TEXT:  PATRONS EXTRAORDINARY
  THE UNPRETTY PREVIEW
  Let me be honest — I had to get this in front of you.
  Layout and art takes time to get right, but I am burning to get 
  PATRONS EXTRAORDINARY out into your hands. So this is the 
  compromise: The layout and art is not complete for any of the 
  Patrons, but the text is done. Hence this “unpretty” preview of a 
  larger work that will have Patrons filling your DCC RPG campaign 
  like screams from ye olde Tomb of Horrors.
  Later this year, there will be — fully art-ified! — Patrons like:
  • The defeated but raging diabolist queen, ready to resume her 
  conquest of the world...
  • A silicon mind that sits alone, cut off, calculating and predicting 
  and planning and revising -- and forcing his minions to sabotage 
  governments big and small...
  • A trans-temporal being, who strives to deny other beings any 
  sort of Patronage of their own...
  • An asteroid-dwelling demon who eats Law and spits Chaos, 
  seeding the world’s destruction...
  But first — let me introduce you to...
  THE MAN IN THE GREEN VELVET COAT
  This product is compatible with the Dungeon Crawl Classics Role Playing Game.
  This product is based on the Dungeon Crawl Classics Role Playing Game,
  puclished by Goodman Games. All rights reserved.
  For addiontal information, visit www.goodman-games.com or contact info@goodman-games.com.
  
  THE DARK SIDE OF FAERIE
     A petite, jolly figure, full of good humor and 
  mirth, The Man in The Green Velvet Coat (or for 
  simplicity, merely “The Man”) is looking for a 
  new pet. Any mortal will suit him, but he prefers 
  Wizards since they make play more fun.
     The Man can offer the Wizard access to the 
  strangeness and power of The Faerie Realm. 
  In exchange, he expects his pet to be obedi-
  ent and loyal, and accompany him every night 
  to events and on travels in the bizarre Faerie 
  Realm. But these events are punishing upon 
  the mortal pet, threatening death by persistent 
  physical exhaustion.
     The Man In The Green Velvet Coat at first 
  seems to be whimsical and flighty, and continues 
  to seem that way to those who catch glimpses of 
  him or cross paths with him for brief encounters. 
  But for those who are attached to him, The Man 
  quickly becomes a most wicked and twisted 
  form of cruel and unusual punishment suffered 
  in exchange for personal power.
  FAERIE... ELVES...
  THE FAERIE REALM AND ELFLAND
     There is a marked difference between Faerie 
  and Elves. Faerie men and women may look 
  mostly like petite adult humans, but they have 
  the endless energy and enthusiasm of an excited 
  child. The contours of their faces and bodies 
  seem to be those of elderly humans, but their skin 
  is as smooth and blushing and glowing as that of 
  a baby.
     Being immortal, they have no sense of time 
  nor exhaustion, and often engage in days-long 
  parties and revels. Dragging their human pets as 
  captives into these events, they seem completely 
  unaware of the harm the humans are compelled 
  to suffer from endless hours (or days!) of dancing 
  and running strange races. What at first seems 
  fun and spirited to the humans, becomes the 
  equivalent of a forced death march, without rest 
  and without food and drink (the Faerie food has 
  taste but no substance for mortals).
     Similarly, there is a distinction to be made 
  between The Faerie Realm and Elfland (or Fey, 
  if you prefer). They are conceived of within this 
  work as being separate planes or realms alto-
  gether, though some Judges may wish to have 
  them exist as distinct territories on the same 
  plane. Whichever suits your campaign better 
  is what you should do, and neither option will 
  interfere with running this Patron.
     A further note: Faerie has nothing to do with 
  Fairies nor Fairy-lands.
  
