encounters 1 thru 5) you could use for the 
  journey to and back from the temple.  As a 
  Judge, it is up to you to decide which of these 
  encounters you will use.   
   
  E1. The Tree House 
   
  You have come across a large oak tree.  
  Sitting on the branches of the tree is a tree 
  house located some 20 or so feet above the 
  ground. 
   
  There is a rope ladder for the tree house, but 
  it is located inside the tree house.  Thus, in 
  order for the players to access the tree 
  house they must climb the tree. The players 
  must succeed a DC 10 climb check to reach 
  the tree house.  A failed check will result in 
  the player falling from the tree and taking 
  1d6 points of damage. 
   
  The tree house was once the home of a 
  Halfling, but is now the home of a Dire 
  Raccoon, who ate the Halfling.  The Dire 
  Raccoon will attack anyone who enters the 
  tree house. 
   
  Dire Raccoon: Init +0; Atk claws +0 melee 
  (1d4); HP 7 (HD 1d8);  AC 11; MV 30’; Act 
  2d20;  SV Fort +0, Ref +2, Will +0; AL N. 
   
  The players will find the following items of 
  value inside the tree house: a short sword, a 
  short bow, a quiver with a dozen arrows, a 
  Halfling sized suit of leather armour, flint and 
  steal and 50’ of rope. As well, the players will 
  find chewed up Halfling bones; the remains 
  of the former occupant.   
   
  Once inside the tree house, the players could 
  drop the rope ladder to the ground allowing 
  them to travel to and from the tree house 
  without having to make a DC climb check. 
   
   
  E2. The Cave 
   
  It will be nightfall soon. You might have an 
  hour left of light if you are lucky. You notice 
  the entrance to a cave. The cave could 
  provide you with shelter during the night. 
   
  The cave consists of a single chamber, larger 
  enough to accommodate the entire party.  
   
  Inside the cave the players will discover the 
  remains of a camp fire, several weeks old.  If 
  the players take the time to search the cave, 
  they will find a long sword and a short sword 
  wrapped in an old blanket in the far corner 
  of the cave. 
   
  The cave is a safe place to sleep for the night. 
  If the players choose to sleep inside the cave 
  they will avoid the Kwaigoon night patrol in 
  the area (Kwaigoons are a race of bipedal 
  frog-like creatures). 
   
  If the players decide not to sleep inside the 
  cave, then they will encounter a Kwaigoon 
  patrol sometime during the night. 
   
   
   
  Kwaigoons (5): Init +2; Atk short swords +0 
  melee (1d6) or javelin +0 ranged (1d6);  AC 
  11; HP 3, 5, 6, 6, 8 (HD 1d8); MV 30’; Act 
  1d20;  SV Fort +0, Ref +2, Will +0; AL C. 
  
  5 
   
   
  Treasure: Each of the Kwaigoons is equipped 
  with a short sword and a javelin.   
   
  E3. Pygmies and their Shrine 
   
   
   
  For the past few hours you have been deep in 
  your thoughts reflecting on the events of the 
  past few days.  Suddenly, your thoughts are 
  interrupted by the sounds of chanting.  The 
  sounds are coming from the east. 
   
  If the players investigate the chanting, they 
  will come across the following sight: 
   
  There is a stone idol of an oversized head, 
  standing 6’ tall. Dancing around the idol are 
  6 small Halfling sized figures chanting in a 
  language you have never heard before. Each 
  of the figures wears a brightly coloured 
  wooden mask. The figures are so busy 
  chanting that they do not notice you. 
   
  Fifty feet away from the stone idol are 5 
  prisoners, tied up with rope.  They appear to 
  be villagers, likely from one of the 
  neighbouring villages.  One of the prisoners 
  notices you, and mouths the words “please 
  help us.” 
   
  The small figures dancing around the idol are 
  pygmies. The bound prisoners are villagers 
  that the pygmies have captured.  The 
  pygmies intend to eat the prisoners after 
  their ceremony. 
   
  Pygmies (5): Init +1; Atk half-spear +0 melee 
  (1d6); or blowgun +2 ranged (1d3/1d5*); HP 
  2, 3, 3, 4, 5 (HD 1d4+1);   AC 11; MV 20’; Act 
  1d20;  SV Fort +0, Ref +2, Will +0; AL N. 
   
