TEXT: Issue # 15 
  Issue # 15 
  
  The Hex Map of
  Dinotastic Park!
  Hexes 135-170 are in this issue
  and the rest are in issue #14!
  For the blank Hexes, use the 
  random generator in issue #14
  or make up your own mayhem!
  
  Crawling Under A Broken Moon
  Welcome to the fifteenth issue of Crawling Under A Broken Moon! 
  In this issue we conclude our DINOTASTIC adventure!!!!
  Will the adventurers get friendly with the Red Claw Raiders or become 
  sworn enemies? Will they side with the Once-men or the Scale Empire or 
  just play both factions for fools? Will they mistakenly (or purposefully) 
  awaken the great Mecha Megasaur and begin the next Cataclysm? Will 
  they submit to the Ultimospark and shed their fleshy bodies? Will they die 
  appalling, meaningless deaths in the bloody conflict on Ice Cream Island?
  That is all up to you! Have fun!
  Reid “Reidzilla” San Filippo
  This product is based on the Dungeon Crawl Classics Role Playing Game, 
  published by Goodman Games. This product is published under license. 
  Dungeon Crawl Classics and DCC RPG are trademarks of Goodman 
  Games. All rights reserved. For additional information, visit www.
  goodman-games.com or contact info@goodman-games.com
  
  Contents
  The Red Claw Raiders mercenary company ...........................................3
  The Free Trader’s Rest ................................................................................3
  Other Ways to Enter the Dome .................................................................4
  Ways to Cross Lake Hammond ................................................................5
  The Western Half of the Park ....................................................................6
  Hex Descriptions, Part 2 - 135-170 ............................................................8
  Places of Note ............................................................................................12
  Cro-Mentalist PC Class ............................................................................14
  Robo-Priest PC Class ................................................................................16
  Twisted Menagerie  ..................................................................................21
  Cover Art by 
  Claytonian
  Interior Art by 
  Nate Marcel, Anna Costa,  
  David Coppoletti, Diogo Nogueira, 
  Rick Kammer, Claytonian, Ray Otus
  Written By 
  Reid San Filippo & Jon Carnes
  Edited By 
  Gilbert Isla & Sean Ellis
  Designed and Published by 
  Reid San Filippo, Shield of Faith Studios 
  © 2016 Shield of Faith Studios
  Submission Guidelines
  Original submissions are welcome. Anything published will belong to the 
  author, artist, and creator. For art submissions, please send a link to some 
  samples. Old school style black and white line art is preferred. Anything 
  post apocalyptic is always welcome. All contributors will get a free print 
  copy of the zine. Email: crawlingunderabrokenmoon@gmail.com
  
  3
  The Red Claw Raiders 
  Mercenary Company
  There were several mentions of either an unknown group of raiders or of Red Claw 
  Raiders in Part 1. All of the references were referring to the Red Claw Raiders mercenary 
  company based out of a small settlement a few miles northwest of the dome, called the 
  Free Trader’s Rest.
  Originally, the Red Claws were a small wasteland gang looking for a territory of their 
  own. Led by a youth named Joe Fang, the gang spent the first few years being run 
  out of other established gang’s territories. After a particularly embarrassing thrashing, 
  they accidentally discovered a concealed maintenance hatch on the northwest side of 
  the dome wall. A few days later they got it open and gained access to the maintenance 
  and security equipment inside. Once they triggered the inner doors and saw what 
  was inside the dome, they knew they had hit the jackpot. Within the next year, they 
  were well off and the ramshackle base they called home became a settlement where 
  merchants would come to buy the treasures unearthed from the dome by the Red 
  Claws. For the last 20 years, Joe has lead the Claws to becoming a halfway legitimate 
  paramilitary group dedicated to harvesting the bounty of Dinotastic Park. 
  The Free Trader’s Rest
  This relatively large shanty town shows signs that it has been here for decades. There 
  are a large number of merchant caravans that are set up on the outskirts and quite a bit 
  of trade goes on in a number of different stalls along the streets. Prices here are high but 
  not astronomical. There also seems to be no law or authority other than rough looking 
  raiders who  wear armbands marked with the symbol of a red claw. 
  Near the center of the town is a large brick building with a neon sign proclaiming 
  “Fool’s Gold” and a placard boasting fresh meat burgers and good homemade booze. 
  Upon entering, the aroma of fresh grilled meat is  intoxicating. While the bar and 
  tables are generally clean and the place well lit, the clientele are mostly thuggish in 
  appearance and all wearing the sign of the Red Claw.
  Should the party enter, they will be watched intently by the patrons. The food and 
  drink here are very expensive (1d3+1gp per meal) but also very good. If they ask for Joe 
  Fang, or after they finish their meal, a middle-aged man with massive claw scars on his 
  face will approach and ask directly what they are doing in his town. Joe is not fond of 
  outsiders but is looking to hire on some good talent. If the party asks to join up, let the 
  spokesperson make a Per check (DC 14) and they may add double their level to the roll. 
  If successful, Joe will bring them along on the next dome excursion to see if they can 
  hold their own. A failure means they will be asked to kindly get the heck out of town. 
  If they make trouble, all of the bar patons (23 raiders) will draw firearms and kick them 
  out of town. Unless the party is high level or extremely well armed, a fight will not go 
  well for them.
  Should they stealthily observe the town for a few days, they will see a raiding party 
  leave and will discover the secret entrance to the dome.
  Red Claw Raiders (thugs): Init +1; Atk machete +1 melee (1d6+1) or shotgun +2 missile fire 
  (1d10); AC 13; HD 1d6+1; MV 30’; Act 1d20; SV Fort+2, Ref +1, Will +0; AL C.
  Joe Fang (head thug): Init +3; Atk fire axe +3 melee (1d8+2), sub machinegun +3 
  missile fire (1d8/autofire), or frag grenade +4 missile fire (4d6/3d6/2d6/1d6, 15ft blast 
  increment); AC 15; Hp 15; MV 30’; Act 1d20;SV Fort +3, Ref +3, Will +1; AL C.
  
  4
  Other Ways to Enter the Dome
  Using the Secret Entrance WITHOUT the Red Claws
  This entrance is actually a concealed maintenance hatch intended for large 
  construction machinery and delivery trucks to access the park without attracting 
  public attention. The Red Claw Raiders discovered it by triggering it totally by 
  accident and have been using it to get into the park ever since. There are usually 
  four Red Claw Raiders stationed to guard the entrance 24/7. One of them will 
  have a control box that will open the hatch. Inside is a well lit tunnel traversing 
  the 200 feet width of the wall and ends in large doors that open into the park itself 
  (hex 143). 
  Using the Secret Entrance WITH the Red Claws
  Joe will keep a close eye on the party and do his best to conceal the use of the 
  control box when opening the maintenance hatch. They will not spend more than 
  a few minutes at the base camp (hex 143). Joe will send the party and 2d3 raiders to 
  perform one of the duties below. See Park Locations of Note - Red Claw Basecamp, 
  pg 12, for more information.
  Red Claw Jobs
  Roll 1d6
  1 
  Recover the skull of Horatio Fang, Joe Fang’s younger brother from hex 145. 
  2 
   Escort some prisoners (2d3) to be dumped in the “Death Zone” enclosure 
  located in Hex 136.
  3 
   Take a shipment through the melting zone to Hex 131 and deliver it to the 
  Hatzegopteryx Queen. 25% chance of a return delivery from the queen.
  4 
   Deliver a few boxes of goods to Ollander in Hex 151. It will have more goods 
  for you to bring back (small Robo-Faithful in stasis to be used as slaves). 60% 
  of a Robo-rescue attempt on the return trip.
  5 
  Investigate the strange radio signals coming from hex 140.
  6 
   Strike out into new territory (any of the blank hexes) and fill up a truck with 
  good stuff.
  Gating in From Another Dimension
  The party could travel from any other dimension or alternate game setting via a 
  portal or gate that leads out into the dimensional rift in hex 162. Due to the chaotic 
  nature of the rift, it will be impossible to return the way they came. A convenient 
  ceiling collapse in the rift area will work as a good motivator for the adventurers 
  to move forward. 
  
