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Of Gods and Men: a DCC mini-campaign

Witness Aldo (1st level Neutral Cleric), neophyte of the god of mysteries and riddles, Amun-Tor (aka
The Most Ancient One)
Aldo tends a sacred shrine, built around the uncorrupted remains of an ancient (yet seemingly
youthful) wonderworker, assisted by a handful of disciples from the nearby village. The shrine is a
site of pilgrimage for the villagers of the remote mountain valley, and is guarded by a mercenary
company supported by the thank-offerings of pilgrims.
When a brazen attempt to violate the tomb is thwarted (but not before the theft of some grave
goods) by the mercenary guard Balric (1st level Chaotic Warrior), the ruffian Breis (1st level Chaotic
Thief, near death after being laid low by the sepulchres sentinel, a man-bat guardian familiar), a
local neer-do-well, is apprehended and destined for the gallows. After swearing oaths before the
gods, he is healed of most of his grievous wounds (Breis still has -2 Stamina, a legacy of his brush
with death) and his sentence is commuted to servitude, under the watchful eye of Aldo, who is on a
personal quest to unlock a sacred mystery at the behest of the Lord of Enigmas:

Along the shore the cloud waves break,


The twin suns sink behind the lake,
The shadows lengthen,
In _______
Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost _______
Peons the Bulls face shall sing,
Where flap the tatters of the King,
Must die unheard in
Dim _______
Song o my soul, my voice is dead,
Die thou, unsung, as tears unshed
Shall dry and die in
Lost _______

Aldos horoscopes and prognostications point to one of the old pagan henges that litter the valley
floor. The dominance of the ancient barbarian tribes, newcomers to this region, is attested to in
their crude artwork and monuments, and not a few surviving artefacts (some of unknown origin, it is
reputed). An ancient sorcerer or fey-lord, his name long-forgotten (there appears to have been a
concerted effort to eradicate all trace of his existence), came to dominate these strange men.
Doubtless the blood of the newcomers, much-maligned though they be, commingled with that of
their indigenous subjects, and still courses through the veins of the people of the valley to this day.
While the expedition is being readied, Breis and Balric divide their ill-gotten booty, with Breis quickly
fencing the stolen grave goods, and pocketing a handy profit for himself (much to his gangs
annoyance). Balric, meanwhile, possesses the emerald amulet that adorned the corpse of the
interred youth. He ponders the mystery behind the ancient sorcerers youthful appearance and
uncorrupted corpse, but is soon distracted by other matters. The two equip themselves and join
Aldo.
The company leaves the safety of the village behind, and stands before the monolithic rocks of the
old stone (? Faerie) mounds under the dark light of a starry sky, as the Empty Star, a once-in-ageneration visitor to the night sky, shines overhead, blotting out other stars in its path through the
Firmament. Three of the large stone blocks lean haphazardly together to form a portal, roughly the
size of a man. Aldo determines that they seem to be placed directly under the path of the Empty
Star. As it ascends to its highest point, the light of the Empty Star catches in the portal, and a
shimmering, wall of coruscating shades of grey fills the opening. As it fades out, a flagstone-lined
corridor is visible beyond, although only from this side of the portal. Boldly the company enters, save
for the apprentice healer, who takes little comfort in Aldos assurances that the blessings of AmunTor are with the party. He is manhandled by Balric, and pushed through into the corridor.
The stone path is real enough, suspended on a sea of stars and nebulae, a cold stillness all about.
Looking back down the hallway, through the portal, Aldo notices the night sky is somehow different,
yet strangely familiar, and The Follower is now ascendant. Lighting torches, Breis proceeds down the
corridor, attracted to the glint of a bejewelled door of bound iron (or so he believes). Crystals are
arrayed in an odd assortment of star shapes, dominated by a translucent black stone of flawless
workmanship, a representation of the Empty Star.
Checking for traps, Breis determines that there are none. Against Aldos counsel, he attempts to
prise free the gems, whereupon a blast of light, with the cold intensity of the Outer Dark itself,
engulfs him. A pantherish twist saves him, and he places himself before the mercy of Aldo for a
blessing of healing. Aldo admonishes him for his covetousness, but relents.
It is determined that when the Empty Star reaches the position depicted in the jewelled star-chart,
the conjunction will be complete. Sure enough, after a tense hour or so, the door is heard to click
open as a hissing sound erupts forth. The party cautiously approaches.

