I’ve been pondering my MCC megadungeon (and when I might have time to actually dedicate to it) and thought it’d be good to share this with the world. I’m sitting on about a zine’s worth of MCC content that hasn’t been put into a M of the Multiverse zine. I won’t be putting one of those out this year but didn’t want to leave folks without a taste of what it might have.
Carousing in MCC
At the start of every adventure (not session), each player may, though is not required, to roll once on the following table. The die roll represents the PC’s misadventures that occurred before the start of their next adventure. Players may choose to roll any die from a d3 to a d20; the larger dice being riskier, though potentially more rewarding, than smaller dice. Characters may recover Luck up to their original score and any excess Luck may be used to heal glowburn (1:1 ratio) or recharge batteries (10% charge for C-Cells, 5% charge for F-Cells).
Each result on the table has consequences. After a PC has regained their Luck, the Consequences column determines what event happened in the wake of the character’s actions and the PC begins play with such repercussions hounding their heels. Generally, such consequences will have run their course by the beginning of the following adventure, but that is at the judge’s discretion.
Carousing in the Wastelands
(1d3) Though tired from wandering the wastelands, things aren’t so bad.
(1d4) Heat exhaustion. -1d to all actions until you can cool down and relax somewhere decent, and can make a DC 12 Fortitude save.
(1d5) Embarrassing incident. Everyone laughed at you when (roll 1d3): (1) a swarm of corporate bird-bots tweet advertisements at you until you can find and drink a “verification can”, (2) you gain
ed a temporary defect for 1d7 days, or (3) a yvox poop fell out of the sky and onto you.
(1d6) Apprehended by a tribe for trespassing. In exchange for safe passage, a single artifact was given as tribute, but you have another issue to contend with. Roll 1d3: (1) you now owe an unspecified favor to the tribal elder, (2) you cannot pass back the same way without again paying tribute, or (3) a tribe member felt disrespected and is following you with ill intentions.
(2d3) Wrecked by radiation. Take 1d5+1 ability score damage from glowburn caused by (roll 1d4): (1) a mutation duel with another mutant, (2) danger resulting from dredging a radioactive pool for artifacts, (3) a foolish trip into Technorabble territory, or (4) an excursion into an ant-men hive.
(1d7) You spent an entire night (whatever that entails) with a wasteland hermit. There’s a 50% chance that it ended either poorly or wonderfully.
(1d8) All batteries drained after a perilous quest, plus an artifact owed to (roll 1d5): (1) the head of local settlement, (2) a glazkin underlord, (3) a tibbar hoarder, (4) a rival seeker, or (5) a capradpod warder of a large flock.
(2d4) During the next adventure you are repeatedly mistaken for (roll 1d4): (1) an Gene Police agent, (2) the slayer of a Holy Medicinal Monk, (3) a Quantum Cat created duplicate of yourself, or (4) one who stolen the the Conservator Curators.
(1d10) Partied with some other weirdos and got in a heap of trouble. Roll 1d5: You (1) are lying low after publicly lambasting a tribal custom, (2) were caught trying to steal from a tibbar burrow, (3) gained a new rival seeker, (4) are innocent, but the prime suspect of a crime against the Atomic Equinox, or (5) the target of the Blessed Brotherhood.
(2d5) You found a forbidden place and quickly left, but you (roll 1d3): (1) are now followed by a malevolent mutant, (2) picked up a artifact that has been nothing but bad luck and you can’t seem to rid yourself of it, or (3) were seen breaking taboo and are being blackmailed.
(1d12) Conscripted to quest! You’re forced to spend a week (roll 1d3): (1) teaching young tribe members how to survive as a seeker, (2) guarding their tribe from bandits, or (3) digging a new water well.
(3d4) A renowned seeker, long thought dead, reappears. Roll 1d4: (1) an old rival looking to settle the score, (2) your old mentor who you spurned, (3) someone who claims to be a lost sibling or other relative, or (4) an old romantic partner claiming to be hunted by an archaic alignment faction.
(2d6) Suffering from the glow! Roll 1d3: (1) any current glowburn takes twice as long to recover, (2) cannot glowburn for 2d7 days, or (3) must pass a DC 10+ amount glowburned Fortitude save to successfully glowburn for the next week.
(1d14) Awoke in a random place with none of your stuff (not even clothes). Roll 1d4: (1) in the nest of larval woolers, (2) in a gophermen den, (3) atop a ruined skyscraper, or (4) in a Vile Brotherhood campsite.
(2d7) Beaten in a mutation duel and robbed of everything that was on your person. Wake up suffering from a new defect.
(3d5) The Patron A.I. has their eyes on you. They sent an agent to harass and question you until satisfied.
(1d16) Ire of an archaic alignment. The faction targets you and all allies. No method is too underhanded or foul.
(2d8) Awoke with a terrible thing in your possession. Roll 1d3: (1) a tribe’s most sacred artifact, (2) the head of another seeker, or (3) a holo-tape with conveying a quest and a threat if you don’t follow through.
(3d6) A rival has enlisted bandits to hunt you, but why? Roll 1d3: (1) you were framed, (2) discovered their dark secret, or (3) did something awful but can’t remember what.
(1d20) The PC gains the attention of a patron A.I. (judge’s discretion) and is victimized by one of their wetware programs (judge decides the details). Roll 1d3: (1) level-1 wetware, (2) level-2 wetware, or (3) level-3 wetware.
If another Multiverse zine or an MCC megadungeon floats your boat or gets your goat then tell me about it! Enough of a push and try to make it happen in 2026!
What Else’s Going On?
Weird Frontiers Reference Guide and a New Adventure!
And it’s launching in just a couple days!