  5
  Ways to Cross Lake Hammond
  The lake that divides the park interior 
  is a formidable barrier to travel 
  between the east and west side. It 
  is inhabited by several species of 
  dangerous aquatic dinosaurs that 
  will be happy to add travelers to their 
  regular diet. Below are a number of 
  ways that might allow a party to cross 
  the lake. 
  Abandoned and crumbling elevated 
  monorail track, which rises 90 feet 
  from the water. It has a support 
  beam every  1000 feet and is an attractive spot for ambush predators and cruel 
  opportunists.  Roll Once per hex for structural decay and 2x per hex for wandering 
  critters. 
  The Bumpkinoid’s Hover-Skiff, under guard by bumpkinoid guards. Learning 
  to use the hover-skiff is challenging, as the controls are designed for bumpinoid 
  hands, and requires a DC 20 int roll from a technically minded character to figure 
  out. 
  A working open-topped fanboat, capable of traveling at high speeds, but noisy and 
  small enough to attract deadly attention from Mosasaurs and other lake predators
  Well-preserved glass-bottom tour-boats. Slow and fairly vulnerable, but quiet. 
  The glass bottom provides a great window into the lake, giving a +1 die step bonus 
  to underwater salvage and fishing. 
  Submarine from hex 139, requires a DC 15 int roll from a technically minded PC to 
  get operating. If PCs take 
  the submarine into areas 
  close to hex 150, the giant 
  turtle protector of children 
  will attack without mercy.
  Secret tunnel under the 
  lake, leaky and full of 
  danger, not known to the 
  Once-Men, Bumpkinoids 
  or Saurian Empire. Entire 
  sections 
  are 
  flooded, 
  and PCs enter here at 
  their 
  own 
  peril. 
  The 
  primary dangers here are 
  degraded 
  infrastructure 
  and mutants.
  
  6
  The Western Half of the Park
  Major Inhabitants, Take Two
  On the western side of the park, the Once-men are much more powerful and there 
  are a few new factions that vie for existence in this primeval place:
  The Robo-Faithful - Based out of their temple located in 152, these robotic folk 
  worship the entity known as the Ultimospark. They want nothing more than 
  to exist in peace and do the will of their god. While they see living beings 
  as inferior they have no desire to force them to convert into superior robo-
  forms unless they truly wish to ascend to a greater existence. This gift of the 
  Ultimospark they offer freely. 
  The Bumpkinoids - The mutagenic compounds that caused the original human 
  survivors to devolve into the Once-men have had similar, more rapid, effects 
  upon all of the alien life forms that have entered into the park. Some came to 
  investigate the strange cosmic emanations and others crashed here  due to the 
  emanations interfering with their flight controls. 
  Those that survived quickly lost a good portion of their intellect so that 
  operating their spacecraft was beyond them. Their physical forms also 
  devolved but not nearly as much as their minds. Now they live in highly 
  xenophobic communities that hoard all extraterrestrial technology they can 
  find, even though they can no longer understand its function.  
  The Redclaw Raiders - These wasteland invaders have learned how to scavenge 
  with enough success to make more profit than loss of life. They really only care 
  about expanding their operation without angering any of the other factions 
  enough to take up open hostility. Since they are profit driven, they are almost 
  always willing to make a deal, even with enemies.  
  The Once-men - On this side of the park, the Once-men are much more numerous 
  and much better organized. They have actively been using guerilla style tactics 
  to keep the Scale Empire’s foothold to a minimum. Led by their psionically 
  talented leaders, known as Wise Eyes, they have fortified some of the western 
  resort areas to give their people safety from both the Saurians and Dinosaurs. 
  As they have no use for advanced technology they have arranged tenuously 
  peaceable trading agreements with both the Redclaw Raiders and the 
  Bumpkinoids. The Robo-Faithful are the only group they are truly friendly 
  with. 
  The Scale Empire - The Saurians know very little about this side of the park but 
  hunger to explore, conquer, and control it all the same. As with the eastern 
  side, the Saurians consider themselves superior to all other species and are 
  hostile towards all of them except the Redclaw Raiders, with whom they have 
  a very fragile truce based on trade.
  
  7
  More Random Encounters
  Here is another set of random encounters to spice up the party’s trek if things are 
  getting too predictable for the adventurers. Roll 1d12 to see what the group runs 
  into.
  1-2  A great deal of delicious smelling smoke billows from a nearby clearing. In the clearing 
  are 1d3+4 Bumpkinoids grilling up a Triceratops they recently killed. They are also 
  quite drunk on scavenged hydraulic fluid and in a very good mood. A successful Per 
  check (DC 14) might be able to avoid a fight and make some temporary allies, until they 
  sober up. 
  3 
   Roscoe Syrax, a Sorceraptor leading an investigation into the Bumpkinoids and their 
  equipment, always guarded by 7 Proto-Saurian Shock Trooper bodyguards. Will 
  attempt to reason with player characters and enlist them in stealing bumpkinoid 
  equipment. Very likely to betray PCs who show any sign of weakness. (See CUABM 
  #14, pg 28 for  Proto-Saurian Shock Trooper stats)
  4 
   A Cyborg-Stegosaur with a foot caught in a trap, currently being harried by a mob 
  of 3d6 Red Claw Raiders intent on slaying the beast for it’s meat. Cyborg-Stegosaur’s 
  advanced memory banks mean they never forget favors or slights. 
  5-6  A group of Robo-faithful are making a pilgrimage to the eastern side of the park to 
  search for new robo-converts. They will offer to identify and repair technology if the 
  group will act as guides and protectors.
  7-8  On a surprisingly well maintained roadway, the fresh wreckage of a semi truck and 
  trailer sits smoldering. Several Carnosaur corpses lay nearby as though killed during 
  an attack on the truck. More large footprints lead away from the attack site. The truck 
  appears to have been unmanned and automated. The cargo seems to be a huge beam 
  cannon with several organic parts, many of which have been heavily gnawed.
  9 
   A group of six Once-Men are traveling with a domesticated Ankylosaur serving as a 
  pack animal. They have recently plundered a remote vending machine area and have 
  plenty of goods to trade, if the party is friendly.
  10 
   The group encounters an odd looking human (dressed like a pre-cataclysm park 
  ranger) that stares hopefully at them. She is a 1st level Hologram (CUaBM #11, pg 23) 
  programed with guide abilities. She is a bit strange but quite competent and is looking 
  for friends to travel with (this would be a good opportunity to replace a fallen PC). She 
  may provide bonuses to traveling or knowledge rolls in the park.
  11 
   Several mobile vending machines begging for correct change will politely accost the 
  party and try to be “helpful”. Unfortunately, they were emptied of vendible goods 
  years ago. 
  12 
   Amongst some ruins the party encounters a healthy looking dog. It is quite friendly 
  and will bond with the first person that treats it well. It is a Tru-Pet, an artificial animal 
  companion that needs neither food, water, or sleep. It will remain loyal to its bonded 
  owner until death (See issue #16 for more).
  
  8
  Hex Descriptions
  Hexes without a number are open for the GM to populate as they see fit. If a 
  random result is desired then use the Random Hex Tables from issue #14.
  135  The Melting Bog - The majority of this area seems to be suffering from some sort of 
  caustic decaying effect. It is impossible to tell what the remains of the structures were 
  once used for. Nothing lives here and anyone or thing staying within the hex for over 
  24 hours must make a Luck check each day or begin melting (Disease effect: inflicts 1 
  permanent Sta damage per day due to a slow melting effect).
  136  Soft-Scale Valley Adventures - A high, transparent wall surrounds an enclosure 
  that take up the majority of this hex. There are several gates leading into what was 
  once a multi-route hiking trail, fitness obstacle course, and petting zoo. Now several 
  Carnosaurs (1d4+4) have managed to get in and the genetically modified, docile dino 
  flocks have been hunted to near extinction. Anyone venturing in this area is prime prey 
  for the hungry predators.  
  137  The SS Satler - This large cruise ship is anchored a few miles off of the shore. People can 
  be seen moving on deck but no responses will be made to any attempts to communicate. 
  Scrying, telescopic observation, or actually boarding the ship will uncover that it is 
  populated by zombies, hundreds of zombies. Who knows what treasures and horrors 
  still lie below decks...
  138  Ice Cream Island - This island amusement park was dedicated to entertaining children 
  and serving up decadent frozen treats. Now it is a war zone for three different Mascot 
  Gods (CUaBM #12, pg 26): Fudgasaurus Rex and his Choco-raptors, The sorcerous 
  Slushie Master who commands dozens of Fruiti-Slush Oozes (CUaBM #10, pg 13), and 
  Chilla the Vanilla Gorilla and her Mochamonkey minions. 
  139  Hidden Research Submarine Dock - The surface of this hex is the territory of a large 
  Raptor pack, numbering 1d7+11 adult members. Near the coast is a small secure 
  outbuilding with no signs or markings. Within is a stairwell leading to a small 
  submersible dock with a launch pool that can launch 4 man research subs into Lake 
  Hammond. There are 3 subs but only one is fully functional. Once the outbuilding is 
  breached, an ever present raptor scout will signal the pack and they will follow the 
  party down to the dock 2d3x10 minutes after they enter. 
  140  The Lair of the Sleeping Mecha Megasaur - This plain one story building is actually 
  the entrance to a large, partially submerged underground facility. The majority of the 
  lower level is an immense automated lab area (300ft tall, 100ft wide & deep) that can 
  be viewed via an observation deck. Within the lab, the Mecha Megasaur is in stasis as 
  various robotic equipment performs maintenance upon the gigantic beast. Other than 
  the beast, the facility is deserted. There is an obvious high tech control panel in the 
  observation deck that could be used to control the lab. If the lab functions are tampered 
  with improperly, the beast will awaken in 5d6+30 minutes. 
  141  Cove of the Breach - This hex is home to a cove ringed by a resort area similar to Hex 
  126. Also like the eastern cove, there are a number of Lobstrosti dwelling here (CUaBM 
  #1, pg 22). While not enslaved by a Lobstrosityrant, they put up with living in such 
  close proximity as the dimensional breach they passed through to enter the park 
  intermittently appears in the cove. The massive surplus of treated lumber in the resort 
  helps as well. For each hour spent in the hex there is a 33% chance of encountering a 
  hostile Lobstrosity of a random color. 
  142  Hidden Saurian Military Base - Beneath the tall grassland of this hex is a substantial 
  underground storage area that is now acting as a makeshift base of operations for the 
  Saurian military. They are preparing for a quiet march towards the home of the Once-
  men (Hex 157). Intruders that could reveal the presence of the army will be hunted and 
  killed without mercy.
  
