DCC Character Level 1: Hilda Breadon

Level 1: Umur Pearlhammer

Level 1: Ethys Haffoot

Level 1: Erin Wywood

It’s time for the fourth and final member of our surviving Funnel party for my Dungeon Crawl Classics storytelling (the other three are linked above). If you’ve been reading along to this point, there is absolutely no surprise what class I’m choosing for Graymoor’s village baker, Hilda Breadon. Yep, she’s the Wizard. On paper, Ethys or Erin look like better fits, but the story with Hilda as the Wizard makes too much sense to ignore.

Here was Hilda’s Level-0 character sheet:

Hilda Breadon. Level 0 Baker. STR 9, AGL 11, STA 18, PER 9, INT 11, LCK 11. Init +0; Atk rolling pin +0 melee (1d4); AC 10; HP 7; MV 30′; Act 1d20; SV Fort +3, Ref +0, Will +0; LNG Common; AL Lawful; Equipment: chain, flour, 26cp.

Hilda was my first and only 18 on any single ability score. She is as tough as they come, with a +3 Stamina and whopping 7 hit points. Unfortunately, everything else about her is utterly average. Until the very end of her adventures, she wielded a rolling pin for goodness’ sake! Once I’d started playing and writing Portal, you may notice that I gave Hilda almost no airtime in the narrative until the end.

One I realized she may very well survive to be Level 1, I assumed her toughness would translate into a mediocre Warrior. But then her greedy nature started to emerge from the story, and I became more and more comfortable with Hilda as a Wizard. As I heard in an interview with one of the DCC designers, Wizards are the junkies in the game, interested in acquiring power at the expense of themselves and those around them. That fit my understanding of Hilda perfectly. Then the party found a magic orb, which was my excuse for granting her spells and a patron.

As I’ve said before, many people believe the bonkers magic system is the best thing about DCC, and Wizard spellcasting is really what they’re talking about. There’s a lot to cover, so let’s dive right in…

Hit Points: As the Wizards of almost any old school game, Hilda only gets d4 hit points per level. Thankfully, she has a good base, will min out at half, and will get that sweet +3 bonus. The roll is… 4! Ha! Hilda will start her adventures as the hardiest mage in the land, flexing with 14 hit points, the most of any party member!

Magic: Alright, here is what we came to see. Magic in DCC is unpredictable, dangerous, and inhuman… great powers granted from otherworldly patrons that, over time, fundamentally transform the caster. At first level, Hilda will have learned 4 spells from the whisperings of her patron through the mysterious orb. As with Erin, she will need to make a spell check to cast these spells, which will be d20 + 1 (her level). Here are the spells she received, rolled randomly on a table from the core rulebook:

Spell 1: Read Magic, which is boring but makes sense as a first step towards being a Wizard, especially for a villager who may not have even been able to read at all. I suspect this was her first spell. Next we roll on the very-fun Mercurial Magic table to see how this spell expresses itself. The idea here is that spells vary based on several factors, including how it was gained, who’s casting it, etc. For Read Magic, Hilda will transform into a man for 1 hour after casting the spell (unless she fails to cast it, in which case it will last a full day). Ha! That will be interesting.

Spell 2: Feather Fall, which allows her (or someone of her choosing) to avoid falling damage. Unfortunately, the spell is also a vermin attractor, bringing a cloud of bothersome insects at Hilda for 1d4 rounds after she’s completed the spell, biting and distracting her during that time. Ouch.

Spell 3: Patron Bond, which is amazing. It takes a full week to cast, but doing so puts her in direct contact with her patron (which we’ll get to below), forming a permanent pact with it. This is not a spell to cast lightly but is just filled to the brim with story consequences. Even cooler, after casting it the Mercurial Magic table tells me that she gains a psychic focus, clearing her mind and granting her a +4 bonus to 1d4 spell checks afterwards (it’s technically 1d4 rounds by the table, but that makes less sense for a casting time of 1 week). This overall spell result makes me giddily happy.

Spell 4: Chill Touch, which allows Hilda to give a necromantic touch of the dead, damaging opponents. And… on my goodness… I rolled a 01 on percentile dice for Mercurial Magic, which means every time she casts it, someone she knows dies! Holy crap. That is horrifying all around, and I suspect she won’t immediately figure out this cost until later.

What an interesting assortment of spells and side effects. There’s a little utility, a little offense (at great cost), and Patron Bond for pure craziness. Hilda is going to be fascinating.

Supernatural Patron: Who is speaking to Hilda through the veil of the magical crystal orb, granting her these dread powers? The core rulebook provides a handful of detailed options, and not surprisingly the DCC community has increased the list exponentially (check out here and here and here for great free resources). I’m going to rely on this delightful book, because there is a Patron there that fits The Portal Under the Stars, perfectly: Ptah-Ungurath, Opener of the Way. I won’t say much about him now, but I will say that he is terrifying, cosmically vast, and someone that Hilda should want to avoid. But it’s the key to her powers, and she wants more power, so we’ll explore that conundrum as the adventures unfold. I may tweak the “insects” effect on Feather Fall above with this Patron in mind, keeping the effect but changing how it manifests. Anyway, when her Level 1 adventure kicks off, she will not know the name of her Patron, much less his ineffable nature. Will she have cast Patron Bond yet when the adventure kicks off? This is something I’ll ponder.

Other Abilities: As a Wizard, Hilda can’t really wear armor, so yay for piles of hit points. There are circumstances under which she could obtain a familiar and learn extra languages, but those haven’t happened yet. Finally, she gets a +1 to her Reflex and Will saves, which means she’ll have bonuses to all three.

Title: None of the suggested titles for Wizards work for the image I have of Hilda in my mind. She is not part of an order and is not self-taught, nor does she even understand schools or types of magic. Instead, it is the simple act of spending time with an orb that gives her access to speak with an otherworldly entity that is the reason for any magic she possesses. She’s a vessel, not a scholar, akin to a Sorcerer, Warlock, or Witch in D&D/Pathfinder terms more than a Wizard. The portal she entered to get this orb opened under the light of the Empty Star, so I think this will be Hilda’s inspiration. As she embraces this new path before her, she’ll stop referring to her family name (yes, a baker named Breadon maybe was a little too spot on, but I do crack myself up) and instead call herself Hilda of the Empty Star. This title fits the Patron perfectly, so Ptah-Ungurath will be pleased.

Here she is, in all her soon-to-be-corrupted glory:

My choices over these four level-ups will drive any min-max power-gamers insane. I made a dwarf with bonuses only in non-combat stats my frontline fighter. The closest thing to a thief has 6 Agility, and my cleric is the only PC with a negative Personality modifier. To top it all off, I took the only character of the four without an Intelligence bonus and made her my mage. Do I want them all to die or fail miserably? On the contrary, I am pulling for my party of four, desperately hoping they survive their first big adventure. But you don’t play DCC to win, you play to tell a great story. These four PCs, I am confident, have terrific stories on the horizon (assuming they don’t die horribly in the first encounter). I can’t wait to get started!

But first, a look at Hilda’s early corrup–, er transformation…


Hilda closed the shutters of her home with practiced ease. She’d already given her unbought items to Redor from the Beggar’s Alehouse, cleaned her kitchen, and prepped ingredients for tomorrow. Thanks to farmer Beeford, she still had an abundance of peaches, so tomorrow she’d decided to bake peach cobblers in addition to her usual items. Hilda knew several people who would be delighted.

She wiped her hands on her stained apron before removing it. Hilda wrinkled her nose. There was washing to do, but not tonight. She’d do it tomorrow. Tossing the apron aside, she turned to her bedroom with anticipation in her tired eyes.

Without cleaning face or hands from the day, Hilda removed her clothes and donned her nightgown. Everything she’d done today had been rote, like an ox pulling its cart. She baked her wares, smiled when it was required, made small talk with her neighbors and patrons, and performed her necessary chores. To anyone paying close attention, however, the shadows beneath her eyes had grown darker each day, a yawn always barely contained behind her lips. She’d lost weight, too, giving more unsold items to the Alehouse and rarely eating them. If anyone had noticed, none had brought it to her attention. They must have thought she was still recovering from her ordeal from the night in the portal. They could not be more mistaken.

Hilda sat cross-legged on her bed and carefully uncovered the item beneath her blankets. Shimmering light filled the room. There, in the center of her mattress, sat a crystal orb the size of a small watermelon, its pale light casting dancing shadows around the room. Her eyes sparkled at seeing it, the smile on her face genuine and wide for the first time today.

“Hello,” she whispered, caressing the orb lovingly. “Will you visit me tonight, then?”

She did not know how long she stared at its depths, yearning and wishing it to change. It had been days since the last visitation. And ho! Was that a flicker of blue amidst the white tonight? Hilda rubbed her eyes and then the orb, looking again. Yes, most assuredly a small square of blue, and growing. Her smile widened.

With an almost sensual sigh, Hilda waited. Soon the orb’s light was a pale blue, like the portal beneath the Empty Star into which she and the others had entered. Embracing the sensation, she felt herself pulled into a great vastness within the small sphere, beyond anything her mind could grasp. Hilda Breadon had never left the outskirts of the village of Graymoor, never considered that her home sat on a continent of land, surrounded by vast oceans upon a wider world. How, then, could she hope to comprehend an entire universe, full of countless planets living and dead, floating within a sea of stars and empty void? Her utter insignificance, her soul infinitely less meaningful than a mote of dust landing upon the Teawood River… Hilda had no words nor frame of reference as she lost herself to the orb’s cosmic scope. But lose herself she did, for hours on end, until the dead of night. Something unlocked within Hilda on these nights, though she could not explain to herself how or what.

Hilda stared vacantly at the blue orb, all sense of individuality gone, as she had done a handful of nights in the past two months. Tonight, however, was the first that a figure moved into view. A slender, hairless man, his body not so much black as the absence of anything, stared back at her from the orb’s interior. For long moments he considered her, as Hilda sat on her bed, staring, drooling, moaning, and expelling her bowels without care.

Then he spoke, and Hilda Breadon’s unprepared mind shattered into fragments as numerous as stars in the sky.

Introduction: Doom of the Savage Kings playthrough

DCC Character Level 1: Erin Wywood

Level 1: Umur Pearlhammer

Level 1: Ethys Haffoot

We’re back with the level-up for character #3 of my four-PC party of adventurers (links to the previous two above). Today I dip my toe into the exciting world of spellcasters in Dungeon Crawl Classics. When I read and listen to DCC testimonials, the magic system is one the absolute favorite things that people cite, which is good since the spellcasting section dominates real estate in the core rulebook, accounting for two-thirds of the page count.

The real gem of spellcasting craziness is the Wizard, and my sense is that every DCC party everywhere has a Wizard for the sheer, hair-raising joy that class can create. Indeed, looking at Erin Wywood’s Level-0 character sheet, she is a prime candidate to be the party’s Wizard thanks to her high Intelligence score:

Erin Wywood. Level 0 Minstrel. STR 13, AGL 11, STA 13, PER 8, INT 14, LCK 10. Init +0; Atk dagger +1 melee (1d4+1); AC 10; HP 5; MV 30′; Act 1d20; SV Fort +1, Ref +0, Will -1; LNG Common, Halfling; AL Lawful; Equipment: holy symbol, ukelele, 32cp.

When it came to Umur and Ethys, I either completely ignored their starting equipment or actively erased it from the fiction (see Umur’s lantern or Ethys’ 10’ pole). Neither Level 1 character sheet kept a single item from their starting gear. Yet with Erin, her equipment defined the character for me. She is the village’s only minstrel, and I randomly rolled a holy symbol for her. Combining these items with her low Personality, I decided that she was a devoutly, righteously religious evangelist… annoyingly so. As a result, by Chapter 5 of the Portal story, I pretty much knew that Erin would be the party’s Cleric. 

Let’s pull out the core rulebook and see what being a Cleric entails.

Hit Points: Clerics receive d8 hit points each level, right between a Dwarf and a Halfling. I’m sticking with my minimum each level at half this amount in case I roll low… which I do! I roll a 2, so that becomes 4 hp, plus 1 for her Stamina modifier, added to her original 5. Erin will start Level 1 with 10 hit points.

Deity: Clerics are “militant servants of a god,” so the first task with a Cleric is to choose what divine entity Erin worships. The list of deities in the core rulebook is pretty sparse, but thankfully there are plenty of lists like this one, this one, and this one with tons of information on possible gods. I’m particularly grateful for the Knights of the North, which has detailed write-ups on deities for their campaign world. Indeed, when I stumbled upon their description for Shul, god of the moon, I immediately attached Erin to it. Perhaps it was beginning the entry with a song (which Erin sang in the final installment of Portal), or perhaps it was due to Portal Under the Stars’ celestial themes, but once I envisioned her holy symbol to be a silver, crescent moon on a silver chain, I couldn’t get the image out of my head. As a worshipper of Shul, Erin keeps her dagger as her primary weapon (which we’ll now say is curved like a crescent) and gains several other benefits which I’ll outline below. She can also wear the scale male she obtained from Portal, but she will meticulously paint it white before wearing it again.

Idol Magic: Erin can call upon the favor of Shul to perform miracles. Casting spells involves making a spell check, which will add her level (+1) but be hampered by her Personality (-1). I actually love the story here: If Erin can learn to lighten up and connect with her fellow mortals, her god will show her more favor. Can she figure it out? I suppose we’ll see.

At first level, Erin gains access to 4 Level 1 spells, which I’ll determine randomly by rolling a d12 on the Cleric table in the core rulebook, adding Sleep as a twelfth option thanks to the Shul write-up above. Here are the blessings she initially receives:

Spell 1: Paralysis, which makes sense for a god devoted in part to sleep and dreams.

Spell 2: Second Sight, which is a kind of augury and works for any god.

Spell 3: Holy Sanctuary, a nice way to keep our fragile party safe.

Spell 4: Resist Cold or Heat, which is self-explanatory.

I like it! I’m a little bummed to miss Sleep since it felt like a special, god-specific option, but I can’t argue with the ways in which Erin can initially express Shul’s favor. It’s easy to picture clutch casting for each of those spells, and fun to envision how her divine magic will visually express itself.

Cleric spellcasting is involved, and I won’t get into the details until it’s time for her to cast something in her adventures. Suffice it to say, when that time comes, I’ll talk a lot about spell checks, disapproval, sacrifices, and alignment.

Lay on Hands: One of the primary benefits of clerics in any system is their ability to heal, and DCC is no exception. A special kind of magic for Clerics, still made via a spell check, involves healing one hit die (or more!), plus things like broken limbs, poison, and disease. Again, I’ll get into the mechanics as it happens, but an interesting feature of DCC’s system is that alignment matters for her healing; it will be easier to heal Lawful characters (like Umur and Ethys) than characters of other alignments.

Other Abilities: As a Cleric, Erin can Turn Unholy, which is a way of wielding her holy symbol to affect abominations, devils, demons, and the like. Because she worships Shul, Erin gains 15’ of Darkvision (which as far as I can tell, is the same as Infravision). In extreme circumstances, she can implore Shul for Divine Aid, which is more direct intervention from her god that can do spectacular things at the cost of future disapproval. Finally, her Fortitude and Will saves go up by +1 each. The Knights of the North write-up also describes some flavorful points about her relationship to gold and how her healing expresses itself, which I’ll add to the fiction.

Title: This one is easy. Although the village of Graymoor is too small to have a dedicated church of Shul, the suggested title for Lawful Clerics is Acolyte, which fits Erin perfectly. She absolutely sees herself as an Acolyte of Shul.

Add all those bells and whistles together, and here is Erin Wywood’s Level 1 character sheet:

Looking at her sheet, it occurs to me that Erin would have made an excellent Warrior given her Strength and Stamina bonuses, which is something I hadn’t even considered when leveling her up. With those bonuses and armor, though, it’s fun to think of her more in the mold of “war priest” than “cloistered cleric” (to use PF2E terms), able and willing to engage in melee combat in the name of her holy purpose. Perhaps eventually she will need to get a heftier weapon than a dagger. All in all, I’m happy with Erin’s direction and I hope that Shul can keep her alive to see future level-ups. I’ll be looking for excuses to test her devotion and faith, with implications to that Personality score.