  ADDED CAMPAIGN DIMENSIONS
     Including The Man In The Green Velvet Coat in your campaign can add the following elements to 
  your adventures:
  As a Patron of a Player Character
  • Get the Party increasingly involved with the Faerie Realm, eventually blending the dream-
  like Faerie Realm with the real world to the point where the characters can’t always be sure 
  which is which.
  • Get the Party searching for restoratives for the PC with the Patron, since the exposure is 
  clearly destroying them.
  • Move the PCs into realms/dimensions/worlds they otherwise wouldn’t have means to access.
  As a Force in the Campaign World in a Campaign Where The Man is Not a Patron of a PC
  • By his nature, The Man doesn’t care to get involved in the concerns of mortals, so if he is not 
  directly tied to one of the PCs there may not be much chance of their crossing paths, except...
  • He could still attempt to adopt one of them. 
  • He could adopt a close friend or family member of the PCs. They then may wish to try to ‘res-
  cue’ this person from whatever is invisibly depleting them.
  ACQUISITION
     Faerie are very fond of humans as pets, and often ‘adopt’ one, secretly taking it from the mortal 
  realm each night when others are asleep or away and returning them to the mortal realm com-
  pletely spent the next dawn. Such captives have no ability to tell anyone of their plight, spouting 
  only gibberish or useless, ancient trivia in place of the words that could alert someone to their 
  captivity. Such adoption by a Faerie Person usually ends with a premature death.
     This transport does however provide the benefits of mortal rest upon the Wizard as actual rest 
  would, such as the return of spells, and a modicum of hit points. But even when the revels of the 
  Faerie-land are not expressed as reduction in Abilities, it should always be understood that the 
  pet of a Faerie person such as the Man In The Green Velvet Coat is bone-tired every day from the 
  previous night’s journey.
     So, in a reversal of the usual method of a Wizard calling upon a Patron to bond with, the Man In 
  The Green Velvet Coat will choose whomever he wants as a Pet. As a practical matter, this should 
  not be sprung upon the player, but rather set up in response to a player’s interest in his character 
  having a Faerie Patron.
  QUID PRO QUO
     So what does The Man want in return for providing power to 
  the Wizard? The Faerie are perfectly uninterested in the mortal 
  world, not caring for the politics, the history, nor the welfare 
  of anyone there. Their extreme longevity and self-centeredness 
  means such things hold their attention not at all.
     The Man requires obedience. A pet that resists the lead of 
  The Man will incur his wrath. Defiance may cause The Man to 
  inflict a Patron Taint roll as retribution, and as a reminder of 
  who is superior to whom. Persistent defiance constitutes forsak-
  ing The Man, which is discussed further on.
     Essentially, the only “demand” The Man makes is merely 
  that his pet survive his patronage as long as he is able. This is 
  no easy task, as the constant, enforced celebrations and sport 
  of the Faerie beings are destructive to mortals. So, Judges are 
  encouraged to call for a special Stamina test for the character 
  at regular intervals of in-game time. Depending on the pace of 
  your game, this could be weekly, monthly or at longer inter-
  vals. It should be frequent enough to maintain the idea that 
  
  the pet is being worn steadily down, but not so frequent as to 
  kill the fun of playing the character who is being worn down. 
  Upon the interval, the player must roll below the character’s 
  current Stamina on a d20 to avoid developing an additional 
  Patron Taint, e.g. if their health can take it, they suffer no 
  detriment. But if it can’t, their body breaks down further, as 
  described by the Patron Taint result.
     This is the price of having a Faerie Patron.
  INVOKE PATRON
     The caster may request and receive a particular result — so 
  long as he rolls equal to or greater than the requested result.
  12–13     The Man honors the Bond by bestowing a 5 point 
  bonus to the caster’s next spellcasting check.
  14–17     The Man opens a door in the Mortal Realm (usu-
  ally through a mirror or other reflective surface, if available), 
  through a Faerie path, and back again, shortening travel time 
  by a factor of 6. The Faerie path available may or may not be safer than the Mortal Realm.
  18–19     A known spell, lost by casting, returns to the caster’s repetoire for the day.
  20–23     A weapon of the caster’s choice is imbued with the ancient magic of Faerie. For 1d3+CL 
  rounds, anyone struck by the weapon suffers instant corruption (along with the weapon’s usual 
  effect), somewhat as a wizard would on a failed spell check (but instantly), as follows: roll 1d4 on 
  the corruption charts, using 1d6 to determine the chart used: (1) greater corruption, (2-4) major 
  corruption, (5-6) minor corruption. Re-roll duplicate results.
  24–27     Protected by Faerie Magic, the caster is ‘immune’ to rolling a 1 for the next 1d24 hours. 
  Re-roll all dice that come up as a natural 1. In some cases, a natural 1 might be a desirable result 
  (“recovering the body” rolls, for example), but the Faerie are capricious.
  28–29     The caster gains 4+CL points of temporary Luck, which fade at a rate of 1 point per 1d3 
  hours, if unused. Invoking this result again, means the new total replaces the previous gain (they 
  are not added together).
  30–31     1d3+CL targets of the caster’s choosing turn to paper cut-outs of themselves at his whim 
  within the next hour. Tears become wounds -- shredding becomes death, but folding and rolling do 
  no harm. But watch out for water. And fire. The cutouts resume their natural form in 1d5 hours.
  32+        The caster gains a wish of the classic or “Advanced” sort. The Judge will have final say 
  on what is achievable with this result, but should bear in mind the typical wonders of a maximal 
  Invoke Patron result.
  PATRON TAINT
     The Taint of a Faerie Patron reflects contact with the energies of the Faerie Realm, and the sort 
  of fatigue and degradation a mortal body suffers being the favorite pet of The Man In The Green 
  Velvet Coat. Once a caster has suffered all six Taints to the full degree, there is no need to roll 
  further on this chart.
  1 
  The caster shrinks in height by 1d24 inches (maintaining his proportions) over the next month. 
  The second time this result is rolled, his limbs grow leaner and appear to have little-to-no mus-
  cle tone. The third time this result is rolled, the caster loses 2 points from each of two random 
  physical Attributes (roll for two random Attributes, potentially the same one twice); however, 
  he gains 5 points of Luck on the spot.
  
