TEXT: The Pocket Dimension
  of Moxicotl the Great
  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.
  Written and Illustrated by C. Aaron Kreader  
  Published by Studio 9 Games • © 2019 Studio 9 Inc 
  
  12
  Dwarves can smell the thick gold leaf inlay which by 
  superior craft or magic still sets into the runes. The dwar-
  ven text reads, “The Gold Mine of Dul-Dohm.” Anyone 
  taking the time to carve out the inlay gains 1d100gp + 
  their Luck score. Any thief class or professional craftsman 
  is able to scrape out an added 30gp. This will also make 
  an echoing clamor which alerts the Cai-Men in Area B1, 
  who ready themselves to ambush intruders.
  Area AA2—The Dark Gate: An old archway crosses 
  over the ancient stairs decked with chaotic runes, and 
  various signs and crude symbols for destruction and 
  decay. The graffiti is the work of many hands, or a 
  miasma of despair from a single, insane mind.
  
  25
  Your 
  senses 
  are dulled 
  here.
  No smell, no 
  infravision, 
  no light. Dim 
  sight for:
  30'
  Shadow Realm Character Sheet Reference
  This world
  is ephemeral;
  nothing seems
  real, or  
  substantial
  It is like 
  my world, 
  yet it is 
  not.
  Your 
  Mind  
  Moves 
  You!
  New Movement: 
  (3x Intelligence)
  You feel 
  tired. A 
  nap would 
  be nice.
  Rounds until slumber: 
  (Countdown from 30)
  Who 
  am I?
  Name:
  Weapons found in the Shadow Realm: 
  (Non-magical weapons are reduced to half damage)
  Other items found in the Shadow Realm:
  Notes:
  Discoveries:
  Oddities:
  Magical forces are 
  potent here:
  Divine connection 
  is dull here:
  -2 Spell 
  Check
  +2 Spell 
  Check
  New Spell Check:
  And it is very  
  hard to see . . .
  +1d Hide 
  Check
  New Hide 
  Check die:
  New Spell Check:
  30'
  Shadows are  
  everywhere . . .
  +3 Hide 
  Check
  New Hide 
  Check:
  
  26
  Appendix S: Shadow Realm Laws & Rules
  Allow players to discover these as they explore.
  Crossing over always occurs in the parallel location in the 
  normal world, and vice versa. (See map location to check 
  where PCs enter and exit each realm.)
  Spaces and entities are different. Objects found here dis-
  sipate if brought back to the normal world, but if dropped 
  in the Shadow Realm, they remain where they were left. 
  Magic items or items placed in a dimensional pouch do 
  not dissipate in the normal world.
  Attempts to cross between worlds where the destination 
  contains solid matter results in failure and causes a mild 
  headache (-1 Will save for 1 turn).
  No sense of odor exists in this realm. Dwarves smell no 
  gold, even if it’s under their nose.
  Colors are dim and the world is cold. This realm feels 
  insubstantial and vague. 
  Thoughts move a person, not their body. Movement rates 
  are 3x Int (armor doesn’t affect MV). Round to nearest 5'.
  Excessive time in the Shadow Realm causes fatigue. 
  Durations over 30 rounds cause sleep. This is a perma-
  nent slumber until removed from the Shadow Realm (5% 
  chance per day of being killed by a malevolent force).
  Normal weapons do half damage.
  Magic is potent here. Its flow is pent up in this realm, 
  fresh and underused. Spells by elves and wizards gain a 
  +2 to spell checks. The gods dimly tune to this realm and 
  all clerics suffer a -2 to spell checks.
  Normal flames (torches, lanterns, fires, etc) are instantly 
  snuffed out in this realm. This does not douse fires with 
  magical origins.
  Vision is limited to 30' and infravision yields no effect. It 
  is as if the entire realm is bathed in moonlight—even ar-
  eas of pitch dark in the normal world have a dim moonlit 
  quality here.
  Due to the intense illusory nature of this world, all hide 
  checks are at +3 and get +1d (results in a 1d24 for most 
  thieves and halflings, and a 1d12 for all others). Armor 
  check penalties still apply.
  Handout 1: The Maker’s Glove
  I have found an odd relic of a time long past, made  
  of a material weightless and seeming to be of pure  
  energy. It is in the bearing of a simple glove, yet swells 
  and contracts to abide the size of any hand. It is  
  indestructible under the greatest forces of both magic 
  and might. I suspect it is of divine origin.  
  Another like it, I have yet to find in the known world. 
  It holds otherworldly properties. Ponder the  
  implications, ye that have minds to know . . .
  -While In Our World-
  -If the glove’s white side is showing, it provides  
  60 feet of radiance, which is a remarkable pure  
  sunlight glow. Almost blindingly pure.      
  -If it is reversed to black side, the light fades out. 
  Then, if one puts the glove on, the bearer and everyone 
  in direct physical contact will enter the SHADOW 
  REALM at the spot where you stand.
  -Within the Shadow World-
  -If the glove is on the black side, no special benefit 
  seems to prevail.
  -If it is reversed to the white side, a pure 10 feet of 
  radiant light is emitted. If the light glove is put on, 
  the bearer and everyone in direct physical contact will 
  enter the normal world at the spot where you stand.
  
