DCC Catacomb of the Wolf Lord Room 1-4

This room may seem a little lackluster compared to the others once unearthed.

This room may seem a little lackluster compared to the others once unearthed.

Room 1-4: Much like the door to Room 1-3, this door is caked in mud and earth, taking considerable effort to find. However, once discovered, the door swings into Room 1-2 with considerable ease. It opens to a narrow hole in the packed mud about 3′ in diameter, about enough for one adventurer at a time.

Once a light is shone into the room, the walls and ceiling are caked with thick mud and packed earth. At least half of the room is completely filled in. The glint of gold can be seen a little over 10′ across from the opening on what remains of the stone floor. There is about 5′ of operable space from floor to ceiling within the dimensions indicated on the map. What is possibly a hilt of a weapon or the end of a staff covered in dirt can also be seen. There is also a mud covered goblet and a bowl of a brazier sticking out of the dirt farther into the room.

And then there was trouble!
Once an adventurer enters the room, they can see the corner of a chest buried in the mud next to the coins. If they try to extract the chest, the handle, the goblet or the brazier, or do anything that disturbs the room in any way (Yell, tap the walls floor or ceiling, swing a weapon, etc) a full collapse is triggered. DC 15 Ref Save to get clear in time. The room is filled with earth! Anyone in the room takes 1d8 damage and is buried in the dirt. Suffocation Fort DC 10+1 per round buried, 1d6 Sta damage per failed save. The characters not trapped in the dirt can be excavated from the wreckage. The GM can determine how difficult it will be to dig any given player out depending on how far into the room they are buried.

IF the group managed to befriend or play nice with the elementals, they can excavate trapped PCs with ease and will gladly do so. They won’t help with the treasure, but they will save the adventurers, who clearly don’t belong in their element.

Thanks for stopping in. Room 1-5 is on the horizon. I love old fashioned dungeon crawls.

Catacomb of the Wolf Lord: Room 1-3

Room 1-3 of Catacomb of the Wolf Lord. The group may have found treasure, but is it cursed?

The “Treasure” Room.

The entrance to the Treasure Room 1-3 is concealed under a thick layer of old mud and gravel. In the dim lighting and all of the mud, the door will be difficult to find. If the group “plays” with the elementals, more earth will be caked onto the old mud. Ask the players if/how they are searching.

If the group finds the door and excavates it, it opens into Room 1-2. Beyond the door, there is a 5’x5′ unlit hallway leading to another door. Across the way, is a wrought iron bound locked door. The lock is trapped and will drop a 1 ton granite block on the trap victim and blocking the hallway. (Detect Trap DC15.)
Pick Lock DC 18. 8d6 damage from the block + being pinned. Reflex Save for no damage.

If successful, the door opens into a magically lit 15′ x 15′ room, domed ceiling with a faint glowing light in it, with a magical circle drawn on the floor. Inside the circle are four items. The first is a dagger (athame) in an ornate wooden box. The second is a leather bound book with a lock and key. It looks to be very old. The third is a gray fur cloak with an ornate wolf’s head clasp. The fourth and final item is a wolf’s fang.

Once the first character fully enters the room, a ghostly wolf appears. It speaks clearly to the group. It points to each item with its nose and states, Cleric, the dagger; Wizard, the book; Thief, the cloak, and Fighter, the tooth. Read the following aloud:

The ghost stares at you, or possibly through you. It points to each item and states clearly a second time Cleric, the dagger; Wizard, the book; Thief, the cloak, and Fighter, the tooth. Choose wisely. You make only keep one. Bring it to my final resting place for your real reward if you are so worthy.The rest are cursed.

It sits and says, “I’m waiting for your answer. You may ask one question of each item if you wish. One I shed. One was my end. One was my life. One is my gift to you if you are worthy.”

The ghost, a spirit messenger of the Wolf Lord, will answer truthfully one question of each item within reason. Its answers will always be cryptic and vague. It won’t try to encourage or discourage the group from choosing any of the items. It might also answer a little more about itself.

The Wolf Lord wasn’t always a wolf. It lived for a while as a man to better understand men. He took an elven bride and had two children: Koga and Kei. Koga became feral and ran away at a young age to join a wolf pack. Kei grew up to be a refined elven lady. (Current whereabouts unknown.) The Wolf Lord eventually rejoined his spirit pack and left his mortal family behind.

After many centuries, the great animal lords were forgotten. In turn, each returned to a sacred place where a coven of followers put their bodies to rest and sealed them away from the mortal world.

*Note: If any of the cursed items have the curse removed, the item is rendered permanently inert.

A) The athame is a cursed dagger +1. It radiates strong magic. The wielder must feed it one hp per day or lose 1 Stamina each day the hp requirement is not met. The wielder may not give its own hp.

B) The Coven’s Spellbook: The Coven’s Spellbook is a cursed antithesis of all that is Lawful or Neutral. Any mage who opens it will automatically become Chaotic, and will turn more toward being un-dead with each page read. Any/all spells copied or cast from the book with automatically backfire. Any creatures summoned automatically turn on the caster. It was never meant for the world of the living.

C) The Cloak of the Gray Wolf: At first, this cloak appears to not be cursed. It offers a +1 Agility bonus to Stealth and +1 bonus to AC. Once per day it allows the wearer to shapeshift into a normal wolf. All items become part of the new form. Mental stats stay the same.

Wolf, common: Init +3; Atk bite +2 melee (1d4); AC 12; HD
as wearer; MV 40’; Act 1d20; SV Fort +3, Ref +2, Will +1;

The ability resets at sunrise.
But the cloak is cursed. At the first full moon after acquisition, the wearer transforms permanently into a wolf under the control of the GM until the curse can be lifted.

