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SHADOWOF THE By Harley Stroh • Cover artist & cartography: Stefan Poag

Editor: Jen Brinkman • Interior artists: Chris Arneson, Doug Kovacs,


William McAusland, Bradley McDevitt, Stefan Poag, Chad Sergesketter
Art direction & layout: Matt Hildebrand• Publisher & Dark Master:

BEAKMEN
A LEVEL 1 ADVENTURE
Joseph Goodman
Playtesters: The Roaring Fork Dungeon Crawlers

DCC RPG and this adventure are copyright © 2020 Goodman Games LLC.
Dungeon Crawl Classics is a trademark of Goodman Games. DCC RPG is published under the Open Game License.
Refer to the OGL in this work for additional information.

www.goodman-games.com
INTRODUCTION ADVENTURE SUMMARY

R T
emember the good old days, when adventures he adventure begins shortly after dusk, as the
were underground, NPCs were there to be killed, travelling PCs approach a small, nameless village
and the finale of every dungeon was the dragon on en route to their destination. Perhaps the PCs are
the 20th level? Those days are back. Dungeon Crawl Classics travelling to the fell city of Punjar, or are simply trying to
adventures don’t waste your time with long-winded speech- make their way back to Hirot after an unfortunate trip on a
es, weird campaign settings, or NPCs who aren’t meant to be magical dragon boat.
killed. Each adventure is 100% good, solid dungeon crawl,
Regardless of their destination, the village is intended to
with the monsters you know, the traps you remember, and
be a mere waypoint offering a straw bed and a warm meal,
the secret doors you know are there somewhere.
but chance and providence prove it to be otherwise.
This adventure is a short offering in celebration of the in-
The tiny hamlet is under attack by a horde of beakmen:
augural DCC Day, and is intended to be played by 4 to 8
powerfully-built, green-skinned humanoids with fearsome
1st-level characters in a single 4-hour session with minimal
beaks and strange, clawed hands. The beakmen are aided
prep on the part of the judge.
by croc knights: dread warriors fighting astride giant croc-
The adventure hews to the spirit of the DCC RPG: the PCs odiles.
are free to behave as reavers and cutthroats, heathen-slay-
The source of the invaders is a towering stone obelisk that
ers and warlocks, facing hitherto unknown foes and mag-
emerges from the lake, gouting water, mud, and muck.
ics. The lure of the adventure may be heroism, but gold
Characters brave (or greedy) enough to plumb the depths
and forbidden magics also beckon. Adventurers will be re-
of the obelisk discover powerful magics capable of trans-
warded for being both courageous and cautious by turns,
muting physical form, and rending the veil between shad-
though it is up to the players to decide when to bide their
ow and light.
time, and when to seize the day. The ideal party will in-
clude PCs from each of the 4 core human classes, but elves, JUDGE’S AIDS
dwarves, and halflings are sure to see their share of ac-

N
tion. Smaller parties, or those lacking deadly warriors and umerous beakmen and their powerful champi-
dwarves, will need to be more cautious in their exploration ons, the croc knights, are encountered throughout
as the plentiful beakmen are merciless foes. the adventure. Rather than repeating these stats
with each instance, their stats are included as quick refer-
ence cards in Appendix A.
Judges are welcome to photocopy or print these cards for
easy reference when running the adventure.
Pre-generated PCs can be found on the Goodman Games
website at www.goodman-games.com.

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PHOTOCOPY AND CLIP ALONG DASHED LINES TO USE THESE STAT CARDS IN PLAY!

BEAKMAN

PREGENERATED CHARACTERS
FOR THIS ADVENTURE
Start playing this adventure right now!
Initiative +0; Visit this product’s page at
www.goodman- games.com
Attack claw +1 melee (1d5+1); to download pregens!
AC 9; HD 1d7; hp 4;
Move 30’ or swim 20’; Action 1d20;
Saves Fort +1, Ref -1, Will -3;
Alignment L.

GIANT CROC KNIGHT


CROCODILE

Initiative -3; Initiative -1; Attack greenstone


Attack bite +5 melee (3d4); lance +3 melee (1d12+3);
AC 17; HD 3d8; hp 15; AC 15; HD 2d7; hp 7;
Move 40’ or swim 30’; Action 1d20; Move 20’ or swim 15’; Action 1d20;
Saves Fort +2, Ref -2, Will -2; Saves Fort +2, Ref -1, Will -1;
Alignment N. Alignment L.

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