  Pygmy Witchdoctor (1): Init +1; Atk half-
  spear +1 melee (1d6) or blowgun +3 ranged 
  (1d3/1d5*); AC 12; HP 8 (HD 2d4+2); MV 20’; 
  Act 1d20;  SV Fort +1, Ref +3, Will +1; AL N. 
   
  *the blowgun darts are poisonous, and the 
  characters must succeed a DC 15 Fort Saving 
  Throw, or fall unconscious for the next 1d4 
  hours. 
   
  The pygmies are so engrossed in worship 
  that they do not notice the players.  If the 
  players are careful, they could easily free the 
  prisoners and leave without alerting the 
  pygmies. 
   
  If the players are careless when rescuing the 
  prisoners or interrupted the pygmies’ 
  worship, then the pygmies will attack. The 
  pygmies will try to attack the players at 
  range with their blowguns and poisoned 
  darts. 
   
  The 5 prisoners could join the party as 0th 
  level characters, allowing the party to 
  recuperate some of their lost characters.  
  Randomly roll the stats, occupation, etc. for 
  the prisoners when they join the party. 
   
  Treasure: Other than the random starting 
  gear for the prisoners, the only other items 
  of value are the half-spears (1d6 damage, 
  due to the small size of the spear) and 
  blowguns.  There are 10 poisoned darts for 
  each blowgun.  If the players use the 
  poisoned darts and roll a fumble, they have 
  swallowed the poisoned dart by mistake.  
  When this happens, the player takes 1d4 
  points of damage as the dart ruptures the 
  
  6 
   
  lining of their stomach and intestines. As 
  well, the player must succeed a D15 Fort 
  Save or fall unconscious for the next 1d4 
  hours. 
   
  E4. The Monkeys 
   
  You have entered a small grove of trees. 
  Suddenly, you hear the screams of monkeys 
  in the trees above.  The monkeys start to make 
  rude gestures towards you, and all of sudden 
  you are pelted with overripe fruits and 
  monkey dung.  The monkeys laugh at you as 
  they continue to hurdle fruits and dung at 
  you. 
   
  The players will not take any damage from 
  the overripe fruits and monkey dung.  The 
  monkeys will avoid combat whenever 
  possible.  However, the intention behind the 
  monkey’s actions is to distract the players. 
   
  Monkeys (12): Init +1; Atk bite +0 melee 
  (1d3-1); AC 10; HP 1(x7), 2(x5) (HD 1d3-1); 
  MV 30’; Act 1d16;  SV Fort -1, Ref +2, Will -1; 
  AL N. 
   
  The monkeys are friends of the pygmies, and 
  their purpose is to distract the players while 
  the pygmies sneak up and launch a surprise 
  attack. 
   
  The pygmies will only attack if the players’ 
  attention is occupied with capturing or killing 
  the monkeys.  If the players ignore the 
  monkeys, then the pygmies will not attack. 
   
  Pygmies (6): Init +1; Atk half-spear +0 melee 
  (1d6) or blowgun +2 ranged (1d3/1d5*);  AC 
  11; HP 2, 3, 3, 4, 5, 5, (HD 1d4+1) ; MV 20’; 
  Act 1d20;  SV Fort +0, Ref +2, Will +0; AL N. 
   
  *Please see E3. Pygmies and their Shrine for 
  information about the poisoned blowgun 
  darts. 
   
  Treasure: Each of the pygmies is equipped 
  with a half spear, a blowgun and 10 poisoned 
  darts. 
   
  E.5 Demonic Squirrels 
   
  You have come across a stone statue of a 
  robed figure.  The statue is hold a stone bowl, 
  and within the bowel are several nuts.  
  Suddenly, you see a squirrel climb down from 
  one of the nearby trees.  The squirrel climbs 
  up the statue and places a nut in the bowel, 
  and departs. 
   
  The squirrel is paying tribute to the demonic 
  squirrels who extort nuts from the local 
  squirrels.  The demonic squirrels are twice 
  the size of normal squirrels and have glowing 
  blood red eyes. 
   
  Demonic Squirrels (16): Init +2; Atk bite +0 
  melee (1d3); AC 10; HP 1(x8), 2(x8) (HD 1d3-
  1); MV 25’; Act 1d16; SV Fort +0, Ref +2, Will 
  +0; AL C. 
   
  The demonic squirrels are hiding in the 
  nearby tree watching the players. If the 
  players touch any of the nuts, the demonic 
  squirrels will attack. 
   