At the end of each of these posts, I’ve done a quick peek into the character’s inner journey from the Portal story to being ready for a Level 1 adventure. Let’s check in on our new Acolyte of Shul…


Erin Wywood looked up, annoyance on her young, freckled face, when someone knocked at the door.

“Granddaughter?” a muffled voice carried from beyond the door. “Your parents have called me to speak with you, child. They are… concerned.”

Erin blew a curl of hair from her face and stood, groaning. How long had she been crouched there? Her back and legs protested that it had been far too long. She blinked and looked out of her small window. Was it night already? Erin rubbed at her eyes and stretched before opening the bedroom door a crack.

There was Councilman Wywood, grampa, looking down on her with a furious scowl. He no longer had hair atop his head, but the sides were white and long and stuck out everywhere. His white eyebrows were similarly untamed and exaggerated his disapproving stare.

“What are you doing in there?” he scoffed, already disapproving.

Erin returned the look, unblinking. “Praying,” she said simply, and moved to close the door.

“Now listen here!” he protested. “You cannot spend every hour in your room, child! You’ve had a fright, we all understand, but it’s done. Now is the time to be with family.”

She shut the door firmly. “It’s been over a month!” he shouted, muffled, through the wood. “And why is there paint on your face!? Erin? Erin!”

Fingers slid the lock shut as he continued to sputter beyond. Unperturbed, she returned to her work.

Spread out across the floor were segments of armor—cloth garments with many small, individual scales laced together to look like a fish or reptile—plus paint pots, water, rags, and brushes. Most of the armor was the same white as the paint and brushes, but a few pieces were an ominous, matte black. Erin sat cross-legged and selected one of these ebony items, a pauldron meant to cover a warrior’s shoulder.

Deftly, she snatched a brush lying on a cloth rag and dipped it into the paint pot near her knee. Beyond her door, she could dimly hear grampa yelling at her parents.

“The moon is barren,” she hummed in a low, clear voice. “The moon is old.” Unerringly, the brush moved across the armor, turning it white.

Erin did not realize that it was fully dark in her room now, and her eyes shone with a pale, luminous glow as she worked.

DCC Character Level 1: Hilda Breadon

DCC Character Level 1: Ethys Haffoot

NOTE: This entry continues the character level-up posts and follows Umur Pearlhammer. Best to start with that one if you haven’t read it yet. 

I started my character level-ups with the most obvious class decision, making Umur a Dwarf. But ho, you may have said at the time, is Ethys Haffoot not also a demihuman? Isn’t the choice for her just as obvious?

Not for me. One of the funny quirks of my original dozen Level-0 characters was that I rolled two halfling mariners, and both had ultra-low Agility scores. I felt quite proud of myself when I decided to explain that statistical improbability by making them a brother-sister duo with a familial trait of a club foot (my son was born with club feet, which is probably why it occurred to me). I thought for sure that both would die during the Funnel, if I’m honest, and am surprised that little Ethys and her 2 hp made it to Level 1.

Halflings in DCC are Bilbo Baggins-type characters who move stealthily and are preternaturally lucky. Ethys, however, has a 6 Agility and no Luck bonus. It’s one thing to make Umur a melee fighter when he has no bonuses to his most important Attributes, but do I really want to make a Halfling who is bad at her chosen class? As a result, when I first finished Portal Under the Stars, I was planning for Ethys to be the party’s Wizard, especially since I couldn’t initially picture any of the other PCs as Wizards (and there’s no point playing DCC without one, given how fun arcane magic is).

As I consume various DCC podcasts and forums, many people speak enthusiastically about Halflings and how much their Luck abilities help a party. Eventually I decided, okay… Erin or Hilda could be the Wizard, but no one can be a Halfling except Ethys.

Here is Ethys’ Level 0 character sheet:

Ethys Haffoot. Level 0 Halfling Mariner. STR 11, AGL 6, STA 12, PER 9, INT 15, LCK 12. Init -1; Atk knife +0 melee (1d4); AC 10; HP 2; MV 20′; Act 1d20; SV Fort +0, Ref -1, Will +0; LNG Common, Halfling, Elven; AL Lawful; Equipment: 10′ pole, sailcloth, 36cp. Infravision.

In my Portal playthrough, I basically forgot her 10’ pole (which is ridiculous to think of a halfling dragging through a dungeon anyway). She grabbed one of the four spears from the first room and, like her three companions, had a good amount of wealth after her adventure to allow me to handwave whatever starting equipment she has at Level 1.

Let’s crack open the core rulebook and see what happens when Ethys Haffoot becomes my first Halfling character…

Hit Points: Halflings are not a hardy bunch and only receive a d6 of hit points each level. As a reminder, I min out at half, so let’s roll… 4! Great. Adding that to her 2 original hp, and Ethys starts at 6 hit point.

Two-Weapon Fighting: Halflings fight with two weapons, and check this out from the book: “Normally, two-weapon fighting depends on the character’s Agility to be effective. A halfling is always considered to have a minimum Agility of 16 when fighting with two weapons. This means they roll at -1 die for their first attack and second.” Cool! So her measly 6 Agility doesn’t hamper her as badly as I feared, though this benefit only applies to two-weapon fighting (any ranged attacks, for example, will still use her crappy Agility). She’ll roll a d16 for both attacks, critically hitting on a 16 with either. In addition, she’ll only fumble when rolling a 1 on both attacks, which is great.

Good Luck Charm: Something I haven’t explored yet is spending Luck. Any character can burn Luck to give a one-time bonus to a roll, but the Luck score is “permanently” (meaning, very difficult to recover) reduced when doing so. Not so for a Halfling, who recovers 1 (her level) lost Luck each night. Moreover, a Halfling doubles the Luck bonus, so spending 1 Luck grants a +2 to a roll, and Ethys will be able to expend Luck to help an ally, not just herself, something exclusive to Halflings. From everything I’ve listened to and read, these benefits are the primary reasons to be excited about this class. I’m sold!

Weapons and Armor: Ethys won’t keep any of her original equipment, instead trading or storing it to make room for more suitable adventuring gear. When it’s time to go out in the scary world beyond Graymoor, she will have two short swords (one of which is Mythey’s), a sling, and leather armor. This last one was a tough call, because padded armor would prevent any additional penalties to things like scaling walls or moving silently. Because of her low Agility, though, I think Ethys is better off eschewing this slight downside for more protection (as it is, she’ll only have an 11 AC). As a bonus: Kinda pirate-y for my ex-mariner!

Other Abilities: Like her dwarven companion, Ethys will have Infravision and be slower than humans. Unlike Umur, her small size will allow her access to spaces other races can’t go, and she gets a whopping +3 to Sneak and Hide checks (which, because of her Agility & Armor penalties, nets out at a +1). She receives a bonus language, and rolling on a table gets me Kobold, which will be something I have to figure out how to explain. Finally, all her saves go up by 1.

Title: Halfling titles in the core rulebook are simple and without a lot of options. It suggests Wanderer for Level 1. I originally thought that Ethys would follow the same logic as I used with Umur, taking the honorific that folks in Graymoor would give her naturally. In my mind, then, I was going to call her Mariner or Skipper. The more I sat with it, though, the more I liked Wanderer, and I think Ethys may even adopt it as part of her name, calling herself Haffoot the Wanderer once she leaves town.

Like Umur, I’ll leave the other equipment until she knows what adventure she’s undertaking. For now, then, here is Ethys’ character sheet:

I have a sinking (ha! mariner joke) feeling that Ethys will be the first to die from this party. She fights with two weapons up close but only has 6 hit points and an 11 AC, and can’t often escape by sneaking or hiding? Sounds like a bad recipe. Maybe I’m underestimating her lucky halfling nature, though. She’s got a good head on her shoulders, so here’s hoping that Ethys keeps her cool in the dangerous wilds.

Let’s dip into a quick look at Ethys post-Portal


By dawn’s light, Ethys Haffoot walked to the small, rickety plank that Graymoor called a dock. Her right foot curved like a crescent moon and caused her to swing her hip, a distinct and uneven gait characteristic of her entire family. Not that Ethys had any family left, really. She sighed at the thought.

Her little skiff sat gently bobbing in the Teawood River, empty. In days gone by, her brother Giliam would already be there, tying down their gear to the flat bottom, making as much room as possible for the crates of tea leaves that they’d pick up from Teatown far upriver. She knew well that everyone considered Ethys the brains of their hauling business, but Giliam had been the heart of it, always awake before the sun and working until he collapsed at night. The vivid image of her brother’s face, covered in sweat and smiling, caused her to stagger and stop a moment. For the thousandth time in the past month, an unexpected sob tore at her throat and vanished as quickly as it had arrived. She wiped her eye of the single tear that gathered there.

“I– I can’t do this,” she growled to herself. “Dammit all but I can’t.”

Thanks to the portal beneath the Empty Star, Ethys did not need the coins from hauling tea. Her handful of glowing jewels would get her anything the village could offer, never mind the goodwill of grateful and pitying neighbors who were all too eager to provide her free food, drink, and shelter, the only price another story from that fateful night.

Even if she’d wanted to continue her excursions, though, she could not have done the job alone. She needed Giliam, or someone else who could provide his small stature, tireless labor, and good humor. Ethys could almost—almost—imagine posting something in Teatown and finding a halfling who might have interest in experiencing the human world downriver. Every time she thought of it, though, a deep wave of fatigue filled her body, sometimes so strong that she would yawn and find a place to nap. No, there was no joy in continuing the life she had led here. Her normal life had died with Giliam, by fire from the outstretched finger of an alien warlord.

What, then, was her life? She couldn’t stay in Graymoor, but the thought of returning to Teatown to live out the small life it offered, with halflings who’d never been beyond the town’s borders, made her want to scream. Neither place held her future, whatever new life lay beyond Giliam’s death.

Ethys wiped away a second tear and straightened the bandana on her brow. For perhaps the twentieth time since returning to Graymoor, she had approached her skiff and failed to make it aboard. Yet this time, at least, she had made a decision. No more hauling for her. She would find someone to buy the boat, or perhaps even give it away. Then she would set about leaving Graymoor, to where she did not yet know. Perhaps Umur could teach her to competently use a blade before she left. Yes.

Nodding once, she turned her back on Graymoor’s dock. With a small spark of intention sitting atop the dry kindling of despair, she sought out the dwarf’s stone home.

DCC Character Level 1: Erin Wywood

DCC Character Level 1: Umur Pearlhammer

NOTE: If this is your first time reading a Dungeon Crawl Classics post of mine, turn right around and go here to start the journey. If you’re well versed in my Portal Under the Stars play-through and finished up my reflections on Level 0, welcome!

Today it’s time to level up some PCs! Woo! I’m going to start with the most obvious class choice, which is taking our dwarven stonemason peasant Umur Pearlhammer and making him… a Level 1… wait for it… Dwarf! I know, I know: Shocking. DCC provides “race as class” options for characters, so this is sort of a no-brainer. While Umur could have become a Cleric or Thief or whatever, the most obvious choice is Dwarf. In addition, rolling a demihuman Level 0 character is rare, and having one survive to Level 1 is even rarer, so it’s a missed opportunity if I don’t embrace Umur as a Dwarf.

A warning: These character level-up posts are going to be mechanics and game-terms heavy, but I’ll add a fiction blurb at the end to give them some soul.

Let’s remind ourselves of Umur’s Level 0 character sheet:

Umur Pearlhammer. Level 0 Dwarven Stonesmith. STR 9, AGL 9, STA 9, PER 14, INT 13, LCK 9. Init +0; Atk hammer +0 melee (1d3); AC 10; HP 3; MV 20′; Act 1d20; SV Fort +0, Ref +0, Will +1; LNG Common, Dwarven, Giantish; AL Lawful; Equipment: fine stone, lantern, 26cp. Infravision.

While playing Portal, I ignored him having a lantern (in favor of magical stones and orbs for everyone), and he was able to obtain scale mail, Mythey’s shortsword, and Leda’s longsword, plus a fair amount of wealth. I’m going to start the Level 1 adventure as happening some time (maybe a year? a season? not sure yet) after the events of Portal, so I don’t need to be constrained by his current weapon and armor choices. Still, it’s good to remember where he started.

Let’s go through the Dwarf section in the core rulebook and see what choices I need to make.

Hit points: Dwarves get a d10 of hit points each level. It may not be a purist approach, but I want my PCs to min out at half of their possible hit points each level, something that Tale of the Manticore does that I like. Let’s roll… 7! That’s terrific. Adding his original 3 hp, that makes his new hit point total 10.

Mighty Deed of Arms: Like Warriors, the Dwarf class expresses their martial prowess by adding a die (for Level 1, a d3) to all attack and damage rolls. Umur can declare a “Mighty Deed” when he attacks each turn, which is a combat maneuver that can do special effects like knock a foe down, blind them, disarm them, or really any cool effect that seems to fit the situation. If his “deed die,” the aforementioned d3, rolls a “3” that turn, he gets to perform his Deed. Think of Mighty Deeds as the Warrior and Dwarf equivalent of spellcasting, replacing feat trees and such to accomplish almost anything the player can imagine. It’s one of the coolest innovations of DCC relative to melee classes in other systems and looks to make playing a martial class super fun. I’ll say a lot more about Mighty Deeds if and when Umur finds himself in combat.

Weapons and Armor: I’m not going to overthink the time in Graymoor that Umur spends after his foray into the magical portal that fateful night. He will have modified the black scale mail to suit his frame. He will keep Leda’s ancestral longsword and wield it sentimentally. As a career stonemason he will have a hammer (using stats for mace) on his belt. And, finally, the Dwarf class seems to want me to use a shield, so he’ll have one of those. With his shield, Umur gets an automatic second attack, using a d14 (yay for new DCC dice!) instead of the usual d20 to roll attacks, and he gets to add his deed die (d3) to this attack just like his first one. The shield does 1d3 damage currently, which isn’t much but then again, it’s a free second attack. With any of these weapons, if Umur scores a critical hit on a roll of natural 20, he will roll 1d10 on Crit Table III, which basically means he will do cooler things than the average adventurer when he crits.

Other Abilities: As a Dwarf, he still has Infravision to see in the dark, and now Umur gains some new racial abilities: First, when he’s underground, Umur receives a +1 (his level) bonus to detect traps, secret doors, slanting passages, shifting walls, etc. Second, he can smell gold and gems within 100’ for large concentrations (40’ for smaller concentrations), which is just fun. Third, he would be able to add his Luck bonus to a single weapon, although he sadly doesn’t have a Luck bonus. Finally, his saves all increase by +1.

Title: Finally, one of the things I like about level advancement in DCC is the old-school way of paying attention to titles and honorifics. It’s something I do as a GM in my PF2E games, ensuring that every so often a PC gains a distinctive title. The core rulebook’s suggestion for a Lawful Dwarf in terms of title is “Agent,” which assumes that the PC is from a dwarven nation. Umur hailed from a dwarven settlement at some point in his life, but I’ve established that he is one of Graymoor’s oldest living residents, which means his title is bestowed upon him by human locals. What could that title be, given his relative celebrity in Graymoor? Hm. Well, something I established in the fiction is that people call him “master stonemason” or “Master Pearlhammer.” I think he came to them as a master craftsman, and now that he’s a local hero the village residents are more often using it as a title. For now, I’ll say he’s officially a Master. This title may feel a little high falootin’ for a Level 1 character, but DCC puts a lot more oomph into each level than most d20 games. To put it in perspective, in Pathfinder PCs can reach level 20. In DCC, the top level is pretty much 6, which is just as rarified air as PF2E’s 20th level.

