TEXT: 1 
  By Daniel Bishop 
  A DCC RPG funnel adventure suitable for 12—-16 0—-level cave—
  dwelling characters  
  
  2 
  j
  g 
  I 
   
   
  h 
  F 
  g 
   
   
  The Tribe of Ogg and the Gift of Suss is © Daniel J. Bishop, 
  2015, All Rights Reserved.  
  For more information about other works by Daniel Bishop, visit 
  his website: http://ravencrowking.blogspot.com/ 
  Lead Designer: Daniel J. Bishop 
  Writers: Daniel J. Bishop 
  Cave painting-style drawings are from the Cave Paintings font 
  (Michelle Dixon) and Fonts of Africa by Peter Slingsby. Used with 
  permission. Title font is the Rock Art font by Jester’s Fonts. 
  Other art in this document is copyright free clipart. Enjoy!  
  Cartography: Paul Wolfe 
  Layout: Paul Wolfe 
  Editors: Paul Wolfe, Daniel J. Bishop 
  Playtesters: Brenda Wolfe, Nikolaus Wolfe, Soriah Esquivel, 
  Cody Mazza, Jesse Wolfe, Nico Mazza, 
  Illustration on Page 18 Copyright © 2013 Steve Miller 
  This product is based on the Dungeon Crawl Classics Role 
  Playing Game published by Goodman Games. This product is 
  offered free of charge and is not published under license. 
  Dungeon Crawl Classics and DCC RPG are trademarks of 
  Goodman Game, All rights reserved.  
  For additional information, visit www.goodman-games.com or 
  contact info@goodman-games.com.  
  credits 
  l 
  
  3 
   
   
  Flush with excitement with my newest love, Dungeon Crawl 
  Classics, I began to purchase and read as many Appendix N 
  titles and authors as possible. This included the early works of 
  Robert E. Howard and Edgar Rice Burroughs’ The Eternal 
  Savage, Caspek, and Pellucidar novels (longtime favorite 
  authors in any event). When I discovered the Manly Wade 
  Wellman “Hok the Mighty” cycle, it became perfectly clear that 
  DCC needed an adventure about cavemen. 
  This was in those earliest of days, when I had one or two 
  adventures out via Purple Duck Games, was asked to submit to 
  Mystic Bull’s In the Prison of the Squid Sorcerer, and had several 
  patrons under my belt due to Dragon Hoard’s Angels, Daemons, 
  & Beings Between. In fact, the adventure was first mentioned on 
  the Goodman Games forums on 2 October 2012, described as “a 
  0-level funnel where the PCs are cave dwellers who investigate a 
  crashed spaceship…. an intentional nod to Manley Wade 
  Wellman's Hok the Mighty stories, as well as Edgar Rice 
  Burrough's [sic] Pellucidar and Caspak novels and The Eternal 
  Lover, with just a dash of Andre Norton.” 
  Funding for In the Prison of the Squid Sorcerer fell through, but 
  Mystic Bull’s Paul Wolfe and I decided to plow ahead with the 
  project. It was well on its way to completion when Goodman 
  Games announced Michael Curtis’ excellent adventure, Frozen 
  in Time. Discussions with Joseph Goodman put our project on 
  hold – itself frozen in time! – until now. 
  A complete guide to creating prehistoric characters is found in 
  Appendix 1, with additional materials in further appendixes. If 
  the judge prefers, an alternate method for creating primitive 
  characters can be found in Frozen in Time (Goodman Games); 
  judges should note that the method in Frozen in Time produces 
  more “advanced” primitives than the method in The Tribe of Ogg 
  and the Gift of Suss. Frozen in Time produces Neolithic people 
  who have contact with more advanced societies; the method in 
  this module is firmly fantasy Old Stone Age. Clever judges can 
  easily find ways to use both modules as compliments to each 
  other.  
  f 
  Q 
  t 
  U 
  introduction 
  
  4 
   
   
  Suss, the Bright One, has sent a gift to the Tribe of Ogg – with a 
  great screaming cry, a shard of the sun has splintered off and 
  come hurling to the earth north of the Dread Forest. There it 
  landed with a noise like many thunderbolts, making the earth 
  shake like a horse shivering flies from its skin. For three days 
  and three nights, there was a great light and a smoke. Then the 
  bravest of the Tribe of Ogg came forth to determine just what 
  Suss had sent. The characters are this party of brave cave-
  dwellers. 
  The adventure is divided into three broad sections. In the first 
  section, The Hunting Plain, the cave dwellers travel across a 
  wide plain toward the Dread Forest. The second section, The 
  Dread Forest, deals with their encounters crossing that expanse 
  of dark woodland. Finally, in The Gift of Suss, they explore a 
  crashed spaceship and, perhaps, find a way into another world 
  through a gate made by its failing hyperdrive. 
  At the end of this adventure, players are rewarded with 
  surviving characters which are unique in the campaign world. 
  Until, of course, the judge creates a new cave-dweller funnel – 
  perhaps in a “Lost World” area or at the hollow center of the 
  campaign world!  
  Adventure summary 
  l
  m
  v 
  x 
  
  5 
   
   
  During the long era before the dawn of history, the Tribe of Ogg 
  lived in warm, dry caves. To the south, the great water was a 
  source of fish and mussels. To the north, there ranged a wide 
  plain, upon which horses, deer, and the great aurochs dwelt in 
  teeming numbers. Beyond the plain, the Dread Forest was a place 
  of fear. There dwell other, sub-human hominids that eat the flesh 
  of men, as well as all of the creatures that darkness, superstition, 
  and primitive minds can devise. 
  You are members of the Tribe of Ogg, and into that wood you 
  must go. 
  Three days ago, a splinter of the sun fell to earth with a great 
  howl and a wind. It smote the land with a sound of many 
  thunders. The earth jumped and shook. Fire burned bright from 
  where it fell, and great clouds of smoke made the place visible 
  from the caves. Three nights and three days, the sun-splinter 
  burned where it had fallen, within the Dread Forest. 
  Then Sev, the shaman, spoke. This sun-splinter was surely a Gift 
  from Suss, the Bright One, Who Dwells in the Sky and Lights the 
  Day. It was Sev’s word that Suss surely made the Gift fall where 
  He did so that only the brave could claim it. Therefore, a party of 
  those who would be thought mighty has assembled to seek the 
  Gift of Suss.  
  Your group is that party. You begin at the edge of the great plain, 
  where the hunters seek their game. The end of your quest is still 
  marked by a thin finger of smoke, away north, within the borders 
  of the Dread Forest. Your fellows cheer you on, but even Old Ogg, 
  called Ogg the Strong in the days of his youth, will not step 
  beneath the shadow of that dark wood. 
  Adventure start 
  q 
  s 
  z 
  a 
  
  6 
   
   
  The characters in this adventure are cave dwellers of the Old 
  Stone Age. One thing that might help your players get into the 
  mood is to enforce a rule that they can only use one-syllable 
  words to speak to each other, at least until they encounter Ussa
  -La at Area 2-7 or the Gift of Suss itself.  
  One way to enforce this is to dock 1 point of Luck per extra 
  syllable uttered (the player can decide which of his 0-level crew 
  the Luck comes from). Once a player has spent Luck for his 
  characters to know a polysyllabic word, they can use that word 
  without spending any more Luck. 
  When the PCs’ minds expand, and the characters can start 
  speaking like the people playing them usually do, it will feel like 
  a true gift! 
  l 
  m 
  v 
  x 
  Running Cavefolk 
   
   
  This section consists of three brief “warm-up” encounters. They 
  help set the scene, reinforcing the prehistoric fauna of the 
  adventure. The first encounter also foreshadows the strangeness 
  that is to come.  
  It is assumed that the characters make their way directly across 
  the plain toward the Gift of Suss. If they meander, the judge 
  may include additional encounters, and/or have the characters 
  bypass the listed encounters, as desired. 
  As you cross the great plain, 
  you can see a jumbled pile of 
  rocks off to the west. As you glance in that direction, you can see 
  a cave lion dragging something towards the rocky mound. From 
  the way it is moving, your sharp eyes can tell that it is wounded. 
  The jumbled pile of stones has formed a break-down cave, filled 
  with hundreds of bones, which is the den of this cave lion. The 
  cave lion discovered a wounded survivor from the Gift of Suss 
  wandering upon the plain. Although the lion slew the survivor, 
  The Hunting Plain 
  1—1 The Cave Lion Prize 
  v 
  
  7 
  he was himself wounded in the process with an energy weapon, 
  and is dying from internal injuries. It is still willing and able to 
  fight, however – it knows that it is dying, and will not flee an 
  encounter. 
  If the PCs are able to defeat the cave lion, they will gain an early 
  opportunity to examine one of the aliens from the Gift of Suss – 
  a reddish humanoid wearing ragged clothing made of unfamiliar 
  silvery hides (synthetic textiles). It has a high forehead and 
  enormous 
  golden 
  lidless 
  eyes. Each hand has 
  seven fingers, including 
  two opposable thumbs, 
  and each booted foot 
  has six toes. It has a 
  belt and holster (a small 
  leather bag of some sort, 
  with 
  a 
  large 
  and 
  obvious hole in the bottom), but the energy weapon it once bore 
  has been lost upon the plain. 
  It takes more than a 
  day to cross the great 
  plain. You are able to 
  find an area where there is clean water to camp. Tracks in the 
  mud show that many creatures of the plains make use of this 
  watering hole – aurochs, great deer, cave lions, and even the 
  mighty mammoth. There are a few trees for shelter far enough 
  back from the water that they have not been trampled, but close 
  enough to reach the moisture with their roots. 
  Let the group determine how they will fortify their position, if 
  they will light a fire (there is enough deadfall for a modest one), 
  and what watches they will post, if any.  
  At about 2:00 in the morning, a pack of six hyaenodons 
  approaches their campsite. If the group has a fire going, the 
  hyaenodons spend 1d7+2 rounds around the periphery of the 
  light, building up their courage before attacking. The judge must 
  determine the effects of other precautions accordingly. If the 
  group has taken no precautions, they awake to a rude surprise 
  indeed, as they are attacked in their sleep!  
  A hyaenodon is a wolf-like creature, predator and scavenger, 
  that lives on the great plain. These resemble modern hyenas 
  q 
  s 
  z 
  a 
  1—2 night of the hyaenodons 
   
  Init +5; Atk bite +3 melee (1d8) or claw +1 
  melee (1d4); AC 10; HD 5d6; hp 8; MV 40’; 
  Act 2d20; SV Fort –4, Ref –2, Will +4; AL 
  N. These statistics represent the cave lion 
  in its current condition. 
  Dying cave lion 
  
  8 
  standing 4’ tall at the shoulder, with enormously powerful jaws 
  and neck muscles. If a hyaenodon succeeds in a bite attack, it 
  does not let go, but instead pulls its victim off to kill and devour 
  at its leisure. It requires a DC 14 Strength check to prevent the 
  animal from pulling its victim away, and a DC 20 Strength 
  check to actually get free from the locked jaws. 
  If the hyaenodons succeed in getting at least three victims away 
  before being driven off, they will return every 1d3 hours until 
  8:00, seeking more victims. The hyaenodons are quite capable of 
  smelling out their prey, so changing camp sites is of no benefit. 
  The sun rises at 7:30, so there is a chance that the party will be 
  on the move when the last attack occurs. They can be driven off 
  by failing a Morale check when the first is slain, when more than 
  half their number are slain, or when successfully attacked using 
  fire. 
  The judge may grant 
  experience for a single 
  encounter, 
  or 
  for 
  a 
  group of encounters (in 
  the 
  case 
  of 
  multiple 
  hyaenodon raids) as he 
  or she sees fit. Depending upon the precautions that the party 
  takes, this encounter may well result in a TPK. If so, so be it; the 
  judge is encouraged to play the hyaenodons as the remorseless 
  killers that they are. Appendix N cave dwellers live in a brutal, 
  dangerous world. In the case of a TPK, the judge can simply 
  restart the adventure at Encounter 1-3. 
  If all but one of the hyaenodons is slain, that one will trail after 
  the remaining PCs – if not attacked, and if fed, it can be 
  befriended by one of the PCs as a sort of special “pet”. If there is 
  more than one PC that might gain this honor, the hyaenodon 
  befriends the one with the highest Luck score. 
  You are perhaps an hour away 
  from the Dread Forest when you 
  see another group of cave dwellers, heading in the same direction 
  as you are. They are about 100 yards away. From their look, they 
  are of the Tribe of Koh, which worships Tahor the Thunderer, Lord 
  of Lightnings – a people that you are sometimes in conflict with, 
  and sometimes at peace. 
  These people are also investigating the Gift of Suss…although 
  1—3 people of koh 
   
  Init +4; Atk bite +2 melee (1d5); AC 10; HD 
  2d8; hp 14, 10, 8, 8, 7, 7; MV 40’; Act 
  1d20; SP grip and drag; SV Fort +3, Ref 
  +1, Will +2; AL N.  
  Six Hyaenodons 
  A 
   
   
  D 
   
  F 
   
  v 
   
  
  9 
  they call it the Gift of Tahor. If the PCs have suffered attrition 
  already, the number of cave dwellers here is exactly that needed 
  to bolster their ranks. If not, there are 8 cave dwellers of the 
  People of Koh. 
  Using these cave dwellers as extra PCs is, of course, dependent 
  upon peaceful relations between the Tribes of Ogg and Koh. 
  Unless the PCs attack, friendly relations certainly occur. If the 
  PCs do decide to attack the People of Koh, or they need no 
  replacement PCs, use the following statistics for the combat; 
  otherwise, let the players generate these characters as 
  individuals. Each member of the Tribe of Koh that is slain has 
  one piece of random equipment. 
  If friendly relations occur, but the players need no replacement 
  PCs, the Tribe of Koh also enters the Dread Forest in search of 
  the Gift. The judge has three options here, and should select the 
  one which best meets the needs of his or her game. The judge 
  may also roll randomly to determine what occurs, or use 
  portions of each option in whatever mix he or she deems most 
  suitable. 
  Option 1: The party from Tribe of Koh wanders elsewhere, and is 
  never seen again (alive) by the PCs. The judge may choose to 
  sprinkle dead members of this party in other encounter areas, to 
  indicate what happened to them. 
  Option 2: The party from the Tribe of Koh wanders elsewhere, 
  but meets the PCs again later. The remaining Koh tribesmen can 
  be used as replacement PCs. 
  Option 3: The party from the Tribe of Koh beats the PCs to the 
  Gift, or arrives right after them, and fights them for possession 
  of the crashed spaceship in the name of their god. 
   