Meanwhile, Scaramanga (1st level Chaotic Thief), Breis one-time accomplice and co-conspirator, is
out for vengeance for the betrayal done him. He and gang of like-minded youths, follow Breis party
from a safe distance, and enter the tomb cautiously.
Menep, a fledgling sorcerer, and his entourage on pilgrimage are drawn to the mysterious stones.
The haughty wizard demands entry from Scaramanga, and crosses the threshold into another world.
All of this has been observed by Arminus (1st level Neutral Elf) and his fringe-dwelling allies. The
ancient mound/tomb, while not especially sacred to his people, is nevertheless a site of awe and
reverence, and Arminus fears its desecration at the hands of these mortals. At any rate, its powerful
occupant may serve as a suitable Patronus for the neophyte sorcerer. As he enters the portal, he
feels a strange familiarity with the pattern of stars arrayed around him.

The Portal under the Stars

Areas of the Map


General Features: Unless otherwise noted, the dungeon is dark and dry. Doors are unlocked
unless specified otherwise. Access to the tomb is restricted, so there are no wandering
monsters.
Area 1-1 Portal: Even though the hallway is visible from only one side of the portal, you
tread on solid flagstones. The starlight fades as it reaches into this hallway, which dead-ends
ahead at a stout iron-banded (or so it seems) stone door. Jewels or crystals in an odd
assortment of star shapes are inscribed on the door.
The hallway appears only under certain constellations related to the Empty Star. The star
shapes on the door approximate the night-time sky visible through the reverse end of the
hallway, but looking back now reveals stark differences. Of note is The Follower (al-Dabaran,
to Classical scholars), now ascendant where it was not mere moments ago (DC 15
Intelligence check).
If the characters wait d% minutes, movement of the night-time constellations and the Empty
Star corresponds exactly with the same star pattern inscribed on the door. (A character
realizes this with a DC 14 Intelligence check.) The door pushes inwards and slides to the left
easily for a ten-minute interval.
Door: At any other time, the door will not budge. Treat as locked; DC 20 Strength check to
break down; DC 15 Pick Lock check for a thief.
Trap: If the door is forced, a searing light burns from the star-shaped inscription. The character
in the lead takes 1d8 damage (DC 10 Reflex save for half). The trap is detected with a DC 20
Search (PC notices strange arcane glyphs arranged among the star-shaped inscriptions).
Area 1-2 Guardian Hall: Across from this room is another stout door. Four iron statues flank
the door, two to a side. Each statue depicts a different fighting man in a round iron helmet
and supple reflective armour holding a long spear in a guarding stance. All the spear-tips are
aimed at the door through which you just entered.
The statues are inanimate sentries of the space aliens, armed with sonic pulse rifles (2d8
points of damage, DC 10 Ref. save to avoid. If struck, DC 10 Fort. save or KO for 10-30
minutes). They wait for an opportune moment, and then suddenly fire their blasters at the
characters (potentially striking anyone [up to four per round] in the room within 10 feet of the
doorway) Four ranged attacks: auto hit unless saved against, increase DC to 15 if standing in
the doorway.
The statues are clearly mechanical and make no further movement or effort to track
characters; they continue firing into the same area each round until the door closes once
more. They can be attacked but are made of (an unknown) metal, and only damage
weapons used against them. Their armour can be removed (treat as scale mail armour (+4
AC, d12 fumble) is highly polished. The armour can be removed from the statues and worn or
sold for twice the usual price.
The spears can be recovered (treat as clubs). The door is unlocked and not trapped.
Area 1-3 Monument Hall: This spacious chamber has marbled floors and a door on each
wall. At the centre of the room is a vast, 50 foot diameter raised pool, a vile pit full of
quivering and bubbling dolm ooze. Entirely surrounding its circumference is a low panel of
some unknown metallic stone covered with various fleshy/mechanical knobs, buttons, and
levers, all utterly incomprehensible. Vile iconography adorns the walls of this chamber,
depictions of many-limbed, many-eyed, gibbering, loathsome horrors raining terror on a
hapless primitive people. Among the grisly images is a rendering of the Ancients fertility
goddess, Shupnikkurat (Echidna to the Classical historians), the Mother of Monsters (DC14
Intelligence check).
Halflings feel a disturbing, inexplicable deep affection for the Mother.