I’ll leave any other equipment blank until Umur knows what sort of adventure he’s undertaking. For now, here is how his sheet looks:

Stepping back, Master Umur Pearlhammer has become the melee, sword-and-board fighter of the party. I’m choosing to keep him melee only, as it doesn’t make sense to me yet that he would equip himself for ranged combat (if he survives a fight where he needs a ranged weapon, that will be the catalyst). He only has 10 hit points and doesn’t really have the stats for a melee fighter, since his only ability bonuses are in Personality and Intelligence, but that’s the fun of Dungeon Crawl Classics – there’s no real opportunity to optimize or game the system. I’ve rationalized his stats by deciding that Umur was a capable fighter long ago in his younger years. Now his bones are creaky and old, and he’s nowhere near as spry as he used to be (in fact, he’s slow as molasses when wearing his armor). He’s retained his wit and charm, though, and he’s hoping that those might help keep him alive when his sword arm fails him.

That’s my new Dwarf! Now some fiction to help deepen his character and bridge to the next adventure…


Fire crackled and Umur Pearlhammer regarded it silently, unblinking. His dwelling differed from most Graymoor residences, with its stone construction, arched doorways, large entry hall, and sizeable hearth. To Umur, the house reminded him nostalgically of his youth spent below the earth. Never mind the cramped bedroom and kitchen, or the lack of windows that made it seem more cave than house. The space suited him.

It had been a week since Old Bert’s blasted portal, with its treasure and mysteries and death everywhere. Each day since, late in the afternoon he’d gruffly fled the constant chatter, the mourning and marveling, the requests to tell the “story of that night” for the hundredth time. Insistently alone, he would quest about the Graymoor outskirts for dry wood. By nightfall he would begin the fire, larger and hotter than necessary for the season. Then Umur would spend the long, dark hours watching the flames in contemplation, orange light dancing across his grim, sweating face.

Arrayed across the floor between the hearth and his feet were several items that he had not touched in a week. A full suit of ebon mail lay in pieces, its scales matte and unlike anything he’d seen forged below ground or above. The helmet looked to Umur like the top half of a charred demon’s skull, a single piece of black metal with horns curving from either side and a fluted nose guard. Scattered amidst the armor were jewels, gleaming white in the firelight. And there, nearest Umur’s touch, the cruciform hilt and pommel of the Allford family’s ancestral sword, the blade sheathed in a worn, leather-strapped scabbard. Leda had no living family to whom he could return the weapon. It was his now, everyone insisted, like the other items splayed out before him.

Anyone looking at the white-haired, gnarled dwarf would conclude that he was grieving Leda and the others in his own way. No doubt that’s what his neighbors believed, and why they gave him unmolested privacy each night and greeted him so tenderly the next morning when he emerged from his stony refuge.

They could not know that in truth a war was being waged within Umur Pealhammer’s heart. On one side of the war were awful memories, memories of chopping the softened heads from clay warriors in desperation, of friends’ death rattles as they choked on their own blood, of the ripe smell of fear all around him, and of the sharp pain as a black spear protruded from his shoulder. These memories, all recent, mixed with older ones, of men with the heads of beasts dying on the ends of dwarven halberds, of cleaving a tentacle the color of a bruise with his axe as it squeezed the breath from him, and of the awful, keening screams of his family as they burned from magical fire.

Warring with these memories within Umur’s heart were visions, and the unrelenting pull of his calloused hand towards the hilt of Leda’s sword. He saw himself caked in iron and gore as he drove Leda’s blade through the last, vanquished beast man. He heard his own voice, raw with passion, singing a dwarven battle hymn as he mowed the forces of Chaos down before a castle wall. He smelled gold and ale in staggering amounts as his allies deafened him with their cheers. And the vision he returned to again and again, like a thread weaving together the tapestry, was of returning to Arenor, the Republic of the Sapphire Throne, to restore his family’s name.

So it raged, the war between traumatic, painful memories of what had been, and bold, glorious visions of what could be. Umur had thought the war over, that he had long settled on his path. He had been content, in a way, hadn’t he? And then came that blasted portal, stirring every dream he’d thought forgotten. Blast Old Bert and blast himself for joining Leda’s flight of fancy. Surely he was too old now to wield a sword, wasn’t he? Except that he’d survived the portal, and the others credited him for his clear head and leadership, saying that he was a key reason any of them had lived. Perhaps, then, he wasn’t too old for those visions to become real. Perhaps.

Umur watched the flames dance in his eyes. His face was as impassive as stone, his eyes unwavering.

It was his hand that betrayed him, clenching and unclenching, eventually reaching for the sword.

DCC Character Level 1: Ethys Haffoot

Reflections: Portal Under the Stars Playthrough

Introduction: Portal Under the Stars Playthrough

Portal Under the Stars, Chapter 1

Portal Under the Stars, Chapter 2

Portal Under the Stars, Chapter 3

Portal Under the Stars, Chapter 4

Portal Under the Stars, Chapter 5

We did it! That was a thoroughly enjoyable experience on many levels. I loved getting to play a Dungeon Crawl Classics Funnel and fumble my way through the rules. I loved having a chance to try out solo-play as a different way into TTRPGs than my usual play groups. Finally, I loved getting a chance to tell a different kind of fantasy narrative, with a different kind of narrative process.

Before I turn to leveling up my four remaining PCs to Level 1, I thought I’d pause and reflect on this two-month experience of The Portal Under the Stars and then talk about what I see coming next.

Reflections on Dungeon Crawl Classics and the Level-0 Funnel

For over five years, my game of choice has been Pathfinder 2nd Edition. I’ve played more hours of PF2E than all other game systems combined over that time, and it assuredly is now my second- or third-most played system ever behind Champions (4th & 5th Editions) and possibly Villains & Vigilantes (Revised Edition). I am currently in an online group that has been playing a longform PF2E campaign for going on two years, and we routinely take short breaks to rotate who sits in the GM seat. I have an obscene number of monthly Paizo subscriptions for PF2E and, as a result, a full bookshelf worth of material.

Now, after one solo play experience, I am dangerously close to switching my focus to Dungeon Crawl Classics. I’ve played more than a dozen other systems in the last five years, but nothing has captured my imagination and created giddiness like that first read-through of the DCC core rulebook. I can’t fully explain what hooked me so deeply, but I do think this 90-minute interview does an excellent job talking about some of the game’s most notable features and why its community is rabid. Whatever the reasons, though, I’m watching my podcast feed have steadily less Pathfinder content to make room for DCC and Old School Renaissance (OSR) shows. I’m joining DCC social media groups and online forums. I’m backing Goodman Games Kickstarter projects. I’m buying third party content. I’m even thinking of reading some of the Appendix N stories. I don’t know that I have completely dived off the cliff yet, but I’m certainly dangling over the DCC river by my fingertips, ready to be swept away.

The Dungeon Crawl Classics rules are easy to pick up for any d20 player, and yet provide a distinct play experience from modern D&D and Pathfinder. What’s amazing to me is what different kinds of stories you can tell, as well. Level-0 peasants can face world-saving decisions, travel through time or to other planets, and parley with deities. The word “gonzo” gets used a lot in relation to DCC, and I suppose inherent in that word is “hysterical, bonkers fun.” That last combat in my Portal Under the Stars game was W-I-L-D, and I found myself giggling like an idiot, alone, in front of my laptop.

So far, my only criticisms are twofold. First, while the core rulebook is gorgeous and a joy to read, it is not particularly easy to find the tables I need when I need them, and hoo nelly there are a lot of tables. Apparently this is a common enough complaint that Goodman Games released the Dungeon Crawl Classics Reference Booklet, a quick-hit guide of all the important tables in one brief pamphlet. I now own this handy little booklet, which should make future play sessions easier. Second, I’m completely spoiled by the excellent Foundry VTT automation for PF2E and find that I’m missing it in the DCC module. It was a genuine shock to me when I added scale mail to a character and it didn’t automatically change her Armor Class, for example. Doing things manually is a good way to learn the system, but I hope the DCC Foundry experience gets better over time. Still, all things considered, these are two minor complaints about a system for which I’ve done a thorough playest.

Well… maybe not a thorough playtest. I’m aware that right now I’ve played less than half of the DCC game. Lots and lots of people love their Funnels and want to talk about their Level 0 experiences. In fact, most of the StartPlaying games online are for Funnels. At this point, however, I have used only a fraction of the core rulebook’s content. What comes next is Level 1 characters who have unique classes, and then spellburn, mighty deeds, mercurial magic, spending Luck, patrons, turning unholy things, and endless spell tables will become part of my game. In short: I feel like the most fun parts of DCC are still on the horizon.

That said, what did I think of my first Funnel? As I outlined two months ago, I was sold on the idea of the Funnel after first reading it, and I absolutely love that DCC has part of its gameplay creating the origin stories for your adventuring party. As advertised, a) I would never have guessed after making a dozen peasants that Umur, Erin, Ethys, and Hilda would be the lone survivors and my first party of adventurers. The surprise of them is delightful, and I’m already imagining how their various classes might complement each other. Even more, b) the core rulebook is adamant that the Funnel creates connection with and attachment to individual characters, and that’s certainly true for me. I don’t think that I gave Ethys Haffoot or Hilda Breadon much thought after making them, for example. Who wants a halfling with 6 Agility or a character with an 18 Stamina (!!) but no other bonuses? Now, though, I can’t wait to level them up and explore them as characters. Hilda, in particular, has completely transformed in my mind, from a nameless meat shield to my first-ever, greed-filled Wizard. Can’t wait.

If I had it to do over again, I would have done my Funnel with 16 PCs instead of 12. The rulebook says that each player should make 3-4 Level 0 characters. So, for my solo play, I imagined 4 players making 3 PCs each. It felt like too few characters, and that last battle was on a knife’s edge from being a TPK. I would have ideally liked to have a couple more surviving villagers than I needed for a party, both to give me some choice about who to play but also to supply backup characters if one of my party members dies. Right now, I’m not entirely sure what I’ll do about adding PCs to the party. Hm. I guess I’ll cross that bridge when I get to it, and it’s a testament to how much I believe in the Funnel that playing leveled characters without a Funnel already feels wrong (which, it occurs to me, is maybe why the online games are all Funnels). In any case, if I run a Funnel for my online group or do another solo play campaign, I’ll make sure we have 16+ PCs.

Which is all to say, two thumbs way up for DCC as a game and the Funnel to begin the experience.

Reflections on The Portal Under the Stars as a Funnel

I’m less positive about the starter Funnel in the core rulebook, The Portal Under the Stars. In fact, I’m unlikely to run it with friends. What I liked: First, as I’ve already said, that last battle was epic, memorable, fun, and everything I could have hoped for in an introduction to the kinds of stories you can tell in DCC. Second, it’s one of the only Funnels I’ve read (at this point a half dozen) that feels doable in a single session. Sailors on the Starless Sea, the most beloved Funnel for pretty much everyone, by contrast feels like a mini campaign in and of itself. I can’t imagine my play group doing Sailors in less than three sessions, whereas Portal seems like one, or at most two, solid sessions. Finally, I like both the setup (why villagers would put themselves in such dire danger seems to me a key part of any Funnel’s verisimilitude) and various plot hooks for future adventures that Portal offers. It’s easy to see Portal kicking off a longer campaign, which I suppose is exactly the hope for my play-through.

Image by PseudoWyvern

Why, then, am I critical? For me it comes down to two problems. The first and most damning issue is how trap-heavy Portal is. The first door is trapped. The room beyond that door is trapped. The room beyond that room is trapped, with probably the deadliest part of the whole complex. That’s three traps in a row that you cannot avoid, full stop. If you go the direct route and head north from there? Yep, another potential trap. Not only does the monotony of this repetition grate on me, but it doesn’t feel like a good way for me to learn DCC’s rules. Give me an early combat. Make me do a skill check. Force me to roll a weird-sided die. Give me an item that uses a random table. In short, showcase the system! I have a real worry that if I were to introduce DCC via Portal to my regular group—all of whom are twenty years younger than me and have only played modern games—at least a couple of them wouldn’t want to come back because they would falsely conclude that DCC is simply a GM “gotcha!” game.

My second problem with Portal as a Funnel is how relatively linear it is. For me, one of the best things about DCC as a system and the adventures that Goodman Games (and countless third parties thanks to their generous licensing) release, is that PCs can do and try anything. Not so much in Portal. There is only one way to enter the complex, and after that the route is a straight line. This linearity is part of what makes Portal a time-efficient Funnel, and like I said I’m a fan of its length. Yet I don’t imagine that many Portal games run all that differently from one another, which for me is another lost opportunity to have people fall in love with the game. I’m obviously a novice so may be wrong, but I bet the real differences in two separate Portal Under the Stars sessions are going to be how the dice rolled, not the choices the players made.

I’m wincing a little writing those paragraphs because I truly am becoming a huge Dungeon Crawl Classics enthusiast and evangelist. Despite that enthusiasm, The Portal Under the Stars isn’t the Funnel for me.

Reflections on Solo-Play

When I started my play experience in May, I had two books laying on the desk next to my laptop: The DCC core rulebook and the Mythic Game Master Emulator. I never cracked open the second book. I’m still a fan of the GM Emulator and plan to use it in future solo-play games with different systems, but I think it’s likely more vital with emergent narratives than with published adventures. Although there’s a section in Mythic for running it with published material, for my first Funnel all I needed was the core rulebook.

I mentioned it when writing my game logs, but the hardest thing for me to sort through as a solo player was traps, which may be another reason that Portal’s structure bothered me. If I as a DCC Judge (the game’s name for GM) know what the trap does and the implications for various ways to interact with it, how do I simulate a group of unknowing players/PCs who are seeing it for the first time? My answer was to roll Intelligence checks for my PCs, which worked reasonably well. But relying on Intelligence means that there’s a stat in my PCs that matters significantly more than others for their survival, which I don’t like. If anyone else is familiar with solo play, I’m all ears on ways to solve the “traps dilemma.”

Funnily enough, I’m listening to the second campaign of the Tale of the Manticore (an excellent OSR solo-play podcast that continues to inspire me), and as I was writing this post the party of adventurers hit a series of traps. I listened closely to how Jon, the creator, handled it. It seems to me like he just had them plunge forward, dealing with situations that would make for interesting and tense die rolls. Maybe the answer is to have a bit of a wink with my choices, allowing the PCs do what will lead to the most dramatic situations, but that somehow feels against the spirit of what I’m trying to simulate. Something to ponder.

What didn’t bother me, surprisingly, was the “solo” part. I am a social creature and get a lot of energy from my play groups, but I’m also an only child who grew up largely as a latchkey kid. I remember several Summers as a youth playing for hours with my action figures, or drawing, or reading comic books, or, yes, making up games that would allow me to roll dice (one memorable project was creating 128 American football teams for the 128 most populous cities in the US, complete with drawing their helmets, and then rolling dice to determine who would win a big single-elimination tournament between them… I’m such a nerd). There is a different flow to solo games than group games, and I don’t think the former fully substitutes for the latter. I imagine that I’ll always be either looking for ways to create a long-term in-person gaming group or working to maintain the one I have. But for times when I don’t have that regular group, or when I’m seeking additional games, I’m thrilled to continue plugging away at a solo game. For the first time, I have some hope that many of those game books on my shelf with get some use.

Reflections on Blending Fiction and TTRPGs

Besides being a tabletop role-player, I’m also a writing enthusiast (he says, writing on his years-long blog). Most recently, I’ve been working on a Pathfinder novella series, and even occasionally write web fiction for Paizo (including a story published this week!). I have over a dozen unfinished novels on my laptop, and some of my fondest social memories are from writer’s groups I’ve joined. I’ve recently felt paradoxically like I’m a) in an excellent writing groove, pumping out a lot of pages every week without fail, and b) a bit rudderless, losing enthusiasm for my novellas and yet unsure what to do next.