  2 
  The caster becomes prone to nodding off, and sometimes thereby misses important events and 
  information. The second time this result is rolled, he must at least take short naps regularly, or 
  else suffers from some temporary diminution of his physical capacity (Judge’s determination). 
  The third time this result is rolled, the caster has trouble remembering recent events due to 
  incessant tiredness, and must succeed on a Fort Save vs. DC 12 to correctly recall important 
  information (practically, if the player cannot recall the information, do not simply supply it 
  — make them roll first and then hold some info back if called for).
  3 
  The caster steps down the Dice Chain to resolve physical actions (skills), such as climbing, 
  throwing objects, or sneaking. The second time this result is rolled, he uses a die another step 
  down the chain (for a total of two steps).  The third time, he uses a die another step down the 
  chain (for a total of three steps). If they are rolling under an Ability instead of rolling against a 
  DC, move up the Dice Chain (using a d30+2 for three steps above a d20).
  4 
  The caster’s resistances are strained by exhaustion. The first time this result is rolled, he takes 
  double effect from poisons, as if he were dosed twice; two Saves are made to avoid both 
  ‘doses’ individually. The second time this result is rolled, he now also takes double effect from 
  cold, unless an extra Save is successful. The third time, he now also takes double effect from 
  heat/fire, unless an extra Save is successful.
  5 
  The casters’s hair turns white (if it has already changed color from some other effect, it falls 
  out instead). The second time this result is rolled, the caster ages 2d20 years over the same 
  number of days. The third time this result is rolled, the caster’s movement rate drops by 5’.
  6 
  The caster’s hearing becomes imperfect; there may be mundane or magical means to com-
  pensate. The second time this result is rolled, the caster’s vision becomes imperfect; there may 
  be mundane or magical means to compensate. The third time this result is rolled, the caster’s 
  movement rate drops by 5’.
  PATRON SPELLS
  Level 1: Hunt The Thimble
  Level 2: Swings And Roundabouts
  Level 3: Faerie Fury
  SPELLBURN
  These effects remove the caster from wherever 
  he is at the instant of the spellburn, whereupon 
  he spends an extended period of time with The 
  Man. The caster is returned to exactly where 
  he was a half-second after he left, generally 
  looking much worse for wear. The Judge is free 
  to invent variations on these activities if they 
  become too repetitive.
  1     Skiing – The Man In The Green Velvet 
  Coat whisks the Wizard off to a steep, snow-
  covered mountain, where together they climb 
  to the top, with the Wizard lugging cumber-
  some skiing equipment, then they ski back 
  down, and climb again — all night long. Str/
  Agi/Stm affected equally.
  