An unskilled character can roll Luck or less on d% (d30 for Halflings, who have an inherent,
instinctive passing familiarity with the pit) to activate the pit, causingsomething to
emerge from it.

A human with some understanding of the Fecund Protoplasmic Pit (roll Intelligence or less on
d% to work out a vague notion of how the pit may be activated), can once per day
manipulate the controls to induce the artefact to produce a living thing:
0144 immobile, organic goo
4555 dolm ooze
5666 dolm pudding
6777 jale slime
7888 ulfire jelly
8994 a spawn of Shub-Niggurath that wanders away
9597 a spawn that attacks
9800 a spawn that will serve and obey its creator
All doors are unlocked.

Area 1-4 Scrying Chamber: A wide stone throne faces you from the centre of this square
room. The walls are hung with primitive clay tablets, head-high and inscribed with strange
symbols.
Each tablet is a few feet wide and there are dozens hanging on the four walls.
The chamber is home to a Dolm Ooze
Dolm Ooze
No. Appearing: 1
Armour Class: 12
Hit Dice: 2 to 4 (14 hit points)
Move: 3
Alignment: Neutral
Also found in other colours (such as gray), dolm ooze can be difficult to see since it looks like
wet stone. They can seep through even the smallest of cracks. Its corrosive touch harms flesh
(2 dice damage) and corrodes metal (but leaves both wood and stone unharmed). Normal
weapons will harm dolm ooze, but metal ones will be destroyed after a single successful
attack. Dolm ooze is impervious to fire, cold, and all Space Alien weaponry (gamma
radiation actually restores one HD of damage) other than lightning bolts.
A magical scrying glass hangs on the back of the entry door. If the door is shut, someone
seated on the throne looks directly upon the portal in utter darkness, he will see an image of
the King in Yellow reflected before him, then visions of unearthly vistas:

Anyone who studies the tablets can make out their story. They tell of an alien race that came
from the stars to bring magical implements to a barbarian tribe, to repel an invasion of beastmen led by a powerful sorcerer assisted by monstrous abominations. The aliens will return
when the stars are right. Many less significant events are foretold by the stars (and tablets) as
well: droughts, plagues, the birth and death of kings, and so on.
Area 1-5 Chieftains Burial: This musty room is clearly a burial chamber. Seven shrouded
alcoves hold piles of loose bones. Rusty arms and armour adorn the walls beside each
alcove and funeral masks are mounted beneath the loose skulls.