This solo-play experience has invigorated me. Not only have I enjoyed playing DCC, I’m excited by the idea of writing up my solo-play experiences as hybrid fiction/game logs. In some ways, these blog posts provide a purpose to my solo games that otherwise would only live within my mind. In fact, I’ve found that a virtuous cycle is building from this project, where writing up the sessions makes me want to play again, which in turn makes me want to keep telling the story. Right now, I’m finding myself annoyed by other responsibilities because they are keeping me from pursuing the next idea for this experiment. I’m sure this current surge is temporary, but it’s been a welcome influx of passion into an otherwise routine schedule.

And speaking of next ideas…

What’s Next?

My maiden foray into solo-play and DCC has spawned two projects which I’ll be doing in parallel. The first and most obvious next step is to keep playing. I’ll now turn to leveling up my four surviving PCs to Level 1 characters and writing up how and why I’ve made those class choices. I’m envisioning either one short blog post per character or perhaps two PCs per post (who am I kidding? given my enthusiasm, it will take four posts). Once that’s done, I’ll launch them into their first Level 1 adventure and follow roughly the same process and format I used for Portal Under the Stars. I’m thinking either The People of the Pit or Doom of the Savage Kings. I’ll read through both and decide after the PC level-ups.

Art by Doug Kovacs

My second project is to revisit my Portal Under the Stars narrative and retool it as pure fiction. I wrote each installment not knowing what was going to happen or where I should focus the story, because I couldn’t predict what characters or details would become important. Now I know. For me it’s an interesting writing challenge to completely revise the story now that I have perfect insight into the dice rolls and events, being able to foreshadow, curate, focus, and generally tell a more coherent and cohesive tale. For example, there is no reason to make the town councilwoman Leda the POV character now that I know she’s going to die. Do I switch to a pure third person voice or do I pick a different POV character (probably Erin)? These are the kinds of questions I’ll tackle, and what should emerge is something that stands on its own as a short story, with a clear beginning, middle, and end. My sense is that this second endeavor is going to be significantly more time consuming, but I’ll post the final story when I think it’s ready.

Whew, that’s a lot of reflections! As I’ve said repeatedly, I’m stoked to keep going down this DCC exploration and to continue this story. Now that I’ve broken the seal on solo gaming, I can imagine all sorts of other projects when I lose enthusiasm for my misfit party of adventurers from Graymoor (or, you know, they all die horribly). Until then, feel free to comment below or email me at jaycms@yahoo.com.

Enthusiastically yours,

-jms

DCC Character Level 1: Umur Pearlhammer

Portal Under the Stars, Chapter 5

Introduction: Portal Under the Stars Playthrough

Portal Under the Stars, Chapter 1

Portal Under the Stars, Chapter 2

Portal Under the Stars, Chapter 3

Portal Under the Stars, Chapter 4

The moon is barren,” Erin Wywood sang with a mournful, strong voice as she clutched the charm around her neck fervently, head bowed and eyes closed. Her companions, now only Ethys Haffoot, Hilda Breadon, and Umur Pearlhammer, stood around her in silence. All of them were caked in dried mud and blood.

The moon is old.

The moon is knowing.

The moon is cold.

Its light’s a mirror,

And moves our souls.” The minstrel opened her eyes as this last word lingered, and they were brimming with tears. She looked around at the bodies arrayed before their small gathering. They had worked together to drag them here, at the foot of the giant throne.

“Leda Astford. Bern Erswood. Veric Cayfield. May these souls find you in the heavens, Shul, God of the Moon, Dancer of the Half-light Path, Husband of the Three. May you also shepherd Giliam Haffoot,” at this Ethys choked a sob. “Gyles Teahill, Finasaer Doladris, Mythey Wyebury, and Egerth Mayhurst.”

The halfling snarled. “No! Not him. Let Egerth burn in an undying hell.”

Erin sighed and nodded sadly at Ethys, which seemed to mollify her. “May these souls find rest in your domain among the stars, and may you find good use for them in your celestial domain. May your light banish the Chaos in darkness and remind us of a brighter day. May it be so.”

“May it be so,” the others repeated.

Erin released the pendant in her grip, a simple silver crescent moon. “Alright,” she said wearily. “Thank you all. Now, do we explore the door that Umur found behind the throne, or do we simply leave? There are only four of us now. I’d like it to be a group decision.”

As the others cleared their throats, Erin looked around the vast chamber. Shattered clay pieces and slabs of mud were everywhere, littering the throne, floor, and shallow water of the pit below them. Only hints at the vast army of soldiers remained; clay arms, hands, broken spears, and half-heads were scattered around the floor. In the pit was only brown, thick water and chunks of the ceiling above.

“You said you thought it was treasure, didn’t you Umur?” Hilda asked. She had dropped her rolling pin and held in both hands the glowing orb from atop the throne, big as a small watermelon and seemingly made of pure crystal. This close, the pulsating light was harsh and cast deep shadows on Hilda’s face and arms.

“It’s me best guess,” the dwarf sighed. “Whoever built this place would hide the vault behind the throne. But, mind, it could be trapped as well. The door was not easy to find.”

“I suspect it is trapped,” Ethys frowned. “Everythin’ in this cursed place is trapped, eh?”

“I agree,” Erin conceded. “We have jewels from this place we’ve salvaged, silver figurines, and a magical orb,” she nodded at Hilda. “Plus armor and spears nicer than anything we could forge. It’s enough, isn’t it? I don’t think that I can bear any more of us dying here.”

Hilda frowned, clearly the dissenter. She looked at the others in turn, then eventually puffed out her breath in a mighty heave.

“Alright, alright. We leave it. I’m sure you’re right that it’s trapped, and we’ve seen enough death to last our lifetimes. Imagine what this place could be hiding…” emotions warred on the baker’s face. “But okay. Alright. We leave it.”

Erin nodded. “And we do not explore the rooms on either side of the giant statue, either, not the one Councilwoman Leda and Bern opened, nor the one Egerth disappeared into. We are retracing our steps as best we can and getting out of here. Yes?”

“Okay, but how are we getting past that giant statue without getting burned alive?” Ethys asked, tamping the end of a black spear on the stone.

“I’ve been thinkin’ on it,” Umur said. “May have an idea there.”

The dwarf had strapped Leda’s ancestral longsword to his belt on the opposite hip from Mythey’s shortsword. He, Hilda, and Erin all wore the black scalemail from the spear-throwing statues. Ethys declined to peel the armor from Leda’s corpse, but she was happy to take Bern’s spear and have two of the weapons. Erin, meanwhile, had taken Veric’s iron scissors, not as a weapon or tool but as something to bury when they returned to Graymoor. They had all agreed that they couldn’t realistically bring the bodies of the other residents with them.

“Let’s go then,” Erin announced.

Slowly, painfully, the four companions made their way from the large throne around the pit and out the way they’d come. Hilda glanced back at the throne, where a door lay open behind it, and sighed heavily. Then she followed.

Interestingly, the treasure vault is not trapped, and Hilda’s greed would have netted them a number of tasty items. I rolled to see if they would discover the secret door (Umur rolled a 14, the only success), but with only ¼ of their original party remaining, I had a hard time justifying why they would continue to explore this deadly dungeon. Here is an example of solo play where I tried to picture myself as a player, and not rely on an Intelligence roll. If we were down to 4 PCs given what we had just survived, I sure as heck would be advocating to leave and cut our losses. And, as described above, this means that the western and eastern wings of the complex will also go unexplored. The completionist in me is sad about these decisions, but that sadness is counterbalanced by my absolute giddiness at having a party of 4 PCs that I can level up to actual characters and continue to play.

The pulsing orb banished the darkness in the long, wide room containing the miniature clay soldiers on its ledges. As they passed through it, Ethys wondered aloud.

“Who built this place, then? That guy from the statues… seems a wizard, yeah? But also a warlord. Where is he now, d’ya think?”

“I don’t suppose we’ll ever know,” sighed Erin. “Some knowledge is not meant for mortals.”

Hilda harrumphed at that, disagreeing but choosing not to say so explicitly.

“Quiet now,” Umur growled. “We don’ know if the room with the pool is still there, or what effect it’s had on those crystal people.”

They climbed the spiral staircase to the closed door at its top, which Umur opened hesitantly. The room was indeed still there, but no longer lit by shimmering gemstones beneath rippling water. Instead, Hilda’s orb showed that the long, rectangular pool had fallen away below, but the rest of the floor was intact. Stone walkways interspersed with tall, floor-to-ceiling pillars, allowed them to stay wide of the now-gaping hole where the pool had been.

The crystal figures remained, and they shambled their way towards the companions once they’d arrived. Erin hoped they could bring the strange creatures with them to Graymoor, but once they moved towards the door to the giant statue, the crystalline humans edged away like frightened animals. They would not step closer than five strides from the exit, and nothing the companions tried could convince them otherwise.

“Do we force them, then?” Hilda asked.

“No,” Erin sighed. “I suppose we leave them here, in their home. Like everything else in this place, I have no idea if that’s the noble decision or not.”

“I’m still wonderin’ how we aren’t gonna be cooked by the statue,” Ethys muttered.

“Calm yerself, lass,” Umur grumped. He was wheezing in pain from his shoulder wound and a mosaic of smaller hurts. Mud caked his broad beard and armor. “I’ll go first. This is all based on it not cookin’ me when I first open the door. If it acts like it did when we first arrived, though, I’ll try me idea.”

The dwarf placed a bloodied, dirty hand on the latch and pulled. The door opened.

There was the enormous stone statue, fully thirty feet high and dominating the square room. Its outstretched finger pointed directly at the doorway in which Umur stood.

He winced and waited, then, after several heartbeats, exhaled. “Alright, good. Let’s go then.”

Ethys hobbled in on her club foot and made her way to the burned lump that was once her brother. She sank to her knees, dropping the two black spears in her hands, and wept. Erin lay a hand on Umur’s uninjured shoulder.

“I’ll go be with her,” she said in a low voice. “What’s your plan, Master Pearlhammer?”

“I need to look at the base,” he said. “And I need one’a those spears.”

Erin nodded, leaving him to examine the base of the enormous statue. Hilda followed Umur, providing light with her glowing orb. Their footfalls and Ethys’ sobs were the only sounds in an otherwise silent space.

Without saying a word, Erin plucked the spear that was briefly Giliam Haffoot’s from the floor and brought it to Umur. Then she returned to Ethys and crouched down at her side. Erin had prayers to her Moon God at the ready but chose to reflect on them them silently. She closed her eyes and lay a hand on the middle of the halfling’s small back as it shuddered with grief.

A long while later, the light from Hilda’s strange orb grew closer. Erin looked up to see the baker and stonemason standing a respectful distance from she and Ethys.

“I’ve done it, then,” the dwarf said, clearing his throat. “We can go now, or at least try.”

Ethys sniffled and nodded. As she rose stiffly, she hugged Erin tightly for several heartbeats. When she let go, Ethys looked up gratefully.

“Thank you,” she whispered. Erin nodded, a warm, sad smile on her face. A memory flashed of Leda comforting Ethys immediately after her brother’s death, and a pang for all they had lost today ran through her. How long ago had that been? She suddenly felt very small and fragile.

“So,” Ethys said shakily. “What’s the plan, then?”

Hilda answered for him. “He’s hammered one of the spears in the place where the statue rotates,” the baker said proudly, as if she’d done the work herself.

Erin blinked, impressed. “Do you think it will keep it from turning?”

Umur shrugged, then winced in pain at the motion. “Hard to say. But it should at least give us time to leave. The exit is the opposite of where he’s pointin’, so even if it just slows the thing we can make it.”

They all wandered over to inspect the dwarf’s handiwork. Indeed, one of the black spears now jammed into the crease between the statue and its base. The stone around the shaft had been chipped away to give the spearhead better access to the mechanisms within.

“Are we sure we don’t want to explore the side doors, then?” Hilda asked, then started at the dark looks the other three immediately shot her. “Alright, alright. Let’s go home.”

They assembled around the southern door, with the statue’s broad back looming above them from the center of the room.

“When I place me hand on the door, crowd forward. I don’ know how much time I bought us.”

They all nodded. Sweat had broken out on Erin’s forehead and she wiped it away. The back of her hand came away mud-smeared.

“On one,” the dwarf rumbled. “Three. Two. Go!”

He threw the door open as the statue began to turn. A sound like a mallet striking a large iron rod echoed in the hall, then again, then a mighty CRACK! that set everyone’s teeth on edge. Erin and the others pushed through the doorway and, as Umur and Erin slammed it closed, they heard the telltale hiss of the flame from its fingertip. The door grew hot, and they all stepped away, panting.

Erin had never seen the dwarf whoop in joy, but he did so now. The relief of surviving the warlord’s death trap was palpable, and for awhile they all hugged and cheered and, eventually, cried again.

“That’s it, then,” Hilda beamed, cradling her orb with both hands. “We can go home now.”

“If the portal’s still open, ya,” the dwarf chuckled.

At that statement they all grew immediately silent.

“Wait, what?” Ethys stammered. “Do you think it may have closed?”

“I… uh,” the dwarf said delicately, pulling at his beard with one hand. “It only opened with the star directly overhead, so I don’ know.”

“There is only one way to find out,” Erin said soberly. “And I believe it will be open. We’ve done all of this under Shul’s watchful gaze. It won’t have been for naught.”

The others clearly did not share the minstrel’s faith, but they hustled to the door facing them. Lining the wall behind were statues with arms cocked back, now armor-less and without weapons.

Umur did not pause for ceremony. As soon as he’d reached the door he unlatched and threw it open.

A long hallway greeted them, and at the corridor’s end was a blue-limned, shimmering doorway with night sky beyond.

The air felt cooler and crisper than Erin had remembered. The others laughed and hugged again as they made their way outside, then grew more sober as they saw the bloody body of Little Gyles and the burned, stripped corpse of Mythey.

For her part, Erin Wywood looked up at the blue star, what Old Bert Teahill had called the Empty Star. It twinkled and gleamed overhead. Then her gaze shifted to the full moon, bathing the old stone mound with pale light. Indeed, for the first time she realized that the orb Hilda held was like its own miniature moon and would banish shadows wherever she brought it. In that moment, the full divinity of their harrowing, miraculous experience flooded her. She felt without a doubt the divine guidance of Shul steering her and her companions’ movements, from agreeing to join Leda’s expedition earlier in the day to now. With newfound appreciation, she looked from the sky to Umur, Hilda, and Ethys, all smiling and tear-streaked and inviting her to join them.

Under the light of the full moon and Hilda’s orb, Empty Star twinkling blue overhead, she joined them.

Reflections: Portal Under the Stars Playthrough

Portal Under the Stars, Chapter 4

Introduction: Portal Under the Stars Playthrough

Portal Under the Stars, Chapter 1

Portal Under the Stars, Chapter 2

Portal Under the Stars, Chapter 3

“I can’t see anything,” Hilda Breadon panted in the darkness. “We– we have to stop.”

Seven Graymoor residents bumped into one another in a halting, huddled column, all breathing heavily from the surge of fear they’d just experienced escaping the pool room.

“Does anyone have a torch or lantern?” Leda asked. Her burned and painful back pressed against the rough stone of the wall through her black-scaled armor, seeking solidity and support in the dark.

“The halflin’s an’ I don’ need it,” Umur panted. “But this might work for the rest of ye.”

Soft white light filled the space as the dwarf opened his palms to reveal the glowing jewels Ethys had retrieved. Leda smiled despite her pain. She hadn’t relished bumbling blindly in this deadly, alien place.

“Ah,” Hilda chuckled. “Ya, those work.” Soon more light spilled into the cramped staircase as she held a handful of the beautiful, spectral gems.

Ethys followed suit, then Leda herself, fishing the gems out of a pocket at her belt. They passed stones to Verik, Erin, and Bern. Soon all of them had at least a few of the luminescent jewels, which banished the shadows as well as any torch. 