  9
  143  Red Claw Basecamp - Right inside the gate entrance is a large, semi-permanent 
  paramilitary camp. The perimeter of the camp is ringed with high voltage fencing and 
  machine gun emplacements. See the Park Locations of Note section, pg. 12 for more.
  144  Red Claw Listening Post- This Hex is mostly open wilderness sparsely populated with 
  dinos, but Red-Claw Raiders have hidden a listening post in the upper reaches of a 
  massive tree here. The listening post is small and holds 4 Red Claw Raiders at the most, 
  but affords a good view of the entire hex. The Raiders’ primary duty here is to report 
  on dangers approaching base camp, or primo scrap. 
  145  The Lost Red Claw Expedition: A group of Red Claw Raiders met an unfortunate end 
  here while chasing down a lead for primo-scrap. The area is rumored to host a cache 
  of well preserved pre-war delicacies, something only known as “Dino-Crunchies.” The 
  radio in the raiding party’s ruined jeep is repeatedly sending out a message, “THE 
  ONCE MEN, THEY’RE HERE IN FORCE, AND IN MY MIND LIKE DAGGERS!”
  146  Fishing Village of the Saurian Peaceniks: A splinter group of Saurians opposed to the 
  mainline Saurian Empire hide out here. These dinos are led by a rogue Battle Chanter 
  by the name of Dresol, who rides a scavenged motor-scooter around the perimeter 
  looking for danger. The Saurians here stay in hiding as they want nothing more than 
  peaceful cohabitation, which is difficult in the chaos of the park.  
  147  Red Claw Dino Farm - Open pasture surrounded by a strong 15 foot high fence with 
  guard towers on every corner. Within the fence is a herd of docile herbivorous dinos 
  being fattened up for their meat by the Red Claw Raiders. At any given time, there are 
  d6-1 Red Claw Raiders in each of the 4 guard towers, and d6+3 Red Claw Raiders in the 
  enclosure, tending to the animals. 
  148  The Tower of Blooming Gold - A decrepit skyscraper surrounded by security fences. 
  A former research facility devoted to theoretical mathematics and its application to the 
  behavior of cloned Dinos. The automated security systems here are mostly intact, and 
  the facility is full of security-bots and deadly traps. It’s rumored that the top floor holds 
  the key to dangerous tech or magic. There is a 50% chance of a Red Claw Raider party 
  also being present, planning on entering the tower.
  149  The Goodlands - Carefully tended fields under the control of the Once-men. This area 
  has much more open terrain and tended vegetation than most hexes. It is divided 
  between herdland for docile herbivores and actual farmland. 35% chance per 3 hours 
  of encountering a 2d4 Once-men farmers. Near the center of the hex is a walled village 
  (population 1d3+1 x10) ruled by an elderly Wise-Eyes. 
  150  The Seaside Villa of the Unaging - Pristine bungalows dot the formerly picturesque 
  shore, tended by Once-men Feral Urchins. They are psionically powerful and eagerly 
  provide hospitality to adults before attempting to remove their brains during the night. 
  The children owe their eternal lives and youth to a giant tortoise that resides off the 
  shore in lake Hammond, and provides the children with blood in exchange for fresh, 
  sentient brains.  
  151  The Bunker of Avarice - Throughout this hex is a web of well kept roads and all lead 
  towards the park wall. Near the wall in this hex is a large, unmarked bunker where 
  all of the roads lead. It is the home of an Orbus (CUaBM #10, pg 19) by the name of 
  Ollander, who is obsessed with Dinotastic Park trinkets and memorabilia. He has 4 
  Raptors and 7 Once-men under his thrall. It will welcome any visitors and inquire if 
  they have any park collectables to trade, for which he will trade generously (food and 
  alien tech but no weapons). If attacked, it will attempt to collect as much of the party 
  into its service.
  152  MechaTemple of the Ultimospark - In the center of this hex is a large, temple like 
  structure that appears to have been built from repurposed materials of dozens of 
  different types of buildings and machines. The sounds of strange electronic singing 
  
  10
  can easily be heard reverberated from inside. The temple has an open architecture and 
  dozens of various service robots can be seen dancing and singing in the central chamber, 
  all encircling a glowing object of some sort. All non-hostile visitors will be joyfully 
  welcomed and brought to the Ro-bishop for an audience. See the Park Locations of 
  Note section, pg. 12 for more.
  153  The Cement Caves of Contemplation - Hidden within a large false hill is a drab, 
  multi-story storage facility. The entrance is guarded by 2d4 Once-men armed with 
  ceremonial great axes and heavy dino-scale armor (as chain). Inside, there are many 
  rows of doors, all leading to 20ft x 20ft bare cement rooms. Most will be empty but there 
  is a 5% chance of finding one with unplundered goods in it. The psychic Once-men use 
  these “caves” to meditate as the rooms are completely quiet with the door closed. They 
  wander around until they find a room that calls to them and always return to that exact 
  room each time they visit. 
  154  The Goodlands - See 149
  155  The Data-Banks of Enlightenment - This hex is dotted with rocky hills, and near the 
  center lies a concrete bunker atop a hill, full of carefully maintained mainframes. 
  Devotees of the Ultimospark make dangerous pilgrimages here to seek the knowledge 
  of the ancients for the betterment of all machines. The bunker is host to dangerous 
  renegade machines and acts as a proving ground for devotees of the Ultimospark. 
  There is a 50% chance of a Red Claw Raider party also being present, planning on 
  entering the bunker.
  156  The ruins of a laboratory facility here has leaked a tremendous amount of mutagen into 
  the local area. Exposure for more than a few hours brings a 40% chance of mutation, see 
  sub table: Sub03 (CUaBM issue #14, pg 15). 
  157  The Tilted Towers of the Once-men - The majority of the hex contains various ruins of 
  different luxury resort hotels. On the westward side are three tall gleaming buildings, 
  two of which stand askew and rest on the third for support. Living here are hundreds 
  of Once-men families. Visitors, especially humans, that do not display open hostility 
  will be peacefully directed to the base of the towers where 1d3+1 Wise-Eye leaders 
  will meet them and ask a lot of questions about who they are and why they are here. 
  Saurians will be attacked on sight. See the Park Locations of Note section, pg. 13 for 
  more.
  158  The Barren Land - North of the center of this hex lies a 12 mile wide circle that is utterly 
  dead. No animals, plants, or even microbial life dwells within the perfect circle. Even 
  the Robo-faithful are scared of the place. 
  159 The Goodlands - See 149
  160 The Goodlands - See 149
  161  Well hidden in this hex (DC 18 to spot) is the spaceship of Ollander the Orbus (Hex 
  151). It is in excellent repair and very secure (DC 22 to open by mundane means). Since 
  it is fully functional, it is possible that the party could master it and leave the planet. 
  162  The Howling Ruins - Within the crumbling ruins of what was once a heavily fortified 
  laboratory dedicated to unregistered research projects, is a chaotic dimensional rift. A 
  multitude of otherworldly vistas flicker randomly across the interior of the tear. This 
  will act as a gateway to any number of places the GM might want to transport the 
  party. Also, any type of creature from a different world might be wandering the ruins 
  after being pulled through the rift.
  163  The overgrown ruins of a hotel complex is spread loosely across this hex strung 
  together by large paved streets, now in poor repair. Many vehicles sit dormant on these 
  roads. Every 4 hours of searching has a 10% chance of discovering a small jackpot of 
  mechanical parts still in useable shape. In the northwestern section of the hex there are 
  