The funeral masks show primitive, almost simian features on stern faces. Examination of the
bones shows they are not quite human: the limbs are too thick, the spines too short, and the
beetled brows jut out too far.
Each of the seven skeletons was a general in the army of the alien sorcerer. If the skulls in this
room are destroyed, the spirits that animate the warriors in area 8 are released to be
devoured by the Howler in the Wastes.
The bones are living dead that have decayed over the eons. They shake and rattle as
characters approach; however, they can no longer animate into cohesive skeletons.
The skulls clack, clatter, and attempt to bite, but are easily avoided and crushed through
normal means.
Seven piles of living bones: no statistics necessary
The living bones are watched over by seven diseased guardians
Diseased Guardians
No. Appearing: 636
Armour Class: 12
Hit Dice: 1-1 (7 each)
Move: 24
Alignment: Chaotic
In appearance feral and filthy White Men, Diseased Guardians are typically summoned by
Sorcerers to guard treasures since, being ageless, they can guard a treasure literally forever.
They attack with teeth and claws. In addition to causing 1 die of damage, a successful
attack requires its victim to make a DC10 Fort. save. Failing the save indicates that the victim
has been infected with a rotting disease that will prove fatal in 31 to 50 months.
Failing three such saving throws in a 24-hour period will turn the victim into a Diseased
Guardian, bound to the Sorcerer who conjured the Diseased Guardian who transformed
him.
Most of the weaponry and armour in this room is rusted and worthless, but a hand axe, a
battle axe, and a set of chain mail can be recovered. Due to their age and brittleness the
two axes are at -1 to attack, and the chain mail offers only +4 armour class for similar reasons.
Area 1-6 Gazing Pool: This enormous chamber is filled with a large, rectangular pool of
water running the entire length of the room. Diffused light shines upward from the pool,
illuminating wide pillars lining the walls. Strangest of all, however, are the man-shaped crystal
creatures visible in the shadows. They shuffle about slowly, their strange crystalline bodies
sparkling like jewels whenever they catch the light from the pool. There is a door in the far
corner of this chamber.
This room represents the sorcerers vengeance against his enemies. He transformed his foes
into living crystalline statues, and then trapped them here. Now possessed of only animal
intelligence, they are no longer capable of speech nor do they need sustenance. They have
wandered this room for millennia, trapped in the unending hell of their crystal bodies.
There are six crystal statues. Their features are hard to discern because of their translucency,
but they are perfect replicas of the interstellar race depicted in Area 1-4. They are attracted
to light and shuffle toward torches and lanterns. They do not attack, but their approach may
seem menacing, and they will defend themselves. If they reach a torch or other light source
unmolested, they simply stand next to it and absorb the warmth.
Six crystal statues: Init -2; Atk punch +2 melee; Dmg 1d4; AC 12; HP 4; MV 10; Act 1d20; SV
Fort -2, Ref -2, Will +0; AL N.
The pool is 3 deep. Its bottom is painted pitch black and encrusted with thousands of
crystals forming the stars of a night-time constellation that is unfamiliar. (It is in fact the sky as it

