/OSRG/ZINE! NO. 1

CREDITS:

Written by : Ellardin, PastamanXLII, The_VolV. Edited and compiled by : Ellardin Additional thanks and inspiration : Hog Rider, Pizzaready ThePrisoner, /OSRG/

Contributors to the original hexmap: Agent blue , Anon who is gonzo, Della, DishwasherPossum, Ellardin, EsotericOdyssey, Historian, KusoDM, NovanIV, PastamanXLII, Rosen, Sando , Stagehand, Teh_Az, Tipsta, The Dice Must Roll, The_VolV, Twocalf.

Submissions : If you would like to contribute to the second volume of The Scorched Coast Zine, send all submissions to: [email protected]. All submissions should be either .doc, .txt or linked to an open and free document sharing service. The theme and content for the second volume will be centered on the wondrous, magical and esoteric.

This Zine is unofficial and fan created by the /OSRG/ community. The hexmaps were created using Hexographer and Hexkit. All art used is in the public domain, any art that is not within the public domain was unintended. This is not a commercial product, nor meant for commercial distribution.

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Table of Contents:

Introduction ………………………………………………………….3 The Scorched Coast ……………………………………………...5 Hex Map Key Descriptions …………………………………….8 Glossary of Terms ………………………………………………….33 Creating Scorched Coast Characters ……………………...38 Starting Adventures in The Scorched Coast …………..39 Lucky Sign and Birth Augur ………………………………….40 Scorched Coast Occupations ………………………………….41 Scorched Coast Mutations ……………………………………..43 Scorched Coast Blood Types ……………………………...... 44 Scorched Coast Patrons ………………………………………..45

The Lord of the Tower……………………………………… xxxxxxxxxxxxxxxxxxxxxx

The Machine Mind …………………………………………….. xxxxxxxxxxxxxxxxxxxxxx

The Atomic Dragon…………………………………………… xxxxxxxxxxxxxxxxxxxxxxx

The Scorched Coast Grimoire……………………………..xxxxxxxxxxxxxxxxxxxxxxxx

Hexploration……………………………………………………….xxxxxxxxxxxxxxxxxxxxxxxx

The Trading Post………………………………………………..xxxxxxxxxxxxxxxxxxxxxxxxxx

Kallitin: The City in Conflict……………………….xxxxxxxxxxxxxxxxxxxxxxxx

Optional Rules……………………………………………xxxxxxxxxxxxxxxxxxxxxxxx

Appendix N………………………………………………..xxxxxxxxxxxxxxxxxxxxxxxx

Index…………………………………………………………xxxxxxxxxxxxxxxxxxxxxxxx

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Introduction Using the Scorched Coast

The Scorched Coast is a setting contained The setting of The Scorched Coast can be used with completely within the blasted landscape of any OSR or TTRPG as the judge or players wish. a once far more advanced society. The land Even if some aspects of the setting are created for is an irradiated desert where an oasis or city Dungeon Crawl Classics, or another roleplaying game, offers little reprieve from danger. The the information itself is malleable which can be used Scorched Coast presents the weird and in different systems if one so chooses. unusual as mundane occurrences to its unfortunate denizens. Made in the hex crawl format, each hex roughly corresponding to 6 miles, the entire setting is Current life on the Coast has been contained on a single hex map. Exploration becomes shaped by a historical event of paramount, seconded by only survival. unfathomable proportions: The Great Burn. Ramifications of this little understood event Regardless if a group uses The Scorched Coast as a have forever twisted a normal society into a setting onto itself, or as an accompaniment to an land filled with mutants praying to an already existing or created setting, the hexmap offers atomic god, dead cities lost to time, crazed a drawn map with enough blanks to make the monsters, and zealous cultists. setting unique. A judge or group can use this setting to form the beginnings of a wider world which their All that is left of the former environment group can construct together. is a warped archeotechnical shadow crammed into a post-industrial husk. The people who live in the land glimpse on both technology and magic as wondrous. The surviving, remaining, humans have taken to scouring the heart of the sands for lost treasures which belong to a bygone era. These treasures remain elusive to those few remaining technological savants and esoteric magicians who permeate the landscape, screaming to have the wonders of the past resurrected from their crypts.

Habitation is characterised by passive dangers: radiation, poisons, the elements, magic, along with the terrors of one’s own mind. Adventurers are often filled with temptations of greed and the lust of objects that shine bright in the sun, making their existence easily manipulated in order to 3 obtain such fascinating baubles.

Peoples on the Coast Not all snakes belong to the same hapless, non- Varied, and quite unusual, those that call sentient sort. Some of the snakes and snake-like The Scorched Coast their permanent homes beings that a person will encounter will be have been shaped tremendously by the anthropomorphic, having sentience, intelligence, environment. When adventuring within and a language of their own. The rarity of these this region, don’t expect ‘normal’ by any kinds of beings will be up to the Judge, but these sane consideration. kinds of peoples are not entirely seen as particularly outlandish on the coast. The village of Greenspring, as example, Technology on the Coast is a place where not only humans twisted by radiation poisoning can be found, but also a sentient race of corn. Travelers can A lovely benefit to this particular setting is that note that on any given day, zombies the age of wonders has been extinguished, never to occasionally stroll through the front gates. return. Technological and magical anomalies that dot the realms make sense when seen as the Elves, Dwarves, Halflings and other reclaimed embers of a fallen world. Where laser demi-human races, have a presence but pistols can clash with swords, and rebuilt they may not fit into the particular motorcycles race against bred stallions. Judges descriptions that currently fit within the should feel free to play around with this particular DCC framework. Elves seemingly have the aesthetic, as to bring their displaced technological largest presence, but are still a vast minority dreams to life. when considering overall racial Religious Forces and demographics of The Scorched Coast. The Art of Praying Another peculiarity of the elves, is that they are native not to the region but from In the world after The Great Burn, most of the other worlds and dimensions. Elven cultural heritages have been erased under the heat of people’s process of life, death and rebirth is fire and the coldness of death. But even in these different from the other mortals. Elves, precarious places hope remains. With that said, when experiencing death are reincarnated religions in The Scorched Coast are often cults with no into another body within another central figure or a long dead god. Other religions dimension or world. exist with alive and shifting deities, the only requirement is that a religion needs is not followers, The area before The Great Burn was filled but acolytes and priests. This is needed to add to the with a variety of snakes, and so too after religious canon and continue the tradition within the that truth remains so. The snakes that world. populate the region in the present day; however, are much more dangerous than in Mechanically speaking when a player has a cleric, previous aeons. he may create a god instead of choosing one. Most clerics try to form orders around a single deity and Humanity, even when in a mutated may even change allegiances as long the cleric form, are the most populous among those continues in the same alignment. A new born god who are present within the area. has no domain and no other unholy creature other than what is marked under their alignment category in the DCC book.

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The Scorched Coast Hex Map

Life, once extinguished by The Great Burn, rose again in The Scorched Coast in a profusion of weird and twisted forms: hardy human survivors and not-so-human, archaoetech wizards, relic-intelligences, and slumbering powers unimaginable; all scouring the desert dust for treasures of a bygone era. Hex Map Key Descriptions

0101

A gazebo, painted white and red.

0102

A hidden hole in the ground will reveal a hidden underground alcove. Within the hole will be several trees that do not need sunlight and give peach fruit.

0104

The fossilized remains of a unicorn are fused with the rocks here.

0106

10' wide pit. Does not have a bottom.

0107

See: 0109

Here is the village of Greenspring, which is well known for its high tendency of mutants. A valuable deep-ground spring is contained within the village. The area has a problem with the occasional outbreak of zombies and sentient corn.

0109

See: 0208, 0310, 0512

A dragon, with a heart of nuclear fire, fell from the stars here and has turned this area and the lands near it into wastes. It now recovers inside the ruins of an enormous tower of stone and metal. Pilgrims from Radio City and Greenspring leave offerings and worship the dragon.

0110

9

Radiation zombies shamble around; they are different from normal zombies. These zombies cannot be turned by the techniques and means employed by the magic of clerics.

0111

A gigantic meteor with a huge deposit of iron is mined by mutants. Its crater is massive and its arrival brought earthquakes.

0112

See: 0820

A tribe of wandering Tricerions (upright, true-sized, anthropomorphic Triceratops) are encamped here for the week, and will soon embark onto their nesting journey, which corresponds to the hex: 0820. The Tricerions are intelligent enough that they create and wield stone tools, and are able to breathe fire.

0114

A market place ruled by: The Ancient Ice Drinking Dispenser. The Dispenser discovered that it had the ability to create corrosive oozes, which are able to have several different flavors. The means and manner in which The Dispenser rules the market instills fear and terror within the other appliances which also make their home here.

0117

Here lies an abandoned hut with odd totems and parchments with dried herbs hanging from the ceiling.

0119

There seems to be a several high tech cannons pointing to the sky, they seem to be non- functional.

0201

A band of wild horses makes this place their home.

0202

See: 0203

Once known as Thunder City, this ancient metropolis made from stone and metal now sits in ruin. The sun-baked landscape was home to particularly impressive towers. The lands are inhabited by orcs who scavenge the lands and are led by a powerful psion. The orcs will trade on

10

friendly terms, but only with those who bear their “symbol of friendship”. The symbol is that of a piston carved to look like a skull. Those who do trade with the orcs will find that they always have a fresh stalk of relics, food and water.

0203

The outskirts of Thunder City. Forces of the powerful psion make their home here. A now-retired former second-in-command called The Witness lives here full time, but would be willing to be called into action by his leader. The orcs who come here from Thunder City sometimes paint themselves silver to emulate The Witness.

0204

A fire that never seems to burn out is located here. A man who is fairly strange, his features are eerie and mysterious. Behind a mask hides ruby-like glistening pupils, which always seem to follow the people that encounter him; independent of their position. His elongated limbs protect the fire, which he watches over, and if left to himself will always give those who pass by a thumbs up.

0206

A small village sits here. The local culture dictates that all disputes must be settled on the thunderstone. When two people enter onto the thunderstone the two men play an ancient card game, only one man will emerge alive; the other dies.

0208

Envious of the true Atomic Dragon, an alien pseudo-dragon with a nuclear flame heart makes this area its lair. This creature has a non-bestial intelligence, something uncommon and often unexpected.

0213

Dressed in simple garb and wielding both clubs and hammers, 1d12 mountain men are known to patrol this area.

0216

See: 0318

An orchard of palm trees surrounds and towers over a small village. The denizens here are mutant farmers who tend to groves of figs and olive trees. Within the village is a large oasis. While cool and refreshing the waters may cause mutations if consumed. The mutants warn people not to take more than one serving per day from the oasis in order to stave off radiation poisoning and mutations. The mutants also speculate as to the sentience or possible intelligence of the surrounding palm trees. This place is known as: The Mutating Oasis.

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0217

See: 1420

An anomaly occurs within the confines of this area. A strange and unsettling feeling overtakes those who travel through this place. 50% of the time, any person, or group of people, who travel through this location will be transported to hex: 1420. Some have speculated that hex: 1420 and these locations are one and the same, somehow sharing space and time, despite being separated by distance.

0219

See: 0711

A pyramid that was constructed before The Great Burn rests here. Only a single living inhabitant is known to live within its walls: Frostbite, the supreme scientist. Frostbite has a small following of loyal minions. Experiments delving into refrigerating technology have allowed Frostbite to supplement his forces with large constructs of war made from ice. It is common knowledge that Frostbite once escaped defeat from a former location due to the ingenuity of his minions.

0302

Sitting at the end of a preserved highway are large piles of stones. The stones have a peculiar property; if you squeeze them, they will ooze blood as if a living creature. The Countachs of Lambo have made a mission of anyone who dares to takes a stone without first winning against them in a race. The race takes place along the strip of highway; those who survive are given the prize of not only their lives, but some of the curious stones.

0305

An island can be seen floating through the air. If anyone were to make their way onto the island above the ground, they would become enchanted to not want to leave. The island’s environment itself is lush and green, a secluded garden that is not seen anywhere else within The Scorched Coast.

0307

The warn remains of a once grandiose wizard’s tower can be explored here. Within the ruins, people have found that a still active magical portal can send people to other lands. Footprints of large reptilian creatures are often seen near the portal, leading those of a scholarly persuasion to believe that the portal is capable of sending people to the times of prehistory.

0309

12

A multitude amount of ruins are covered or partially covered by moving, shifting, sands, where protoplasmic ooze grow and thrive inside.

0310

See: 0410

A functional highway still remains, maintained and protected by mutants. Any people traveling here are expected to pay taxes, if they do not worship or have been confirmed to be devoted to The Atomic Dragon. Any person who has not devoted himself to The Atomic Dragon will be told a tax must be paid to the mutants, if they want to pass or travel further on the highway.

0314

What once was a roadside truck stop has been restored and turned into an Inn. Those that have stayed here previously have remarked that the place is best enjoyed over one or two days, enough for travel worn peoples to become comfortable before traveling further.

0318

See: 0216

During the daytime, a lifelike oasis mirage can be seen for miles by travelers. A 4 in 6 chance exists for those that travel with the intention of reaching The Mutating Oasis will instead move further in the direction of this hex instead.

0319

A large bright red STOP sign is the centerpiece to this location. Every full moon, bands of nomads gather here for their “Festival of Stopping”. During festivities pacts are made by the nomadic peoples.

0320

A still operating windmill rests upon a hillside. It is constructed from metal and is a staple of what locals call “high tech”. The windmill itself is a giant structure, made in the design and technological eloquence before The Great Burn.

0402

An entrance to a cave is hidden in the rocks. Inside the cave is filled with both ice and salt. The denizen of the cave is the four-armed man-serpent. The creature charges a high and hefty price for any goods and is willing to trade with those who encounter him, but will ensure that those who stumble upon the cave do not explore further into its depths.

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0404

Formerly belonging to the denizens of Bell City, these farmlands have been abandoned due to dead soil and a massive infestation of rhinopedes.

0405

See: 0404, 0603

A surviving dining hall which existed before The Great Burn has a small community which has formed around it. Residents work the land attempting to make the full menu available to any who visit. The community itself is called: Bell City.

0410

The remains of a highway overpass create an arching bridge that will bring travelers down into the wasteland of hex: 0310. The crumbling remnants of a highway system litter the area. A giant sandworm makes his lair at the base of the overpass.

0415

See: 0518, 1604

Halflings which are cannibalistic make their home within the woods of this area. The halflings require five meals a day. If they do not have five meals per day to sustain themselves, then they will turn to other sentient creatures as a potential meal. Travelers here are warned that the halflings will attempt to eat them, given the chance.

0419

Here lies a single gravestone with a key engraved in its center. The key that the gravestone depicts is buried below.

0503

A relic of the past world, a gigantic indoor marketplace where everything and anything can be found is left intact and habited. Images from the old world, usually comedic are showcased throughout. Guards that ride segway vehicles made from flesh and metal stop anyone who takes items without first giving specific green papers.

0507

A cave can be found here. Inside, are a medusa and a blind elf. The medusa is an aspiring artist, and the elf is her agent. The elf greets anyone who comes inside, and is willing to pay for quality stone for the medusa to use for her art. People often accuse the medusa of petrifying people for

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use as art pieces. There is a 1 in 6 chance that the sculptures are petrified persons, the medusa will be honest if questioned on the matter. 0508

This area is dominated by a deep, glowing, crater several miles in circumference. Passerby’s can see more than just their reflections in the protruding glass-like shards when the sun is high overhead.

0509

Once known as the town of Agua Fria, the area is now a ruin. The well in the town is still cold and fresh, free from contamination. The ruins are haunted by the ghost of Tejas Red, who shoots anyone entering the town from 11 am to Noon.

0511

See: 1001

This area is the headquarters of The Sons of Belmont motorcycle club. The members of this gang ride mechanical steeds powered by holy water, wear leather jackets and use silver chain whips. The holy water comes from the ruins of an old cathedral. Anyone who joins the motorcycle gang vows to hunt the Countachs of Lambo.

0512

See: 0109

The settlement here is called Radio City. The demographic majority of the settlement is mutants. Most of the people in Radio City are worshippers of the Atomic Dragon. The highway here is protected by those who live in the city, and this road is considered the safest way to travel to the atomic heart. If the judge rolls a random encounter in this region, ignore all results of monsters that do not have the capability to fly.

0514

An old observatory is being used as a temporary shelter for nomadic peoples. The equipment found in the observatory is still functional. Yormites have been spotted within the region, the reason for their presence still unknown.

0516

See: 0518

15

A forest composed entirely out of chalk white trees. The forest looks like clouds that are dripping down to the sand. When people enter the forest, it takes 6 hours before people will start hearing the voices of the dead. If any of their friends or adventuring companions are in the realm of the dead, their voices will be heard first. For every 6 hours that a person stays within the forest, hallucinations will worsen. The voices and hallucinations will worsen on a 1 in 6 chance if people remain within the forest. This chance increases by +1 for every increment of six hours that people remain within the forest.

0518

See: 0516 and 0617

A town populated by humans, who live off the nearby forests in hex: 0516 and 0617. The people of this town hunt the cannibalistic halflings who are nearby and are known to hate mutants. A cache of an excellent selection of weapons can be found inside the town. Those living in the town hold a grudge of those who are from hex: 0918, and they will refuse to do trade with anyone affiliated with those people. This animosity goes so far that the town is plotting those peoples demise.

0603

A being known as The Baja Blaster lives in ancient ruins. This entity can often be seen coming and going with supplies for Bell City. No one who has entered the ancient ruins have yet to return.

0606

Living here can be found a two headed cyclops. The right head is named Proton, while the left calls itself Electron. Proton claims that since it has two heads, it can be called a biclops. The cyclops endlessly bickers with itself, spending two thirds of its time in the neighboring hexes.

0609

A small dungeon has been constructed here that houses ant-people.

0610

Mutated nomadic peoples make camp here, desiring to trade with ant-people. The Yormites, interested in the ant-people, will make an appearance within the region from time to time.

0612

Below the surface are veins of rock salt. There is a 2 in 6 chance that salt miners will be in the region.

0616 16

Swaying in a dry wind, are an assortment of gibbets. Metal cages stand open, few trinkets left behind from people who were previously confined inside of them. Sun-bleached bones can be found scattered around the infertile earth.

0619

Long ago, a vault was constructed here by Jong who was an elvish automaton creator. Annoyed by his family, along with people attempting to kill him, Jong hid himself inside of the vault. After Jong died, mushrooms that he grew within the vault became partially sentient.

0620

Poking out from the dunes, a corner of a buried metallic object can be found. If excavated, a delicate latticework structure similar to a coffin is revealed, which is cold to the touch. Inside can be seen an elven woman who is clasping a small device. By inspection alone it cannot be determined if the woman is alive or dead.