  
  10 
   
   
  The Dread Forest lies in a declivity beyond the plain. As you 
  scramble down the slope, the air gets warmer and thicker. The 
  trees are covered in vines, and brightly-colored birds flit from 
  branch to branch. There is a great deal of fruit in the trees, but 
  they do not look easy to climb despite the draping vines. 
  Everything here is very different than the lands of Ogg, and you 
  discover that you cannot see very far among the trees, nor does 
  any path move in a straight line. 
  Once within the Dread Forest, characters can no longer see the 
  line of smoke that shows where the Gift of Suss lies. They only 
  know that it is generally north of the location where they 
  entered. The forest is a maze of twisting pathways, and where 
  the characters choose to go determines what they encounter.  
  Climbing the trees is hazardous, although only a DC 10 Climb 
  check is required. This is because there is a 1 in 3 chance that 
  the vines in the tree climbed have a unique property that 
  hinders climbing in some way. Roll 1d6 and consult the 
  following chart. If a climber falls, the first 10’ do not count 
  towards distance fallen as leaf mould absorbs some of the 
  impact of landing. 
  The dread forest 
  1 
  Ants: The vines are hollow, and are home to a colony of stinging ants. When 
  the character has climbed 1d12 feet, the vines come alive behind him, caus-
  ing 1 point of damage to a random physical ability each round that the 
  character remains in the tree. Further Climb checks are DC 20. 
  2 
  Thorns: The vines have hidden thorns, which increase the difficulty of 
  climbing to DC 15. 
  3 
  Poisonous Thorns: The vines have hidden thorns, as above, but they also 
  exude a paralytic poison. The climber must make a DC 5 Fort save for every 
  5’ climbed, or lose control of his muscles and fall. Paralysis lasts 1d7 
  4 
  Sticky Vines: The vine oozes a sticky sap that may capture a creature 
  climbing within them. Every 5’, the climber must make a Strength check. 
  This starts at DC 5, but the DC increases by 2 for every 5’ climbed, as the 
  effects of the sap accumulate. If the check fails, the climber is stuck in 
  place, and the DC increases by 5 to get free. Failure by 5 or more indicates 
  that the climber cannot get free without help. Tendrils from the vines then 
  5 
  Ribbon Snake: A poisonous serpent hides among the vines. It has a 5 in 6 
  chance of gaining surprise. Init +4; Atk bite +2 melee (1 plus poison); AC 7; 
  HD 1 hp; MV 30’; Act 1d20; SP poison (Fort DC 12 or die); SV Fort –4, Ref 
  +3, Will +0; AL N. 
  Vine hazard 
  1d6 
  h 
   
  L” 
   
  F 
  
  11 
  It is not expected than any group has more than a few of the 
  listed encounters, but a group that thoroughly explores the 
  Dread Forest encounter areas is likely to be 1st level by the time 
  the Gift of Suss is discovered, if they manage to survive. This in 
  turn will aid in the survivability of the last section. 
  If characters choose to leave the paths, they move at only one 
  quarter their normal speed through the thick underbrush and 
  dense forest. If they come near an encounter area, any creatures 
  listed therein can move toward them. Creatures used to the 
  forest move at half speed or full speed therein, depending upon 
  their nature and the judge’s discretion. In addition, the judge 
  may roll 1d12 for every hour spent off the trail, and consult the 
  following chart. 
  1-6 
  No encounter 
  7-8 
  Game Trail: A game trail is discovered that leads directly 
  to the nearest path from the next closest path; PCs can 
  move at half speed along this trail. It is made by (1-4) wild 
  pigs, (5-6) deer, or (7) something even the hunters cannot 
  identify. 
  9 
  1d3 Wild pigs: Init +2; Atk bite +0 melee (1d4); AC 8; HD 
  1d6; hp 4 each; MV 40’; Act 1d20; SP fight for 1d3 rounds 
  after slain; SV Fort +4, Ref +0, Will +3; AL N. Wild pigs are 
  aggressive, and will fight as often as they will flee. 
  10 
  1d3+1 Deer: Init +4; Atk antlers +0 melee (1d3) or hooves 
  +1 melee (1); AC 9; HD 1d8; hp 5 each; MV 50’; Act 1d16; 
  SV Fort +1, Ref +4, Will -3; AL N. Deer are shy, and are 
  easily panicked into flight. 
  11 
  1 Wild Cat: Init +2; Atk bite +2 melee (1d6) or claws +3 
  melee (1d2); AC 11; HD 3d6; hp 9; MV 40’; or swim 40’; Act 
  2d20; SP surprise 4 in 6; SV Fort +2, Ref +6, Will +2; AL N. 
  This wild cat is a small relative of the smilodon, about the 
  size of a lynx. If it is slain, it cannot be encountered again. 
  12 
  1 Giant Constrictor Serpent: Init +4; Atk bite +10 melee 
  (1d6 + constrict); AC 18; HD 5d8; hp 22; MV 30’; Act 1d20; 
  SP constriction 1d6; SV Fort +6, Ref +3, Will +2; AL N. 
  Once located, this snake does not move far, especially if it 
  has eaten someone. If left alone after it has fed, it will leave 
  others alone as well. If it is slain, it cannot be encountered 
  again. 
  Random encounter 
  1d12 
  L
  , 
  X 
  
  12 
  There are two 
  forms of sub-
  humans 
  that 
  inhabit the Dread Forest.  
  The gnarl-gnarls are short, being 
  roughly 4 feet high, squat, and 
  muscular. Their bodies are covered with thick orange-brown fur, 
  and they do not wear clothing. Their canines are pronounced, 
  and they eat their own dead, and whatever else they can capture 
  – including other humanoids. They have a language of their 
  own, and the sound of it is where their name comes from. 
  The ooloi are even shorter, being 
  of halfling size, with long arms 
  and legs, and having prehensile tails. They have a light golden-
  brown fur, and are tree-dwellers, being able to brachiate with 
  ease among the lofty forest giants – they automatically recognize 
  and avoid the hazards of the vine. The ooloi make platforms and 
  nests very high in the branches, where they are safe from the 
  gnarl-gnarls and the Father of Pigs, if not all predators of the 
  forest. They live in dread of these creatures. The ooloi can speak 
  t
  h
  e 
  c o m m o n 
  language 
  of 
  the 
  cavemen, 
  h a v i n g 
  observed it in the past, and can translate the language of the 
  gnarl-gnarls as well.  
  Gnarl—Gnarls 
  The forest subhumans 
  ooloi 
  If the party suffers heavy attrition, the judge may allow ooloi to 
  bolster their ranks. Appendix 2 describes how to make ooloi 
  characters, and gives the complete class progression for the 
  ooloi. 
   
   
   
   
  
  13 
   
  You hear a grunting noise 
  as the path twists ahead 
  of you. (Pause and allow the players to declare actions.) As you 
  come around the corner, you see what must surely be the largest 
  boar in existence – nearly as tall as a man and maybe twice as 
  heavy. Its back bristles with coarse fur, and its enormous tusks 
  nearly hide its tiny red eyes. It is rooting 
  about the body of what appears to be a 
  human or humanoid body. 
  The Dread Forest is home to the Father 
  of Pigs, an enormous boar that stands 
  shoulder-high on a man and weighs 
  500 lbs. It terrorizes the subhuman 
  creatures of the forest. If the PCs 
  manage to slay the beast, the ooloi will 
  regard them as heroes. If the PCs manage to drive off or 
  otherwise escape the beast 
  without killing it, the judge 
  should have the Father of 
  Pigs 
  attack 
  them 
  at 
  random times throughout 
  the adventure until it is 
  slain. 
  The creature that the Father of Pigs is consuming is one of the 
  gnarl-gnarls. A club lies in the underbrush nearby, and is easily 
  found if the PCs search the area. Examination of the Father of 
  Pigs after it is slain shows hundreds of scars and dozens of 
  broken fire-hardened slender wooden spear points embedded in 
  its hide (ooloi javelins). 
  Suddenly, six humanoid 
  figures crash out of the 
  brush 
  – 
  brown-orange 
  furred sub-humans shorter than true men, but with burly chests 
  and knotted muscles visible even through their thick fur. Their 
  skulls are thick and low-
  browed. 
  They 
  brandish 
  clubs, but seem to own 
  nothing else. From their 
  fanged mouths come the 
  Encounters in the dread forest 
  2—1 the father of pigs 
   
  Init +4; Atk bite +2 melee (1d6); AC 12; HD 
  4d6; hp 12; MV 40’; Act 2d20; SP fight for 
  1d5 rounds after slain; SV Fort +8, Ref +2, 
  Will +6; AL N.  
  Father of pigs 
   
  Init +4; Atk bite +2 melee (1d6); AC 12; HD 
  4d6; hp 12; MV 40’; Act 2d20; SP fight for 
  1d5 rounds after slain; SV Fort +8, Ref +2, 
  Will +6; AL N.  
  Father of pigs 
   
  Init –1; Atk club +0 melee (1d4+2); AC 11; 
  HD 1d8+2; hp 6, 5, 5, 4, 4; MV 30’; Act 
  1d20; SV Fort +2, Ref +1, Will -2; AL C. 
  Six Gnarl—gnarl scouts 
  2—2 gnarl—gnarl Attack 
  / 
  
  14 
  sounds of speech, but not true speech – they seem to be saying 
  “gnarl gnarl gnarl”. 
  These gnarl-gnarl scouts attack by surprise, unless the 
  character with the highest Luck manages to roll 1d20 under his 
  Luck. They burst through the bushes, intent on capturing PCs 
  to eat. They cannot be negotiated with, but they can be 
  frightened off through attrition – when half their number are 
  killed, the remainder flee (dropping their clubs 50% of the time). 
  From up above you, you see 
  a flash of a golden-brown 
  body – it seems to be a monkey half the size of a man. As it turns 
  its almost human-looking face towards you, you realize that it is 
  not alone. There are perhaps a dozen of the creatures moving 
  through the trees. Their bodies are half-hidden by the foliage as 
  they move, but you catch enough glimpses to realize that they are 
  armed with some form of short, light spear! Clearly, they are 
  creatures of some intelligence. 
  These creatures are ooloi. Depending upon how the PCs deal 
  with the ooloi in their first encounter, the ooloi may be of great 
  help, or be banes to the PCs’ further exploration. The ooloi know 
  the Forest of Dread very well, although they do not use the 
  surface routes enough to know which leads most directly to the 
  Gift of Suss.  
  If the PCs make a show a friendship, the ooloi can warn them of 
  the dangers of the forest. Because they are most careful about 
  them, they will warn first about the Father of Pigs and the gnarl-
  gnarls. Other dangers are transient, or so often and easily dealt 
  with by the arboreal ooloi, that they will not immediately think 
  of them unless specifically asked. 
  They describe the Gift as “A great stone that fell from the sky’s 
  blue dome, shining like a piece of the sun….It fell to the north, 
  shaking all the 
  w o o d ,  
  a n d 
  burned 
  for 
  a 
  time like a tree 
  struck by lightning. We do not go there now, for the trees have 
  all fallen down, and the paths through their branches are no 
  more.” 
  If the PCs are hostile to the ooloi, or indifferent, but do not 
  engage in combat, the creatures follow their movements from up 
  2—3 faces in the trees 
  So long as the ooloi remain friendly to the PCs, the 
  judge may allow players to use ooloi as replacement 
  characters. See Appendix 2 for more information. 
  L 
   
  z 
   
  !@ 
  
  15 
  in the trees for some time before moving off. If they observe the 
  PCs slaying the Father of Pigs or gnarl-gnarls, the ooloi may 
  make friendly overtures. 
  If 
  the 
  PCs 
  actually 
  attack the ooloi, each of 
  the ooloi will cast its 
  javelin, and then flee 
  into the upper trees. 
  Thereafter, 
  the 
  judge 
  may have 1d3 javelin 
  attacks occur at any moment he chooses, and there is a 1 in 10 
  chance of such an attack occurring during any other encounter 
  in the forest. Once they have made their attacks, the ooloi 
  disappear into the forest….until the next attack. 
  The judge should carefully consider attempts by the PCs to 
  make amends if they attack the ooloi. If no ooloi are killed, 
  making them neutral should not be overly difficult. If ooloi are 
  slain, though, they are implacable until the actual killers also 
  feed the roots of the trees. 
  Three lizards 
  crouch on a 
  high branch. They leap down toward you, spreading leathery 
  wings to a four-foot span, and screeching through long pointed 
  beaks. Their long tails whip like grass in the wind, each tail 
  ending in a diamond-like growth of flesh. 
  In real life, no pterodactyls survived to encounter human beings, 
  but this is a staple of Appendix N fiction regarding cave dwellers. 
  These three creatures are dimorphodon-type pterosaurs, and 
  their mouths are alive with 
  sharp needle-like teeth. 
  Perhaps they are the 
  last survivors from a 
  p o p u l a t i o n  
  t h a t 
  endured 
  through 
  the 
  ages, or perhaps they were brought forward by 
  the Gift’s malfunctioning hyperdrive. Either 
  way, they attack the PCs furiously.  
   