For those who know Portal Under the Stars: Technically, the adventure doesn’t make the jewels themselves luminescent. Instead, as written the light is from the room below and shines up through the gems. But I liked the visual of white, glowing gemstones that had some utility as torches (especially since I unfortunately hadn’t really been attending to light sources throughout the rest of the map… something I didn’t realize until the pool room. oops). As an additional perk, they add to the otherworldly and magical vibe of this unexplained structure beyond the portal.

They stood on a descending, spiraled staircase, the stairs wide enough that they could almost walk two abreast without their shoulders scraping against the stone. Almost, but they assembled themselves single file to proceed down to the lower level of this palace-beyond-the-portal. Leda maneuvered herself to the front of the line. Umur and Bern followed behind her gripping weapons in one hand, glowing jewels in the other.

At the bottom of the stairs, the residents found themselves in a long, narrow room, perhaps ten steps wide and five times as long. A door, iron-banded and wooden as all the others, stood firmly closed at the far end of the room. The room itself was bare except for ledges that ran the length of the long walls. Veric, short even for a halfling, stood on his tiptoes to peer up and into them.

“Um,” he whispered in a small voice. “What are those in– oof! What are those in there?”

Bern raised his handful of the glowing gems near the ledge and squinted. “Huh, good eyes you’ve got there. Little soldiers. Made of clay, if I’m not mistaken.” He plucked one from its place and handed it to the haberdasher. Veric made a pleased sound as he turned the solder over in his hand.

There is a small bit of treasure for those who search the length of the ledges. Who would do so? I think the two halflings, Veric and Ethys, are too short for a thorough search. Leda and Umur are both injured and are acting as the de facto leaders of the group so wouldn’t allow themselves to be distracted. I’ll roll for the other three:

Bern rolls a [7 + 0] 7.

Erin rolls a [4 + 1] 5.

Hilda rolls a [14 + 0] 14 and hits the Search DC of 10. This makes some sense to me, since she seemed the most excited by finding the gems. I think Hilda has a little bit of greed in her.

As the group moved towards the door warily, Hilda lingered behind. Tongue lodged between her lips in concentration, she brought the glowing jewels up to peer into the ledge nearest her. Her eyes darted left and right, scanning the clay figures.

Leda noticed the baker dawdling with some annoyance. Now that they had some treasure and had realized the deadliness of this place, she considered Little Gyles’ death… not avenged, per se, but at least serving some purpose. The town councilor was anxious to see if now they could find a way back to the old stone mound. She opened her mouth for a reprimand, but then Hilda surprised her with an excited yelp.

“I found some silver ones!” she whooped, not at all whispering. Tamping down a growl, Leda followed her companions to crowd around the sturdy woman in her patchwork armor.

Hilda had to tuck the rolling pin into an armpit as she displayed what she’d discovered. Sure enough, they were small figures of soldiers, like the one that Bern had handed to Veric, each as long as a finger. Yet the four Hilda held up gleamed metallically.

For several minutes the other humans searched the ledges, but to no avail. Hilda had spotted the only obvious treasures and seemed none too eager to give them up. She proudly tucked the figures beneath her breastplate and blouse, smiling broadly the whole time. “For safe keeping,” she chuckled, patting her armor.

“Away with us then,” Umur growled. “See if tha’ door can lead us out or if we ha’ to go find out what all the crashin’ was about upstairs.”

“I’m certainly ready to leave,” Leda nodded. The others agreed, and, with a quickly held breath, Leda opened the door.

Art by Doug Kovacs
Amazing map art by Doug Kovacs

The room beyond was as breathtaking as it was intimidating. As large as the room with the giant statue and the pool room combined, the cavernous space was thrice tiered. An oversized throne rested upon a raised dais at the back, and seated upon the throne was a large clay statue. To Leda, the warlord on the throne looked identical to the visage above that spewed fire from its fingertip–barrel-chested and wearing animal hides and charm-laden necklaces, with a heavy sword at his hip. The deadly stone statue above had been as tall as three Graymoor dwellings, and this clay one was perhaps half that size and seated, yet no less intimidating. Atop the throne, light pulsated from a crystal globe, illuminating the entire chamber. Absently, Leda tucked the glowing jewels from her hand back into her pocket as the others did the same.

Below the dais, at floor level, seven other clay statues–these perhaps half again as tall as a person–stood motionless. Each looked fierce and distinct from the others, carrying a variety of clay weapons in menacing poses. Below them, in a huge sunken pit that ran the length of the room, stood an army of identical clay soldiers, all the size of a human, their clay armor and spears seemingly ready for war. 

The ceiling above had partially collapsed, sending debris and water into the sunken pit. Carnage from the collapsed ceiling had settled, though dust still drifted through the air. Many of the clay soldiers lay broken or canted to one side, and all of them drooped from the pond at their feet. With a start, Leda realized that the pool room must have been directly above this one, and the crashing they’d heard earlier had been the collapse she now witnessed. A pang of guilt ran through her at the thought that she and her companions had utterly ruined not only the beauty of the shimmering pool, but this majestic statuary garden. Then she remembered Little Gyles’ dead, empty stare and all guilt vanished.

Suddenly, the large figure on the throne jerkily and mechanically raised its arm, pointing at the doorway in which Veric, bringing up the rear of their line, stood. In reaction, the seven figures at floor level snapped to attention and mimicked the gesture, their fingers leveled at the party of villagers.

And then, with a yelp from Veric and scream from Hilda, the entire army of damaged clay soldiers lurched into motion.

My first DCC combat! And what an epic combat it is. There were originally 70 clay soldiers in the pit, plus 7 generals and 1 warlord. Each statue, regardless of rank, has an AC of 12, 9 hit points, and a spear. On the surface, this is a completely and utterly unwinnable combat for a handful of Level 0 peasants.

But the party’s perseverance in getting the jewels from the floor of the pool has helped them immensely. The debris from the falling ceiling did 1d6 damage to every figure in the room except the warlord (I spent a very long time rolling, like a maniac, individual damage for each figure). More importantly, the pit has filled with water that is rapidly dissolving the clay soldiers. Every round they stay in the pit will mean an additional 1 damage. I’ve let two rounds “tick” since the collapse, which has destroyed more than 20 of the soldiers. The remaining 47 or so have between 1 and 6 remaining hit points. The soldiers are slow (10 feet of movement), and only those at the edge of the pit can climb out, which uses a turn. All others will continue to take damage. So the party will soon have far fewer opponents to fight than they would have without the collapse, and the longer they can keep them in the pit the fewer they’ll face.

The generals and warlords will remain motionless while the soldiers attack and are non-combatants. If a savvy character can deduce it, taking out the generals will cause the soldiers to become disorganized and more random. If they destroy the (currently undamaged) warlord, all remaining clay statues will become inert. I’m not sure how I’ll determine that a PC can puzzle out this tactic, but without good tactics this is absolutely a Total Party Kill (TPK), so I might just give it to them. Dang these solo games are tough!

I’ve rolled initiative for each PC and the soldiers. Erin, Veric, Hilda, and Leda will go first, then all of the soldiers en masse, then Umur, Ethys, and Bern. Remember that the soldiers won’t be able to attack until they’ve climbed out of the pit, whereas the PCs can attack from higher ground (giving them a +1 to hit as well).

Oh boy. Here we go.

I’ll roll the first four PC attacks here and then narrate the action:

Erin with her dagger rolls… a natural 20! That’s a critical hit that destroys it. Wow what a way to start.

Veric rolls a [2+2] 4. Yep, he’s a haberdasher.

Hilda rolls a [10+1] 11, missing by 1 with her rolling pin.

Leda rolls a [11+0] 11, also missing by 1 with her father’s longsword. Not a great start, and things are about to get scary…

Quick-witted Erin Wywood, town councilor’s daughter and local minstrel, was the first to act. While the others stood goggling at the army rising up before them, she jabbed out from the lip of the pit into the head of a rising clay soldier. Like a log briefly surfacing in swamp water and then sinking below, the soldier toppled backwards and into the muddy pool behind.

“Get to the one on the throne!” she yelled at the others. “It’s controlling them!” Against all sense of reason, the girl then began jogging her way around the edge of the pit, deeper into the room, as clay soldiers rose up all around her.

Veric, wide-eyed and clearly near panic, followed close behind her. As he passed a rising soldier he flailed with his iron scissors, missing it by a country mile. Cursing and screaming, Hilda was right behind him.

Without realizing she was doing so, Leda pulled her father’s longsword free of its scabbard. Yelling in fear and pain, she swung at the first clay soldier climbing out of the pit nearest her. Yet she had never swung the sword, however, and misjudged its length. The blade sailed in front of the oncoming figure ineffectually.

Clay soldiers were boiling out of the pit on all sides, many missing arms or large chunks of their heads from the fallen ceiling, with legs soft and distorted by the water filling the hole. Some within the pit listed and fell without rising again. It was chaos, and every one of the Graymoor residents yelled or screamed in visceral peril.

Any soldier near and edge of the pit climbs out of it, spears to the ready. Those within the pit move to the nearest edge and tick a damage. Seven more die, leaving 24 in the pit and a terrifying 16 that have climbed out.

Umur lashes out with his shortsword for [17+2] 19, dealing 5 damage and killing another!

Ethys stabs at one who’s cleared the pit with a roll of [17+0] 17, dealing 3 damage with her spear! Another soldier down.

Bern stabs with his spear, rolling [19+0] 19, dealing 5 damage and killing another one that rises!

Okay those last three rolls made up for the first group. But there is still a long way to go.

14 clay soldiers are alive and have cleared the pit, but the walkway around the pit is narrow and will prevent many of them from attacking.

Round 2 attack rolls:

Erin [9+0] 9. Veric natural 20 with a hit in the eye! Hilda [17+0] 17 for 2 damage! Leda [19-1] 18 for 5 damage! Woo!

Roaring, Umur lashed out with the shortsword he’d plucked from Mythey’s corpse before even entering the portal. How long had it been, some part of Leda’s mind wondered hysterically. Two hours? More? The dwarf cleaved an oncoming soldier nearly in two as it toppled, inert. To his right, Ethys and Bern stabbed in tandem with their spears, pushing two soldiers off the ledge of the pit and into the muddy slurry below.

Out at the edge of the pit, halfway to the warlord sitting motionless atop his throne, Erin swung wildly and then, panting, stepped back. Veric leapt forward, both hands holding the ends of his scissors, and plunged them into the clay head of a soldier while Hilda bashed one aside with her rolling pin. Soldiers crumpled and slumped, even as more used their bodies for purchase to climb out of the pit.

Leda saw all of this out ahead of her. The grip on her father’s sword was slick with sweat, but she had the balance and length of the weapon now. Drawing inspiration from the others, she screamed and cleaved a soldier’s head from its clay body.

I won’t try to describe the mayhem on the map I’m using to track all of the PCs, soldiers, and their movements. Suffice it to say, two of them have cleared the pit and are adjacent to PCs, giving them an opportunity to attack, one on Veric and the other on Leda. They each have a whopping +4 to attack with their spears and deal 1d8 damage if they hit.

The clay soldier facing Veric rolls a [3+4] 7 and misses.

The clay soldier facing Leda rolls a [13+4] 17 and hits. Leda only has 2 hp remaining, and the soldier rolls max damage. Our fearless town councilwoman is very, very dead.

Six more soldiers die from the water in the pit. That leaves 12 still in the pit and now 16 up on ground level with their spears. The way is clogged, but Erin is going to see what’s going on and shout out a new tactic for the others to follow.

Leda shouted triumph as she felled the soldier. In that moment, she felt like a warrior of old, black-scaled armor shining under the light of an alien, mystical orb as she cleaved foes with her ancestral longsword, all while some alien warlord god looked down from his throne. She wished her father could see her now, like an avenging angel of battle.

“Ha! Did you see, Umur?” she shouted. Then she felt a sudden, sharp pain in her back.

“No!” Umur yelled, eyes wide. Leda looked down, confused, to see the clay spearhead protruding from her chest, and then thought nothing at all.


Erin watched the town councilwoman fall to her knees and then face-first to the stone floor, a clay spear protruding from her back. Umur was swinging his sword, beating back soldiers as they crawled out of the pit in a vain attempt to reach her fallen form. Bern and Ethys were near him, stabbing with their black spears. Ahead of her, Hilda swung her rolling pin and Veric his scissors.

But a tidal wave of soldiers were climbing up ahead of them all, blocking the way to the warlord on the throne. The odds were impossible, and she realized with fatal certainty that they could not survive the dozens of clay soldiers.

Using a voice honed by countless hours of singing, she called out across the cacophony of battle. “Into the pit! Dive into the pit!”

It’s the start of Round 3. At the end of the last round, Umur, Ethys, and Bern all hit with their weapons and felled one soldier each, but Erin is correct that they are all going to go the way of Leda unless they change tactics.

Attack rolls this round: Erin rolls a [7+0] 7, Veric rolls a [2+2] 4, and Hilda rolls a [9+0] 9. Ouch. None of them hit, so I’ll say they just swing wildly as they follow Erin’s lead into the slushy, muddy pit.

The advantage of being in the pit is that the clay soldiers now outside of the pit can’t hit them (assuming they move away from the edge, which they all will do) without taking a turn to reenter. The downside is that any remaining soldiers in the pit can move to attack them. Each of the three who’ve dived in are facing a spear.

The one facing Hilda rolls a [2+4] 6!

The one facing Erin rolls a [2+4] 6!

The one facing Veric rolls a [10+4] 14. Poor Veric only has 1 hp, so he dies.

Then there are the soldiers at ground level and one of them is facing Bern. The soldier rolls a [14+4] 18, hitting. Bern has an impressive 5 hp, but it rolls 7 damage with its spear. The herbalist dies as well. Dang. The body count is getting high!

Two of the soldiers die from the continued water exposure, and every other soldier in the pit now has 1 hp.

Up on ground level, Umur dives into the pit and rolls a [19+1] 20, killing one of the soldiers there (the soldiers are slow, whereas the PCs can get into the pit and attack in one round). Ethys jumps in too, but rolls a [4+0] 4, missing the one nearest her.

This next round is going to be huge.

Dagger in hand, Erin took her own advice. She leapt into the pit, stumbling in the knee-high water across ceiling debris and half-dissolved clay figures. The minstrel moved away from the edge and any spear thrusts. A splash from Veric signaled that he had followed her lead, and then a thunderous crash and whoop as Hilda joined them.

The three shouted for the others at ground level to follow. Ethys dove as nimbly as she’d done in the pool above, despite the shallow water and debris. Umur, roaring, landed directly atop a soldier in the pit. The impact of dwarf on soft clay utterly crushed the thing.

Bern readied his leap, but not before a spear clipped his side. He turned to face the soldier attacking him, which allowed another soldier to jab out. Erin watched the herbalist die under a barrage of blows, mere fingerspans from the edge of the pit.

The clay soldiers that remained in the slushy, muddy pond had lost much of their cohesion and moved sluggishly, but they were still threats. Erin ducked under a swing from one. Hilda blocked another spear with her rolling pin.

“Veric! Behind you!” Ethys yelled out. The haberdasher spun and made a brief squeal as the spear thrust through his neck. Soldier and halfling went down beneath the water’s surface.

Round 4 and it’s a desperate run across the pit now. Erin zigs and zags to make it as close to the southern part of the pit as possible, killing a soldier in front of her thanks to a [14+0] 14 roll with her dagger. Hilda is right on her heels, but unfortunately rolls a [3+0] 3.

Thankfully, when it’s time for all the soldiers to go, Hilda continues her preternatural dice luck. One soldier rolls a [2+4] 6 to miss her and another rolls [3+4] 7. No other soldiers can reach any PCs this round. Amazing.