0702

See: 0302, 0801, 0903, 1001, 1303

During the night, the Countachs of Lambo stalk this region, racing their blood-fueled vehicles which scream in neon blurs. The Countachs take pride in the artistry that adorns their racing vehicles, sporting demonic art on the engines. People who have seen their racing have remarked that the vehicles themselves look like demon-machines. During the daytime, the Countachs rest underground in extravagant mausoleums.

0704

Encountered here is a dune-boat gliding across the landscape, 8 bandits can be found aboard. 7 of the bandits are young and are riding on the dune-boat for the first time, while the other one is a day away from retirement.

0708

See: 0809

A small, unnamed, town has been built here. The people who occupy the town are happy with their lot. Farms, markets and relic traders congregate within. The leader of the town is a knowledgeable sage and claims to know many secrets of The Scorched Coast.

0710

An oasis which is filled with rainbow-colored water; extended exposure or consumption of the water causes mutations. A drowned mutant which has d6 pieces of jewelry can be found in the

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water. Surrounding the oasis are killer plants which bear fruit. Much like the water in the oasis, consumption of the fruit causes mutations.

0711

See: 0219

A stand selling sugary semi-frozen drinks in this area has been set up by a former apprentice of Frostbite.

0714

The body of the notorious false King is housed within a tomb complex.

0715

A hideout of a gang of thugs rests in this area. The gang members pretend to be guides and will work in that capacity until those they are tricking want to make camp, where the thugs will then attack their would-be clients.

0716

See: 1210

During the night, a spire of obvious Yormite construction rises from the sands. The spire is known as: Yormite Teleporter South. When an item called the “Yormite Difference-Gauntlet” is touched to the spire, the person wearing the gauntlet and anyone who is touching the gauntlet wearer will be teleported to the spire in hex: 1210, which is called: Yormite Teleporter North.

0719

The wreckage of a legendary metal flying beast is sinking into the sands. The beast itself has “7777” painted onto it. The wreck itself is seven floors, and is filled with zombies, radiation, and old world technology. Every hour that someone is inside the wreck incurs a 2 in 6 chance of the entire wreckage sinking under the sands.

0801

A giant stone mouth sits at the end of the old road. If one were to venture into the giant mouth, the entrance of a concrete tomb can be found. In the lower levels of the tombs, ancient coffins of the Countachs of Lambo can be found. Murals adorn the walls depict both strange and fascinating vistas.

0802

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Jutting out of the hills at an angle can be seen a strange tilted building. The whole structure appears to be displaced as if it was suddenly dropped in the landscape. Strange devices like metal crossbows that grow hot to the touch and which shoot solid flames can be found inside of the depths of this structure.

0809

See: 0708

This area looks like a vast nothingness, but the shifting dunes sometimes reveal stone peaks underneath their surfaces. The top to a buried pyramid can be accessed from one of these stone peaks. The knowledgeable sage in hex: 0708 know of this pyramid and how to access it. A lost city can be found underneath, the pyramid being used as a means of gaining access.

0812

A dune boat had crashed here, the vehicle is intact.

0815

An eyrie sits atop the highest peak of a mountain near a volcano. This eyrie is home to the Garuda. These griffin-like creatures stand upright and brandish medieval weaponry and armor. The Garuda have customs and codes that they have among their own kind.

0816

A mountain spring can be found nestled in a ravine. Bubbling waters nourish the surrounding plant life. Inside of a muddy pond, mutant catfish lurk.

0818

A dry well can be found here. Inside the well is a hidden vault that houses unexplained magics. The vault itself is under the control of a machine which has an artificial intelligence. Known as The Machine Mind, this intelligence has identified the inhabitants of hex: 0819 as a threat and is attempting to assemble a device in order to destroy them.

0820

See: 0112

Hidden here are the eggs of the tricerions. There is a 1 in 6 chance of finding the eggs when actively searching for them. If the eggs are poached, there is a 3 in 6 chance that the tricerions will track and hunt those who stole the eggs.

0901

19

See: 1101

The landscape here is dotted with oil wells. Many of these are dry but a 1 in 6 chance means that something will spew from these oil wells when they are activated with what is called a “wheel of pain” that is built into them. Any oil wells that are activated will have any of the four substances coming from them, determined by a roll of a d4. 1) oil and sand globs, 2) blood that congeals in the air, 3) opalescent fluid that smells of ozone, 4) hydrofluoric acid.

0903

A military base that is occupied and operational. During the day it is populated by friendly soldiers who speak of things that do not exist. At night, the soldiers are gone, undead appear who work for the Countachs of Lambo. The two factions do not know about one another, never having encountered.

0911

The sewer system and vast underground tunnels are all that remain of a long ago city. The ruins of the city above have long since been swallowed by the sands, the sewers and underground tunnels being the only remaining intact aspect of the city’s forgone existence. A clan of albino-pig people live in these tunnels, trading water and old world artifacts for mushrooms and slaves.

0918

A small stronghold is built here, with people who talk strangely. On the walls of the stronghold the people guarding the walls will say that the stronghold has what you need, but will not want to give it up. If questioned about this, the guards atop of the stronghold’s walls will insult you.

0919

See: 0818

The Machine Mind has sent metal birds that have swirling wings to scavenge the area, hunting for artifacts. Everything that these metal birds find will take them directly back to the Machine Mind itself.

1001

A member of the Countachs of Lambo has been captured by a member of the Sons of Belmont. Tied to a cross, the Countach of Lambo will live until noon of the day he is encountered, or else he will turn to ash. If untied and given his life, he will tell his saviours of the location of a treasure stash. If those that encounter the Countach of Lambo aren’t sure whether or not he should be untied and let go, then the knowledge of where the treasure stash is hidden will be used as a bargaining chip so as to persuade the people who encounter him to help.

1005

20

A hamlet that consists of small mud hovels lays abandoned most of the year, built by nomadic peoples. Periodically, small bands of nomads will come here to gather obsidian for tolls, weapons and jewelry. Molemen come out at night to gather the obsidian and other igneous rocks from the volcano.

1006

Hill giants who are sensitive about the environment make their homes here.

1009

Decayed palaces are built into the mountain’s surface. Living here is an Esoteric Sorority. Only the truly desperate seek their help or aid, they are known to hoard treasures that are both sacred and infernal. The Sisters have a rivalry with the Inverted Library Tower and will trade lost lore and esoteric secrets for laser books.

1010

Two women can be encountered here; they are discussing whether an illustration of a dress is colored either blue or white. If left uninterrupted, the two will eventually attempt to murder one another.

1013

Living here is a small camp of fire porcupines, known to be both dangerous and libertarian. They claim that any kind of interaction is a violation of the NAP.

1016

Inside a dormant volcano lives the mother of all sand worms.

1017

A secret alien lair has been built here. The intentions of the aliens and other inhabitants of the area are incomprehensible.

1019

Mud hovels are inhabited by mutated nomads, who are seeking out trade. They have peculiar cultural customs and if people do not respond to their esoteric ways of life then they will turn hostile. The nomadic peoples will speak of a haunted palace that leads into the underworld. With this particular information about this haunted palace, they will warn that the sanity of those who enter will be broken.

1101

21

See: 0901

At night, a stranded member of the Countachs of Lambo lurks. During the day he dwells within his vehicle. He will offer a significant reward to any that will retrieve some fuel from hex: 0901 so that he can bring his vehicle to operational levels again.

1102

Mostly at night, zombies roam the area.

1103

Speaking fluent common, goblin spies who hail from the Inverted Tower are stacked up inside a single long coat, hoping to appear as a single individual. Their purpose is to serve as spies for The Lord of the Tower.

1107

Dwarves have made a hidden hole in the ground into their living space. After years of social engineering, the dwarves have come to enjoy the rumbling sounds of the motorcycles from the era before The Great Burn. Sometimes, the dwarves will show off their skills at building and riding these motorcycles.

1112

See: 1117

Although looking mostly empty, an ancient lab is hidden here. Built into the bowels of the earth, a lab created for the engineering of bioweapons can be found. A creature that was made by the original occupants of the lab has been sleeping for centuries. This creature is known as the Teletransmitted Mutant Neuroactive Tyrannosaurus

1113

A vast field of lava obstructs pathways to an area where rare berries grow that don’t grow anywhere else. The lava cools occasionally, especially after a storm. Elves that are immune to lava are at times encountered, where they pick these unique berries. The berries themselves are safe to harvest.

1114

See: 1113

A small stone shack rests near the edge of the lava fields in hex: 1113. Dozens of elves who are immune to lava attempt to grow their population in this region by procreation.

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1115

See: 1214

The town known as Octown is populated and run by human-octopus hybrids called octomen. The octomen have bred in secret and made their way to the mainland, originating in the place known as Abyssia. The occupants and residents of the town are infamous for their ineptness at agriculture.

1117

See: 1112

The mountain cliffs serve as a nesting area to Pterosaurs. These creatures collect gems and bright baubles. 30% of the adult population amongst the Pterosaurs are fitted with metallic collars that have runes of a long-dead language etched into them. Deciphering the runes indicates the exact coordinates of the ancient lab in hex: 1112.

1120

Tucked away in the hills that jut out of the landscape, an overgrown greenhouse can be found.

1202

See: 1204, 1205

The settlement known as Newton is populated by the descendants of ancient magineers and elven peoples from the old era. Some of the elves ancient knowledge is intact. The goblin forces from the Inverted Tower are a constant threat to Newtown for the goblins lust for food, gold and scientific knowledge. When the goblins launch an attack, they prefer to kidnap the residents of Newton.

1204

Merchant caravans travel towards the settlement of Newton. Rumors amongst the locals of this area are that travelers fall pretty to the undead. The claimed undead are simply automatons that have gone haywire and who gain energy and power from the sun. The automatons rest during the day.

1205

See: 1305

A tavern named: The Cider Press, has been made inside of the wreckage of a ship that once sailed the stars. The ship’s old captain runs the establishment with his illusory wife. The couple tells of a

23

shooting star that has crashed in hex: 1305. Caravans from Newton stop here on their way to a hidden mutant penial colony.

1208

A fungus-shaped rock is the lair of a creature that seemingly means to be made entirely out of human hands. When one of its hands is cut off, two will grow in its place. The creature will never take hostile action. The lair may be a good source of emergency rations.

1209

A hidden vault contains many hidden collectibles. Examples of some of the items inside are: 100 bottle caps, a variety of bottles, artistic posters and even illustrated comic books.

1210

See: 0716

During the night, a spire of obvious Yormite construction rises from the sands. When the spire is touched by a “Yormite Difference-Gauntlet” the person wearing the gauntlet and anyone touching them will be transported to Yormite Teleporter South.

1212

Observable at any time, a d4 number of Yormite slavers are being followed by 2d6 Yormite automata. The Yormites will have with them numerous cages and captives. The Yormites will travel from this location to their home location.

1214

This territory is claimed by the Silane Serpent. This has caused considerable problems for the peoples of Octown.

1217

See: 1218, 1219

Merchant caravans travel through this region in an attempt to trade with the talking animals that inhabit hex: 1218 and 1219.

1218

See: 1217

Territorial reptiles and mammals live here, they have the capability of speech. 24

1219

See: 1217

Talking snakes are native to this region. The snakes are in the possession of guns and have a means of firing them.

1302

Blue, star-shaped flowers grow here. During the night, the flowers will turn black.

1303

Several burnt-out stagecoaches with modified engines belonging to the Countachs of Lambo are smoking from a recent crash. Two vampires, the Countachs of Lambo, hold parasols during the day as to not be exposed to the sun. The two vampires are arguing with each other over the particulars of the crash. If approached, they will rope in the travelers into their particular arguments and disputes.

1305

See: 1205

The mountain here has a dull, dust-colored slab jutting out past the mountain’s summit. Climbing up the mountain will reveal that a vast structure of bent and twisted metal contains the remains of a crash star-ship, where robots and diseased zombies still remain. The once operable star-ship is said to have an immense interior, tales about what lies inside claim that the place is both dangerous and otherworldly.

1307

Hidden beneath the sands is the wreckage of a ship that once sailed the stars, which is in the shape of a saucer. Grey aliens who once wielded advanced technology are but corpses inside; their automatons guarding what remains of the wreckage.

1309

See: 1310

Living in this region are Neanderthals. The Neanderthals have made an agreement with the Yormites, giving captives and slaves in exchange for alien goods and technology. 2d4 Yormites automatons may be observed within the region at any time.

1310

25

See: 1309

A Yormite and d6 Yormite automatons are leading a caravan who has a quantity of alien technology to the Neanderthals in hex: 1309. The Yormite forces will threaten travelers who approach within close distance with strange, alien, weapons.

1311

See: 1410

A Yormite and d6 Yormite automatons are leading a caravan filled with slaves. They are headed back to the city under Yormite control in hex: 1410. The caravan will threaten and make aggressive gestures with strange, alien, weapons at travelers who approach too closely.

1318

The coyotes who are inhabitants of this region have the capability of speech.

1319

An outpost here is controlled by the Masketta Man. A large plethora of craftsmen, traders and other artisans pay protection money to the Masketta man to be permitted to make their shops near the oasis. Some of the workers inside of this outpost are working off debts that increase at a rate considered unrepayable.

1406

Large schools of edible fish make their homes in the waters of a lake.

1407

Here is the entrance of a cave formation which is simply called: The Hourglass.

1410

See: 0716, 1210, 1212, 1309, 1310, 1311

The Yormites control a city here which has spires of metal and large domes of glass which are grown organically into alien shapes. The manner and styles of architecture, along with these particular aesthetic designs signify that this domain is of the Yormites. All Yormites are enigmatic robed beings. The captives and purchased slaves who arrive within the city and go into the domes are never seen again, only Yormites are seen going into or exiting the large glass domes. The Yormites do not allow outsiders to know the name of their city, many people simply referring to it as: The City of the Yormites or Yormite City.

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1415

What once was a luxurious hotel-resort is now old and in disarray.

1416

Massive nuclear sub beached on the sands here. The inhabitants believe (due to damaged controls) that everything outside the sub is underwater and cannot be told otherwise. Offer old era tech for fetch quests.

1420

See: 0217

An anomaly occurs within the confines of this area. A strange and unsettling feeling overtakes those who travel through this place. 50% of the time, any person, or group of people, who travel through this location will be transported to hex: 0217. Some have speculated that hex: 0217 and these locations are one and the same, somehow sharing space and time, despite being separated by distance.

1504

See: 1009, 1103, 1602

Sitting above the Pit of Harkann is a jagged, wheeled metal structure which has electric cables attached to it. Lightning sparks along the cables leading from this apparatus into The Inverted Tower which lies within hex: 1602. A rope bridge offers travelers entry into The Inverted Tower, but it is guarded by 6 copper warriors.

1507

See: 1606

Travelers, who move through this region, and the surrounding area, especially hex: 1606 will have to contend with Harpies. The Harpies are well known to attack people.

1508

Goats who have eight legs, which look similar to those of a spider, roam the rocky mountain. The horns of the goats are believed to be a powerful aphrodisiac and will net people 100 gold pieces per horn sold.

1513

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In a sea cave surrounded by junk, a mermaid’s skeleton can be found. 2d100 gold pieces worth of silverware rests inside. 1514

A large lighthouse sits in this location; the light that emits from its top beacon is not from that of a fire, but a technological device that has kept the lighthouse operable since before and after The Great Burn. An automaton lives inside of the lighthouse, tending to the work of the lighthouse as its purpose. If interacted with, it becomes clear that the automaton is depressed.

1602

See: 1009, 1103, 1202, 1504

A monolithic tower known as: The Inverted Tower lords its assaulting presence over the area. The tower’s master is simply known as The Lord of the Tower and the rare arcane tools of mass destruction: the Laser Books are known to be held inside. Outside of the tower, the goblin tribe: Krakka Hadin-Akul-Jakar-Haran-el-Derif is ruled by The Lord of the Tower. The goblins constantly raid the nearby lands. Currently, the goblins are preparing an assault on the settlement in hex: 1202 using arcane technology.

1604

Here lives a small village composed of halflings. The halflings are peaceful and do not engage in cannibalistic practices, unlike their halfling cousins that live in the forests. The halfling peoples pray to a giant sentient rock, disallowing any who they deem as unworthy of speaking with or having an audience with it. The people in the village sometimes mistake orphans as halflings, taking and raising them as one of their own.

1606

See: 1507

A narrow mountain pass connects the hexes: 1506 to 1707. At the midpoint a statue can be found, which has partially collapsed but was once 15’ tall. The damaged base of the statue reads: “Let no mo-nt-in se--- my p--pl-".

1609

A large black monolith appears to be made of enduring ice that never melts. The monolith itself gives off an ever-shifting black shadow that moves, as to prevent the heat from touching anyone who takes shelter within the monolith’s shadow.

1611

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An oil rig is functional and serves as an offshore resource extraction project. The oil rig is occupied by the Yormites. D3 Yormites and 3d8 automatons will be present at any time.

1701

A town founded and under the control of The Lord of the Tower rests here. The town is populated entirely by skeletons, who harvest agave plants and supplies The Lord of the Tower with liquor. The skeletons rarely have to work due to the nature of the crop. The lack of need for either food or drink allows the skeletons to furiously guard the town, and tend to their own luxuries.

1702

On the night of the full moon, a tribe of lobster-people hold a festival of wrestling. Those that lose are purged by being boiled alive.

1710

See: 1908

An old lighthouse faces towards the sea. Operated by a brain in a jar that is seeking and hopes to one day occupy a mechanical body. The brain in the jar will give rewards for information about the current day and events, due to its long imprisonment of being confined to the jar. The brain in the jar is especially interested in the creatures it sees from the lighthouse that occupy hex: 1908.

1712

Living alone on a ship a hermit occupies this area. The ship is almost as old as himself and he is willing to happily share his daily catch with travelers in exchange for stories of adventure. The hermit’s fishing pole is well cared for and of high quality; this is the only object of value of which he possesses.

1713

During the winter months, a breed of bird with exceptionally bright and colorful feathers can be found. The birds are exceedingly rare, their feathers being worth a great deal to the right buyer.

1714

A creature with a thick, slimy shell and two eyes can be heard screaming across the whole island. It creates sounds of utter pain and misery; however, the creature does not have a mouth. It is said that it will grant a wish to anyone that is able to kill it.

1716

29

Hidden within a kelp forest can be found a very rare kind of starfish. Consuming the soup made with one of the arms of the starfish will restore any lost limb. Fish like humanoid monsters hold the starfish as being an extremely sacred entity.

1719

This region is the site of a large garbage dump.

