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Black Powder, Black Magic
A zine of six-guns and sorcery
Written and Published By
Carl Bussler and Eric Hoffman
Cover and Interior Illustrations By
Todd McGowan
Edited By
Jim White (aka T.W. Wombat)
Layout and Graphic Design By
Carl Bussler
The Devil’s Cauldron Play-Testing
Ed Allen, Billy Compton, Brandon Goeringer,
Jose LaCario, Edwin Nagy, Cliff Weaver

For more adventures and supplements, visit Stormlord Publishing at


www.stormlordpublishing.com

This product is based on the Dungeon Crawl Classics


Role Playing Game, published by Goodman Games.
This product is published under license. Dungeon
Crawl Classics and DCC RPG are trademarks of
Goodman Games. All rights reserved. For additional
information, visit www.goodman-games.com or
contact info@goodman-games.com.

1
Contents

Introduction...................................................................................... 4
Timeline of Events............................................................................ 6
Starting at the Bottom...................................................................... 7
Occupations...................................................................................... 8
Tokens of the Past........................................................................... 12
Motivations for Heading West........................................................ 13
Common Names in Brimstone....................................................... 14
Rules for Firearms........................................................................... 16
Demon Ore and Hellstones............................................................ 22
The Devil’s Cauldron: A level-0 funnel by Eric Hoffman............... 26
A Little Black Book: Fiction by Carl Bussler.................................. 40

2
3
Introduction

You slap a tattered dollar onto the ticket counter. “Just one. Headin’ to
Brimstone.”
The cashier scratches his stubble, gives you a once-over, and spits his
chaw. “Brimstone, eh? Better have some skill of merit, friends in high plac-
es, or be damned lucky to make a name for yourself out there.” (See pg. 8,
Occupations)
You give him a dismissive nod and glance down the track as passengers
from all walks of life board the 3:10 train. Most are poor, neglected, desperate
folk, cramming into the rear cars. Like you, they’re heading into the Dark
Territories to build a new, and hopefully better, life. A few, those with more
money than sense, board the luxury car at the front, which sits behind an ore
tender and a massive, black-iron engine. A brass plaque adorns the steam
box, and the name engraved there gives you pause: The Devil’s Cauldron.
Being the only one in line, the cashier strikes up a conversation. “So,
what’s yer name?”
You turn back to address him and claim your ticket. “Never you mind.”
The cashier gives an understanding wink. “Ah. Well, whatever it is, once
you get to Brimstone, won’t anybody know anyway. Everybody there gets a
fresh start, so if your current name’s worn a bit thin, pick yourself another.”
(See pg. 14, Common Names of Brimstone)
Staring down at the ticket, your thoughts drift to the circumstances that
put you on this path (See pg. 13, Motivations for Heading West), and the
tangible, ever-present reminder of your past. (See pg. 12, Tokens of the Past)
“That all?” asks the cashier.
“Any advice you can give me regarding Brimstone?”
The cashier smiles. “I was hoping you’d ask, but that’ll cost a few dollars
more.”
You pocket the ticket and readjust your gear. Leaning on the counter, you

4
give the man a cold, hard stare. “I’ll give you a nickel, and a promise not to
come back there and beat you within an inch of your life.”
Visibly shaken, the cashier stammers, “Uh, well... um... alright. That’s an
acceptable counter-offer.” He clears his throat and straigtens his tie. “Two
most important things. First, get yourself a gun. Don’t be picky. Any size or
type will do the job.” (See pg. 16, Rules for Firearms)
“And second?”
“Don’t trust nobody.” The cashier then leans in and whispers, “Don’t trust
nothing.”
You hold his gaze a moment, then toss him a nickel and start heading
across the worn platform to the train. The counter window slams shut be-
hind you, and the train whistle blows long and low, like a mournful wind
across the moors. The conductor calls, “All aboard!” (See pg. 26, The Devil’s
Cauldron)
You step into the hot, crowded car and claim the last seat. The advice
given by the cashier was sound, if a bit mundane, but one thing bothered
you: What did he mean by “trust nothing?’”

5
Timeline of Events

1848 California Gold Rush begins


1855 California Gold Rush ends
1865 General Lee surrenders to General Grant at Appomattox Court
House
1868 Soul Rending ritual complete by cabalists
1868 Treaty of Fort Laramie
1868 Ulysses S. Grant is elected president
1872 Demon ore discovered in the Dakota Territory
1874 Brimstone is established
1876 Wild Bill Hickok is killed in Deadwood, South Dakota.
1876 Battle of Little Bighorn (Custer’s Last Stand)
1877 The Southern Dakota Railroad begins construction
1878 The story “A Little Black Book” (See pg. 38)
1878 The Powder Drought begins
1879 General Sherman speaks to the graduating class of the Michigan
Military Academy
1880 The Powder Drought ends
1880 The Southern Dakota Railroad finishes construction, connecting
Brimstone to Rapid City

6
Starting at the Bottom

Everybody in Brimstone starts at the bottom, and that means 0 level for
your character. The Dark Territories and the people in them are hard and
unforgiving. Few of your characters will survive the trip, but those that do
can choose a class in which to advance.
For now, roll randomly on the occupations table (See pg. 8), or choose an
occupation that you find interesting. In the next volume of Black Powder,
Black Magic, we’ll share new classes commonly found in the Dark Territories.
All 0-level characters start with the following:
• 1d4 hit points, modified by Stamina
• 5d12 dollars
• 0 XP
• A randomly determined occupation (See pg. 8)
• A randomly determined Token of the Past (See pg. 12)
• A randomly determined Motivation (See pg. 13)
Based on the occupation:
• Possession of one weapon, be it improvised or trained
• Possession of some trade goods
• A +0 modifier to attack rolls and all saving throws; note that
0-level characters use a crit die of 1d4 on crit table 1 of the core
rulebook.
As the character earns experience points, his XP total advances. When
his XP total reaches 10, he may choose a class.
Once you’ve determined the character’s occupation, Token of the Past,
and Motivation for Heading West, roll or choose a name from the tables on
pages 14 and 15.
H

7
Occupations

1. Architect, metal square (1d2), blueprints for a saloon


2. Artilleryman, ramrod (1d6), 1 lb. gunpowder
3. Artist, large paintbrush (1d2), rare pigments
4. Auctioneer, gavel (1d2), unclaimed estate trinket worth 20 dollars
5. Baker, rolling pin (1d3), a long-lasting fruitcake
6. Banker, pen (1d2), roll of 25 silver dollars (1d3)
7. Barber, razor (1d3), a bar of shaving soap
8. Barkeep, billy club (1d4), a pewter tankard
9. Blacksmith, hammer (1d4), 5 lbs. pig iron
10. Boatman, gaff hook (1d5), gang plank
11. Book-keeper, letter opener (1d2), blank ledgers
12. Brewer, club (1d4), keg of ale
13. Bricklayer, trowel (1d4), a bag of dry mortar
14. Butcher, cleaver (1d4), a side of salted beef
15. Cabinet-maker, small hammer (1d3), a 8’ plank of mahogany
16. Carpenter, hammer (1d5), a bag of nails
17. Carter, staff (1d6), a push cart
18. Cardsharp, pocket pistol (1d6), a deck of marked cards
19. Cavalryman, sabre (1d8), tin of chewing tobacco
20. Cavalryman, heavy pistol (1d10), a riding saddle
21. Cigar-maker, machete (1d6), a box of fine cigars
22. Clerk, letter opener (1d2), an order pad
23. Clergyman, brass candlestick (1d2), a bottle of red wine
24. Clock-maker, small hammer (1d2), gold hour-hand
25. Clothier, shears (1d2), set of fine clothes
26. Cooper, bung club (1d4), empty oak barrel (10 gal.)

8
27. Coppersmith, small hammer (1d3), 5 copper cobs
28. Cowpuncher, branding iron (1d6), 5 lbs. cured beef
29. Dentist, scalpel (1d2), handful of silver fillings
30. Distiller, copper pipe (1d3), a bottle of shine
31. Draughtsman, steel triangle (1d2), plans for a new engine
32. Drover, whip (1d2), a steer
33. Druggist, big needle (1d2 + 1 dose sedative), a vial of morphine
34. Editor, vicious red pen (1d3), a green visor
35. Engraver, chisel (1d2), a blank bronze plaque
36. Factory hand, wrench (1d3), a bag of rivets
37. Farmer, scythe (1d6), a bale of hay
38. Farmer, shovel (1d4), 1 lb. manure
39. Farmer, rake (1d4), 1 lb. potatoes
40. Farrier, hammer (1d6), lucky horseshoe
41. Fisherman, knife (1d4), a large net
42. Fireman, hand axe (1d6), a large bucket
43. Gardener, shovel (1d5), a bag of flower seeds
44. Grocer, club (1d4), a jar of pickled herring (red)
45. Gunsmith, light pistol (1d6), fine tools
46. Hatter, shears (1d2), a very fine Victorian hat
47. Housekeeper, broom (1d2), sunday linens
48. Hunter, civilian rifle (1d12), a compass
49. Huckster, knife (1d4), leather briefcase
50. Infantryman, bayonet (1d6), really good shoes
51. Infantryman, civilian rifle (1d12), a mess kit
52. Infantryman, knife (1d4), a sturdy backpack and bedroll

9
53. Innkeeper, pocket pistol (1d6), incriminating ledger
54. Jeweler, chisel (1d2), an eye loupe
55. Judge, gavel (1d2), law degree
56. Laborer, shovel (1d5), 50’ rope
57. Lawyer, pen (1d2), law degree
58. Librarian, pen (1d2), a potentially useful reference book
59. Livery-stable keeper, riding crop (1d2), saddle bags
60. Locksmith, a huge lock (1d3), a lock pick set
61. Lumberjack, axe (1d8), wool coat
62. Merchant, knife (1d4), mystery parcel
63. Midwife, broom (1d2), bottle of laudanum
64. Miller, barrel stave (1d5), a bag of very fine flour
65. Miner, pick (1d6), bag of gold dust (worth 1d24 gp)
66. Musician, boot knife (1d2), banjo
67. Paper-hanger, paper-hanging stick (1d4), pot of glue
68. Peddler, pan (1d4), organ grinder
69. Photographer, steel tripod (1d3), camera and film for 3 photos
70. Physician, pocket pistol (1d6), a doctor’s bag
71. Pimp, pocket pistol (1d6), a silk vest
72. Plumber, pipe wrench (1d4), 12” baby alligator
73. Policeman, billy club (1d4), a whistle
74. Politician, a pocket pistol (1d6), 2d12 dollars in a fine leather wallet
75. Porter, a pocket knife (1d2), canvas backpack
76. Potter, wheel (1d3), lump of clay
77. Printer, shears (1d2), barrel of ink
78. Prison guard, light pistol (1d6), handcuffs with key
79. Professor, sword cane (1d6), a magnifying glass
80. Quarryman, heavy hammer (1d6), 6 iron spikes
81. Railroadman, iron pry bar (1d6), 6 iron spikes
82. Saddler, awl (1d3), fine saddle

10
83. Sawyer, saw (1d5), bag of sawdust
84. Servant, brass candlestick (1d2), a letter of recommendation
85. Shoemaker, awl (1d3), fine boots
86. Silversmith, sword cane (1d5), an engraved silver flask
87. Storekeeper, billy club (1d4), a basket of produce
88. Student, cane (1d3), your favorite encyclopedia volume
89. Surveyor, walking stick (1d4), compass
90. Tailor, a pair of scissors (1d2), sewing kit
91. Teacher, yard stick (1d2), fresh apple
92. Teamster, horse whip (1d3), a bag of chew
93. Telegraph operator, wire snips (1d3), telegraph machine and 50’ wire
94. Tinsmith, tin snips (1d3), a pot and a pan
95. Trapper, a skinning knife (1d4), bear trap
96. Undertaker, hammer (1d4), a bag of two dozen nails
97. Veterinarian, big needle (1d2 + 1 dose sedative), horse tranquilizers
98. Watch-maker, walking stick (1d3), a watch that keeps perfect time
99. Weaver, a pair of scissors (1d2), 100’ cotton string
100. Wainwright, knife (1d4), buckboard

11
Tokens of the Past

The items below represent physical links to the character’s past, and can
create the foundation of an interesting backstory. Roll or choose one.

1. A small, silver-framed mirror


2. A silver bullet
3. Another person’s land grant
4. A wanted poster
5. A faded photograph
6. An antler-handled Bowie knife
7. Jewelry of Sioux origin
8. A human scalp
9. The ace of spades with a name written on it
10. A raven’s skull
11. A bible with blank pages
12. A very expensive bowler hat
13. A Union sergeant’s stripes
14. An embarrassing letter
15. A tin box of pills
16. A cattle brand
17. A Confederate flag
18. A death certificate
19. A music box
20. A ticket to the Ford Theater

12
Motivations For Heading West

Fame and fortune are common goals, but characters will struggle, suffer,
and sacrifice for much more personal reasons. Roll or choose one.

1. To fulfill an obligation or debt


2. To find a missing relative
3. To avoid an obligation or debt
4. You seek to unravel the mysteries of the universe
5. To impress a love interest
6. You are wanted for horse theft
7. You are wanted for murder
8. You are wanted for arson
9. You are wanted for forgery
10. You are wanted for train robbery
11. A medium instructed you to fulfill your destiny
12. You seek revenge
13. You seek justice
14. You have crossed a gang
15. To cure what ails you
16. You lost a bet
17. You had a vision
18. You follow a ghost
19. A ghost follows you
20. To escape an abusive relationship (spouse, father, employer, etc.)

13
Common Names in Brimstone

There’s no official census in Brimstone, but these names are the most heard.

Women
1. Abigale 26. Esther 51. Josephine 76. Nancy
2. Ada 27. Ethel 52. Judith 77. Natalie
3. Agnes 28. Ettie 53. Julia 78. Nellie
4. Almira 29. Eudora 54. Juliet 79. Nora
5. Alva 30. Eva 55. Katherine 80. Patsy
6. Amelia 31. Fidelia 56. Laura 81. Permelia
7. Ann 32. Frances 57. Leah 82. Phoebe
8. Beatrice 33. Fanny 58. Lenora 83. Philomena
9. Becky 34. Flora 59. Letitia 84. Polly
10. Bernice 35. Florence 60. Lilly 85. Rachel
11. Bess 36. Genevieve 61. Lorena 86. Rebecca
12. Charity 37. Georgia 62. Lorraine 87. Rowena
13. Charlotte 38. Gertrude 63. Lottie 88. Rosa
14. Chapawee 39. Gladys 64. Louise 89. Ruth
15. Chastity 40. Grace 65. Lucy 90. Samantha
16. Constance 41. Hannah 66. Lydia 91. Sally
17. Cynthia 42. Hattie 67. Margaret 92. Sarah
18. Dorothy 43. Helen 68. Maria 93. Savannah
19. Edith 44. Helene 69. Martha 94. Selina
20. Edna 45. Henrietta 70. Matilda 95. Stella
21. Ehawee 46. Hope 71. Maude 96. Victoria
22. Eleanor 47. Isabella 72. Mika 97. Virginia
23. Elizabeth 48. Jane 73. Mildred 98. Wachiwi
24. Elvira 49. Jennie 74. Molly 99. Winnifred
25. Emma 50. Jessamine 75. Myrtle 100. Zylphia

14
Men
1. Aaron 26. Eldon 51. James 76. Ned
2. Abraham 27. Elijah 52. Jasper 77. Obediah
3. Alejandro 28. Enapay 53. Jack 78. Ogaleesha
4. Alonzo 29. Ezekiel 54. Jefferson 79. Orville
5. Ambrose 30. Ezra 55. Jedediah 80. Oscar
6. Amos 31. Francis 56. Jesse 81. Owen
7. Archibald 32. Franklin 57. Joel 82. Paul
8. Asa 33. Gabriel 58. Jose 83. Patrick
9. Barnabas 34. Garrett 59. Josiah 84. Reuben
10. Benjamin 35. Gideon 60. Joshua 85. Roderick
11. Bennet 36. Gilbert 61. Lafayette 86. Rufus
12. Benedict 37. Gus 62. Lawrence 87. Samuel
13. Bernard 38. Hank 63. Lewis 88. Seth
14. Bertram 39. Harland 64. Luther 89. Silas
15. Buford 40. Harold 65. Louis 90. Simon
16. Byron 41. Harvey 66. Levi 91. Tashunka
17. Calvin 42. Henry 67. Lucas 92. Thaddeus
18. Carlos 43. Hiram 68. Luther 93. Theodore
19. Clarence 44. Horace 69. Marcellus 94. Ulysses
20. Clement 45. Hotah 70. Martin 95. Uriah
21. Clinton 46. Hugh 71. Meriwether 96. Victor
22. Cole 47. Isaiah 72. Miguel 97. Walter
23. Daniel 48. Israel 73. Mordecai 98. Warren
24. Edmund 49. Isaac 74. Morgan 99. Wilfred
25. Edwardo 50. Jacob 75. Nathaniel 100. Zachariah
H

15
Rules for Firearms

The following list of firearms are an abstraction of the many and varied
weapons available in the later half of the 19th century. The categories be-
low represent generalizations of common weapons. The judge is encouraged
to use these guidelines to create minor variations of these stock weapons.
Changes could include larger or smaller capacity, accessories such as scopes
or bipods, and superior (or inferior) quality.
Damage: The extreme lethality of firearms is simulated by exploding
damage dice. If the maximum number is rolled on the damage die, the die is
rolled again and the results added together. For normal games, this eploding
die occurs only once per roll, but the judge could opt to increase the num-
ber of exploding dice to equal the level of the character, or even remove the
limit for exceptionally brutal games.
Range: Range is listed as short/medium/long/extreme. Per the core rule-
book, short range is resolved with no modifier, medium range confers a -2
to the attack, while long range is at -1 on the die chain. Shots at Extreme
range are taken at a penalty of -2d on the attack roll and -2d damage, due
to the lost velocity of the projectile.
Mode: Whether the weapon is single shot or semi-automatic. SS=single
shot; only one bullet can be fired per round, usually before needing to re-
load the weapon. SA=Semi-Auto; the character can fire up to 3 shots in a
round, however, the first is at -1d and each subsequent at an additional -1d.
A warrior can use a special Mighty Deed, called Fanning, to modify these
penalties.
Capacity: The total number of shots the weapon can fire before needing
to be reloaded. A character typically can reload 4 bullets if taking no other
action in a round. If a Reflex Save (DC 10) succeeds, the character can
reload 4 bullets while moving his regular movement. If the check fails, the
character drops 1d4 bullets and fumbles the reload.
Cost: The weapon cost in dollars (equivalent to gold pieces).