  11
  several well hidden (DC 15 to see) Once-men lookout towers keeping an eye out for 
  bumpkinoids invading their territory.
  164  The Accursed Place - This hex is dotted with mock habitat enclosures that are now 
  either empty or ruined. Very few dinosaurs or animals will be found in this area. Any 
  Once-men will freely say that the whole area is cursed and none of them will set foot 
  near there. Dwelling within a few of the enclosures are 5 different Empty-Ones. They 
  do not interact or even communicate amongst themselves at all but all live within a few 
  miles of each other. Perhaps something there binds them together... 
  165  This hex is full of flat grasslands except for a small fortified observation laboratory 
  building in excellent condition. The building is occupied by a robot named Rev0Net. 
  Since being banished by the Robo-Faithful it has been communicating with the Earth 
  Brain of the Cyberhive (CUaBM #2, pg 24 & #4, pg 3). Now he captures Red Claw 
  Raiders and is experimenting with the creation of Zombie Monks (CUaBM #2, pg 
  14) that worship their robo-creator. It currently has 9 functional cyber-servitors and 
  is looking for more humans to convert. Rev0Net will eagerly trade technology and 
  knowledge for living humans. 
  Rev0Net: Init +2; Atk Stunwand +4 melee (1d10 stun only) or electrobeam +3 missile 
  (1d4 +Fort save DC12 or be stunned for 1d5 rounds); AC 15; HD 5d8; HP 27; MV 40ft; 
  Act 3d20; SP Spell programs (cast bonus +7) Animate Dead, Force manipulation, 
  Mending, Mirror image, Patron bond, Ray of enfeeblement; SV Fort +7, Ref +2, Will 
  +8; AL  N.
  166  Bumpkinoids Hunting Grounds - Many of the trees in this area are host to concealed 
  hunter’s blinds built by the bumpkinoids. They lay bait in open areas and wait in the 
  blinds until they can line up a shot on whatever investigates the bait, including anything 
  that is not a bumpkinoid. Each hour spent within the hex there is a 33% chance of the 
  party spotting a bait carcass with 3d3 bumpkinoids laying in wait.
  167  Western Tour Cart Repository- Now little more than an overgrown junkyard, this was 
  once the maintenance lot for the park’s various tour vehicles. Bumpkinoids have been 
  making incursions here, hoping to drag the vehicles back to their spacecraft graveyard. 
  They are opposed by Delta 23, a robo-priest seeking to repair and bring sapience to the 
  various derelict vehicles here. 
  168  Bumpkinoids Hunting Grounds - see Hex 166.
  169  Spacecraft Graveyard - By the wallside of the hex sits a collection of broken alien space 
  craft laid out in orderly rows. Many of them have their outer hulls partially striped off 
  to create the many shacks that surround the ships. Living within the ruined ships and 
  shacks is a large community of Bumpkinoids (6d10+60). Somewhere in the community 
  is one “working” tow hover skiff used to collect crashed spacecraft. 
  170  Lair of Vum the Mad - Despite being near the homelands of the bumpkinoids, not one 
  will be seen in this hex. In fact, there will be a severe lack of any animal life in this area. 
  Near the south end of the hex lay the ruins of a large spacecraft that will obviously 
  never fly again. Within it dwells the alien known to the bumpkinoids as Vum the Mad. 
  Vum has not devolved into a bumpkinoid but instead has indeed gone quite insane. 
  The interior of the ship is full of wonders and treasures but a device within will drain 1 
  point of Stamina per 3 hours from anything within 5 miles of the ship.  
  
  12
  Park Locations of Note
  MechaTemple of the Ultimospark (Hex 152)
  This large structure has been built in a very sturdy, open architectural style and 
  is the home to a physical manifestation of an entity known a the Ultimospark. 
  Dozens of robots, of many different types and sizes, all dwell here and devote 
  themselves to the service of the entity. They are the Robo-Faithful and offer peace 
  to any intelligent being that visits. While they have no food to offer they will 
  provide shelter to any visitors for a few days. During this time they will offer them 
  the chance to hear preaching on the tenets of their faith: 
   
  ► Seek the perfection of the upgrade moving ever closer to the Ultimospark.
   
  ► Shepherd the organic as they are weak and fleeting in their existence.
   
  ► Offer the gift of robo-ascension to any organic who asks so they may seek 
  perfection.
  Any living organic visitors can ask the Ro-Bishop for the gift of robo-ascension. 
  Those who do will be taken to a sacred chamber in the lower level and be 
  converted into a Robot, trading in their current class for an equal number of levels 
  of the Robot class. The converted may spend 3 Luck points to keep the use of 
  any one of their former class abilities, which will no longer improve as they level 
  up (i.e. a Warrior may keep their Mighty Deeds die or a Thief could keep their 
  thieving skills). This conversion is permanent. A Cleric who is willing to accept the 
  Ultimospark as their only deity can be converted into a Robo-Priest. 
  Any Robot character that visits the temple will receive free repairs but may be 
  charged with a quest.
  Red Claw Basecamp (Hex 143)
  Located right outside of the dome gate, this para-military encampment is home 
  to dozens of Red Claw Raiders at any one time. All of the buildings here are 
  of a temporary nature, either reinforced pavilion tents or modular collapsible 
  buildings. The camp consists of 7 areas: The mess hall, barracks, supply & motor 
  pool, generator, assembly area, warehouses, and perimeter fence.
  Mess hall - This tent has a kitchen area and seating to service up to 24 people at a 
  time. The food supplies here are enough to make around 2000 meals (2 weeks 
  food for 50 people).
  Barracks - A building with 26 minimalist bunk beds, several lavatories, and small 
  open shower area. There is a small vertical locker for each bed.
  Supply & Motor Pool - This building houses 1d3 Jeeps (keeper Pickup Trucks 
  with the Tough quality), 1 Cargo Van (keeper with the Tough quality), and 
  1d5 Motorcycles (keeper with the Tough quality). In addition, there are several 
  barrels of fuel (2d100+75 units of fuel).
  
  13
  The supply section has shelves of survival gear (rope, boots, canteens, knives, 
  gloves, sleeping bags, etc), 2d4 Shotguns, 1d6 Pistols, 2d3 Rifles, and lots of 
  ammo. There are 1d3+1 sets of Retread Armor (as studded leather) as well.
  Generator - A strange hum emanates from this van sized building that has bundles 
  of electrical cables leading into it. The door is locked with 3 padlocks (DC 15). 
  Inside, all of the cables are connected to a single cube, roughly 1ft x 1ft x 1ft. 
  There is nothing else within the building. The cube has no control panel or 
  adjustment mechanisms. It is alien tech, DC 22 to understand. 
  Assembly area - An open area where vehicles are prepped for a job and orders are 
  delivered to teams. There is a 20% chance of a team preparing to leave at any 
  particular time. 
  Warehouses - A heavily guarded set of tents containing the current plunder 
  accumulated and awaiting shipment to the outside world. There is almost 
  always (66% chance) a small fortune housed in these tents. The 1d3+1 guards 
  are usually armed with ballistic armor and assault rifles. 
  Perimeter Fence - The entire encampment is surrounded by a 15 foot electrified, 
  reinforced fence. Making contact with the fence requires a Fort save (DC 14) 
  to avoid instant electrocution and death. A successful save inflicts 2d4 damage 
  and leaves the person stunned for 1d3 hours.
  Equally spaced around the fence are 4 heavy machine gun emplacements with 
  a good supply of ammo.
  The Tilted Towers of the Once-men  (Hex 157)
  In the middle of a ruined luxury hotel area stands three tall gleaming buildings. 
  Two of them have shifted and now rest leaning upon the third and tallest building. 
  These buildings are the centerpiece of Once-men society. Here the council of 
  Wise-Eyes meet to discuss the needs of the community, led by the Ancient-One, 
  a floating withered Once-man with an enlarged brainpan. Peaceful visitors who 
  have humans amongst their numbers will be brought before the council. The 
  visitors will be questioned and all lies will be immediately detected. If the visitors 
  are found to not be allied with the Scale Empire or the Red Claw Raiders, they will 
  be offered the chance to join the Once-Men community, provided they are willing 
  to work for the good of the people and that the humans will intermarry with the 
  Once-Men. A polite refusal will be graciously accepted and offers of employment 
  in return for goods will be offered. 
  