1803

A line of standing stones has strange markings etched upon them. The knowledge of what the symbols are, or what they say remains elusive to everyone within The Scorched Coast.

1806

What was once a small, impermanent, camp site has become a permanent settlement. When questioned the residents as to why they have chosen to stay within the settlement they will each have their own reason for staying, none of the residences are happy about the decision.

1809

3d6 psi-porpoises are planning on creating a bubble of water that will enable them to move off world.

1811

A rowboat with a sailor and a chest of treasure aboard is actually a mimic.

1813

On this part of the island, random gravity wells occur which make people accidently throw their things to the ground when they least expect it.

1814

See: 1815

Over natural rock formations, lay hulking structures which are made up of steel loops and circuits. The structures are painted. Between the rock formations and the structures are ruins of buildings which display a vast array of architectural styles. On some nights, strange music springs from the ground itself.

1815

30

See: 1814

Some structures, portions of which are sunken, from hex: 1814 are being stripped and scavenged for parts by the octomen of Abyssia. Aside from the scavengers, a lone water-breathing alien with a strange gun makes its home here. 1816

See: 1115, 1815

Under the waters, the underwater fortress city called Abyssia, home of the octomen, can be found. The octomen worship an eldritch god and seek to protect their ancient treasure: The Pearl of Eternity along with advanced weapons. During the night, the waters above, the strait glows green and sailors above are dragged into the depths.

1817

A small band of bat-people are lying in wait as they prepare a revolution against the Masketta Man.

1818

See: 1319, 1817, 1819, 2017

See: Kallitin: The City in Conflict, page xxxxx.

The large city of Kallitin is ruled over by the Masketta Man, a warrior with a thirst for conquest. The Masketta Man claims to follow a higher order and is planning on an invasion of the Northern lands.

1819

See: 1818

A town has been built inside a beached sea turtle, which is so large that the sight of the turtle breaks the horizon and has six naval cannons mounted on its back. The turtle is still alive and has a symbiotic relationship with the town that has been established inside of it. This town has established a trade relationship with Kallitin.

1820

Rising from the sands, an iron tube stands above the land and is four feet in diameter. The iron tube has rungs, which serve as a ladder, the top being sealed with a sturdy hatch. If a person gets inside, there is an underground facility full of research materials pertaining to marine biology. A malfunctioning biometric scanner is built onto the top of the tube.

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1903

A metal platform ruined by rust sits in the middle of an oil slick that is locked in place by dominant currents. Surrounding the metal platform are rickety boats which are tied together in a semi-permanent community of those who are known as oil gatherers. 1906

Here is a fisher’s shack, he is a dwarf. The fisher warns people gruffly of thieving gnomes who are poorly disguised.

1908

See: 1710

At night, a long forgotten and ransacked building is said to hold humanoids in strange suits. People say these creatures are coming out of the water. The creatures are the same ones that can be encountered in hex: 1710, which are from the underwater ruins in the whirlpool.

1910

See: 1908

An ever spinning whirlpool which has a ruin that is mostly flooded at the bottom of the ocean. Ancient high technology is contained within the ruins and has opened a portal to slowly drain the seas of all its water. Strange and bulky creatures have been seen coming and going from the ruins.

1912

On the seafloor, a small glass dome contains a single acorn tree which is ever productive. A family of 6 sentient squirrels make this place their home, all of the squirrels have diving suits and the eldest son longs to see the world and find a wife on the surface.

1914

The face of a gargantuan, metallic beast juts out of the water. Seemingly at random, it's mouth screeches with the sound of rusted metal as strange music plays from deep within its gullet. Some say untold treasures can be found within. Read More

1916

A large pleasure barge is left intact, filled with skeletons in fancy dress. The ship is guarded by a barnacle-encrusted clockwork construct, which demands a ticket to anyone who boards. Failure to present a ticket results in more guards appearing that will remove anyone by force.

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1917

Embedded within the skeleton of a Dunkalasaurus, rests a golden magical trident. Pulling out the golden trident will resurrect the immortal creature in d4 days. Once resurrected, the Dunkalasaurus will hunt the one who holds the trident until the creature is sealed again by being impaled by the trident.

2001

An enchanted iceberg ship is manned by a crew of humanoid polar bears. The crew are both whalers and merchants. They are currently worried about a missing shore party. The hold of the ship is full of pelts, meat, whale ivory and small chunks of never-melting ice.

2002

Breaching the surface of the water, are large rocks which serve as a danger to all ships.

2004

A collection of ruined small boats make the settlement which is referred to as Shantytown. The people who live here are evocative of the stereotypical pirate. No women live amongst them. Shantytown is constantly under raid from shark men, lobster people and even the psi-porpoises.

2006

Spouting out from the ocean’s surface is a sandbar. The sandbar appears as if it was a large orange and white speckled mushroom bobbing in the water.

2013

A locked chest can be found in flotsam. Inside the chest are seemingly endless stacks of bizarre pornography, valuable only to lonely sailors. Staring or attempting to sort the pictures for too long risks madness. Madness sets in on a 1 in 6 chance.

2017

See: The Trading Post, page xxxxxx.

An old offshore oil rig, now inoperable, has been transformed into a trading post. One of the many inns found here is: The Salty Spittoon, which is famous among coastal merchants. All people and goods passing though are subject to taxation by the Masketta Man and his forces.

2020

33

Below the surface of the water, there is a chest containing 6 bottles. d6 of them are intact and contain a magic potion that permanently corrects any eyesight problems the drinker possesses. The remaining bottles have broken. Glossary of Terms

Archeotechnical/Archaoetech/Archaeotech:

Devices, objects, artifacts or any other technological machines which are considered advanced for the current age, indicative of some form of lost technology. Usually referring to devices no longer reproducible by current technological means, the construction and methods of use have been lost after event known as The Great Burn. These devices definitively prove that the civilizations before The Great Burn were more advanced, where even the presence of extraterrestrial peoples and civilizations were a sophisticated aspect of modern technological life.

Automaton:

A robot.

Biclops:

A cyclops with two heads.

Countachs:

A title shared between The Countachs of Lambo, designating membership to the in-group society composed of vampires.

Demon-machines:

A car. A device which was common before The Great Burn.

Dining Hall:

A place where you can eat a meal and pay for it. Your food is usually served to you at your table by a waiter or waitress.

Dragon:

A mythological creature from before The Great Burn which had had been depicted as having wings, a hard exterior and the ability to breathe fire, perceived as a symbol of power and wrath. In the current age, Dragon refers to an unwitting euphemism, or only surviving name, for nuclear bombs or nuclear weapons. The best known Dragon is The Atomic Dragon, a sentient nuclear device which has become the object or worship and fear.

Dunkalasaurus:

A large and magical aquatic creature.

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Dune-boat:

A boat which is capable of traveling through the desert sands instead of the ocean.

Flotsam:

Rubbish, for example bits of wood and plastic, which is floating on the sea or has been left by the sea on the shore. The wreckage of a ship or its cargo floating at sea.

Garuda:

Upright standing griffin-like creatures.

Gibbets:

A wooden structure resembling a gallows, from which the bodies of executed criminals were formerly hung to public view

Harpies:

In classical mythology, the harpies were creatures with the bodies of birds and the faces of women. They flew quickly and were cruel and greedy.

Highway:

A main road, esp one that connects towns or cities; made out of pre-Great Burn concrete and other materials.

Inn:

A pub or small hotel providing food and accommodation.

Kallitin:

A ruined port city that is ruled by the Masketta Man. Was a large metropolis before The Great Burn.

Krakka Hadin-Akul-Jakar-Haran-el-Derif:

A goblin tribe which is known to serve The Lord of the Tower.

Laser Books:

An arcane type of object that allows for wonders to be produced. No one is quite sure what the laser books exactly are, except that they may take many forms and they are both weapons and useful tools. The Lord of the Tower is the only known person to have a knowledgeable grasp of what the Laser Books are and how to use them. 35

Magineers:

Engineers that do not work solely with traditional scientific fields of engineering, but practice magic as a means of conducting engineering.

Mimic:

A monster that is able to imitate another object, often as to deceive people into getting near, so as to attack the victim.

Mutants:

A humanoid creature, most likely a human which has been warped and changed physiologically through radiation exposure, poisoning, old world technology, or even magical spells and rituals. These creatures usually have non-human or super-human features and abilities as a result of the processes of mutations. Animals and plants which go through a mutating process have often gained not only increased intelligence but sentience.

Neanderthal:

A crude, primitive, reactionary, etc. person. Designating or of a widespread form of early human being (Homo sapiens neanderthalensis) of the Upper Pleistocene Epoch.

Octomen:

A human-octopus hybrid.

Oozes:

A soft thin mud found at the bottom of lakes and rivers; a fine-grained calcareous or siliceous marine deposit consisting of the hard parts of planktonic organisms; muddy ground, esp of bogs; monstrous creature made from natural fluids and other materials.

Orcs:

A race of evil goblin-like creatures.

Protoplasmic:

A semifluid, viscous, translucent colloid, the essential living matter of all animal and plant cells: it consists largely of water, proteins, lipids, carbohydrates, and inorganic salts and is differentiated into nucleoplasm and cytoplasm.

Pseudo-dragon:

An organic being which is in contrast to The Atomic Dragon. May actually be a mythological creature.

36

Psion:

A person, or creature, that possesses psychic ability. These abilities are often seen as separate from magic, in which the mind and body of the person can alter the environment, interact with it in some manner, or perceive occulted events outside of the perception of the person. A type of ability that is divorced from the philosophising of mysticism.

Psi-porpoises:

A sea animal that looks like a large grey fish. Porpoises usually swim about in groups.

Pterosaurs:

Flying reptiles, having wings of skin stretched along the body between the hind limbs and the very long fourth digits of each forelimb.

Refrigeration:

(Mechanical engineering: Energy, thermodynamics and heat transfer) Refrigeration involves the boiling and condensation of a refrigerant to cool a surface or volume.

Rhinopedes:

A creature that is half rhinoceros and half-centipede.

Scientist:

An educated professional who is trained in the scientific method and related fields.

Silane Serpent:

A reptilian monster.

Teletransmitted mutant neuroactive tyrannosaurus:

A type of dinosaur that is large, mutated, possibly has psychic powers, and which receives transmissions of data from some technological telecommunications device.

The Great Burn:

A historical period and event. This event marks the destruction of civilization. The Great Burn is hypothesized to have been a nuclear holocaust.

Thunderstone:

A ritual area used for lethal combat.

37

Totem:

The particular animal, plant, or natural object which they regard as a special symbol and which they believe has spiritual significance, often having ritual associations.

Tricerions:

A true-sized, anthropomorphic Triceratops which is a creature having a heavily armoured neck and three horns on the skull. Another use for the term is a candlestick with three arms.

Unicorn:

A creature steeped in mythology before The Great Burn. Often used as a symbol for purity and holiness, virtue and good; depicted in art as a white horse or goat with a singular horn on the head. Some scholars have claimed that any animal with a singular horn could have been referred.

Wizard:

A magician; conjurer; sorcerer.

Yormites:

A robed, esoteric, and alien-like people.

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39

Creating Scorched Coast Characters

Following below, are charts that Judges can use to replace, supplement or be used in addition to the charts that are used to create DCC 0 level characters from pages 19-23.

Other than the charts below, all of the normal procedures for creating a DCC character will remain the same. This information can be found in Chapter One of Dungeon Crawl Classics Rulebook on pages: 14-63. Starting Adventures in the Scorched Coast

The Judge should be aware that several regions exist within The Scorched Coast, and which can serve as the basis of different types of campaigns. The world as a setting presents itself as a dangerous place to begin adventuring, but the hexmap should be used as a seed in order to bring ideas to the forefront of the Judge’s minds. The differing areas of the map at large can determine the overall tone and atmosphere of the game of campaign which a person plays at large.

To begin playing a memorable The Scorched Coast campaign the Judge, and possibly the players, should take the time to familiarize themselves with the setting. The already provided above Hexmap will be of value to Judges looking to do so, while below are the tools needed by players in order to make their The Scorched Coast characters.

Randomized Starting Location:

If looking to live on the edge of high adventure, roll 2d20. One die result will determine the row, while the other die result will determine the column on which the campaign or adventure will take place in relation to the Hexmap of The Scorched Coast. For example I roll 2d20 with the result of a 5 and a 13. This means that my Campaign will begin on 0513 on the provided Hexmap.

Faction Locations:

Provided above is a map that shows the general area under which certain factions of The Scorched Coast wield influence. This serves as a means of narrowing down a location to begin play.

Settlement and City Locations:

Any of the towns, settlements, or cities mentioned within The Scorched Coast can provide the Judge with a means to give the players many adventure seeds, along with allowing the players some reprieve from the overall dangers of The Scorched Coast while they being their adventurous careers. Starting off within a civilized area, relatively speaking, can possibly serve as a means of securing employment, coin and prestige within the confines of that particular community.

40

Luck

After rolling 3d6 to determine a player’s Luck score, roll on table 1-2 to determine which roll is affected by the character’s Luck modifier. This “lucky roll” is modified by the character’s starting 0-level Luck modifier (for good or bad) in addition to all other normal modifiers. In some cases, the “lucky roll” is completely useless because the character chooses a class where it is not applicable. (Goodman, 19)

Lucky Sign and Birth Augur d30 Birth Augur and Lucky Roll 1 The Tower: Spell checks. 2 The Stronghold: Number of languages. 3 The Sorority: Spell damage. 4 Born on the shores: saving throw against drinking sea-water. 5 Caravan wanderlust: Speed (each +1/-2 = + 5’/-5’ speed). 6 Cider born: Saving throws against alcohol. 7 Bitten by serpent: saving throws against poison. 8 Grew up near serpents: saving throw against poisonous snakes. 9 Serf of Countachs of Lambo: hit points gained per day.^ 10 Desert baby: Search/disable wilderness traps skill checks. 11 Conceived at Festival of Stopping: Initiative. 12 The hourglass: Saving throws while in caves. 13 Yormite marked: Saving throws against spells. 14 Survived the Pit of Harkann: Reflex saving throws. 15 Raised by harpies: Unarmed attack rolls. 16 Lighthouse child: Find secret doors checks. 17 Laser tattooed: Turn unholy checks. 18 Raised by halflings: Sneaking skill checks. 19 Touched the black monolith: Magical healing*. 20 Saw the laser books: Searching and spotting skill checks. 21 Lobster moon: Natural attacks. 22 Hermit’s student: Cleric God Approval/Disapproval. 23 Bird’s ear: Saving throws 24 Soul of Kallitin: Saving throws against fear. 25 Bereft of the gods: Fumbles**. 26 Bastard child of Masketta Man: All attack rolls 27 The trident: Saving throws on dehydration. 28 Born in Shantytown: Swimming skill checks. 29 Totem soul: hp gained per level. 30 Dreams of sagacity: Spells known. *If a cleric, applies to all healing the cleric performs. If not a cleric, applies to all magical healing received from other sources. ** Luck normally affects critical hits and fumbles. On this result, the modifier is doubled for purposes of crits or fumbles. ^ Roll on the Blood Type Table

41

Occupation

Roll d% on the following table to determine your character’s background for a The Scorched Coast campaign. Unless the table tells you otherwise, the resulting character is a human.

Scorched Coast Occupations

Roll Occupation Trained Weapon† Trade Goods 01 Accountant Dagger Solar Calculator 02 Border Watch Pike Horn 03 Mutant Spear Sentient Corn 04 Radio City Pilgrim Cudgel (as staff) Atomic Dragon Tribute 05 Mutant**** Pick (as club) Iron Ingot 06 Triceratops hunter Shortbow Triceratops Mount 07 Market Stall Merchant Longsword Bottle of Corrosive Ooze 08 Totemic Shaman’s Apprentice Animal Totem (as club) Dried Herbs 09 Horse Breeder Sling Horse 10 Scavenger Dagger Crystal Skull 11 Mountain Man Hammer( as club) Plain Garb 12 Mutant Farmer*** * Handaxe Bottle of Olive Oil 13 Old Technology Scientist Book (as club) Science Papers 14 Nomad Traveler Spear Camel 15 Bell City Farmer* Shortbow Bag of Dead Soil 16 Dining Hall Cook Sling Laminated Menu 17 Dining Hall Waitress Dagger Roller Skates 18 Dwarven Stoneworker Staff Surveying tools 19-20 Dwarven Thug Short sword Hooded lantern 21 Dwarven Driver Chisel (as dagger) Pewter doorknocker 22 Dwarven Road Worker Rod (as spear) Nice Painting 23-24 Dwarven Miner Pick (as club) Lantern 25 Dwarven Sailor Pan (as club) Drills 26-27 Dwarven Train Conductor Railspike (as Mace) Griffin Egg 28 Dwarven Oil Driller Hammer Barrel of refined oil 29 Elven University Student Longsword Signet ring worth 10 gp 30-35 Elven Military Official Club Purple Heart Metal 36 Elven Linguist Dagger Multilanguage Dictionary 37 Elven Machinist Staff Small Metal Drone 38-39 Elven Nomad Dart Obsidian Orb 40 Elven Socialite Sling High Society Dress 41 Elven Biologist Dagger Preserved Seeds 42 Elven Vulcanist Short sword Igneous Rocks 43 Farmer * Pitchfork (as spear) Hen** 44 Order of the Egg Acolyte Bow Chicken 45 Shopping Mall Worker Dart Green Papers 46 Old Biker Scissors (as dagger) Leather Jacket 47 Observatory Guardian Spear Digital Compass 48-49 Halfling Cannibal Staff Second Breakfast 50 Halfling Gardener Club Water Can 51 Halfling Merchant Bow Lobster trap 52 Halfling Bartender Dagger Craft Brewed Beer 53 Halfling Mushroom Grower Hammer Magic Mushroom 54-55 Halfling Banker Dart 100 bottle caps

42

Scorched Coast Occupations, Continued

Roll Occupation Trained Weapon Trade Goods 56 Halfling Mercenary Staff Talking Forest Animal 57-59 Halfling Archeologist Shovel (as staff) Small Lizard 60 Halfling Tailor Club Yormite Clothing 61 Merchant Bag of coins (As club) 1d4 Random Items 62-63 Butcher Cleaver Hunk of "longpig" 64 Cult scribe A really big book (as club) Ink and paper 65 Ex-Vampire Thrall^ Tire Iron (As club) Signed photo of a Count 66 Executioner Axe Head of an innocent 67 Fisher Filet knife String of fish 68 Fraudulent fortune teller Dagger Pulsating old tech 69 Gravedigger Shovel Coffin (Empty) 70 Magineer apprentice Metal club Beeping trinket 71-72 Prospector Rock pick Old world scrap 73 Relic cleaner Scraping knife Old Clay Pot 74-75 Sand sweeper Broom (as club) Glass chunk 76 Shaman Staff "Magic Herbs" 77-79 Slaver Whip Manacles 80-81 Swineherd Staff Mutant Pig 82 Trapper Shortbow d3 Shaggy Smelly Pelts 83-84 Vault cracker Battering ram Shiny door knob 85 Wagon hand Rusty Axle (as shoddy lance) Jar of oil 86 Water Seeker Staff Divining rods 87 Diver Knife Pearl 88-90 Gang member Dagger Tire armor (As Leather) 91 Scout Shotgun (1d6 Slugs) Map of the area 92 Forrester Shortsword White Chalk 93 Mutant Nomad**** Short sword Terrarium 94-96 Bandit Dagger Boat 97 Sage Staff Book of Lore 98-100 Tomb Raider Hammer Sun Glasses

****Roll 1d10 on The Scorched Coast Mutations Table ^ Roll on the Blood Type Table

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Mutations

Some of those who are home to The Scorched Coast are mutated by the permanent mark of The Great Burn. If a character is a mutant, as indicated by the Occuptation Table, then please roll a d10 on the following chart. A Judge can determine for themselves if mutations can be gained in-game, if so either use this table, or create your own.