  Init +2; Atk javelin +0 melee or ranged 
  (1d6); AC 10; HD 1d4; hp 3 each; MV 20’ 
  or climb 30’; Act 1d20; SP Brachiate; SV 
  Fort +0, Ref +0, Will +0; AL N. 
  Twelve ooloi 
  2—4 survivors of a long—past age 
   
  Init +3; Atk bite +0 melee (1d3); AC 12; HD 
  1d6; hp 6, 4, 3; MV 10’ or fly 40’; Act 
  1d20; SV Fort –2, Ref +1, Will –4; AL N. 
  Three dimorphodons 
  f 
  
  16 
  If any is slain, roll a morale check for the others. There is a 1 in 
  6 chances that survivors will return if a wounded character is 
  left unattended. 
  A creature appears on 
  the trail ahead of you 
  unlike anything you have ever seen – six-legged, sharp clawed, 
  and possessing eight compound eyes. Its jaws slaver with thick, 
  ropy saliva over sharp tooth-like ridges in a parrot-like beak. It is 
  larger than a cave lion, though sorely wounded and dragging its 
  two rearward legs on the left side. Its hairless purple skin is 
  burned in places down to the muscle, and its flanks are clotted 
  with cracked sores seeping green blood and yellow pus. A jagged 
  piece of metal is embedded in its left flank. 
  This 
  creature 
  is 
  an 
  alien 
  “hound” – a semi-feral 
  creature 
  used 
  by 
  the 
  aliens that crashed on 
  the Gift of Suss. It was 
  wounded and burned in 
  the crash, and escaped 
  into the forest. It has no 
  fear of death, and attacks 
  until slain if the PCs take 
  hostile action. If they do not, it turns and drags itself into the 
  brush to die. 
  Some players may attempt to heal the “hound”. This is very 
  much in keeping with Appendix N fiction, and should be 
  rewarded if the PCs can figure out a way to overcome the 
  problems at hand. First, the creature must be convinced that 
  the PCs are not hostile – it is an alien being, and this is more 
  difficult than merely offering it some food – or preventing it from 
  attacking while they work. Some of the vine hazards, if known, 
  may be of aid here. Second, they must remove the jagged chunk 
  of metal. Doing this without causing an additional 2d6 damage 
  requires a skill check at DC 10, and only a shaman’s assistant 
  is considered to be trained. Finally, they must find a way to heal 
  the creature. Depending upon the events up to this point, one or 
  more characters might have received the XP needed to become a 
  level 1 Cleric. Even if this is the case, the creature is considered 
  to be “opposed” for all lay on hands checks due to its alien 
  nature. 
  2—5 being from another world 
   
  Init +4; Atk bite +3 melee (1d8) or claw +6 
  melee (1d4); AC 12; HD 6d8; hp 30 
  (currently 8); MV 50’ (currently 20’); Act 
  2d20; SP excellent sense of smell, all-
  around vision, infravision 60’; SV Fort +4 
  (currently +0), Ref +2 (currently –4), Will 
  +4; AL N. 
  Wounded jarnath 
   
  m 
   
   
  
  17 
  If the players discover a way around these problems, and are 
  able to save the alien “hound”, they should be rewarded by 
  having it become their companion. They will have earned it! If 
  left on its own, the creature loses 1d3 hp every hour until it is 
  dead. 
  The alien name for the “hound” is a “jarnath”. 
  As the characters approach this location, they can smell 
  woodfires. If they approach cautiously, they can spy upon the 
  gnarl-gnarls without being seen, as the creatures are intent 
  upon their feast. If they simply blunder in, the gnarl-gnarls will 
  not pursue survivors far, and those who fall are added to the 
  feast. 
  The forest before you 
  opens 
  into 
  a 
  large 
  clearing, wherein several great cooking fires are being used to 
  roast meat on spits. You can see that human-like beings are being 
  roasted, but there is something not quite human about them. A 
  heap of silvery skins lies near one of the fires. A heap of reddish-
  skinned man-things lies stripped not far away, ready for the fires. 
  The feasters and the cooks are short, squat, and covered with 
  orange-brown fur. There are at least fifty of them. 
  The 
  gnarl-gnarls 
  are 
  feasting here upon the 
  aliens that crashed in 
  the Gift. There are 54 of 
  the subhuman creatures 
  here, but they are intent 
  upon their feast, and have posted no sentries. Wise players will 
  not seek to engage them. Each of the gnarl-gnarls is armed with 
  a club. There are a dozen aliens here for the feast, and a dozen 
  silvery jumpsuits in various damaged states are the only 
  treasure. 
  Your 
  eye 
  is 
  caught 
  by 
  a 
  flash of silver in the bushes. Crouching there is a woman with 
  bright crimson skin and dark hair. A small bent silver stick is in 
  her hand. 
  This is Ussa-La of Umbaros, the First Officer of the Solar 
  Bequest, and daughter of the Padusar of the City of Visaba of 
  the Green Canals. She has crimson skin, lidless golden eyes, 
  2—6 feasting gnarl—gnarls 
   
  Init –2; Atk club +0 melee (1d4+2); AC 10; 
  HD 1d8+2; hp 4 each; MV 30’; Act 1d20; 
  SV Fort +2, Ref +0, Will -3; AL C. 
  Fifty—-four gnarl—gnarls 
  2—7 Woman from another world 
   
   
  
  18 
  black hair, and seven digits on her hands 
  (with two opposable thumbs on each 
  hand). She has six toes on each foot. 
  Despite her physical differences from 
  stock humans, she is a very beautiful 
  woman.  
  Ussa-La wears a jumpsuit made of a 
  silvery synthetic material and carries a 
  stunner. A stunner is a pistol-like 
  weapon that shoots a greenish-white ray 
  up to 30 feet, bypassing armour (but not 
  AC bonuses due to shield or agility). A 
  creature hit must make a DC 15 Fort 
  save or be stunned and helpless for 
  1d6+6 minutes. This is a 
  powerful 
  weapon, 
  but 
  there 
  is 
  only 
  enough 
  charge remaining for 10 
  shots before the stunner 
  is depleted. A character 
  who 
  examines 
  the 
  stunner for the first time, 
  without instruction, must 
  succeed 
  in 
  a 
  DC 
  5 
  Intelligence 
  check 
  or 
  shoot him or herself. 
  Ussa-La is capable of generating a minor telepathic field that 
  allows her to swiftly learn the languages of those she is in 
  physical contact with. In return, those who share her mind for 
  this brief period gain a mental image of Umbaros – a lush world 
  of strange creatures, flying craft, and shining cities. They see the 
  Palace of the Padusar in the City of Green Canals, whereupon 
  lazy pleasure barges sail, and know that to this city the wealth 
  of many star systems comes. Yet the Umbarosians are not mere 
   
  Init +1; Atk dagger +0 (dmg 1d4) or 
  stunner +1 ranged (bypasses armor [but 
  not shields or agility]; DC 15 Fort save or 
  be stunned and helpless for 1d6+6 
  minutes; 10 shots remaining); AC 11; HD 
  1d6+1; hp5; MV 30’; Act 1d20; SP thief 
  skills as lvl 1 Lawful thief, telepathic field, 
  stunner; SV Fort +1, Ref +2, Will +2; AL L. 
  See Appendix 6. 
  Ussa—La, Space princess 
  Appendix 6 is a character sheet for Ussa-La, in the event that 
  the judge wishes to allow her to be played as a PC. Apart from 
  her physical differences, and her telepathic aptitude for 
  languages, she is considered to be human. If more than one 
  player wishes to take the role of Ussa-La, it is recommended 
  that the judge allow a high roll of the dice to decide – all 
  interested parties roll 2d6, rerolling ties, until a winner emerges. 
  
  19 
  technicians or merchants – although the Solar Bequest was on a 
  peaceful mission of exploration, warriors are honoured upon the 
  distant world from which Ussa-La has come. 
  Ussa-La is a potential boon for the PCs. She knows the general 
  layout of the Solar Bequest, and can sketch it out for the PCs. 
  She comprehends the problem with the hyperdrive, and can 
  explain it to the PCs after experiencing the first interdimensional 
  wave. She is also aware of how many of the various devices 
  found aboard the starship work. Although Ussa-La came from 
  the Gift, she has become lost in the woods, and does not know 
  the fastest route to it. 
  From the blue sky, there is a 
  peal of thunder, and a great 
  dead tree is struck by a bolt from the heavens. Amber arcs of 
  electricity run crackling along its branches, and up and down its 
  trunk. They grow dimmer, flickering in and out of sight, before 
  they fade away entirely. Seconds later, the old wood explodes 
  into shards as numerous as the stars in the sky. 
  Is this caused by the instability of the Gift’s hyperdrive, or is it a 
  sign from Tahor the Thunderer? None can say, but those who 
  have already pledged themselves to the worship of Tahor gain a 
  permanent +1 bonus to Luck for witnessing the sight. 
  1d5 minutes after the lightning strikes, a party of six gnarl-
  gnarls arrives to investigate. If the PCs are still here, they will 
  attack. If not, they will pick up the PC’s trail,  
  As the path comes out of a 
  turn, you see ahead of you a 
  breath-taking sight. A swath of forest, 100 yards across and 
  nearly a mile long has been broken, flattened, and burned by the 
  power of the Gift, some object that Suss threw from the sky. The 
  edges of the clearing are still smoldering from Suss’s mighty 
  heat…in some places, there are still open flames. In the distance, 
  you can see a crater in which something large glints brightly in 
  the sun – surely this is the Gift itself! 
  Those who have already pledged themselves to the worship of 
  Suss gain a permanent +1 bonus to Luck for witnessing this 
  awesome display of the Bright One’s power. In addition, they 
  permanently gain +1 hit point. 
  When the PCs are half-way to the Gift of Suss, a large group of 
  gnarl-gnarls emerges from the trail behind them. These sub-
  2—8 The sign of tahor 
  2—9 The sign of Suss 
  
  20 
  humans are intended as a driving force, ensuring that the PCs 
  enter the Gift and explore it. The characters are in little actual 
  danger unless they turn and fight. If the PCs have ranged 
  weapons, there is nothing wrong with letting them pick off a 
  gnarl-gnarl or two, but if large numbers of gnarl-gnarls are 
  killed in this manner, the judge may have other groups of 2d10 
  gnarl-gnarls appear at the treeline from any direction.  
  Although the goal is to drive the PCs to the final section of the 
  adventure, rather than to kill them, foolishness is its own 
  reward. If the players demand to have their characters face 
  down the gnarl-gnarl horde, let them! The initial group of gnarl-
  gnarls contains 30 members, and up to 30 more can join in the 
  encounter. If the players determine a means to defeat 60 gnarl-
  gnarls, let ingenuity be its own reward as well. They will deserve 
  the victory! 
   
  Init –2; Atk club +0 melee (1d4+2); AC 10; 
  HD 1d8+2; hp 4 each; MV 30’; Act 1d20; SV 
  Fort +2, Ref +0, Will -3; AL C. 
  Thirty to sixty gnarl—
   
  
  21 
   
   
   
  Ahead you can see it – the Gift of Suss! The Bright One threw it so 
  hard from the heavens that it has uprooted great trees, and lies 
  buried in the earth. It is made of a bright blue-green metal, 
  scarred and pitted by the fires of Suss’s mighty hands. What you 
  can see looks almost like some form of cave, although the 
  entrance to it is cut in a perfect square. Did Suss wish the Tribe of 
  Ogg to dwell herein? Is it a shrine to the Bright One? Surely, 
  whatever it may be, it is worth exploring! 
  The 
  five-foot 
  square 
  hole 
  gives way to a strangely 
  regular cave – the most regular structure you have ever seen! It is 
  perhaps 15 feet deep and 25 feet across. The walls are made of 
  some flat hard material, shiny as river stones, and scorched near 
  the entrance. Detritus of dirt and vegetation has spilled in from 
  outside. Although regular, the entire area cants slightly off-level, 
  to the far wall. You can see two slightly depressed areas, one 
  directly ahead of you, and one to the left. Each is five feet square, 
  from the floor to about three feet from the ceiling. 
  Anyone searching the detritus around the entry will discover a 
  damaged stunner (see Area 2-7). This stunner has potentially 
  unlimited charges, but if it is used and a natural “1” is rolled, 
  ignore the normal fumble result, as the weapon explodes! The 
  character using it takes 2d4 damage, and must make a DC 10 
  Fort save or lose the hand that fired the weapon. 
  The “depressed areas” are doors to Areas 2 and 3. When a 
  character approaches them, they side away to the right with a 
  soft “swush” noise. The door to 3-2 opens only half way, 
  requiring characters to squeeze into a 2½’ opening. The opening 
  to the ship itself was once a door similar to this, but it is 
  jammed fully open due to internal damage. 
  The door to this area begins 
  to open with a soft “swush” 
  when approached, but there follows a horrible screech of metal-
  on-metal, and the mechanism slows, coming to a halt when the 
  door is only half open. A character must squeeze into this space 
  to enter – and burly characters must make a DC 10 Agility 
  check to do so. The judge is encouraged to remind the PCs of the 
  The gift of suss 
  3—1 entry to the gift 
  3—2 ship locker 
  
  22 
  gnarl-gnarls approaching outside, and the possibility of their 
  coming while one or more characters are trapped in this room. 
  The space beyond the strange panel is smaller than the other – 
  perhaps fifteen feet wide by 10 feet deep. To your right, you can 
  see two idol-like constructions, purple in hue, humanoid but with 
  exceptionally large, round heads whose faces are some shining 
  gold substance – perhaps representations of the sun-god Suss 
  himself. Directly in front of you, strange twisted sticks are 
  growing out of the wall. 
  The two “idols” are environmental survival suits, which require a 
  DC 12 skill check to put on correctly. This check is based on 
  Intelligence; remember that cave dwellers will roll 1d10 rather 
  than 1d20. Put on correctly, an environmental survival suit 
  protects its wearer from any amount of cold or vacuum, up to 20 
  points of fire or heat damage, and supplies an air supply for up 
  to 30 minutes (total). It grants a +1 bonus to AC and has a d8 
  fumble die. If a character wearing an environmental survival suit 
  takes 10 or more points of damage, the suit is breached, and 
  thereafter supplies only the armor bonus. It requires high magic 
  or high technology to repair such a suit. 
  The “strange twisted sticks” are actually stun rifles locked (DC 
  10) into a rack on the wall. There are five such weapons here, 
  each of which can fire a greenish-white ray 90 feet, causing any 
  target hit to make a Fort save (DC 10) or be stunned and 
  helpless for 2d6+6 minutes.  A character who examines a stun 
  rifle for the first time, without instruction, must succeed in a DC 
  5 Intelligence check or shoot him or herself. If a fumble with this 
  weapon indicates that it breaks, even if it also indicates that it 
  could somehow be repaired, it instead runs out of charge and is 
  useless without a backup power pack. Without power, a stun 
  rifle can nonetheless be used as a club. 
  Beyond 
  the 
  sliding 
  panel, you can see a 
  passage, lit by a soft pink light which has no obvious source. To 
  the left, it goes maybe 20 feet and comes to an end with another 
  square depression. To the right it goes perhaps 60 feet, also 
  ending in a depression. There are three depressions on the far 
  wall, the closest opposite the sliding panel, and two more on this 
  wall, farther down the passage to the right. The floor is covered 
  with an incredibly even moss-like red growth. 
  3—3 main hallway 
  