will appear viewed from the shores of Lake Hali, at a time when the alien benefactors will
return (Astrology DC30))
The light shines through the crystal stars from area 8 below. Each crystal is worth 10 sp and
takes 2 minutes to pry out. Prying out crystals causes the water in the pool to drain into area
8. Air bubbles rise, then a current starts, and after 10 crystals are pried out, the draining is
obvious. After 50 crystals are removed, the floor buckles and is weakened. After 100 crystals
are removed, it collapses onto area 8, sending any characters within the pool crashing down
into to the room below in a sloshing mess (1d6 damage, DC 12 Ref save for half).
Area 1-7 Strategy Room: The spiral staircase leads to a long, narrow room with a door in the
far wall. There are several ledges holding miniature clay solders and two tables with armies of
opposing soldiers are laid out around buildings and hills.
The sorcerer intended for this room to be a planning station for his afterlife conquests.
Four of the clay soldiers are solid silver. They are the generals, clearly the leaders of the four
armies laid out on the two tables. DC 10 Search check; worth 20 gp each.
Area 1-8 Clay Army: The door opens upon a breathtaking scene. An enormous, threetiered chamber spreads before you. An oversized throne rests upon a raised dais at the far
end of the room. Seated on the throne is a yellow clay warlord.
Below the dais at floor level seven statues of clay generals stand motionless. Below them, in a
huge pit that runs the length of the room stands an army of clay soldiers. There are dozens of
soldiers arrayed in marching formation, their clay armour and clay spears equipped for war.
A great stillness pervades the room. It is the stillness of death; the silence of a tomb. Then,
suddenly, the stillness is broken as the clay warlord jerkily raises an arm toward his generals.
Then, the entire army takes a lurching step forward, shattering the silence with the tramp of
doom.
This is the warlords elite guard, preserved and reanimated for eternity. The characters have
no hope of defeating the 70 warriors, 7 generals, and warlord. All share these same stats:
Init +0; Atk spear +4 melee; Dmg 1d8; AC 12; HP 9; MV 10; Act 1d20; SV Fort +2, Ref +0, Will
+0; AL N.
However, there are several clever ways to win passage:
If the clay army is submerged in water by removing crystals to sink the pool in area 6
all creatures in this room take 1d6 damage from falling debris as the ceiling collapses.
Additionally, any surviving clay soldiers slowly turn to mud, taking an additional 1 point of
damage each round until they dissolve into a puddle.
The life force of the clay generals is linked to their skeletons in area 5. If the skulls there
are destroyed, the clay generals heads shatter to shards and dust. The characters may
arrive to find the generals already destroyed.
Smart characters may try to assassinate the warlord directly, which quickly ends the
threat.
If the warlord and generals are alive, the warriors climb from the pit (1 action) and attack
while the generals look on. If the generals are killed, the warriors lack organization and spend
a few rounds milling about before moving forward to attack. If the warlord is killed, the entire
army loses anima, becoming simply a set of clay statues.
The secret door is found with a DC 14 search.
The crystal globe is an Elder Thing Crystal. It emits a soft ongoing light. It is worth 200 gp as a
work of art. A wizard who unlocks its secrets (DC 18 spell check plus study time and arcane
consultation) understands that it provides an arcane caster with up to a total of 20 points of
Spellburn potential.

Area 1-9 Treasure Vault: At the end of the long hallway is a spartanly-appointed room
containing simple wooden shelves, a camp chair, and a sleeping pallet. The wooden shelves
hold a bronze (?) rod, a glazed ceramic jar, fine weapons and armour, and a small metal
cylinder, about 12 high by 8 in diameter, with various unidentifiable devices attached to
the cylinder around its base and top. Inside the cylinder is a pale, softly glowing yellow-green
liquid, immersed in which is a living brain ball!
Mummy Brain;
No. Appearing: 1
Armour Class: 12
Hit Dice: 8+2 and up (48)
Move: Nil
Alignment: Chaotic
Psionics: 37 powers up to six times per day (4)
Mental Blast: 3d8 damage
Mind Control 120
Telepathy
Telekinesis 240lbs
For the purposes of Spell Duels, the mummy brain rolls d20+8, needing a 12 or more to
successfully cast its psionic effect. If PC wizards or elves make a good show of it, it will
cease its attack and offer terms of surrender.
As millennia pass, the dry bodies of mummies gradually crumble to dust. Usually the living
brains of mummies rot away upon the dissolution of a mummys body. But a few of the brains
of mummies who are of 8th or higher level and have an 18 intelligence score continue to
think and exist. They appear simply as immobile but obviously alive human brains. Their long
meditations and esoteric studies of the unimaginable nature of reality allow them to perform
any sorcerous rituals they know, even without their bodies or any sacrifices or any of the
material paraphernalia so typically required in sorcery. Mummy brains must only concentrate
for the duration of time required for the ritual in order to perform it. Normal weapons
(including Space Alien weaponry), poison, fire, and cold have no effect on mummy brains.
These most feared of the undead are, fortunately, vanishingly rare.
If the mummy brain is removed from the brain cylinder, it will continue to function for 1d5 +2
rounds before going dormant.
The mummy brain is protected by four diseased guardians (qv; but attack at +2 to hit),
infected with Species 23750, which will burst forth from the belly of a destroyed guardian.
Species 23750;
No. Appearing: 1-6
Armour Class: 16
Hit Dice: 1
Move: 15
Alignment: Neutral
These stone grey worms can grow up to 2long and 6wide. They have no discernible sense
organs, but possess a large maw filled with sharp teeth. They burrow into the viscera of dead
victims and there perish. Two days later, the host corpse bursts asunder as 1-6 newly born
worms crawl from it.
A character saved from death by Bleeding Out or Recovering the Body can be so infected.
One successful Lay on Hands (cure disease; 2 dice) is required per worm which has
managed to burrow into the body.