16
Firearm Damage Range Mode Cap. Cost
Pocket Pistol 1d6 5/10/15/30 SS 2 20
Light Pistol 1d8 30/60/90/180 SA 6 20
Heavy Pistol 1d10 30/60/90/180 SA 6 30
Shotgun* 1d14** 15/30/45/90 SS*** 2 20
Carbine 1d10 50/100/150/300 SA 6 100
Rifle* 1d12 70/140/210/420 SA 8 150
Elephant Gun* 1d14** 100/200/300/600 SS 1 300
Gatling Gun* 1d10**** 100/200/300/600 Special 50 1500
Cannon* 1d30 500/1K/1.5K/3K SS 1 4000

*Two-Handed Weapon: Characters using two-handed weapons roll 1d16
for their initiative.

**Anyone taking a hit must make a Reflex save with a DC equal to the
damage received or fall prone.

***You can fire both barrels at a single target. Roll damage twice.

****A Gatling Gun does 1d10 per round. See description for details.

17
Firearm Descriptions
Pocket Pistol: A pocket pistol is a small pistol designed to fit in the palm
of a character’s hand, and it’s only useful at close range. The ubiquitous Der-
ringer is an example of a pocket pistol. A character attempting to conceal a
pocket pistol receives a bonus of +1d.
Light Pistol: Civilian pistols of smaller caliber. These affordable and
commonplace weapons can be purchased in most towns.
Heavy Pistol: Heavy pistols are typically made for military or law en-
forcement use and pack a bigger punch than their civilian counterparts.
Heavy pistols are sometimes called horse pistols because of their frequent
use by cavalry forces.
Shotgun: The shotgun is the mainstay of most people making their liv-
ing on the frontier. It fires cartridges filled with tiny lead balls and can cause
devastating damage at close range.
Carbine: The carbine is a short rifle designed for use by horse soldiers
or civilians who don’t need to hit targets at long range. Older models have
breech-loading and revolver designs, while newer models are lever-action.
Although it is a two-handed weapon, its short barrel allows a wielder to roll
the normal d20 for initiative.
Rifle: The apex of modern personal firearms, the longer-barrled rifle has
greater range, ammunition capacity, and lethality.
Elephant Gun: The big game of the plains demands a big gun! The
hunting rifle trades magazine capacity for accuracy and damage. A hunting
rifle does not suffer a -2 to hit at medium range and only takes a -1d penalty
to hit at extreme range. Damage at extreme range is still at -2d, however.
Gatling Gun: The Gatling gun is not a true machine gun to purists, but
if you are on the wrong end of one when it’s cranking, the finer points of
ballistic semantics are the least of your worries. A Gatling gun can fire up to
10 bullets per round. Each target after the first suffers a -1d to hit, in addi-
tion to any other penalties. The Gatling is difficult to move, and typically it
must be set on a carriage or tripod and needs at least two trained characters
to operate. It takes 10 rounds to unlimber a Gatling and get it ready to fire.

18
Cannon: Cannons are normally found in the hands of the army or
exceptionally well equipped militia. It takes special training to fire a
cannon and a crew of at least three. Reloading a cannon takes 10 rounds.
Unlimbering and preparing for first use takes 20 rounds.

Firearms Manufactuers
By 1877, demand for firearms greatly outpaced the supply, and available
munitions ran dangerously low. Colt, Ithaca, Remington, and other estab-
lished companies increased production of their standard guns and ammu-
nition, but the nightmare logistics of shipping them to the Dark Territories
usually meant huge delays. New manufacturers stepped in to fill the void.
In many cases these were small operations, often owned and operated by
a single gunsmith. However, these lone wolf outfits produced high-quality,
customized firearms with prices to match. Notable examples include W.W.
Hammer, who produced an incredibly devastating shotgun nicknamed
Thor’s Hammer, and A.J. Knox, who produced exquisite revolvers.
Throughout 1878 and 1879, munitions in the Dark Territories were
scarce. Folks started calling it the Powder Drought. Many carried empty
revolvers and rifles. Things in the deep mines began to stir and the miners
had inadequate means of self defense. Mine production slowed, and the
boomtown mining economy began to implode.
Randolf Angerman, a scientist from Boston, founded the Anger Pow-
derworks just outside of Brimstone in 1879. He won a claim to 200 acres
in the Black Hills containing a sulfurous hot spring. When he surveyed the
land he discovered a natural saltpeter cave, putting 2/3 of the ingredients for
gunpowder in his hands. After a year of local powder production Brimstone
boomed again, and Angerman became one of the wealthiest men in the
Dark Territories.

19
New Mighty Deed of Arms: Fanning
Fanning the hammer of a pistol is an old gunfighter’s trick. By holding
down the trigger and quickly pulling the hammer of the weapon back with
the heel of the off-hand, the revolver can fire in rapid succession. Typically,
firing more than one shot per round from a semi-automatic weapon results
in a cumulative -1d to hit per shot fired. With a successful Mighty Deed the
warrior can reduce this penalty. See table below.

Deed Die Fanning Result


3 Fire the first bullet at your normal attack die and each
subsequent bullet at a -1d to hit, up to 3 shots.
4 Fire the first bullet at your normal attack die and each
subsequent bullet at a -1d to hit, up to 4 shots.
5 Fire the first two bullets with your normal attack die and
each subsequent bullet at a -1d to hit, up to 4 shots.
6 Fire the first three bullets at your normal attack die and each
subsequent bullet at a -1d to hit, up to 5 shots.
7 Fire the first three bullets at your normal attack die and each
subsequent bullet at a -1d to hit, up to 6 shots.
8 Fire the first four bullets at your normal attack die and each
subsequent bullet at a -1d to hit, up to 6 shots.
9 Fire the first five bullets at your normal attack die and each
subsequent bullet at a -1d to hit, up to 6 shots.
10+ Fire up to 6 bullets at your normal attack die.

20
Demon Ore and Hellstones

“War is Hell!”
William Tecumseh Sherman could not have known the uncanny accura-
cy of his statement to the graduating class of the Michigan Military Acade-
my in 1879. A more accurate quote could have been “Hell is at war,” because
it was, and had been for centuries. However, to truly put an end to a demon’s
existence is a rare and difficult task.
Yes, they can be banished to another plane of existence for a hundred
years and a day, but these creatures are eternal. Years, decades, centuries...
time means nothing to them. Once their imprisonment has run its course,
the hosts of Hell will return to fight again. That is, until a meddling group
of human cabalists were tasked by their demonic patron to tip the scales of
war in his favor.
In early 1868 the cabalists conducted a powerful ritual called The Soul
Rending. This forever changed the nature of demonic warfare, for if they
were slain on their home plane of existence, they would explode into metal
fragments that scatter upward through the barrier to the plane of our mor-
tal existence. This is commonly known as demon ore or Hellstone.
This demon ore has rare and mystical properties when mined and har-
nessed properly. Those skilled in dark arts, or willing to play trial and error
with their very soul, can smelt and form the demon ore into incredible arti-
facts. The more powerful the demon was in life, generally the more powerful
the qualities of their demon ore. There are nearly limitless possibilities to
the individual demons and their resulting demon ore that can be uncovered.
Even such a powerful ritual as The Soul Rending cannot irrevocably end
a demon’s potential mischief, however. In theory, it is possible to reforge
more powerful demons if enough demon ore fragments are collected. Be-
cause of this theory, evil cults, secret societies and other mysterious factions,
have taken interest in demon ore. The intrinsic value, nearly limitless mysti-
cal possibilities, and potential for incredible evil have made demon ore the

22
most sought after substance in the world. Findings of even scant traces of
demon ore have led to migrations that make the famous gold rush of 1848
- 1855 pale in comparison.
In the United States, the places where demon ore has been discovered
were overrun with lawlessness almost immediately. In response, the U.S.
government quarantined all areas where demon ore was found and named
them Dark Territories. To enter a Dark Territory to mine for demon ore, or
to conduct any business at all, requires authorization from the U.S. Depart-
ment of the Interior.
Special licenses called Dark Permits are issued in a haphazard manner
along territorial borders. Poor management, corruption, graft, and care-
lessness, have led to an unruly and unmanageable program of licensing. A
healthy black market in legitimate and forged licenses exists around every
Dark Territory. Policing of the zones themselves is left to the commanders
of the local frontier outpost and sometimes state or territory militia.
Of course, most people do not realize the origin of demon ore, although
the name has caught on in all circles due to the hazards of working with
the stuff. Most people think demon ore is merely a previously undiscovered
metal, unearthed by newfangled mining techniques. Regular folks with no
knowledge or protection against the forces of evil have made their way into
Dark Territories hoping to “strike it rich.” Predatory merchants, unscrupu-
lous businessmen, and all manner of snake-oil salesmen have followed in
their wake.
Some of the names and properties of the more commonly found demon
ore and Hellstones have been categorized, and reliable methods have been
invented to harness their power. New types of ore and ways to expand upon
the properties of the smelted metal are being discovered daily, and the judge
should feel encouraged to introduce them whenever needed.

23
Low Grade Ore and Stone

Feather Rock
This gray, pock-marked rock is very light-weight. It contrasts in texture
and color with the sedimentary stones of the streams and rivers in which it
is found. It is primarily used as a fuel substitute, since it burns twice as hot as
coal. It’s currently valued at 150% gold standard. The metal originates from
the corpses of Type I demons.
Frog Eyes
Frog Eyes are consistently found in swamps, bogs, and marshland. These
green-striped, spherical deposits are the remains of Type II demons. They
are easily found at night, as they are luminescent. They are commonly used
in magic that improves a person’s fortitude, willpower, and reflexes. Frog
eyes are worth twice their weight in gold.
Moonstone
Prospectors who’ve made some coin harvesting feather rock and frog
eyes typically move on to mining near the surface for moonstone, a translu-
cent blue mineral. Strangely, canines can locate moonstone through scent,
and bloodhounds are becoming a common sight in Brimstone. It is believed
that moonstone is derived from Type III demons. It is used in protective
magic and will command prices at 3 times the gold standard.

High Grade Ore and Stone

Queen’s Teeth
The white, sharp formations of queen’s teeth are found in caverns deep
beneath Brimstone. They break easily, but are useful to those practicing the
dark arts. It is a required component for making indigo steel, and many tout
its effectiveness in salves, potions, and other alchemical concoctions. It sells
for 3 times the gold standard, and originates from Type IV demons.

24
Indigo Steel
This purple metal is highly conductive, malleable, heavy, and willingly
accepts any spell cast upon it, whereas common steel tends to reject
enchantments. Making indigo steel requires the addition of powdered
queen’s teeth for it to be worked into useful objects, such as pistols,
ammunition, and knives. Jewelry is sometimes crafted from indigo steel, but
the metal is toxic. Prolonged exposure to skin will cause debilitating effects
and deformities. It is currently valued at 5 times the gold standard. The ore
originates from Type V demons.
Demon Hide
The most resilient and toughest metal is demon hide, and believed to
originate from Type VI demons. It is quite rare, and found only in the deepest
and most dangerous of mines. The red ore is dense, heavy, and difficult to
harvest. It requires the burning of feather rock to create a temperature high
enough to forge it, but the end result is a metal that will resist all manner of
mundane punishment, and can cut through even the strongest of ordinary
steel. It’s worth at least 6 times its weight in gold. To date, there has only
been one discovery of demon hide around Brimstone, and the ore was
quickly sold to undisclosed buyers.

25
The Devil’s Cauldron

Since the emergence of demon ore across the country, prospectors have
discovered a high concentration of the minerals in the Black Hills of the
Dakota Territory. The great thinkers of the day speculate why this location
has an abundance of these minerals, but none of them agree on a single
theory. Some believe that the greatest battle in the war for Hell was fought
deep under the Black Hills, while others have long believed the badlands of
the Dakota Territory hold special significance to infernal powers.
Whatever the case, thousands of prospectors flock to Brimstone every
month to seek their fortune. Most never return. All the normal dangers of
a boom town in a lawless territory (indian attacks, robbery, claim-jumping,
starvation, and disease) coupled with the volatile supernatural threats found
around and within Hellstone mines make survival far from a foregone con-
clusion. Those that do return, however, do so wealthy and powerful, albeit it
almost universally changed in some way.
This adventure is, quite literally, a railroad! Each of the characters heads
west aboard The Devil’s Cauldron for various reasons (See pg. 13, Motivations
for Heading West). Everyone knows the journey is fraught with danger and
hardship. The Dakota Territory is a lawless place; outlaws are drawn to the
riches of the boom towns, the badlands are cold and remote, and recently
the Sioux have taken to the warpath in large numbers to fight the incursion
of miners and settlers into their land.

The Devil’s Cauldron


The train consists of the engine, a coal car, a first-class passenger car, a
dining car, a steerage passenger car, 2 freight cars, a flatbed car, an armored
car, and the caboose. Throughout the adventure, fighting from within the
train will provide a +4 bonus to armor class. Hiding completely (taking no
combat actions) grants a +8 AC bonus. Characters whose zero level occu-

26
pation grants them a piece of large equipment (such as a buckboard), will
have paid to transport the item on the flatbed car. Those who have livestock
will have the animals stowed in one of the freight cars.
The armored car has the logo of the Southern Dakota Railroad painted
on the side, thick metal shutters over the windows, and a locked metal door.
Railroad men are loading weapons into the car. If asked, they may tell the
character inquiring that quite a few groups of Sioux are on the warpath, and
attacks are occurring all over the Dakota Territory. In truth, they are there
to protect the railroad payroll safe that will be travelling in the armored car.
In addition to the characters, there are several railroad personnel and
other notable passengers aboard the train:
• Edgar, the engineer (engine)
• Rufus, the fireman (engine and coal car)
• Ezrah, the conductor (passenger cars)
• Pere Warri, a Carribean man (passenger car)
• Brigadier Bellows, an English army officer (first-class passenger car)
• The Great Santini, a magician (passenger car)
• Gideon, the backup engineer (caboose)
• James Jasper, a Pinkerton detective (armored car)
• 4 railroad guards, (armored car)

1. All Aboard
Give the characters a chance to do some snooping around The Devil’s
Cauldron before the train leaves the station (See pg.4, Introduction, for
inspiration).

27
Below are some things they may learn or encounter:
• Brigadier Bellows has a very loud verbal altercation with Pere Warri
during the boarding of the train. Apparently the Brigadier objects to
having to share the same train with “an islander, and a dirty French
one to boot!” Pere Warri will meekly move to another passenger car
to avoid the Brigadier.
• A tall skinny man boards the train with a large steamer trunk embla-
zoned with the words, The Great Santini.
The following encounters can really take place in any order the judge
wishes, except that encounter 7: Warri’s Revenge should probably come last.
Be sure to keep track of all of the characters that die during the adventure.
Unless other steps are taken all of the bodies will be put into a Freight car by
the personnel of The Devil’s Cauldron, and they may make an appearance
at the end of the funnel.

2. A Train Robbery
The Levi/Dillon gang has received word of the payroll shipment on
board The Devil’s Cauldron from a cousin that works for the railroad. Just
4 hours into the Dakota Territory, the gang will board the train by leaping
from running horses while it is on a uphill grade. Characters who pass an
Intelligence check (DC 14) may notice the gang before they board the train
and will have a round to act.
Three gang members will board each passenger car, while 4 will take
over the engine and bring the train to a stop. Edgar the engineer will resist
the outlaws that board the engine and will be shot dead for his efforts. The
remaining 8 men of the gang will surround the armored car and try to gain
access.
The gang members in the passenger cars will demand that all passengers
surrender their weapons, jewelry and cash. Anyone who wishes to conceal a
valuable from the bandits may do so by making an Agility check (DC 5) for
each object kept from the outlaws. Failure means one of the gang members
spotted the deception and will move to beat the passenger until the item is
relinquished.