  23 
  The red “moss” is carpeting. The door to Area 4 will open with a 
  soft “swush” if approached. 
  Two interdimensional waves occur when the PCs are in this 
  hallway. The first occurs when the PCs pass the dotted line 
  marked “A”, and the second occurs when the PCs pass the 
  dotted line marked “B”. 
  If Ussa-La is with the party, she will know that these 
  interdimensional waves are caused by the failing hyperdrive, 
  which is still running. She first urges them to try the door to the 
  west, which leads to the Solar Bequest’s engines. Unfortunately, 
  when the ship crashed, this door was sealed by the ship’s main 
  computer, and cannot be opened by any means available to the 
  PCs. Ussa-La’s next suggestion is to shut the engines down from 
  the pilot’s console in Area 3-11. 
  As you move up the corridor, 
  a wave of invisible force, like 
  heat shimmering over hot 
  rocks, washes over you. As the 
  wave 
  passes 
  up 
  the 
  corridor, 
  everything changes. The shining 
  walls 
  turn 
  to 
  dull 
  stone. 
  Depressions in the walls disappear, 
  turning to cave mouths. Great vines 
  festoon the walls, and ferns spring 
  up 
  from 
  the 
  now-green 
  moss. 
  Dragonflies larger than the span of 
  two hands flit here and there 
  among the vines. You can 
  smell 
  the 
  odors 
  of 
  vegetable rot and boiling 
  tar on the humid air. 
  Every door except that 
  to the west becomes a 
  dark cave opening; the 
  door to the west appears choked with stone. From the openings 
  are Areas 1 and 4 come 1d6+3 compsognathus each. These are 
  small dinosaurs, about the size of a large chicken, but they are 
  deadly in numbers. Because these dinosaurs are relatively 
  skittish, the judge should check morale when the first is injured, 
  when half their number are slain, and each time that any 
  additional saurian is slain after this number. If the characters 
  A— ten million years B.C. 
  Init +3; Atk bite +1 melee (1d3); AC 15; HD 
  1d6; hp 3 each; MV 30’; Act 1d20; SV Fort 
  +0, Ref +4, Will -2; AL N. 
  2d6 and six compsognathus 
  
  24 
  remain in the area, they return 2d6 rounds later with another 
  1d6+3 compsognathus. 
  Remember to keep track of where combatants are, as another 
  interdimensional wave occurs when a character passes the 
  dotted line marked B. 
  A 
  stronger 
  wave 
  of 
  energy comes up from 
  the west – strong enough to push even a strong man a few steps 
  eastward. The passage changes with the wave. The stone walls 
  become regular once more, and you can see that they are 
  composed of stones cut and fashioned to regular sizes. The open 
  caves become regular arched doorways with wooden doors. 
  Holders for torches appear at regular intervals along the walls, 
  each holding a flickering torch burned about one quarter of the 
  way down. The stone floor is carpeted with strewn green rushes, 
  now turning brown. 
  The door to the far west is 
  locked and barred from the 
  other side; the others may be 
  opened normally. 
  A n y  
  r e m a i n i n g 
  c o m p s o g n a t h u s  
  a r e 
  transformed 
  by 
  the 
  wave, 
  becoming pale blueish-white 
  toad- things, each about 2 feet 
  high. 
  Although 
  toad-like, 
  they are covered with a thin 
  coating of cilia-like hair. 
  They move with a hopping, 
  lurching 
  gait, 
  and 
  are 
  utterly loathsome.  
  A toad-thing uses its action 
  die to spit a glob of sticky 
  mucus up to 15’. Roll 1d6: (1-2) the mucus targets exposed 
  skin, burning for 1d3 damage; (3-4) the mucus targets the 
  victim’s weapon, rendering it completely useless for 1d5 hours; 
  (5) the mucus targets the victim’s eyes, blinding him for 1d3 x 
  10 rounds; (6) the mucus targets the victim’s face, creating a 
  permanent blemish that reduces Personality by 1. Each of these 
  effects can be negated by a DC 10 Reflex save. Toad-things can 
  B — Which World? 
   
   
  Init +0; Atk bite +0 melee (1); AC 12; HD 
  1d4; hp 2 each; MV 20’; Act 1d20; SP spit 
  mucus, 1d4/DN for crits, can be Turned 
  by Lawful cleric; SV Fort +1, Ref +6, Will 
  +1; AL C. 
  Lots of toad things 
  
  25 
  be Turned by a Lawful cleric. They use 1d4/DN for critical hits. 
  Note that this description assumes that no interdimensional 
  wave has yet occurred. The judge should modify the description 
  based on wave events. 
  This is a large area more 
  than 15 feet deep and 35 feet 
  wide, filled with strange cylindrical and cubical wooden objects, 
  as well as rolls of some form of amazingly fine furs or skins. Much 
  has now fallen in a jumble, crammed up against the far wall. The 
  air is suffused with a dim light and the air is noticeably cool. 
  The Solar Bequest was on a mission of peaceful exploration, and 
  the hold contains crates of alien fruits, meats, and grain; barrels 
  of alcohol and water; and bolts of fine cloth. The cloth was 
  intended as trade goods, or for gifts to sapient species found on 
  alien worlds. If the PCs spend any time searching here, they can 
  uncover a small box containing 1d100+100 amber beads (each 
  worth 1 sp). 
  Note that this description 
  a s s u m e s  
  t h a t  
  o n l y 
  interdimensional wave A has already occurred. The judge should 
  modify the description based on other wave events. 
  This cavern is maybe 15 feet deep and twice as wide. There are 
  several rocks within that look comfortable to sit upon, but the floor 
  of the cave is filled with deep, bubbling tar. A lizard-like creature 
  is caught in the tar, one long clawed arm upthrust, and one 
  bulbous eye still visible. It is apparently dead, for it is unmoving. 
  It head bears a bony projection not unlike a thick horn.  
  This was an Umbarosian crewman, killed in the crash, and 
  transformed by the first interdimensional wave.  Any character 
  so foolish as to enter this area must either leap from stone to 
  stone (Agility DC 10) or risk getting trapped in the tar (Strength 
  DC 15 each round). A character who misses an Agility check 
  falls into the tar, and must make a DC 20 Strength check to get 
  free. Any character trapped in the tar must succeed in three DC 
  20 Strength checks before he fails at three, or he is forever 
  trapped, dying horribly as his flesh merges with the stone floor 
  during the next interdimensional wave. 
  Note that this description assumes that interdimensional wave B 
  is the last which has occurred. The judge should modify the 
  description based on other wave events. 
  3—5 lounge 
  3—4 hold of the ship 
  
  26 
  Beyond the door is a 
  chamber nearly 20 feet 
  square. Six wooden cots 
  with straw-stuffed mattresses are in this room, each mattress laid 
  over a frame of tightly lashed ropes. There is a pitcher and a 
  basin, pegs driven into the stone walls for cloaks and hats, and a 
  chest at the foot of each bed. Beyond narrow windows in the far 
  wall you can see well-farmed dale lands stretching to forested 
  hills. As you look into the room you suddenly realize that you are 
  thinking about concepts and ideas that, a scant hour ago, would 
  be as strange to you as passage to another world. 
  The pitcher contains room temperature water. Each bed is made 
  using 15 feet of rope.  
  If characters search the room, there is well-made clothing in all 
  of the chests, of woven green cloth. There is a 10% chance that 
  any such outfit will fit one of the characters (the highest Luck is 
  fit first), and an additional 10% chance than any chest contains 
  a helmet made to look like the head and beak of a hawk. Finally, 
  there is a 1 in 20 chance that any chest will contain a needle 
  pistol, which can fire needles at high velocity for 1d4 damage 
  with a range of 50/100/200 feet. Each such pistol has 1d20+10 
  needles left within it. A skilled smith could make additional 
  needles for 1 sp each. 
  Note that this description assumes that only interdimensional 
  wave A has already occurred. The judge should modify the 
  description based on other wave events. 
  This cave is about 25 
  feet wide by 15 feet 
  deep, but the far wall appears to be nothing more than a curtain 
  of vines, beyond which is a vast jungle filled with strange calls 
  and even stranger creatures. You can see birds flying that appear 
  to be half reptile. In the distance, an enormous neck raises above 
  the treetops, terminating in a small head which crops leaves from 
  the upper branches. As it gives a hooting call, it is joined by even 
  more of the creatures – their bodies must be enormous! 
  Characters can pass through the far wall, but anyone remaining 
  outside when the next interdimensional wave occurs is trapped 
  in the late Jurassic period! The judge may deem them lost 
  forever, or may create adventures within this new era, perhaps 
  allowing the characters lost here to discover a way back to their 
  3—6 Crew Quarters 
  3—7 quarters of the captain 
  
  27 
  own time….or to a campaign 
  world of the judge’s choosing. 
  In any event, an allosaurus 
  haunts this area, and is sure to 
  be encountered by PCs who 
  wander far. 
  Note 
  that 
  this 
  description 
  assumes that interdimensional 
  wave B is the last which has 
  occurred. The judge should 
  modify 
  the 
  description 
  based on other wave 
  events. 
   
   
   
  This chamber is about 25 feet 
  wide by 15 feet deep, and is 
  clearly a lady’s bedchamber. To the right is a canopied bed with a 
  down-stuffed mattress. You can see a deep basin with a silver 
  pitcher for water, a wardrobe, and a mirrored vanity. Narrow 
  windows in the far wall look out upon a forested upland, where 
  rivulets cascade down from among the hills. The walls are made 
  of worked stone, and the paved floors strewn with fresh rushes. It 
  is somewhat startling that you can understand what you are 
  seeing, for these are not concepts arising from your youth among 
  the cave dwellers! 
  The silver pitcher is worth 15 gp. Searching the vanity uncovers 
  a silver necklace strung with green stones (75 gp), a golden 
  bracelet shaped like twined flowers and vines (25 gp), and a jade 
  pendant on a silver thread (35 gp). 
  If the PCs spend any real time in this room, dark colored, evil 
  looking birds begin to arrive, landing on the window sills. After 
  2d4 rounds, enough birds have arrived to swarm into the room 
  and attack! There are enough birds in the swarm to occupy a 10’ 
  x 10’ area, and another swarm arrives every 10 rounds, for a 
  maximum of 4 swarms.  Leaving the room and closing the door 
  is effective – the few birds that get out are easily dispatched, 
  while others throw themselves bodily at the door.  
  Init +3; Atk bite +6 melee (3d6); AC 15; HD 
  7d8; hp 27; MV 40’; Act 1d20; SV Fort +5, 
  Ref +4, Will +0; AL N. 
  One confused Allosaurus 
  3—8 quarters of Ussa—La 
  
  28 
  An evil bird swarm automatically attacks anyone in its space. 
  Anyone successfully attacked must make a DC 10 Fort save of 
  take 1 point of 
  Strength damage 
  due to the poison 
  these 
  creatures 
  carry. 
  Swarms 
  take half damage 
  from any attack 
  that is not an 
  area effect. 
  Note that this description assumes that interdimensional 
  wave B is the last which has occurred. The judge should 
  modify the description based on other wave events. 
  The door opens into a 
  chamber some 25 feet 
  wide and 20 feet deep, richly decorated with wood paneling, well-
  made cushioned chairs, tables, rows of books on shelves, and 
  fine art upon the walls. There is an oaken door ahead of you, as 
  well as a door to your right and left. 
  Init +2; Atk swarming bites and claws +2 melee 
  (1d3 plus poison); AC 12; HD 5d8; hp 20 each; 
  MV fly 50’; Act special; SV Fort +1, Ref 
  +6, Will +0; AL C. 
  At least four evil bird swarms 
  3—9 Forward lounge 
  
  29 
  You get no more than 
  five feet into the room 
  when 
  another 
  wave 
  passes down the corridor toward you – and this time it is 
  accompanied by a physical wave of briny sea water! The light 
  turns green, and all architecture changes to cyclopean blocks of 
  immense green stone! Furnishings become nothing more than 
  tangles of evil-looking seaweed. Where there were once doors, 
  there are now only narrow spaces between immense greasy-
  looking blocks. 
  All characters are pushed a few feet by the wave; everyone must 
  make a DC 10 Strength check or be pushed to the wall, 
  suffering no damage, but having half their breath knocked from 
  them if they fail a DC 10 Fort save. 
  All of the Gift is now flooded, and characters are deep beneath 
  the sea. A character can hold his or her breath for a number of 
  rounds equal to his Stamina score, and then must breathe. A 
  character who breathes this water discovers that he does not 
  drown, but instead permanently gains the ability to breathe salt 
  water. However, he must do so at least once each month, or he 
  will suffer 1 point of Stamina each day, which cannot be healed 
  by non-magical means until after he again breathes salt water. 
  After 1d3 rounds, the following occurs: 
  From behind you in the corridor, a long, gelid tentacle reaches into 
  the ship, its narrow length appearing as soft and translucent as a 
  jellyfish’s filmy body.  
  The gelid tentacle seeks 
  to grab an adventurer, 
  crush him to death, and 
  then pull him out of the 
  C — Sunken Rlyeh 
  Init +2; Atk grab +4 melee (1d3); AC 12; 
  HD 8d12; hp 51; MV swim 50’; Act 1d20; 
  SP grab (opposed check vs. Strength +8 to 
  escape), constrict (automatic damage each 
  round); SV Fort +10, Ref +4, Will +10; AL 
  C. 
  One gelid tentacle 
  
  30 
  ship to devour. After any character is slain, the tentacle retreats, 
  returning 2d6 rounds later. Only the death of all the 
  adventurers, 
  the 
  defeat 
  of 
  the 
  tentacle, 
  or 
  the 
  next 
  interdimensional shift will end this process. 
  If the gelid tentacle is defeated, a potion 1d4+2 feet is cut off, 
  and writhes within the room for 2d4 rounds, while the rest is 
  drawn back. Each round that it writhes, each character within 
  20’ of it must make a DC 5 Reflex save or take 1 point of 
  damage. 
  If a character who survives the touch of the touch of the gelid 
  tentacle goes on to become a Cthulhu cultist, he immediately 
  gains a permanent +1 bonus to Luck when swearing allegiance 
  to the Dead Sleeper of R’lyeh. If such a character becomes a 
  cleric of Cthulhu, he gains chill touch as a bonus 1st level cleric 
  spell (failure can cause disapproval rather than misfire or 
  corruption, as is normal for a cleric spell). This spell is cast with 
  a –2 penalty to the spell check. These bonuses stack. If the 
  character is a wizard or elf, he automatically gains chill touch as 
  a bonus spell (that does not need to be learned or count against 
  his maximum), but the Mercurial effect is always 03 Soul 
  dedication (Cthulhu) and the manifestation is that the 
  appendage delivering the touch appears to be gelid and 
  translucent for the spell’s duration. 
  Note that this description assumes that interdimensional wave C 
  is the last which has occurred. The judge should modify the 
  description based on other wave events. 
  Beyond 
  the 
  narrow 
  fissure in the stones is 
  a wedge-shaped space of mottled green stone, no more than 10 
  feet at its deepest, 5 feet to your left, and coming to a sharp 
  corner 15 feet to the right. The walls, ceiling, and floor are all 
  covered in pulsing, changing runes inlaid with turquoise or amber. 
  There is something unsettling about these runes – as though they 
  possess great but terrible knowledge not intended for humankind. 
  The stone blocks are the way the ship’s computers manifest in 
  sunken R’lyeh. A character who chooses to examine them 
  closely must make a DC 10 Will save or suffer 1d3 damage and 
  1d3 Personality damage as alien knowledge attempts to rewrite 
  the character’s neural pathways. If the save result is between 15 
  and 20, the character is undamaged, but if she later becomes a 
  3—10 Computer Rooms 
  