  Once the players have killed the demonic 
  squirrels, the normal squirrels will climb 
  down from the nearby trees and form a 
  circle around the party, to thank the party 
  for what they did.  The leader of the 
  squirrels, a large grey squirrel, will give the 
  players a gold ring with an emerald 
  gemstone, as a reward for slaying the evil 
  squirrels.  The ring is worth 75 gold pieces. 
   
  
  7 
   
  Ruined Temple 
   
   
   
  At last you have arrived at the ruined temple.  
  To you surprise, the temple is much smaller 
  than you imagined.   
   
  The temple itself is a single storey stone 
  building.  The stone walls have been 
  discoloured with age, and moss and vines 
  cover much of the temple’s exterior.  You see 
  a large pair of weathered worn wooden doors 
  leading into the temple. 
   
  The wooden double doors are the only 
  means of entering the temple. The doors are 
  unlocked, but due to the weight of the doors, 
  they will require the players to succeed a DC 
  10 strength check to open. 
   
  General Features: For the main level of the 
  temple, the players do not require a light 
  source.  However, once the players are in the 
  underground level they will require a light 
  source to see (unless they have infravision). 
   
  T1. The Foray 
   
  You have entered into the foray of the temple.  
  There is another pair of double doors leading 
  into the main hall of the temple.  Standing 
  guard outside the doors is a hideous pair of 
  statues.  The statues have long clawed fingers 
  and vicious expressions on their twisted 
  faces. 
   
  Lying on the floor are the decomposed 
  remains of a man; likely an Adventurer, 
  judging by the equipment he is carrying.  
  There appears to be an expression of horror 
  on the dead man’s face. 
   
  If the players take the time to investigate the 
  body, they will discover that the man has 
  been dead for a while.  They will also 
  discover that the leather amour the man is 
  wearing is heavily damaged with a series of 
  slashes. 
   
  While the amour is too damaged to be 
  salvaged, the players will find the following 
  items of value on the corpse: a long sword, a 
  shield, a crossbow, a quiver with 10 
  crossbow bolts, a lantern, 3 flasks of lantern 
  oil, and flint and steel.  
   
  The statues themselves are constructs 
  created by dark and sinister magic.  The 
  statues, known as dark servants, will remain 
  stationary and will only attack the players 
  when they have retrieved the onyx cat and 
  are leaving the temple. 
   
  Dark Servants (2): Init +0; Atk claws +0 melee 
  (1d4); AC 11; HP 7, 12 (HD 2d8); MV 30’; Act 
  2d20; SV Fort +1, Ref +0, Will +2; AL C. 
   
   
   
   
  
  8 
   
  T2. The Dark Sanctuary 
   
  You have entered the sanctuary.  The room 
  itself is 25 feet wide and 50 feet long.  At the 
  far end of the sanctuary is an altar dedicated 
  to some foul god.  Behind the altar is a door.   
   
  Evenly spaced out, along the length of the 
  sanctuary are a total of 10 stone statues; five 
  statues on each side of the wall.  The statues 
  depict robed figures, likely clerics of this evil 
  god.  Each of the statues has it hands held 
  together, with the palms open towards the 
  ceiling.  Resting on top of each set of palms 
  is a human skull. 
   
  The skulls resting on top of the palms are the 
  guardians of the Sanctuary.  However, the 
  skulls will not ‘activate’ until the party is 
  within 15’ of the altar.  When the skulls 
  activate read the following: 
   
  The hollow eye sockets of the skulls begin to 
  glow.  The skulls levitate, and suddenly they 
  fly towards you. 
   
  Floating Skulls (10): Init +0; Atk bite -1 melee 
  (1d4-1); AC 10; HP 1 (x2), 2 (x3), 3 (x4), 4 (x2) 
  (HD 1d4); MV 30’; Act 1d20; SV Fort +0, Ref 
  +2, Will +0; AL C. 
   
  If the players search inside the altar they will 
  find a brass key with the symbol of a star 
  with seven points on it and a small pouch 
  containing 5 gold and 15 silver pieces.  The 
  key will open the locked chest in room T3 
  ‘The Office’ (and other chests with the seven 
  pointed start symbol on it). 
   
  T3. The Office 
   
  You have entered a 25 feet by 20 feet room. 
  There are two sets of spiral staircases 
  leading into the darkness below.  One of the 
  staircases is located to your left, and the 
  other to your right. 
   