28
The gang members who go for the armored car will first demand the
occupants surrender and open the door. The occupants will refuse and start
shooting out of the armored windows. Finally, the gang will attempt to dy-
namite the door off the hinges, and shoot the stunned railroad guards inside
(although James Jasper will survive). They will also capture Gideon from
the caboose, as they wrongly believe he can open the safe, and will take him
along to their camp for interrogation. All of this will take about 10 rounds
of combat, after which the remaining gang will ride off on their horses to
their canyon camp to slow-roast Gideon over a fire.

Gang Member (18): Init +0; Atk knife +0 melee (1d4) or light pistol
+1 missile (1d8); AC 11; HD 1d8; MV 30’; Act 1d20; SV Fort +0, Ref
+1, Will -1; AL C.

Each gang member is armed with a knife, light pistol, and 20 rounds of
ammunition. The gang members that surround the armored car also each
have a civilian rifle (1d12) with 20 rounds of ammunition and 1 stick of
dynamite each.
For surviving the train robbery (even sitting and doing nothing) the
characters should earn 2 experience points. Sometimes discretion is the
better part of valor. If the characters somehow manage to foil the robbery of
the payroll safe, award 4 or 5 experience points. This should be very hard to
do, given the gangs’ numbers and the short time available to fight.

3. After the Dust Settles


If the Levi/Dillon gang manages to escape with the payroll safe, James
Jasper will attempt to assemble a posse to go after them. While this may
not seem like a great idea at first, Rufus will let everyone know that since
Edgar has been killed, the train ain’t going nowhere unless Gideon can be
rescued, since he is the back-up engineer. The train will have to wait for a
replacement engineer from Chicago, which could take days.
If any of the characters has the railroadman occupation, he may act as the
replacement engineer if he succeeds at an Intelligence check (DC 10). Char-
acters with other mechanically inclined occupations (architect, clock-maker,

29
draughtsman, gunsmith, locksmith, telegraph operator, watch-maker) may
try to learn the operation of the steam engine with the same Intelligence
check with a 1 die penalty on the dice chain. Eventually, a replacement en-
gineer will arrive, but not until the train is attacked twice by Sioux braves.

Sioux Braves (12): Init +1; Atk war club +1 melee (1d6) or bow +1
missile (1d6); AC 12; HD 1d8; MV 30’; Act 1d20; SV Fort +1, Ref
+1, Will +0; AL N.

Each brave is mounted on a pony. Two of them will have a civilian


rifle (1d12) with 20 rounds of ammunition. There is a 50% chance that
any brave within melee range of a train passenger will not attack, but
instead attempt to count coup, that is to simply touch the passenger
and ride away. The target of a successful coup counting loses 1 point
of Luck. This loss is cumulative. The lost luck will return at the end of
the adventure or at the judge’s discretion. The Sioux braves will usually
retreat if half of their number are killed or incapacitated.

If any characters volunteer to help James Jasper, he will offer them the
choice of a light pistol or shotgun with 10 rounds of ammunition from the
small arsenal in the armored car. The outlaws can easily be tracked back to
their hideout in a nearby box canyon. Inside the canyon, the remaining gang
members are preparing to roast Gideon until he tells them the combination
to the safe. He is loudly protesting his ignorance of such knowledge, but to
no avail. There is one gang member standing guard atop a small pile of rocks
near the entrance to the canyon, but he is pre-occupied with the imminent
roasting. He has a 50% chance to notice an approach to the canyon, and
no chance if that approach is stealthy, which will require an Agility check
(DC 10) for all those sneaking. Characters with the appropriate occupa-
tions (cavalryman, hunter, infantryman, policeman, servant, trapper, etc.)
may receive a +2 to the roll.
Rescuing Gideon is worth 2 experience points.

30
4. Water Stop at Sisseton
The Devil’s Cauldron must make a scheduled stop to resupply at a little
railroad outpost called Sisseton. The outpost consists of a water tower, a
wooden house with no door that stores coal, and a stone blockhouse for the
two railroad employees ( Jed and Rutledge) who man the station.
Unfortunately, there has been an unseasonal drought, and the water tow-
er can’t meet the demands of the engine. Jed and Rutledge have been car-
rying buckets back and forth from a creek in nearby Sica Hollow, but the
going is slow. If the railroad men have to do it themselves, it will take nearly
2 days, and the train will be attacked by Sioux war parties twice.

Sioux Braves (12): Init +1; Atk war club +1 melee (1d6) or bow +1
missile (1d6); AC 12; HD 1d8; MV 30’; Act 1d20; SV Fort +1, Ref
+1, Will +0; AL N.

If the characters volunteer to help, and each take 2 buckets, the tank could
be sufficiently filled in one trip. Sica Hollow is a rough patch of terrain that
juts up from the otherwise featureless prairie about 2 miles to the north. If
the characters volunteer to help, the trip to Sica Hollow is uneventful and
pleasant. The Hollow itself is dark, cool, and eerie. Occasionally, footfalls
and other sounds can be heard just around the next bend or behind a tree,
but no sign of any creature can be found.
Sioux will not enter Sica Hollow. If any characters inquire about this,
they may make an Intelligence check (DC 15) to recall that Sica Hollow is
the location of several Sioux myths and legends, and is generally considered
an unlucky place.
Once at the creek the characters are confronted by a robust prospector
with a bushy red beard and a tattered old cap. He is leading a ragged mule
with an overladen pack saddle with one hand, and holding a very large
shotgun in his other. He demands to know why the characters are stealing
his water.
He prefers not to fight, but if anyone attacks him he will unload both
barrels of his shotgun on the most aggressive character. He will only miss on

31
32
a fumble. If the offending character dies, and there is no more aggression,
Rodger will get back to playing cards. If there is further aggression, he will
not hesitate to defend himself.
Rodger Hertog is actually a patron level entity known as The Red Duke.
He is immune to normal weapons, and any time a character would normally
hit him with one, something strange happens to get in the way (the mule
turns suddenly and the bullet deflects off the iron pan on the pack saddle,
the knife gets stuck in Roger’s shirtsleeve, etc.).
If the character injured by Rodger’s shotgun blast somehow survives,
that character is thereafter forever immune to normal bullets. Something
incongruous will always happen (as with Rodger above) to save them from
harm. Magical bullets (or normal bullets fired from magical firearms) can
harm the charmed character, as well as all other melee and normal projectile
weapons.
Rodger will let the characters take his water if they will play some cards
with him. He claims he is lonely, living out here in the wilderness all by
himself.
The ante for each hand is 1 penny (cp). Any and all characters may play.
The judge can actually play hands of cards (5 card draw is recommended)
or simply have every character involved make a d20 roll modified by both
Intelligence and Luck. The highest roll wins. Rod has a +6 to his check.
Keep track of all characters who win a hand. If a player wishes to cheat,
he may make an Agility check (DC 15). If he succeeds, he may roll his gam-
bling check at +1d. If he rolls below a 5, someone has caught him trying to
cheat. If characters play at least one hand of cards, Rod will give them his
blessing to gather as much water as they wish from ‘his’ creek.
On the return trip, any PC who won a hand of cards will find a playing
card in one of their pockets, or inside their hat. The card is a cracked and
faded King of Diamonds. The king depicted is ghoulish and unnerving.
Those characters that receive a card will know that they can cast patron
bond and invoke patron for The Red Duke should they choose the wizard
class. If one of these characters chooses the wizard class and casts patron
bond, the checkered pattern on the back of the card will rearrange itself for
that character’s eyes only and reveal the knowledge to cast 3 spells of 1st

33
level.

Suggested Awards:
• 2 XP for getting the water back to the train.
• 1 XP to any character who wins a hand of cards.
• 1 XP for surviving each attack by Sioux war parties.

5. Sioux Ambush
After resupplying and leaving Sisseton, The Devil’s Cauldron must stop
in the middle of the night for the train crew to ‘bend the iron’, which is to
operate a switch in the tracks to take them on an alternate route. The origi-
nal route is under repair because a Sioux war party destroyed a bridge. That
same Sioux war party has observed the required stop and now lies in wait
for The Devil’s Cauldron to become vulnerable.
The braves have dug spider holes on both sides of the train tracks. When
the locomotive comes to a stop, they will stealthily emerge to attack the
train.
If the characters have announced that they are setting a watch or de-
clared that they are not sleeping, the alert character(s) may make an In-
telligence check (DC 8) to notice movement on the platform outside the
passenger car just before the attack. Otherwise, the braves will likely kill one
or two characters in their sleep before someone is alerted. Once the battle
commences, all sleeping passengers must pass a Willpower save (DC 5) to
rouse and join the fight.

Sioux Braves (12): Init +1; Atk war club +1 melee (1d6) or bow +1
missile (1d6); AC 12; HD 1d8; MV 30’; Act 1d20; SV Fort +1, Ref
+1, Will +0; AL N.

Suggested Award:
• 2 XP for surviving the Sioux attack.

34
6. The Great Santini
To alleviate the boredom of the monotonous train ride, The Great San-
tini takes it upon himself to perform a magic show for the passengers in
steerage. Unfortunately, The Great Santini is a terrible magician. His act is
poorly rehearsed, and many of his tricks don’t work as planned (the rabbit is
in his coat pocket, not his hat, he can’t get the metal rings back apart, etc.).
Also, he is clearly wearing clothes intended for another man. The cape is too
short, the pants too baggy, and the shirt sleeves leave too much wrist bare
for a good magician.
Santini’s real identity is Rafael Volducci, a grocery clerk from New York.
He recently inherited his estranged father’s magical props and is trying to
follow in his footsteps. The original Great Santini delved into more than
minor sleight-of-hand, and has left some truly dangerous magic in his old
trunk. As Rafael continues to bomb, he will eventually go to a trick from the
trunk that is actually a summoning ritual. He will don a turban with a large
ostrich feather in it, and will produce a wand from the trunk. He will open
a book and begin reciting in an unknown language (Aramaic on the off
chance any characters speak it). As the text is read, it fades from the pages,
so there is no chance to repeat the ritual at a later time.
Any characters who received a playing card from The Red Duke will hear
a low ringing in their ears. If they pass a Personality check (DC 10), they
also get the feeling of great evil emanating from Rafael. If any characters
want to interrupt the summoning ritual, they must beat Rafael’s initiative to
do so. If they do interrupt the ritual, Rafael will be irate, but take no hostile
action. If they do not, Rafael will successfully, and unfortunately, summon
a minor demon.

The Great Santini: Init +0; Atk knife +0 melee (1d4); AC 10; HD
1d4; MV 30’; Act 1d20; SV Fort +0, Ref +), Will -1; AL N.

Minor Demon: Init +1; Atk +2 melee (bite) 1d6; AC 12; HD 2d8;
MV 40’; Act 1d24; SA Stench (Will DC 8), SV Fort +2, Ref +1, Will
+4; AL C.

35
The demon is a 4’ tall frog-like creature with small rams horns and
small bat wings. It has a large and surprisingly human-like mouth
filled with three rows of small sharp teeth. Seeing no binding circle
and an inept magician standing before it, the demon will grin from ear
to ear and promptly begin tearing limbs from passengers. The demon
also carries the stench of his foul plane of existence, and anyone who
wishes to take action against it must first succeed at a Willpower save
(DC 8) or retch.

Suggested Awards:
• 1 XP if Santini is stopped before summoning the demon. Also, add
1 Luck to any characters that acted to stop him.
• If the demon is summoned, award 2 XP to any survivors.

7. Warri’s Revenge
Pere Warri only claims to speak French, although he can understand
many languages. He is actually a vodou priest from Haiti. If the body count
mounts sufficiently on the train (which it almost certainly will), he will
devise a plan to raise the dead as zombi to claim revenge on the belligerent
and racist Brigadier Bellows.
He is traveling to Brimstone to join a powerful necromancer from the
Far East and learn new rituals of evil. The judge should keep track of each
person killed during the adventure and where their bodies are kept. If the
characters do not make other arrangements, the railroad personnel will keep
all of the bodies in a freight car.
Observant characters making an Intelligence check (DC 20) may notice
Pere Warri smiling slightly after each encounter in which someone is killed.
The smile will grow larger with each death. If 10 or more people (player
characters and non-player characters) die during the adventure, Pere Warri
will sneak away to the freight car about an hour before arrival in Brimstone.
He will time his disappearance just when The Devil’s Cauldron rounds a
bend and the final destination of the train is in sight.
Unless a player specifically states that he is watching Pere Warri at this

36
time, they will have little chance to notice his movement in all of the ex-
citement. Once there, he will enact a hasty zombi ritual on the deceased.
This will take him 4 turns and be completed just 2 turns before arrival in
Brimstone. If Pere Warri is not stopped, his zombi will wait until The Dev-
il’s Cauldron is making its final approach to the Brimstone rail station. Pere
Warri will direct them to find and kill Brigadier Bellows, and any other
characters whom Warri believes insulted him during the journey.

The zombi will burst out of the freight car and make their way towards
the front of the train. The characters will have to decide if they fight the
zombi, hide under a seat, or perhaps leap from the slowing train. This re-
quires a Fortitude save (DC 8) or take 1d6 damage.
The train will slow down enough to exit without the chance for damage
in 6 combat rounds, so the characters could also try to buy some time. Each
zombi must make a Reflex save (DC 5) to navigate the gap between rail

37
cars (or the judge can just remove ⅓ of the zombi for each car they must
traverse). The zombi will attack until the Brigadier and any other characters
designated by Pere Warri are dead, at which time they will wander away in
a random direction.
Pere Warri will attempt to slip away during the commotion when the
train has slowed sufficiently. Characters may make an Intelligence check
(DC 13) to notice.

Brigadier Bellows: Init +2; Atk sabre +3 melee (1d6+1) or heavy


pistol +3 missile (1d10); AC 13; HD 3d8; MV 30’; Act 1d20; SV Fort
+2, Ref +3, Will +3; AL N.

Pere Warri: Init +1; Atk cane +2 melee (1d6) or harmful spell (2d8);
AC 14; HD 5d4; MV 30’; Act 1d20+1d14;SP curse of blindness per
core rulebook; SV Fort +1, Ref +3, Will +5; AL C.

Zombi: Init -4; Atk punch +3 melee (1d4); AC 9; HD 1d6; MV 20’,


Act 1d20, SP un-dead; SV Fort +4, Ref -3, Will +2; AL C.

Suggested Awards:
• Award 2 XP for surviving the Zombi attack.
• Brigadier Bellows will offer to sponsor any character who actively
defends him for entry to Main Street in Brimstone. He will also pay
the $10 fee (more on this in BP, BM Vol.2).

Further Adventures
• If found later, Pere Warri may be persuaded to introduce interested
characters to his Patron, Baron Samedi!
• If all, or most, of the characters die during the funnel, they can still
be animated as psuedo-zombi by Warri, forced to do his nefarious
bidding until a way can be found to escape his domination.
• Brigadier Bellows is actually an agent of The Illuminati, a secret or-
ganization that knows the true origin of demon ore and seeks to

38
acquire it. He is always looking for brave and resourceful agents, and
if he can’t find any, he might just hire the characters.
• Any character that assisted the Pinkerton agents might find work
with the agency, or the agents could be a source of information.

