DCC Lankhmar: Doom Descriptions
- admo3of4
- 14 hours ago
- 10 min read

DOOMS
Every character begins the game with at least one doom. A player who chose a second benison begins the game with two randomly-determined dooms. The roll for the second doom is modified by the Luck cost of his purchased beni son plus the inverse of his Luck modifier if applicable.
Bad Reputation in Certain Circles: The inverse of Good Reputation in Certain Circles, the PC has done something (or is accused of doing something) distasteful to members of a certain social group or profession. Refer to the Good Reputation in Certain Circles description to determine the offended group. Members of that group or profession are automatically unfriendly to the PC and can easily be further spurred to violence or other unpleasant actions against the PC.
Blackmailed: The PC has committed a crime or engaged in an embarrassing activity that would mean either imprisonment, social shunning, or a similar punishment if revealed. Someone knows of the PC’s offense and regularly solicits funds from the character to remain silent. The blackmail demands are for 1d10×10 gold rilks and come at the judge’s discretion. The PC does not know who is blackmailing him or what evidence the blackmailer might have.
Blood Price on PC’s Head: The PC committed some great offense to the King of Kings, resulting in the potentate placing a bounty on the character. This punishment makes the PC an enemy of the state and he has any number of assassins and bounty hunters after him, all willing to die to appease the King of Kings. Returning to the Eastern Lands would almost certainly result in the PC’s death, but even in other regions of Nehwon he is plagued by suicidal assassins and relentless manhunters. These relentless killers strike when and where the judge decides, and the PC can never be sure when the next attempt on his life will occur.
Cursed: The PC begins the game under a dire curse. He may have offended a Mingol witch-doctor, a Snow Woman, a Lankhmart sorcerer, or similar wizardly foe depending on his place of origin. The curse is a minor one (see DCC RPG p. 438 or one of the judge’s own creation) and can be removed as normal.
Dependent: The PC has a spouse, parent, sibling, child, or other individual he is responsible for. He must ensure the dependent is cared for by spending both time and money to their benefit. The PC’s foes will eagerly endanger the dependent should their existence be discovered. A PC who fails to care for a dependent suffers a permanent loss of Luck (usually 1 to 3 points depending on the severity of the failure) and may be cursed by his culture’s gods as determined by the judge.
Distinctive Appearance: The PC possesses a trait or unique physical quirk that makes him easy to recognize and remember. The PC could be abnormally short or tall, have a strange birthmark, odd gait, memorable facial tic, curious-colored eyes, a hunchback, or similar characteristic. This ensures the PC is remembered by others when committing a crime, passing through a village, attempting to lay low, or otherwise escape notice. If the PC is a thief, he suffers a -1d penalty on all disguise self checks.
Enmity of the Slayers’ Brotherhood: The PC committed some horrible offense that has stirred the Slayers’ Brotherhood against him. Perhaps he stole something of value or was a former member who betrayed them. The entire membership desires him dead, and he must tread carefully in any territory where the Brotherhood has influence. If recognized, a squad of bloodthirsty warriors will soon be seeking the PC’s head.
Escaped Gladiator: The PC was sentenced to die in the Mad Duke’s games for a crime or debt. He managed to escape before appearing in the arena, but now has the Duke’s bounty hunters after him. These hunters appear at the worst times, intent on recapturing him. The PC would almost certainly be recognized and captured if he ever returns to the Land of the Eight Cities.
Eunuch: Perhaps the PC committed a crime or previously served as a harem guard; in any event, he is a eunuch and unable to sire children. Re-roll this result if the PC is female.
Geased: The PC either willingly or unwillingly had a geas placed upon him. If he is an agent or servant of a supernatural power, the geas was imparted by his master. Otherwise, it is likely the result of offending a witch, wizard, or godling. The geas is a formidable one, akin to a major quest, and will likely take years to complete. See pp. 22 and 31 in the Judge’s Guide to Nehwon for more information on geases in DCC Lankhmar.
Hatred of a Supernatural Entity: The PC has angered a force beyond mortal ken, able to enact all manner of vengeance, curses, and dooms. This entity could be an arch-wizard, demon, god, Death, or stranger foe. At the start of each adventure, the judge makes a Luck check for the PC. If it fails, the entity works against the PC in some manner before the adventure ends. How and when this manifests is left to the judge.
