Malloc: A DCC Patron

photo by: dmahr on flickr, gimp filters by jft

photo by: dmahr on flickr, gimp filters by jft

I seem to have a trend of posting Dungeon Crawl Classics RPG related content on Fridays. Continuing that trend, this week I present a patron write-up I did for my online campaign. The idea source for this patron came from materials from Purple Sorcerer Games written by Jon Marr.

Malloc made an appearance in one of the early Purple Sorcerer Games adventures. Jon provided me with some additional insight for how he saw Malloc and his motivations which I morphed into this complete patron write-up. I have two wizard characters that claim Malloc as their patron, sometimes much to their dismay!

And with that, I hope you enjoy Malloc the Creeper!

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Malloc the Creeper

Also known as the Dark World Tree, Malloc works his roots into dark nooks of the world with intent to gather knowledge and further increase his preparedness to exert his power and control on worldly affairs. Malloc has a near insatiable desire for knowledge and information and uses those that call him their patron to gain this knowledge. Malloc is not beyond exerting his own destructive power to broker exchanges of information for safety of entire towns and structures.

Malloc’s jealousy also leads him to be locked in a bitter rivalry with Yddgrrl, the World Root. Though Malloc is often thought to be uninterested in nature, he seems to have a certain affinity towards particular trees and seeks to protect them with destructive force when necessary. Some say Malloc is jealous of Yddgrrl’s much closer bonds to nature than Malloc’s own.

Malloc expects his followers to search out forgotten knowledge and report it to him using whatever means, including force, are necessary to gain this knowledge. Malloc rarely communicates his desires in a forthcoming manner to his followers preferring cryptic messages through speaking trees, faceless figures, and scrawled messages in flesh. Malloc is prone to jealousy if any of his patrons seek to stray from his patronage. Feeling it as a loss of an information source he will frequently strike out in a devastating display of power to rein in or punish a follower from leaving his patronage.

Invoke Patron check results:

12-13 Malloc responds to the call but is quickly distracted by something else that comes to his attention. Before he leaves he grants the caster significant insight into the weakness of the creature the caster is fighting. This insight provides a +4 on spellcaster checks for the next 1d4 rounds.
14-17 Malloc is annoyed and admonishes the caster severely before begrudgingly causing the caster’s skin to become bark-like (AC +4) and an increase of 2d3 to the caster’s Strength ability. These effects last for 1d4 turns and the ability score increase can be spellburned.
18-19 Malloc responds to the call and appreciates the dire circumstances that led to his calling. He grants insight to the situation the caster and his allies are in and grants each a +4 to attacks, skill checks, and spell checks for 1d4 turns.
20-23 Malloc sends forth root-like tentacles that burst forth from the ground regardless of the type of surface and grapple nearby objects and creatures. The roots cover a 20′ radius centered at a point the caster dictates.  These summoned roots slow the enemy’s movements by half and causes a -2 to all attack, skill, and spellcraft checks. Those trapped in the grasping roots must make a DC 18 Strength check to escape their grasp.
24-27 Malloc sends a pair of dark roots out of the ground near the caster’s legs. These dark roots wrap around the caster’s ankles with some strength. From the initial round and for each round the caster does not move from this position the caster receives 1d4 hit points in healing and 1d2 ability point damage healed. Once the caster moves, the root-like tendrils curl back down into the ground.
28-29 Malloc calls forth several powerful roots to press forth from the ground at a location dictated by the caster. These roots will target the creature closest to that point and attempt to grab them (Atk +10, plus grab). Once a root has successfully grabbed the victim they will work together to pull the victim back beneath the ground. It takes 1d3 rounds for the roots to suffocate the victim underground. A DC 20 Strength check escapes the roots.
30-31 A massive tree is summoned forth by Malloc at the location desired by the caster. This tree (see below), with a great, gaping maw, erupts from the ground over the course of 1d3 rounds. When fully surfaced it stands 40′ tall with numerous leafless limbs. 8 of these limbs proceed to make attacks on any opponent the caster orders it to. The caster can dictate each of these 8 attacks but can perform no other action on his turn when doing so. The tree remains summoned for 1d4 turns.Tree, avatar: Init +2; Atk bite +10 melee; Dmg 2d12 and swallow on critical; AC 15; HP 58; MV 5′; Act 8d20; SP: Free bite attack if victim delivered by limb. SV Fort +8; Ref +0; Will +8; AL NOne of three things (1d3) happen when an opponent is struck by one of the limbs.1)     The limb grabs the victim and then proceeds to hurl the victim with great force. The victim takes 2d8 damage (DC 16 Reflex Save for Half).2)     Upon grabbing the victim the limb begins to squeeze the victim with tremendous force. The victim takes 4d4 squeezing damage (DC 15 Strength Check to take Half damage; DC 18 Strength check to escape the root)3)     The limb grabs the victim and begins squeezing. The victim takes 4d4 squeezing damage (DC 15 Strength Check to take Half damage; DC 18 Strength check to escape the root). On the 2nd round the root will deposit the victim in the tree’s maw.
32+ Malloc’s ire has been raised and he unleashes his destructive force in a startling display to protect those who call him patron. An earthquake caused by many roots and tendrils erupts all around the spellcaster and his allies. The earthquake focuses on a 400′ radius area around the caster, though the caster and his allies are shielded from the effects of the earthquake.Outside this protective sphere all must make DC 22 Reflex saves to avoid falling into deep fissures causing 3d6 damage from the fall. For those that succeed on their Reflex save they must make another one each round until they are outside the area of effect.Once in the fissures they begin to close and shift causing 6d6 crushing damage over the next 6 rounds. Two successful (not necessarily in a row) DC 18 Strength checks are needed to begin escaping the crushing forces of the fissure. For each round in the fissure the victim is subject to another 6d6 damage.This quake also causes structural damage to any buildings caught in the ferocity of the thrashing roots causing this earthquake.  Towers and multi-level structures are likely to sway, possibly collapsing in ruin.  Foundations of one-story buildings are sundered, heaving portions of the building up and others sinking below the earth’s surface.

 

Patron Taint: Malloc

Malloc strives to turn his petitioners to be more like him in resemblance and form. When patron taint is indicated, roll 1d6 on the table below. When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling anymore.

Roll Result
1 The caster’s skin become rough and almost scratchy to the touch. If this result is rolled a second time, the caster’s skin transitions from being scratchy to appearing and feeling like smoothed bark (-1 Agility checks, +1 AC). If this result happens a third time, the caster’s skin transitions to that of actual bark (-2 Agility checks, +2 AC).
2 The caster’s hair begins to become stiff and bristly to the touch. If this result is rolled a second time, small twigs become part of the caster’s hair with small leaves. If this result is rolled a third time, the caster’s hair becomes composed entirely of small twigs and leaves. If the caster chooses to shave their head, the small twigs and leaves will return in their entirety by morning.
3 When the caster casts a spell the immediate area (20′ radius) tremors. No damage is caused, but items rattle and clink if they are not secured. If this result is rolled a second time, when the caster casts a spell the immediate area (20′ radius) trembles, small cracks appear in the ground and small, non-secured items topple over. If this result occurs a third time, when a spell is cast by the caster the immediate area (20′ radius) suffers a minor quake, the ground heaves from roots thrashing about in the ground causing the area to become difficult terrain. DC 12 Reflex saves are required by those in the immediate area to avoid falling prone and there is a chance of minor structural damage.
4 The caster finds himself becoming more possessive of his belongings. Being asked to share his belongings are met with great annoyance. If this result is rolled a second time, the caster shows much more annoyance and vocal distrust of others wanting to borrow or use his things. The caster will refuse to share or let others use his belongings. If this result is rolled a third time, the caster refuses to loan his belongings out. The caster also become always suspicious that people are after his belongings. When situation arise that others are pressuring him to share his belongings, the caster must make a DC 15 Will save to avoid the incident from escalating into outright conflict.
5 The caster finds himself unable to hydrate orally and must resort to pouring water or other beverages on his feet. Liquid poured on the caster’s feet is readily absorbed and used by the caster’s body for hydration. If this result is rolled a second time, the caster finds it more difficult to obtain nourishment orally. Though the caster can eat and obtain some nourishment the caster obtains more nourishment by pouring nutrient rich liquids on his feet. If this result is rolled a third time, the caster can no longer eat or drink normally for sustenance. All nourishment must be through some form of liquid or nutrient rich liquid poured on his feet and absorbed by this body.
6 The caster has an insatiable desire to venture forth after a piece of lost knowledge. The caster receives a vision of the object that holds this knowledge and a vague idea of location. The caster must retrieve the object from the vision and study it (Minor Quest – 5-7 days in duration). If this result is rolled a second time, a revelation comes to the caster regarding the object retrieved from the first occurrence. The caster must now find a second piece of information that will help determine the meaning of the first. (Medium Quest – 25-30 days in duration). If the result is rolled a third time, the caster receives another cryptic vision which the caster must decipher involving the two objects previously obtained. (Major Quest – 3-6 months).