The soldiers do, however, start piling back into the pit in pursuit. At the end of their turn, there are now 15 soldiers in the pit, 11 of which die to water damage. Only 4 more are outside of the pit and ready to climb in. None of the 8 remaining clay soldiers (4 in the pit, 4 outside) are at a single hp, however, so the PCs will either have to evade them more than a turn or kill them to survive.

Umur drops one in the pit with a roll of [14+1] 15, doing 3 damage. Ethys doesn’t stand and fight, and instead dashes to Hilda and Erin’s side.

Can I just pause a moment and say: This is crazy! I’ve heard DCC adventures are epic and gonzo even at Level 0, and this feels like a good example. Nice job, Joseph Goodman.

The flood of soldiers had become a trickle. Several slogged slowly towards them, but often the water took their legs and they fell face-down into the slurry. Other clay soldiers moved from the pit’s edge back in. Their numbers were manageable now, Erin thought. Her eyes darted left and right, trying to judge each soldier’s relative cohesion, the speed of the damage done by the water, and her companion’s retreat.

Two soldiers made it to either side of Hilda. As they pulled back their spears to attack, they slumped like melting candles.

“Keep going!” she urged them on. “To the back! To the throne! Keep them in the water!”

Panting, laboring, and terrified, the three Graymoor residents followed Erin to the far southwestern corner of the pit. Clay soldiers moved awkwardly towards them, stumbling, falling, and never rising as they went. Eight soldiers became six, then four, then two.

A mere handful of feet from Erin and her group, huddled in a corner with weapon raised, the last soldier collapsed.

Rounds 5, 6, and 7 are like a game of “Marco Polo” in a pool. The PCs move to the far southwestern corner of the pit while the remaining soldiers slog their way through the water towards them. But they can’t reach the PCs in time. Erin, Hilda, Umur, and Ethys have survived! Holy crap!

Without pausing, Erin pulled herself up and out of the muddy mess. Hilda followed, then turned to pull Ethys and Umur up.

“Careful,” she cautioned. “Now the generals might attack.”

At this alarming statement, the others leapt to a defensive formation, weapons ready.

But nothing moved. The warlord on his throne and generals assembled at his feet had been merely the catalysts to activate the clay army. They stood, fingers pointed accusingly at an empty doorway far across the cavernous room. That is, until the residents of Graymoor destroyed them with repeated blows to their clay bodies. Eventually, not even the giant warlord on the throne remained.

Only then did Erin allow herself to relax, hands on muddy knees. Of the twelve who’d assembled around the portal beneath the stars, only the four of them remained.

Portal Under the Stars, Chapter 5

Portal Under the Stars, Chapter 3

Introduction: Portal Under the Stars Playthrough

Portal Under the Stars, Chapter 1

Portal Under the Stars, Chapter 2

The seven remaining Graymoor residents, in wonder, examined their surroundings. The room they found themselves in was rectangular and larger even than where they’d just escaped the deadly, fire-spewing statue. This space was dominated by an enormous pool of water running the entire length of the room. Something shone from beneath the water’s surface, illuminating the polished walls and ceiling with dancing, spectral light. A walkway of stone surrounded the pool, and along the western and eastern sides were several pillars reaching floor-to-ceiling. In the far, northeastern corner, Leda spied a doorway.

“It’s beautiful,” Erin Wywood, the minstrel, sighed.

“Oh, but– oh no!” Hilda Breadon whispered urgently. The baker looked incongruous wearing pieces of enameled, black armor while wielding a rolling pin in one of her large hands. “Something’s moving. There! Between the pillars.”

They all froze. Indeed, it wasn’t a single humanoid figure moving, but perhaps half a dozen. All of the creatures, it seemed, were shuffling their way towards them. The movements were stilted and slow, like a puppet on the end of a beginner’s strings.

All around Leda, hands gripped weapons, and Umur drew his short sword from its scabbard. Veric Cayfield even fumbled in the pouch at his hip and pulled forth a pair of iron scissors.

Leda, for her part, left her father’s sword sheathed. She had never drawn it in combat–never fought with any weapon, really. Instead, she involuntarily made fists at her side, hands shaking, and her back still throbbing with pain.

The nearest, shambling figure rounded a pillar and came fully into view. It was a human woman, except that she seemed to be made entirely of a translucent crystal. Because of her glasslike nature and the shimmering light, it was difficult to make out too many features, but the details were astounding. The figure looked exactly like an armored, barefoot woman, yet transformed to crystal.

“What– what is it?” Ethys Haffoot gasped.

“Traps, not monsters,” Veric whispered fervently. Leda saw that his hands were shaking far worse than her own, the scissors bobbing in the air in front of him. “Traps, not monsters. Traps, not monsters.”

The crystalline figures are not inherently dangerous, but they will defend themselves if attacked. So the question is: Are any of the PCs dumb or nervous enough to attack unprovoked? I’m going to say that Ethys, Umur, and Erin are all too smart to be reckless. For DCC, Intelligence is a combined stat for what D&D would call Intelligence and Wisdom. From the DCC rulebook: Intelligence is the “ability to discern information, retain knowledge, and assess complex situations.” It’s that last bit that matters here.

There is only one PC currently alive that has a negative modifier to Intelligence, and that is sadly Councilwoman Leda Astford (she has a very high Personality, which is how she became an elected leader). So let’s roll a DC 10 check, giving her a 50/50 shot at success…

Leda rolls a (17-1) 16. Whew.

The crystal figure approached Erin, who reached out a hand in awe and touched its unmoving face. The animated sculpture crowded closer, seeking the minstrel’s outstretched hand. Everyone else tensed.

Then Erin’s freckled face split into a wide smile. “They aren’t dangerous, are they? More like a stray dog needing attention. Why do you think they’re here? What is this place?”

Slowly, haltingly, the other crystal figures came nearer. They stood near the group of Graymoor residents and otherwise did nothing. It was a mixture of male and female sculptures, and the detail from whoever sculpted them was astounding. Up close, Leda could see individual folds in cloth, and each face had its own distinct personality.

Umur stood away from them, close to the pool’s edge, and peered downward.

“Looks like jewels or gems of some kind,” he said gruffly, but his voice was tinged with amazement. “On the bottom of the pool. Glowing gems, if I’m seeing it clearly.”

“I wish that our jeweler Egerth was here,” Bern Erswood said. In his leather armor and holding a spear of jet black, he looked the most like a warrior of any of them. The well-liked herbalist squinted, trying to see though the shimmering water clearly, then looked up to the group. “Where is Egerth, by the way? Did the fire get him?”

“No,” Ethys Haffoot said, the single word dripping with venom. “Selfish bastard watched Giliam die and closed the door in me face.

“Should– should we go back? Find him?” Veric asked in a small voice, not standing on the pool’s edge but stroking the back of a crystalline figure like one might a cat.

“No,” Ethys replied immediately. “He deserves whatever he gets. Bastard!” And then the young halfling burst into tears.

Leda moved to embrace her, and Ethys melted into the hug. She cried for several minutes, face buried in Leda’s enameled, scaled armor, while the councilwoman patted Ethys’ twin braids.

“I’m sorry about your brother,” she said gently. After a long while, Ethys stilled and sniffled, pulling herself from Leda and nodding in thanks.

Hilda stood next to Umur and the two of them continued to peer into the water. “If those are jewels, shouldn’t someone dive in to get them?” she asked. “Isn’t that what Old Bert said? We could change our fortunes? It doesn’t look so deep.” She looked around at the others helplessly, eyes pleading and clearly not interested in exploring the water herself.

“I can do it,” announced Ethys, wiping her nose with a sleeve. “Even with me foot, I s’pose I’m the best swimmer here.”

“If Veric is right,” Umur grumped. “This smells like a trap t’me. Soon as you dive in, lass, I suspect these statues’ll be a lot less friendly. Or somethin’ else more horrible.”

“It’s worth it, though, yeah?” Ethys said with chin raised proudly. “We can’t have come here for nothin’.” And without further conversation, the halfling handed her tall spear to Erin and dove gracefully into the pool.

Leda tensed, hand on the hilt of her sword. But as Ethys’ body disappeared below the water’s surface, the statues did not move or change their behavior. Neither did the chamber fill with poisonous gas, spikes drop from the ceiling, or any number of other visions that filled Leda’s imagination.

In a dozen heartbeats, Ethys gasped to the surface. She was grinning as she swam leisurely to the pool’s edge, legs like a frog.

“With my knife I got a couple free!” she announced, tossing them to Umur’s feet. “Must be hundreds of them down there. Be right back!”

Umur knelt, grunting with the effort, and plucked one of the jewels from the floor. Hilda picked up the other one.

“Looks valuable, yeah?” Hilda whistled. Umur grunted in assent.

Ethys was indeed a capable swimmer. She stayed below the water far longer than the others likely could have managed, and each time she surfaced she tossed more beautiful gemstones to the floor at their feet. What was initially two jewels became ten, then twenty, and each one a luminescent white. Beautiful.

The halfling trader surfaced, paddling closer to the edge and for once not depositing any treasure to the pile.

“Is that all you can pry loose then?” Hilda asked, marveling at the gems in her meaty palm. “A good haul.”

“Oh, I could get all of ‘em,” Ethys said, and Lena noticed suddenly that the girl looked worried. “Only, I think pryin’ ‘em loose is doin’ somethin’.”

“Doin’ what, then?” Umur frowned deeply, pulling at his beard with one hand, something she’d never seen him do before. His eyes scanned the chamber in alert.

“I think– I think the water’s drainin’ out,” Ethys replied, swiveling her head up to the dwarf. “I’m leavin’ holes on the bottom of the pool.”

As she said the words, Lena realized the truth of it. The pool was already several fingerspans lower than it was when the brave halfling had first jumped in, and there was an almost imperceptible hum of water like a drain in a washtub. She turned to Umur, and the dwarf frowned deeply. “What does it mean, stonemason? Anyone?”

I feel like I’m relying on Intelligence checks a lot, but I think that may be the way of solo play in a dungeon full of traps. In many cases, I can predict how characters might react to a situation. But how logical they’ll be about the information in front of them and how much they’ll see potential consequences… that’s more difficult for me to judge without a group of players.

So, we roll. I’ll again rely on the smarties in the group: Erin, Ethys, and Umur. I’ll make the DC to discern the implications of the draining water 15.

Erin rolls a [3+1] 4.

Ethys rolls a [11+1] 12.

Finally, Umur rolls a [10+1] 11.

Nope. None of the usually logical members of the party quite figure out what’s happening here.

The room looked back at her, blank-faced and shrugging. Certainly, the crystalline figures hadn’t changed their behavior; the translucent creatures huddled near members of their group passively and silently, seemingly unperturbed by either the stolen jewels or draining water.

“I suppose the water leaving is a good thing, then,” Hilda offered hesitantly. “It means it’s easier to reach the gems, right?”

“Alrighty, then,” Ethys said, and disappeared again beneath the surface.

For several more minutes, Ethys did her work. Leda and Bern, meanwhile, joined Umur in scanning for danger, her standing by the dwarf’s side and him wandering around the pool’s perimeter. Erin and Veric spent their time talking and interacting with the crystal figures, to no obvious effect. Hilda, meanwhile, never took her avaricious gaze from the growing pile of jewels at her feet. With wonder, the baker knelt and ran her fingers through the gemstones, counting quietly.

“That’s forty-five of them,” she breathed excitedly. “We’re truly all going to be wealthy, aren’t we?”

At Leda’s side, Umur grunted skeptically.

Bern, meanwhile, had made his way to the northeastern corner of the long, rectangular room, where the second door stood closed.

“Should I open it?” he called in a low, loud whisper.

“Absolutely not!” Umur’s bushy eyebrows climbed his forehead, and he again pulled his beard. “By the gods, man! Once Ethys has the rest of the gems, we leave!”

At this point the water level in the pool was only knee-high. Rather than dive, Ethys stooped down to work her knife. When she had another handful, she straightened to her full height, dripping, to make her way back to the pile at Hilda’s feet.

“Five more,” she grinned. It’s getting easi–”

Her words cut off as a giant THUNK! echoed in the chamber. Ethys cried out as she stumbled. Everyone’s eyes bulged with alarm.

“What was that?” Erin gasped.

“The floor–” Ethys splashed her way, stepping with high knees, to the shallow pool’s edge. “It buckled! I think pulling the gems is making it weaker or–” And then another THUNK!

Hilda was frantically grabbing as many loose gems from the floor as she could. Ethys deftly swung up and grabbed a large piece of folded sailcloth she’d brought, helping collect the shining jewels.

“Hurry, hurry!” Hilda yelled. “Help us!”

Leda and Umur rushed to comply, but Erin and Veric were rushing north to Bern’s side.

“This way!” Bern yelled to them across the chamber. “I’ve opened the door! It’s a stairwell!”

Leda was about to argue that they should escape the way they’d come, but then a sudden vision of that enormous statue, finger outstretched, filled her mind. She cursed.

“Let’s go. Follow Bern,” she urged. Umur helped her up, both wincing in pain from their earlier wounds. A quick glance and she saw that the water was almost gone now, draining quickly out of the holes left by fifty missing jewels. “We should hurry,” she panted.

As they all rushed to the doorway, the crystal figures shambled haltingly, following. They moved at a quarter of even the club-footed Ethys’ speed.

“Should we wait for them?” Erin asked, concern in her eyes.

There was another shudder from the pool’s floor, echoing.

“No,” Leda said with finality. She slammed the wooden door shut behind her.

As Bern had described, a spiraled staircase awaited them all, plunging down into darkness. Something from the pool room crashed and boomed.

They descended.

Portal Under the Stars, Chapter 4

Portal Under the Stars, Chapter 2

Introduction: Portal Under the Stars Playthrough

Portal Under the Stars, Chapter 1

Art by Antal Keninger

Councilwoman Leda Astford stared through the open door in wonder. She could feel the other Graymoor residents pressed beside and behind her in the cramped corridor, but her full attention was fixed ahead.

Old Bert Teahill had claimed that beyond the magical portal lay “jewels and fine steel spears.” There were crystals on the now-open door, dotting the wooden surface in star-like patterns, which she supposed could be mistaken for jewels. And spears?

Yes, there were certainly spears.

In a rectangular room, perhaps ten feet from the open doorway, straight ahead, was another stout, wooden door banded in iron, no crystals upon its surface. Four armored iron statues, two on each side, flanked that door. Each statue depicted a person–human men and women, judging by the physiques, ears, and roughly carved faces–in enameled armor holding a black spear, arm cocked back as if ready to throw. All four deadly spear-tips aimed directly at the open doorway in which Leda stood.

It was Bern Erswood, the herbalist, who pulled her aside forcefully.

“Leda! If those things loose those spears, you’re as dead as Mythey, that’s for sure,” he whispered fiercely, admonishing.

“If it were a trap,” sniffed Egerth Mayhurst, the unpleasant jeweler, panting, flattened himself on the opposite side of the hallway as Leda and Bern. His bald pate gleamed with sweat in the pale blue light. “It would have triggered, yes? Perhaps it was meant for someone who forced the door open before it was unlocked.”

“Well then, by alla’ means,” the dwarf, Umur Pearlhammer, grumbled from behind them. “Go on in and try the next door, yeah?”

“Absolutely not!” Egert blanched.

“I’ll- I’ll do it,” stammered Little Gyles, Bert’s grandson. He planted his pitchfork and pushed forward.

“No, son,” Umur and Bern said almost simultaneously, then chuckled at one another.

“Bravest one here is the wee lad,” Umur shook his head. “Step aside, step aside. We’re here. Might as well see what’s behind that next door since we’ve come alla’ this way.”

“I’ll join you, Master Pearlhammer,” Bern smiled, and the two men stepped into the room, shoulder to shoulder. Undaunted, Little Gyles was right on their heels.

Nothing happened.

Leda exhaled loudly at the same time as several others, not realizing she had been holding her breath.