Hindered: The PC suffered an injury or misfortune that permanently reduces one ability score by 1 point. Roll 1d5 to determine the score: (1) Strength; (2) Agility; (3) Stamina; (4) Intelligence; (5) Personality. This cannot reduce the score below 3; re-roll if necessary.
Illiterate: The PC is incapable of reading or writing any language, even those he speaks. Wizards with this doom do not possess spellbooks and use alternative mnemonic methods. A comprehend languages spell temporarily overcomes this doom. It may be overcome permanently through education at the judge’s discretion.
Inglorious Doom: The witch-doctor predicted the PC will perish in an ignoble manner, forgotten by time and clan. Not only does the PC suffer the effects of the Outcast doom, but he is likely to die ingloriously. Whenever the PC makes a Luck check when his body is rolled over, he must make two Luck checks and take the worse result.
In Debt: The PC owes 3d6×100 gold rilks to a shady moneylender and is behind on payments. The loan shark enforces collection through goons, hired thieves, and other pressure. The loan shark is well defended, making violence an impractical solution.
Inept: The PC failed to master one aspect of his class and suffers a -1d penalty whenever attempting that ability, skill, or power. Examples include a thief’s skill, a weapon type, a spell, or similar class talent. The affected task is chosen by the player with judge approval.
Magically Corrupted: The PC performed magic beyond his ability or was too close to a catastrophic mystical event. He bears a trace of corruption. Roll 1d5: (1–3) Nehwonian Minor Corruption; (4–5) Nehwonian Major Corruption. Roll on the appropriate corruption table (see p. 19) to determine the effect.
Major Foe: The PC has offended or otherwise angered a person or small group of some importance or power. This foe strives to foil the PC’s plans and impede his life whenever possible. Examples include an entire family or clan, a mercantile guild, a street gang, an outlaw band, a city constable, a major bureaucrat, or similar enemies. These foes have the power to physically threaten the PC if necessary and are not above hiring others to do their dirty work. This foe can eventually be overcome, but a straight fight is likely to be lethal to the PC, requiring thought, planning, and luck to permanently thwart this doom.
Minor Foe: The PC has offended or otherwise angered a person of little importance or power. Despite their lack of influence, the foe strives to impede the PC’s life however possible. Examples include an ex-lover, a petty bureaucrat, a modest merchant, a laborer, or a young member of a clan. The foe cannot usually directly challenge the PC, but can make life difficult through gossip, harassment, fines, or social manipulation. The foe can eventually be overcome, but will usually have precautions that preclude outright violence; negotiation, apologies, repayment, and other social solutions are required to resolve the conflict.
Outcast: The PC dwells outside his starting culture. He may be a slave, expelled from his clan, outlawed, or otherwise not accepted in ranks of status. The PC will never receive aid from his culture at large and, depending on the circumstances of his ousting, may even meet violence when encountering his own people.
Owes a Major Favor: The PC owes a debt of gratitude to a benefactor who once helped him out of a serious predicament. At this level, the favor is large, such as escaping imprisonment, intervention with a powerful foe, or saving the PC’s life. The benefactor will eventually call in the debt, and the PC must fulfill the obligation or risk revenge, possibly even being subjected to the very fate they were once spared from. The player and judge should determine the benefactor and the nature of the aid.
Owes a Minor Favor: The PC owes a smaller debt of gratitude for assistance during a lesser predicament, such as being lent money, helped out of a social issue, or similar aid. The benefactor will eventually call in the favor. Failure to comply may result in social shunning, loss of reputation, or legal trouble.
Poor Rider: The PC never mastered horseback riding. He suffers a -1d penalty on skill checks related to equestrian matters and a -2 penalty to attack rolls, saving throws, and spell checks while mounted. Re-roll if the PC possesses the Kin to Horses benison.
Poverty-Stricken: The PC’s starting funds are reduced by 50%. Re-roll if the PC possesses the Well-Heeled benison.
Prone to Seasickness: The PC cannot tolerate being at sea for more than an hour. After this time, he suffers a -2 penalty to attack rolls, saving throws, skill checks, and spell checks until he returns to dry land. He is often mocked by his kinfolk.