  31 
  wizard, she can attempt to learn planar step when she reaches 
  5th level, and gains a +4 bonus to the attempt to learn the spell. 
  Finally, if the Will save result is over 20, the character gains the 
  ability to cast planar step immediately, using the appropriate die 
  for the spell check (based on class; 1d10 for non-wizards and 
  non-thieves), but each time the spell is cast, the character’s 
  Personality is permanently reduced by 1d3. 
  Note that this description assumes that interdimensional wave C 
  is the last which has occurred. The judge should modify the 
  description based on other wave events. 
  Beyond the gap in the mottled green blocks 
  is in incredible vista – a world of russet and 
  olive sea grasses and bladder wrack, expanding across the ruins 
  of a cyclopean city. Ahead in the distance you can see the ruins 
  rise, pile upon pile, to what is either a massive throne or 
  gargantuan couch. The creature that sprawls there, sleeping or 
  dead, is an unholy combination of man, dragon, and cephalopod. 
  Just seeing the creature blasts your soul, and a DC 10 Fort save 
  is required to avoid taking 1d7 damages from the sheer psychic 
  horror of that figure. And yet, each of you knows that you must go 
  forward if you ever wish to escape this vile submarine world…. 
  Any character surviving the Fort save who, seriously or in jest, 
  commits himself to Cthulhu immediately gains the following 
  boon: He can lower one ability score by 1 point in order to raise 
  another by 1 point (max 18). However, thereafter the character 
  is owned by Cthulhu, and if the priest of the Old Ones has a 
  task for its servant, that creature would be wise to obey – if he 
  does not obey to Cthulhu’s satisfaction, both the raised and the 
  lowered ability scores atrophy by 1d3 points. 
  This area was the bridge of the Solar Bequest, and as it moves 
  through various dimensions, it latches onto seats of power 
  within each, and presents them as the new reality. During these 
  shifts, and until shift E occurs, a PC with a Personality of 15 of 
  greater automatically feels the opportunity to wrest personal 
  authority (eksousia) from the atmosphere surrounding the world 
  he is in.  
  All he need do is attempt a Personality contest vs. a +5 bonus; if 
  he succeeds, he gains 1d3 points of Personality (max 18) and 
  1d5 bonus hit points. If he should fail, however, he is blasted 
  for1d7 damage and his Luck is permanently decreased by 1d3 
  3—11 Cockpit 
  
  32 
  points. Multiple characters can attempt this (and a character need 
  not have a 15+ Personality score to try), but each time this occurs, a 
  new contested Personality check is made (including the judge rolling 
  at +5), and only the highest gets the bonus – all others are blasted!  
  In addition to the other effects, a PC currently holding eksousia can 
  give an order that requires a Will save not to obey (DC equal to the 
  character’s current Personality). The order can target one creature 
  per level the PC has achieved, but the creatures all have to be part of 
  a group. Each time the PC does this, his Personality is permanently 
  reduced by 1d3–1 points. 
  A PC with eksousia will be inexplicably called “Captain” by NPCs 
  throughout his adventuring career. 
  A PC need move a mere 5 feet into the area to trigger another change. 
  As you move forward, the wide vista snaps shut, and the water 
  disappears, leaving you sodden in a throne room of great splendor. A 
  huge, bronzed man with an iron circlet around his square-cut black 
  mane sits brooding on the throne, a two-handed sword resting across 
  his lap. A dozen ministers and twice as many soldiers in red-lacquered 
  armor are also in attendance. When you arrive, the black-haired 
  monarch rises, stunned by your sudden appearance…and by what 
  your appearance has done to those around him! Half their number are 
  now revealed to be snake-like humanoids, whose true nature was 
  cloaked by magic your arrival has rent asunder!  
  Within the hall is King Kroll of Atlantis, with his special guard, and 
  ministers, and serpent men. On their initiative, King Kroll leaps from 
  his throne with his two-handed sword to confront the serpent-men. 
  The ministers scatter. The soldiers confront the serpent-men, while 
  10 serpent-men fight with various soldiers, 6 serpent-men attack the 
  king, and 2 serpent-men cast spells at the PCs.  
  Little of the battle is likely to affect the PCs, for as soon as the first 
  moves more than 12 feet forward, the scene shifts again. However, 
  full statistics are given below for all participants. 
  If Ussa-La is with the PCs, she will know that they need to find a red 
  button to save themselves. 
  D — atlantean snake—-Men on a starship 
  
  33 
  Init +5 (1d16); Atk two-handed sword 
  +1d7+3 melee (1d10+1d7+3); AC 11; HD 
  5d12+10; hp 42; MV 30’; Act 1d20+1d14; 
  SP rally (as king, p. 433 of the core 
  rulebook), d7 Deed Die, crit 18-20 1d24/
  V; SV Fort +5, Ref +3, Will +3; AL L. 
  King Kroll 
   
  Init +0; Atk none; AC 9; HD 1d4; hp 2 
  each; MV 30’; Act 1d20; SV Fort +0, Ref 
  +0, Will +1; AL L or N. 
  Six Ministers 
   
  Init +1 (1d16 or 1d20); Atk polearm +3 melee 
  (1d10) or longsword +3 melee (1d8); AC 16; HD 
  2d8; hp 9 each; MV 20’; Act 1d20; SV Fort +2, Ref 
  +1, Will +1; AL L. 
  Twelve guardsmen 
  
  34 
   
  Init +1; Atk bite +3 melee (1d4 + poison 
  DC 14 Fort) or baleful spell +2 ranged 
  (1d6); AC 12; HD 1d10+2; hp 8 each; MV 
  30’; Act 1d20; SP poison, illusion 1/day, 
  baleful spell, hypnosis; SV Fort +2, Ref +1, 
  Will +2; AL L. Serpent-man poisons have a 
  25% chance of causing blindness, a 25% 
  chance of causing weakness (1d6 Strength 
  loss), and a 50% chance to cause painful 
  spasms dealing 1d6 damage. Their spells 
  appear to be serpents of shadow with 
  glowing red eyes that bite victims and then 
  vanish into smoke. See also page 425 of 
  the core rulebook. 
  Eighteen Serpent—Men 
  
  35 
  The world shifts again, and you find 
  yourselves facing the tapering end of a 
  somewhat triangular or conical room. The area before you is filled 
  with brightly colored buttons, some of which are lit, as well as a 
  large red, flashing button. You can see a large chair, clearly for 
  someone in authority, as well as other stations with various 
  screens, indicators, dials, and buttons. 
  The red button disconnects the hyperdrive engine normally, but 
  at this stage all that it can do is separate the Solar Bequest from 
  the world that it is on, allowing the PCs to remain as the ship 
  spins through a universe of probabilities, eventually to explode. 
  That explosion will also echo throughout multiple realities, and 
  may be used by the judge as the basis of another adventure. 
  From this point forward, the interdimensional waves occur more 
  frequently – approximately once per round. The chart below 
  describes twelve potential interdimensional visions. Each time a 
  shift occurs, every character takes 1d3 damage. Each of these 
  potential dimensions contains an analogue of the red button; 
  pushing, pulling, or otherwise interacting with it separates the 
  PCs from the ship. 
  If the same dimension is encountered twice, the sky strobes red 
  with warning. 
  The third time the same dimension is 
  encountered, the ship explodes, destroying all of the PCs and 
  wiping out everything within miles in whatever dimension it 
  arrived in, as two versions of the ship attempt to occupy the 
  same space. Again, if Ussa-La is with the PCs, she will 
  understand both the danger and that pushing the red button 
  will end it. She will also understand that doing so will trap her 
  in another world. 
  E — All is Flux 
  
  36 
  1 
  A windswept moorland, in which elves fight green trolls in ferocious combat. A 
  large red stone is balanced on a short standing stone; pushing it over is equiv-
  alent to pressing the button. 
  2 
  A library in which two robed wizards are having a hushed conversation. They 
  are startled by the appearance of the PCs. A red book lies nearby; opening it or 
  picking it up is equivalent to pressing the button. If the PCs end the adventure 
  with this book, it contains information needed for a wizard or elf to learn 4 
  random 1st level spells. 
  3 
  The cold dark Mercury wastes. A 60’-long red hunting lizard may attack, but 
  hitting it counts as pressing the button.  Mercury dragon lizard: Init +3, Atk 
  bite +4 melee (1d8+5); AC 15; HD 10d8+30; hp 76; MV 40’; Act 1d20; SV Fort 
  +8, Ref +2, Will +0; AL N. 
  4 
  The horizon curves upward until it is lost in the haze. Pterodactyls soar be-
  neath an eternal midday sun. A steel axe, its blade painted red, lies on the 
  ground nearby. Picking it up is equivalent to pushing the button, and the axe 
  remains with the characters. 
  5 
  On a windswept mountainside. A city of brass and gleaming towers floats in 
  the sky, several miles away. A red flower is growing nearby. Picking it is equiv-
  alent to pushing the button. 
  6 
  A Roman marketplace under an overcast sky, with heat lightning and growling 
  thunder. Shop stalls are closing and people hurrying home before the clouds 
  burst. A necklace of red amber beads hangs close at hand – stealing it is 
  equivalent to pushing the button, and the beads are worth 15 gp. 
  7 
  Elfland. An explosion of many-colored blooms, snaking vines, tiny dancing 
  trolls, and unicorns silver in the twilight sky. The daughter of the King of Elf-
  land is nearby; she has a red flower in her hair. Snatching it requires a DC 10 
  Agility check, and is equivalent to pushing the red button. 
  The consequences of dimensional travel 
  Dimensional description 
  1d12 
  
  37 
  8 
  A temple in Carcosa. A steaming red heart lies, still beating, on an obsidian 
  alter. Grasping the heart is equivalent to pressing the button, but he who 
  grasps the heart must succeed in a DC 20 Will save or consume it. This char-
  acter can cast spider climb as a wizard (using 1d10 if not a wizard or elf, or the 
  same chance as casting from scrolls if a thief). The mercurial effect is always 
  “11. Planar rift”, although the character is not made aware of this. 
  9 
  Graceful men and women cavort upon a beach. Their skins are of many colors 
  and patterns – leopard spots, zebra stripes, greens, blues, oranges, and more. 
  One has a red apple in her hand. Grabbing this (Agility DC 10) and taking a 
  bite is equivalent to pressing the red button. The character who bites the ap-
  ple gains a permanent +1 bonus to one random ability score. 
  10 
  Hip-deep on rotting mats of vegetation, where an enormous swamp meets a 
  vast freshwater lake. Ruined buildings of strange make rise from the swamp, 
  and there is a sinister chorus of frogs. Far out in the lake, a loon floats, the 
  size of a sailing ship. A butterfly floats by, its scarlet wings the size of dinner 
  plates. A successful ranged attack (DC 12), enticing the butterfly to land on 
  one (Luck DC 20), or some other form of interaction is equivalent to pushing 
  the button 
  11 
  An ancient New England town with a strong fishy odor and decrepit buildings 
  with many boarded-up windows. Red flickering firelight can be seen from the 
  gaps around a sinister-looking door. Opening the door is equivalent to pushing 
  the button, but it is stuck and requires a DC 5 Strength check. 
  12 
  High up on a mountain pass amid a terrible storm. Stone giants are out toss-
  ing boulders to each other, and sending them crashing down into the valleys 
  below. All PCs must roll 1d16; those who fail to get under their Luck suffer 
  1d14 damage from a tossed stone and/or lightning.  A reddish coloration in 
  the mist down below; leaping into this is seemingly suicidal, but is also equiv-
  alent to pushing the red button. The character takes 1d6 falling damage when 
  he arrives in the cave at the end of the adventure (see Concluding the Adven-
  ture, below), but if he survives this he gains a permanent +1 bonus to Luck 
  and 1d5 permanent bonus hit points. 
  More consequences of dimensional travel 
  Dimensional description 
  1d12 
  
  38 
   
   
   
  On the map of the Gift of Suss, dotted lines are used to indicate 
  when an interdimensional wave occurs.  The ship’s faster-than-light 
  stardrive works by skimming through the impossibly thin layers of 
  multiple realities rather than traversing normal space.  Usually, the 
  ship spends almost no time in these strange dimensions – it travels 
  through untold billions of them each second – and neither ship nor 
  crew is affected.  As the malfunctioning stardrive fails, however, it 
  shifts the ship from one dimension to another at an increasing rate, 
  eventually ending in whatever campaign world the judge chooses to 
  use. 
  The PCs will experience five distinct interdimensional waves as they 
  explore the starship.  Each time a character passes one of the dotted 
  lines on the map, a wave occurs.  These interdimensional waves are 
  each given a letter code, from A to E.  If Ussa-La is with the party (see 
  Area 2-7), she comprehends the problem with the hyperdrive, and 
  can explain it to the PCs after experiencing the first interdimensional 
  wave (“The ship travels through dimensions, using probability waves 
  in the quantum foam.  This isn’t supposed to happen; the hyperdrive 
  seems to be unraveling from the quantum generators.  If we don’t 
  stop it, the Solar Bequest will explode!”) 
  The ship’s hyperdrive must be disengaged before the ship explodes 
  with the force of several nuclear bombs! 
  Note that the waves occur in areas designed to allow the judge to 
  easily describe areas not yet explored.  For example, the descriptions 
  of Area 3-6 and 3-8 assume that interdimensional wave B has 
  already occurred.  If the PCs decide to backtrack, however, the judge 
  will need to describe changes to areas already explored.  The 
  following notes may be of help in this event. 
  The ship is currently in a world 
  where dinosaurs roam. If the 
  PCs leave the ship, they may discover that they are in a lost land, 
  where saurian humanoids hold sway, or that they are actually in a 
  “Lost World” region of a more advanced planet.  In any event, after 
  several adventures, the judge can devise a way for them to get 
  “home” or to some other place of adventure. 
   
  Interdimensional waves 
  A— ten million years B.C. 
  