  2     Light Reading – The Man In The Green 
  Velvet Coat wants to look up something about 
  the architecture of the Resznost Dynasty (“oh, 
  those pinnacles a mile into the sky...!”) at a 
  great library, and compels the Wizard to scurry 
  about the library, collecting hundreds of books 
  from the stacks and delivering them to the desk 
  where The Man has settled. Time is impossible 
  to judge, but this duty seems to go on for days 
  on end. Stamina affected.
  3     A Grand Ball – The Man In The Green 
  Velvet Coat takes the caster to a Grand Ball 
  in Faerie where a haggard brass band plays 
  waltzes nonstop for much longer than around 
  the clock. Everybody dances for days. Strength 
  affected.
  4     Faerie Chess – The Man In The Green 
  Velvet Coat has been challenged to a game of 
  chess. The pieces on the board are mortals, each compelled to maintain a strenuous posture for 
  their time in play. The board is 38 squares on a side, so no one will be exiting soon. The ordeal 
  lasts for 1d7+1d4 days. Agility affected.
  FORSAKING THE MAN IN THE GREEN VELVET COAT
     Crossing The Man In The Green Velvet Coat is not something to be undertaken lightly. Forsaking 
  the patronage of The Man could be absolutely deadly.
     If The Man is angered, he will inflict the first round of actions shown below (perhaps the first two 
  rounds in an extreme case). If the bond between The Man and his pet is broken, the full fury of the 
  Faerie Patron is unleashed upon his pet, and any one else near by, as shown below.
     Round One: The normally placid or jovial expression of The Man contorts and twists with rage, 
  turning red and purple and grey. The elements turn against the subject of his fury as black clouds 
  gather, winds blow, small objects are picked up, ice forms and swirls, all in a violent maelstrom 
  that takes shape in seconds. Everyone within 50’ of The Man is knocked prone, and takes 2d8 
  damage from being struck by debris and shards of ice. Characters rolling under their Luck on a 
  d20 cut the damage rolled in half.
     Round Two: The maelstrom continues, and 
  gains in intensity. The range increases to 80’ 
  and the damage this round is 3d8 for every-
  body in the effect. Characters rolling under their 
  Luck cut the damage rolled in half.
     Round Three: The vortex of fury continues to 
  grow, reaching 140’, and dealing 4d8 damage 
  to everyone within that range. Streaks of fire 
  form within the vortex, possibly setting flam-
  mable items on fire. The winds do not diminish 
  nor extinguish these fires, but direct the fires to 
  inflict further damage. Beings within the effect 
  are lifted off the ground and buffeted about 
  within the storm, along with larger objects and 
  items. Verbal communication is now impossible, 
  even for characters shouting into each other’s 
  ears. Characters rolling under their Luck cut the 
  damage rolled in half.
  
     Round Four: The radius of the vortex expands to 300’ and damage this round is 5d8. By this 
  point, the vortex is filled with screaming gusts, shards of ice, gouts of flame, lightening strikes, and 
  pockets of acid. Characters rolling under their Luck cut the damage rolled in half.
     Round Five: The vortex abruptly stops. Beings and objects within the storm are 3d6 x 10’ in the 
  air (assuming the environment will allow that height) and immediately fall. Characters will take that 
  3d6 roll in d6 of damage from the fall, unless they can break their fall in some way and take less 
  damage.
     Survivors are no longer attached to this Patron.
  PATRONAGE OF OTHER CLASSES
     The Man In The Green Velvet Coat could adopt a character other than a Wizard or Elf, and thus 
  be the Patron of a Warrior, a Dwarf, a Halfling or Thief. Clerics are unlikely, since even a member 
  of Faerie would be unlikely to wish to cross a god.
     Such non-casting pets could employ Invoke Patron once per day per two full Levels by rolling on 
  the following chart. They have a more limited capacity compared to Wizards, and roll a smaller 
  die to generate the results, as follows:
   