Superstitious: The PC strongly believes a specific act brings bad luck and refuses to perform it unless no other option exists. The player and judge should determine the superstition, which should have meaningful consequences. Examples include never riding a horse, refusing to wield a weapon before midday, or never sleeping indoors. Acting against the superstition imposes a -1d penalty to all rolls until a purification ritual of 3d6 hours is performed.
Tainted Bloodline: The PC has an inhuman ancestor, and that taint continues to affect him. The ancestor might have been a ghoul, an Invisible of Stardock, a legacy of the Elder Gods, a mer-woman, or another being. The PC gains no benefit, only drawbacks. He is treated as having the Distinctive Appearance doom, with appearance tied to ancestry. His blood is valuable to sorcerers, alchemists, purity fanatics, and others. Eventually, his heritage will be discovered and exploited or destroyed.
Uncivilized: The PC is unfamiliar with the customs and norms of city life. He suffers a -1d penalty to skill and ability checks in urban environments, including social interaction, navigation, and awareness checks. Attack rolls, saving throws, and spell checks are unaffected.
Wanted by the Thieves’ Guild: The PC has committed an offense against the Thieves’ Guild, likely theft within their territory, and they seek his death. At the start of each adventure, the judge makes a secret Luck check; a failure indicates the Guild has located the PC and assassins will soon arrive. This doom is difficult but not impossible to overcome. Re-roll if the PC has the Accepted Freelance Thief benison.
Tovilyis Supplement
Bounty Warrant: Someone has it out for you, enough so that there’s a price on your head. While not severe enough to draw the attention of the Slayers’ Brotherhood or the Deathmasks, there’s enough desperate souls out there looking to collect it. There is a 1 in 6 chance each adventure (or time period agreed upon with the judge) that 1d3 bounty hunters seek you out, looking to collect. The judge rolls 1d4: (1) they’re lower level than you; (2–3) they’re equivalent to your level; (4) they’re higher level. This doom can be resolved if you can figure out who put the bounty on you and deal with that person, one way or another.
Enmity of Dogs: For some reason, be it natural or supernatural, dogs and other canines have an active dislike of you. This trait is highly noticeable in Tovilyis, a city that venerates the dog as loyal protector. Domesticated dogs growl and snap at your presence, making you noticeable to all around (you suffer a -2d penalty on stealth attempts when canines are near). Wild canines, such as feral dogs, wolves, and coyotes, will attack you if they sense your presence, lunging at you in preference to other targets. Anyone trying to track you with bloodhounds or similar hunting dogs enjoys a +1d bonus to any rolls related to following your trail.
Quisling: The citizens of Tovilyis see you as a collaborator with the Lankhmart occupational forces, either for actual reasons or due to a misunderstanding. All Personality-related checks with native Tovilyians suffer a -2d penalty in the city and a -1d penalty in other lands when encountering Beggar City natives. It is possible to remove this doom, but likely only by acquiring the Major Foe (Lankhmart Occupational Forces) doom in its place or by taking other steps to prove you’re no friend of the City of the Black Toga.
Eight Cities Supplement
Blasphemer: The PC has offended the Gods of the Forest, perhaps by defiling a temple, cutting down an ilrisk tree, or slaying a forest creature without proper rites. Word has spread, and the PC is now an apostate in the eyes of the Priests of the Forest and their followers. He can never receive assistance from the priesthood; devout followers (most Eight-Citymen) shun him or refuse service, and he is pelted with stones, filth, and rotten vegetables in the streets. This doom can only be lifted through an epic quest or direct absolution from the Gods of the Forest.
Treader in Ancient Dust: The PC has ventured—if only briefly—inside one of the strange ancient structures built long ago by unknown hands in the depths of the Great Forest. He remembers little, but something noticed him there and was drawn by his beating heart. It now follows him, hungry for something he has not yet deduced. Calamity follows him: eerie events unfold around him, drawing attention and suspicion.
Once per adventuring session, at a time the judge deems appropriate, the PC must make a Luck check. On a failure, a strange occurrence strikes him—such as a shadowy tendril draining Stamina or Strength, a strange animal with burning eyes attacking, or inexplicable magic harming him. On a success, the event still occurs but targets another nearby creature instead; however, it becomes clear the PC is somehow the cause, and others may seek vengeance or recompense. The source of these events is left to the judge (restless spirit, otherworldly horror, or ancient curse). Removing this doom is possible but difficult and left to the judge’s discretion.
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