D) The tooth is a regular tooth. It is not cursed, nor is it terribly useful yet. However, it is the key to unlocking the real treasure in Room 2-2, the Wolf Lord’s burial chamber.

While the Wolf Lord is considered a demigod and will grant certain spells to his followers, this is clearly not the book to do it with. The Wolf Lord will be available as a Mage Patron and as a Demigod to be detailed elsewhere.

Once an item is chosen, the rest vanish along with the circle and the lights in the room. The eerie outline of the spirit can still be seen, but it will not interact after the choice is made.

That’s it for this room. It’s obvious the other party never made it to this room. The journal makes no reference to tests or treasure beyond a vague mention of some kind of treasure believed to be buried with the bones of the Wolf Lord himself.

Thanks for being here! I appreciate you. Can’t wait to see what happens in Room 1-4 and 1-5? Hang in there. They’re coming soon.

DCC Catacomb of the Wolf Lord Room 1-1

Over a century ago, the physical bones of the Wolf Lord were lay to rest. A sword of legend and other riches lay within the tomb.

This is the first room of my new dungeon.

Room 1-1 and the hallway leading to the dungeon. What mysteries lay within?

A couple of farm kids accidentally excavated an entrance to an ancient burial mound deep within the ground. It is perfect for adventurers who want to make a name for themselves exploring the tunnel and beyond.

The tunnel is long and unlit. The walls are mostly made of packed earth and stone with the occasional very old wooden brace. Those familiar with the earth may make a check to notice the grade of the floor. The long tunnel goes down about 3′ for every 5′ square. There are torches sunk into the walls every 30′ of the 120 foot tunnel.

The walls are old, but have held up exceptionally well over the years. The whole place smells earthy and musty. It is obvious no one has passed through here in many years.

Room 1-1: At the end of the long tunnel are 6 alcoves, 3 on each side of the wall with what at first may appear to be dirty old bronze or iron statues. Closer inspection reveals they are actually zombies that activate and attack!

6 Zombies: Init -4; Atk bite +3 melee (1d4); AC 9; HD 3d6; MV
20’; Act 1d20; SP un-dead; SV Fort +4, Ref -4, Will +2; AL C.

After the battle, the party will see two huge iron banded thick wooden doors. Both are locked. In front of the door are the corpses of what appear to be two dead adventurers. The bodies are very old, perhaps a century or more. There is little more than scraps of cloth and bones. Closer inspection will indicate the doors were closed by the adventurers before they succumbed to their wounds.

Loot: Rummaging through the deceased adventurers will yield a Silver Dagger, a pristine set of Thieves Tools, a scroll with the Level 1 Spell- Ropework, a solid staff, a Level 2 Enchanter’s (Neutral Wizard) spellbook with 7 First Level Spells, and a journal with entries regarding the Wolf Lord. (See Bevin’s Journal.)

The two large stone doors are locked. The lock is centered between the two doors. A large bronze carving of a wolf’s head is above each door. The lock is DC 15 with a Poison Needle trap within that triggers when the lock is opened with anything other than the proper key. Trap DC 15 to detect/disarm. The poison is the equivalent of Asp Poison Fort Save DC 20 1d3 Agi/1d6 Agi. Normal healing.

Once the doors are opened… To be continued.

Birth of a Dungeon Crawl?

DCC/MCC project is intended to be a work in progress. I’ll be posting one or two dungeon rooms at a time here on my blog, useable in OSR games. I’m also looking at popping out some items, spells, classes and races for both DCC and MCC.

I’m contemplating a new series of articles.

I recently got turned onto Dungeon Crawl Classics (DCC) and Mutant Crawl Classics (MCC) by Goodman Games. DCC has been around in its current form since 2012, but its roots extend back to the good old 3rd Ed D&D days. (*Editor’s Note: I still have many of the old modules and treasure them dearly.) DCC in its current printing is very much in the vein of Old School Revival (OSR) as it looks a LOT like old B/X D&D. (*Editor’s Note: I’ve written more about it here.)

MCC is a little newer (2017?) and is a throwback to Metamorphosis Alpha/Gamma World in so many ways. It also reminds me a little bit of Palladium’s Rifts with its mix of magic and technology. DCC and MCC are fully compatible with one another, which is awesomesauce when designing creatures. While I’m not huge on post apocalyptic genre games in general, I like MCC because of its old school charm and simplicity. It also uses the same character funnel 0 Level play as DCC only AD Terra style.

One thing that really jumps out at me about both DCC and MCC is the incredible amount of third party support that exists for both games. Goodman even goes so far as to list many of them in their books. I have not begun to dig through the various websites to look for what am looking at creating. I have ideas for several character classes/races. Much like other OGL endeavors, I’m certain anything I come up with is going to resemble material that already exists somewhere.

It will be a work in progress.

Similar to my Power Rangers RPG campaign, my DCC/MCC project is intended to be a work in progress. I’ll be posting one or two dungeon rooms at a time here on my blog, useable in OSR games. I’m also looking at popping out some items, spells, classes and races for both DCC and MCC. Anything I put on the blog is always free to use anywhere. I might eventually cobble together an entire book for pdf publication on DriveThruRPG or my Ko-Fi Page.

My plans from there in regards to OGL endeavours is to either do more on DriveThruRPG or possibly consider starting up something on Patreon. There are a staggering number of RPG startups out there. Honestly, I’m not sure what’s going to set my work apart just yet, but I’m going to do it anyway. Because DCC/MCC are an OGL venture, I may eventually veer off into other systems such as D&D or ICRPG.

What can I say? I love RPGs. I love monkeying with different systems.

Thank you for being here. I appreciate you. More to come. Take care. Have a great week. Game on!

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