  Level 
  2 
  3–4 
  5–6 
  7–8 
  9–10
   
  Die 
  1d10 
  1d12 
  1d14 
  1d16 
  1d16
     These pets add their Luck Modifier to the roll and can add spellburn by rolling on the spellburn 
  chart above and suffering the consequences. They can also combine some or all of a single day’s 
  multiple attempts (if they have them) into one more-likely attempt. Each additional attempt folded 
  into the main attempt adds a die of half the normal size for their level. So if a character had two 
  possible attempts in a day (as at 4th and 5th Level), and wished to roll them into one attempt, he 
  would roll 1d12+1d6 (if 4th Level) or 1d14+1d7 (if 5th or 6th Level). To further the example, the 
  6th Level character would still have one attempt for the day left over. If he had also folded that 
  third use into their one uber-attempt, he would have rolled 1d14+2d7 for the one attempt.
     Such pets use a modified version of the 
  chart a Wizard would use for Invoke Patron 
  results, as noted here:
  1–6     Lost, failure and worse! Roll 1d6 
  modified by Luck: (3 or less) 2 rolls of patron 
  taint, plus 1d12+1 hp loss; (4-5) patron taint, 
  plus 1d8+1 hp loss; (6+) patron taint.
  7–11     Failure
  12–13   Add +5 to an Action Die roll of your 
  choice, within a Turn.
  14–17   As the main Invoke Patron chart, 
  above.
  18–19   For one Action Die roll of your 
  choice within the next 1d6 rounds, roll twice, 
  taking the result you prefer.
  20+      From here, the Pet uses the main 
  Invoke Patron chart, above.
     The benefits of a Faerie Patron to these 
  other classes are limited. However, they may 
  hold appeal as a “last resort” option for 
  extreme situations.
  
  ENCOUNTERS DURING FAERIE PATH TRAVEL
     If you wish to do more than hand-wave travel by Faerie Path as found in Invoke Patron result 
  14–17, the following charts can be used to inspire the journey. While the Invoke Patron result as 
  written says the path is shorter than travel through the Mortal Realm, obstacles in the Faerie Realm 
  may mean that no time is saved, depending on how things play out.
     Roll 1d16: On an even result less than 9, or on a 15 (or simply on a 1–5, if you prefer less 
  ‘Faerie’ reckoning), The Man In The Green Velvet Coat is either present at the first location or met 
  along the way and accompanies the party for all or part of the remaining journey through Faerie. 
  When present he is the perfect host, pleasant and polite to a fault to everyone in the party.
  Terrain: Use the following chart to determine what type of terrain the Faerie Path starts in and 
  what sort of terrain it ends in. As logical a transition as possible occurs somewhere along the way. 
  Judges who prefer illogical transitions are encouraged to rock on.
  “The Faerie path starts ________ and finishes  ________.”
  Roll 1d20 Twice:
  1. in deep snow
  2. in a swampy jungle
  3. on high mountains
  4. on coastal sands
  5. atop coastal cliffs
  6. in a redwood forest
  7. in open grasslands
  8. on a lunar landscape
  9. in a carnival in progress
  10. in an impossibly huge mansion
  11. in an English-style countryside
  12. amid a parade with fire crackers and 
  much alcohol
  13. at a fireworks display
  14. at a royal wedding
  15. at a tea party
  16. on a large, expensive fishing boat
  17. at a poker game
  18. in a stadium
  19. at a natal day party
  20. in a field of hundreds of coaches and wagons, each with a small group gathered around an 
  adjacent brazier, on which poultry or pork is cooking
  Obstacles: 1d7 minus 1d4 obstacles dot the path, as determined below. Results may be interpreted 
  as literal or as suggestive of events. Allow your mind to free associate. Multiple obstacles may be 
  woven together. Roll 1d24 to find each result. Add 3 to the roll if The Man is present.
  1. the path leads through an arcade of archways leading to various, assorted pocket dimensions
  2. a Faerie creature persistently acts as bulwark, like a stubborn goat holding it’s ground
  3. a lost individual or group, similarly unfamiliar with the Faerie Realm
  4. a miles-high, millennia-old tree has fallen across the path
  5. a ‘seance’ summons the mortals to another part of Faerie (or another reality altogether), 
  where they must answer many questions before being sent back
  6. a huge sinkhole has subsumed much of the path
  7. a Faerie beast-hunt continually crosses the path
  8. the path is entirely or in part a toll road. The toll may be riddle-solving, quest-completion, or 
  another obligation
  