The adventure text says that the statues “wait for an opportune moment, then suddenly hurl their spears at the characters.” Since I’m controlling the actions of both the traps and the PCs, it seems unfair to choose when that moment occurs. Instead, I’ll leave it up to chance.

I’ll roll a d4 to see how many cohorts of three individuals enter the room before the spears fly. I already have their marching order down on a piece of paper.

I roll a 1. Dang. I like all three of those characters in the lead!

Each statue attacks with a +2 against the PC’s Armor Class of 10 (12 for Bern, who is wearing Mythey’s leather armor), but poor Gyles is in the doorway, so any that target him get a whopping +4. They do 1d8 damage each. I’ll say one spear flies at each PCs, and two at Gyles unless the first one kills him. If so, the fourth spear will fly through the doorway at either Leda or Egerth at a +2 (what? You thought the point-of-view character Leda had plot armor? The dice decide the story, and everyone here is as fragile as a… well, as a villager thrown into a magical, alien portal.). Here goes…

The first spear flies at Umur: (19+2) 21, and hits for 2 damage. Umur has 3 hp… whew!

The next at Bern: (6+2) 8, sails wide of Bern. Whew again!

Now at Gyles: (8+4) 12, which hits for 3 damage. The boy only has 1 hp, sadly. Brutal.

That means the fourth spear targets either Leda (1-3 on a d6) or Egerth (4-6): A 4 is Egerth. It rolls a (7+2) 9 and barely misses.

Suddenly, with a coordinated, metallic THUNK! and a quick whirring noise, the four statues released their spears in unison. Before Leda and the others could even gasp, one had buried itself in Umur’s broad shoulder, another had clattered against the wall behind Bern, and a third had sailed through the doorway, narrowly missing Egerth’s leg and skittering across the stone floor amidst the others. The dwarf cried out in pain and stagged just as the jeweler clawed at the wall backwards, into the pressed crowd.

“No!” Bern yelled, much to Leda’s confusion. And then Little Gyles Teahill, the boy with the strength of a grown man, asked specifically to be there by his grandfather, fell back into her arms. A spear shaft protruded from the middle of his chest.

Gyles didn’t mutter last words or even make a single sound. The sleek, black spear must have killed him instantly. A bright bloom of red blossomed on the front of his homespun shirt, his eyes wide, surprised, and glassy. The pitchfork the boy had been clutching clattered to the floor.

For a long while, there was screaming, crying, consoling, and grief. Leda herself carried Gyles’ body to the end of the corridor and outside, placing him gently on the open ground in the nighttime air. She closed his eyes and said a prayer that Justicia, goddess of justice and mercy, watch over him. She had promised Bert that she would keep the boy safe and had utterly failed. The weight of that failure threatened to crush her into a ball on the cold dirt. Instead, she stood and planted fists on hips, staring at Little Gyles to memorize his every feature. Something cold and hard formed along her spine, keeping the tears at bay.

Bern, meanwhile, tried his best to tend to Umur’s shoulder wound, and managed at least to get the bleeding staunched. The dwarf looked pale and weak now, his voice strained. The others tried to convince the dwarf to turn back and head back to Graymoor, but he set his jaw stubbornly.

“You say me, but we should alla’ go back,” he grumbled. “We’ve found only death here.”

“We keep on,” Leda said decisively, joining them after her time outside. “They’ve taken Little Gyles, these bastards. We go in, we take what we can, and we ensure his death was not in vain.”

The group quickly realized that the black, sleek spears were better weapons than any of them wielded. Bern and Egerth were the first to take theirs, and after some discussion the Haffoot siblings, Ethys and Giliam, gripped the other two. The halfling pair, who made their living trading tea leaves in a small boat up and down the Teawood River, looked particularly small carrying the long, wicked weapons. When offered one, Finasaer Doladris explained that, as an elf, he could not touch the iron of the spears for long, but he did pick up Little Gyles’ wood-shafted pitchfork. Even the scholar, it seemed, had recognized the danger of their situation.

It was Erin Wywood, the sharp-witted minstrel and councilman’s granddaughter, who recognized that the armor on each statue was not part of the sculptures and could be removed. It took what felt like ages, but together they puzzled out how to unstrap the pieces from the unmoving iron and help others don them. Umur looked the most natural in the black metal, even though his dwarven physique forced him to exclude some of the original pieces. Hilda Breadon, the stocky baker, followed Umur’s lead and made hers fit in much the same way. Erin donned a full, scaled suit, which the others thought only fair since she had discovered it in the first place. And, thanks to the particular urging of Umur and Bern, Leda took the final suit of armor herself. She was unaccustomed to wearing anything but simple cloth, though she found the weight somehow comforting.

When everything was sorted, only the haberdasher Veric Cayfield found himself armor- and weapon-less. He smiled brightly and said that he didn’t mind… it was fun to help get the others fitted into armor, and he would feel ridiculous holding a spear.

“I have my scissors if it comes to fighting,” the halfling announced with cheer, patting a pouch at his hip. “But I don’t think it will. This strange place beyond the portal is full of traps, not monsters. What do you think the traps are protecting, do you figure?”

“And who was the principal architect of this demesne?” Finasaer wondered aloud, tapping his lip. “Fascinating.”

At that, the group grew quiet and looked warily at the closed, iron-banded door. After the experience of the last two doors and the talk of traps and mysterious builders, no one seemed especially eager to go first.

Filled with visions of Little Gyles’ glassy-eyed stare, Leda sighed and told the others to stand aside. “From now on, I’ll go first,” she announced. “Everyone keep sharp and have your eyes open. If you see something, speak up.” The others murmured assent, even bitter-faced Egerth. The smell of sour, nervous sweat filled the room. Leda’s gauntleted hand reached out to the door, she exhaled sharply, and tried the latch.

It clicked and the door swung open. Leda winced, expecting pain. Nothing happened.

Beyond the door was a large, square room with marble flooring and polished walls. At the far end of the space was a towering granite statue of a man. It was a detailed work of artistry Leda could hardly fathom, and must have been thirty feet tall. The statue’s eyes looked somehow intelligent, and his barrel-chested body was carved to show him wearing animal hides and necklaces from which dangled numerous amulets and charms. A heavy, stone sword was carved to hang at the man’s hip. Leda thought he looked both like a barbarian warrior and shaman, though from where or when she could not begin to guess.

One arm of the statue was outstretched, its index finger pointed accusingly at the doorway in which Leda stood. After the room with the spear-throwing statues, it was a nerve-wracking pose. She quickly stepped into the spacious room and aside.

“Come on,” she said to the others. “There are more doors here.”

Indeed, the square room had three additional doors, all identical to the one she’d just opened, at each wall’s midpoint. Four sides, four doors, one enormous statue. Otherwise, the room was empty.

Time to see if anyone notices some other features of the room with an Intelligence check, at DC 12. I’ll give the three high-Int PCs and Leda, as the first one in, a chance.

Erin for once misses an Intelligence check at (2+1) 3.  Ethys also rolls a (2+1) 3. Leda rolls a (12-1) 11. Thankfully Umur rolls a (15+1) 16, which makes sense since he’s the stonemason of the town.

As everyone slowly filed in, boots echoing on the marble floor, Umur peered up and around, studying the statue and room’s construction.

“Careful,” he growled. “See those scorch marks on the floor and walls? And look here, this statue weighs tons but there’s grease here on the base where it meets the foundation.”

“What does that mean, master stonemason?” Bern asked nervously.

“It means, methinks, that the statue rotates and shoots fire, is my guess,” he rubbed thick fingers in his beard, frowning. “Though the masonry involved in such a thing, well… it boggles the mind.”

“Traps, not monsters,” Veric said from the back of the group.

At that, everyone froze and looked wide-eyed up at the enormous barbarian shaman, its finger outstretched accusingly at the empty, open doorway.

“What– what do you think activates it?” Erin Wywood whispered. Still no one moved.

Umur continued rubbing at his beard, eyes searching. “Could be pressure plates on the floor, s’pose, but I donna’ see any. Could be openin’ the doors, but it didn’t scorch us when we came in, did it?”

“Eyes open, everyone,” Leda tried to keep her voice from trembling as she called out. This enameled black armor would not help her at all when engulfed in flame. “And let’s not clump together.”

For the next several minutes, the ten Graymoor residents carefully, carefully spread out and searched the room. Other than discovering more evidence of fire to support Umur’s theory, they found nothing.

“Maybe… it’s broken?” Giliam Haffoot, the brother, asked, rubbing sweat from his brow with a sleeve. It was well known that his sister Ethys was the brains of their boating operation and he was there for the labor. “Been here for years, innit?”

“We have no idea how long,” Bern mused. “We could be standing in another plane of existence, outside of time, even on the surface of that distant Empty Star. That statue could be of the god who created everything, ever, all the stars and worlds. Who knows? This place is a wonder.”

“A miracle,” Erin the minstrel breathed, eyes wide.

“Let’s assume,” Umur murmured through teeth still clenched in pain. “That it will roast anyone who tries to open a door. What do we do?”

They all contemplated.

“We could open all three doors at the same time,” Ethys Haffoot tried, planting the tall spear on the stone to lean on it. “Maybe the statue will get confused, then.”

“Or only cooks one of you, at the least, while the others escape,” Egerth mused. Leda frowned that he said “you” and not “us.”

“And then what? The rest of us run to a door where it ain’t pointin’?” Giliam asked, his scrubby face scrunched in thought. “Sort of a shit plan, though, innit?”

“Do you have a better one, Master Haffoot?” Bern asked. The halfling seemed surprised to be asked and looked absolutely dumbfounded how to respond. Neither he nor the others could come up with an alternate suggestion on how to proceed.

With much apprehension, then, they assembled themselves. Leda would open the western door (none of them knew if it were truly west, but it helped to have a description, so they pretended that the door from which they’d come was south), Umur the northern one, and Giliam surprisingly volunteered for the eastern door. The others of them stood near one of the doors, Bern and Finasaer with Leda, Erin and Hilda with Umur, and finally Egerth and the two other halflings joining Giliam.

“Ready?” Leda called out, placing her hand on the handle of the western door. As she did so, a whirring noise began building within the room. “Now!”

I tried to puzzle out who would go with whom here. Bern the herbalist has been protective of Leda, and the elf Finasaer has seemed to gravitate to her side as well. Erin, one of the smartest of the group, will follow one of the other smarties in Umur, and Hilda is a fellow craftsperson (as much as bakers and stonemasons are similar) so would feel some kinship with the dwarf. Ethys would clearly stick near her brother, and it makes sense that Veric would want to be near the other halflings. Egerth, meanwhile, calculates that a group of four means he is less likely to be targeted by the statue than if he were in a group of three.

Egerth’s logic, it turns out, dooms his group. The statue targets the largest group first, and whoever is opening the door. It shoots out a gout of flame, and rolls a whopping (19+6) 25, for 5 damage. Giliam only has 2 hp, so he’s dead.

Into combat initiative we go… The PCs are lucky and most rolled higher than the barbarian-shaman statue.

In surprising synchronicity, the three figures at the door clasped the latches and opened their respective doors. As Umur had predicted, the immense stone figure rotated on its base with a sound of grinding rock so deep that they all felt it in their bellies more than heard it. Ethys and Veric shouted warnings, but too late. A fountain of fire erupted from the statue’s fingertip, engulfing poor Giliam Haffoot. The man shrieked and rolled on the stone as he died.

Veric, the haberdasher with neither weapon nor armor, did not pause. Quicker than Leda knew the man could move, he sprinted on short legs away from the flaming Giliam and towards Umur, diving through the open northern door. Umur, wide-eyed, followed the halfling, with Hilda right on his heels.

“In! In!” Bern shouted over the screams, and he pushed himself and Leda through the western doorway.

Egerth Mayhust, Graymoor’s jeweler, stumbled past the burning, shrieking Giliam Haffoot and into the eastern opening. Then, much to Ethys Haffoot’s utter astonishment, slammed the door closed behind him, right in her face.

There are now three villagers remaining when it is the statue’s turn: Finasaer the elf at the west, Erin Wywood the minstrel at the north, and Ethys Haffoot (facing a closed door) to the east. Since there is no group larger than the rest, we’ll roll randomly who the statue targets next. I’ll roll a d6 (1-2, 3-4, 5-6) and get a 2.

The statue rolls a (14+6) 20, which easily hits the elf. He takes 3 fire damage, leaving him with 1 hp. He is also burning, though, and will take an additional 1d6 of damage, killing him, unless he can succeed at a DC10 Reflex save. I’ll roll that now: Finasaer gets a 6.

The room seemed to shudder as the thirty-foot stone figure pivoted in its base, finger swiveling to the sage Finasaer Doladris, the only elf in Graymoor’s memory.

“No, wait!” he held up his hands, dropping Little Gyles’ pitchfork, before the WHOOSH! of fire jetted from the fingertip to surround him.

Through the open doorway, Leda could see the elf rolling around in his once-sparkling robes, frantically trying to extinguish the flames. Yet within moments he was nothing more than a burning pile, like Giliam Haffoot across the room.

A Haffoot family trait, the siblings had long told the Graymoor residents, was a single club foot. Both Giliam and Ethys had one, lending credence to the claim. Across the wide room, Leda and Ethys locked eyes and the councilwoman could almost feel her mind working out whether she could, on one lame foot, make the distance between them. The quick-witted halfling apparently decided she couldn’t, and ran in a galloping trot to the north using the spear as a makeshift crutch, out of Leda’s view.

“Miss Astford!” a small voice called out clearly from the direction in which Ethys had run. It was Veric, the haberdasher.

“Yes! I’m here! Me and Bern!”

“Quick! Run to us! So we’re not split!”

She turned to Bern at her side and the two shared a quick nod. As one they threw themselves out, leaping over the charred, flaming lump of Finasaer and towards the north. The room shuddered and rumbled as the statue began tracking their movement. She did not even pause to take in the surroundings behind the western door before exiting it.

Damn this armor! Leda thought wildly. Bern, in Mythey’s leathers, sprinted past her, around the statue’s base and into the northern opening. Leda stumbled, feeling clumsy with the weight of the enameled, black metal strapped everywhere. Ahead she could see a group of huddled faces, urging her on. Veric and Umur and Erin, all reaching out to her from the doorway as she panted towards them, each step heavy.

The scale mail that Leda (and Umur, Erin, and Hilda) is wearing decreases her movement by 5’ per round. So while Bern can dash from the eastern hallway to the northern in one turn, Leda cannot. She gets right to the north entrance, and the statue gets to make a strike against her. The only hope is that Leda’s AC is higher than everyone else’s, +4 for the armor and +2 for her high Agility. So her AC is 16, meaning the statue has just over a 50% chance of hitting. Oh boy.

The statue rolls a (13+6) 19, hitting. I literally winced when I rolled the damage, but it’s only 2! That’s half of Leda’s hit points, and now she needs to pass a DC 10 Reflex save. Now, scale mail also provides a “Check Penalty” for a variety of activities involving dexterity. I can’t find in the rulebook if this pertains to Reflex saves, though. A quick web search tells me that, while slightly disputed, no. Leda’s +2 Reflex save bonus is intact. So she has to only roll an 8 or better…

She rolls a 12. Yes! Whew.

Joseph Goodman, author of Dungeon Crawl Classics and the adventure The Portal Under the Stars has said that the statue room is incredibly deadly, able to wipe out whole parties of Level-0 characters if they aren’t careful. He’s not kidding.

“Come on!” Umur growled from mere feet away. “Run, lass!”

The others dove for cover as the sound of the flames fountained from behind her. Her back and legs seared with heat and she jumped with her last bit of strength towards the now-empty doorway. Leda landed painfully, with a clatter of armor, and suddenly multiple hands were all over her, rolling her and helping to extinguish the flames. Someone slammed the door shut, leaving only the sound of several people panting and the smell of burnt hair hanging in the air.

