Hail, wizard of Aereth! Forget everything you think you know about the magic. Mastery of the occult lies beyond the comprehension of your world’s primitive societies and warring kingdoms. Your cantrips and legerdemain are mere parlor tricks in the face of true power. The Star Cabal, peerless practitioners of the arcane arts, extends a rare invitation to join their ranks. Hurtling through the cosmos in a marvelous flying city, the magicians are revered as lords of creation by the spacefaring races of a thousand suns. Ascend to the stars and seize your rightful seat in the vaunted halls of power… if you dare.
Your adventurers must pick a path through twisted ruins, ancient missile silos, strange monorail systems, and a conflict with four deadly factions to save a world—or destroy it!
Power Score Gaming Blog: “This thing is huge and packed with stuff. The author, Jobe Bittman, did an incredible job. In some ways, I think that this is the very best DCC RPG adventure ever made.”
TenFootPole.org: “From special quarters for the wizards to NPC’s referring to the rest of the party as hirelings, the wizard in the party will get a kick out of being special.”
Hail, wizard of Aereth! Forget everything you think you know about the magic. Mastery of the occult lies beyond the comprehension of your world’s primitive societies and warring kingdoms. Your cantrips and legerdemain are mere parlor tricks in the face of true power. The Star Cabal, peerless practitioners of the arcane arts, extends a rare invitation to join their ranks. Hurtling through the cosmos in a marvelous flying city, the magicians are revered as lords of creation by the spacefaring races of a thousand suns. Ascend to the stars and seize your rightful seat in the vaunted halls of power… if you dare.
Your adventurers must pick a path through twisted ruins, ancient missile silos, strange monorail systems, and a conflict with four deadly factions to save a world—or destroy it!
Power Score Gaming Blog: “This thing is huge and packed with stuff. The author, Jobe Bittman, did an incredible job. In some ways, I think that this is the very best DCC RPG adventure ever made.”
TenFootPole.org: “From special quarters for the wizards to NPC’s referring to the rest of the party as hirelings, the wizard in the party will get a kick out of being special.”
Hail, wizard of Aereth! Forget everything you think you know about the magic. Mastery of the occult lies beyond the comprehension of your world’s primitive societies and warring kingdoms. Your cantrips and legerdemain are mere parlor tricks in the face of true power. The Star Cabal, peerless practitioners of the arcane arts, extends a rare invitation to join their ranks. Hurtling through the cosmos in a marvelous flying city, the magicians are revered as lords of creation by the spacefaring races of a thousand suns. Ascend to the stars and seize your rightful seat in the vaunted halls of power… if you dare.
Your adventurers must pick a path through twisted ruins, ancient missile silos, strange monorail systems, and a conflict with four deadly factions to save a world—or destroy it!
Wraparound Cover
Check out the full wraparound cover art for DCC #88: The 998th Conclave of Wizards!
Power Score Gaming Blog: “This thing is huge and packed with stuff. The author, Jobe Bittman, did an incredible job. In some ways, I think that this is the very best DCC RPG adventure ever made.”
TenFootPole.org: “From special quarters for the wizards to NPC’s referring to the rest of the party as hirelings, the wizard in the party will get a kick out of being special.”
This page presents a listing of all the Dungeon Crawl Classics modules in numerical order. The modules were written for D&D 1E, D&D 3E, D&D 4E, or the DCC RPG. Be sure to check each individual module to make sure the system intended to be used.
After the Dungeon Crawl Classics list we also include a complete list, in order, of modules for DCC Lankhmar, DCC Horror, DCC Holiday, and Mutant Crawl Classics.