  9. the path leads through a hedge maze where it is possible to get lost
  10. is it too much to suggest the path runs through a field of poppies that induce sleep?
  11. a monstrous Faerie creature takes offense at the mortals and tries to destroy them
  12. pelting rain makes the path difficult to traverse
  13. a blizzard makes staying on the path nearly impossible
  14. strange voices ring in the mortals’ ears, begging for food and freedom
  15. a tract of land ceded by Faerie to another power (Hell, Flatland, comic book universe, etc.)
  16. a deeply tangled forest of towering oak trees
  17. ‘sun-flowers’ dot the Path, directing laser-like beams from their mirrored faces to destroy all in 
  their way
  18. a piranha-filled river
  19. the Path seems to repeat itself — but does it?
  20. a Faerie creature hunts one of the party, for something they carry or something they picked 
  up earlier along the path
  21. absolute, unassailable pitch-black darkness
  22. a Faerie Elder, needing help to get to his own destination
  23. a Faerie creature takes an interest in the possessions of the mortals, and wheedles for them
  24. a nearby tower is obliterated by a “falling star”; soon more such objects begin to fall
  25. a sprawling faire, and all are expected to take part
  26. the Path leads out of a mirror in a 17th Century English drawing room, and picks up again 
  from another mirror in the same county
  27. the man continually meets old friends along the way and stops for lengthy conversations
  SCHOOL OF PIRANHA
  Init +6; Melee Atk Special (see below); AC 18; HD 3d8+3. MV 0, Swim 20; Act 1d20; SP —; 
  Fort +6; Ref +6; Will +6; AL N
     Exposed targets roll under their Luck each 
  round or take 1 hp damage. This damage 
  means that the piranha have nipped flesh, and 
  blood is in the water. Once a bite has occurred 
  each target in the area rolls a 1d20 plus their 
  Luck modifier versus a rising DC for each round 
  of exposure: 8 the first round, 10 the next, 13 
  the third round, 17 the fourth, 22 the fifth, 28 
  the sixth, etc. The DC rises because the school 
  is gathering and zeroing in on flesh and blood. 
  Each failure incurs 1d6 plus half that round’s DC 
  in damage for that target.
     It is hinted at that travel on a path through 
  the Faerie Realm may be more dangerous than 
  the mortal path... A few creatures of the Faerie 
  Realm can be found on the Appendix M Blog 
  with which the Judge can add flavor to such 
  travel, should she see fit...
   
  appendixm.blogspot.com
   
  search tag: faerie
  The Man in the Green Velvet Coat was inspired 
  by reading Susanna Clarke’s absolutely gigantic 
  novel Jonathan Strange & Mr. Norrell.
  
  HUNT THE THIMBLE 
   
   
   
  Level: 1 (The Man In The Green Velvet Coat)
  Range: 60’          Duration: varies          Casting Time: 1 action          Save: Will
  _______________________________________________________________________________
  General     The caster causes one or more objects (of a hand-held size or equivalent) to vanish 
  and become hidden nearby. This could be the sword vanishing from a warrior’s hands (hidden in 
  nearby shrubs), the crown from a king (hidden beneath his own throne), or the quiver from an elf’s 
  back (hidden under the caster’s own cloak). Depending on the spellcheck result, the item returns to 
  it’s original bearer within rounds. But they can find it sooner, if they search for it and get lucky.
  _______________________________________________________________________________
  Manifestation     Roll 1d4: (1) sparks fly from the caster’s hands and strike the object(s) targeted; 
  (2) a bolt of green lightning strikes the object targeted when the caster points at it (no damage 
  involved); (3) the caster blinks and nods their head, or twitches their nose back and forth, and the 
  object vanishes; (4) the object flares into an object of pure light and fades away entirely.
  _______________________________________________________________________________
  1          Lost, failure, and patron taint.
  2–11      Lost and failure.
  12–13     One visible object in the target’s possession vanishes into thin air. The caster must also 
  designate a location within range, but out of sight, where the object appears. This transposition 
  lasts for 1d3 rounds, and the Save will cut this time in half (no time at all on a success vs. a dura-
  tion of 1 round). While the object is gone it can be used as normal, if the opportunity arrises.
  14–17     One visible object is affected, as above -- but the transposition lasts for 1d5+1 rounds.
  18–19     One visible object is affected, as above -- but the transposition lasts for 1d7+1 rounds.
  20–23     Up to two visible objects — two items from one target or one item from each of two tar-
  gets — are affected, as above. The transposition lasts for 1d8+1 rounds.
  24–27     Up to four visible objects, from up to four targets, are affected as above. Additionally, 
  objects known to be present and of some familiarity to the caster can be transposed, even if they 
  are not currently visible. The place where the affected objects appear need not be out of sight 
  — such that a magic sword could be stolen from a blackguard and placed in the hands of an ally 
  for a short time. The transposition 
  lasts for 1d8+1 rounds.
  28–29     Up to ten objects, from 
  up to ten targets, are affected, as 
  above. The transposition lasts for 
  1d10+1 rounds.
  30–31     Up to ten objects, from 
  up to ten targets, are affected, as 
  above. The transposition does not 
  reverse itself.
  32+         Up to twenty objects, 
  from up to twenty targets, are 
  affected, as above. The transposi-
  tion does not reverse itself.
  