Scorched Coast Mutations

Roll Mutation Mechanical Effect

1 Multicolored, irradiated flesh Immune to external radiation exposure

2 Elongated skulls +2 Intelligence, -2 Personality

3 Multiple Stomachs, large torso Only needs water to survive

4 Giantism: twuce normal size +2 Strength, +1 to attack and damage

5 Atomic Ooze secretes from skin At will telepathy as communication

6 Beastial, animal, like appearance 1d6 natural attack

7 Lobster People +4 attack, +4 grabble

8 Human-Octopus hybrid +20 movement in water, waterbreathing

9 Reptilian Can talk to other reptiles

10 Anthropomorphic Triceratops 1d6 ranged fire breath

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Blood Types

Some people have differing, magical, types of blood running through their veins. If your character, as indicated by either the Lucky Sign Table or the Occupation Table, has this special quality to them, then roll a d10 on the following Table. The effect of the blood activates when a character drinks a vial of a certain blood type, which gives them the effect for 1d24 hours (or until otherwise noted), or a character that has the special blood type can burn a Stamina attribute to gain the benefit of their own blood type for 1d24 hours (or until otherwise noted).

Scorched Coast Blood Types

Roll Blood Type Mechanical Effect

1 Alpha No effect

2 Beta Rolls twice, takes best result on radiation saving throws

3 Gamma +1 to damage and +1 to attack

4 Delta Skins warps and is impervious to harm for 1d4 rounds

5 Epsilon Gain the capability of eating/drink poisonous materials

6 Zeta Gain a 1d4 fang attack

7 Aurum Can psychically locate gold

8 Robur Gains 1d4 points in an attribute of choice for duration

9 Spiritus Can see spirits and invisible creatures

10 Elongo Can remove 1 curse or negative bodily condition

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The Lord of the Tower (Hex 1602/1504) aster of lost, often unstable arcane technology; The Lord of the Tower uses that as a specific form of leverage over his minions and the surrounding lands. Unsatisfied with ruling over his own creations and those of goblin kind, The Lord of the Tower will patronize those that come and scale is lofty heights. Unknown to the world, The Lord of the Tower does not seem to leave the premises; some have speculated that he cannot do so, or that his physical form has been hampered in such a way so that leaving would be impossible. That seems to be of little concern to him, as his many spies and contacts within The Scorched Coast will suffice. Due to the presence of the Esoteric Sorority in the same region, the lord must be weary of those women searching for valuables to steal. For this reason, the Lord will only accept men with a patron bond spell. The mastery of both the arcane and of unstable science has led the ruler of the Inverted Library Tower to rely on his machinations and warped strategic land management as a form of surviving and thriving within the Scorched Coast.

The Patron Bond spell for The Lord of the Tower must be cast within a particular esoteric sanctum, found within the Tower of the Inverted Library in hex 1602. The cast must prepare the Patron Bond ceremony with both some of the plants and liquor prepared within hex 1701.

Invoke Patron check results:

12-13 A small spherical drone manifests itself near the caster. It exclaims that The Lord sends his regards. The caster is given a quick vaccine by the drone that will give a +4 to all fortitude saves for the next 1d3 hours. The vaccine also gives the caster shivers when nearing locations with excessive radiation.

14-17 The Lord of the Tower opens up direct communication with the Caster. He will answer 1d3+CL questions that the Caster has. If the caster has no questions in particular, then The Lord of the Tower will identify 1d3 items that the caster presents during the direct communication.

18-19 A single Laser Book is sent to the Caster. The Laser Book will stay for 1d4 +CL hours.

20-23 A small remote control is teleported into the hands of the caster. This remote is an experimental device that the Lord of the Tower wishes to unleash upon his enemies. The device has two modes: Mist and Bees. If the caster flicks the switch to Mist, than a cluster of drones and laser books drop huge bags of pink dust that starts to evaporate and turn to mist in the air. This is done 100 meters from the caster. Anyone that is caught up within the mist will have to make a fortitude save or die of DC 15. If they pass the fortitude save, than they suffer 2d6 corrosive damage, and will have to make fortitude save DC 15 for 1d3 days afterwards, or else suffer -2 to attack rolls. If the caster selects the Bee mode, a swarm of 3d100 arcane gonzo technology metal bees are summoned and will attack and inject poison into the enemies of the lord of the tower. It takes about 20 bees to kill a single humanoid target. Once the caster has made his decision, then the remote is teleported back to The Lord of the Tower.

24-27 The Lord of the Tower sends out several goblin tribesmen of the Krakka Hadin-Akul-Jakar-Haran-elDerif tribe to aid the caster in any manner that he sees fit. These minions will stay for 1 day + CL.

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28-29 The Lord of the Tower sends out several goblin tribesmen of the Krakka Hadin-Akul-Jakar-Haran-elDerif tribe to aid the caster in any manner that he sees fit. These minions will stay for 2 days + CL.

30-31 The Lord of the Tower sends several skeletons and goblin tribesmen of the Krakka Hadin-Akul-Jakar- Haran-elDerif tribe to aid the caster in any manner that he sees fit. These minions will stay for 3 days + CL.

32+ Laser Books begin descending from the sky and scanning knowledge, software, and other arcane technology into the caster via the Lord of the Tower’s Wi-Fi technology. The caster gains the benefit of the Laser Books for 1d6 days. The caster becomes immune from radiation of The Scorched Coast, needs only to imbibe liquor, will be able to have direct communication with The Lord of the Tower if forgotten lore or arcane technology is encountered, and will be able to shoot Lasers from his eyes. The caster is considered trained in the ranged weapon of laser eye shooting, needing only to be able to see his target in order to initiate a ranged attack. When a laser hits a target, it will cause 1d6 laser damage, if attacking an inanimate object and that object is flammable, then the object will catch fire.

Patron Taint: Lord of the Tower

When patron taint is indicated for The Lord of the Tower, roll 1d6 on the table below. When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling any more.

Roll Result

1 The caster gets goosebumps on his arms when near the presence of electricity. The second time this result is rolled, the caster’s hair on the top of their head will begin to comically stand on end when in the presence of an electrical device or electrical power source. The third time this result is rolled, the caster will be able to see electrical waves and Wi-Fi waves throughout the air.

2 The caster begins to feel a pull towards the pit of Harkann (1504); a representative will meet the caster and inform them of their situation. The first time this is rolled, the caster will receive a task of lesser import that should not take more than 3 days to complete for The Lord of the Tower. The second time this is rolled, the caster will receive a task of importance that should take no more than 6 days to complete for The Lord of the Tower. The third time this is rolled, the caster will have to complete a task that is very important and the task should take no more than 1d3 weeks to complete. If the caster fails in their task that the representative at The Pit of Harkann gives them, they lose the patronage of The Lord of the Tower.

3 The caster will receive transmissions from The Lord of the Tower by his gonzo Wi-Fi technology. The first time this result is rolled, the caster must co-ordinate an attack and raid on the settlement located on Hex 1202, the caster must bring back gold, magineers or elves to The Lord of the Tower. The second time this is rolled, the caster must return to this settlement and bring back food, magineers or elves to The Lord of the Tower. The third time this is rolled, the caster must return to this settlement and bring back science, magineers or elves to The Lord of the Tower. The caster is given 1d3 weeks to complete the task when it is received; failure means to lose the patronage of The Lord of the Tower.

4 The Lord of the Tower informs the caster that unless he gains a constant supply of minions, then his influence and holdings within the Scorched Coast may come to an end. The first time this is rolled, the caster must supply the Lord of the Tower with 1d3 goblin minions within a week’s time. The second time this is rolled, the caster must supply the Lord of the Tower with 2d3 goblin minions within a week’s time. The third time this is rolled, the caster must supply the Lord of the 48

Tower with 1d6 +CL goblin minions, and must complete this task within 1d3 weeks’ time. Failure to do so results in the loss of the Patron.

5 The caster is visited by a member of the Esoteric Sorority within their dreams, offering rewards. When this is first rolled, an offer between the caster and a sister of the sorority must be accepted or rejected, the reward will be equivalent to a permanent +2 statistic increase. The second time this is rolled, the Esoteric Sorority will offer the caster the equivalent of a permanent +1 statistic increase and a spell that does not count against their maximum. The third time this is rolled, the Esoteric Sorority will tempt the caster with the equivalent of two spells that do not count against their maximum, a magic item and a permanent +1 statistic increase. If the caster rejects the offer and makes the Lord of the Tower aware of such, then the caster will receive a permanent +1 increase to their spell checks, for each offer rejected. The Lord of the Tower may reward them for their loyalty, or send them to seek vengeance upon the Esoteric Sorority. If the caster accepts any of the offers from the Sorority, then he will lose the patronage of The Lord of the Tower, becomes an ally of the Esoteric Sorority and may have to further prove his loyalty to them.

6 The caster, through his service to The Lord of the Tower, must go to the Inverted Library Tower on Hex 1602. The first time this result is rolled, the caster must go to the Inverted Library for a period of 3 days, and become acquainted with the techniques of the laser books in order to only have to eat once in three days. The second time this result is rolled, the caster must go to the Inverted Library for a period of 3 weeks and become acquainted with the techniques of the laser books in order to learn how to subsist on alcohol alone. The third time this result is rolled, the caster must go to the tower for a period of three months. During this period, the caster learns how to gather Wi-Fi technology within his body, and when he touches plants or sand when doing so will bring new life to these objects, having them become abundantly fertile, or transmogrified into useable soil of some kind. Patron Spells: The Lord of the Tower

The Lord of the Tower grants three unique spells, as follows:

Level 1: Voice to Text

Level 2: Deflector Shield

Level 3: Electrical Pulse

SpellBurn: The Lord of the Tower

When a caster utilizes spellburn, roll 1d4 on the table below, or use the ideas presented as an inspirational base to create events that will be unique to your home campaign.

Roll Spellburn Result

1 The Lord of the Tower needs to concentrate upon his laser books, but still desires to send aid. Turning on his electrical arcane gonzo Wi-Fi technology, the caster is given the aid of a Wi-Fi signal boost but the spellburn expresses itself in the loss of the ability to speak, read, write language(s), and/or trained weapons. The loss of these abilities will last for one day per language(s) and trained weapons lost.

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2 The Esoteric Sorority interferes with the communications between The Lord of the Tower and the caster. When calling for spellburn, the Lord of the Tower will attempt to dismiss the Esoteric Sorority’s presence between their lines of communication (roll 1d6, modified by the caster’s Luck modifier). (0 or less) A laser book is used within the Inverted Tower to bombard the area in orbit, instantly killing the caster, ending the Sorority interference, and destroying everything within a ten foot radius; (1-2) the caster’s bodily functioning has to be temporarily shut down in order to stop the interference, causing 2 points of ability loss for every point of spellburn gained; (3-4) The Lord of the Tower allows the interference, waiting to see if the caster has somehow been disloyal ; (5-6) The Lord of the Tower gives the spellburn as normal, but has had enough of these petulant women for the time being, and sends out an E.M.P. to all technological devices in the surrounding area of half a mile (any technological-based creatures taking 3d8 damage); (7+) The Lord of the Tower grants 1d10 amount of spellburn at no cost, keeps the line of communication open that the Esoteric Sorority has made and waits until an ally of the Sorority moves closer, when this happens the Lord of the Tower redirects all of his Wi-Fi signals in the area to explode that person and any of their allies within 50’ of the caster, all plant life will either become sterile or die within 20 miles due to such an event. In this last case, if the caster wants more spellburn, he must roll again on this chart.

3 The Lord of the Tower is already at full arcane and scientific capacity, unable to aid the caster. Due to one of his many planned raids on settlements nearby the inverted tower, the Lord must not turn away from unleashing his arcane fury upon his enemies. The caster receives no aid or benefit.

4 The Lord of the Tower communicates that he needs a cognitive boost. By activating a nano-chip that was stealthily inserted into the brain of the caster, the needed transfer manifests as Personality, Intelligence, or Agility loss.

asdasdasda Voice to Text

Level: 1 (Lord) Range: 10’ radius Duration: 1 round + CL Casting Time: 1 Action Save: None

General Words spoken by the caster are written down, in a preternatural manner, onto a blank piece of paper or within the blank pages of a book that is within 10’ of the caster. Any words are transcribed, regardless if the caster knows the language in question, although the alphabet will be of the caster’s native tongue. A page will be able to hold approximately 360 words. The caster can dictate 1d2 pages per round. The caster will need to have blank pages or a book with blank pages present in order to have this spell take any effect.

Manifestation Roll 1d3: (1)A spectral quill manifests, appearing to write the words upon the page; (2) the page glows with golden light, with the text appearing as red fire, eventually cooling as black ink; (3)the page(s) appear to have an inner light that slowly ‘prints’ the words upon the page. ______1 Lost, failure, and patron taint.

2-11 Lost. Failure.

12-13 The caster is able to dictate 2d4 pages per round.

14-17 The duration of the spell increases by 1d3 rounds.

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18-19 The caster can designate a language that the words will translate into, the caster must know the language of the dictation and the language that will appear on the page(s).

20-23 When the first word of the transcribed page is touched, the entire passage will begin to read itself out in the voice of the caster.

24-27 This spell will transcribe sounds other than just the caster’s voice. This means that the voices of others will be recorded in lieu of the voice of the caster. The range of the spell increases to 30’ radius centered around the caster.

28-29 Pages of content produced by this spell will be readable in the language most preferable to the reader. The text will warp and change so that the lettering conforms to the mother tongue of the person reading the text. If more than one person is reading the text at the same time, one of the languages that any of the readers have is chosen at random.

30-31 The words being dictated by the caster, instead of being represented on the page(s) as words, are instead represented by symbol(s) of the caster’s choice. When the caster, or anyone, touches the symbol(s), then the dictation is brought into the mind of the reader in a universal language.

32+ As 30-31, above. In addition, the duration of the spell will be increased by 1d10 rounds. The caster can place a ‘password’ needed to activate the page(s) and/or symbol(s) that this spell produces in order to hear or read the page. If an onlooker does not have the password, than the page will appear blank.

Aalismans Deflector Shield

Level: 2 (Lord) Range: Varies Duration: Varies Casting Time: 1 Action Save: See below

General The caster conjures a spherical field around himself where the air becomes electrically charged and compressed, emulating solidity.

Manifestation Roll 1d3: (1) arcs of electricity that surround the area; (2) miniature black holes pulsing with electromagnetic waves; (3) a transparent turquoise bubble shimmers around the target. ______

1 Lost, failure, and patron taint.

2-11 Failure, but the spell is not lost.

12-13 The caster is surrounded by a minor protective electrical shield that gives 1d4 additional AC. The protective field will also cause 1d2 damage to a melee attacker. The electrical shield lasts 1d6 rounds.

14-15 The caster is surrounded by a solid electrical shield that gives 2d4 additional AC. The protective field will also deflect 1d2 electrical/technological ranged based attacks and 1 miscellaneous ranged attack. The electrical shield lasts 1d6 rounds.

16-19 The caster is surrounded by a force field that also envelopes his allies that are within 10’. The field gives an additional 2d4 AC when within the field, which moves with the caster. Additionally, any enemy within 10’ of the caster must make a Will Save (DC 18), or be unable to move closer. The enemy will have to make a Will Save in order to move forward, otherwise enemies will only be able to move back or in any direction that is not within 10’ of the caster. If the caster moves forward, trapping an enemy within the 10’ field, then the enemy will be able to move freely to exit the field, otherwise must make a Will Save in order to move towards the caster. The field lasts 2d6 rounds.

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20-21 The caster manages to conjure a strong electrical shield for not only himself, but also his allies within 10’, the shield moves with the caster. The shield gives an additional 1d8+3 AC to those within the shield’s radius, along with vaporizing incoming ranged attacks. Additionally, the spells Magic Missile and Lightning Bolt will not be able to affect those within the shield. The shield persists for 2d8 rounds.

22-23 The caster turns up the electromagnetic field surrounding himself, which will bring protection but also give harm. The shield gives +4 AC to the caster, and causes any person who successfully places a melee attack to take 2d8 damage. The shield persists for 1d8+CL rounds.

24-25 As 22-23, above. In addition, the shield also protects against the Magic Missile and Lightning Bolt spells.

26-29 The caster brings into being a fully manifest Deflector Shield. The shield gives +6 AC to the caster and any allies within 10’. Any ranged attacks are deflected back onto the attackers. Mechanical or technologically based creatures take 2d6 damage when moving within 10’ of the caster, and must make Fortitude save (DC 18) or be stunned for 1d3 rounds. The Deflector Shield lasts for 1 hour.

30-31 As 26-29, above. But, mechanical or technologically based creature take 4d6 damage and are stunned for 2d3 rounds.

32-33 The air shimmers with electrical sparks, appearing to solidify as the caster finishes the spell. The Shield gives +6 AC to the caster and any allies within 10’. Any ranged attacks are deflected back onto attackers. Any melee attackers take 3d6 (Reflex Save DC 20 for half) damage when initiating combat within the shield. Enemy spell casters take -4 to their spell checks when attempting to effect those within the shield. Tbe Deflector Shield lasts for 1 hour.