39
A Little Black Book

“Hornswoggled.”
Lemmy tossed the weathered little book back into the lockbox. “A book.
We held up a Pinkerton stagecoach for a goddamned book.”
The stagecoach creaked as a short, stocky woman jumped out. “Killed
two guards and a driver too,” Jane stated. She leaned against the rear wheel,
struck a match, and lit a robusto. “Gotta be worth something to somebody
though. Ain’t no other reason to guard it so.”
Lemmy slammed the stagecoach door and spit. “Ain’t nobody gonna buy
a book without words. That’s like... buying a bottle of whiskey without the
whiskey.”
Jane sighed. “You got a weird way of puttin’ things, Lem. But this whole
setup just don’t make no sense. Pinkertons? Mr. Leveque didn’t say nothing
about Pinkertons. We sure as Hell don’t need to be on their list.”
The last remnants of the sun fled behind the mountain, and crickets,
frogs, and all the other animals of the night began to sing their songs. The
sky was clear, and an autumn breeze rustled the curling leaves in the trees.
Jane shivered “Do something constructive Lem. Get a fire started, and
I’ll give this book a look-see.”
Lemmy spit again, fixed his derby hat, and went to work on a fire. Lem-
my was good at two things: Killing people and making fires.
“This was your idea, Jane. If you weren’t my sister, I’d stuff you in that
lockbox and toss you in a creek,” Lemmy joked as he stacked some dead tree
limbs together. “How about you rip out some of those pages for kindlin’?
Make my job easier.”
Jane didn’t hear him though. She was puzzled and intrigued by the book.
She fanned the pages and fanned them again. Sure enough, every page was
blank. But it looked as though the book had seen a hundred rough hands
over a hundred rough years. The binding was cracked. Some pages were

40
dog-eared. A red silk marker dangled out the bottom like a dead snake’s
tongue. Worthless.
Jane walked over to the newborn fire. Lemmy was rolling a log over for
a seat.
“Momma was right about you Lemmy.”
“What’s that Jane,” Lemmy asked, expecting an all-too-common smart-
ass remark.
“Yer an unlucky sonofabitch. Good thing she had me first.”
“Well, if you hadn’t hit all the branches of the ugly tree on the way down,
she might not have tried again.”
Jane smiled and threw her stubby cigar at him. “You ain’t gonna win too
many pageants either, but yer pretty enough. And, as much as I hate to ad-
mit it, yer right about the book. It don’t amount to jack diddly squat.” She
tossed the book in the fire and went to get her pack from her horse. When
she returned, Lemmy was greasing a frying pan and whistling a tune.
“On the bright side,” Jane said as she laid out her bedroll, “We got four
horses we can sell. Plenty of prospectors between here and...”
Jane noticed the book in the fire. It was unharmed. Still as rough and
ready as when she’d tossed it in there. She stared, disbelieving, then rubbed
her eyes and stared some more.
“I’ll be goddamned,” she said.
“Watch yer goddamned mouth,” Lemmy replied.
“Lemmy. The book.”
Jane pointed at the fire. Lemmy’s jaw dropped.
“I’ll be double-damned,” Lemmy said. “What do you reckon, Jane?”
Jane shrugged. “Fish it out Lemmy. Let’s have another look.”
Lemmy used the frying pan to push the book out of the fire. He blew

41
some ashes from its cover, and with trepidation, put his hand on the book.
“It’s cold,” he said.
Jane walked over and snatched the book off the ground. They sat next to
each other by the fire, cross-legged and anxious, like they were kids about
to hear some ghost stories for the first time. They looked at each other and
grinned. Jane peeled the cover back, and words scrawled across the pages, as
if written by an unseen hand.
Jane snapped the book shut.
“What? What’s wrong, Jane?”
“Lemuel, this ain’t natural.” Jane hadn’t called him by his birth name
since she’d shot and killed their father many years ago. But she hadn’t been
scared since then.
Lemmy rubbed his hands together. “No shit. We got ourselves a genu-
ine magic book. Not some two-bit, side-of-road, rabbit-from-a-hat magic
book, but the real deal.”
Jane didn’t speak. She let the book slip down between her knees and
looked up into the starry sky. That was the same sky she gazed into as a
child, wishing for a better life.
Lemmy slapped her on the back. “Come on, Jane. This here gotta be
worth a king’s ransom. Or a case o’ moonshine. Or some new boots. Yeah, I
could use some new boots. Maybe a box of those nasty robustos you chew
on. Jane?”
“Alright, alright. Quit yer yappin’,” Jane said, reopening the book. The
pages were full of words, all penned in the same ink, by the same hand.
Peering over, Lemmy scratched his scruffy neck. “You make any sense of
it?”
“Not this first part,” Jane said, “but look here. A bunch o’ names. Henry
Carville. Ada Winthrop.”
Lemmy chimed-in, “Martha Belleview. Perry Hancock. Maybe it’s a list
of people who owe money.”
Jane shook her head. “It don’t say how much they owe.”
“What about one o’ them censers?”

42
“You mean census? Nah. No mention of where they live. There’s some
dates in here though. Goes back way before we was born.”
“What about those funny words. They’re on each page,” Lemmy inquired.
Jane flipped some pages back and forth, verifying Lemmy’s statement.
Jane was surprised he’d put that together himself. Two phrases, one at the
top of each page, and one at the bottom.
She read the top phrase aloud. “Alurinum… procuri… sindus.”
The campfire swelled with intensity. Lemmy leaned back from the heat.
Tendrils of blue and purple fire snaked into the night sky. Glowing embers
swirled about them as if they were caught in the tender embrace of a lazy
tornado. The trees groaned, protesting their inability to escape. Lemmy got
to his feet, drew his revolver and pulled back the hammer.
“Jane. I’m havin’ second thoughts,” he said. “Let’s put it back in the box.”
Jane latched onto the book, her fingernails embedded in the leather cov-
er. Her lips trembled. Tears and sweat rolled down her face. Unable to resist,
she looked to the second phrase.
“Thulna... uthka,” she said in a whisper, hoping those words would float
away with the rising embers of the campfire.
Their clothes began to smoke, and their skin began to bubble and peel.
The campfire exploded. The wind carried Jane’s scream for miles, and it
echoed in the cabins of homesteaders long after her ashes had settled in
the woods. Lemmy’s boots, now empty and blackened, smoked like a pair
of leather chimneys. His derby hung in a nearby tree. His revolver lay in the
dirt next to the open book.
New writing scrawled across an empty page.

September 14, 1878


Jane Johnston.
Lemuel Johnston.

A gentle breeze shut the book, and the woods went dark.

43
This printing of Black Powder, Black Magic Vol.1 is done under version 1.0 of the Open Gaming License, and the System Reference
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Powered by TCPDF (www.tcpdf.org)
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Black Powder, Black Magic
A zine of six-guns and sorcery

Published By Illustrations By
Carl Bussler and Eric Hoffman Todd McGowan

Written By Edited By
Eric Hoffman Jim White

Varmints! Written By Proofreading By


Carl Bussler Paul Wolfe

Layout By
Carl Bussler

For more adventures and supplements, visit Stormlord Publishing at


www.stormlordpublishing.com

This product is based on the Dungeon Crawl


Classics Role Playing Game, published by
Goodman Games. This product is published
under license. Dungeon Crawl Classics and DCC
RPG are trademarks of Goodman Games. All
rights reserved. For additional information, visit
www.goodman-games.com or contact
info@goodman-games.com.
Contents

Introduction............................................................................. 4
Armor and Armor Class........................................................... 6
Classes...................................................................................... 6
Cleric...................................................................................... 6
Thief....................................................................................... 8
Warrior................................................................................... 9
Wizard................................................................................... 9
True Name Ritual.............................................................. 11
Gambler............................................................................... 15
Prospector............................................................................. 18
John Henry: Steel Drivin’ Patron.......................................... 22
Invoke Patron Results........................................................... 22
Patron Taint.......................................................................... 24
Spellburn.............................................................................. 25
Spell: Steel Drivin’ Man........................................................ 26
Spell: This Ole Hammer...................................................... 27
Spell: Shake The Mountain.................................................. 29
Varmints!................................................................................ 32
Folklore................................................................................ 32
Mine Wight......................................................................... 33

2
Introduction

Volume 1 of Black Powder, Black Magic introduced everything needed


to begin your adventures in the Wicked West. This volume allows any
surviving characters to continue their search for power and prestige in
Brimstone and the Dark Territories.

Herein we suggest which classes from the Core Rulebook are appro-
priate to the setting (pg. 6), what changes to them will be required, and
offer two new classes. We only had enough room for the Gambler (pg.
15) and the Prospector (pg. 18) in this issue.

Depicted on the cover is Solomon Gui, also known as John Henry, the
second patron we’ve invented (pg. 22). In future issues we plan to mine
more American folklore for patrons and spells.

Starting with this issue, and appearing regularly in future issues, is


the Varmints! entry, which will feature new monsters designed for
the Wicked West, but compatible with any flavor of Dungeon Crawl
Classics.

If you wish to contribute an article to Black Powder, Black Magic,


visit our website and submit your proposal through the form on the
Submissions page. We’re looking for movers and shakers of Brimstone,
monsters for the Varmints! entry, magic and mundane items, mighty
deeds, spells, patrons, and more.

Thank you for supporting this zine, and we hope you enjoy exploring
the world of Black Powder, Black Magic!

-Carl Bussler and Eric Hoffman

3
Armor and Armor Class

Armor is a staple in fantasy role-playing games for warriors, clerics,


and sometimes even thieves. In Black Powder, Black Magic, armor is
impractical and mostly useless against firearms. The easiest way to
implement this is to simply ignore mundane armor. In the 1880s armor
is simply not available as anything other than decorative museum
pieces, and it has no game effect at all even if you use it. If the Black
Powder, Black Magic rules are used as part of a campaign crossover
with a more traditional fantasy setting, firearms will ignore the first 5
points of Armor Class bonus.

Instead of wearing armor, each class in a Black Powder, Black Magic


campaign receives a bonus to Armor Class at each level called a
Defensive Bonus. This represents the character’s combat presence,
making better use of cover, or just plain luck.

Defensive Bonus by Class and Level

Class 1 2 3 4 5 6 7 8 9 10
Cleric +1 +2 +3 +3 +4 +5 +6 +7 +7 +8
Thief +0 +1 +1 +2 +3 +4 +5 +5 +6 +6
Warrior +2 +3 +4 +5 +6 +7 +8 +9 +10
+11
Wizard +0 +0 +0 +1 +1 +1 +2 +2 +2 +3
Gambler +1 +2 +2 +3 +3 +4 +4 +5 +6 +7
Prospector +2 +2 +3 +4 +5 +5 +6 +7 +8 +9

4
Magical means to increase armor class exist and are one of the primary
uses of some forms of demon ore. Moonstone and Indigo Steel vari-
ants of Hellstone are particularly sought after for magics intended to
increase armor class.

Moonstone Spectacles

The lenses of these wire-rimmed eyeglasses are made with the blue
translucent demon ore known as Moonstone, wrought very thin. The
spectacles are then worked with various magics to not only provide
the wearer relief from the noonday desert sun, but to also confound
attacks against the wearer. The spectacles have a habit of distracting
opponents who attempt to harm the wearer, imparting a +2 to Armor
Class. In addition, if the attacker has multiple, reasonable, targets to
choose from there is a flat 20% chance he or she will attack another
target instead of the wearer.

Indigo Steel Badge

This 5 pointed ‘tin’ star is made from the purple Hellstone known
as Indigo Steel, and incised with arcane runes. The badge provides a
very powerful enchantment to the wearer, increasing his armor class
by +5 when worn. There is a drawback to wearing this powerful item,
however. Prolonged exposure to Indigo Steel will cause various unpre-
dictable debilitating effects and deformities. Every month a character
wears the Indigo Steel Badge for any length of time, he must make
a Fortitude save DC 15 or roll on the Judge’s favorite Corruption or
Patron Taint table.

5
Core DCC Classes in
Black Powder, Black Magic

The existing human classes from the DCC RPG core book are largely
unchanged in Black Powder, Black Magic, and you could use them as-is
for a great game experience. In this article, however, we explore some
class options that you may want to consider for a campaign set in the
Dark Territories.

Unless otherwise stated all abilities, requirements, and restrictions


from the core rulebook apply to the classes of cleric, thief, warrior, and
wizard. As part of the default setting of Brimstone no dwarves, elves,
and halflings exist, but you could add them as written with little game
impact.

Cleric
In the Black Powder, Black Magic setting the cleric is very similar to
the class described in the core rulebook, although he may take many
forms. He may be a Catholic priest, a Sioux medicine man, a Prot-
estant Missionary, a Confucian scholar, a cultist devotee of the Old
Gods, or anyone who worships and draws power from otherworldly
forces. The cleric may use the tables presented in the core book to
determine weapons and unholy creatures by alignment, or substitute a
tradition in place of alignment. Many different cultures and religions
interact in the Dark Territories, and the conflicts that arise make very
compelling campaign elements.

Clerical Tradition: The cleric may devote himself to one god or many,
but derives his weapon list and unholy creatures from his Tradition

6
as outlined in Table 1-1. The tradition must be chosen at 1st level.
Changing traditions, once selected, should be a major undertaking and
require a Quest per page 306 of the Dungeon Crawl Classics Role
Playing Game core rulebook. Here are some examples, and the Judge
is encouraged to expand upon these traditions in his campaign.

Protestant Preacher

Weapons: Club, Staff, Pistol


Unholy Creatures: Undead, mundane animals, perversions of nature

Catholic Priest

Weapons: Club, Staff, Mace, Sword


Unholy Creatures: Ghosts, undead, demons, devils, lycanthropes,
monsters

Native Shaman

Weapons: Bow (any), Axe (any), Club


Unholy Creatures: Ghosts, humanoids, mundane animals (Note:
mundane animals are actually considered holy, but a shaman has the
ability to calm and pacify them in a manner that is mechanically the
same as turning unholy creatures.)

7
Chinese Mystic

Weapons: Sword (any), Bow (any), Club, Staff, Exotic


Unholy Creatures: Ghosts, monsters, dragons, undead

Cultist of the Old Gods

Weapons: Dagger, mace, staff, sword (any)


Unholy Creatures: Monsters, undead, demons, devils, lawful clerics

Thief
Thieves in the Black Powder, Black Magic setting may be confidence
men, burglars, gang members, or any other criminal type. Or they may
put their skills to more lawful pursuits and be trackers, bounty hunters,
lawmen, or private detectives.

Weapon Training: In addition to the weapons listed in the core rule-


book, thieves also gain proficiency in the use of all pistols.

Thief Skills: For added flexibility, thieves may choose the skills in
which they excel, instead of relying on distribution solely by align-
ment. To do this, consult the chart below for the number of points per
level the thief can spend on the skills Backstab, Sneak Silently, Hide in
Shadows, Pick Pocket, Climb Sheer Surfaces, Pick Lock, Find Trap,
Disable Trap, Forge Document, Disguise Self, Read Languages, and
Handle Poison.

Also note the maximum bonus (before adding ability modifiers) that
a skill may have at each level. If using this method, all thieves use the
Cast Spell from Scroll die of a neutral thief in the core rulebook.

8
Level Total Points Add. Points Max. Bonus
1 16 16 +3
2 34 18 +5
3 54 20 +7
4 70 16 +8
5 82 12 +9
6 98 16 +11
7 110 12 +12
8 122 12 +13
9 134 12 +14
10 146 12 +15

Warrior
Warriors in the Black Powder, Black Magic setting encompass many
different archetypes: native American braves, former soldiers, outlaws,
gunslingers, lawmen, Chinese martial artists, bare knuckle boxers, etc.
Anyone who makes a living fighting falls into this class. Warriors re-
main largely unchanged from the core rulebook.

Weapon Training: Warriors still gain proficiency in all weapons, and


they are the only class proficient in the use of Buffalo Guns, Cannons,
and Gatling Guns.

Wizard
Wizards in the Black Powder, Black Magic setting are very similar to
those in the core rulebook, although somewhat less common as magic

9
was nearly extinct from the world until the discovery of demon ore.
To reflect this rarity, wizards must have a patron or patrons. Without
powerful supernatural help, mere mortals find it nearly impossible to
unlock the secrets to casting spells.

Weapon Training: Wizards gain proficiency with pocket pistols and


light pistols in addition to the weapons listed in the core rulebook.

True Names and Wizardly Magic: Wizards derive much of their


power from the use of their own True Name. The wizard’s True Name
is usually his birth name, leading to the tradition of wizards becoming
loners who try to sever all ties with their pasts. Some cultures, however,
have a tradition of magic and give their children hidden True Names,
in case those children are one day blessed with magical power. All wiz-
ardly magic must incorporate the caster’s True Name to some extent.
For lower level spells (1st and 2nd level spells) it may simply be the
act of whispering the True Name at the time of casting or burning a
component with the caster’s True Name written upon it. Higher-level
magic (3rd level spells and above) require a more substantial use of the
True Name, and careful observers may be able to learn it (Skill Check
DC 20 minus the level of the spell being cast). Spells that leave per-
manent effects (including created magic items) must always contain
a trace, no matter how well hidden, of the caster’s True Name. Ana-
grams are a common way to disguise the True Name.

Some examples of utilizing the casters True Name in standard spells


are:

Consult Spirit: The caster must tell the summoned spirit his True
Name. The spirit has a chance of remembering the True Name equal
to 10% times the number of questions the caster asks it. Another wiz-
ard who can summon that same spirit may have chance of discovering
the caster’s True Name.

Eldritch Hound: The hound summoned bears a collar with a dog tag
etched with the caster’s True Name. However, it may be written in

10
code, as an anagram, in an obscure language, or in a combination of
languages.

Fireball: Targets of the fireball may briefly glimpse the caster’s True
Name outlined in different color flames just before detonation.

Each wizard must define how his True Name is incorporated into each
spell he can cast.

The most powerful supernatural creatures, such as angels, demons,


dragons, and patrons, also have a True Name, and discovering one of
these names can inspire an adventure or an entire campaign. Once the
True Name of another wizard or supernatural creature is known, a
wizard may take advantage of that knowledge by using the True Name
Ritual spell. If you use the True Name Ritual spell, remove access to
the 3rd level Cleric spell called True Name in the core rulebook. The
True Name Ritual spell is available to all spellcasters, regardless of
class or tradition, as a 2nd level spell.

True Name Ritual


Level: 2
Range: Varies
Duration: Permanent
Casting Time: 12 hours
Save: None
General: By learning the true name of a demon, devil, or other super-
natural creature, including another wizard, the spell caster may gain an
advantage over that creature or permanently hamper their supernat-
ural abilities. The ritual takes 12 hours, during which the spell caster
cannot be interrupted or the ritual is ruined and must be started again.
In addition to the knowledge of the creature’s true name, there is also
a $3,000 cost in materials per HD (or level for character classes) of the

11
target creature, which are consumed at the beginning of the ritual. The
target creature always knows when a True Name Ritual is cast against
it, even if the ritual fails.