  SWINGS AND ROUNDABOUTS 
   
  Level: 2 (The Man In The Green Velvet Coat)
  Range: 100’ or as noted        Duration: Instantaneous        Casting Time: 1 round        Save: Will
  _______________________________________________________________________________
  General     The caster causes multiple targets to change places. Unwilling targets make a Save to 
  avoid the transposition. In the case of multiple targets, if one or more of the group makes the save 
  but at least two others fail, the caster can still transpose the failing targets, even if the original rear-
  rangement must be altered.
  _______________________________________________________________________________
  Manifestation     Roll 1d4: (1) the targets are all lit from below theatrically as they vanish and 
  reappear; (2) the targets are superimposed with sparkly flickers of light, accompanied by a rising 
  humming; (3) a harsh, rising-and-falling grinding noise accompanies the transposition; (4) targets 
  are reduced to silhouettes that shrink to nothingness and then reappear in their new places.
  _______________________________________________________________________________
  1             Lost, failure, and patron taint.
  2–11       Lost and failure.
  12–13     The caster can cause two persons (or creatures that are near man-sized or smaller) in 
  line of sight to swap places as long as both are within the range of the spell, and both are within 
  50’ of each other.
  14–15     The caster can cause two persons (or creatures that are near man-sized or smaller) in 
  line of sight to swap places as long as both are within the range of the spell, and both are within 
  100’ of each other.
  16–19     The caster can cause up to three persons (or creatures that are near man-sized or 
  smaller) in line of sight to swap places. The range of the spell increases to 150’. All targets need 
  to be within this range.
  20–21     The caster can cause up to five persons (or creatures that are near man-sized or 
  smaller) in line of sight to swap places. The range of the spell increases to 250’. All targets need 
  to be within this range.
  22–25     The caster can cause up to five persons (or creatures that are man-sized or smaller) to 
  swap places. The targets do not all need to be in line of sight at the time of casting, but the caster 
  must be reasonably sure of all of their locations (e.g., if a prearranged waiting spot was deter-
  mined, and an ally target was waiting there, 
  the spell could still work). The range of the 
  spell increases to 300’. All targets need to be 
  within this range.
  26–29     The caster can transpose up to 
  seven targets, up to a range of 350’. In other 
  regards, the effect is as described above.
  30–31     The caster can transpose up to 
  nine targets, up to a range of 400’. In other 
  regards, the effect is as described above.
  32–33     The caster can transpose up to 
  eleven targets, up to a range of 450’. In other 
  regards, the effect is as described above.
  34+ 
       The caster can transpose up to 
  fifteen targets, up to a range of 500’. In other 
  regards, the effect is as described above.
  
  FAERIE FURY  
   
   
   