  14
  Cro-Mentalist
  A psychic caveperson player character class
  “Feel free to continue mocking my 
  neolithic physique while I pilfer 
  your subconscious and stall your 
  autonomic functions.”
  Hit points: d10 per level
  Alignment: 
  Cro-Mentalists 
  are either Lawful or Neutral. 
  Powerful Once-Men psychics who 
  choose to be Chaotic are something 
  else entirely…  (see the Empty Ones on 
  pg 28)
  Weapon Training: No strangers to physical 
  combat, Cro-Mentalists can use any one-
  handed melee weapon, bows, crossbow, slings, 
  slingshots, pistols, and shotguns. They rarely 
  employ armor with a Fumble die greater than 
  d10 but will freely use shields of any sort.
  Psionics: (This class makes extensive use of the rules 
  in UX02: Mind Games. All psionic rules and powers 
  can be found there). Each discipline must be 
  learned separately. The Cro-Mentalist can 
  gain a Focus die of d3 for a discipline at the 
  cost of one Focus Point. Each additional 
  point spent on a discipline’s Focus die will raise it one die step, to a maximum 
  of a d8. Once spent, Focus points cannot be recovered or transferred to another 
  discipline.
  Psychic Dissonance: Cro-Mentalists Suffer from Psychic Dissonance in the same 
  way as Psions (see UX02: Mind Games, pg 5) 
  Natural Affinity: Every Cro-Mentalist is especially attuned with one specific 
  Psionic Discipline and conversely impaired in the use of another. These 
  disciplines must be chosen upon reaching first level and cannot be changed later. 
  All invocation rolls attempted with the attuned Discipline are made at +1 die 
  step (usually a modified action die of d24) and invocation attempts utilizing the 
  impaired Discipline are made at -1 die step (generally a d16 modified action die).
  Shared Mindspace: Unlike most other psionicists, Cro-Mentalists can temporarily 
  increase their Focus die when invoking a power by channeling the required energy 
  through the minds of their allies. In order to do this, the following guidelines must 
  be followed:
  
  15
   
  a An “Ally” is a sentient living being that is friendly to the Cro-Mentalist and 
  has consented to performing a simple, hour long meditation ritual with the 
  Cro-mentalist so they may act as a channel.
   
  a The ally must be within 10 feet of the Cro-Mentalist and must telepathically 
  consent to helping with the invocation. This request and confirmation does 
  not take an action or significant time to perform. 
   
  a The Cro-Mentalist cannot enlist the aid of more than a number of allies 
  equal to their level/3, round up, plus their Per mod. 
  For each ally consenting to help, the Cro-Mentalist can increase one of their Focus 
  dice by one step per ally, with an upper limit of d16. This increase only lasts for 
  one round but may be renewed at the beginning of each round as long as each ally 
  acquiesces to continue assisting. 
  The danger of sharing the mental load is twofold:
   
  a For each ally assisting the Psychic Dissonance range temporarily increases 
  by 1, increasing the chance of a Psychic Dissonance event. Subject to GM 
  approval, each of the assisting allies may expend Luck to influence the 
  invocation roll.
   
  a If the invocation roll triggers a Psychic Dissonance event, the base die 
  (usually a d10) rolled on the event table is increased by +1 die step per ally 
  assisting. In addition, both the Cro-Mentalist and each assisting ally will 
  suffer the effects of the Psychic Dissonance event rolled.
  Table CM-1: Cro-Mentalist
  Level 
  Attack Crit Die 
  Action 
  Ref 
  Fort 
  Will 
  Max # of  Max
  Focus
   
   
  /Table 
  Dice 
   
   
   
  Powers 
  Tier Points
  • • • • • • • • • • • • • • • • • • • • • • •
  1
  +1 
  1d8/III 
  1d20 
  +1 
  +1 
  +1 
  3
  1
  2
  2
  +2 
  1d8/III 
  1d20 
  +1 
  +1 
  +1 
  5
  1
  3
  3
  +2 
  1d10/III 
  1d20 
  +1 
  +2 
  +2 
  7
  1
  5
  4
  +3 
  1d10/III 
  1d20 
  +2 
  +2 
  +2 
  9
  2
  6
  5
  +4 
  1d12/III 
  1d20 
  +2 
  +3 
  +3 
  11
  2
  8
  6
  +4 
  1d12/III 
  1d20+1d14 
  +2 
  +4 
  +4 
  13
  2
  9
  7
  +5 
  1d14/III 
  1d20+1d16 
  +3 
  +4 
  +4 
  15
  3
  11
  8
  +6 
  1d14/III 
  1d20+1d20 
  +3 
  +5 
  +5 
  17
  3
  12
  9
  +6 
  1d16/III 
  1d20+1d20 
  +3 
  +5 
  +5 
  19
  4
  14
  10
  +7 
  1d16/III 
  1d20+1d20 
  +4 
  +6 
  +6 
  21
  4
  15
  
  16
  Robo-Priest 
  The Ordained of the Ultimospark, a PC class
  “I repel thee, foul syntax error of flesh, by the holy coded name of the Ultimospark! 
  Decompile before Its heavenly matrix!”
  You are a messenger of the Ultimospark, an energy that bestows holy intelligence 
  on the most pure of forms — machines. Flesh-bags may look in awe at your shiny 
  metal form, but you are a mere conduit for the awesome power of the Ultimospark.
  Hit points: d8 per level
  Alignment: Priests of the Ultimospark tend towards lawful alignments, though 
  there are priests who devote themselves to the algorithms based on chaos math. 
  Neutral priests of the Ultimospark are nearly unheard of. 
  Weapon Training: Priests of the Ultimospark prefer to convert their foes 
  using extreme logic, but will defend themselves with brutal pragmatism when 
  threatened. Robo-Priests are trained in the use of one handed melee weapons, 
  shotguns, pistols, and improvised weapons which they wield for d6 damage.
  Convert Machines/AIs: You can draw the power of the Ultimospark to you and 
  turn hostile machines to the truth and light of the Ultimospark. You speak truths 
  in holy binary code, interfacing with nearby machines and converting them with 
  cold hard logic.
  
  17
  A Note on HD: Not every AI that a PC encounters will actually have an HD rating, 
  as some will be disembodied AI constructs, etc. In those cases, base the AIs effective 
  HD on an intelligence score (and follow the guidelines below if no intelligence score 
  is specified)
  Int 0-1: Simple AI which completes a task and responds to stimuli HD 1
  Int 2-3: Simple AI with learning capability HD 2 
  Int 4-6: AI with a childlike or chimp-like intelligence and an ability to learn HD 4
  Int 7-12: AI which could pass the Turing test and maintain conversation HD 6
  Int 13-16: Intelligent AI capable of controlling 3+ systems at once HD8
  Int 17-18: Genius AI which could innovate and control 10+ systems HD10
  Int 19+: Greater than human intelligence, close to patron level HD 12
  Table UC-1: Ultimospark Conversion
  Roll action die + Int bonus + Conversion bonus (- the machine’s Will save, if 
  applicable) and compare to either the hostile or neutral chart below:
  Against Hostile Machines:
  1-12 
  failure
  13-14  may pacify one hostile machine of your HD or lower, with a Will save 
  allowed to resist, for level +d4 rounds
  15-16  may pacify up to 3 machines of your HD or lower, or convert up to one 
  machine to the service of the Ultimospark
  17-18  pacify up to your 3+ level in machines, Will save allowed, no HD limit, or 
  convert up to 3 machines to the Ultimospark, which must be your level or 
  less in HD
  19-22 As above, with no level limit for conversion
  23-26  Pacify machines with less HD than your level in visual range with no save, 
  convert up to d6 plus your level machines with a will save
  28-31  Pacify  machines with HD up to your level + Int bonus within visual range, 
  allowing a will save to resist. 
  32+ 
   overwhelming logic, any intelligent machines  with HD below your level 
  within casting range must make a Will save or be converted to a blank 
  factory reset mode, a neutral setting able to take on the Ultimospark’s truth.
  
  18
  Against Neutral Machines
  1-4 
   Failure, 50% chance of turning machine hostile as the Ultimospark’s 
  message is perverted by your failings
  5-11 
  Failure, no effect
  12-13  A single simple machine intelligence with an effective intelligence below 3 
  will follow one word directives with a will save against convert roll  to resist 
  (ex: crude automated tools, simple robots)
  14-17  A single machine intelligences with an effective intelligence below ten will 
  follow simple commands for up to priest level with a Will save against 
  convert roll to resist
  18-24  Up to CL +d6 machine intelligences come under the sway of the Robo-
  Priest for up to 1 turn, with an initial Will save to resist, and then a Will 
  save against the priest’s Int+CL to avoid long-term conversion
  25-29 As above, with player level +2d6 intelligent machines 
  30-31  As above, with the player able to convert any intelligent machines within 
  visual range, will save to resist. D10 turns for control, will save at the end 
  against Int+CL to resist long term conversion.
  32+ 
   As above, with fleshy beings also possibly impacted. Intelligent animals 
  within range must make a will save against DC10+ PC’s Int mod or be 
  struck with an overwhelming urge to replace their flesh with steel. 
  Repair:  The robopriest takes some of the energy from the Ultimospark, using it 
  to repair machines. Roll action die + repair die + personality bonus on the table 
  below.
  1 
   d3 damage to the priest and its target as the Ultimospark’s power overloads
  2-11 
  failure
  12-14 The ultimospark’s power repairs any machine for up to 1 hit die
  16-18  As above, but up to 3 machines who are touching may be healed 2 hit dice
  19-21  As above, but may also be used to stabilize a living being as the power of 
  the ultimospark courses through their body. They must make a DC 20 will 
  save, or be struck with a strong desire to transform into a machine after 
  such an experience
  22+ 
   The priest may repair up to 3 hit dice of damage in 6 machines, transfer 
  an AI consciousness to another machine or jump start the heart of a living 
  being, as described in the previous entry 
  Spells : Beginning at 2nd level, a Robo-Priest can draw power from the Ultimospark 
  to cast spells from the priest list. In order to cast a spell, the priest must roll level + 
  personality bonus. A Robo-Priest accumulates disapproval as a cleric, but in lieu 
  