A caster may gain a +2 to the spell check for the True Name Ritual
if he has an item once owned by the target creature, a +5 to the spell
check if he has some part of the target (blood, hair, etc.) or a +10 if the
target creature is currently a captive of the caster.

The caster may take a lesser effect if desired. If the target is outside the
range of the spell result the spell fails.

Manifestation (1) The caster must sit in the center of a pentagram


or other arcane symbol (2) The caster must build a temporary henge
or spirit lodge (3) The caster must sacrifice a number of living animals
equal to the HD or level of the target creature (4) The caster must be
near a graveyard or other area where ghosts are close enough to hear
the True Name of the target creature.

1 Lost. Failure and patron taint.

2-12 Lost. Failure.

13-14 The caster must be within 1 mile of the target. The caster
gains a permanent +2 to any actions against the target, including spell
checks, attacks, skill rolls, or saves versus the target’s attacks.

15-17 The caster must be within 1 mile of the target. The caster
gains a permanent +5 to any actions against the target, including spell
checks, attacks, skill rolls, or saves versus the target’s attacks.

18-19 The caster must be within 5 miles of the target. The caster
gains a permanent +5 to any actions against the target, including spell
checks, attacks, skill rolls, or saves versus the target’s attacks.

20-23 The caster must be within 5 miles of the target. The caster

12
gains a permanent +5 to any actions against the target, including spell
checks, attacks, skill rolls, or saves versus the target’s attacks. All crea-
tures gain a +5 to those same rolls if the caster is within 100’ of the
target.

24-27 The caster must be within 5 miles of the target. The caster
gains a permanent +5 to any actions against the target, including spell
checks, attacks, skill rolls, or saves versus the target’s attacks. The target
automatically fails any save against the caster’s spells. All creatures gain
a +5 to those same rolls if the caster is within 500’ of the target.

28-29 The caster must be within 20 miles of the target. The caster
gains a permanent +5 to any actions against the target, including spell
checks, attacks, skill rolls, or saves versus the target’s attacks. The target
automatically fails any save against the caster’s spells. All creatures gain
a +5 to those same rolls if the caster is within 500’ of the target.

30-31 The caster must be within 10 miles of the target. The target
permanently loses all ability to harm the caster directly. The caster
gains a permanent +5 to any actions against the target, including spell
checks, attacks, skill rolls, or saves versus the target’s attacks. The target
automatically fails any save against the caster’s spells. All creatures gain
a +5 to those same rolls if the caster is within 500’ of the target.

32-33 The caster must be within 50 miles of the target. The target
permanently loses all ability to harm the caster directly. The caster
gains a permanent +10 to any actions against the target, including spell
checks, attacks, skill rolls, or saves versus the target’s attacks. The target
automatically fails any save against the caster’s spells. All creatures gain
a +5 to those same rolls if the caster is within 500’ of the target.

34-35 The caster must be within 100 miles of the target. The target
permanently loses all ability to harm the caster intentionally, whether
directly or indirectly such as through traps or the use of minions. The
caster gains a permanent +10 to any actions against the target, includ-
ing spell checks, attacks, skill rolls, or saves versus the target’s attacks.

13
The target automatically fails any save against the caster’s spells. All
creatures gain a +5 to those same rolls if the caster is within 500’ of the
target.

36-37 The caster must be on the same plane of existence as the tar-
get. The target permanently loses all ability to harm the caster inten-
tionally, whether directly or indirectly such as through traps or the use
of minions. The caster gains a permanent +10 to any actions against
the target, including spell checks, attacks, skill rolls, or saves versus
the target’s attacks. The target automatically fails any save against the
caster’s spells. All creatures gain a +7 to those same rolls if the caster is
within 500’ of the target.

38-39 The range of the True Name Ritual is unlimited, even if the
target is on a different plane, dimension or planet. The target perma-
nently loses all ability to harm the caster intentionally, whether directly
or indirectly such as through traps or the use of minions. The caster
gains a permanent +10 to any actions against the target, including spell
checks, attacks, skill rolls, or saves versus the target’s attacks. The target
automatically fails any save against the caster’s spells. All creatures gain
a +7 to those same rolls if the caster is within 500’ of the target.

40-41 The range of the True Name Ritual is unlimited, even if the
target is on a different plane, dimension or planet. The target perma-
nently loses all ability to harm the caster intentionally, whether directly
or indirectly such as through traps or the use of minions. The target
permanently loses the ability to cast any Wizard spell above 2nd level.
The caster gains a permanent +10 to any actions against the target,
including spell checks, attacks, skill rolls, or saves versus the target’s at-
tacks. The target automatically fails any save against the caster’s spells.
All creatures gain a +10 to those same rolls if the caster is within 500’
of the target.

42+ The range of the True Name Ritual is unlimited, even if the
target is on a different plane, dimension or planet. The target perma-
nently loses all ability to harm the caster intentionally, whether directly

14
or indirectly such as through traps or the use of minions. The target
permanently loses the ability to cast any Wizard spell or use any super-
natural or spell-like ability. The caster gains a permanent +10 to any
actions against the target, including spell checks, attacks, skill rolls, or
saves versus the target’s attacks. The target automatically fails any save
against the caster’s spells. All creatures gain a +10 to those same rolls if
the caster is within 500’ of the target.

New Class:
The Gambler
Hit Points: Gamblers gain 1d8 hit points at each level.

Weapon Training: Gamblers typically spend their time in ‘civilized’


environments and only learn to use smaller weapons. They are trained
in the use of all pistols and melee weapons.

Alignment: Lawful gamblers are one of the rarest breeds to be found.


Those few typically work in licensed, upscale gambling halls, perhaps
with a goal to own a hall of their own someday.

Chaotic gamblers are more common, although usually not very suc-
cessful. The undisciplined nature of chaotic behavior does not lend it-
self well to the slow fleecing of miners and townies. Chaotic gamblers
are the type most likely to take huge risks, however. And huge risks
sometimes equal huge rewards.

Neutral gamblers are by far the most prevalent. The patience to work
a mark at a card game, combined with a healthy dose of selfishness is
a surefire recipe for success!

Good Luck Charm: Gamblers have the same ability to double and
lend luck as a halfling in the core rules.

15
Thief Skills: Gamblers may use the thief skills pick pocket, sneak si-
lently, hide in shadows, and disguise self as shown on the table below.
All are modified by the gambler’s Agility.

Shoot First: A gambler who starts the first round of a combat with
a concealed weapon automatically goes first in that round. The gam-
bler rolls initiative as normal but is allowed to act out of the normal
sequence for the first round only. If two or more gamblers are involved
in the same combat, they resolve their actions in initiative order, be-
fore all non-gamblers in the combat. In any subsequent rounds they
act on their initiative as normal. In addition, when attacking with that
concealed weapon (in the first round of combat only) the gambler may
attack with improved Action Dice as shown on the table below.

Action Dice: Gamblers may use their action dice for attacks or skill
checks.

Level Atk Crit Die/Table Action Dice Ref Fort Will


1 +1 1d8/III 1d20 +1 +1 +1
2 +2 1d8/III 1d20 +1 +1 +1
3 +2 1d10/III 1d20 +2 +1 +2
4 +3 1d10/III 1d20 +2 +2 +2
5 +4 1d12/III 1d20 +3 +2 +3
6 +5 1d12/III 1d20+1d14 +4 +2 +4
7 +5 1d14/III 1d20+1d16 +4 +3 +4
8 +6 1d14/III 1d20+1d20 +5 +3 +5
9 +7 1d16/III 1d20+1d20 +5 +3 +5
10 +8 1d16/III 1d20+1d20 +6 +4 +6

16
17
Level Thief Skills Shoot First Action Dice
1 +1 1d20
2 +3 1d20
3 +5 1d24
4 +7 1d24
5 +8 1d30
6 +9 1d30+1d14
7 +11 1d30+1d16
8 +12 1d30+1d20
9 +13 1d30+1d24
10 +14 1d30+1d30

New Class:
The Prospector
No one knows exactly why, but since the discovery of the new ele-
ments known as Demon Ore, a certain percentage of the population
can ‘sense’ these rare elements when close enough. Perhaps it is due
to extra-planar ancestry, a random genetic modification, or simply a
latent allergy brought on by the sudden emergence of so much Demon
Ore after the War in Hell. Regardless of the source, these individuals
are generally referred to as prospectors. Some prospectors detect De-
mon Ore deposits by smelling them, some by tasting the tailings of
worked mines, and some by an unseen telepathic process.

Hit points: A Prospector gains 1d10 hit points at each level.

Weapon Training: Their constant use of hand tools gives prospectors


proficiency with melee weapons of any sort. They are also trained in
the use of pistols and civilian rifles.

Alignment: One would think that prospectors would lean toward

18
chaos, given their connection with Demon Ore. Although prospectors
can be of any alignment, they typically have a lawful bent. Perhaps this
is anecdotal evidence that prospectors are, in fact, tools of some higher
power or part of an unseen master plan. The dangerous nature of ex-
tracting Demon Ore from the ground also rewards individuals who are
methodical and practical in their approach.

Chaotic prospectors often find themselves in league with dark powers


who use or direct the Prospector’s gift for nefarious purposes. There
are several secret organizations of a chaotic nature that wish to use
Demon Ore to cause the end of the world or simply regress humanity
to a state of anarchy.

Neutral prospectors are fairly rare. The powerful nature of Demon Ore
tends to push mortals towards one side of the spectrum or the other.
Those few that do remain neutral are often committed to mastery of
their craft for its own sake.

Close Quarters: The economy of motion and brute force required


by working in the tight confines of a mine easily translates into en-
hanced skill in melee combat. Prospectors can perform Mighty Deeds
of Arms as a warrior, but only with melee weapons.

Mining Skills: Prospectors have significant advantages when pursuing


their quest for Demon Ore. When underground, prospectors receive a
bonus to detect traps, slanting passages, shifting walls, new construc-
tion, and unsafe passages equal to their class level.

A Nose for the Infernal: Prospectors can sense the presence of De-
mon Ore in any amount up to 100’ away. Larger concentrations can
be sensed from further away, although these tend to be deep under-
ground. In addition, prospectors receive a bonus equal to their class
level to saving throws of any kind related to the ill effects caused by
close contact with Demon Ore. With a successful Luck check (roll
under Luck) a Prospector can also detect the presence of demons or
other monsters drawn to Demon Ore. Certain powerful demons may

19
be able to mask themselves from this ability.

Luck: Prospectors can apply their Luck modifier to any skill rolls as-
sociated with mining or hunting for Demon Ore in addition to attack
rolls with melee weapons traditionally used in mining (picks, axes,
hammers, etc.). A prospector may also spend one point of Luck to
completely avoid a negative effect from Demon Ore, even if he has
already failed a normal saving throw. This Luck point must be spent
immediately and may not protect the prospector permanently at the
Judge’s discretion.

Action Dice: Prospectors receive a second action die at 5th level and
can only use it for attacks.

Level Atk Crit Die/Table Action Dice Ref Fort Will


1 +d2 1d10/III 1d20 +1 +1 +1
2 +d4 1d12/III 1d20 +1 +1 +1
3 +d5 1d14/III 1d20 +1 +2 +2
4 +d6 1d16/IV 1d20 +2 +2 +2
5 +d7 1d20/IV 1d20+1d14 +2 +3 +3
6 +d8 1d24/V 1d20+1d16 +2 +4 +4
7 +d10+1 1d30/V 1d20+1d20 +3 +4 +4
8 +d10+2 1d30/V 1d20+1d20 +3 +5 +5
9 +d10+3 2d20/V 1d20+1d20 +3 +5 +5
10 +d10+4 2d20/V 1d20+1d20+1d14 +4 +6 +6

20
21
John Henry:
Steel Drivin’ Patron

John Henry is the current guise of the powerful wizard, Solomon Gui.
Gui made bargains with the shadowy powers of pre-history to gain
his immortality, but now feeds on the pain and hardship of others.
Over centuries, Gui enhanced his power by living amongst the slaves
who built the great monuments of the pharaohs, running gladiatorial
games in ancient Rome, harvesting the anguish of the serfs of Europe,
and frequenting battlefields across the globe.

In this modern era of industrialization, Gui’s power is beginning to


wane. He employs others to stem the tide of technology and progress.
He is far from spent, however, and has powerful magic that he can
bestow upon those who wish to bargain with him. As John Henry, he
survives as a folk legend and a hero.

Invoke Patron check results:

12-13 John Henry helps those who help themselves. +1d to the next
Fortitude save, Stamina check, or Strength check (including melee at-
tack). It must be the next check.

14-17 Some need more help than others. +1d to the next three rolls
for Fortitude saves, Stamina checks, or Strength checks (including
melee attacks). It must be the next three rolls, regardless of the caster’s
wishes.

18-19 The caster’s skin grows calloused and tough. Armor Class in-
creases by CL for 2d5 hours.

22
20-23 The caster receives 1d7 enchanted steel spikes. If used in con-
junction with a hammer melee attack (no shield or item held in off
hand), the caster receives a +1d to hit and does an additional 2d5 dam-
age. Each spike can only be used once and counts as a magic weapon
for harming creatures immune to normal weapons.

24-27 A small earth elemental appears and does the caster’s bidding
for 1d5 turns.

Elemental, Earth: Init +4; Atk slam +12 melee (4d6); AC 20;
HD 8d8; MV 30’ or dig 30’; Act 1d20 (or more); SP ele-
mental traits; SV Fort +10, Ref +4, Will +8; AL N.

28-29 As long as the caster remains with both his feet on natural
terrain, he gains +2d for all spell checks.

30-31 The caster and up to 10 companions can walk through stone


at their normal speed for a number of rounds equal to the caster’s level,
plus any spellburn the caster chooses to use. The caster may choose
to spellburn after the invoke patron check if this result is rolled. If
any creature is still in solid stone when the spell ends they take 10d10
damage immediately.

32+ The caster and all of his allies within 30’ are imbued with the
strength of ages. Stamina and Strength are increased by 2d4 and all
Fortitude checks are made at +2d for one hour.

23
Patron Taint: John Henry

Roll Result

1 The caster becomes very muscular. At first this taint is not a


terrible burden. Due to his increased size, the caster will be
easily remembered and easy to pick out of a crowd. On the
first result the caster gains +2 to Strength and -1 to Agility.
Further results and the caster’s body becomes so muscular as
to be regarded as grotesque, granting a +1 to Strength, but a -1
to Agility and -2 to Personality each time this result is rolled.

2 The caster begins to develop an irrational hatred of technol-


ogy and mechanical things. His distaste translates to a -1d
to use any mechanical device, including firearms. On a sec-
ond result the caster refuses to personally use any technolo-
gy more advanced than simple levers, ramps, and pulleys. He
constantly grumbles and complains when around others that
use technology. On a third result the caster becomes violently
opposed to even being in the presence of technology and must
make a Willpower save DC 12 to avoid attempting to destroy
mechanical devices and those that wield them.

3 The caster cannot control the drain he takes from those


around him. Each day the caster must drain 1d3 points of
physical attributes from a random member of the party. The
target can choose which attribute to lower. On each subse-
quent result, the caster must drain another 1d3 per day from a
random party member.

4 The caster grows increasingly stubborn and argumentative.


The first result lowers the caster’s Personality by 1 point, but
gives him a +2d to save versus any charm or fear effects. Sub-
sequent results only lower the casters Personality by an ad-
ditional point, until no reasonable creature will be associated
with him.

24
Spellburn: John Henry

Roll Spellburn Result

1 The caster experiences the fatigue of one hundred men toiling


in the fields. The exhaustion manifests as stat loss.

2 Spirits of men broken on the battlefield enter the caster’s body


and power his spell. The despair of their last moments stays
with the caster and manifests as stat loss.

3 The caster drives a small railroad spike through his arm, hand,
or leg and the wound manifests as stat loss.

4 The caster repeatedly hefts a large weight for the duration


of the spell and the fatigue of doing so manifests as stat loss.
The caster must identify the large weight (military pressing a
hireling or party member will do the trick!).

Patron Spells: John Henry


Clients of John Henry may learn the following patron spells:

Level 1: Steel Drivin’ Man

Level 2: This Ole Hammer

Level 3: Shake the Mountain

25
Steel Drivin’ Man
Level: 1 ( John Henry)
Range: 30’
Duration: CL turns
Casting Time: 1 round
Save: None

General: The caster channels the energy of past physical exertion to


temporarily raise his and/or his allies physical abilities. The caster may
choose to take a lesser result if desired. Ability points gained disappear
at the end of the spell’s duration and any negative effects that result
from the adjusted ability score at the end of the duration take effect
immediately. Any ability points gained by use of this spell may be used
for spellburn as normal.

Manifestation: (1) The target becomes buff and muscular and has a
slight urge to remove armor and oil up. Willpower save DC 5 to over-
come (2) ghosts of the proletariat reluctantly rise from the ground and
enter the target (3) a cheap tin can containing a leafy green vegetable
appears in the target’s hand. It must be consumed for the spell to take
effect (4) the target performs a series of quick mock combat moves and
arrogantly beckons his opponents to come to him.

1 Lost. Failure and patron taint.

2-11 Lost. Failure.