 For several moments, Leda gasped for breath and lay her cheek on the stone floor beneath her. Her father’s longsword, never used once in her life, jammed painfully beneath her hip. Indeed, everything hurt, especially her back and legs. But she was alive, thank the gods. She squeezed both eyes shut and thought of Little Gyles.

Eventually, she rolled to her knees and, grimacing, stood. Umur sat gasping, his back against the door. She could see the dwarf’s bandaged shoulder through the gaps in his armor and it was soaked in fresh blood. Bern, Erin, Hilda, Ethys, and Veric all sat or stood nearby, looking stunned and out of breath. Seven of them, where they had once been twelve.

It was only in glancing at her companions that she first became aware of the shimmering, ethereal light in the room. She gasped as she looked beyond their group.

“What– what is this place?” she whispered.

Portal Under the Stars, Chapter 3

Portal Under the Stars, Chapter 1

Introduction: Portal Under the Stars Playthrough

Bert Teahill lay under a pile of threadbare blankets, shivering and groaning. He was little more than sun-shriveled skin stretched over bones, his gray hair plastered to his skull with sweat. The cramped room–barely large enough for the small bed, a footlocker, and five figures crowding round–smelled strongly of urine and death.

The old man coughed weakly. “Is everyone here then?” he asked in a voice dry as summer leaves.

“We’re all here, Bert,” sniffed Councilman Wywood, nodding. He glanced at the other three town council members, each doing their best to not be there. Wywood was the oldest and most tenured council member and often spoke first. Councilmen Wayford and Seford weren’t much younger but still deferred to him. Indeed, the three men had held their positions so long that they seemed to share more unsaid with their glances than spoken aloud. For example, right then Seford, small eyes in a round face with hanging jowls, looked to Wywood imploringly as if to say When we can leave and get back to our brandy?

The fourth council member, Councilwoman Leda Astford, was the newest member and everything the others were not. Young, brave, and earnest, she interrupted the silent glances from the other three.

“What is it you wanted to tell us, Bert? We’ve assembled the full town council and your grandson, just as you asked,” she said, laying a hand on his shoulder. Councilman Wywood, for his part, pursed his lips and sniffed derisively. The other two old men nodded at his annoyance, silently agreeing Who does she think she is, taking charge?

Bert Teahill whimpered and stirred feebly beneath his covers. For a moment he stilled, and the room grew silent. Then the old man sucked in a breath and opened his eyes wide, searching around the room. He coughed.

“Good, good. Listen to me, all of you. The star… the stars have come back as when I was a boy.”

“What are you saying, Bert?” Wywood grumbled. The man’s wrinkled face shone with sweat. “What is this about stars?”

“Let him speak, please,” Leda intoned. The other three council members traded offended, frowning glances.

“When I was a boy,” Bert continued, wheezing. “Must be fifty winters since. I used to watch the stars, notice how they formed pictures in the sky. Back then there was a particular star. Called it the Empty Star, a blue, twinkling thing, all on its own with no others around it. As it rose directly overhead, a… a door opened. Shimmering blue, at the old stone mound. Swear to all the gods I saw it! A bright blue door, and on the other side jewels and fine steel spears aplenty.”

“What is he suggesting?” Councilman Wayford scoffed at his brethren. He was stooped with age, and his voice was high and wheedling, as if he were always whining. “We’re all here for a child’s fable?”

“A portal!” Bert said, his voice suddenly strong. A liver-spotted hand emerged from the blankets and gripped Leda’s wrist. He looked up at her imploringly. “All my life I held this secret, wishing I’d gone in. Could have changed my fortune, maybe my whole family’s fortunes. Maybe the whole town’s! And every night since I’ve watched the stars. The pictures in the sky all changed. The Empty Star never came back.

“But now it’s all back, you hear me? The Empty Star is rising! Tomorrow night, sure as my grave! I feel it in my very soul, you hear me? Tomorrow night is the night! Someone has to go to the old stone mound to see the portal. Go in, this time. Change Graymoor’s fortunes! There’s treasure there, and glory. Don’t let it pass by this time, please. Don’t live a life of regret like an old, dying farmer. Please. Please…” And just as suddenly as his old, vital self had returned, Bert Teahill deflated and lay panting.

The three aged councilmen said nothing, eyes darting furtively between them in silent discussion. Leda Astford, meanwhile, patted the farmer’s shoulder gently.

“Okay, Bert,” she said. “We hear you. We’ll go to the old stone mound tomorrow night. If there’s a portal, we’ll get those jewels and spears.”

“Take– take Gyles,” Bert whispered and almost imperceptibly nodded.

With a rustle of cloth and creaking floorboards, the four town council members turned to look at the boy. Little Gyles Teahill was Bert’s grandson, who townsfolk said was strong as a man at ten years of age. He had taken over running the Teahill farm with his father’s recent leg injury. Little Gyles looked up at them all with a mix of wide-eyed surprise from the attention and an iron-like determination.

Councilman Wywood snorted derisively and turned his back on the boy. Wayford and Seford followed suit. The three shuffled out of the room, muttering about “waste of time” and “fool’s errand” and “preposterous” and “let’s go have some brandy.”

Leda Astford, meanwhile, met the boy’s eyes. She smiled, conjuring a confused grin from the boy. As the others left, Leda gently squeezed Bert’s thin shoulder and nodded. “I’ll go myself tomorrow night, Bert. And I’ll take Little Gyles and keep him safe, don’t you worry. We’ll see this door of yours. And if it’s there, well, sure as anything we’ll go in.”

Bert Teahill lay still beneath his blankets, eyes closed and barely breathing. Had the man heard her words?

They would never know.


Councilwoman Leda Astford’s breath steamed in the cold night air. Spring had come to Graymoor, but Winter still had its grip on the dark hours. She shivered beneath her traveling cloak, pulling it tighter. She was a healthy woman in the prime of her life but had always suffered in the cold. Her hands and feet especially.

She looked around. A rumor as big as this one had spread, and a large pack volunteered to wander into the darkness in search of Old Bert Teahill’s flight of fancy. Puffs of breath dotted the shadows as the dozen of them waited. It was a clear night and the path to the old stone mound was well-known, so none had felt the need to light a torch.

“How long are we going to stay out here before we decide the old fool is crazy?” complained Egerth Mayhurst. He was Graymoor’s jeweler, a shrewd and unpleasant man of middle years, thin and bald, with a carefully sculpted beard along his jawline. Leda assumed he was here to lay claim to any gemstones they found, if a magic portal did exist. Grimly, she realized that he may also have been sent here to report back to the other council members.

“Calm yourself, Egerth,” a deep, resonant voice intoned. It was Bern Erswood, the town’s herbalist and likely the most well-liked of the group. Bern’s remedies rarely did what he claimed, but the barrel-chested, bearded man made you feel good about taking them all the same. “That blue star that Leda called the Empty Star… It’s still climbing in the sky, and it’ll soon be directly over the old stones. I’m not saying anything will happen then, mind you, but I reckon we’ll find out soon.”

The others mumbled their assent and Egerth Mayhurst snapped his jaw shut, arms folded. Leda looked down on Little Gyles, who stood near her with a pitchfork held like he was defending a castle from invasion. The boy had stayed at her side the entire trek, and she couldn’t decide if he wanted her protection or saw himself as the protector. Either way, she smiled and gripped his firm, muscled shoulder.

“You hear that? Shouldn’t be long now,” she said reassuringly. The boy pursed his lips and nodded.

 She looked at the tall figure to her other side. Finasaer Doladris was the only elf anyone in Graymoor had ever met, and his long, pointed ears and long, fine hair made for a distinctive profile even in the darkness. His robes seemed to shimmer in the starlight.

“What do you think, Mister Doladris? Will a portal appear?”

“Mm,” he murmured noncommittally. “Difficult to ascertain, councilwoman. Yet whether folk fable or astrological miracle, it’s a fine entry to my documentation of the local populace. Quite intriguing all the same.”

Leda didn’t reply. The elf had been a genuine curiosity to all of Graymoor since he appeared out of the woodland a year ago claiming to be doing research, but the way he spoke made it difficult to hold a conversation.  

The old stone mounds were named such because, amidst a marshy woodland, several large slabs of rock lay against one another randomly like the discarded toys of giants. No other such stones could be found within miles of Graymoor, and against all reason these immense stones never collected moss, bird nests, or spiders. Indeed, no vegetation of any kind grew near the stones. Naturally, most locals avoided the place, and it was a frequent object of childhood dares. If Bert was indeed making up a story, the old stone mound was the perfect location for it.

Suddenly, where three blocks leaned haphazardly together to form an upright rectangle, a shimmering door of light appeared. One moment the space was empty and then it wasn’t, without a sound. The dozen Graymoor residents gasped. Little Gyles took an involuntary step closer to Leda.

As she moved forward, the boy at her hip, Leda saw that it was not so much a door as the opening of a corridor. Where before there had been a person-sized gap, there now stretched a long hallway, limned by blue light.

“There’s nothing on the other side!” Veric Cayfield, one of the three halflings present, called out from the shadows. Like the Haffoot siblings who had also joined their party, Veric had migrated to Graymoor from the distant halfling village of Teatown. He had become the town’s haberdasher years ago, because there was nothing Veric loved so much as clothes and sewing. Indeed, he proudly exclaimed to anyone who would listen that the reason he loved Graymoor is because humans allow him the opportunity to use even more fabric for his craft. Leda had no idea why he’d joined their expedition tonight. Or the Haffoots, for that matter.

A handful of others had wandered to the other side of the three stones.

“Sure enough!” Bern the herbalist exclaimed. “I can see you all clearly through the gap on this side. Can you see me?”

“We can’t, Bern,” Leda called out. “For us it’s a hallway.”

The sound of a sword being pulled from its scabbard rang out. Mythey Wyebury, who Leda always thought was trouble, moved forward to the shimmering corridor’s opening. “Well?” he said. “So the old man was speaking true. Let’s go find these jewels and magical weapons, eh?”

And then he stepped into the portal.

Hesitantly, a small group followed, each clutching the closest thing to a weapon they could find at home. Umur Pearlhammer, the dwarven stonesmith and Graymoor’s most tenured resident, gripped a hammer. Erin Wywood, the councilman’s granddaughter, had a long knife in her shaking hand. Even Hilda Breadon, the town’s baker extraordinaire, gripped a rolling pin in her meaty fist.

“Do we go in now?” Little Gyles asked, looking up at her. For such a strapping lad, his voice betrayed his young age.

“I suppose we do,” Leda answered with wonder, and the two moved towards the opening.

The corridor before them ran about twenty feet, and she was surprised to find that a flagstone floor ran between the portal opening and a large door. Otherwise, the place was bare walls, the same sort of stone as the old stone mound. But it was the flagstones that unnerved her most, for it spoke of someone crafting this place instead of it simply… being.

Mythey and several others were already at the door.

“Locked!” he shouted back at them, clearly frustrated. Veric, Bern, and the others who had walked around the stones were now all at the portal’s entrance behind Leda, peering in.

Leda strode closer, and the door itself left no question as to someone crafting this place. It was wooden and iron-banded. Jewels or crystals of some sort were embedded in the wood, creating star-shapes that twinkled in the blue light.

So far this has all been narrative and no game mechanics. But here we go! Time to roll some dice! Will anyone in the party understand what’s going on? I’ll give characters with an Intelligence of 13 or more (Erin Wywood, Ethys Haffoot, and Umur Pearlhammer) a chance to puzzle it out at a Difficulty Class of 14. Basically, they have to hit a DC 14 on a d20 roll, plus their Intelligence modifier (which for all of them is +1).

Erin’s roll (14+1): 15

Ethys: (11+1): 12

Umur: (2+1): 3

“I think,” Erin Wywood started to say, her voice cracking. She cleared her throat and tried again. “I think we need to wait. Bern said the star wasn’t directly overhead yet, yeah?”

Leda blinked, surprised. She knew Erin to be the closest thing Graymoor had to a minstrel, always in public spaces or the tavern singing songs about the gods and the importance of rooting out Chaos from the world. She never thought of her as quick-witted. Leda was suddenly glad that the councilman’s granddaughter had joined them.

“Screw that!” Mythey spat from the front of the group. Before anyone could stop him, he put his hand on the door’s handle and bashed forward with his shoulder. Mythey was an ass and bully, but he was also a hulking man and perhaps the strongest of them assembled.

This is a bit of a sacrificial lamb move on my part, but I don’t want to assume everyone will listen to the town minstrel’s wisdom, and Mythey is a greedy troublemaker whose best stat is Strength. It makes sense to me that he would try and barge in impatiently. It’s also an opportunity to establish the stakes of this little adventure.

The door can be forced with a DC 15 Strength check. Mythey rolls a (11+1) 12, so fails.

Attempting to force the door triggers a trap, however. Before I describe it, Mythey will take 1d8 damage, which he can halve with a DC 10 Reflex check (he rolls a 3). Sort of a moot point since he only has 1 hit point, but he takes 5 damage and is killed instantly.

It was a solid blow, but the sturdy door held. As the man struck it, the jewels on its surface flashed a bright blue that left all of them within the corridor dazzled. Leda blinked to regain her vision, and as she did so, those nearest the door cried out.

“He’s dead!” Hilda the baker shrieked. “Burned to a crisp! Gods help us!”

Acrid smoke smelling of charred flesh began drifting through the corridor towards the open air. Leda gagged and rushed towards the exit along with the others. She glanced back and saw the blackened lump that was once Mythey Wybury.

As the now-eleven of them huddled outside, under the night sky, near the shimmering portal entrance, several people tried talking at once, some in hysterical, high-pitched tones and others in calm, reassuring ones. The effect was that no one heard a single thing the others were saying, leading to a chaotic babble.

“Enough!” Umur Pearlhammer shouted. At once they all quieted. The dwarf’s weathered face, bushy brows over a bulbous nose, regarded them. “Mythey was a fool and trouble besides, we all knew it. First chance he had to take whatever wealth and steal it, he would have. I donna’ like that he died, mind, but there’s a lesson there for all’a us.”

The others nodded and sniffled and gripped their weapons.

“We gotta take care, now,” the dwarf continued in his gruff, commanding voice. “Think an’ act together, yeah? Miss Wywood has the right of it, methinks. What say you, Bern? The Empty Star still tracking overhead?”

The herbalist scanned the sky. “I would say so, yes. Maybe an hour or two and it should be directly overhead.”

Umur nodded once. “Then we wait. Meantime, who can help me haul that fool’s body out so we can bring it back when we’re done?”

For a moment, no one said a word. Then, at Leda’s side, Little Gyles Teahill raised his hand. “I can help, master stonemason sir.”

Umur nodded again. “Right enough. Come along lad.”

The next hour or two passed slowly. Mythey’s body was badly burned and uncomfortable to see, like he’d been struck by lightning. But he had a short sword in his grip and was the only one of them wearing anything resembling armor. After the trapped door, such things seemed more important than ever. Umur offered to take the sword, since no one else seemed comfortable using it. The leather cuirass, however, would never have fit the stocky dwarf. Indeed, only Bern the herbalist, Egerth the jeweler, and Finasaer the researcher were anywhere near the man’s size. The elf held up his hands helplessly, saying he was not a man of arms. That left the two human men, and, after some discussion, Bern had the least distaste for wearing a dead man’s singed leathers. With the help of the others, they pulled the items from Mythey’s corpse and helped Bern with the straps. Umur swung the sword, away from the group, and grunted in satisfaction as he slid it back into the scabbard that now hung from his hip.

“Something’s happening!” one of the Haffoots, the sister, Ethys, exclaimed, pointing a small finger towards the glowing hallway.

Bern looked skyward, drumming a finger on his now leather-clad belly. “Mm. Looks like it’s directly overhead, sure enough.”

“What is it, Ethys?” Leda asked as the group edged near the stones. It was an unnecessary question. Anyone with a view down the long corridor could see what was happening.

The jewel-encrusted, heavy door had swung open.

Portal Under the Stars, Chapter 2