  39 
  This area is a place of 
  deep 
  and 
  separate 
  dales, 
  all 
  of 
  which 
  have their own lords, which can act in a loose coalition only in 
  times of great danger. Powers, both good and ill, still stalk the 
  land, although many of the great Old Powers have long ago 
  departed. Pre-human ruins dot the landscape, and there are 
  places of great healing and good and of deep shadow, where fell 
  creatures and magic lurk to trap the unwary. 
  For miles around there 
  is nothing but a great 
  Cyclopean city of non-Euclidian architecture, inhabited by the 
  sleeping Old Ones, some of their horrific servitors, and their 
  great priest, Cthulhu, who lies dreaming. Gelid tentacles snake 
  from Cthulhu as he snacks in his sleep. PCs who manage to get 
  beyond the city find themselves on great mud flats beneath the 
  ocean.  This version of R’lyeh may exist at any age of the Earth’s 
  history, or it may be an echo upon another world. If the PCs ever 
  reach shore, after many adventures, they may find themselves 
  almost anywhere! 
  In the age of Kroll the Atlantean, the fabled lost continent has 
  not yet sunk beneath the waves.  Characters who turn and flee 
  will find themselves in a palace, hunted by serpent-men and 
  guards alike. If they survive this, they find themselves in the 
  capitol city of Atlantis, which may be developed by the judge into 
  a campaign setting, or which may be the stage of a desperate 
  adventure to escape this world as the Fabled Age of Atlantis 
  comes to a watery end. 
  At this point, fleeing 
  the Gift does nothing – 
  either the red button is pushed, or the PCs die. The changes 
  follow the PCs wherever they run, and the ship will explode 
  within 13 rounds.  Because of the damage with each change, the 
  PCs may not even survive to that point. 
  C — sunken rlyeh 
  B — Which World? 
  D — Atlantean snake—-men on a starship 
  E — All is flux 
  
  40 
  The world breaks and twists. Dark agony lances in your brain as 
  realities separate – the pain is unbearable, and, mercifully, you sink 
  into darkness.  When you awake, you find yourselves in a home-like 
  cave, low-ceilinged, but marked with ages of cave paintings – aurochs, 
  red deer, and mighty mammoths, as well as human hunters and the 
  prints of hands marked by blown red and yellow ochre. A winding 
  tunnel leads out from this chamber, but you tell by the freshness of the 
  air that it cannot be far to the sunlit world. 
  Following the tunnel, the adventurers discover themselves in 
  whatever world the judge wishes to use for the campaign (or simply 
  the next adventure). This could be back in the Old Stone Age, a 
  “standard” campaign world, or whatever else the judge desires. 
  Probably, there is a village near the cave. Probably, they know that 
  the cave has been the sight of a hero-cult for ages untold. Probably 
  the hero worshipped there is a corruption of one of the PCs, or 
  several of the PCs’ names linked together.  Maybe the word “Suss” 
  appears in the name somewhere. 
  In any event, the characters now have a world to explore.  
  Concluding the adventure 
  
  41 
  This adventure does not attempt to create “realistic” cave 
  dwellers, according to our current scientific knowledge.  Instead, 
  it attempts to create “Appendix N” cavemen – especially those of 
  Robert E. Howard, Manly Wade Wellman, and Edgar Rice 
  Burroughs.  As a result, few changes need to be made to create 
  cave dwelling characters for this adventure.   
  First off, cave dwellers are tougher than most characters, and 
  this is reflecting in using 1d6 (rather than 1d4) to determine 
  their starting hit points at 0-level.  Cave dwellers also gain a +1 
  bonus to one randomly determined physical statistic (Strength, 
  Agility, or Stamina).   
  Secondly, occupations for cave dwellers are few.  Roll 1d30 to 
  determine each cave dweller’s occupation, as indicated on the 
  chart below.  Note that no demi-human results are possible; the 
  cave dwellers are intended to be members of the same tribe of 
  early humans. 
  Appendix 1 —  cave—dwellers 
  1-4 
  Fisher 
  Spear 
  String of fish 
  5-7 
  Flint Knapper 
  Flint Axe 
  1d5 stone daggers 
  8-15 
  Gatherer 
  Stone Dagger 
  Leather bag 
  16-26 
  Hunter 
  Spear 
  Hunk of dried meat 
  27 
  Shaman’s Assistant 
  Club 
  Fetish object 
  28-30 
  Tanner 
  Club 
  1d3 tanned hides 
  occupation 
  1d30 
  Weapon 
  Trade goods 
   
  
  42 
  Roll birth augers 
  (“Lucky Roll”) as 
  normal, but change the name as necessary to reflect the prehistoric 
  flavor of these characters.  For example, “Charmed house” becomes 
  “Charmed cave” and “Born under the loom” can be “Born where the 
  hides are tanned”.    
  “Conceived on Horseback” is more difficult, as it is assumed that the 
  cave dwellers have not tamed horses, and do not ride.  Instead, treat 
  this as “Night born”, where the character’s Luck grants a bonus to 
  spot things (including creatures) in the darkness. 
  Flint axes and stone daggers are treated as normal weapons, but 
  there is a 1 in 5 chance that these weapons break on a critical hit, in 
  addition to the normal effects of the critical hit. 
  Cave dwellers may gain levels as do other human characters.  All 
  cave dwellers may be considered trained in climbing and swimming. 
  Equipment for cave dwellers is fairly limited.  Roll 1d10 for each 
  character. 
  Completing the Character 
  1d10 
  Equipment 
  1 
  Bone Awl 
  2 
  Stone Scraper 
  3 
  Bone needle and sinew thread 
  4 
  Smoked mammoth meat, 1d4 pounds 
  5 
  Ground ochre (for cave painting) 
  6 
  2d3 Brightly colored rocks 
  7 
  Water bladder 
  8 
  Necklace of cave bear teeth strung on sinew 
  9 
  Fire-making kit (fire stick, holder and tinder) 
  10 
  Woven basket (can be worn on back) 
  
  43 
  You are a small, tailed hominid from the dawn of time.  Much of 
  the world is larger and fiercer than you, so you have become 
  adept at hiding and attacking from cover.  You are more at home 
  in the trees than upon the ground, using your prehensile tail as 
  an extra grasping limb.  Although an omnivore, much of your 
  diet consists largely of fruits, birds’ eggs, small lizards, and 
  insects – all things you can find easily among the treetops.  Your 
  skittishness has made you sensitive to danger. 
  Ooloi are of halfling size, with long arms and legs and light 
  golden-brown fur.  They make platforms and nests very high in 
  the branches, where they are safe from most predators.   
  Zero-Level Ooloi:  0-level ooloi gain the ability to brachiate with 
  a speed of 20’, can use their feet as hands, have prehensile tails, 
  and have night vision.  All ooloi have the same starting 
  occupation:  tribe member.  They have a base move of 20’ and 
  armour aversion.  Unlike caveman characters, 0-level ooloi gain 
  only the standard d4 hit points. 
  Hit points:  Ooloi gain 1d6 hit points per level. 
  Weapon training:  Ooloi are trained in javelin, spear, club, and 
  dagger only.  They can use all of these weapons to make either 
  melee or ranged attacks.  A club in ooloi hands has the same 
  range as a dagger. 
  Alignment:  Nearly all ooloi are neutral.  They are concerned 
  only with their own tribe, and wish above all to be left alone to 
  forage in peace.  Some worlds or regions may include 
  cannibalistic ooloi, which are chaotic.  Lawful ooloi are 
  extremely rare, but ooloi that leave their tribe to become 
  embroiled in the larger world may very well be among this 
  group. 
  Speed:   Ooloi travel on the ground at a base speed of 20’. 
  Brachiating:  An Ooloi can climb and travel through trees at a 
  speed determined by his or her level.  An ooloi treats brachiating 
  like any other movement action, and can both attack and 
  brachiate in the same round, or use its Action Die to brachiate a 
  longer distance. 
  Appendix 2 —  ooloi characters 
  
  44 
  Feet as hands:  An ooloi can use its feet as hands, with only a slight 
  loss of manual dexterity.  When using its feet as hands, an ooloi 
  takes a penalty of –1d on the dice chain to any check.  This means 
  than an ooloi whose hands are tied may be able to untie himself with 
  his feet.  Likewise, if his hands are grabbed, and he is otherwise 
  stable, an ooloi can use a foot to wield a weapon. 
  Prehensile tail:  An ooloi’s tail is prehensile, and can be used to grab 
  and drag items, but is not dextrous enough to be able to manipulate 
  a weapon, or to finely manipulate any object.  An ooloi gains a +2 
  bonus to any save that might be aided by having an extra grabbing 
  limb, such as falling into a pit where there is something the tail could 
  grab (a tree or vine, for example).  The judge determines when this 
  bonus applies. 
  Armor aversion:  Although ooloi can wear armor, it has to be 
  devised to fit their physiology, and costs 1.5 times the normal 
  amount.  Ooloi suffer twice the normal check penalty from any armor 
  they wear.  
  Attack from cover:  If there is good cover available, such as in a 
  forest or an untidy room, an ooloi may make a ranged attack and 
  then duck behind cover as a free action.  To do this, the ooloi must 
  make a DC 10 check using 1d20 + reflex save modifier + level.  If the 
  check succeeds, the ooloi gains an AC bonus equal to his level until 
  either he takes another action, or his opponent spends an Action Die 
  negating the ooloi’s cover. 
  Night vision:  An ooloi can see in conditions of low light twice as well 
  as a human can.  Ooloi do not have infravision, however, and cannot 
  see in total darkness. 
  Climbing and hiding:  An ooloi gains a bonus to checks to climb and 
  hide based on her level.   
  Danger sense:  Being little in a world of large predators has some 
  advantages.  One of these is a preternatural warning of danger.  
  When an ooloi is surprised – whether by an attacker, by a trap, or by 
  some other danger – the player may roll 1d12 to negate the surprise 
  for the ooloi character only.  If the result is equal to, or less than, the 
  ooloi’s level, surprise is negated. 
  Luck:  An ooloi gains his luck modifier on all climb checks.  In 
  addition, an ooloi may spend a point of luck at any time to negate 
  any single attack against him or herself.  This decision must be made 
  before damage is rolled. 
  
  45 
  Languages:  Ooloi speak the common tongue.  They do not 
  automatically gain any other languages. 
  Action dice:  An ooloi receives a second action die at 5th level.  
  Ooloi may use their action dice for attacks or skill checks.  
  Level 
  Attack Crit Die / 
  Table 
  Action 
  Dice 
  Ref 
  Fort 
  Will Brachiating 
  Climb 
  Hide 
  1 
  +0 
  1d7/II 
  1d20 
  +2 
  +0 
  +0 
  20’ 
  +4 
  +3 
  2 
  +1 
  1d8/II 
  1d20 
  +2 
  +0 
  +0 
  20’ 
  +6 
  +4 
  3 
  +1 
  1d10/II 
  1d20 
  +3 
  +0 
  +1 
  30’ 
  +8 
  +5 
  4 
  +1 
  1d12/II 
  1d20 
  +3 
  +1 
  +1 
  30’ 
  +9 
  +6 
  5 
  +2 
  1d14/II 
  1d20 + 
  1d12 
  +4 
  +1 
  +1 
  30’ 
  +10 
  +7 
  6 
  +2 
  1d16/II 
  1d20 + 
  1d12 
  +4 
  +1 
  +2 
  40’ 
  +12 
  +8 
  7 
  +3 
  1d20/II 
  1d20 + 
  1d14 
  +5 
  +2 
  +2 
  40’ 
  +13 
  +9 
  8 
  +3 
  1d24/II 
  1d20 + 
  1d14 
  +5 
  +2 
  +2 
  40’ 
  +14 
  +10 
  9 
  +4 
  1d30/II 
  1d20 + 
  1d16 
  +6 
  +2 
  +3 
  40’ 
  +15 
  +10 
  10 
  +4 
  1d30+2/II 1d20 + 
  1d20 
  +7 
  +3 
  +3 
  50’ 
  +16 
  +10 
  Level 
  Title 
  1 
  Hunter-Gatherer 
  2 
  Forest Nomad 
  3 
  Great Hunter 
  4 
  Forest Hero 
  5 
  Forest Champion 
  Ooloi Level titles  
  
  46 
  The three prehistoric gods referenced in this adventure are Suss, 
  Tahor, and Gul. Judges are encouraged to use these descriptions to 
  help “flesh out” omens and disapproval results. When Suss is 
  angered, for example, a cloud may darken the sun. when Tahor is 
  annoyed, thunder rumbles in the sky. The displeasure of Gul may 
  first appear as a thickening of shadows. 
  Suss is the Bright One, Who Dwells in the Sky and Lights the Day.  
  Represented by a solar disc, Suss is the Burning One, the Sun, Lord 
  of Daylight. Any member of the Tribe of Ogg who becomes a cleric 
  should choose to be a worshiper of Suss.  A cleric of this tribe who 
  chooses to worship Tahor or Gul suffers a penalty of –1d on the dice 
  chain for one of the following (player’s choice):   all spell checks for 
  clerical spells, all spell checks to lay on hands, or all spell checks to 
  turn the unholy. This penalty lasts until the character reaches level 
  2. 
  A cleric who follows Suss automatically gains protection from evil and 
  second sight as part of her starting spells. 
  Tahor the Thunderer is the god of the storm, which strikes the just 
  and the unjust alike. Those who follow Tahor seek to placate their 
  grim lord, that the thunder will not make them tremble, and the 
  lightning not strike them for their sins. His symbol is the forked 
  stick, or a jagged mark carved on wood or stone. 
  Any member of the People of Koh who becomes a cleric should 
  choose to be a worshiper of Tahor.  A cleric of this tribe who chooses 
  to worship Suss or Gul suffers a penalty of –1d on the dice chain for 
  one of the following (player’s choice):   all spell checks for clerical 
  spells, all spell checks to lay on hands, or all spell checks to turn the 
  unholy. This penalty lasts until the character reaches level 2. 
  A cleric who follows Tahor automatically gains paralysis and resist 
  cold or heat as part of his starting spells. 
  Gul is the god of gloom, night, the dead, and the hidden things which 
  creep forth under the cover of darkness to devour primitive women 
  and men.  He is feared, and his name is not spoken except to beg his 
  mercy. His symbol is a dark blotch. 
  Any member of the Tribe of Ogg or of the People of Koh who becomes 
  a cleric of Gul suffers a penalty of –1d on the dice chain for one of the 
  following (player’s choice):   all spell checks for clerical spells, all spell 
  Appendix 3 —  Gods of Prehistory 
  