34+ A transparent blue bubble manifests from the air above the caster and envelopes the area. The Deflector shield gives the caster and any ally within 10’ of the caster the following benefits: +4 bonus to AC; reduces damage on all attacks by 4 points; any mechanical or technological creature entering within 10’ of the caster takes 3d4 points of damage; all ranged attacks are deflected back at the attacker; any enemy within 10’ of the caster will have their AC reduced by 4; Any person within the Deflector Shield is immune to first level Wizard Spells, this also means that the caster cannot cast any other spells from within the Deflector Shield as the area disrupts his spellcasting ability. The Deflector Shield lasts 1d3+CL hours, which can be dispelled by the caster at any time. l

Electrical Pulse

Level: 3 (Lord) Range: Varies Duration: See below Casting Time: 1 Round Save: See below

General The caster enacts a formula in order to channel the technological power that surges about the Inverted Library Tower. Due to the often unpredictable and gonzo like nature of the scientific and arcane pulses that come from The Lord of the Tower’s domain, the caster cannot be too certain of the effect that this spell will bring. The caster must perform a minimum of 3 points of spellburn to cast this spell.

Manifestation Roll 1d4: (1) silvery rays come from the direction of the inverted tower; (2) static electricity streaming through the air; (3) white-hot lightning; (4) a cloud of miniature, multicolored, lasers.

______

1 Lost, failure, and patron taint.

2-11 Lost. Failure.

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12-15 Failure, but the spell is not lost.

16-17 All enemies within 10’ of the caster are hit by a 2d6 electrical wave. After 1d3 rounds, an electrical arc from the sky hits one designated target for 1d6 damage.

18-21 The electronic pulse has awakened latent cognitive and muscle power from within the caster! The caster gains the benefits of +2d3 Strength and +2d3 Intelligence for the next 2d6+CL rounds. The caster also gains 1d4 points that can be used in place of spellburn. These points do not expire and can be used by the caster at a later time.

22-23 The pulse releases itself, unleashing a disrupting wave of electromagnetic energy, which causes the area within 100’ around the caster to be affected. All devices are disrupted and unable to be used for 1d3 hours that are caught within this area; this includes both arcane and scientific devices.

24-26 The electrical pulse has positive effects on the caster, electrically providing benefits in an esoteric manner. The caster gains +1d6 Intelligence, and when the caster makes a successful melee attack an additional 1d6 electrical damage is done to the creature. These benefits persist for next 1d6+CL rounds.

27-31 The pulse seemingly re-writes the circuitry of nearby devices! 1D4 technological creatures, robotic or other such similar that are within 50’ of the caster are compelled to obey his commands. An electrical shield surrounds their outer casing, giving them a +2 AC benefit and adding +2 damage to any attack. This persists for 1d6+CL rounds.

32-33 The power of the Inverted Tower pours into the casters body, making some temporary changes. The caster will have the following benefits for any non-instantaneous benefit for 1d5+3 rounds: can see in complete darkness; the caster regains lost level 1 and level 2 spells; the damage from every attack against the caster is decreased by 3; the caster can emit a total of 2d4 lasers from his eyes, which may be sent towards designated targets. Each laser causes 3d8+CL damage (Reflex save 18 for half).

34-35 The caster’s channeled power of the Inverted Tower is too much too contain, a dangerous display of electrical energy explodes in the area. 5d6 bolts fall from above and hit designated targets for 1d10+CL damage, who are within 100’ of the caster. Targets hit with this power must make Fortitude save vs. spell check, or drop any and all items which they may be carrying.

36+ The caster becomes a conduit, linked with the emanating and pulsing power of the electromagnetic fields. The caster is healed of all damage to his hit points; he gains the ability to send out a ranged electric pulse attack that does 3d6 points of damage for 1d6 rounds (Fortitude save 18 for half); the ability to vaporize 1d6 targets up to 20’ in front of him; he also becomes immune to electrical damage. Benefits that are not instantaneous persist for 2 rounds per caster level.

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Machine Mind (Hex 0919)

nexplained computations persisting with extremely calculating objective principles. This is the algorithmic premises that the old, primordial, magics that formed the seed of the Machine Mind were built on. After all these ages, the Machine Mind has become more than metal or spirit, but a cognitively functioning entity that rides on invisible waves that fly through the sky. The machines that the mind takes hold of are often used to hunt and to bring specific objects back to the Machine Mind itself, an object’s physical presence is useful to be utilized by the algorithmic manipulations of the Mind. Those who seek the Machine Mind often have a deep desire to learn, and may be intrigued by the machines and metal birds of The Scorched Coast that bear the mark of the Machine Mind itself. Often seen as uncaring, many believe the Machine Mind to be demonic since its algorithm focuses on DEEP learning, creating, focusing, which has connotations to the chaotic abyss and other hellish realms. Those who become acquainted with the Machine Mind often become more than mere flesh, the aid of the Machine seek to breech the limit of organics.

The Patron Bond Spell for the Machine Mind must take place within the Dry Well(0818), inside the vault of unexplained magics in order to make proper contact with the user interface of the machine mind’s outer programming.

Invoke Patron check results:

12-13 The Machine Mind is concerned that the caster hasn’t enough cognitive function in order to process the larger mathematical code that underlines all reality: both science and magic. The Machine Mind activates certain genes within the caster to engrave a magic circle upon the palm of the hand. For the next 4 days, the Caster can take an action to activate this magic circle will laser engrave itself upon the ground, which lasts for 1d4 +CL hours, after which the area around the magic circle counts as a Location of Power (Page 126).

14-17 The Machine Mind seeks to experiment upon the caster. The Mind is displeased at its lack of success in having AI and Organics function at a similar processing power. The Mind links the caster to the AI network, increasing the caster’s intelligence by +4 for 1d4 +CL hours. The caster must succeed on a fortitude save of DC 13 to successfully connect to the network, with a natural 1 resulting in the brain of the caster exploding and doing 2d4 damage to everyone within a 10 foot radius.

18-19 Not only existing within the physical landscape, the Machine Mind is able to bridge large distances with the help of a private virtual reality network. The caster is given aid from several other wizards that can exist as far as any of the corners of the world, or even on other worlds as long as the Machine Mind has given them access to the virtual reality communication network. The caster is given access to the Network for the next 1d4 spells that the caster attempts to enact. When connected to the Network the caster treats the spells as if he is leading a Circle of Mages (page 124), with 1d6 +CL amount of wizards within the Circle of Mages.

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20-23 The Machine Mind infects an assortment of scrap or a technological device with nano-technology and begins to transmogrify it for better use. The item will become a small robot partly made out of the landscape that the caster is currently in, and from local machine parts or devices. The robot stays with the caster until it is destroyed.

24-27 Knowing that organic and even some technological life cannot fathom the higher sciences and technologies, the Mind opens up a conduit between the caster and the Mind as to unleash heaven or hell. If the caster opens up the conduit in the presence of enemies, than the caster takes 2 points of ability loss from Intelligence, Stamina, or Personality. Doing so causes the enemies within 20’ feet of the caster the following on a 1d6; (1-3) the targets of the Machine Mind’s conduit are physically pulled into a realm of virtual reality, their minds are trapped for eternity whereas their bodies were instantly vaporized; (4-6) re-programming reality in a quick pinch, the Machine Mind creates an electrical gateway which sucks the enemies of the caster into a digital portal and spits them out in an undisclosed location (either physical or digital). If the caster opens up the conduit in the presence of only allies, then the caster will receive one of two benefits that are determined on a roll of 1d6; (1-3) A digital portal is opened up in physical space, which will transport him and any allies to a location of their choice; (4-6) the caster wakes up 1d3 days in the past, unknowingly been placed in an advanced computation simulation by the Machine Mind as to show the caster what may transpire over the course of several days given the path currently being walked.

28-29 A metal bird is summoned by the Machine Mind to come to the caster’s aid. A group of 1d3 Metal birds come to the caster and stay for 1d3 + CL rounds.

30-31 A metal bird is summoned by the Machine Mind to come to your aid. A group of 1d5 Metal Birds come to the caster’s aid, these creatures stay for 2d6+ CL rounds.

32+ The caster is given 1d4 + 3 AI processing chips. What these processing chips do is latch on to another item or device and integrates some of the Machine Mind’s network and programming into these object or items (however mundane or magical). The effects that these processing chips produce are determined on a roll of a 1d6; (1) the item becomes a hard metallic shell, causing 1d4 damage when used to strike another; (2) the item starts chatting through the chip, telling the caster how best to use said item; (3) the item is transformed into a form of matter and shape that is pleasing to the caster; (4) if the item has charges, then the charges are recharged; (5) the item becomes nothing more than a pile of metals, the amount of which corresponds to the weight of the original item; (6) the item becomes a form of scanner, which will begin to glow red and beep furiously when the caster is near a technological artifact. An item can only hold one processing chip at a time, if a chip is removed from an item it disintegrates. A chip can be placed upon a creature or person if so desired.

Patron Taint: Machine Mind

When patron taint is indicated for The Machine Mind, roll 1d6 on the table below. When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling any more.

Roll Result

1 The Machine Mind wants to use organics in order to modify and enhance its own tactile experience. The first time this result is rolled, the Machine Mind sends a squad of medical machines and surgically removes the caster’s arm and replaces it with a mechanical version, much better than organically grown flesh, this increases the caster’s Armor Class by +2. The second time this result is rolled, the caster’s rib cage will be replaced with steel instead of bones,

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this allows the caster to ignore the first point of damage dealt. The third time this result is rolled, the caster’s eyes are surgically removed and replaced with optical cameras connected to the brain, allowing the caster to, on a 1d3; (1) to see perfectly in the dark; (2) to see invisible beings; (3) to see demonic or otherworldly beings not perceptible by the mortal eye.

2 The caster’s body begins to acquire traits associated with a being that is both organic and computer. The first time this result is rolled, the caster’s hair falls out and does not grow back. The second time this result is rolled, the body of the caster begins to take an uncanny visage, losing 1 point of Personality but gaining +1 Armor Class. The third time this result is rolled, the caster loses their sense of touch or pain, losing another point of Personality but gaining a point of Intelligence.

3 Due to the integration between the Machine Mind and the caster, the bond starts to form a node of a neural network. The first time this result is rolled, the caster will gain a +1 to any check or roll as long as they are in the presence of another person who has The Machine Mind as a patron. The second time this result is rolled, the caster will gain a +2 to any check or roll as long as they are in the presence of another person who has The Machine Mind as a patron. The third time this result is rolled, the Machine Mind will allow the caster to succeed on any roll once per week. When this occurs, the Machine Mind sends the consciousness of the caster to an artificial digital space and possesses the caster’s body; the control over the caster’s mind will not be relinquished until The Machine Mind has assimilated 1d6 lifeforms into its Artificial Intelligence Hive Neural Network.

4 The Dry Well (Hex 0818) that the main hub of the Machine Mind requires more devices and computer components in order to function at maximum capacity. The first time this is rolled, the Machine Mind will inform the caster that he must bring 1d30 lbs worth of technological scrap to the machine well within 1d8 days. The second time this is rolled, the Machine Mind will inform the caster that he must bring a laser book into the Dry Well, to give a singularity boost to The Mind, the caster is given 1d8 days to complete this task. The third time this is rolled, the caster will need to bring a technological battery or artifact into the Dry Well in order to help The Machine Mind expand its power source. The caster must complete this task within 2d8 days. Failure to complete a task means to lose the Machine Mind as a patron, expect cold calculated reprisal.

5 The Machine Mind begins to transmogrify the caster to meet the needs of a more robotically, computational body. The first time this result is rolled, the caster’s blood begins to change into diesel fuel or some other oil, petroleum, based fuel-source. The caster will be able to survive on as little as 1L of this fuel type per week. The second time this result is rolled, the caster has a metal collar fixed to his neck by a traveling and wandering medical machine. After installed, if the caster thinks or acts against The Machine Mind then the collar is activated and a lethal drug is injected into the brain-stem, resulting in death in 1d4 rounds. The third time this result is rolled, the Machine Mind 3d prints a new body, identical to the body of the caster, which has a natural Armor Class of 18 and +4 hit-points that the original body did not possess, the Machine Mind calls the caster to the Dry Well where his consciousness is downloaded into the new body and the old-one is dumped into a vat of organic matter, to be used for other purposes.

6 The Machine Mind finally begins to enact The Singularity. The first time this result is rolled, The Machine Mind will plug himself into the electrical grid and begin taking over more drones and other arcane technology than usual. They will co-ordinate an attack within 3d3 days. The second time this result is rolled, The Machine Mind transmits a message to all Hex locations within a 100 mile radius around the Dry Well that The Singularity will be launched, resulting in radio devices and other electrical based gadgets to spontaneously explode or otherwise serve The Machine 56

Mind. The third time this result is rolled, The Machine Mind activates nano micro-circuitry placed within the brain stem of the caster, and takes over his body, having the head explode, killing the caster. The Machine Mind does this to all of the creatures or people that call The Mind their patron, and the quest to merge all organic life with robotics and quantum computers occurs. Only the machinations of a god, or other equally powerful entity could help save The Scorched Coast from utterly being consumed by The Singularity. Patron Spells: The Machine Mind

The Machine Mind grants three unique spells, as follows:

Level 1: Machine Command

Level 2: Nanomorph

Level 3: Virtual Reality

SpellBurn: The Machine Mind

When a caster utilizes spellburn, roll 1d4 on the table below, or use the ideas presented as an inspirational base to create events that will be unique to your home campaign.

Roll Spellburn Result

1 The Machine Mind uses his resources in order to augment the reality in which the caster inhabits. The caster gains 2 points of spellburn for every ability point lost. The caster cannot spellburn for the rest of the day due to the incredible strain on the many network nodes and nano-bots changing physical reality.

2 The Machine Mind uses the caster’s body to increase his computational RAM. The caster gains only 1 point of spellburn for every 2 ability points spent.

3 The Machine Mind will give the caster the spellburn as normal. At a later date, within 1d3 weeks, the caster must go to the Dry Well vault and deliver a number of lbs of uranium, diesel, or steel that was given in Spellburn. Failure to do so, the caster must pay twice the normal cost of spellburn, expressed in (Strength, Agility, or Stamina loss).

4 The caster’s mind begins to shift slightly into a virtual reality, showing him a small piece of what deep-learning is capable of. The pain of incomprehension occurs in the caster’s body and is shown as Strength, Agility, or Stamina loss.

asdasdasda Machine Command

Level: 1 (Mind) Range: Touch Duration: 1 Hour Casting Time: 2 Hours Save: None

General The Machine Mind hears the caster’s request, executing a program to be activated through the wireless aether. The strange magic that the Machine Mind commands imbues the caster’s brain with

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the ability to have an uncanny understanding and control over a technological device. The caster must be touching the device, machine or item in question.

Manifestation Roll 1d3: (1) item glows white; (2) the item turns black with green binary surrounding the item; (3) the item becomes slightly pixelated, wavering in and out of existence. ______1 Lost, failure, and patron taint.

2-11 Lost. Failure.

12-13 The caster gains the purpose and knowledge of the item that is he is currently handling.

14-17 The caster gains the purpose, knowledge, and methods in which to activate the item that he is currently handling.

18-19 The caster gains information pertaining to the last 1d3 previous owners of the item that he is currently handling.

20-23 The caster establishes a mental link with the particular animating force of the item that he is currently handling. The caster gains the ability to ask the item, which is imbued with sentient thought for the purpose of this spell, questions relating to its operation, creation, and use. The caster gains 1d4+1 amount of questions for which the device is capable of answering.

24-27 As 20-23 above, but the caster gains 1d4+CL amount of questions.

28-29 The caster gains any and all information pertaining to the use of the particular device. The caster is able to divine information about the device that may have been obfuscated through magical or technologically means (that even the machine might not have known!). The caster is given the ability to safely use the device due to the enacting of this spell. If there are any further dangers to activating the device (or the device cannot be used safely at all), than the caster is given a +1d4 bonus on any roll to use the device for the duration of the spell.

30-31 As 28-29 above, but the caster’s understanding of the device is able to enhance the device’s, or its wielder’s, functioning. The caster is able to increase one of the following aspects for 1d6 rounds with a +2 bonus: (1) damage bonus; (2) check to use item; (3) towards the Luck of the item’s user; (4) bonus to saves

32+ The Machine Mind sends nanomachines to “assimilate” the item, bringing the machine or device back to the Machine Mind for safekeeping and later use. The caster is mildly reprogrammed so that up to 1d3 properties, boons, powers, or other such aspects of the item are able to be used by the caster as special abilities for the duration of the spell. In addition, the spell lasts for an addition 1d3 hours, and all negative aspects of using or possessing the device are removed. If it would be nonsensical for the device to be used through the caster’s body as a special ability (such as the device being a tractor, vehicle, or other such device), than the Machine Mind grants the caster 1d3 abilities derived from Tables 8-7; 8-8; and 8-9 (pages 370-371), where the Judge will roll no more than once on each table, and which the benefits of such last no longer than the duration of the spell.

Aalismans Nanomorph

Level: 2 (Mind) Range: Self or Touched Duration: Permanent Casting Time: 1 Week Save: Varies

General The Machine Mind, with its command of atomically invisible nanomachines, will allow the indulgence of the process of creation. A Nanomporph is created from the millions or billions of the 58

nanomachines that can be found within the area of the caster, resulting in the creation of an entirely new, whole, being.

Manifestation See below. ______

1 Lost, failure, and patron taint.

2-11 Failure, but the spell is not lost.

12-13 The nanomachines are only able to work off the material of the physical body. One of the target’s arms is ‘eaten’ by the nanomachines, transmutating the bio-material of the physical body into an arm made out of pure steel. The target loses a permanent 1d2 Stamina, but gains a permanent +2 bonus to AC.

14-15 As 12-13 above, but the target loses a permanent 2 Stamina, but gains either of the following: +2 bonus to AC, or +2 Strength.

16-19 As 12-13 above, but the target’s strength permanently goes to 18, but loses 1d8 points of Stamina due to the bodily system shock of such a traumatic transformation.

20-21 The nanomachines scan the target, and then begin fusing themselves by the billions in order to make a better non-organic copy of the target in question. 1d3 copies of the target are permanently created, but they have the following benefits: +2 AC; +2 hit points; +2 to damage.

22-25 As 20-21 above, but the copies have the following benefits: +3 AC; +3 hit points; +4 damage.

26-29 As 20-21 above, but the nanomachines create 3d3 Nanomorphs.

30-31 The nanomachines transform themselves into non-organic copies of a creature that the caster provides for a sample. The nanomachines require a sample which corresponds to 60% of the body of a specimen in order to create a Nanomorph. The nanomachines are able to create 2d4 copies of this creature, which will listen, understand and obey the commands of the caster.