  Against the far wall you see a large wooden 
  chest with the symbol of a star with seven 
  points on it. 
   
  At the centre of the room is a table, and sitting 
  on the table are a dozen torches and flint and 
  steal.  The torches will be valuable if you 
  intend to descent down the staircases into the 
  darkness below. 
   
  For those characters without infravision, the 
  torches will be a necessity if they wish to 
  explore the underground level of the temple. 
   
  The chest is locked and trapped.  If the chest 
  is opened by force, which will require a DC 
  15 strength check to open, the trap will be 
  triggered.  The trap will release a small 5’ 
  radius of green poisonous mist.  All those 
  characters within the radius of the mist must 
  succeed a DC 10 Fort Save, or die from the 
  poisonous mist. 
   
  The key from room T2 ‘Dark Sanctuary’ will 
  open the chest and bypass the trap.  The 
  chest contains the following items: 3 suits of 
  chain mail, 2 suits of scale mail, 5 shields, 2 
  slings, 3 maces and 2 flails. The suits of 
  armour are made to fit a human-sized figure. 
   
  Regardless of which set of staircases the 
  character descend, once the characters have 
  reached the bottom of the staircase, the top 
  part of the staircase will collapse.  The 
  purpose of this is that it will force the players 
  to travel up the second spiral staircase when 
  they have obtained the onyx cat. 
   
  When all of the characters have reached the 
  bottom of the spiral staircase read the 
  following: 
  
  9 
   
  You have reached the bottom of the staircase, 
  some 30 or so feet below the earth.  Suddenly, 
  you hear the sounds of the top part of the 
  staircase collapsing.  Thick dust from the 
  collapsing structure travels down the 
  staircase towards you.   
   
  Now, it appears that the only way to return to 
  the surface is through the second spiral 
  staircase. 
   
  Temple – Level 2 
   
   
   
  T4. The Workshop 
   
  You have entered into what appears to be a 
  workshop.  There are three large wooden 
  benches in the centre of the room.  On top of 
  the benches are several wooden dolls. 
   
  Once all of the party members have entered 
  the room, read the following: 
   
  All of a sudden the eyes of the dolls start to 
  glow a bright red, and then in unison, the 
  dolls turn their heads towards you. Sadistic 
  smiles form on the dolls’ faces, and they 
  attack. 
   
  Evil Wooden Dolls (16): Init +0; Atk knife +0 
  melee (1d4-1); AC 10; HP 1 (x7), 2 (x5), 3 (x4) 
  (HD 1d3); MV 20’; Act 1d16; SV Fort +0, Ref 
  +0, Will +0; AL C. 
   
  If the players take time to search this room 
  they will find a wooden chest with the 
  symbol of the star with seven points on it.  
  The chest is a smaller version of the chest in 
  room T3. 
   
  This chest is locked and trapped in the same 
  manner as the chest in room T3 (green 
  poisonous mist).  The key with the seven 
  pointed star will open the chest and by-pass 
  the trap. 
   
  Inside the chest, the players will find the 
  following items: a chain mail suit made for a 
  dwarf-sized figure, a war hammer, a short 
  sword, and a crossbow and a quiver 
  containing 18 bolts. 
   
  As well, the workshop contains the following 
  tools that could be used as weapons: 6 
  hammers (as clubs) and 8 chisels (as 
  daggers).  
   
  T5. The Study 
   
  You have entered what appears to be a study. 
  There is a desk at the centre of the room, and 
  on the desk sits a single book.  The cover of 
  the book is black, and there are red ruins in 
  an unfamiliar language writing throughout 
  the cover.   
   
  Against the wall is a bookshelf containing 
  nearly a hundred black covered books.  There 
  are similar ruins written on the spines of 
  
  10 
   
  these books, but the ruins on these books are 
  either silver or gold in colour. 
   
  Suddenly you could see the red ruins on the 
  book sitting on the desk start to glow. 
   
  The ruins on the books represent the written 
  language of the dark god of this temple; a 
  language only the worshipers of this evil god 
  know. 
   
  If any of the characters opens the book with 
  the glowing ruins, and attempts to read what 
  is inside the book, they must make a DC 15 
  Will Save. On a failed save, the character will 
  become possessed by the dark powers 
  contained in the pages of the book and will 
  attack the party (they will continue to attack 
  the party until they are dead).  
   
  The other books located in the bookshelf are 
  not possessed by the dark powers.  However, 
  these books are still written in the foul 
  language of an evil god, and should best be 
  left untouched (or burned). 
   