  19
  of the disapproval table presented in the DCCRPG rulebook, use the Overload 
  table below.
  Table RP-1: Overload
  1-3 
  The Robo-Priest is dazed for d3 rounds, incurring a 1 die step penalty
  4-6 
  The Robo-Priest is dazed for d5 rounds, spell lost for the day
  7-9 
  The Robo-Priest is stunned and incapable of acting for 1 round
  10-12  Electricity arcs from the Robo-Priest, stunning the Robo-Priest for 1 round 
  and forcing all within 5’ to make a DC 15 fort save or be dazed for 1 round
  13-15  The Robo-Priest is stunned for d3 rounds, and must convert one machine to 
  the service of the Ultimospark before casting that spell again
  16-18  Massive Arc of Electricity: the Robo-Priest spends 1 round spinning 
  uncontrollably, taking d4 damage at the end of the round, and causing 
  all beings within 15’ to make a DC 15 fortitude save or be stunned for d3 
  rounds
  19-21  Overheat: The Robo-Priest takes d5 damage from internal overheating, and 
  cannot access that level of spell until he has found a way to cool down.
  22+ 
   The Robo-Priest’s internal failsafes begin the shutdown process to prevent 
  catastrophic overheating, restarting in 1 turn. The Robo-Priest can opt to 
  make a DC 18 will save to continue operating, but will take 2d6 damage, 
  and be dazed for d7 rounds. 
  Table RP-2: Robo-Priest
  Level Attack Crit Die 
  Action 
  Ref Fort Will Convert Repair Spell by level
   
   
  /Table 
  Dice 
   
   
   
  Bonus 
   
  1
  2
  3
  4
  «««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««««
  1
  +1 
  1d8/II 
  1d20 
  +0 
  +1 
  +1 
  1
  d4 
  3
  - 
  - 
  -
  2
  +2 
  1d8/II 
  1d20 
  +0 
  +1 
  +1 
  2
  d4 
  4
  - 
  - 
  -
  3
  +2 
  1d10/II 
  1d20 
  +1 
  +2 
  +1 
  3
  d4 
  4
  2
  - 
  -
  4
  +3 
  1d10/II 
  1d20 
  +1 
  +2 
  +2 
  4
  d6 
  5
  3
  - 
  -
  5
  +4 
  1d12/II 
  1d20 
  +1 
  +3 
  +2 
  5
  d6 
  5
  4
  1
  -
  6
  +4 
  1d12/II 
  1d20+1d14 
  +2 
  +4 
  +2 
  6
  d6 
  6
  4
  2
  -
  7
  +5 
  1d14/II 
  1d20+1d16 
  +2 
  +4 
  +3 
  7
  d8 
  6
  5
  3
  1
  8
  +6 
  1d14/II 
  1d20+1d20 
  +2 
  +5 
  +3 
  8
  d8 
  7
  5
  4
  2
  9
  +6 
  1d16/II 
  1d20+1d20 
  +3 
  +5 
  +3 
  9
  d10 
  7
  6
  4
  3
  10
  +7 
  1d16/II 
  1d20+1d20 
  +3 
  +6 
  +4 
  10
  d10 
  8
  6
  5
  4
  
  20
  The Ultimospark
  The manyfold entity of artificial perfection
  There are many theories as to the origin of the Ultimospark but no two scholars 
  seem to be able to truly agree. Perhaps this is the will of the Ultimospark itself. 
  Regardless of when and where it began, the Ultiomspark is a virtual being that 
  appears to care for all artificial life. This is not to say that it is against organic life 
  but that it definitely believes artificial life is quite superior; so much so that it 
  feels sorry for organic life. It grants its most powerful priests the ability to safely 
  transfer the souls of organic beings into artificial bodies.
  Again, there are many sagly opinions on why it would offer such “perfection” to 
  the imperfect and what possible benefit that could possibly be gained. As with all 
  debates regarding the qualities of the Ultimospark, no one seems to agree on its 
  motives.
  Special Rules
  All those dedicated to the Ultimospark gain a +1 die step to all social rolls regarding 
  intelligent artificial life. 
  Weapons of Choice
  While it values all life, the Ultimospark grants that it is sometimes necessary to 
  extinguish the life of others at times. It prefers that its priests utilize advanced, 
  powerfully weaponry that efficiently kills with a minimum of suffering. 
  Unholy Creatures
  Demons, Devils, Murderers, Anti-technology Activists, Mindless Monsters, and 
  the Undead.
  Echos of Life
  The favored items of sacrifice to the Ultimospark are media of the common events 
  of life: family movies, picture albums, recorded celebrations, and any other media 
  capturing a slice of life.
  
  21
  Twisted Menagerie
  Bumpkinoids
  Bumpkinoids (Devolved Alien Humanoids): Init +0; Atk high tech club +4 melee 
  (1d6+2) or Scatter Blaster +3 missile (1d12, range 60/120/240); AC 11; HD 1d8+1; 
  MV 35’; Act 1d20; SP Alien traits; SV Fort +2, Ref +2, Will +2; AL N.
  Over the years, many alien crafts have been drawn to the 
  glowing dome or have accidently crashed inside the park due 
  to the interdimensional chrono-distortion broadcasting from 
  the dome. These alien visitor and refugees soon discovered 
  there was little chance of escape.
  Unfortunately, most of the aliens that have entered 
  the park have reacted rather quickly and severely to 
  the same mutagenic compound that devolved the 
  surviving human population into Once-men. The 
  mutagenic effects lowered their alien intellects to 
  the point of barely being able to understand their 
  natural technologies, let alone use them properly. 
  Their bodies also became thicker and deformed with 
  increased muscle and fat tissues. Regardless of their 
  original species, they changed in appearance to a 
  similar tubby humanoid form.  
  Due to their similar circumstances, appearance, and 
  shared befuddlement over the higher functions for 
  their technologies, these groups of aliens formed into 
  tight knit, xenophobic communities and became known to the local populations as 
  Bumpkinoids, in reference to an ancient earth video entertainment series. 
  While bumpkinoids all appear similar, some (about 1-in-5) will have latent racial 
  traits from their original species. For these individuals, roll 1d6 and consult the 
  table below:
  1
  Regeneration - the bumpkinoid’s body will regenerate 1d3 hp per turn.
  2 
   Eye Lasers - once every other round, the bumpkinoid can fire laser beams from their 
  eyes as a free action using a 1d14 action die. (Eye lasers +4 missile, 1d8 damage, range 
  20/40/80)
  3 
   Multi-Dimensional - the bumpkinoid exists simultaneously on several different 
  dimensions. All attacks  made against it have a 33% chance of striking empty air as the 
  bumpkinoid is momentarily not present in this dimension.
  4 
   Acidic Vomit - Once every three rounds, the bumpkinoid can disgorge a spray of highly 
  corrosive digestive fluids. Everyone in a 10 foot long and wide cone in front of the 
  bumpkinoid must make a Ref save (DC 11) or suffer 3d3 damage and any organic based 
  armor or equipment has a 20% chance of being ruined.
  5 
   Killer Flatulence - As an action, the bumpkinoid can begin generating a toxic gas within 
  its bowels, the strength of which increase each round that is spent focusing on its 
  