 

Patron Spells: Malloc 

Malloc grants the following three spells to those that petition him:

Level 1: Snarling Roots

Level 2: Forest Perception

Level 3: Quaking Roots

Spellburn: Malloc

Malloc exacts a cost for those that seek his aide at times of need. When a caster utilizes spellburn, roll 1d4 on the table below or build off your own ideas to create an event specific to your situation.

Roll Results
1 Malloc needs blood. Roots push their way up through the ground and wrap around the caster’s legs for 2 rounds. During this time the caster is unable to move, though he can still cast. The roots drain blood from the caster (expressed as Stamina, Strength, or Agility loss).
2 Malloc is creating another avatar of himself and requires teeth as a component. The caster must remove one or more of his own teeth as an offering to Malloc which will be used to bring the maw of Malloc’s avatar to life. For every 2 points of spellburn the caster must sacrifice one tooth.
3 Much as tree limbs and roots crack, Malloc wishes to exact this punishment through the cracking of bones in the caster’s body (expressed as Stamina, Strength, or Agility loss).
4 Malloc seeks to exact his mark on the caster and carves the word Malloc on the caster’s body. The depth and size of this mark is determined by the amount of points expended in this spellburn.

 

                                                                               Snarling Roots
Level: 1 (Malloc)              Range: 125′            Duration: 1 turn per CL                       Casting Time: 1 round
General Malloc has creeping roots beneath the ground ready to be summoned when the need presents itself. The caster conjures forth an area of snarling roots that impede his enemy in both movement and actions.
Manifestation Roll a 1d4: (1) thick gnarled roots, cluttered with dirt pierce the ground; (2) thin, brownish green roots with freakish agility and speed protrude from the ground; (3) a large ball of roots shoot from the caster’s hands and arcs through the air to the target area; (4) a swirling mass of greenish brown vapor is hurled from the caster’s hands exploding into a mass of roots at the target area.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 A 10′ radius area becomes entangled with roots coming up from the ground. No prior vegetation is needed. Creatures within the area lose 5′ from their movement rate and suffer a -1 to attack, skill checks, and spell checks. A DC 13 Strength check allows targets snarled to move and act without penalty for one round.
14-17 A 20′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within lose 5′ from their movement rate and suffer a -1 to attack, skill checks, and spell checks. A DC 15 Strength check allows targets snarled to move and act without penalty for one round.
18-19 A 20′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at half their normal movement rate and suffer a -2 to attack, skill checks, and spell checks. A DC 17 Strength check allows targets snarled to move and act without penalty for one round.
20-23 A 40′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at half their normal movement rate and suffer a -2 to attack, skill checks, and spell checks. A DC 17 Strength check allows targets snarled to move and act without penalty for one round.
24-27 A 50′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at half their normal movement rate and suffer a -4 to attack, skill checks, and spell checks. A DC 18 Strength check allows targets snarled to move and act without penalty for one round.
28-29 A 60′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at half their normal movement rate and suffer a -4 to attack, skill checks, and spell checks. A DC 20 Strength check allows targets snarled to move and act without penalty for one round.
30-31 A 60′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at one quarter their normal movement rate and suffer a -6 to attack, skill checks, and spell checks. A DC 20 Strength check allows targets snarled to move and act without penalty for one round.
32+ A 80′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within are unable to move and suffer a -6 to attack, skill checks, and spell checks. A DC 22 Strength check allows targets snarled to move and act without penalty for one round.