  T6. The Gallery 
   
  You are entered a small room.  Hanging on 
  the walls of this room are 6 large mirrors.  
  One of the mirrors has been smashed and 
  pieces of glass are lying on the floor nearby. 
   
  When the players take time to investigate 
  the mirrors read the following: 
   
  When you look into the mirror, to you 
  surprise, instead of seeing your reflection in 
  the mirror, you see another person looking 
  back at you. The person looking back at you 
  looks very familiar; then you realise this is 
  one of the villagers from your village who 
  went to explore the temple years earlier and 
  never returned. 
   
  In four of the unbroken mirrors the players 
  will see familiar faces of villagers who 
  disappeared years earlier.  In the fifth mirror 
  they will see the following: 
   
  While the other mirrors contain familiar 
  faces of villagers, this mirror contains a 
  biped frog-like creature. 
   
  Each of the mirrors contains a single 
  prisoner, frozen in time.  Four of the mirrors 
  contain villagers, while the fifth contains a 
  Kwaigoon. 
   
  If the players break a mirror, the prisoner 
  held inside the mirror will be set free. 
   
  The trapped villagers could join the party as 
  0th level characters (roll stats, occupation, 
  etc.). The last memory the villagers have is of 
  departing their village for the temple. 
   
  If the players free the Kwaigoon trapped 
  inside the mirror, the Kwaigoon will attack 
  the party. 
   
  Kwaigoon Veteran (1): Init +2; Atk short 
  swords +1 melee (1d6) or javelin +1 ranged 
  (1d6);  AC 11; HP 14 (HD 2d8); MV 30’; Act 
  1d20;  SV Fort +1, Ref +3, Will +1; AL C. 
   
  T7. The Black Ooze 
   
  In the centre of the room is a small circular 
  pool of black ooze. The pool has a diameter 
  of 10 feet. 
   
  After the players have spent some time in 
  this room read the following: 
   
  All of a sudden the black ooze in the pool 
  starts to move and take shape. The ooze forms 
  into 3 humanoid figures. The figures attack. 
  
  11 
   
   
  Ooze Men (3): Init -2; Atk punch +0 melee 
  (1d4);  AC 9; HP 13, 15, 16 (HD 3d8); MV 30’; 
  Act 2d20;  SV Fort +1, Ref +0, Will +0; AL N. 
   
  Once the Ooze Men are defeated, the 
  players could investigate the pool.  They will 
  discover that the pool is 3 feet deep, and the 
  bottom of the pool contains a foot of black 
  ooze.  If they search in the black ooze, they 
  will find the following weapons preserved in 
  the ooze: a two-handed sword, a long sword 
  and a spear. 
   
  T8. The Sleeping Quarters 
   
  The room appears to be a sleeping quarters 
  of some sort.  There are 6 beds in this room, 
  and at the foot of each bed is a simply wooden 
  chest. 
   
  After the characters have spent some time in 
  this the room, read the following: 
   
  The blankets on top of the beds begin to rise, 
  taking on humanoid forms.  You hear a 
  malicious laughter coming from the blankets.  
  The blankets turn to you and attack. 
   
  Killer Blankets (6): Init +1; Atk engulf* +0 
  melee (1d3);  AC 8; HP 3, 4, 5, 6, 6, 8  (HD 
  1d8+1); MV 30’; Act 1d20;  SV Fort +0, Ref +0, 
  Will +0; AL N. 
   
  *When a Killer Blanket makes a successful 
  hit, the victim must make a DC 15 Ref Save.  
  A failed save will result in the victim being 
  engulfed by the blanket.  The only actions 
  the character could take is to make a saving 
  throw to free themselves from the blanket.  
  For each round the victim is engulfed by the 
  blanket, they will automatically take 1d3 
  points of damage.  A killer blanket could only 
  engulf one victim at a time. 
   
  Each of the chests at the foot of the beds is 
  unlocked.  Within each chest the players will 
  find a clerical robe and an extra set of cloths. 
   
  If the players search under the beds they will 
  find the following items: 2 clubs, a longbow 
  and a quiver with 12 arrows, a mace, a flail 
  and a hand axe.   
   
  T9. The Alchemist’s Shop 
   
  You have entered what appears to be an 
  alchemist’s lab.  There is a table in the middle 
  of the room, and on the table rests a trio of 
  books and 2 bottles of fluid: one bottle 
  contains a greenish fluid, while the other 
  contains a bright pink fluid. 
   