12-13 The caster gains +1d to Fortitude saves.

14-17 The caster gains +1d to Fortitude saves and 1d3 points he can
add to Strength or Stamina.

18-19 The caster gains +1d to Fortitude saves and 1d6 points he can
add to Strength or Stamina.

26
20-23 The caster and up to 3 allies gain +1d to Fortitude saves and
1d3 points they each can add to Strength or Stamina.

24-27 The caster gains +2d to Fortitude saves and 2d6 points he can
add to Strength or Stamina.

28-29 The caster and up to 6 allies gain +2d to Fortitude saves and
1d6 points they each can add to Strength or Stamina.

30-31 The caster gains +10 to Fortitude saves and 2d6 points of
Strength and Stamina.

32+ The caster, and up to 10 allies, gain +2d to Fortitude saves and
2d6 points they each can add to Strength or Stamina.

This Ole Hammer


Level: 2 ( John Henry)
Range: Varies
Duration: Varies
Casting Time: 1 action
Save: Varies

General: The caster summons a magical hammer that has various


uses, depending on the level of effect. The caster may only have one
This Ole Hammer spell in effect at any one time.

Manifestation: (1) a crude and heavy railroad sledge-hammer (2) a


shining silver, short-handled war-hammer with Norse runes carved
on the side (3) a small ball-peen hammer (4) hammer of shimmering
purple force (5) a wooden tent peg mallet (6) a blood-encrusted lucern
hammer (7) a rubber mallet

1 Lost. Failure and patron taint.

27
2-11 Lost. Failure.

12-13 Failure, but spell is not lost.

14-17 The caster summons a hammer that may only be used by him.
The hammer is +1 to attack, does 1d8+1 damage, and can
affect creatures normally only hit by magical weapons. The
hammer lasts for CL+1d3 turns.

18-19 The caster summons a hammer that can be used by anyone


the caster designates. It is +2 to hit, does 1d10+2 damage, and
can affect creatures normally hit only by magical weapons.
The hammer lasts for CL+1d3 turns.

20-23 The caster summons a hammer up to 30’ away. The hammer


can be used by anyone the caster designates, or it may act in-
dependently on the caster’s initiative and attack with the cast-
er’s standard action die. It is +2 to hit, does 1d10+2 damage,
and can affect creatures normally hit only by magical weapons.
The hammer lasts for CL+1d3 turns. The hammer may not
move more than 30’ away from the caster.

24-27 The caster summons a hammer up to 60’ away. The hammer


can be used by anyone the caster designates, or it may act in-
dependently on the caster’s initiative and attack with the cast-
er’s standard action die. It is +3 to hit, does 1d12+3 damage,
and can affect creatures normally hit only by magical weapons.
The hammer lasts for CL+1d3 turns. The hammer may not
move more than 60’ away from the caster.

28-29 The caster summons a hammer up to 60’ away. The hammer


can be used by anyone the caster designates, or it may act in-
dependently on the caster’s initiative and attack with the cast-
er’s standard action die. It is +3 to hit, does 1d12+3 damage,
and can affect creatures normally hit only by magical weapons.
In addition any creature struck by the hammer must make a

28
Fortitude save DC 15, or be knocked prone. The hammer lasts
for CL+1d3 turns. The hammer may not move more than 60’
away from the caster.

30-31 As result 24-27 except the caster summons 2 hammers.

32-33 As result of 28-29 except the caster summons 2 hammers.

34+ The caster summons a hammer of truly epic quality. It can


only be used by the caster in melee combat. It bestows a +2d
to the caster’s normal attack and does 2d20 damage. Any
creature, regardless of size, that is struck by the hammer must
make a Fortitude save DC 20 or be knocked back 4d10 feet. If
the creature struck fails the save, the caster may attack another
target if it is within range. If that target is also knocked back
the caster may continue to attack targets as long as they are
within melee range.

Shake the Mountain


Level: 3 ( John Henry)
Range: Varies
Duration: Instant
Casting Time: 1 round
Save: Varies

General: The caster makes the earth tremble in a cone area of effect.

Manifestation: (1) the caster stomps his foot three times (2) the caster
strikes the ground with an oversized carnival mallet (3) cracks appear
in the ground (4) thousands of tiny, spectral imps appear and start to
river-dance, the earth shakes in time to their steps (5) the caster blows
into a tiny brass trumpet (6) the caster raps out a staccato tattoo on a
small hide drum.

29
1 Lost. Failure and patron taint.

2-11 Lost. Failure.

12-13 Failure, but spell is not lost.

14-17 The earth shakes slightly out to 60’. Any creature caught in
the area of effect must make a Fortitude DC 12 save or be
knocked prone.

18-19 The earth shakes slightly out to 60’. Any creature caught in
the area of effect must make a Fortitude save DC 12 or be
knocked prone. Also, on a failed save the creature takes 1d5
damage. Lightly secured or items on a table or chair falls to
the ground.

20-23 As 18-19 but range is 100’ and poorly constructed buildings


(wattle and daub, thatch huts, etc.) collapse, causing an
additional 1d4 damage to any inside.

24-27 The earth shakes vigorously out to 100’. Any creature caught
in the area of effect takes 1d5 damage and must make a Forti-
tude save DC 15 or be knocked prone and take an additional
1d5 damage. Lightly secured or items on a table or chair will
fall to the ground and poorly constructed buildings (wattle
and daub, thatch, huts, etc.) will be completely leveled, causing
an additional 2d4 damage to any inside.

28-29 As 24-27 but range is 200’ and normal buildings (wood,


timber, light or partial fieldstone, etc.) will partially collapse
causing an additional 1d8 to any inside.

30-31 The earth shakes violently out to 200’. Any creature caught in
the area of effect takes 2d5 damage and must make a Forti-
tude save DC 20 or be knocked prone and take an additional
2d5 damage. Sturdy buildings (stone buildings, masonry dun-

30
geon walls, etc.) will partially collapse causing an additional
2d8 to any inside or near a wall.

32-33 The earth shakes violently out to 400’. Any creature caught in
the area of effect takes 3d5 damage and must make a Forti-
tude Save DC 20 or be knocked prone and take an additional
3d5 damage. Sturdy buildings (stone buildings, masonry dun-
geon walls, etc.) will partially collapse causing an additional
2d8 damage to any creature inside or near a wall.

34+ The earth heaves up and down in colossal waves out to 500’.
Any creature caught in the area of effect takes 4d5 damage
and must make a Fortitude save DC 25 or be knocked prone
and take an additional 4d5 damage. Fortified structures (castle
walls, solid stone cliffs, hewn stone dungeon walls, etc.) will
partially collapse causing an additional 2d12 damage to any
creature inside or near a wall. The caster may open up a pass
directly through solid rock or mountainous terrain.

31
Varmints!

Folklore
Rumors from homesteaders filter back through the Dark Territories.
The Yellow Jacket Mining Company keeps detailed records of what it
finds in the ancient ruins beneath Brimstone. The wise elders of Sioux
villages recount incredible tales, and even the average person walking
Brimstone’s main street has seen things they can’t quite explain.

Allow the players to role-play their interactions with those in the


know, and reward them with a bit of folklore regarding the denizens of
the Dark Territories. If their encounter with a varmint is unexpected,
allow them a roll to determine if they’ve heard or read something of
importance, but limit their information to Common and Uncommon
Folklore only. Only through research, first-hand accounts, and dili-
gence can one uncover the Rare and Obscure.

If recalling something from memory or happenstance, use Intelligence,


but if the character is attempting to extract details from someone, use
Personality. A character’s occupation might also justify a roll, and a
player may opt to use this if their ability scores are sorely lacking.
Common (DC 10): The name of the varmint, a visual description, or
its origin.
Uncommon (DC 15): Vague ideas of the varmint’s strengths, weak-
nesses, or lair.
Rare (DC 20-25): Very useful information, such as specific abilities
or weaknesses.

32
Obscure (DC 30+): The varmint’s Achilles’ heel, and other useful
(and secret) details.
Other information, such as how to process the body into mundane
or magic items, can also be gleaned from Folklore. Adjust the DC
according to the usefulness of the information.

Mine Wight
Mine Wight: Init +1; Atk bite +1 melee (1d4) or claw +2 melee
(1d3 plus Luck drain); AC 12; HD 2d6; MV 30’; Act 1d20; SP
undead traits, Luck drain, infravision 100’; SV Fort +1, Ref +0,
Will +0; AL C.

Mine wights are created when unfortunate miners die in the presence
of demon ore deposits, or at the hands of other mine wights. Common
causes of death in a mine include suffocation, tunnel collapse, falling
into a chasm, noxious gas, and dehydration after getting lost. If some-
one is killed by a mine wight, they too will rise in 1d4 rounds as a mine
wight and be subservient to their murderer.

They may initially be mistaken for a lost miner, but as one gets near
they will discover the unearthly cold emanating from the mine wight.
Their long claws devastate flesh, and in addition to causing 1d3 dam-
age, a successful attack will drain 2 points of Luck from the victim.
The mine wight can use this drained Luck as a bonus to the next

33
attack or damage roll, and once used it is gone. If the mine wight is
destroyed and the body consecrated, any lost Luck will return after 8
hours of rest. Once a character’s Luck reaches 0, the character dies and
transforms into a mine wight instantly, without the delay experienced
in a death through physical damage.

Mine wights are quiet and cunning, and will surprise their quarry
more often than not. They are undead, and thus can be turned by cler-
ics if their tradition allows. They do not eat, drink, or breathe, and are
immune to critical hits, disease, and poison. They are also immune to
sleep, charm, and paralysis spells, as well as mental effects and cold
damage.

Folklore
Common (DC 10): At first, they appear to be lost miners, but their
long claws and fangs betray their true nature. They emanate an un-
earthly chill.
Uncommon (DC 15): They are commonly found near deposits of de-
mon ore. Their attacks cause lingering misfortune. If killed by a mine
wight, you’ll become one of them soon enough.
Rare (DC 20-25): They seem to attack the unluckiest first. They are
immune to mind affecting spells. Consecrate the body after killing a
mine wight to avoid lingering misfortune.
Obscure (DC 30+): A holy symbol, totem, or similar religious item
fashioned from the same demon ore or Hellstone that spawned it or
its master will grant a +2 to a cleric’s turning attempt.

Adventure Hook

A surveyor from The Yellow Jacket Mining Company disappeared in


some newly discovered tunnels. He has important maps and equip-
ment with him. The company hires the adventurers to rescue him and
his things. Could he already be a mine wight?

34
35
This printing of Black Powder, Black Magic Vol.2 is done under version 1.0 of the Open Gaming License, and the System Reference Docu-
ment by permission from Wizards of the Coast, Inc.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open
Game License, version 1.0: Dungeon Crawl Classics, DCC RPG, Mighty Deed of Arms, spell check, Luck check, spellburn, mercurial magic,
corruption, and disapproval are Product Identity of Goodman Games and used under license. Black Powder, Black Magic, Wicked West,
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Black Magic Vol.2, copyright © 2015 Stormlord Publishing, all rights reserved, visit www.stormlordpublishing.com or contact info@storm-
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Black Powder, Black Magic Vol.2 is copyright © 2015 Stormlord Publishing. Open game content may only be used under and in the terms
of the Open Game License.
OPEN GAME LICENSE Version 1.0a
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15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000 Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Dungeon Crawl Classics, Copyright 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact info@good-
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Black Powder, Black Magic Vol.2, copyright © 2015 Stormlord Publishing, all rights reserved, visit www.stormlordpublishing.com or contact
info@stormlordpublishing.com
Powered by TCPDF (www.tcpdf.org)
Powered by TCPDF (www.tcpdf.org)
Black Powder, Black Magic
A zine of six-guns and sorcery
Written and Published By
Carl Bussler and Eric Hoffman

Contributions By
Daniel Bishop
Noah Stevens

Cover and Interior Illustrations By


Todd McGowan

Proofreading By
Paul Wolfe

Layout By
Carl Bussler

For more adventures and supplements, visit Stormlord Publishing at


www.stormlordpublishing.com

First printing, June 2016

This product is based on the Dungeon Crawl


Classics Role Playing Game, published by
Goodman Games. This product is published
under license. Dungeon Crawl Classics and DCC
RPG are trademarks of Goodman Games. All
rights reserved. For additional information, visit
www.goodman-games.com or contact info@
goodman-games.com.

1
Contents
Fumbles in Black Powder, Black Magic .................................................. 3

Kung Fu Monk...................................................................................... 7

Spellburning with Demon Ore............................................................ 11

Strange Loot....................................................................................... 15

The Red Duke .................................................................................... 17

It’s Explosive: Black Powder................................................................ 27

Varmints! The Malcupine by Daniel Bishop ......................................... 29

Varmints! Black Tommy by Noah Stevens............................................. 31

Magic Item: Indigo Signalman’s Lantern ........................................... 35

“If you could kick the person in the pants responsible for
most of your trouble, you wouldn’t sit for a month.”

-Theodore Roosevelt

2
Fumbles in Black Powder,
Black Magic
by eric hoffman

In the Black Powder, Black Magic setting, the lack of armor requires a few
changes in the fumble mechanics. It is suggested that in a Black Powder,
Black Magic game (or other Wicked West style game), that all fumbles
are resolved with a d16 roll, modified inversely by Luck (a positive Luck
modifier reduces the result and a negative Luck modifier increases the
result).

For fumbles involving firearms, use the table below.

Roll Result

0 or less The chambered round is a dud, but nothing happens.

1 Wild miss! Luckily no innocent bystanders are hit.

2 Rookie mistake. You forgot to take off the safety!* Hilarity


ensues.

3 Trip! Uneven footing causes you to stumble as you fire. Make


a DC 10 Reflex save to avoid falling prone.

4 Damn Canadian knock-offs! The trigger breaks, the cylinder


falls out or some other such result of shoddy workmanship.
Firearm may be repaired with 10 minutes of work and a DC
10 Skill Check** after combat ends. Magical or exceptional
quality weapons may be immune or allow a Luck check to
avoid, at Judge’s discretion.

5 Spoiled powder! The damp, rust, or bad juju has spoiled all of
the ammunition in your weapon. It must be completely re-
loaded or abandoned.

3
6 Your sweaty palms cause a momentary loss of control. Take a
-1d penalty on any attacks the following round.

7 Stick to the fundamentals! Your slick moves cause you to drop


the weapon. You must pick it up with another action or draw
a new weapon.

8 Jam! The weapon jams and can only be cleared with a DC 15


Agility check or 5 minutes of work after combat.

9 Distracted! Your weapon makes a funny sound or bucks the


wrong way in your hand. -2 AC until the beginning of your
next turn.

10 You are jostled as you fire and have a 20% chance to hit an ally
instead. Make another attack roll.

11 Pop, no bang! The round is slowly cooking off in the chamber


and will go off in 1d3 rounds. If the character tries to fire the
weapon again see result 16+.

12 Overcharge! This round was not packed properly, the sting


causes 1d4 damage to the character and a DC 15 Agility
check is required or the firearm is dropped.

13 Same side! Your bullet goes astray or one of your less tactically
aware allies steps in the way. Roll another attack at +1d against
a random friendly.

14 You shoot yourself in the foot! Take normal firearm damage.***

15 Bad Jam! The round goes off in the weapon but the bullet
doesn’t exit. The weapon is useless for the rest of this combat
and may be permanently ruined (Luck Check). If it is not re-
quires a DC 10 Skill Check** and 10 minutes when combat is
over.

16+ Round explodes in the chamber causing normal firearm dam-

4
age*** to the character and the weapon is destroyed. Magic
weapons may make a DC 10 save using their + and the char-
acters Luck modifier as a bonus.

*Historically most western era firearms did not have safeties but for the
sake of comedy suspend your disbelief.

**Skill Checks are made with a d10 unless the character has an appropri-
ate background. In this case Gunsmith, Soldier, Hunter, etc.

***This damage may ‘explode’ as per normal firearm rules.

Optional Rule:
Variable Fumble Dice
The Judge may also want to use the following variable fumble die by class
and level chart.


Class and Level Fumble Die

All 0-level characters, Cleric 1-3, Thief 1-4, Wizard d16


1-6, Gambler 1-2, Prospector 1-3

Cleric 4-6, Thief 5-6, Warrior 1-2, Wizard 7-10, d14


Gambler 3-4, Prospector 4-6

Cleric 7-9, Thief 7-8, Warrior 3-4, Gambler 5-8, d12


Prospector 7-10

Cleric 10, Thief 9-10, Warrior 5, Gambler 9-10 d10

Warrior 6 d8

Warriors level 7+ d6

5
Kung Fu Monk
by eric hoffman

Scores of warriors from the mysterious and remote monasteries and


temples of the Far East have begun to appear throughout the Dark
Territories. Why they have suddenly issued forth from their religious
fastnesses is a mystery but clearly they are here for a purpose.

Kung Fu Monks are unparalleled martial artists. They use their bare hands
and feet, exotic asian cutlery, and improvised weapons to single handedly
take on powerful enemies and entire gangs at once.

Hit points: A Kung Fu Monk gains 1d10 hit points at each level.