 

Forest Sensing

Level: 2 (Malloc)          Range: 500′ (+500′ per CL > 1)        Duration: 1 turn per CL        Casting Time: 3 rounds
General Despite Malloc’s often loose ties to nature, he is fully capable of bending the will of nature to serve his needs in the quest for knowledge and information. With the power of Malloc the caster is able to tap into the senses of nearby plants and trees, hearing what the plants hear as if the caster was present.
Manifestation Roll a 1d4: (1) The caster’s ears turn into leaves for the duration of the spell; (2) A thin root sprouts from the ground and gently wraps itself around the caster’s leg for the duration of the spell; (3) a globe of green, misty light is conjured during the casting of the spell erupting in a fine spray of water; (4) the caster’s skin turns a mottled greenish-brown for the duration of the spell.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster indicates an area with some form of plant-life within the casting range of the spell. The caster is now able to hear normal conversations and ambient sounds occurring near the target plant for the duration of the spell. Once a plant is chosen the spell cannot be redirected.
16-19 The caster indicates an area with some form of plant-life within the casting range of the spell. The caster is now able to hear normal conversations and ambient sounds occurring near the target plant for the duration of the spell. If the caster wishes to change the target of the spell, he may do so until the duration of the spell expires.
20-21 The caster indicates an area with some form of plant-life within the casting range of the spell. Through the plant the caster has amplified hearing allowing the caster to hear normal and whispered conversations and ambient sounds. If the caster wishes to change the target of the spell, he may do so until the duration of the spell expires.
22-25 The caster indicates an area with some form of plant-life within the casting range of the spell. Through the plant the caster is able to hear normal conversation and ambient sounds. In addition, if the caster does not normally know the language spoken, the caster understands the language for the duration of the spell. The caster can retarget the spell until the duration of the spell expires.
26-29 The caster can indicate multiple targets that listen (up to CL). Through each of these plants the caster is able to hear normal conversation and ambient sounds occurring near each of the targeted plants. The caster is able to supernaturally make out and process each of these conversations without difficulty. Once chosen the targets cannot be re-selected.
30-31 The caster is able to select multiple plants for listening and retarget as desired for the duration of the spell. The caster can also choose to have a particular person followed from plant to plant for the duration of the spell automatically. Through the plant the caster is able to hear normal and whispered conversation and ambient sounds. In addition, if the caster does not normally know the language spoken, the caster understands the language for the duration of the spell.
32-33 The caster is awash in overheard conversations and sounds from all plant-like entities within range of the spell. Within the first minute of casting the caster much choose the number of targets equal to his CL and amount of points spellburned to continue listening to for the duration of the spell. Once the targets are chosen the caster can continue to hear normal and whispered conversations, ambient sounds and comprehend the language spoken from that target for the remaining portion of the spell. Targets can be re-chosen until the spell expires.
34+ The caster is able to listen to all surrounding plants in the range of the spell. The caster is able to supernaturally able to process all of this information without difficulty and does not need to choose targets. All normal and whispered conversations and ambient sounds are heard and the caster is able to comprehend all languages obtained in this manner. These effects last for the duration of the spell.