  Along the walls of the room are shelves 
  containing more bottles of coloured liquids 
  and larger bottles containing the preserved 
  heads of a variety of humanoid creatures. 
   
  Resting on one of the bottom shelves you see 
  a small chest with the familiar symbol of the 
  seven pointed star on it. 
   
  The books are written in the foul language 
  only understood by the dark clerics of this 
  temple.  Thus, the players will not be able to 
  understand what is written in the books. 
   
  The bottle of green liquid contains the 
  poison used to make the ‘green mist poison’ 
  for the seven pointed star chest trap.  Upon 
  opening the bottle, the players will smell 
  unpleasant fumes.  If they attempt to drink 
  this liquid they must make a D15 Fort save or 
  die as a result of the poison. 
   
  If the players open the pink bottle of liquid, 
  they will smell the delightful scent of 
  strawberries.  If the players drink the liquid, 
  
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  they must succeed a D15 Fort save or 
  become permanently disfigured from the 
  liquid. For instance, the character could 
  develop a pig-like noise, have their skin turn 
  a greenish tone, develop warts all over their 
  body, etc.  As a Judge, it is up to you to decide 
  what happens. 
   
  The shelves contain 6 more bottles of the 
  greenish liquid and 5 more bottles of the 
  bright pink liquid.  As well, there are 5 bottles 
  of a dark brown liquid.  The dark brown 
  liquid is lantern oil.  
   
  The chest with the seven pointed star 
  symbol on it is locked and trapped in the 
  same manner as the chest in room T3 (green 
  poisonous mist).  The key with the seven 
  pointed star will open the chest and by-pass 
  the trap. 
   
  The chest contains a Halfling-sized suit of 
  leather armour, a short bow, a quiver with a 
  dozen arrows and a short sword. 
   
  T10. The Mirror and the 
  Statue 
   
  You have entered a small room that contains 
  a large mirror hanging on the wall.  Beside 
  the mirror stands a statue of a fearsome 
  looking demon-like creature holding a spear. 
   
  The statue itself is harmless.  If the players 
  investigate the statue, they will discover that 
  they could remove the spear and use it as a 
  weapon (it is a normal spear). 
   
  If a player investigates the mirror, read the 
  following: 
   
  As you gaze into the mirror, you feel a 
  powerful force pulling you towards the 
  mirror. 
   
  Have the player make a DC 15 Will save.  On 
  a failed save they are sucked into the mirror.  
  The mirror could only contain one prisoner, 
  and therefore after one character is trapped 
  in the mirror, the mirror loses this power.  
  When the other players look into the mirror 
  they will see their trapped companion in the 
  mirror. 
   
  In order to free the trapped character from 
  the mirror, the other characters will have to 
  break the mirror. 
   
  T11. The Tin Man 
   
  In the corner of the room you see a humanoid 
  figure made out of sheets of metal, gears and 
  wires. The figure has two perfectly round 
  glass eyes.  A thick layer of dust covers the 
  figure.  Suddenly, you notice that the eyes of 
  the figure have started to glow, and the figure 
  begins to speak. 
   
  “Intruders, intruders,” the figure says in a 
  monotone voice, “must stop the intruders.” 
   
  The figure raises a large hammer and 
  attacks. 
   
  Tin Man (1): Init -2; Atk war hammer +0 
  melee (1d8);  AC 15; HP 18  (HD 3d8); MV 30’; 
  Act 1d20;  SV Fort +2, Ref +0, Will +0; AL N. 
   
  The only item of value in this room is the 
  large hammer the tin man is armed with 
  (which counts as a war hammer). 
   
  T12. The Onyx Cat 
   
  At last you have arrived at your destination!  
  You see your objective before your eyes.  At 
  the opposite end of the room, placed on the 
  top of a small pedestal is the figurine of the 
  
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  onyx cat.  Just as the merchant described it, 
  the onyx cat is resting on the shell of an onyx 
  turtle.  The two figures are one.   
   
  Once the characters have made their way 
  closer to the onyx cat read the following: 
   
  A Blue mist rises in front of the figurine, and 
  a beast-like humanoid creature materializes 
  before your eyes.  The creature stands close 
  to 6 feet tall, and its body is cover with matted 
  grey fur.  Instead of feet, the creature has 
  hooves.  The creature has two sets of 
  powerful horns protruding from its beast-like 
  head.  The creature wields a pair of fearsome 
  looking cleavers in each hand. 
   