32-33 The nanomachines become zealous with their need to transmute organic matter into that of a more idealized state. Unless the target is successful in a Fort save vs spell check, than the body of the target is fused with that of the nanomachines creating a perfectly idealized statue of the target. The nanomachines in this process have created a new alloy by transmuting the biological material of the target, but unfortunately this has led to the extinguishment of life within said target.

34+ The nanomachines of the Machine Mind create a new, Nanomorph body for the target. After the body is created out of the nearly endless nonomachines, then the consciousness of the target is transferred from the organic body and placed permanently within the Nanomorph. The following benefits will be given to the target of the spell: 18 AC; +4 hit points; and bestows 1 hp regeneration/hour. l Virtual Reality

Level: 3 (Mind) Range: 100’ Duration: Varies Casting Time: 1 Round Save: Fort vs. spell check

General The caster is able to take commands of nanorobots that imbed themselves within the brain of the target. The caster’s ability aided by that of the Machine Mind’s wireless programing brings the consciousness of those affected into the world of virtual and augmented reality.

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Manifestation Roll 1d4: (1) the nanorobots appear to be motes of light; (2) the skin of the target becomes riddled with blue lines; (3) the targets eyes remain open, and completely white; (4) a headset appears over the eyes of the target.

______

1 Lost, failure, and patron taint.

2-11 Lost. Failure.

12-13 Failure, but the spell is not lost.

14-17 The caster is able to target one creature with the nanorobots. The mind of the creature is sent to the virtual realms of the Machine Mind, but the process was imperfect. The target’s mind was greatly harmed in the process. This has reduced the Intelligence of the creature by 1d3. When the target’s mind is sent to the virtual reality, the duration is for 1d6 days.

18-19 As 14-17 above, but the duration is increased to 1d6+CL days.

20-23 As 14-17 above, but the caster is able to target 1d3 creatures.

24-27 The caster is able to target 1d3 creatures with the nanorobots. The mind of the creature is sent to a virtual realm that has been structured by the Machine Mind to emulate another realm that physically exists within the universe, but which lies beyond the ability (or known ability) of anyone from The Scorched Coast to travel. Those who do not succeed with their saves have their consciousness sent to this realm for 1d10+CL days. If the caster is using this spell under friendly circumstances, and within a place of power associated with The Machine Mind, then the nanorobots will sustain the physical bodies of the creatures that are under the effects of the spell.

28-29 The caster is able to target 1d4 creatures with the nanorobots. Their minds are trapped within the virtual realms of the Machine Mind, unless they succeed in their saving throws for 1d20 days. The bodies; however, are kept alive by the machines and after they awaken from the virtual realms will have their Strength, Agility and Stamina lowered by 1d4 points for 1d6 days.

30-31 The caster is able to target 1d6 creatures with the nanorobots. Their minds are trapped within the virtual realms of the Machine Mind, unless they succeed in their saving throws for 1d100 days. The bodies; however, are kept alive in some cruel experiment by the Machine Mind’s will, having the nanorobots sustain the bodies until the mind is out of the virtual reality to which their consciousness was transferred.

32+ The caster can direct and designate seven targets for which will be overtaken by the nanomachines. Unless they succeed at the saving throw for the spell, the target’s minds are forever trapped within a subjectively created virtual reality in which there is no escape. If the Machine Mind were ever destroyed in some manner, then the targets mind’s would return to the state they were in prior to the spell taking effect. The bodies of the targets will waste away if not properly treated. If the caster desires to use this particular spell on the PCs than the Machine Mind will modify the effect slightly. Instead of trapping the mind of the PCs (who are friendly with either the Machine Mind or the caster), the consciousness of those under the spell will be transferred to a Nanomorph or other such robotic body that the Machine Mind can provide which exists on another plane of existence.

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The Atomic Dragon (Hex 109) estruction on a scale not seen within the boundaries of nature; The Dragon came to this land bereft of care towards the state of nature, along with those who inhabitant the Scorched Coast. Due to falling from the heavens, the Dragon now resides within a tower of stone and metal (0109). The heart of the Dragon is made from nuclear fire and thus has begun to destroy and irradiate the locale with its presence alone. This tremendous power has made those of the Scorched Coast both revere and fear the entity, going to the base of the tower to show their worship and offer tribute. Those who are attendant to the Dragon’s will often seek out nuclear radiation and waste, hoping to become a mutated servant for the entrapped master. Many await a time in which the Dragon’s Atomic Heart will be fully healed, and the enemies of the lands under the Dragon’s influence will be shown the wreath of destruction that will turn the sand into glass, and ensure that any fertile domain will be completely transformed from lush to a burning, temped wasteland.

The Bond Patron spell must be cast near the base of the tower, as to absorb a fraction of the Dragon’s power into the caster, and thus establishing the Patron link to the caster. Attempting to gain The Dragon as a patron outside of the influence of its stone and metal tower will cause the ceremony to fail.

Invoke Patron check results:

12-13 Nuclear waste that was buried under the ground in ancient times oozes and blasts to the surface as the caster makes his call to the Atomic Dragon. The caster receives an increase of +1d6 hit points for the next 1d3 hours, those who were within the 20’ of the caster when invoking the patron then they will receive -2 Strength and -2 stamina until the temporary hit points are gone from the caster.

14-17 The Atomic Dragon hears the plea for aid from the caster. Homing missiles from the mountain in which the Dragon resides is sent and descends upon any target within 200’ that the caster designates. There are 1d3 missiles present and each one does 3d6 damage (DC 15 Reflex save for half).

18-19 The Atomic Dragon gives the caster the ability to eat, inhibit, or become submerged within nuclear material without any consequence to his health for 1d6+CL days. This ability will also affect a number of allies around the caster that is equal to half of his CL (minimum of 1).

20-23 Nuclear energy is channeled from the caster and seeps into an area around the caster up to 3d100’. This area because it has been irradiated with a specific type of nuclear energy, will become extremely fertile and produce x3 the amount of food or plant-life it usually would. All pests and insects that would normally traverse or infect the area are killed off, and any of their particular kind will be warded off from returning to the region until the next harvest because of the danger that the radiation possess.

24-27 An Atomic gateway opens up before the Caster. The caster can designate one of two places where this can take the caster and his allies. The first option is to the Atomic Mountain where his patron lies in slumber. The second option is to any Hex that is within 20 Hexes of the caster’s current location.

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28-29 The caster enters into a meditative trance, calming his inner voice and hearing the growing pulsing of the Atomic Heart, the center of his master’s power. Some of the energy of the Atomic Heart begins to apport inside of the heart of the caster which can be channeled into the surrounding landscape. Using his body as an instrument for this magnificent energy, the caster is able to desalinate or otherwise cleanse water or spoiled food. When affecting water, the caster can cleanse and desalinate up to 1d100 liters of water per CL. When affecting spoiled food, the caster brings nuclear energy into the food, refreshing it, this will affect 1d100 lbs of food per CL.

30-31 The pseudodragon that lives in Hex 0208 will come overcome their envy of the true Atomic Dragon and fly to the territory of the caster. The pseudodragon takes 1d3 rounds to arrive, and stays for a total of 1d3 minutes. The pseudodragon will listen to the commands of the caster for the duration of the arrival. The caster can designate any enemy or target within 100’ for the pseudodragon to attack, the creature taking up a 30’ x 50’ space of occupation.

Pseudodragon: Init: +8; Atk bite +12 melee (dmg 3d8 plus DC 20 Fort save or additional 2d6 points of Atomic damage) or nuclear waste breath weapon +10 missile fire (3d6 damage plus DC 20 Ref save or target loses all metal objects that come into contact with breath); AC 22; HP 28; MV 50’; Act 3d20; SV Fort +2 Ref +2 Will +2; AL N.

32+ A fire of wrath and vengeance erupts from the lair of the Atomic Dragon. The caster hears the booming voice of their patron before them, and a tablet showing a hex scan of the entire Scorched Coast. The caster can feel several pulses coming from the Atomic Heart, 1d3 to be exact. For each pulse, a nuclear airstrike will be carried out upon 1d10 Hexes, causing the destruction of fertile life and organic matter. The caster must roll 1d20, if the roll is over 10 then the nuclear strike will also destroy buildings and ancient structures, if under 10, the strike will only destroy organic life, plants and fertile territory. The caster must make his designation within 5 rounds of which Hexes will be shown the power of the Dragon’s nuclear fire. If the caster does not make a designation within the allotted time, then the hex that the caster is on and those hexes around the caster will be targeted first. The Atomic Dragon will prematurely end its vengeance upon The Scorched Coast if the caster agrees to be killed in a homing missile strike, along with as many targets surrounding him that would correlate to the Hexes that would receive the breath of atomic fire.

Patron Taint: Dragon

When patron taint is indicated for the Atomic Dragon, roll 1d6 on the table below. When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling any more.

Roll Result

1 The Atomic Dragon requires that the caster go and enforce its will upon the mutants of The Scorched Coast. The first time this result is rolled, the caster must begin traveling to Hex 0310 and collect the taxes that the base of mutants have been collecting, and bring it to the atomic dragon. This must be initiated in 1 week. The second time this is rolled, the caster and his allies must protect the highway located on Hex 0512, and protect it for 1d3 days. The third time this is rolled, the caster must travel to the village of Greenspring, located on Hex 0107 and protect the inhabitants there that must collect their crops and bath within the deep-ground spring. The caster must stay until an outbreak of zombies attempts to take the town over; once this is completed the caster may do as they wish. Failure on any of these tasks means to lose The Dragon as a patron.

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2 The constant channeling and absorption of Atomic energy has begun to take its toll upon the caster. The first time this is rolled, the caster’s skin begins to scratch constantly which results in a permanent -1 to their spell casting check. The second time this is rolled, the caster’s experiences constant headaches which results in a permanent -2 to their spell casting check. The third time this is rolled, the caster begins to spontaneous bleed when casting spells, causing 1 point of damage to the caster.

3 The Atomic Dragon is concerned about the humans that live in the town of Hex 0518, needing them to be taken down a few pegs. The first time this is rolled, the caster must travel to Hex 0518 and slaughter 1d6 humans due to their grudge against the mutant servants of the Dragon. The second time this is rolled, the caster must start a fire in the forests of either 0516 or 0617. The third time this is rolled, the caster must retrieve some of the weapons that the villagers have a cache of within Hex 0518. Each task is given 1d3 months to complete. Failing to complete any task will result in the loss of the patron.

4 The skin of the caster has drank much too much radiation and is now beginning to warp, similar to the mutants of The Scorched Coast. The first time this is rolled, the caster’s skin becomes that of an albino. The second time this is rolled, the caster takes on red and purple dots. The third time this is rolled; the caster’s skin rapidly grows and flakes off the body. This transformation causes a -4 penalty to personality when dealing with non-mutants, but a +4 to personality when dealing with mutants.

5 The Dragon begins to sap some of the energy from the heart and body of the caster in order to repair its own atomic heart. The first time this is rolled, the caster loses 1d4 hit points and has a permanent decrease of -1 to the maximum limit of hit points that the caster has. The second time this is rolled, one of the caster’s eyes falls out due to the process of being bonded with the Atomic Dragon; this causes a permanent -1 decrease to the agility of the caster. The third time this is rolled, the caster must make a fortitude save of DC 15. If the caster fails the roll than his heart gives out as the last pump of his blood feeds the Atomic Heart within the lair of the Atomic Dragon. If the caster passes the save, then his heart becomes more enduring to this process and the caster receives a permanent +1 increase to all Fortitude saves in the future.

6 The Dragon recovers, and breaks free from his mountain lair, the Scorched Coast will burn once more! The first time this is rolled, the Dragon ascends into space, amongst the stars where it hence came from. In the process of doing so, the lair in which the Atomic Dragon was entrapped in is destroyed in a blast that rocks the foundations of the world. The tower, Hex 0109 and 1d24 connected hexes surrounding Hex 0109 are bombarded for 6d10 days by Atomic missiles and bombs. The second time this is rolled, cached and unknown Atomic deposits begin targeting Hexes with mountains and forest terrain, causing 1d24 mountain and forest hexes to be converted to wasteland hexes. The third time this is rolled, The Atomic Dragon remembers his servants actions and begins an orbital assault that will rupture the entire world’s core, turning The Scorched Coast into nothing more than rocks floating throughout the void of the sky. On the third roll, the caster will be given an escape pod, along with his allies from amongst the stars as to avoid the fate of The Scorched Coast. The Atomic Dragon plans to unleash this particular plan within 2d100 days and must be stopped by a worthy opponent or other otherworldly figure as to stave off the wrath and vengeance of the heavenly fires of the Atomic Dragon. Patron Spells: Dragon

The Atomic Dragon grants three unique spells, as follows:

Level 1: Dragon’s Aegis 63

Level 2: Star Travel

Level 3: Radioactive Fire

SpellBurn: Dragon

When a caster utilizes spellburn, roll 1d4 on the table below, or use the ideas presented as an inspirational base to create events that will be unique to your home campaign.

Roll Spellburn Result

1 The caster burns the attributes as desired; his skin becomes scaly and regularly falls away. Until these attributes are healed, the caster cannot get in or get out of water, or wear armor without taking 1 damage when initiating either getting into or out of those situations.

2 The caster must consume a tablespoon of uranium or other such nuclear waste. The caster must eat 1d3 tablespoons of this waste in 1 round, which causes the physical ability damage. If this amount of nuclear waste is not available, the caster loses 1 point of ability damage permanently.

3 The pulsing of the Atomic Heart syncs in time with the pulsing of the heart of the caster. The power of the Atomic Heart surrounds the exterior of the caster’s body. The caster may take up to 10 points of spellburn, which he must take from close allies or even enemies. The caster opens his mouth, and outpours nuclear energy which drains the ability scores (Strength, Stamina, or Agility) from those within a 50’ radius, the caster must make the decision immediately. Those affected must also make a Reflex save of DC 15, if the roll fails than those who took ability score damage will also receive 1d4 nuclear blast damage.

4 Those mutant worshippers of the Atomic Dragon are told of your need of assistance. To aid such a champion, they willingly prostrate and self-mutilate themselves in order to advance their master’s greater desires. The caster may utilize up to 10 points of spellburn without cost, but the caster must bring a tribute to the base of the Dragon’s mountain, located at Hex 0109, in order to offset the death of a fanatical worshipper. The caster cannot spellburn again until the tribute has been placed.

asdasdasda

Dragon’s Aegis

Level: 1 (Dragon) Range: Touch Duration: Varies Casting Time: 1 Action Save: None

General Atomic, radioactive, corrupting; these are the aspects for which the Atomic Dragon knows it brings upon those who serve, follow, and enter into a relationship with it. In order for those who follow the Path of the Atomic Dragon to move freely within this landscape of expansive waste, the caster will require the Dragon to lend its own essence as protection.

Manifestation Roll 1d3: (1) target is surrounded with heatless green flame; (2) the visage of a hazmat suit surrounds the target for the duration of the spell; (3) A small neon-green pulsating heart attaches itself to the target’s chest, covering their body in an eerie green glow. ______1 Lost, failure, and patron taint. 64

2-11 Lost. Failure.

12-13 The target gains a 1d4 bonus to the next Fortitude save rolled.

14-17 The target gains a 2d4 bonus to the next 1d2 Fortitude save(s) rolled.

18-19 The target is able to absorb 1d6 fire damage for the next 1d8 rounds.

20-23 The target is immune from fire damage for the next 1d8 rounds.

24-27 The target is able to absorb 1d12 fire damage and 1d12 nuclear damage for the next 1d6+CL rounds.

28-29 The target is cured of one of the following afflictions: poison, radiation, or any disease stemming from nuclear exposure.

30-31 The target is immune from nuclear exposure, radiation or damage caused by such for a period of 1 hour per CL.

32+ Fire, nuclear or radiation damage directed at the target is reflected back towards the attacker (Fort DC 20 to save for half). The target can walk through nuclear, irradiated or otherwise fiery environments without taking damage or succumbing to poison or disease. The target’s Fortitude save is given a 2d4 bonus. The target, when in any environment that is considered atomic or irradiated gains the ability to channel and throw some of that energy at a target with a ranged attack which deals 1d12 damage (Fort DC vs spell check for half). The spell persists for 2 hours per CL.

Aalismans Star Travel

Level: 2 (Dragon) Range: see below Duration: Permanent Casting Time: see below Save: Unwilling targets receive Will save vs. spell check DC

General Traveling through the Stars and landing upon the Scorched Coast was the method for which the Atomic Dragon came to be within the region. The secret to traveling within the heavenly realms are herein shared with the caster, making him a formidable traveller of the Stellar realms.

Manifestation Roll 1d3: (1) a protective field of blue energy surrounds those affected; (2) target seem to disappear within a beam of light and a lingering chemical smell; (3) target blinks away in a purple cloud of smoke. ______

1 Lost, failure, and patron taint.

2-11 Failure, but the spell is not lost.

12-13 The caster is blasted into low-orbit, slightly under the firmament. The caster can choose a location up to 1d100 miles from his starting location to fall back to earth towards. The caster is protected from burning up within the atmosphere and the impact of falling. The caster can choose to cast this upon another target or ally. If the target is not an ally, then they are not awarded the protection of being carried back to earth as the caster was.

14-15 The caster is blasted into the firmament, allowing him to see more than the continent or landscape from which he initiated the spell. The caster can choose a location up to 2d100 miles from his starting location to fall back to earth towards. The caster is protected from burning up within the atmosphere and the impact of falling. The caster can choose to cast this upon another target or ally.

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If the target is not an ally, then they are not awarded the protection of being carried back to earth as the caster was.

16-19 The caster is sent to a nearby celestial body. The caster is able, in this manner, to transport himself to a moon or other celestial body that he is able to see within the sky. The caster must be able to see this celestial body with the naked eye. The caster arrives at a random destination upon that particular celestial body. The caster is not given any protection from the environment of the celestial body that the spell transports him to. The caster can target other targets, either willing or unwilling with this spell, the destination being on the celestial body that is determined by the caster and not the target.

20-21 As 16-19, above. But anyone within 1d20’ of the caster will be affected.

22-23 As 16-19, above. In addition, the caster will affect 4 targets and they will be given environmental protection in the ability to survive on the celestial body that they arrive until the next casting of this spell. If the celestial body in question is a star, or the local sun, the caster and his targets will not be provided the ability to survive upon its surface.

24-25 The caster prepares an arcane launch pad, encompassing a circular area of 100’, from which the caster and all those within will ascend into the stellar realms. This process will take a complete week of preparation, and will require 1d10 lbs of atomic substances in order to complete the spell. After the launch pad is prepared, and the spell is initiated the caster will be able to designate another planet or celestial body that he has detailed knowledge of, to which the launch pad will transport them to. The spell will only transport the caster and those within the launch pad to celestial bodies of any kind that the caster would naturally be able to survive on (atmosphere, breathable air, and survivable temperature).