  47 
  checks to lay on hands, or all spell checks to turn the unholy. 
  This penalty lasts until the character reaches level 2. 
  A cleric who follows Gul automatically includes darkness and 
  word of command as part of his starting spells.  
  Alignment 
  God 
  Weapons 
  Unholy Creatures 
  Law 
  Suss 
  Flint axe, stone dagger, 
  dagger*, sword*, sling*, staff 
  Undead, demons, devils, 
  creatures which are 
  primarily or always 
  nocturnal 
  Neutral 
  Tahor Spear, bow*, warhammer* 
  Undead, mundane 
  animals, perversions of 
  nature  
  Chaos 
  Gul 
  Club, stone dagger, dagger*, 
  mace*, flail* 
  Angels, lawful primes and 
  humanoids, creatures 
  which are strictly diurnal 
  (active during the daylight 
  hours only) 
  * indicates weapons that the cleric an only use once they are encountered 
  Gods of the tribes 
  
  48 
  Prehistoric wizards use the following table to determine their 
  mercurial magic results. The judge may determine to use the 
  standard table, or this table, once the wizard reaches the standard 
  campaign world. One option is that this table is used each time a 
  once-prehistoric wizard gains a spell of a new spell level. 
  The judge may also use this table for ideas when describing shamans 
  among other primitive human or humanoid cultures. 
  Appendix 4 
  prehistoric Mercurial Magic 
  D% 
  Adjustments to spell effect 
  01 
  Back to the dawn of man. Each time this spell is cast, the wizard 
  permanently loses 1 point of Intelligence.  
  02 
  Monolithic spell. In order to cast this spell, the caster must first 
  raise a stone monolith dedicated to its casting. The monolith takes 
  7d7 weeks to cut, raise, and consecrate, but this time can be re-
  duced by 1d5 days per person aiding the wizard, to a minimum of 
  seven days + 1 day per spell level. The wizard can raise multiple 
  monoliths before expending them, but the number of times he can 
  cast the spell is equal to the number of monoliths raised.  
  03 
  Spell of the stone circle. This spell may only be cast within the con-
  fines of a circle of standing stones, which must have a radius no 
  smaller than 100 yards per level of the spell.  
  04 
  Lithic magic. The caster must touch a standing stone to cast this 
  spell.  
  05 
  Ritual dance. The spell requires a ritual chant and dance to cast, 
  and takes three times as long as normal.  
  06 
  Draw upon the chthonic past. When this spell is cast, the wizard be-
  comes alien in mind and features for 1d5 rounds per spell level, and 
  will attack any that disturbs him during this time.  
  
  49 
  07 
  Brother to beasts. The spell draws upon connections between the 
  wizard and the animals about him. Every time the spell is cast, the 
  wizard takes 1d3 points of Intelligence damage, but gains 1d3 points 
  of Strength, Stamina, of Agility (equal chance of either) that only dis-
  appears as the Intelligence damage is healed. The wizard has a spir-
  itual bond to a particular type of animal that he may never harm or 
  eat. If he violates this taboo, he loses the ability to cast this spell un-
  til he undertakes some quest of the judge’s choosing to purify him-
  self.  Roll 1d12: (1) bear, (2) mammoth, (3) elk, (4) rhinoceros, (5) li-
  on, (6) ape, (7) sabre-toothed cat, (8), lemming, (9) turtle, (10) ser-
  pent, (11) horse, or (12) aurochs (including all cattle).  
  08 
  Green silence. This spell calls upon the growing world of plants for 
  its power, and for 1d7 rounds after the spell is cast, the wizard is 
  lost in the slow contemplation of vegetable life.  
  09 
  Sister to stone. Every time this spell is cast, there is a cumulative 
  1% chance that the caster will be transformed into a stone monolith.  
  10 
  Weak ley line magic. Whenever the spell is cast, the wizard must 
  spend 1d5 rounds first attuning himself to the power of whatever ley 
  lines pass through the area he is in, and then must make the spell 
  check thereafter at –1d on the dice chain.  
  11 
  Magic of ochre. The caster must draw a cave painting of the desired 
  effect to cast this spell, which requires ochre, charcoal, and 1d3 
  minutes of work. The wizard may spellburn, mixing his blood with 
  the pigments, in order to speed this drawing to a mere 1d3 rounds.  
  12 
  Untamed magic. The spell is dangerous to cast, with an equal 
  chance of affecting all possible targets (including the wizard) unless 
  the wizard spellburns.  
  13 
  Sacrifice required. The wizard must sacrifice a living being with hit 
  points equal to the spell level or higher. If no such being is available, 
  the wizard automatically suffers minor corruption regardless of the 
  spell check result.  
  14 
  Dream magic. The spell is powered by the wizard’s dreams, and 
  casting it causes 1 point of Personality damage per spell level.  
  
  50 
  15 
  Magic of the Elder Gods. This spell was obtained from the Elder 
  Gods, and casting it may draw Their attention. Each time the spell is 
  cast, there is a 1% chance per spell level that the Elder God sends 
  servants to collect a payment for its use. Roll 1d7: (1) man-bat de-
  mons demand a living sentient sacrifice for Olalahu, Lord of Night, 
  and will take whoever the wizard points out, (2) shapeless shambling 
  monstrosity demands a riddle, joke, or story to bring to the Silent 
  One, to help Her while away the infinite time between moments, (3) 
  sentient trans-dimensional slime mold wants a minimum of 10 gp 
  per spell level to adorn the temple of Cthulhu in sunken R’lyeh,  (4) 
  semi-corporeal polyp-fish sent to eat spell from wizard’s mind, (5) 
  shoggoth sent to demand human mate for fish-frog bride, (6) shaggy 
  winged near-humanoid fungus demands brain to convey to distant 
  Yuggoth,  or (7) creature of elemental flame will only be satisfied by 
  taking the wizard himself to Cthuggu, Lord of Flame.  
  16 
  Future lore. The spell opens a conduit to some future time, and the 
  wizard is stunned for 1d5 rounds after casting the spell, as her mind 
  attempts to cope with the influx of alien-seeming knowledge. During 
  this time, the wizard has a penalty of –2d on the dice chain to all 
  rolls.  
  17 
  Bestial magic. For 1d4 rounds after casting the spell, the wizard’s 
  features become bestial, and he cannot perform complex tasks, 
  speak, read or write, or cast spells.  
  18 
  Bestial soul. Unless the wizard spellburns, there is a 1% chance per 
  spell level that his soul is replaced with that of a beast every time 
  this spell is cast. This does not affect statistics, but does affect diet 
  and behavior. Roll 1d7: (1)owl, (2)megatherium, (3)bat, (4)hyaenodon 
  (5)cave bear (6)spotted lion or (7)striped wolf.  
  19 
  Predator attractor. Unless the caster spellburns, this spell attracts a 
  predatory animal native to the area in which it is cast, as deter-
  mined by the judge. The predator need not arrive immediately, but is 
  instantly alerted to the wizard’s location and begins to stalk him.  
  20 
  Cold-blooded spell. The spell draws upon the essence or long-dead 
  reptile men who once ruled the world entire, or unborn lizard folk 
  who will one day supplant man. After casting the spell, the wizard is 
  especially susceptible to variations in temperature, taking +1 dam-
  age per die from any heat or cold effects for 1d3 turns.  
  
  51 
  21 
  Shadow magic. This spell calls upon the planes of shadow for its 
  force. There is a 50% chance that any light source within 100’ goes 
  out.  
  22 
  Solar/lunar magic. The spell has an equal chance to be powered by 
  the sun or the moon.  When cast within the direct light of its power 
  source, the spell is cast at +1d on the dice chain, but if not, it is cast 
  at -1d on the dice chain.  
  23 
  Cave magic. The caster must be within a cave or other underground 
  space in order to cast this spell.  
  24 
  Magic of the eibon stars. If the caster is not under a starlit sky, the 
  spell feeds upon him, causing 1d5+spell level damage.  
  25 
  Magic of the cave bear. The caster must have a remnant of a bear 
  (black, brown, cave, polar, or other) in order to cast this spell. At the 
  judge’s discretion, the wizard must roll 1d7 to determine the type of 
  animal this spell is actually linked to: (1) cave bear, (2) aurochs, (3) 
  horse, (4) mammoth, (5) sloth, (6) elk, or (7) cave lion.  
  26 
  Olfactory feedback. Spell is always associated with unusual smells. 
  Roll 1d6: (1) strong musty smell, (2) smell of ozone, (3) powerful 
  smell of rot and decay, (4) cloying scent of flowers, (5) honeyed aro-
  ma, or (6) faint reptilian musk.  
  27 
  Delayed spell. The spell goes off 1d4-1 rounds after it is cast (check 
  each time).  
  28 
  Odd growths. Strange growths appear in the immediate area when 
  the spell is cast. Roll 1d6: (1) stalactites, (2) stalagmites, (3) fossil 
  ammonites, (4) nodes of flint, (5) vines, or (6) thorny bushes.  
  29 
  One with the tribe. The wizard only cast this spell if he has an ally 
  within 100’  
  
  52 
  30 
  Memories of an unborn god. Casting this spell access the unborn 
  mind of a god who has not yet come into existence. Each time the 
  spell is cast, the wizard must succeed in a DC 13 Will save or trigger 
  the birth of the god. if the god is born, the caster takes 1d3 damage 
  to each ability score (including Luck); this heals normally (except 
  Luck), and the caster loses access to this spell. If the save is ever a 
  natural “20”, the god cannot be born within the wizard’s lifetime, 
  and he casts the spell thereafter at +1d on the dice chain.  
  31 
  Unwanted attention. Casting the spell draws the attention of a pow-
  erful supernatural being, who watches the wizard for 10 minutes. 
  Roll 1d4: (1) a blood-red spectral tyrannosaur follows the wizard, (2) 
  a hooded figure shadows the wizard (if checked, it seems to have the 
  wizard’s features), (3) 3d3 reptilian eyes appear on the walls, fur-
  nishings, etc., in the wizard’s vicinity (as he moves, these eyes close 
  and disappear, and new eyes open), or (4) the wizard can sense a 
  malign presence watching and listening through his own eyes and 
  ears.  
  32 
  Associative magic. Although the caster need not have a part of the 
  target to cast the spell, he must be able to draw an association be-
  tween some object he does have and the target. If the judge feels 
  that the association is weak, the spell is cast at -1d or more on the 
  dice chain.  
  33 
  Prehensile toes. For 1d5 turns after the spell is cast, the wizard’s 
  toes are as agile as a monkey’s, giving him a +4 bonus to climb 
  checks, but making it impossible to wear normal shoes or boots. If 
  wearing any form of hard footwear when the spell is cast, there is a 
  1 in 3 chance that the wizard suffers 1 point of Agility damage, and 
  has his movement reduced by 5’ until the Agility damage is healed.  
  34 
  Evolution of the future brain. Each time this spell is cast, the wizard 
  permanently loses 1d3 points of Strength, Agility, or Stamina 
  (determine each point randomly). For every 3 points lost, he perma-
  nently gains 1 point of Intelligence. When Strength, Agility, or Stami-
  na reaches 0, the caster becomes a disembodied brain, moving via 
  levitation and manipulating objects within a 10’ range with telekine-
  sis (Strength 9) as if with normal hands. The wizard can cause vibra-
  tions to communicate with speech, and has the same sensory abili-
  ties he had from his body. The wizard’s AC is increased by +4, but 
  he is hideous to behold, and it will surprise no one that others often 
  wish to destroy him.  
  
  53 
  35 
  Hellbroth. The spell creates an item of food or drink, which the tar-
  get must consume to be affected. If the target is inanimate, it can be 
  smeared or sloshed with the item. On the other hand, the spell can 
  be held in this form for 1d6 + Caster Level days until it becomes 
  useless. Roll 1d7: (1) wine, (2) hunk of meat, (3) sausage, (4) cheese, 
  (5) magic bean, (6) foul-smelling elixir, or (7) an apple.  
  36 
  Back to the Stone Age! Each time this spell is cast, the wizard must 
  succeed in a DC 14 Will save or be cast backwards in time! He can 
  thereafter make a Will save each round, but each time he fails, he is 
  1d10 x 100 years farther in the past. It takes as many rounds for 
  him to return as it did for him to make a successful save; i.e., three 
  failed saves means that the wizard returns three rounds after a suc-
  cessful save.  
  37 
  Magic of the apes. Whenever this spell is cast, hair grows over ¼ 
  inch over the wizard’s entire body, except his face, the palms of his 
  hands, and the soles of his feet.  
  38 
  Bloodthirsty savage. Once this spell is cast, the wizard can do noth-
  ing but physically attack whatever enemies are present until he suc-
  ceeds in a DC 15 Will save or until there are no enemies within 100’.  
  39 
  Thirsty savage. The spell draws upon the wizard’s bodily resources, 
  making him desperately thirsty. The wizard has a -2 penalty to 
  Strength until he can drink at least a quart of water.  
  40 
  Visions of possible futures. When this spell is cast, the wizard gains 
  visions of possible far future worlds that force him to make a DC 13 
  Will save or be stunned for 1d3 + spell level rounds each time the 
  spell is cast.  
  41-60 No change. The spell manifests as standard.  
  61 
  Lord of the hunt. When this spell is cast, shadowy stag horns appear 
  growing from the wizard’s brow. These remain visible for 1d3 turns, 
  and then slowly fade away.  
  62 
  Scream to the gods. The spell ends in a deafening scream, deafening 
  all within 50’ of the wizard who fail a DC 10 Fort save (lasts 1d4 
  turns), and drawing attention to the caster.  
  63 
  Hungry spell. Spellburn is twice as costly for this spell; it requires 2 
  points to gain the benefit normally gained by a single point.  
  