 

Quaking Roots

Level: 3 (Malloc)                  Range: 225′                  Duration: 1 round per CL                    Casting Time: 1 round
General Malloc’s ire has been raised and his wrath shall be felt. The caster calls upon Malloc’s power to summon forth powerful roots to thrash about causing the very earth itself to quake.
Manifestation Roll a 1d4: (1) A tangled ball of roots is conjured between the caster’s hands which is hurled to the target area of the spell; (2) a spiraling vortex of roots is launched from the caster’s position to the target area of the spell; (3) a sphere of fine, black dirt showers upwards from the ground at the target site immediately prior to the quake starting; (4) the sound of multiple stones cracking echoes sharply through the air around the caster.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 In an area of the caster’s choosing within range of the spell powerful roots erupt from the ground in a 20′ radius. These roots flail about possibly striking creatures in that area (3d6 damage, DC 12 Reflex for half). In addition the ground begins to shake from the thrashing, -1 to attack rolls, skill checks and spell checks.
18-21 In an area of the caster’s choosing within range of the spell, large, powerful roots erupt from the ground in a 20′ radius. These roots flail about, actively seeking to strike creatures in the area (4d6 damage, DC 15 Reflex for half). In addition the ground begins to shake from the thrashing, -1 to attack rolls, skill checks, and spell checks.
22-23 In an area of the caster’s choosing within range of the spell, very large and powerful roots erupt from the ground in a 30′ radius. These roots flail about, actively seeking to strike creates in the area (5d6 damage, DC 16 Reflex for half). In addition the ground begins to shake violently from the thrashing, -2 to attack rolls, skill checks, and spell checks.
24-26 In an area of the caster’s choosing within range of the spell, very large and powerful roots erupt from the ground in a 40′ radius. These roots flail about, actively seeking to strike creates in the area (6d6 damage, DC 18 Reflex for half). In addition the ground begins to shake violently from the thrashing, -2 to attack rolls, skill checks, and spell checks.
27-31 In an area of the caster’s choosing within range of the spell, extremely large and powerful roots erupt from the ground in a 45′ radius. These roots flail about, actively seeking to strike creatures in the area (8d6 damage, DC 20 Reflex for half). In addition the ground begins to shake violently from the thrashing, -3 to attack rolls, skill checks, and spell checks.
32-33 In an area of the caster’s choosing within range of the spell, very large powerful roots erupt from the ground in a 50′ radius. These roots flail about actively seeking to strike creatures in the area (10d6 damage, DC 22 Reflex for half). In addition the ground begins to shake violently from the thrashing, -4 to attack rolls, skill checks, and spell checks. Structures within the effects radius begin to exhibit signs of minor structural damage.
34-35 In an area of the caster’s choosing within range of the spell, very large powerful roots erupt from the ground in a 60′ radius. These roots flail about actively seeking to strike creatures in the area (15d6 damage, DC 25 Reflex for half). In addition the ground begins to shake violently from the thrashing, -5 to attack rolls, skill checks, and spell checks. Structures within the effects radius begin to exhibit signs of major structural damage.
36+ In an area of the caster’s choosing within range of the spell, very large powerful roots erupt from the ground in a 80′ radius. These roots flail about actively seeking to strike creatures in the area (20d6 damage, DC 30 Reflex for half). In addition the ground begins to shake violently from the thrashing, -6 to attack rolls, skill checks, and spell checks. Structures within the effects radius exhibit significant structural damage up to and including collapse.

 

6 thoughts on “Malloc: A DCC Patron

  1. Hi there!

    I’m a humble follower of this fine blog of yours. I specially like your posts about DCC RPG; I’m translating some free stuff into Spanish.
    Could I translate your “Malloc the creeper patron” and post it on my blogm, please?

    Thank you!

    • I am glad you like the blog!

      Yes, you are welcome to translate the Malloc post and put the translated version on your blog. If you do, please credit the patron write-up to me and provide a link back to the original version.

      Once you post it, I wouldn’t mind tweeting a link to the translated version on your blog. Just let me know when it goes live!

  2. Great stuff, but noticed that the Manifestation and General fields of the Quaking Roots spell are empty.

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