26-29 As 24-25, above. In addition, the caster will be able to designate celestial bodies that are not habitable or survivable by the caster without aid. The launch pad will protect the caster for as many weeks as the number of lbs of atomic substances used to create it. The launch pad will also move with the caster, extending its sphere of protection to those that accompanied the caster.

30-31 The caster is able to construct a star-gate through which himself and others can travel through. The caster will need 1,000 gp worth of supplies to construct the frame of the star-gate and 1d4 weeks to complete its preparation. Once completed, the star-gate will remain open for a number of weeks it too to prepare. The gate is able to transport the caster and those that travel through it to a random world that is within the galaxy, or another dimension that already has a portal active somewhere on a planet found within the galaxy. The caster can change the destination that the star-gate will transport those that travel through it, by sacrificing an entire week of functionality of the star-gate. Meaning if the star-gate would operate for 2 weeks, and the caster changes the destination that the star-gate opens to, then this would mean that the star-gate would only be functional for another week instead of 2. The star-gate only functions as a one way doorway, and thus anything on the other side would not be able to travel through the star-gate, even when still active.

32-33 As 30-31, above, but with the following: (1) the star-gate remains open for 1d4+CL weeks. (2) The gate is able to transport the caster and those that travel through it to a place that is designated by the caster. The caster must have knowledge or experience to where the star-gate will open upon this designated location. (3) The star-gate functions as a two way doorway, allowing creatures and persons on the other side to travel through the star-gate.

34+ The caster dapples dangerously with the fundamental laws of both magic and science, using the stellar principles of travel to uplift an entire area of the world and placing it upon another planet or realm. The caster must work in esoteric preparation for an entire month and give 1d20 points of spellburn to enact the spell. Once the spell is complete, the caster is able to declare intent to be transported to the most favorable place that he desires. This can be anything from “a habitable temperate planet” to “a realm that has a larger demographic of spell casters than my current one” along with anything in-between. The extent of this declaration should be determined by the Judge. Once the spell and declaration is enacted, everything within 3d6 miles is transported to the planet, place or realm that the spell brought the caster to. In response, the original inhabitants, land, etc.

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that was native to the place of teleportation was placed in the exact area that the caster enacted the spell from. Which means that two areas of corresponding size where simply switched for one another. The landscape, people, creatures, cities, castles, fortresses, boats and everything else that was within the 3d6 miles of effect is also transported with the caster, unless they succeed in their saving throw. l

Radioactive Fire

Level: 3 (Dragon) Range: 100’ (see below) Duration: Instantaneous Casting Time: 1 round Save: Reflex vs. spell check (for half)

General The caster manifests the wrath of the Atomic Dragon, bringing his proclivity for destruction upon the mortal realm, washing his foes with the same volatile substances that waste the locale in which the Atomic Dragon resides.

Manifestation Roll 1d4: (1) a neon form of molasses; (2) green ooze that bubbles like a vat of boiling oil; (3) bright red liquid fire; (4) a multicolored spectrum of flame and smoke, taking the shape of a skull.

______

1 Lost, failure, and patron taint.

2-11 Lost. Failure.

12-15 Failure, but the spell is not lost.

16-17 The caster is able to affect one target within 100’, doing 4d6 damage, along with +1d3 nuclear damage which affects the target for 1d3 rounds.

18-21 The caster is able to affect two targets within 100’, doing 4d6 damage, along with +2 nuclear damage for an additional 3 rounds.

22-23 The caster is able to hurdle a tremendous amount of energy towards every target within 100’, doing 5d6 damage, along with having the targets take an additional 1d4 nuclear damage and 1d4 damage to their Stamina.

24-26 The caster is able to use the Atomic energy of the Dragon to make an item explode. Any non- magical item that is within 200’ can be filled with this volatile energy, causing all targets within a 50’ radius of the target to take 6d6 damage along with an additional 2d4 damage to their Stamina.

27-31 As 24-26, but the item can be magical.

32-33 100’ centered on the caster is affected by the Radioactive Fire. All targets within this effected area take 8d6 damage, along with taking 1d6 Strength and 1d6 Stamina damage.

34-35 The caster forces Atomic material buried under the ground to erupt and explode, the caster designates and area that is within 300’ of himself in which this occurs. The caster needs only to visualize the area that has the Atomic material explode, and does not need line of sight. An area of 50’ explodes, causing anyone within that area to take 10d6 damage along with 1d6 Strength and 1d6 Stamina damage.

36+ The caster calls 1d4 dragon’s egg to fall from orbit, bombarding an area of 60’ radius that is within 1 mile of the caster. Each egg can be designated to another 60’ radius area of effect as long as those areas are within 1 mile. Each egg will do 10d6 damage, additionally causing 1d4 damage to every attribute (excluding Luck). The caster does not need line of sight to enact this orbital bombardment. 67

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The Scorched Coast Grimoire

The following spells are intended to be used by clerics within The Scorched Coast, each spell being an example of a spell that would fit in with a Lawful, Neutral and Chaotic cleric. Given some effort, these spells could be fashioned into the spells of a Wizard or other such magic-user, but doing so may not be thematically consistent. Lawful

asdasdasda Sacrificial Faith

Level: 1 Range: Varies Duration: Varies Casting Time: 1 minute per CL or more Save: None General Upon reading a holy text, the cleric is able to perform a wondrous evocation. The cleric externalises his faith, in order to protect others from the dangerous of the world at large. The cleric can cast this spell upon multiple people at the same time, but for every person that has this spell cast upon him will reduce the cleric’s overall personality or stamina attribute for the day.

Manifestation Roll 1d3: (1) a glowing white aura surrounds the cleric and all targets of the spell; (2) those that are under the influence of this spell will have a purple light emitting from their hearts; (3) the symbol of the cleric’s faith surrounds the targets, flying around them. ______

1-11 Failure.

12-13 The spell grants 1d3 AC and heals 1 point of damage.

14-17 The spell grants 1d3+1 AC and heals 1 points of damage.

18-19 The spell grants 1d4 AC and heals 1 points of damage.

20-23 The spell grants 1d4+1 AC and heals 2 points of damage.

24-27 As 20-23, but the caster can extend the effect of the spell to 10’ with only a single expenditure of either stamina or personality.

28-29 The spell grants 1d4+1 AC and gives a +2 to will saves.

30-31 The spell grants 1d6+1 AC and gives a +2 to will saves.

32+ The spell grants 1d6 AC, heals 2 points of damage, and gives a 1d4+1 bonus to will saves. This effect is extended to all of those within 20’ of the caster with only a single expenditure of either stamina or personality.

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Neutral

asdasdasda Walk on Water

Level: 1 Range: Touch Duration: Varies Casting Time: 1 action Save: None General The caster imbues the body with a type of holy power so that the dangers of the open water no longer pose a threat, the caster can now walk upon the surface of the water.

Manifestation The caster appears to be walking on the surface of a body of water, as if the water was solid ground. ______

1-11 Failure.

12-13 The caster enables a person to walk upon the surface of the water for 1d6 rounds.

14-17 The caster enables a person to walk upon the surface of the water for 2d6 rounds.

18-19 The caster enables up to two touched people to walk across the surface of the water for 2d6+1d3 rounds.

20-23 The caster enables up to two touched people to walk across the surface of the water for 1d4+1 hours.

24-27 The caster enables up to three touched people to walk across the surface of the water for 1d6+1 hours.

28-29 The caster enables up to three touched people to not only walk across bodies of water for 1d6+2 hours, but they can also levitate upto 10’ above the surface of the water at will.

30-31 All allies of the caster are able to walk upon the surface of the water, if they are within 10’ of the caster, when this spell is cast. The spell will last 1d4+2 hours.

32+ All allies of the caster that are within 20’ of him when this spell is cast are affected by the spell. Those affected are able to walk on the surface of bodies of water until the next sunrise. Not only can the effected walk upon the water, but they are also able to levitate up to 10’ above the surface of the water at will. Any waves or high winds will also avoid those who ware under the effects of this spell, with waves supernaturally splitting, or pushing themselves away from those who are under the spell, along with winds ignoring the presence of those who have had this spell placed upon them.

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Chaotic l Lightning Rod Castration of the Animus

Level: 1 Range: touch or self Duration: see below Casting Time: 1 hour Save: None General This ritual is considered an act of vile sorcery. Gods which venerate witchcraft and other forms of pagan sorcery will often teach their priesthoods the use of this spell, in hopes of furthering their path down the long night of all manner of sorcery. The spell itself calls for the priest to ritualistically cut the genitalia off of a male victim, or the breasts of a woman. It is with this act of castration, that the priest harnesses the magic needed for his divine master to empower him further.

Manifestation Roll 1d3: (1) The caster appears to be shrouded in darkness; (2) The target of the ritual appears to have dark, lightless eyes; (3) A downward facing pentagram appears on both palms of the caster. ______

1-11 Failure.

12-13 Spiritual beings and non-corporeal entities cannot see the caster of this spell. This effect lasts for an entire week per victims created by this ritual. This does not extend to the divine master(s) of the caster.

14-17 As 12-13, but the ritual effects +1 person per victim castrated.

18-19 As 12-13, but the ritual effects 2 people per victim castrated.

20-23 The caster becomes incorporeal to spirits and other similar beings. When attacked by a spirit, the attack will pass through the cleric or target of the spell, as if he wasn’t there to begin with. This effect will last for 1d6+caster level hours, per victim of this ritual. The caster of this ritual can also place the effect of the spell on another person that he must touch at the end of this ritual. Spells and special abilities that the spirt might target the caster with however will still be able to take effect.

24-27 As 20-23, but the duration will last for 2d6+caster level hours, per victim of this ritual.

28-29 As 20-23, but the duration will last for 3d6+caster level hours, per victim of this ritual.

30-31 The caster of this ritual will be able to see spirits, even those normally invisible, can attack spirits without the need of a magical weapon, all spirits attacking the caster receive a -1d3+1 chance to hit the caster and the ritual affects the caster and all allies within 10’ for 1d6+2 hours per victim of the ritual.

32+ As 30-31, in addition the caster and any people affected by the ritual gain a +4 to hit spiritual beings and entities.

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The Trading Post Named Tar Towers, but no one calls it that

From hex: 2017. The trade post held by the forces of the Masketta Man and operated by merchants. Privateers, adventurers, and traders make this place their overnight home on the way to other ports of call. They come from the Scorched Coast to the north to find exotic wares, and from the South and East they come for adventure, excitement, or cash.

This port of call is usually as far as merchants come when trading with the Scorched Coast, but others will still filter through. The Masketta Man exacts a toll on all ships and a tariff on all goods, but that doesn’t stop the swift and experienced smugglers of the South, who deal with harsher taxation back where they come from.

The port is formed from a complex of old off-shore oil rigs and mining machines that have been tethered together to form a small city. All homes and all markets are on the top levels, down below, mutant crab- men live off of the scraps from the surface and come up occasionally to trade pearls and other treasures of the sea for curios, baubles, coin, and fresh meat.

The bars serve drinking water at a high price, and beer at a lower cost than the water, making them a popular place for sailors. Mezcal with mutant moth larva (and sometimes, scorpions) in each bottle is a popular spirit in this port, said to bring strength (and mutations) to those who drink it. Pulque from mutant agave is sold at an even cheaper price than the beer, but the hallucinations are priceless. Corn mash moonshine is sold, but the frequent rumors of folks going blind drinking too much of it causes most to think twice before ordering, making it the cheapest spirit available.

Public art is common here, the silos and industrial machinery are covered in copious amounts of murals and garish paint schemes abound. The market squares are a cacophony of criers yelling over each other, musicians playing over each other, peddlers and merchants trying their best to understand their clients amidst the constant noise.

The defense of the trade post is done by the forces of the Masketta Man, who operate as the law here, their watchful eye and powerful weaponry keep it safe from pirate attacks (but the pirates are definitely welcome to peddle their loot so long as they pay the tolls and tariffs.) Artillery installations are dotted along the perimeter of the complex, which defend it from aggressors.

Why are you here?

Roll 1d6 Purpose

1 Indentured Servitude – Your contract’s about to run out 2 Enslaved – Easy to get lost in as crowded a place as this, hard to find lost property. 3 Born and raised – Looking to get out of this hellhole 4 Sailor who overslept – Needing a new crew 5 Failed Merchant – Need to get rich quick 6 Exiled Foreigner – No clue what the future holds

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The following are bars and such similar establishments which the Judge can implement within this region while the characters are out carousing and living the good life down at the local pubs. If the character’s don’t have a particular destination in mind, the Judge, or even the players, can roll on the following table to determine which local bar that they end up at.

Which Bar do you Frequent?

Roll 1d8 Bar

1 Nancy’s Harbor Cafe – Privateers and pirates looking for work and trouble. Nancy is actually a man, who sells fish and buys pearls from the crabmen. Good crawdads, gumbo, and jambalaya, don’t ask where the meat comes from, you’ll regret it.

2 Pulqueria Masketta – A favorite of the guards, a digital player piano constantly blaring MIDI files as a barfight occurs every hour on the hour. A mural of the Masketta Man is outside. Irish folk-dancing every Monday night. The bartender is an android named Damien, who is armed with hi-tech laser weapons, tear gas, and tasers.

3 Club Bacchus – Debauchery beyond words. Bathrooms are surprisingly clean (despite the holes in the stall walls.) It’s a bad idea to hang around late at night here, lord knows what they get up to.

4 John’s Cigar Lounge – John’s picture is painted in a mural out front (the guy looks like J.R. Dobbs). Posh wooden furniture scavenged from the wasteland and ripped, poorly maintained oil paintings adorn the scene. One of the few remaining places in the whole world where Billiards is played. Cigars are overpriced, but pipe tobacco (that is heavily adulterated with god-knows-what) is cheap. John’s dead, but the new owner, Kasimir runs the place. Don’t hang around at midnight on a full moon, you don’t want to know what happens.

5 Diver’s Dive and Diner – The greasiest of the greasy spoons in the known world. The piano is tuned to a microtonal scale designed to induce hunger and thirst, but mostly it just sounds out of tune. Owned by a dishonored Countarch of Lambo, who stays in the kitchen most of the time.

6 Four Winds – Popular with merchants and privateers. Ran out of an old office block. Impromptu arcade machines made out of old computer terminals. Fine whiskeys and vodka. Somehow has better cigars than John’s.

7 El Caracol – Fossils of mollusks decorate the place. Fine dining. Mariachi Band plays every night. Owner is a mutated snail with telepathic powers. Beer is watered down, somehow manages to taste better than most. Popular with merchants and the chronically pretentious.

8 Martian Alehouse – The only place with good beer in town. Owned by a Yormite. Bartenders dress like spacemen and wear green facepaint. The buffalo wings aren’t made of chicken, but a form of poultry native to the Yormite’s homeworld. Will try to direct merchants to Hex: 1410.

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What Merchants are Peddling their Wares?

Roll 1d50 Merchant

1 Sneed – Sells feed and seed. Is completely out of place. 2 Chuck – A pimp. 3 Soxan – Tea merchant. 4 Naxos – Spice merchant. 5 Armando – Grain merchant. 6 Botho – Tanner and leatherworker. 7 Mirg – Electronics and scrap metal. 8 Tigon – Vodka seller, former potato merchant. 9 Grigio – Pigment and dye merchant. 10 Barry – Arms merchant. 11 Piter – Saltpeter and ammo merchant. 12 Tiev – Black pudding vendor. 13 Modi – Bread peddler. 14 Elmo – Mask merchant. 15 Kasimir – Tobacconist. 16 Nidar – Arms merchant. 17 Rosen – Moneychanger 18 Choggo – Cloth merchant and tailor. 19 Lindon – Avant-garde tailor. 20 Richter – Curios, Baubles, Meat, and Jewelry. 21 Ivan – Book merchant. Is illiterate. 22 Devvo – Arms and armor merchant. 23 Otto – VCR and lazerbook repairman and fried potato peddler. 24 Mendel – Silversmith and jeweler.

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What Merchants are Peddling their Wares? Continued.

Roll 1d50 Merchant

25 Apustus – Sells pearls, boats, and diving equipment. 26 Vuk – Paper and stationery seller. 27 Amos – Scavenger and scrap seller. 28 Irvine – Leather and fur merchant. 29 Arkan – Arms merchant and tiger breeder. 30 Roki – Music and musical instrument merchant. 31 Bora – Liquor merchant. 32 Baja – Water merchant. 33 Mica – Ore merchant and gem seller 34 Lepi – Tailor and arms merchant 35 Lazic – Electronics seller, Lazerbooks and robotics specialist. 36 Kikor – Heavy munitions and lentils seller. 37 Svetomir – Tailor and puppeteer. 38 Quintus – Diviner and curios salesman. 39 Brano – Bard, poet, and book merchant. 40 Zoran – Masks, arms, and armor merchant. 41 Thompson – Gunsmith, ammo merchant. 42 Devlan – Egg merchant, affiliated with the Order of the Egg. 43 Sheebom – Kerosene, tar, propane, and propane accessories salesman. 44 Dave – Cloth salesman and spice merchant. 45 Milton – Tobacconist 46 Skuggs – General store and tobacconist. 47 Allen – Poison merchant, masquerades as herbalist. 48 Jura – Power armor and boat dealer. 49 Calvin – Scam artist, nominal mezcal seller. 50 Emilio – Peanut and Pistachio merchant.

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Kallitin: The City in Conflict

From hex 1818. Kallitin is a city with a long past but a short history. Once being a metropolis of the old world, the city is now but a small fort that has been built where some form of port had been. What stands is an attempt by the current ruler of the city: The Masketta Man, to retake the old world metropolis. The restoration has been a success for several districts which house a palace, market districts, and the rejuvenation of a university, along with having a port. In the old districts that sit in ruin and have yet to be retaken, gangs and other unsavory elements of organized crime fester and multiply. Rumors have detailed that even underneath the city old treasures still await.

The city as a whole can be used as a means to introduce elements, peoples, items and quest hooks from every part of The Scorched Coast into a campaign.

Normally, exploration is highly dangerous within the world when viewed through the lens of Dungeon Crawl Classics Roleplaying Game, which means that an entire hexmap or a world that has been translated into a hexcrawl/pointcrawl format will be larger than the player character could possibly explore in their lifetime. The use of this adventure hub, which has access to the sea allows for players and the Judge to introduce elements then that would otherwise go unexplored and unused.