Here are stored the trappings of the sorcerer:


The bronze rod (of rulership, perhaps?) of unknown metal and intricate filigree (treat as a
Gamma Radiation rifle; 3 dice damage, 1000 range, 6 charges remain. Roll under Luck or
Intelligence on d% to activate).
A glazed ceramic jar containing a dozen or so translucent and tinted lenses, reminiscent of
the eyes of a snake (octacles). These allow the wearer to identify the colour of a man, and
are also useful for the rituals, below.
The assortment of weapons includes a longsword, a longbow, 40 arrows with quiver, a
mace, a spear, a battle axe, a dagger, and a hand axe, and a suit of scale mail armour.
A stoppered vial filled with an oily green paste (p61).
Clay tablets containing the following rituals:
Summon Disease Guardians
This ritual takes three hours to complete and can be performed only underground.
Fourteen youths (seven males and seven females) of the White and/or the Yellow Men
between the ages of 12 and 18 are the required sacrifices. At the end of the ritual 636
Diseased Guardians burst up from the earth and cannibalize the sacrifices.
If not bound by The Many-Octacled Binding (cf.), the Diseased Guardians will 50% of the time slay
their summoner before loping off to wreak havoc.
The Many Octacled Binding
This ritual can be performed only in conjunction with the Summon Diseased Guardians ritual.
It adds two hours to the performance time (thus a total of five hours). The Sorcerer must have
at least 3 (and, ideally, 108) of the Snake-Mens curious translucent and variously coloured

lenses called octacles. These are arranged in complex patterns, suspended from wires over
and around the sacrifices. For every three octacles the Sorcerer has, one of his summoned
Diseased Guardians will be bound to his will. Thus if the Sorcerer had 39 octacles and
summoned 18 Diseased Guardians, thirteen of the monsters would be bound to his will. The
other five would be 50% likely to attack the Sorcerer.

Aftermath
Aldos faith is rattled by the suggestion that the death of so many is the Most Ancient Ones
toll as Opener of the Way and The Key and the Gate. He has already offended his god in
some way, and must make amends.
Breis is killed by Scaramanga after the former tries to murder his erstwhile ally.
Halflings accidentally create a spawn of Shuppnikkurat from the fecund protoplasmic pit. It
escapes out of the portal and into the characters home world
Dolm ooze destroys the crystalline-forms of the warlord-sorcerers enemies.
Scaramanga, having taken The Unspeakable Oath, invokes the blessing of He Who Shall
Not Be Named to help defeat the sorcerer-mummys brain.
Balric, Aldo, and Scaramanga were at various times, apparently killed, only to have their
bodies recovered by their comrades, sorely wounded and near-death.
All artefacts and items of note (including 80 sp worth of gems from the gazing pool and two
silver statues [20gp each]) are recovered.
Character deaths:

Breis (killed by Scaramanga)


2x 0-level PCs killed by sentry guards
2x 0-level PCs: Halfling, woodsman (killed by diseased guardians)
2x 0-level PCs (killed by mummy brain and diseased guardian)
Menep (taken by a tentacled horror from the protoplasmic pit on the
partys exit)
Remaining 0-level PC is infected with species 23750, and will die in a
day unless healed
1x 0-level urchin (killed by clay warriors)

The party emerges from a funerary shaft on the side of a hill into a barren world illumined by
two red suns. (Hex 0102)

NB: Menep has miraculously survived the tentacle horror of the protoplasmic pit. When all
seemed lost, he called out to Shupnikkurat, the Mother of Monsters, pledging his devotion,
and was spared. He emerges sorely wounded, and changed

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