Weapon training: Kung Fu Monks are trained with slings, short bows,
long bows, blowgun, all melee and thrown weapons, including improvised
weapons. Kung Fu Monks may never use firearms.

Alignment: Most Kung Fu Monks tend toward the Lawful alignment.


They are dedicated and disciplined warriors that spend a lifetime perfect-
ing their minds and bodies.

Neutral Kung Fu Monks are mostly from those orders that are dedicated
to a very specific ideal or purpose, such as defeating a particular enemy,
protecting a particular class of person, etc. Because of this single minded
focus they tend to ignore other questions of alignment, good vs. evil or
law vs. chaos. This gives the appearance of Neutrality through disinterest.

Chaotic Kung Fu Monks hail from temples that were infiltrated long ago
by extraplanar forces of chaos or criminality. Although individually still
very disciplined, chaotic Kung Fu Monks serve dark masters with their
own agenda that can range from summoning a dead chaos god or simply
distributing the fruit of the poppy.

Martial Arts Master: Kung Fu Monks are expert combatants in their


chosen styles of martial arts. Each Kung Fu Monk must select two from

7
the following categories: melee weapons, unarmed, thrown weapons, mis-
sile weapons, or improvised weapons. In his selected category he is able to
use a Deed Die as a Warrior, per the table on page 9.

Unarmed Damage: Kung Fu Monks are able to use their hands and feet
as deadly weapons. When fighting unarmed they do damage according to
the table on page 9.

Those Kicks are Fast as Lightning: Kung Fu Monks receive the ability
to do multiple attacks earlier and more often than any other class, as the
table below indicates. As usual, the Deed Die (if applicable) applies to all
attacks in the combat round.

Mind, Body and Spirit: Through years of esoteric training, the Kung
Fu Monk is very resilient to all forms of attack. This is represented by
the Kung Fu Monk having significantly better saving throws than other
classes.

Leap of the Grasshopper: At an early stage of training Kung Fu Monks


learn to make amazing leaps and bounds. A Kung Fu Monk may always
make a percentage of his total movement equal to his level as a jump,
needing no equipment or running start. At 10th level a Kung Fu Monk
may literally fly!

Luck: Kung Fu Monks may apply their Luck modifier, if any, to all at-
tacks with their chosen category of martial arts as well as their Initiative.

Action Dice: Kung Fu Monks receive multiple action dice starting at


3rd level and may only use them for attacks in their chosen martial arts
category.

8
Level Attack Crit Die / Action Dice Unarmed
Table Damage

1 +d3 1d10/III 1d20 1d4

2 +d4 1d12/III 1d20 1d5

3 +d5 1d14/III 1d20+1d14 1d6

4 +d6 1d16/IV 1d20+1d16 1d7

5 +d7 1d20/IV 1d20+1d20 1d8

6 +d8 1d24/V 1d20+1d20+1d14 1d10

7 +d10+1 1d30/V 1d20+1d20+1d16 1d12

8 +d10+2 1d30/V 1d20+1d20+1d16 1d14

9 +d10+3 2d20/V 1d24+1d20+1d16 1d16

10 +d10+4 2d20/V 1d24+1d24+1d20 1d18

9
Level REF FORT WILL Armor
Bonus

1 +2 +2 +2 +3

2 +3 +3 +3 +4

3 +3 +3 +4 +5

4 +4 +4 +4 +6

5 +5 +5 +5 +7

6 +5 +6 +5 +8

7 +6 +6 +6 +9

8 +7 +6 +6 +10

9 +7 +7 +7 +11

10 +8 +8 +8 +12

10
Spellburning with
Demon Ore
by eric hoffman

One of the reasons that Demon Ore is so sought after in the Dark
Territories is that practitioners of magic have discovered they can fuel
their spells and rituals with the chaotic residue of power that Hellstone
contains. Not unsurprisingly, adding the pure essence of chaos to the
already unpredictable and dangerous nature of spellcraft can have
incredible effects.

When using Demon Ore to add spellburn to a casting, the Wizard must
roll on the appropriate table below to determine how the spell is affected.
Although generally favorable, the nature of the effects are always unpre-
dictable. The Hellstone is always consumed in the process, regardless of
the result unless stated otherwise, and must be used immediately before
casting the spell, exactly like spellburn per the core rules.

Generic Demon Ore Spellburn


Table (D7 )
Judge’s may use this table to calculate effects for all Demon Ore, or
varieties they have created for their own game, if they do not desire to
also make their own specific tables.

1 +1 spellcheck

2 +2 spellcheck

3 -1 spellcheck

4 +3 spellcheck

5 -2 spellcheck

11
6 +4 spellcheck

7 -4 spellcheck and caster must make a Willpower Save equal


to the rolled spellcheck or a small gate opens long enough to
admit 1d3 4 Hit Die Demons.

Frog Eyes Spellburn Table (d7)


Frog Eyes are known to be even more chaotic in their effect on spells than
other Hellstones. Caster beware!

1 +4 spellcheck

2 -3 spellcheck and caster must make a Fort save equal to the


spellcheck or become violently ill for 1d5 rounds, unable to
take any action other than half movement and retching.

3 +1 spellcheck

4 +2 spellcheck

5 -1 spellcheck

6 The spell fails and the caster automatically suffers minor


corruption.

7 +4 spellcheck and all variable numeric effects of the spell are


doubled.

Moonstone Spellburn Table (d10)


Moonstone is known as the most stable, if not most spectacular, Demon
Ore to use when enhancing a spell’s power.

1 +1 spellcheck

12
2 -1 spellcheck

3 +2 spellcheck

4 -2 spellcheck but caster is at +1d for any saving throws for the
next 1d14 turns.

5 +1 spellcheck

6 +2 spellcheck

7 -1 spellcheck

8 +1 spellcheck but the caster must make a DC 8 Willpower


save or suffer a minor corruption.

9 -2 spellcheck

10 +2 spellcheck and one variable numeric effect of the spell is


increased by 20%.

Queen’s Teeth Spellburn Table (d6)


Queen’s Teeth is very difficult to carry and handle, but if done successfully,
can add power and longevity to spells.

1 No effect, the Queen’s Teeth breaks while being handled. Re-


flex save DC 8 or suffer 1d4 damage from the jagged edge.

2 +1 spellcheck and all variable numeric effects of the spell are


increased by 50%.

3 -1 spellcheck

4 +4 spellcheck and all variable numeric effects of the spell are


increased by 100%.

13
5 -4 spellcheck and the Queen’s Teeth explodes causing 1d6
damage to the caster. In addition the caster must make a Will-
power Save DC 10 or suffer minor corruption.

6 +4 spellcheck and the spell duration becomes permanent.

Indigo Steel Spellburn Table (d7)


Only the insane or desperate carry Indigo Steel to use for spellburn as
prolonged exposure to the unworked Ore is known to cause debilitating
effects, deformities and corruption. Then again, if used successfully the
results can be terrifying.

1 Pholgiston Disturbance! Roll on the table in the core rulebook


and apply all effects to the single caster, even if contradictory!

2 +8 spellcheck and all enemies within 60’ of the caster must


make a Willpower save, DC of the final spellcheck, or fade
away into motes of purple glowing dust.

3 +2 spellcheck

4 -4 spellcheck and caster suffers a major corruption

5 caster may make 2 spellchecks at +4 each and apply all effects,


effectively casting the spell twice.

6 -2 spellcheck and caster suffers 1d4 minor corruptions.

7 spellcheck at +2d and all other spellchecks at +1d for 1d4


rounds

14
strange Loot
If you were faster on the draw than Ol’ Nine Toes, you earned the right
to go through his haversack. If you survived your encounter with El Ma-
cabre and his hideous constructs, then waste no time searching his vile
laboratory for valuables. Below is a list of oddities to make that recent
haul more interesting.

1. A human scalp of pure white hair that floats on air.


2. A brass mirror that shows no reflection of man.
3. A labeled apothecary bottle of powdered mastodon bone.
4. An unfired brass rifle cartridge of unknown and immense caliber.
5. A small tube of E.B. Hendershot’s Amazing Adhesive.
6. A small tin oil can labeled E.B Hendershot’s Super Solvent.
7. A small wood figurine of a hog. It radiates magic if detected.
8. A Boston rocker made of black iron, weighing 400 lbs.
9. A silver snuff tin containing dried leaves from a hangman’s tree.
10. A tomahawk made from the jaw bone of an unknown creature.
11. A paper bag with a dozen purple caps from an Angel’s Eye cactus.
12. A perfect sphere of polished copper weighing 5 lbs.
13. A frogmouth potion. Breath underwater, jump 180’ for 1d4 hours.
14. A cavalry bugle. When blown, it emits the screams of the dying.
15. A sizzling cast iron skillet which needs no fire to cook.
16. A branding iron from the Triple 6 ranch. It deals 1d6 damage.
17. A small music box that plays random, dischordant notes.
18. A black billy goat. Periodically. he speaks strange words.
19. A box camera, it’s film plate exposed. Have the film plate developed.
20. A pair of spectacles which allow you to see twice as far in moonlight.
21. A canary in a birdcage that sings the Battle Hymn of the Republic.
22. A rusty iron gear weighing 2 lbs, stamped with glowing runes.
23. A bayonet covered in ice and frost that won’t melt.
24. A Mason jar full of eyeballs that follow your every move.
25. A brass compass that won’t point north, but points to something...
26. A pair of handcuffs built for a child. The key is nearby.
27. A porcelain doll that cries if left alone.
28. A bloody letter opener. Inflicts 1 point of damage.
29. A rosewood cross that allows the wearer to walk on water.
30. A silver-plated and filligreed bone saw with an ivory handle.

15
The Red Duke
by eric hoffman

The entity now known as The Red Duke was once a raider and explorer
from dark ages Norway named Thorgils Ulfsson. He was a very spiritual
Viking, a priest among the Norse in fact, who was always seeking evi-
dence of the gods’ influence in the world of men. Their ship was blown off
course while heading to Ireland, but they eventually found their way to
the new world. Once there, Thorgils Ulfsson was overcome by the spirits
of this new land and enticed by the darker spirits of the primeval frontier.
Thorgils made fitting sacrifice by slitting the throats of each and every
Norse raider while they slept, thus gaining much knowledge and power
from the spirits of this new land.

Thorgils then disappeared into the forest and has wandered the Americas
ever since, gaining longevity and power. He sometimes will extend his pa-
tronage to Wizards and Warriors. He has a hatred of “The New Faiths” as
he calls them, which encompasses just about every tradition and religion
other than his own unique view of the multi-verse.

He often appears to his clients as a wanderer of some sort. His favorite


guise is that of Rodger Hertog, a hard-scrabble prospector.

Invoke Patron check results


Roll Result

12-13 The Red Duke is disgusted by the casters ineptitude. He


grudgingly grants a +2 to the caster’s next spell check but after
the spell is cast it is lost for the remainder of the day.

14-17 The Red Duke is busy but spares some time to increase the
caster’s ability to save his own hide. All saving throws are made
at +2d for the remainder of the day.

17
18-19 The Red Duke sends the caster protective charms equal to
CL+1d4. Each charm increases the wearer’s Armor Class by 2.
The magic wears off after 1d4 hours.

20-23 The Red Duke makes a bargain with the Norns on the caster’s
behalf. For the next 2d3 hours the caster cannot die. Many
other horrible things may happen to him but he will auto-
matically make any Luck check for the purposes of rolling the
body.

24-27 The Red Duke sends two special ravens to serve the caster
for 24 hours. The ravens can speak any language and obey the
caster faithfully. The caster can use the raven to cast any spell
as if the raven was the caster.

28-29 The Red Duke sends a eight-legged horse to serve the caster
for 24 hours. The horse can move at 100’ per round in combat
and 40 miles per hour when moving overland. The horse has
8HD, is immune to mundane weapons, can detect invisible
creatures and conveys a +4 AC to the caster while mounted.
The horse will accept up to 3 riders designated by the caster
but will violently rebuke all others that attempt to mount.

30-31 Thunder! The Red Duke infuses the caster with the power of
Thor, granting him the ability to call down thunderclaps on
his enemies. The caster may call down 1d3+CL thunderclaps,
each causes 3d7 damage (Fort save for half ) to any creatures
within 20’ of the target location. In addition to the damage any
creature in the area of effect must make a second Fort Save or
be stunned for 1d3 rounds.

32+ Thunder and Lightning! Same effects as a result of 30-31 plus


the initial target of the attack is also hit with a lightning strike
which causes CLd8 electrical damage (Fort save for half ).

18
Patron Taint: The Red Duke
Roll Result

1 The caster must tattoo himself at the next available opportu-


nity. At first the tattoos are small and barely noticeable but on
subsequent results they are larger and more disturbing incur-
ring a -1 to Personality.

2 The caster feels the urge to wander, for each month he main-
tains a residence in the same place (town, part of city, etc.) he
loses a point from a random ability permanently. On a second
result the time until the caster must move is reduced to a week.
For a third result the time is only one day.

3 Berserk Fury. The caster has a small chance (5%) of going ber-
serk each combat he enters. When berserk, the caster tempo-
rarily gains 4 Strength, Agility and Stamina as well as d10 hit
points per caster level. While berserk, however, the caster is
unable to cast spells or use items that produce spell-like effects
(wands, etc.). On a second result the chance increases to 10%.
On a third result the chance increases to 25%.

4 Zealotry. The caster begins to foster an irrational hatred of any


religion or faith tradition that has come to the new world since
the late 900s. He suffers a Personality modifier of -2 when
dealing with any adherents of those faiths. On a second result
the penalty is increased to -4 and on a third result the caster
refuses to be in the presence of such people.

5 The caster begins to hear the spirits of the land speaking to


him and cannot help but occasionally respond to them. Others
think he is talking to himself. On a second result the conver-
sation is fairly regular and the caster suffers a -2 to his Person-
ality permanently. On a third result the voices of the spirits are
so distracting that the caster also suffers a permanent -2 to his
Intelligence.

19
6 The caster refuses to trim his hair or beard as this is a sign of
a thrall! At first the strange style is merely memorable and
the caster takes a -1d on any attempts to hide his identity.
On subsequent results, however, the caster goes to further ex-
tremes and begins to tie fetishes in his hair or braid his beard
in strange and distracting fashions, suffering a -1 to Personal-
ity on each result.

Spellburn: The Red Duke


Roll Spellburn Result

1 Blood! The Red Duke requires blood to power the caster’s


magic. The caster must cut himself. The resulting blood loss
manifests as stat loss.

2 Pain! The caster must inflict pain on another creature. If the


creature is willing, then the caster may gain twice the number
of spellburn points as the creature is willing to take in stat loss.

3 Oath! The Wizard must agree to undertake a task on behalf of


The Red Duke. The task difficulty is directly proportional to
the amount of spellburn.

4 Fate! The Wizard temporarily frays the threads the Norns have
woven for him. For one point of spellburn gained the Wizard
must take a -4 to the next meaningful spellcheck, attack roll,
saving throw or skill roll. Each additional point of spellburn
inflicts a penalty on another subsequent check.

Patron Spells: The Red Duke


Those who bargain for power with The Red Duke learn three unique
spells:

Level 1: Runic Shotgun

20
Level 2: Alter Hamingja

Level 3: Forest Primeval

Runic Shotgun
Level: 1 (The Red Duke), Range: Caster, Duration: Varies, Casting
Time: 1 action, Save: None

General: The caster inscribes secret, magical runes into a mundane piece
of wood or iron and a magical shotgun is summoned that may only be
used by the caster for the duration of the spell, after which the weap-
on disappears. Unless otherwise noted in the spell check description, the
weapon functions as a normal shotgun with respect to range, firing mode,
ammo capacity and damage. A caster may take a lesser effect if desired.

Manifestation: (1) The caster reaches into various pockets and pouches
and produces several pipes, gears and lenses that fit together into a short
brass and wood contraption (2) a fine Italian fowling piece with blue-steel
barrel and carved walnut stock appears in the caster’s hands (3) a battered
blunderbuss is conveniently found leaning against a nearby wall, behind
a rock, in a drawer, under a bed, etc. (4) a gleaming Valkyrie appears and
presents the caster with a heavy, axe-like shotgun which can also be used
to melee at the same attack bonus and does 1d10 plus strength damage
[5] a hip holster containing a wicked looking sawed-off appears on the
casters waist.

1 Lost, failure and patron taint.

2-11 Lost. Failure.

12-13 The shotgun lasts for CL rounds. The weapon appears fully
loaded but the caster must provide ammunition for any re-
loading.

14-17 The shotgun lasts for CL rounds, is +2 to hit, and mundane


ammunition also magically appears for the spell’s duration.

21
18-19 The shotgun lasts for CL+2d5 rounds, is +4 to hit and mun-
dane ammunition for reloading also magically appears for the
duration of the spell.

20-23 The shotgun lasts for CL+2d6 turns, is +2 to hit and mundane
ammunition for reloading also magically appears for the dura-
tion of the spell.

24-27 The shotgun lasts for CL+2d5 rounds, is +6 to hit, magically


reloads to full capacity at the beginning of each round, and
each barrel inflicts 3d4 damage. This damage explodes like
normal firearm dice. Furthermore the ammunition is consid-
ered to be magical and can affect supernatural creatures nor-
mally unaffected by mundane weapons.