  54 
  64 
  Boomerang casting. After the spell effects take place, the spell casts 
  itself on the next round, with the wizard as the target. If the wizard 
  can make a Will save (DC equal to the spell check), he can either end 
  the spell or immediately direct the spell to another target. It then 
  boomerangs back to the wizard, where the process is repeated. Each 
  boomerang grants a +2 bonus to the spell check.  
  65 
  Power of the tribe. For each ally within 100’ who agrees to take 1d4 
  hp damage, the caster gains a +1 bonus to his spell check.  
  66 
  Ivory amulet. The spell is linked to an amulet carved from mammoth 
  ivory, which the wizard obtains when learning the spell. The amulet 
  is worth 10 gp initially, but each time the spell is cast, the carvings 
  become more intricate, and the value of the amulet grows by 1d10 x 
  spell level gp. If the amulet is sold or stolen, the wizard cannot cast 
  the spell until it is recovered.  
  67 
  Recovery from extinction. Each time this spell is cast, a random 
  creature within 10 miles (as chosen by the judge) devolves into an 
  “ancestral form” – a prehistoric antecedent. Thus, a house cat might 
  become a smilodon, an elephant a mastodon, a human into a cave-
  68 
  Reflective magic. For 1d3 + spell level rounds after this spell is cast, 
  any spell or spell-like effect the wizard successfully saves against is 
  rebounded on the caster, using the same spell check result.  
  69 
  Corpulent caster. When this spell is cast, the wizard gains 3d4 x 
  spell level pounds.  The extra weight fades after 1d4 rounds, but un-
  til it does it cushions the caster, reducing damage from bludgeoning 
  weapons and effects (including falling) by 2 points.  
  70 
  Echoes from the future. Each time the wizard casts this spell, he 
  predicts the numerical result of his spell check roll. If he rolls this 
  number exactly, echoes of future events guide his actions over the 
  next 1d5 rounds. During this period, he rolls two dice instead of 
  one, and takes the better of each roll. The predicted result must be a 
  successful spell check; predicting a failed result has no effect.  
  71 
  Shades of the past. Shadowy images of ancient animals appear 
  around the caster when the spell is cast; these fade away after 1d4 
  rounds.  
  72 
  The link remains in the chain. When a result would cause the spell 
  to be lost, the caster may spend a point of Luck to retain the spell. 
  This is in addition to any Luck spent to avoid corruption.  
  
  55 
  73 
  Ice age. A wave of cold radiates out from the caster; all living crea-
  tures within 10’ per spell level take 1d3 points of damage from the 
  intense cold. Normal flames are snuffed out instantly within this ra-
  dius, and magical flames have a 1 in 3 chance of being extinguished.  
  74 
  Luck of the Old Ones. If the wizard spellburns when casting this 
  spell, he may gain a bonus of +1d3 to the spell check for each point 
  of Luck he burns.  If the wizard does not spellburn, and the spell 
  check fails, the wizard automatically loses 1 point of Luck.  
  75 
  Supernatural awe. When this spell is cast, a wave of supernatural 
  awe radiates outward from the wizard. Intelligent primitive creatures 
  feel this power, and must succeed in a Will save (equal to the spell 
  check result) or abase themselves for 1 round per spell level. Attack-
  ing abased creatures instantly frees them from their supernatural 
  awe.  
  76 
  Silencing spell. The target of the spell is magically silenced, unable 
  to make any sound, for 1d3 + spell level rounds, unless it makes a 
  Fort save equal to the DC of a successful spell check.  
  77 
  Call to the Inner Light. The wizard glows with a radiance equal to 
  candlelight when this spell is cast. This radiance lasts for 1d4 + spell 
  level rounds.  So long as the wizard is glowing, he cannot hide suc-
  cessfully, and ranged weapons gain a +2 bonus to hit him.  
  78 
  Chanted spell. So long as the caster can speak, he can cast this 
  spell, which requires neither material nor somatic components.  
  79 
  Plague of insects. Millions of insects crawl out of the wizard’s hair, 
  beard, and clothing when the spell is cast, obscuring him for 1d3 
  rounds and giving him a +2 bonus to AC for this period. Roll 1d7 to 
  determine the type of insects:  (1) moths, (2) hornets, (3) butterflies, 
  (4) cicadas, (5) dragonflies, (6) house flies, or (7) locusts.  
  80 
  Dimensional healing. When the spell is successfully cast, the wizard 
  makes brief contact with duplicates of himself from multiple reali-
  ties. The wizard’s wounds are taken by these duplicates, healing the 
  wizard 1d4 hit points per spell level.  
  81 
  Dimensional theft. When this spell is successfully cast, the wizard 
  makes brief contact with duplicates of himself from multiple reali-
  ties. The wizard may attempt a Luck check to obtain one item (worth 
  1d3 gp per spell level or less) from this contact. If the Luck check 
  succeeds, the wizard gains the item. If it fails, one of his duplicates 
  steals a similar item from him instead (chosen by the judge).  
  
  56 
  82 
  Spell savior. Casting the spell channels energy to a distant world, 
  causing bounty and riches to accrue therein. Every night following a 
  casting of the spell, the wizard dreams of teeming throngs worship-
  ing him unto a god.  
  83 
  Stone skin. Each time this spell is cast, the wizard’s skin hardens to 
  a stone-like consistency for 1d4 rounds. This reduces the wizard’s 
  Agility by 1 point per spell level, but increases his AC by 1d3 points 
  per point of lost Agility.  
  84 
  Fires from the earth. When the spell is cast, 1d4 gouts of fire erupt 
  from the earth within a 30’ radius from the caster. The caster can 
  direct each of these gouts to a separate target by making a DC 10 
  Will save per gout. Any that the wizard fails to control target a ran-
  dom creature (including the wizard) within this range. Each gout 
  does 1d6 damage (Reflex DC 10 negates).  
  85 
  Psychic spear. A spear of pure psychic energy appears in the wiz-
  ard’s hand. It has a +2 bonus to attack roll and damage, but only 
  lasts until it hits something or a number of rounds equal to the spell 
  level have passed.  
  86 
  Satiating spell. Casting the spell completely satiates the wizard’s 
  hunger and thirst for that day, making food and drink unnecessary.  
  87 
  Difficult to resist. Saves made against this spell are rolled on 1d16 
  instead of 1d20.  
  88 
  Swarm of pterosaurs. Casting this spell causes a swarm of small 
  pterosaurs to appear from the mists of time and then disappear just 
  as quickly. All within 30’ of the wizard must make a Ref and a Fort 
  save (DC 10 + spell level). Those failing the Reflex save are knocked 
  prone by the whirling tide. Those failing the Fort save take 1d3 dam-
  age from pterosaur bites.  
  89 
  Reign of frogs. For 1d3 turns after the spell is cast, the wizard is in-
  explicably deferential to amphibians of all types, and treats the most 
  humble frog as though it were royalty. The wizard must succeed in a 
  DC 15 Will save to disobey an intelligent amphibian, or to intention-
  ally harm an amphibian, during this period.  
  90 
  Genderless. When this spell is cast, the wizard loses all external in-
  dications of gender for 1d6 hours.  
  
  57 
  91 
  Health of the tribe. If the wizard spellburns when casting this spell, 
  all allies within 15’ of the caster are healed 1d3 damage per point of 
  spellburn the wizard used.  
  92 
  Grunting allies. All allies within 100’ are reduced to monosyllabic 
  words for 1d3 rounds, precluding most spellcasting. During this 
  time, they gain a +1 bonus to melee attack rolls and melee weapon 
  damage, however.  
  93 
  A greater power. A greater power will aid the wizard in casting his 
  spell, allowing the spell check to be improved by +1d on the dice 
  chain, if the wizard so chooses. However, each time that the wizard 
  calls on the greater power, there is a cumulative 1% chance that it 
  will demand something in return.  Roll 1d7:  (1) the Earth Mother 
  demands a fertility rite be conducted on the next new moon, (2) the 
  Great Ice Bear demands a human sacrifice to be burned in his hon-
  or, (3) the Great Shaggy One has drifted to sea in the iceberg holding 
  his frozen remains, and must be returned to shore,  (4) Pugo, the 
  Ancestral Shaman, is lonely and simply wishes someone to talk to 
  for the next 1d3 hours, (5) the Spirit of the Cave has had no living 
  sacrifice tossed down the Bottomless Pit of Eternity for ever so long, 
  (6) the stag-horned God of Hunting demands that the wizard join the 
  Chase for a year and a day, or (7) the Venerable Serpent needs to 
  feed its brood, and has sent a giant snake to interview potential ap-
  plicants, right now! (see Core Rulebook, page 428.)  
  94 
  Spell mastery. The wizard never suffers corruption, misfire, or pa-
  tron taint when casting this spell.  
  95 
  The gods smile upon us. Casting this spell draws the favorable at-
  tention of the gods to the wizard and his allies. For 1d4 rounds, the 
  wizard gains a +4 bonus which may be added to a single roll made 
  by the wizard or one of his allies each round. The wizard must have 
  line of sight to the character making the roll. The wizard only gains 
  one such bonus; casting the spell during the period while the gods 
  smile  
  96 
  Fishing expedition. By taking twice as long to cast this spell, the 
  caster may roll the spell check before completing the spell, thus 
  avoiding misfire or losing a spell to a bad throw. However, any cor-
  ruption or patron taint resulting from a natural “1” still occurs nor-
  mally.  
  
  58 
  97 
  Psychic drain. The spell is powered by the minds of the living. The 
  nearest creature (other than the caster) takes 1d3 points of Intelli-
  gence damage per spell level.  
  98 
  Roll twice on this table.  
  99 
  Roll twice on the table in the Core Rulebook, but instead of rolling 
  d%, roll 4d20 modified by the wizard’s Luck adjustment (in incre-
  ments of 10%).  
  00 
  Roll twice: once on this table, and once on the table in the Core 
  Rulebook. In both cases, instead of rolling d%, roll 4d20 modified by 
  the wizard’s Luck adjustment (in increments of 10%).  
  
  59 
  This adventure assumes that characters are going to reach Level 
  1 as soon as they gain 10 XP, and the dangers of the module 
  follow that assumption.   
  Clerics experience a moment of divine election, where their 
  would-be god reaches into their hearts and chooses them to 
  become a link between the mundane world and the divine. See 
  Appendix 3 for information on the prehistoric gods and the 
  consequences of choosing each. 
  Although thieves start out as little more than extra-sneaky 
  fighters and scouts, entering the Gift of Suss awakens 
  something in their minds. They understand the mechanics of 
  the craft more than other characters do, and this translates to 
  an ability to open locks as well as to find and remove traps.  
  With the judge’s permission, a prehistoric thief can forego the 
  ability to disguise and forge documents, spreading those 
  bonuses among his other thief abilities as he desires, so long as 
  no extra bonus is added twice to the same ability until every 
  remaining ability has benefited equally. 
  Warriors are the same in all ages, and in all worlds. As soon as 
  a prehistoric warrior sees a sword, she knows how to use it. 
  Primitive wizards are close to the natural world. Wizards need to 
  learn spells in order to cast them, and should use the special 
  mercurial magic table in Appendix 4 for their initial spells at 
  least.  The judge is encouraged to automatically give prehistoric 
  wizards patron bond, but to disallow color spray, Ekim’s mystical 
  mask, flaming hands, and force manipulation as initial spells.  
  Appendix 5 
  Leveling Characters 
  X 
  
  60 
  Ussa-La of Umbaros, daughter of the Padusar of the City of Visaba of the 
  Green Canals 
  Lawful Thief (1st level) 
  Occupation: First Officer of the Solar Bequest 
  Strength: 9 (0) 
   
  Agility: 13 (+1) 
   
  Stamina: 10 (0) 
  Personality: 15 (+1) 
  Intelligence: 14 (+1) 
  Luck: 14 (+1) 
  HP: 5; Speed: 30’; Init: +1; Ref: +2; Fort: +1; Will: +2 
  Base Attack Mod: 0 
  Attack Dice: 1d20; Crit Die/Table: 1d10/II 
  Main Weapon:  Stunner +1 ranged (bypasses armor [but not shields or 
  agility]; DC 15 Fort save or be stunned and helpless for 1d6+6 minutes; 10 
  shots remaining. Secondary Weapon: Dagger +0 (dmg 1d4) 
  AC: (11) (Unarmored (+0) Check penalty (0) Fumble die (d4)) 
  Equipment: Silver jumpsuit 
  Lucky sign: Resisted the temptation of the Murpagi (Willpower saving throws) 
  Languages: Umbarosi, minor telepathic field allows her to swiftly learn the 
  languages of those she is in physical contact with 
  Thief Ability: When expending luck, roll d3 for each point expended 
  Thief Skills: 
  Backstab: 1 (0) 
   
  Sneak Silently: 2 (1) 
  Hide In Shadows: 4 (1) 
  Pick Pocket: 2 (1) 
  Climb Sheer Surfaces: 4 (1) 
  Pick Lock: 2 (1)  
  Find Trap: 4 (1)  
  Disable Trap: 4 (1) 
  Forge Document: 1 (1) Disguise Self: 1 (1) 
  Read Languages: 1 (1) 
  Handle Poison: 0 (0) 
  Cast Spell From Scroll: (d10 + 1)  
  Appendix 6 
  Ussa—la 
  
  61 
  
  62 
  
  63 
  The Tribe of Ogg and the Gift of Suss is published under version 1.0 of the Open Gaming License, and the System Reference Document by permission from 
  Wizards of the Coast, Inc.  
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, 
  version 1.0: Dungeon Crawl Classics, DCC RPG, Mighty Deed of Arms, spell check, Luck check, spellburn, mercurial magic, corruption, disapproval (all of 
  which are Product Identity of Goodman Games and used under license).  
  Designation of Open Content: Subject to the Product Identity designation above, such sections of creature statistics as derive from the SRD are designated as 
  Open Gaming Content. Some of the portions of this book which are delineated OGC originate from the System Reference Document and are copyright © 
  1999,2000 Wizards of the Coast, Inc. The remainder of these OGC portions of these book are hereby added to Open Game Content and, if so used, should 
  bear the COPYRIGHT NOTICE “The Tribe of Ogg and the Gift of Suss, copyright © 2015 Daniel J. Bishop, all rights reserved” 
  The Tribe of Ogg and the Gift of Suss is copyright © 2015 Daniel J. Bishop. Open game content may only be used under and in the terms of the Open Game 
  License. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identify-
  ing marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likeness-
  es, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You 
  must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of 
  this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You 
  have sufficient rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modi-fying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with 
  the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do 
  so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regula-tion then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All subli-
  censes shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.  
  DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@goodman-games.com 
  
  64 
  You are a savage, eking out your existence on a the 
  semi-frozen hills and plains of an ancient world. As 
  if your life wasn’t  hard enough, now the chief 
  wants you and a handful of your buddies to traipse 
  across the dangerous tundra, dodging cave lions, 
  hyaenadons, and the odd mammoth, enter the 
  Dread Forest (I’m sure they call it that because it’s 
  a bright and sunny place), and find out what the 
  great god Suss, Father of Morning, Noon and Dusk, 
  has thrown onto the earth. The chief says it’s a gift. 
  Right now, it seems like a curse. But, it burns out 
  there, throwing up a column of smoke, and your 
  tribe is counting on you!  
  The Tribe of Ogg and the Gift of Suss 
  is a free 0-level adventure for DCC 
  RPG.  
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/DCC - Tribe of Ogg & Gift of Suss.pdf