  27
  Volcanic Lair of Woetalon: Normal World
  
  28
  Range: Self 
   
  Duration: See below (variable)  
  Casting Time: 1 round  
   
  Save: None 
  Manifestation: (1)The caster’s shadow begins to move of its own accord; (2) Snake-like shadows within 10' of the 
  caster move and slide about in hypnotic patterns; (3) A hole in space opens in front of the caster, from which nothing 
  can be seen; (4) Light on the caster appears as darkness and shadow appears as light; (5) A black smoke-like matter 
  flows around the caster.
  General: This virtually unknown 2nd level spell allows a wizard or elf to perform one of two options selected after the 
  spell is cast. Those options include a shadow step to move about in the Shadow Realm, or shadow reach to stash or 
  retrieve goods from the Shadow Realm—making them virtually undiscoverable.
  Misfire: (1) Whatever the caster is holding is thrust into the Shadow Realm; (2) Everything the caster possesses is 
  transfered into the Shadow Realm; (3) The caster must make a DC 17 Fort save or collapse for 1d4 turns.
  Spell Check Results:
  1 
  Fail, corruption and misfire
  2-13 
  Fail, spell lost
  14-15 Reach: For the next 2 rounds, the caster can reach into the Shadow Realm and place a small bag-sized 
  object for hiding, or retrieve a small bag-sized object from hiding. The caster must be in the same location 
  to recover the object. There is a 10% chance that the object is missing when recovered after this day. 
   
  Step: For the next 2 rounds, the caster can enter the Shadow Realm. There is, however, a 50% chance of 
  encountering something dangerous. 
  16-18 Reach: For the next 5 rounds, the caster can reach into the Shadow Realm and place a large chest-sized 
  object for hiding, or retrieve a large chest-sized object from hiding. The caster must be in the same location to 
  (Continued on p30...)
   Appendix S2: Shadow Reach & Step
  2nd Level Spell
  Handout 2: Final Poem 
  By voice and power, beyond place 
  Infused by phlogiston ebon grace 
  Release all potency with this tome 
  And take us to Woetalon’s home.
  Handout 3: Old Dwarven Prayer 
  Go we under stone or rock 
  Give us fortune, grant us shield 
  With your blessing we now give 
  A portion of our golden mother
  
  29
  Cavern Lair of Wurmshade: Shadow Realm
  
  30
   
  recover the object. There is a 5% chance that the object is missing when recovered after this day.
   
  Step: For the next turn, the caster can enter the Shadow Realm. There is, however, a 25% chance of en-
  countering something dangerous. Re-entering or re-exiting the Shadow Realm takes 1 action.
  19-21 Reach: For the next turn, the caster can reach into the Shadow Realm and place a cartload of goods for 
  hiding, or retrieve a cartload of hidden goods. The caster must be in the same location to recover the ob-
  ject. There is a 2% chance that the objects are missing when recovered after this day. 
   
  Step: During this hour, the caster can enter and exit the Shadow Realm. There is, however, a 10% chance 
  of encountering something dangerous. Re-entering or re-exiting the Shadow Realm takes 1 action.
  22-25 Reach: For the next hour, the caster can reach into the Shadow Realm and place a caravan of goods for 
  hiding, or retrieve a caravan-load of hidden goods. The caster must be in the same location to recover the 
  object. There is a 0% chance that the objects are missing when recovered after this day.
   
  Step: During this day, the caster can enter and exit the Shadow Realm. There is, however, a 1% chance of 
  encountering something dangerous. Re-entering or re-exiting the Shadow Realm takes 1 action.
  26-30 Reach: For the next day, the caster can reach into the Shadow Realm and place any amount of goods for 
  hiding, or retrieve any amount of goods from hiding. The caster must be in the same location to recov-
  er the object. There is a 0% chance that the objects are missing when recovered after this day, and a 1% 
  chance that an object of shadow magic will be discovered in this day during a reach. If taken, this item 
  will be tethered to a mighty shadow creature, who now hunts the caster. Add 50% to the probability of 
  item loss or trouble for any future reaching and stepping. 
   
  Step: During this week, the caster can enter and exit the Shadow Realm. There is a 0% chance of encoun-
  tering something dangerous. Re-entering or re-exiting the Shadow Realm takes 1 action. During this time, 
  there is also a +2 to any attempt to invoke patron from the Shadow Realm, as it is highly conducive to 
  magical connection.
  31+ 
  Reach: For the next week, the caster can reach into the Shadow Realm and place any amount of goods 
  for hiding, or retrieve any amount of goods from hiding. The caster must be in the same location to recov-
  er the object. There is a 0% chance that the objects are missing when recovered after this day, and a 5% 
  chance that an object of shadow magic will be discovered in this week during a reach. If taken, this item 
  will be tethered to a mighty shadow creature, who now hunts the caster. Add 25% to the probability of 
  item loss or trouble for any future reaching and stepping. 
   
  Step: During this month, the caster can enter and exit the Shadow Realm. There is a 0% chance of en-
  countering something dangerous. Re-entering or re-exiting the Shadow Realm takes 1 action. During this 
  time there is also a +4 to any invoke patron attempt from the Shadow Realm, as it is highly conducive to 
  magical connection.
  This module was tested by yon foolish mortals: Laura Guichelaar, Jon 
  DeRuiter, David Vreman, Josh Vreman, Jeff DeHeer, Cam Lewis, Jess Koster, 
  Nathan Koster, Trevor Brummel, Josh Stammis, Johnny Cornyn, Brian Beasley, 
  Audrey Cunningham, Adrian Fullmer, Jeremy Pane, and Mike Urbano.
  GMs & Editors: Thorin “Son Ov Thrain” Thompson, Steve Fridsma, Jason Fritz, 
  and Heidi Parsons.
  Visit www.studio9inc.com for more games & check out our PDF RPG materials at drivethrurpg.com
  Written and Illustrated by:
  C. Aaron Kreader 
   
  Publisher:  
  © 2018 Studio 9 Games
  30
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/Reckoning of the Gods, Into the Shadow Realm (DCC)/Reckoning of the Gods, Into the Shadow Realm Handouts and Maps.pdf