  Level: 3 (The Man In The Green Velvet Coat)
  Range: Centered on caster     Duration: 1 round or higher     Casting Time: 1 round     Save: Will
  _______________________________________________________________________________
  General     The caster calls forth the dark side of Faerie power to wreak havoc with his foes, while 
  he himself is unaffected. A vortex of wind, ice and debris buffets anyone within it. When the spell 
  ends, affected targets (including objects) will have been lifted CL x 5’ into the air, and may suffer 
  falling damage. The caster must Spellburn at least 1 point to cast this spell.
  _______________________________________________________________________________
  Manifestation     Roll 1d4: (1) the caster floats 5 inches off the ground as the chaos of the spell 
  swirls out from  him; (2) the caster’s visage darkens as white fire shoots from his eyes; (3) the 
  caster’s head falls back as tendrils of shadow stream from his mouth; (4) the caster seems to disin-
  tegrate creating the effect of the spell, coalescing again at the end.
  _______________________________________________________________________________
  1             Lost, failure, and patron taint.
  2–11       Lost. Failure.
  12–15     Failure, but spell is not lost.
  16–17     The swirling vortex extends 30’ in all directions from the caster. Persons and creatures 
  within will be knocked prone, and take 2d6 damage. Making the Save cuts the damage in half 
  and the target keeps their feet. No one is lifted by this level of effect.
  18–21     The swirling vortex extends 50’ in all directions from the caster. Persons and creatures 
  within are lifted off the ground, and take 3d6 damage. Making the Save cuts the damage in half 
  and the target manages to make a ‘soft’ landing.
  22–23     The swirling vortex extends 80’ in all directions from the caster. Persons and creatures 
  within are lifted off the ground, and take 3d6 damage per round. Loose objects are also moved 
  about. Making the Save each round cuts the damage in half. The vortex lasts for 1d3 rounds.
  24–26     The swirling vortex extends 120’ in all directions from the caster. Persons and creatures 
  within are lifted off the ground, and take 3d6 damage per round. Loose objects are also moved 
  about. Making the Save each round cuts the damage in half. The vortex lasts for 1d5 rounds.
  27–31     The swirling vortex extends 160’ in all directions from the caster. Persons and creatures 
  within are lifted off the ground, and take 3d6 damage per round. Loose objects are also moved 
  about. Making the Save each round cuts the damage in half. The vortex lasts for 1d7 rounds.
  32–33     The swirling vortex extends 200’ in all directions from the caster. Persons and creatures 
  within are lifted off the ground, and take 3d6 damage per round. Loose objects are also moved 
  about. Making the Save each round cuts the damage in half. The vortex lasts for 1d10 rounds.
  34–35     The swirling vortex extends 200’ in all directions from the caster. Persons and creatures 
  within are lifted off the ground, and take 3d6 damage per round. Loose objects are also moved 
  about. Making the Save each round cuts the damage in half. The vortex lasts for 1d10 rounds. It 
  can be moved, along with everything it contains at a rate of 20’ per round.
  36+         The swirling vortex extends 200’ in all directions from the caster. Persons and creatures 
  within are lifted off the ground, and take 3d6 damage per round. Loose objects are also moved 
  about. Making the Save each round cuts the damage in half. The vortex lasts for 1d12 rounds. It 
  can be moved, along with everything it contains at a rate of 50’ per round.
  
  CLOSING NOTES
  I hope this DCC Patron piqued your interest and has you slavering for more. They are on 
  their way.
  I blame my pencil for the pace. My pencil blames me. We’re in couples counciling as we 
  speak. And now that I meniton it, that may be the problem — I have a talking pencil...
  If you get the chance and are so moved, let me know what you think. Creative types 
  require neither food nor drink, but they do need meaningful words flung in their general 
  direction once in a while.
  ...okay, maybe the occasional drink, too.
  Best,
  bygrinstow  
  appendixm.blogspot.com & (wilson4681220 at “the mails of g”)
  
  This edition of Patrons Extraordinary: The Unpretty Preview is done under version 1.0 of the Open Gaming License, and the System 
  Reference Document by permission of Wizards of the Coast, Inc.
  Designation of Product Identity:  The following items are hereby designated as Product Identity in accordance with Section 1(c) of the 
  Open Game LIecense, version 1.0: Patrons Extraordinary, The Man in the Green Velvet Coat, all spell names, all proper nouns, unique 
  terms, capitalized terms, italized terms, artwork, maps, symbols, depictions, and illustrations, except as such elements that already ap-
  pear in the System Reference Document.
  Patrons Extraordinary: The Unpretty Preview is copyright © 2015 Jon Wilson / Inner Ham, all rights reserved.
  OPEN GAME LICENSE Version 1.0a
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SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/DCC Patrons/Patrons Extraordinary, Preview, Man in The Green Velvet Coat (DCC).pdf