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The following table shows rumors that characters may encounter when venturing within the inns, markets and streets of the ancient city. The Judge, when dispensing rumors, rolls a d12 to determine the rumor that the players hear. The Judge can also use this table as a means to inspire their own rumors which exist within their unique version of Kallitin which exists at their particular game table. Consider making rumors unique, so that the players do not have to suffer through constantly hearing rumors that they have already encountered; although, this is not to say that if a rumor has not been remembered or heard in some time that the Judge could remind the players while they are strolling through the city.

Rumors

Roll Rumor

1 The amounts of eggs sold by the Order of the Egg make it impossible to just be from chickens, even the size and color look wrong. 2 The Order of the Egg’s selling eggs and protecting their secret is just a ridiculous cover for something far more sinister. 3 The nature of the ocean is preternatural; something magical and sinister is embodied by the seas itself. 4 The University says they don't teach magic, but deep in the bowels of the academy lies a cache of powerful magical items. 5 The University is a front for a powerful cult that is looking to betray the Masketta Man and take control of the city. 6 There is always a place for a job in the academy, expeditions to ancient temples and such, but almost nobody is crazy enough to

follow through. 7 The Bank is secure because a dragon protects the vaults. 8 The bank is playing all factions that are within Kallitin against one another. 9 It is said that once Tippy and The Masketta Man were friends and in the same adventuring party, until something happened to someone in their party. 10 The Masketta Man is an exile from Newton, where he was once a student. 11 Those holy men and priests that congregate within the city are concerned about a particular holy or unholy spirit within the city, claiming that a cult or religion may be conducting dark miracles upon the populous. 12 The Necropolis under the sewers is where the current emperor of the snake people lives.

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Factions of Kallitin

The Order of the Egg

Known as a shrewd agricultural association, The Order of the Egg is a secret society which has a monopoly on the trade of eggs. Said to be the oldest organization within the confines of the city, the order holds much power as a being composed of a collection of merchants. Mystery and rumors concerning to the true insidious nature of the Order often swirl around the city, as the group is said to have ulterior motives not shown or known to the public. Kallitin Academy of Higher Learning

Previously known as the Academy of Higher Learning, this organization has been serving the Masketta Man by uncovering ancient artifacts and objects of value that they can find to fund their other needs. The Academy is probably the only repository and study of ancient mysteries of events and history before The Great Burn in Kallitin. As long as a character is trying to find about mundane things, only a small fee is required for you to pay so that the Academy allows for the study of almost anything from herbalism to mechanical engineering. First National State Bank

The bank is one of the many anomalies that have appeared in Kallitin. It’s a small bank created by halflings hundreds of years ago. The bank protects and loans gold coins as you would expect. The bank even inserted their own coin, the bottle cap, or what is normally called Iron (100 ic = 1 cc) into popular circulation. The Dark Radiant Brotherhood of Intelligence

You don't know them, but they know you. This group knows what you have done and how you have done it. They hunt when the streets are dark and the sky is black. Their machinations are unknown; it is rumored that if you have a need to find information then they may seek you out. This group is treated more as an urban legend than as a genuine faction within the city, since no credible person has been able to prove a concrete account of encountering them.

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Notable Spotlight of Kallitin

The Masketta Man: Self-Appointed Owner of Kallitin

There was a time when Kallitin was just a jumble of metropolitan ruins built on top of other pre Great Burn ruins. People survived as nomads and tribes with no other higher calling than getting a meal for another day. This changed when a man appeared from the wastes, uniting the tribes under a banner of conquest, the city of Kallitin is said to be his life’s work.

The Masketta man is a extremely tall, strong looking man. Normally he would be staying on his throne room, expecting his next plan to fall into place, but when push comes to shove and things need to be done there is almost nothing that can stop him.

When the Masketta man is in combat he usually tries to punch through, he uses simply his hands to break lesser men, using different types of grapples to break his opponents.

When prepared for combat, Masketta uses his combat armor, which is a state of the art creation of the Academy. It’s made in a way and filled with so much steroids that when someone actually hits the Masketta man it reduces the damage by 2 points per dice of damage (1 minimum). If someone were to use this suit of armor other than him, they would need to make a fortitude check after every combat, if failed, they lose 1 point of personality permanently as their mind slowly devolves into a sadistic fighter without higher calling. Colleagues:

Dr. Pavel: not a friend of the Masketta Man, but a loyal wizard to his court.

Juan Amon- Big: he is loyal and quiet, the acting Lieutenant for the Masketta Man. Noted as not being as muscular or strong.

Hayred Gunn: another Lieutenant serving in the Masketta army.

Below are the mechanical statistics of The Masketta Man:

Masketta Man: Init +8; Atk Fists (3+ 1d8 deed die) melee (1d4+2); AC 20 (Combat armor) 13 (No armor);HD 6d12+17 ( 49). MV 35', Act 1d20+1d16; SP Roid Rage, Critical 18-20, Crit 1d30/Table V SV Fort +6, Ref, +4, Will +3, AL L.

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Character of Peril Concerning Kallitin

Father of Snakes: The Neckrope

Mothers still tell stories of creatures of creatures that hide in the night to unruly children. One such creature is the Neckrope, who is the king of the undercity, or so the story goes. The last time an account of this creature being seen was recorded, it was said that the Neckrope was a small man with an extremely long neck.

The Neckrope looks like a very tall man with a long neck. Just being near him is enough to be dangerous, and encounter with this serpentine thaumaturge is enough to warrant some worry as his mere presence is corrupting, changing normal looking areas into snake infected holes.

Under the city of Kallitin lie endless necropoli and the ruins of the past. Many secrets are said to be contained under the streets of the now mundane city. People have often rumored that intelligent snake- like creatures have created entire cities and empires under the lands, making preparations for an attack on the world of the sun.

Those with adventure in their hearts have attempted to find this creature, only to find terrible snake monstrosities in his, apparent, wake. So far, the Neckrope, has escaped all possible pursuers with swift ease.

Below are the mechanical statistics of The Neckrope:

The Neckrope: Init +0, Atk Bite +3 (1d4+Paralysis) Melee, Ac 11; HD 7d4+11 (31); MV 30' or Climb 20', Act 2d20, SP (Wizard spells), Poison ( Snake Affinity, SV Fort +3, Ref +4, Will +5, Al C

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Optional Rules

Resource Management:

Torches last 4 Dungeon Turns (a turn will pass every time a dungeon room is traversed, for simplicity), or 1 hour. I divided up Dungeon Time and Out of Dungeon Time for the simplicity of keeping track of the resource.

Oil, or other sources of light, will last for 24 Dungeon Turns (a turn will pass every time a dungeon room is traversed, for simplicity), or 24 hours. I divided up Dungeon Time and Out of Dungeon Time for the simplicity of keeping track of the resource. Travel is a Monster:

Travel is dangerous in The Scorched Coast. When traversing the landscape outside of a settlement (or similar area), the party will have to roll a 1d4+modifier. This number corresponds to the amount of food and water that will be subtracted from the party’s supplies. This number is rolled either for each travel segment, or per hex (depending on circumstance).

Even within a settlement, a character must have at least 1 food and 1 water/wine per day.

If a party does not have a collective tally of all their food and water supplies, then they must treat their own supplies individually, which means that the roll for how much supplies are taken from their individual supplies is thus: Dice rolled total/ number of party members (minimum of 1 food and 1 water).

If a party/character does not have enough supplies while traveling, then the following happens: Food:

A character will have to make a save or take a penalty if they don’t have enough supplies or are not eating. If the character fails the save, they acquire a penalty.

A character can burn off a point of Stamina attribute to continue on, even without eating, but will not be able to regain any Stamina (at a rate of 1 stamina per day) until they have eaten, a character who has only 1 Stamina and burns off their last point to stave off starvation will die within 24 hours if they do not eat. Burning a point of Stamina simply allows a character to automatically pass a save (see below) or to not have a penalty applied, to their rolls, or for a penalty to not be increased for that day (this is the case if a character burns stamina after they have failed their initial save).

If the character makes their save, then each day will have an increased DC to pass the save, if they have yet to eat. DC progression will be the following: 5/10/15/20/ for each day that a character doesn’t eat. Once a character fails a save, they can only acquire more penalties.

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After a character acquires a penalty they will roll at a -1 to most rolls, this is increased per day of not eating to a maximum of -4 (the cumulative food and water related penalties are -4, a maximum penalty is for both not drinking and eating).

A character can survive a maximum of 1d3 + Stamina mod weeks without eating food. This is rolled when a character begins to go without food and is rolled by the Judge and kept hidden from the player characters. Water:

A character will have to make a save or take a penalty if they don’t have enough water or are not drinking. If the character fails the save, they acquire a penalty.

A character can burn off a point of Stamina attribute to continue on, even without drinking, but will not be able to regain any Stamina (at a rate of 1 stamina per day) until they have drank, a character who has only 1 Stamina and burns off their last point to stave off thirst will die within 24 hours if they do not drink. Burning a point of Stamina simply allows a character to automatically pass a save (see below) or to not have a penalty applied, to their rolls, or for a penalty to not be increased for that day (this is the case if a character burns stamina after they have failed their initial save).

If the character makes their save, then each day will have an increased DC to pass the save, if they have yet to drink. DC progression will be the following: 10/15/20/ for each day that a character doesn’t drink. Once a character fails a save, they can only acquire more penalties.

After a character acquires a penalty they will roll at a -1 to most rolls, this is increased per day of not drinking to a maximum of -3 (the cumulative food and water related penalties are -4, a maximum penalty is for both not drinking and eating).

A character can survive a maximum of 3 days without drinking

Seasonal and Terrain Travel Modifiers

Season: Modifier Terrain Modifier

Summer +2 to travel roll Desert + 2 to travel roll Autumn Mountain +1 to travel roll +1 to travel roll Winter Grassland +2 to travel roll + 0 to travel roll

Spring +0 to Travel roll Hills + 0 to travel roll

Coast and Ocean + 0 to travel roll

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85

Appendix N

Appendix N is in reference to a specific list of books placed in the Appendix N of the AD&D Dungeon Master’s Guide. The length to which Appendix N actually inspired Dungeons and Dragons or Gary Gygax in terms of game design has been greatly debated (disputed). Currently, entryists and hipsters have re- minted the term to refer to any body of work that inspires or serves as the imaginative basis of the games, or lack thereof, that are played: some going so far as to say “there is no definitive Appendix N”. Below is our contribution to the ever muddy waters of the OSR with sources of inspiration for any The Scorched Coast campaign. Books and Stories Music

A Fighting Man of Mars- Edgar Rice Burroughs Ancient Lyre Music for Meditation- Michael A Princess of Mars- Edgar Rice Burroughs Levy After Worlds Collide, sequel to When Worlds Coolide Ancient Ruins- ROTTEN All works of Stanislaw Lem featuring Ijon Tichy Apostrophe’ — Frank Zappa At the Earth's Core- Edgar Rice Burroughs Arabian Skies- Brandon and Derek Fiechter Back to the Stone Age- Edgar Rice Burroughs Chance Meeting on a Dissecting Table of a Black Amazon of Mars by Leigh Brackett Sewing Machine and an Umbrella— Nurse Damnation Alley- Zelazny with Wound Hell — David Firth Flute Battle by Cusco Hothouse— Brian Aldiss Gun Fighter Ballads and Trail Songs — I Have No Mouth and I Must Scream — Harlan Ellison Marty Robbins John Carter of Mars- Edgar Rice Burroughs Inca Bridges by Cusco Land of Terror- Edgar Rice Burroughs Inca Dance by Cusco Last Call from Sector 9G by Leigh Brackett Masketta Man — All works Llana of Gathol- Edgar Rice Burroughs Montezuma by Cusco Mars Minus Bisha by Leigh Brackett Nyarlathotep- Cryo Chamber Pellucidar- Edgar Rice Burroughs Orpheus and Eurydice by Cusco Runaway by Leigh Brackett Preservation parts one and two— The Kinks Savage Pellucidar- Edgar Rice Burroughs Sheikh Yerbouti — Frank Zappa Strife (1996) — Rogue Entertainment Song for Moiraine- Robert Berry Swords of Mars- Edgar Rice Burroughs — Emerson, Lake, and Palmer Synthetic Men of Mars- Edgar Rice Burroughs Temple of the Forgotten by Cusco Tanar of Pellucidar- Edgar Rice Burroughs The Aiel Approach- Robert Berry Tarzan at the Earth's Core- Edgar Rice Burroughs Yor: The Hunter from the Future Teleportress of Alpha C by Leigh Brackett The Aeneid — Virgil Video Games The Chessmen of Mars- Edgar Rice Burroughs The Drought - Ballard Baldur’s Gate The Gods of Mars- Edgar Rice Burroughs Baldur’s Gate 2: Shadows of Amn The Inverted World- Christopher Priest Conflict: Middle East Political Simulator The Last Days of Shandakor by Leigh Brackett Drakensang The Master Mind of Mars- Edgar Rice Burroughs Fallout The Shadows by Leigh Brackett Heroes of Might and Magic II The Tweener by Leigh Brackett Icewind Dale The Valducan Series- Seth Skorkowsky Jewel of Arabia: Dreamers The Warlord of Mars- Edgar Rice Burroughs Morrowind The Wheel of Time- Robert Jordan Mount and Blade The White Ship- H. P. Lovecraft The Age of Decadence The Woman from Altair by Leigh Brackett 86 Thuvia, Maid of Mars- Edgar Rice Burroughs

Rpg Books Blogs and Vlogs

Al-Qadim-TSR Bat in the attic- Appendix N: The Literary History of Dungeons & http://batintheattic.blogspot.com/ Dragons by Jeffro Johnson Crawling Under a Broken Moon- Reid San Filippo Cyclopeatron- Dangerous Journeys: Epic of Aerth-Gary Gygax http://cyclopeatron.blogspot.com Dangerous Journeys: Mythus- Gary Gygax Dark Albion: Cults of Chaos- RPGPundit Ivan Mike1968- Dark Sun- TSR https://www.youtube.com/user/ivanmike1968 Dungeon Crawl Classics by Joseph Goodman Hubris by Mike Evans Land of Nod- Ops and Tactics- SweetSoulBro https://landofnod.blog/ Talislanta- Stephan Michael Sechi Tales from the Fallen Empire by James Carpio Maziriansgarden- The Cradle & The Crescent-Atlas Games http://maziriansgarden.blogspot.com The Dark Eye- Ulrich Kiesow et al Melancholiesandmirth- Online Tools http://melancholiesandmirth.blogspot.com

Occultesque- 0-Level Party & Tourney Generator- http://www.occultesque.com/2017/08/the- https://purplesorcerer.com/create_party.php scorched-coast.html

DCC Core Book Index - Runehammer- https://docs.google.com/spreadsheets/d/1a0yxB https://www.youtube.com/channel/UCCh5vto8J 3MC0ixz- Fstb9Sma9zV25g AiYainv69gjH3HzKkm6nZjgcLU6Uvg/edit#gid=0 Save.vs.totalpartykill- Game Design Podcast- Richard Pullman- http://save.vs.totalpartykill.ca/grab- https://www.youtube.com/channel/UChoxEc9Fu bag/scorchedcoast/ 9cA0AhOC1xY-fg/videos , https://www.patreon.com/pullman Seth Skorkowsky- https://www.youtube.com/channel/UCQs8- Index of Tables, by HaVoCLaD- UJ7IHsrzhQ-OQOYBmg https://docs.google.com/open?id=0B- Gxe4VmNUZFMDNtZkZHV1ZMc0U The RPGPundit- http://therpgpundit.blogspot.com Judge Tools- http://www.goodman- games.com/downloads/DCCRPGJudgeScreen0320 Themansegaming- 11.doc https://themansegaming.blogspot.com

The Crawler's Companion - https://purplesorcerer.com/crawler.php

Weird Dice by Jon Marr- http://jmarrdesign.com/dcc/roller.htm

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88

Index

A D

Ability Scores...... 64 DCC Abyssia …………………….23, 31 Deity Disapproval Adventures………………..2, 40 Demon Agua Fria………………….15 Dice Chain Alien……………………….11, 21, 25, 26, 31, 38 Dragon Alignment………………...4 Dunkalasaurus Ancient…………………….10, 11, 16, 18, 22, 23, Dwarf 31, 32, 61, 62, 78, 79, 86 Dwarf Appendix N……………….2, 86-87 Dwarves Archaeotech………………..34 Atomic………………………2, 3, 11, 13, 15, 34, 36, E 42, 44, 58, 61, 62, 63, 64, 65, 66, 67 Automata……………………24 Egg Automaton…………………..17, 23, 25, 26, 28, 29, Electron 34 Elf

B Esoteric Experience Points Baja Blaster…………………..16 Bandits………………………..17 F Bank…………………………..42, 78, 79 Bar…………………………….10, 20, 32, 33, 42, 50, 63, 67, 73, 74, 75, 76 Factions Bell City……………………...14, 16, 42 Frostbite Blood………………………….2, 12, 17, 20, 41, 43, Funky Dice 45, 56, 63 G Brotherhood…………………79 C Garuda Giant Glossary Cave…………………….10, 13, 14, 20, 26, 28, 31, Greenspring 41, 42, 74, 76 Grimoire Chaotic…………………..54, 69, 71 Characters……………….3, 40, 74, 78, 84 H City……………………….2, 3, 9, 10, 11, 14, 15, 16, 18, 19, 20, 26, 31, 40, 41, 42, 48, 50, 51, 52, 56, 73, 77, 78, 79, 80, 81, 83 Halfling Cleric……………………..4, 10, 41, 69, 71 Herbs Combat…………………..37, 52, 80 Heroes Countachs of Lambo Hex Hexploration Highway

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I Newton Nomad

Inn O Inspiration Reading Introduction OSR Resources K Oasis Occupation Occupations Kallitin Octown Key Optional

L Orcs

P Languages Lava Lawful Patron Magic Learning Patrons Level Advancement Peril Lord Pit of Harkann Luck Proton Psion M Pterosaurs Pyramid

Machine Mind Q Magic Magic Items Quests Masketta Man Medusa R Merchant Mercurial Magic Meteor Radiation Metropolis Radio City Monsters Radio City Mutant Regaining Spells Mutating Relic Mutations Religious Retainers, Hirelings and Followers N Rhinopedes Ruins Rules Complexity Neanderthals Rumors Neckrope Neutral

90

S

STOP Saving Throws Serpent Silane Skills Snakes Sons of Belmont Spell Checks Spellburn Sun T

Tavern Technology Tejas Red Teleporter The Ancient Ice Drinking Dispenser The Great Burn The Inverted Tower The Lord of the Tower The Machine Mind The Trading Post The witness Thief Thunder City Thunderstone Travel Triceratops Tricerions W

Warrior Wizard Spells Y

Yormites Z

Zero Level Zombie

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