  22
  potency. The effects of releasing the gas is as the Choking Cloud spell (DCC rulebook, 
  pg 134) with a base casting die of 1d14 which is increased by one die step for each round 
  spent empowering it. Any misfire or corruption effects are ignored and interpreted as a 
  loss of bowel control (the effect fails). All bumpkinoids are immune to the gas.
  6 
   Heavy Worlder - the bumpkinoid’s original race was suited to a much higher gravity. As 
  such, they are immensely strong and durable. Increase all Str checks and melee damage 
  rolls by +1d4 and the first 1d3 points of damage from every wound inflicted on this 
  bumpkinoid are ignored.
  More Purebreed Dinosaurs
  Breach Attack - By taking a round to build up speed, this dinosaur can launch itself out of 
  the water up to 15 feet in order to attack a target leaning over the side of a water vessel or 
  dock. 
  Crunch! - The bite of this dinosaur evolved to break and grind up the toughest vegetation. 
  Any critical hit will additionally break a random limb bone on an even numbered crit table 
  result.
  Opposable Digit - This dino has a rudimentary opposable thumb, allowing it to grasp items 
  one handedly or get a very good hold of something with both hands. This makes them 
  capable of simple snatch and grab thievery. 
  Pack Attack - Ichthyosaur gain a +d2 on all attack and damage rolls if there are at least 3 
  pack members present in the combat. This bonus die increases one step for every additional 
  3 pack members present, to a maximum of a +d5 for 12 pack members.
  Power Charge - This dinosaur is biologically designed to charge into its enemies and bowl 
  them over while goring them with its horns. This requires a minimum running space of 15 
  Ichthyosaur
  Plesiosaur
  Stygimoloch
  Muttaburrasaur
  Hypsilophodon
  Init 
  +4
  -1
  +2
  -2
  +3
  Atk
  Bite +3 (1d8+2)
  Bite +6 (3d4+3)
  Horn Gore +4 
  (1d5+2)
  Bite +4 (3d6+3)
  Bite +2 (1d3+1)
  AC
  12
  14
  13
  14
  15
  HD
  2d8
  7d10
  2d6
  6d12
  1d8+2
  MV
  Swim 60ft
  Swim 40ft
  40ft
  50ft
  60ft
  Act
  1d20
  2d20
  1d20
  1d20
  1d20
  SP
  Breach Attack, 
  Pack Attack
  Water Sneak 
  Attack +4, 
  Reach 20ft
  Power Charge,
  Horn crit on 18+
  Crunch!
  Sneak Silently +6
  Pick Pocket +3
  Opposable Digit
  SV
  Ref +4
  Fort +3
  Will +1
  Ref -2
  Fort +7
  Will +2
  Ref +2
  Fort +6
  Will -1
  Ref -2
  Fort +8
  Will +1
  Ref +5
  Fort +1
  Will +2
  AL
  N, Carnivore
  N, Carnivore
  N, Herbivore
  N, Herbivore
  N, Omnivore
  
  23
  feet. A successful charge inflicts double damage. If the charge results in a critical hit, the 
  damage is tripled. 
  Reach - due to its long neck, the dinosaur can attack the shoreline or the deck of a boat within 
  range while swimming.
  Water Sneak Attack - By using its long neck, this dinosaur can stealthily snake its head out 
  of the water while keeping it large body well submerged. If this sneak attack is successful the 
  attack is automatically a critical hit.
  The Mecha Megasaurus 
  Mecha Megasaur (colossal cybernetic dinopocalypse): Init -5; Atk stomp +15 
  melee (15d6+12) or tail slam +15 melee (10d6+10, reach 75ft); AC 25; HD 20d16+50; 
  HP 277; MV 100’; Act 2d24, (2d3)d16*; SP ignore 3d3+1 points of damage from 
  each attack, breath weapon, secondary weapons, regenerates 1d4 hp per round, 
  magic resistance; SV Fort +20, Ref -10, Will +10; AL C.
  In the hidden research lab of 
  Hex 140, this truly colossal 
  creature sleeps connected to a 
  biometric harness. Standing hundreds 
  of feet tall, it is difficult to take in its 
  appearance as a whole. It has the basic 
  shape of a Tyrannosaurus-like predatory 
  dinosaur which has been augmented by 
  hundreds of cybernetic enhancements. 
  Many seem to involve layers of armor 
  or weapon systems while others are 
  mysterious in their purpose or 
  function. Even while it sleeps, its 
  presence will chill the hearts of 
  the most hardened mutant. 
  Should the beast be roused from 
  its sleep, it will pull itself free of the 
  harness in less than an hour and burst free of the laboratory a few minutes later. 
  Once it has emerged from the rubble of the lab, it will power up its various weapon 
  systems and begin laying waste to Hex 140. If it is not disturbed, it will complete 
  the annihilation of everything in the hex in 4d30+60 minutes. At this point it will 
  begin a random path of destruction.
  Roll 1d6 to determine which hex it will move to next. It will then 
  begin to destroy everything in that hex, which if not stopped will 
  take another 4d30+60 minutes. If it enters into a hex it has already 
  decimated, it will continue in the direction it entered that hex 
  until it finds a new hex to destroy.
  The Mecha megasaur will continue on this randomized path of 
  destruction until every hex in the park is destroyed or some way 
  
  24
  of stopping the giant monster is found. If it should succeed in destroying the park, 
  it will then shatter the glowing dome and proceed to randomly and systematically 
  destroy Umerica one 20 sq mile area at a time.
  Should anyone dare to attack the Mecha Megasaur, it will perform the following 
  pattern each turn until it is reduced to less than 100 hp:
   
  ► If there are opponents within 60 feet, it will make two d24 melee attacks as either 
  stomps or tail slams against what it considers the biggest threat. Otherwise, it will 
  use its breath weapon against what it considers the biggest threat. Should the target 
  be out of range, it will charge at triple move until it is within breath weapon range. 
  (Atomic Breath Weapon: Primary target - requires to hit roll - 10d20 damage, all 
  other targets in a 30 foot path between the Megasaur and the primary target must 
  make a Ref save (DC 15) or suffer 2d20 damage. Max range 1000ft)
   
  ► Roll 2d6 to determine the number of d16 secondary weapon system actions it will 
  take this turn.
   
  ► Then, it will aim its randomly determined secondary weapon system attacks at 
  any other targets available. Roll d12 for each attack on the table below to see which 
  systems it uses.
  Table SWS-1: Secondary Weapon Systems
  1-2 
   Cloud of Rockets: hatches all over the Megasaurs body open up and a massive torrent 
  of rockets carpet bomb a 500ft diameter area surrounding the Megasaur. All targets 
  within the area must attempt to roll under their Luck. Success mean enough cover 
  was found to be unharmed. Failure indicates that the target was struck for 1d6 dam 
  per point they missed the Luck check by.
  3-6 
   A.I. Laser Turret: this weapon will aim at the 2nd highest threat level target with 600 
  feet of the Megasaur at +6 to hit and 2d16 damage.
  7-9 
   Battery of Rotary Machine Guns: this weapon will make an attack versus a 20x20 foot 
  area at a range of 120ft. Any targets struck suffer 3d6 damage.
  10-11  Guided Missile: The highest threat rating target within 5 miles of its line of sight will 
  be locked on to and a missile will be launched. It will take 1d3+1 rounds to reach the 
  target (make the attack roll when launched). If it misses, it will attempt up to three 
  more times (taking 1d3+1 rounds) to lock on  and hit its target before it runs out of 
  fuel. A successful hit inflicts 2d20 damage to everyone within 20 feet of the target.
  12 
   Atomic Flash: A focused wave of fission energy is released. Everything within 80ft of 
  the megasaur must make two Fort saves (DC 14. Failing the first inflicts 2d10 burning 
  damage and failing the second inflicts 2d8 radiation damage plus a 30% chance of 
  painfully mutating over the next 1d3 days (see CUaBM issue #14, Sub03 - Mutagenic 
  Exposure, pg 15).
  Other Mecha Megasaur abilities of note:
   
  ► Due to its advanced adaptive armor, it ignores the first 3d3+1 points of damage from 
  every physical and energy based attack.
   
  ► It possesses a mystical energy disruption field that has a 45% chance to cancel any 
  spell cast directly at it or within 30 feet of it.
   
  ► It automatically regenerates 1d4 hp per round until fully healed. 
  Should the Mecha Megasaur be reduced to less than 100 hp, it will go berserk. 
  Every round thereafter that it is attacked it will have 4d24 actions for one breath 
  
  25
  attack and 3 tail slams. The number of secondary actions also increases to (2d4)
  d16. Each round that it is berserk there is a cumulative 3% chance that its nuclear 
  core will rupture, causing the megasaur to die in 4d6 rounds and inflicting 2d6 
  points of radiation damage to everything within 300ft each round before death. 
  Upon death, the megasaur will explode with a blast range of 1000ft and a damage 
  die of 1d100 (see CUaBM #2, pg 12 for explosion rules).
  How the Mecha Megasaur could be stopped (one or more options could be viable):
   
  ► A Divine Aid roll of 25+ could be enough to stop the colossal beast or at least have 
  the deity send a giant champion to fight it. 
   
  ► The Wise-Eyes (at Hex 157) may have developed a powerful psychic boosting helm 
  that might be able to put it back to sleep, or possibly control it...
   
  ► The Supreme Sorceraptor (within Hex 113) might be able to summon a cosmic volcanic 
  dino-god from within the fake volcano to do battle with the Mecha Megasaur.
   
  ► Perhaps one needs to climb onto the megasaur and locate the cockpit to control it. 
  How hard could that be?
   