  The creature looks at you with glowing red 
  eyes, and says, “I am thy guardian of thy onyx 
  cat.  Prepare to meet your end.” 
   
  The creature attacks. 
   
  Guardians of the Onyx Cat (1): Init +2; Atk 
  cleavers +0 melee (1d6);  AC 11; HP 25  (HD 
  6d8); MV 30’; Act 2d20;  SV Fort +1, Ref +0, 
  Will +1; AL C. 
   
  When the players reduce the Guardian of the 
  Onyx to zero hit points read the following: 
   
  You have inflicted a series of wounds on the 
  creature.  The creature looks up at you with 
  it glowing red eyes and says, “You may have 
  defeated me today.  But, mark my words; I 
  shall have my revenge… I shall have my 
  revenge…” 
   
  Then, a blue mist forms around the creature 
  and it disappears. 
   
  The figurine of the onyx cat is small enough 
  for a single character to carry.  It is the only 
  item of value in this room. 
   
  It’s not over for the players.  They still have 
  to find their way to the second spiral 
  staircase, and that journey is plagued with 
  even more monsters.  Also, let’s not forget 
  about the two Dark Servants, who are 
  waiting for the party in the Foray (T1. the 
  Foray).  As well, it is a 3 day journey back to 
  village and a lot could happen during the 
  journey home. 
   
  The Conclusion 
   
  When the players have returned to the 
  village with the Onyx Cat, read the following: 
   
  Alas, you have completed your first 
  adventurer, and have returned to your home 
  village with the Onyx Cat!  You did not 
  receive the hero’s welcome that you hoped 
  you for.  In fact, most of your fellow villagers, 
  your so-called friends, ignore you.   
   
  But, who cares about them!  You have become 
  a first level character, and are able to break 
  free from your mundane life as a villager.  A 
  world of adventure and treasure awaits you. 
   
  Now, you need to find the Merchant in order 
  to collect your reward. 
   
  Once the players have found the merchant, 
  read the following: 
   
  The Merchant greats you with a warm smile, 
  “I knew you would succeed! You have proven 
  yourself worthy of being called Adventurers!  
   
  “Now that you have fulfilled your end of the 
  bargain, I shall fulfill mine”, the Merchant 
  says as he opens the small chest containing 
  the 250 gold coins. 
   
  “As Adventurers, you will need the proper 
  weapons, armour and gear for the adventures 
  that lie ahead.  I could provide these to you 
  
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  at a price”, the Merchant says with a wide 
  grin on his face as he points to his wagon full 
  of supplies for sales. 
   
  The Merchant sells most of the equipment, 
  weapons and armour listed in the DCC 
  Rulebook; however, his prices are typically 
  higher than those listed in the Rulebook. 
  After all, no one else in the village sells the 
  weapons, armour and adventuring gear that 
  the characters will need to start their lives 
  off as Adventurers.   
   
  The Merchant will sell commonly available 
  pieces of equipment for the same price as 
  found in the DCC Rulebook; however, with 
  weapons, armour and specialty items (items 
  typically not found in a small village) he will 
  sells these for 2 to 3 times more than the 
  prices listed in the rulebook. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  The Temple of the Onyx Cat 
   
   
  You are no Adventurer.  But, the life of adventure has always appealed to you; a 
  life on the road, seeking treasure and fortune. There has always been a deep 
  yearning in your heart to break free from your mundane existence as a villager. 
   
  “How can I break free from this boring life that I am destined to live?” You have 
  asked yourself a number of times. 
   
  Then, one day, the answer to your question arrives in the form of a travelling 
  merchant to your village. 
   
  “There is a ruined temple three days travel from here,” the Merchant say, “within 
  the temple is an artefact that I am very interested in obtaining.  The object that I 
  seek is a figurine of black onyx cat sitting on top of a turtle.  Whoever shall bring 
  me the figurine shall receive a reward of 250 gold pieces.”  
   
  The Temple of the Onyx Cat is a Dungeon Crawl Classics Compatible Character 
  Funnel designed for a party of 15 to 20 Level 0 Characters…  A world of 
  adventure awaits those willing to take up the Merchant’s challenge. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dungeon Crawl Classics is a trademark of Goodman Games 
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/DCC - Temple of the Onyx Cat.pdf