28-29 The shotgun lasts for CL turns, is +6 to hit, magically reloads


to full capacity at the beginning of each round, and each barrel
inflicts 3d4 damage. This damage explodes like normal firearm
dice. Furthermore the ammunition is considered to be magical
and can affect supernatural creatures normally unaffected by
mundane weapons.

30-31 The shotgun lasts for CL+1d6 turns, is +6 to hit, magically re-
loads to full capacity at the beginning of each round, and each
barrel inflicts 4d4 damage. This damage explodes like normal
firearm dice. Furthermore the ammunition is considered to be
magical and can affect supernatural creatures normally unaf-
fected by mundane weapons.

32+ The shotgun lasts for the remainder of the day, is +8 to hit, has
double the normal range of a shotgun, magically reloads to
full capacity at the beginning of each round, and each barrel
inflicts 5d4 damage. This damage explodes like normal firearm
dice. Furthermore the ammunition is considered to be magical
and can affect supernatural creatures normally unaffected by
mundane weapons.

22
Alter Hamingja
Level: 2 (The Red Duke), Range: 60’ or more, Duration: 24 hours,
Casting Time: 1 turn, Save: Varies

General: The once mighty Gods of the Norse may not have the power
they once did in the mortal world, but they are still able to nudge reality
here and there in favor of their disciples. By beseeching them on behalf
of the caster, The Red Duke is able to provide a myriad of boons to his
clients. The caster may always choose a lesser result on the table below.
Once this spell is cast successfully it may not be cast again in the same 24
hour period.

Manifestation: None or as listed by result.

1 Lost, failure and patron taint.

2-11 Lost. Failure.

12-13 Failure, but spell is not lost.

14-17 Silver-Luck: Fortune finds the caster, literally. Any found, won
or earned treasure is 1.5x as valuable as it normally would be.
Bronze and copper items turn to silver, alexandrite becomes
emerald and anklets transform into tiara.

18- 21 Battle-Luck: The caster gains a bonus of CL temporary Luck


points to spend on any roll involved in a combat for the day.
This can be on an attack roll, a spell check, a saving throw
or any other roll the Judge deems applies. In addition, if the
caster is reduced to zero hit points he may not only apply any
remaining Luck points to his total Luck for purposes of recov-
ering the body, he also gets one reroll if the first Luck roll fails.

22-25 Travel-Luck: The caster, and any allies travelling with the cast-
er, have incredible fortune on the days travel. Rivers thought
to be uncrossable are running low, mountain passes thought to
be snowbound are inexplicable and temporarily passable, roads

23
are in good condition, etc. The party reduces the time to travel
by 10% per CL. In addition any chances for wandering mon-
sters,, disasters or other undesirable encounters are reduced by
a similar percentage. For example, a 5th level caster can make
a trip that normally takes 10 hours and has a 1 in 6 chance for
wandering monsters become a 5 hour trip and have only a 1 in
12 chance for random encounters.

26-29 Companion-Luck: All henchmen, hirelings, familiars or other


creatures beholden to the caster (although not other PCs or
classed characters) gain ½ CL HD (rounded down) and +1 die
to any checks required throughout the day.

30-33 Spell-Luck: The caster may choose one result above or below
that which is rolled for any spell cast during the day. For spells
in which a lesser result may be chosen (such as this one) the
caster may instead make the spell check at +1 die.

34+ Wyrd-Luck: The Norns drastically reweave the skein of the


casters life for this day and he may choose 2 of the results on
this table.

Forest Primeval
Level: 3 (The Red Duke), Range: Varies, Duration: Varies, Casting
Time: 1 turn, Save: See below

General: The caster calls upon the primal forces of the unspoiled wil-
derness to temporarily emerge around the caster. The wilderness repulses
all associated with elements of recent invaders and immigrants as well as
protects the caster and his designated allies.

Manifestation: (1) giant, first-growth oak and elm trees (2) jagged spires
of New England granite (3) tangle of hawthorne, briars and nettles (4)
orchard-like rows of white birch with blood-red leaves (5) mist and fog
with no discernible origination, crashing waves can be heard faintly.

24
1 Lost, failure and patron taint.

2-11 Lost. Failure.

12-13 Failure, but spell is not lost.

14-17 Within the confines of the temporal wilderness any creature


not native to the Americas (excepting the caster and desig-
nated allies but including most humans that are not part of a
local native tribe) must make a Willpower saving throw or be
unable to enter.

If currently within the confines of the spell they must leave as


quickly as possible, suffering -2 die on any checks made until
they do. In addition no spells or magical effects (including the
casters) work within the confines of the summoned wilder-
ness. The Judge may make an exception for magics somehow
tied to, or originating from, the land itself (for instance the pa-
tron spells of Johnny Appleseed). Any healing, recovery or re-
gaining of beneficial abilities by the caster and his allies while
within the wilderness is at double the normal rate.

From outside visibility into the affected area is only 5’, includ-
ing creatures with infravision. Missile weapons or spells tar-
geted within the affected area detonate on the outside, so that
very powerful weapons or spells could affect those inside if the
radius is large enough. The dark power of the primeval wil-
derness is seductive, however, and the allies of the caster and
any creatures that succeed on their Willpower save to enter or
remain within the forest must make a second Willpower save
if they wish to leave before the duration of the spell is over.
The caster may not take a lesser result and may not dispel the
wilderness early!

At this result the wilderness has a diameter of 60’ and lasts for
2 turns.

18-19 At this result the wilderness has a diameter of 60’ and lasts for

25
1 hours.

20-23 At this result the wilderness has a diameter of 100’ and lasts
for 3 hours.

24-27 At this result the wilderness has a diameter of 100’ and lasts
for 8 hours.

28-29 At this result the wilderness has a diameter of 200’ and lasts
for 8 hours.

30-31 At this result the wilderness has a diameter of 1000’ and lasts
for 2 days.

32-33 At this result the wilderness has a diameter of 1 mile and lasts
for 1 week. In addition all of those within gain 1d3 Luck.

34+ At this result the wilderness has a diameter of 1 mile and is


permanent! In addition the Saving Throw to leave is at -1 die!

26
It’s Explosive:
Black Powder
In this series of articles we’re going to share our thoughts on various ex-
plosives, both mundane and supernatural. We’ll start with black powder
blasting stick. While less powerful and more dangerous to the operator
than its successors, it’s still found in old mines and can be easily created. It
explodes when exposed to fire, and the fuse can be lit by torch, cigar, spark
from flint and steel, etc.

As a standard, we suggest that all explosive sticks (black powder, dyna-


mite, TNT, etc.) are 8” long and 1.25” in diameter. Fuse length can be
modified as needed, from a very short (explosion in 1 round), up to a
minute by using an entire spool of fuse.

Using an explosive stick in a mundane scenario, such as clearing a tunnel


collapse, creates no additional risk of injury. But if used as a weapon, in-
corporated into a trap, or used under duress, a Luck check is required to
avoid lighting the fuse too close to the stick, crimping the blasting cap too
close to the primary charge, or otherwise mishandling which will cause
early deflagration or detonation. The Prospector class (see Black Powder,
Black Magic v2) is not subject to this rule and may handle explosives such
as black powder, dynamite, and TNT, without additional risk.

Black Powder Blasting Stick

Cost: $4/full stick, $1/60’ spool of fuse

Damage: Full stick: 4d4/r20’, Half stick: 2d4/r10’, Quarter stick: 1d4/r5’

Save: Reflex DC15 for half damage, Fort DC15 or be deaf and stunned
for 1d6 rounds

Black powder is also transported in barrels known as powder kegs, weigh-


ing 8 pounds each, and if exposed to fire, will deflagrate. Damage is 8d4
within a 20’ radius.

27
Varmints!
The Malcupine

By daniel bishop

A malcupine appears like a combination between a large porcupine and


a centaur, except that the features of the upper torso are equally porcu-
pine-like, save the creature’s hands and glowing orange eyes. A malcupine
is only between 3½ to 4 feet tall.

Any creature that attacks a malcupine with a weapon shorter than a spear
is at risk of being damaged by the creature’s quills (Ref DC 10 avoids).
These quills do 1 point of damage and remain embedded in the victim.
Each round, a DC 10 Will save must be made, or the victim suffers 1d3
points of Personality damage. When a victim’s Personality is reduced to
0, it becomes the willing slave of the malcupines. A single attack’s worth
of quills can be removed with a DC 10 Agility check, an appropriate skill
check, or applicable magic – until all the quills are removed, though, the
Personality damage and the festering wound do not heal. A natural “1”
when removing quills makes things worse – the quill embeds itself deeper,
and the victim takes 1d3 Personality damage (no save).

A malcupine can attack with either a bite or a tail slap. A successful tail
slap attack automatically embeds quills in the target. The 1 point of dam-
age from the quills is already part of the tail slap damage; the potential
Personality damage is additional.

Malcupines resist damage from normal weapons, having 5 points of


damage resistance unless a weapon is of +2 value or equivalent.

These evil creatures live on the outskirts of human and demi-human com-
munities in pine woodlands, where they survive by scavenging garbage as
well as the occasional child or pet. A community of malcupines usually
consists of 1d4 members plus a leader type. A leader knows 1d3 1st level
wizard spells, which can be cast with a +1d5 bonus.

29
Malcupine: Init +0; Atk tail slap +0 melee (1d2 + quills) or bite +1 melee
(1d3); AC 11; HD 1d6; MV 20’; Act 1d20; SP quills, DR 5/+2; SV Fort
+1, Ref +1, Will +3; AL C.

Malcupine Leader: Init +1; Atk tail slap +1 melee (1d2 + quills) or bite
+2 melee (1d4); AC 12; HD 3d6; MV 20’; Act 1d20; SP quills, DR 5/+2,
spells; SV Fort +2, Ref +2, Will +6; AL C.

Folklore
Use the stat appropriate to the method used to acquire this information.
If inquiring with the locals, use Personality, if doing research in the library,
use Intelligence, or, if you’re out in the wild, use Luck.

Common (DC 10): Evil creatures like malformed porcupines sometimes


live in the wood. Their eyes glow with an eerie orange light.

Uncommon (DC 15): Some folk call these creatures “malcupines”. They’re
attracted to human refuse, and eat the occasional pet or child. Their quills
can sap you of your will, and make you their slave.

Rare (DC 20-25): Malcupines are attracted to salt, and salt may some-
times be used to trick them or to bargain. Beware, though, for malcupines
keep their word only as long as the balance of power is not on their side.
A hive of malcupines is ruled by a shamanic leader, who can cast spells
like a wizard.

Obscure (DC 30+): The spells of a malcupine shaman are linked to some
object, a treasure kept hidden near the places he torments. A person who
finds and holds that object can demand anything of its owner, and is im-
mune to that shaman’s spells. Should the holder lose the object, though,
malcupine vengeance may be terrible.

Adventure Hook
A malcupine’s spells are a powerful tool when fleecing a town of its mon-

30
ey. A banker used the spell object of a malcupine shaman to force just
such aid. Now, having lost it, the desperate banker hires the adventurers
either to recover it, or to wipe out the malcupine hive before they can take
their vengeance on him.

Plot Twist: The object is now held by a bitter preacher, who wishes to
repay the town’s sinful ways with ruin.

Black Tommy: A Really


Hateful Engine
By noah stevens

Black Tom was a gleaming steam train of the Baldwin 0-4-0 type, be-
loved by his crew and owned by a private freight line in Missouri, the TH
Railway Company. It was one of the first of its type to roll off the factory
floor in Pennsylvania, and had served well for only a few years when it was
hijacked in October of 1872.

A notorious outlaw known as “Demon-Eyes” Sentenza, boarded the


train with a cohort of ghouls, each clutched in the grip of the summoned
bat-demon. Sentenza murdered most of the crew and planned to use the
train to commit a mass sacrifice of innocents by animating the thing with
an other-worldy will.

As the sigils on the firebox writhed and twitched, a grimacing and pet-
ulant face appeared on the front of the engine. Sentenza was cowed, and
his ritual sacrifice of the crew was only sufficient to entrap the demon
within, now frustrated and vengeful. A stalwart band of private citizens
unhooked the demonic engine from the rest of the train, and it chugged
into the arid lands west of the sleepy town of Winslow, causing mayhem
and murder wherever it went. Eventually, it was buried purposefully under
an avalanche and incorporated into a dam.

Tommy is a large demon, though a lowly and petty one. His bulk is rusty
iron and flabby sinews, with a blackened funnel spewing team and smoke.

31
Towering at 18 feet tall, he lumbers around the countryside on legs as
thick as tree trunks and can take to the rails as he likes. He must stop and
drink water as he is able, but the fire in his firebox cannot, and will not, ex-
pire naturally. Wherever he goes, a plaintive “PEEP PEEP” rings out over
the countryside, and the normally cheery sound now sets locals on edge.

He gains all the critical attacks of a Giant (Table G in the core book, page
385), and in addition, can breath a gout of superheated steam once per en-
counter, doing 2d12 damage to all directly in front of him to a maximum
distance of 20’. A successful DC 14 Reflex save will halve this damage.

Following a breath attack, Tommy will recuperate for 3 full combat rounds
and will be slowed to 20’ .His action die will be reduced by -2d, as his en-
gine returns to speed. He is not very bright and easily tricked with flattery.
He loves nothing more than to destroy buildings, topple other trains, and
to tear up train tracks everywhere he goes.

Black Tommy: Init +5; Atk flaming punch +5 melee (3d6) or stomp +7
melee (2d10) or steam blast; AC 21; HD 10d10 (HP 85); MV 50’; Act
2d24; SP immune to heat damage and non-magical weapons, double
damage from cold attacks, -2d save vs Charm Effects; crit on 20-24; SV
Fort +20, Ref -5, Will -5; AL C.

Folklore
Use the stat appropriate to the method used to acquire this information.
If inquiring with the locals, use Personality, if doing research in the library,
use Intelligence, or, if you’re out in the wild, use Luck.

Common (DC 10): Black Tommy is incredibly strong, but beware his
blast of steam. He seems to lose momentum and drive after a blast of
steam, so that’s a good time to strike, or run away.

Uncommon (DC 15): There’s no point in fighting fire with fire, because
Tommy’s immune to it.

Rare (DC 20-25): The demon engine burns hot with hellfire, and he

32
seems to steer clear of the mountains and the colder climate further north.
The cold is his Achilles heel.

Obscure (DC 30+): Another option to consider when dealing with Black
Tommy is parlay. He’s not that bright, enjoys flattery, and is charmed
easily.

Adventure Hook
It’s a year of El Niño. Rraging storms have flooded the desert, and the
dam that imprisoned Black Tommy has burst. Trappers last spotted the
mechanical beast headed into the petrified forest just 60 miles west of
Winslow, which is the territory of the lost indian tribe of Colohocha...
troglodytes.

If Black Tommy subdues the tribe, together they would be a terrible force.
Currently, the cannibalistic natives are content to slaughter only those
who venture into the fossil-rich lands, but a war party led by Black Tom-
my would surely put an end to prospecting, trapping, and virtually all
commerce and expansion in the area.

To make matters worse, U.S. army scouts report that Black Tommy is
now leading a group of troglodytes in reclaiming the meteoric rock at
the center of Canyon Diablo Crater, just 18 miles from Winslow. What
vile purpose will Black Tommy have for this otherworldly metal? Will he
fashion armor and weapons for himself, or will this be used to outfit the
troglodyte tribal warriors?

Plot Twist: What is commonly believed to be a meteor is in fact demon


ore. Ore of this type is only found deep underground, so this is a rare
opportunity to acquire the metal without delving.

33
The Indigo Signalman’s
Lantern
By noah stevens

Appearing for all intents and purposes as a standard railroad signalman’s


lantern, bearing the stamp of the United Continental line, this artifact
differs from others of its kind only by the bluish-purple luster of its thin
metal. The orignal owner was Geordi Gammill, who died in a railway
blasting accident in 1864.

Kept in a cupboard by his widow Delilah, it subtly changed when The


Soul Rending was complete, although Delilah met a tragic end before
she knew the value of her keepsake. It burns oil - mainly whale oil, pro-
saically, but if it is grasped during dusk, the handler will learn its unique
properties.

If the lens is scryed at this time, the handler will receive the suggestion
that camphene is fine, coal oil is sufficient, and Pennsylvania oil will do,
but if filled with rendered human fat, then the lantern will provide the
effect of Protection from Good or Evil (either one, but not both) within
the circle of light it casts.

This is considered to be at level 18 on the casting results, and can be en-


hanced by Spellburn of attributes by the user. The lantern will sputter and
smoke and operate in this fashion for 1d4 turns plus one turn per point of
Spellburn, howling dire notes as oxygen combusts with Hellfire.

adventure hook
Grave robbers and relic hunters are currently using this lantern to plunder
the sacred burial grounds of local tribes, bypassing the spiritual guardians
on those lands. You could make allies of the tribe by vanquishing these in-
truders and returning the relics to their rightful place, or keep the lantern
for your own nefarious plans.

35
This printing of Black Powder, Black Magic Vol.1 is done under version 1.0 of the Open Gaming License, and the System Refer-
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