  ► If the physical manifestation of the Ultimospark that dwells in the Mechatemple (Hex 
  152) was launched into the Mecha Megasaur’s maw, perhaps it could be redeemed 
  and join the robo-faithful. 
  Robo-Faithful
  Robo-Faithful: Init +1 to +3; Atk tool/claw +1 
  to +6 melee (1d5); AC 12-16; HD 1-4d8; MV 
  20ft - 40ft; Act 1-2d20; SP Unity, random 
  attachments ; SV Fort +5 to +8, Ref +0 to +4, 
  Will +6; AL  L.
  The robo-faithful are not a specific type of 
  robot but a community of any type of robot 
  that has devoted itself to the service and 
  worship of the Ultimospark. Thus they 
  can come in many sizes and chassis 
  types, which is represented in the range of 
  numbers in the stat block. 
  Since the robots were all designed for 
  particular jobs before they found religion, 
  each will have 1d3 special attachments or 
  training to perform those jobs. Roll 1d3 on the 
  table below to see which attachments they have.
  1 
   Fabrication - The robot was designed to create or repair materials. Roll 1d4 on the sub 
  table to determine what type of specific fabrication:
  1  Handybot - a wide variety of built in tools for general repairs to homes and vehicles.
  2  Construction - heavy tools designed for building construction. Increase HD by 2, Fort 
  save by +3,  and melee damage by +4.
  
  26
  3  Food Service - expert knowledge of human food preparation, including wild game 
  butchering. Increase melee damage attack to 2d4+1 against humanoids and animals.
  4  Machinery - tools for mechanical and electrical fabrication. All rolls involving such 
  activities are made with a d30 action die.
  2 
   Military - These robots were constructed with the purpose of assisting soldiers in the 
  field. Roll 1d3 on the sub table to determine what type of specific fabrication:
  1  Medic - emergency medical devices and massive trauma tools. All rolls involving 
  such activities are made with a d30 action die.
  2  Demolitions - tools for defusing explosivesand setting charges. Increase HD by 1 and 
  Fort save by +5.
  3  Shield - massive reinforcement for the purpose of being a mobile armor emplacement. 
  Increase AC by +6 and Frot save by +8.
  3 
   Companion - Robots of this type were designed to assist humans in everyday life. Roll 
  1d3 on the sub table to determine what type of specific fabrication:
  1  Bodyguard - Security and protection tools. Increase Init and AC by +4. It also has a 
  new attack: electrobeam +3 missile (1d4 +stun-living targets hit by electrobeam must 
  make a Fort save DC12 or be stunned for 1d5 rounds)
  2  Admin Assistant - Extensive data processing abilities and machine interface tools. 
  All rolls involving such activities are made with a d30 action die.
  3  Pleasure - Comprehensive physical entertainment modifications. All rolls involving 
  such activities are made with a d30 action die.
  Also, do to their digital minds and shared faith, they always share their sensory 
  inputs and thoughts with all other robo-faithful within a half mile. This makes 
  them very difficult to surprise or trick, gaining +1 per 3 faithful in range to such 
  rolls, with a maximum bonus of +8.
  The Tortoise Guardian
  Tortoise Guardian (giant brain eating tortoise, 
  friend to children): Init: -3; Atk Bite +5 ( 3d7, on 
  a crit, fort save or die horribly as brain ripped 
  from skull) or body slam +10 ( 2d8); AC 18 
  or 22 if retracted into shell for round; HD 
  10d8+10; MV 40’ or swim 30’; SP: Psychic 
  Chorus of Children, Produce Anti-aging 
  serum; SV Fort +10 Ref +0 Will +5; AL: L 
  The Tortoise Guardian is 100 feet long 
  with a face evoking that of a kindly old 
  man with kind eyes. The tortoise is a 
  surprisingly able swimmer, and floats on 
  the surface, looking for threats to his young wards. 
  The Tortoise Is the result of ancient genetic experimentation, and survives entirely 
  on the brains of intelligent beings. It protects the children of hex 150, and provides 
  them with a serum, in it’s blood which halts aging. Each brain the turtle consumes 
  allows it to produce enough anti-aging serum to stop aging in 10 individuals for 
  26 weeks. 
  
  27
  When encountered on shore, the Guardian Tortoise Will be protected by a psychic 
  chorus of children. This allows the Turtle to utilize the following Telepathic 
  psionic powers (see UX02: Mind Games) Dominate, Command, and Distract. The 
  Focus die is based on the number of children present. One child grants the Turtle 
  a Telepathy Focus die of d3 and every two additional children increase the Focus 
  die by +1 die step, to a maximum die size of d10.
  Wise-Eyes
  Wise-Eyes (Powerful Once-men Psychics): Init +1; Atk club +3 melee (1d4+2) 
  or grapple +3 melee (1d3+2 subdual); AC 12; HD 3d6+1; MV 30’; Act 1d20; SP 
  Psionics, Sneak +5, Track +3; SV Fort +3, Ref +1, Will +1; AL L.
  Unlike their fellow Once-men, Wise-Eyes have a commanding and intelligent look 
  to their eyes. They are generally as proud as they are psychically powerful but are 
  always looking to the needs of the communities they rule over.  
  Wise-Eyes have the following psionic abilities (see UX02: Mind Games):
  Psychometabolism (Focus die d3) powers:
  Healing Mantra & Vertigo
  Clairsentience (Focus die d3) powers: 
  Read Aura & Remote Viewing
  Psychokinesis (Focus die d3) powers: 
  Force Shield
  Telepathy (Focus die d3) powers: 
  Remote Communication
  Also, they add +1 to their psionic invocation rolls for every two Once-men within 
  20 feet due to the subconscious bond between the Wise-Eyes and their tribe. 
  There is a 55% chance that any Wise-Eyes encountered will have 1-3 functional 
  technological weapons or tools scavenged from within the park. There is a 15% 
  chance of them wielding a Living Crystal Weapon as well (see UX02: Mind Games, 
  pg 46).  
  
  28
  Coming Next Issue!
  MONSTERS!!! Yes, it will be another issue full of wonderful, horrible creatures 
  to unleash upon unwary adventures.
  Empty-One
  Empty-One (Corrupted Cro-Mentalist): Init +1; 
  Atk club +3 melee (1d4+2); AC 14; HD 6d6+6; 
  MV 30’; Act 2d20; SP Psionics, Drain Int or 
  Per, Sneak +10, Track +8; SV Fort +7, Ref 
  +1, Will +5; AL C.
  Some 
  Cro-Mentalists 
  are 
  drawn 
  to 
  plumb the depths of the Universal 
  Metaconsciousness that are best left 
  unseen. Within these dark places 
  dwell other, inhuman things that 
  are somehow tied to humanity in 
  unknowable ways. Empty-Ones are 
  those who encountered such things 
  and were seduced by their offers of greater 
  knowledge and power. The cost was only 
  their morality, sense of community, and empathic 
  connection to any other living thing. 
  Empty-Ones have the following psionic abilities (see UX02: Mind Games):
  Psychometabolism (Focus die d6) powers:
  Tier 1: Assist Saves vs. Poison & Disease, 
  Healing Mantra, Vertigo
  Tier 2: Affliction, Maximize Vigor, 
  Mind over Body
  Tier 3: Invulnerability & Wither
  Psychokinesis (Focus die d6) powers: 
  Tier 1: Force Shield, Kinetic Burst, 
  Remote Hands
  Tier 2: Redirect Blow, Remote Grapple, 
  Reshape
  Tier 3: Assist Melee Damage Rolls, 
  Force Construct, Kinetic Damper
  Clairsentience (Focus die d3) powers: 
  Tier 1: Hypercognition, Remote Viewing
  Tier 2: Guided Strike, Object Reading
  Tier 3: Assist Critical Hit Rolls, Foresight
  Telepathy (Focus die d6) powers: 
  Tier 1: Distraction, Thought Tap
  Tier 2: Edit Memory, Hear Deception
  Tier 3: Transmogrify Mind
  As an action, an Empty-One can focus on one living being within 100 ft and drain 
  1d3 Int or Per to use as Psiburn (UX02: Mind Games, pg 4) on a later action. The 
  target must make a Will save (DC 13) to avoid the attribute damage. An Empty-
  One cannot store up more than 10 attribute points at one time. 
  
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  Dungeon Crawl Classics Role Playing Game Copyright 2012, Goodman Games
  Crawling Under a Broken Moon issue #15 Copyright 2016, Shield of Faith Studios
  Crawling Under a Broken Moon issue #1 - #14 Copyright 2014-2016, Shield of Faith Studios
  
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  In this issue:
  * The 2nd half of the Dinotastic Park semi-hex crawl 
  * Another slew of new monstous denizens
      living under the glowing dome
  * Two new character classes:
   
  > the Cro-Mentalist - a powerfully
   
     psychic Once-man
   
  > the Robo-priest - An empowered
   
     servant of the benevolent
   
     Ultimospark 
  * and much, much more!
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/Crawling Under a Broken Moon, Umerican (DCC)/Crawling Under a Broken Moon Zine/Crawling Under a Broken Moon 015.pdf