Thursday, 19 April 2018

Crawl-thulhu Form-fillable Character Sheet

Created by Todd McGowan, with art by Todd McGowan, this item is published by Discerning Dhole Productions.

This is a form-fillable character sheet for Crawl-thulhu.

It has been made available at no cost.

Get It Here!


Night Soil #0

Night Soil #0 was written by bygrinstow and illustrated by Claytonian, realitybreak, and bygrinstow. The publisher is Inner Ham.

Night Soil #0 is the first of what are intended to be eleven issues of a zine inspired by artwork in the 4th printing of the Dungeon Crawl Classics core rulebook. It contains monsters, magic items, spells, and more. Each listing tells you exactly what page to look at for the inspirational artwork.

When I created Pesh Joomang for the Angels, Daemons, and Beings Between Indiegogo campaign, I did something somewhat akin to this. All of the monsters in the first level patron spell, creatures of the visual hieroglyphics, come from DCC illustrations on the pages equal to the spell range. Likewise, the Artefacts of Pesh Joomang were based on items Goodman Games had produced. This patron was printed in the Extended, Otherworldly Edition of that tome.

The only overlap I noticed is that I used an illustration for the  immortal death worm, and bygrinstow was inspired by the same illustration to create the spell shadow blend.

Within this modest-sized zine, you will find three complete spells, at least seven creatures, eleven magic items, and nine other entries that defy easy classification. If is a fountain of creativity. Often, when discussing zines, I have given a list of contents and described each item separately, but that would be a disservice to both writer and reader in this case.

Night Soil is warm and malleable.

It’s made from assorted, random things which have been consumed, digested, and may or may not resemble what they started off as...

Night Soil contains a bunch of grab-and-use elements for your campaigns and one-shot games -- all inspired by the ART in the 4th Printing of your favorite RPG.

Inside you’ll find new magical items, new spells, new threats, and new ideas to push your games into new directions and give your players something to mess with.

Warm up your dice, and maybe set some extra character sheets within arm’s reach...

This is Night Soil.

Get It Here

Monday, 16 April 2018

Porsaiko's DCC RPG Sheet 1: 0-Level

Porsaiko's DCC RPG Sheet 1: 0-Level are created, illustrated, and published by Bruno Prosaiko.

This item is "A chaotic character sheet for DCC RPG 0-Level characters". Purchase includes options for two or four character sheets per page, in black and white or color formats.

Files are not form-fillable.

This is a Pay What You Want item.

Get It Here!


Cyber Sprawl Classics #1

Cyber Sprawl Classics #1 was written by Brent Ault. Art is by Korotitskiy Igor (cover), Mike Jackson, [ tfxr ] 3.0, Simon Cardew, and Victor Marguerite. The publisher is not listed.

Cyber Sprawl Classics is "Corruption & Creds Won by Console & Chrome": a cyberpunk version of Dungeon Crawl Classics that harkens back to the late 80s to the mid 90s. As the other puts it:

"There is a certain aesthetic that comes to mind when I think about cyberpunk. It is not a place of sleek design and Apple minimalism, but flickering LCDs and spraypaint. It has no glitz. No glamour. It is dystopian wreckage to it’s core, riddled with addicts high on second-life wetware, hackers plugging data-cables in their body’s cyberware, Runners disemboweling corporate security on rooftops and in between them all: a high-tech, low-life world colored in overcast grays and neon lights."

Access to The Umerican Survival Guide and Mutant Crawl Classics are specifically called out by the author as being useful. I would suggest that Nowhere City Nights may also supply worthwhile inspiration, especially if you wish "to run the fantasy-cyberpunk mashup of Shadowrun".

Let's look inside.

Introduction: Already quoted from liberally above, the Introduction is standard fare, explaining where the author is coming from and what he's trying to achieve.

Notable is this paragraph:

"Lastly, credit where credit is due: All of this art was found and reappropriated (stolen) from browsing the internet; Many from the old Shadowrun modules of the early 90’s. I’ve done my best to include artist credit. Mechanically, the Street Samurai and Infiltrator are the DCC Warrior and Thief, nearly verbatim, while the Medic is a reworked version of the Healer from Mutant Crawl Classics. The Firearms tables were largely from Crawl! Issue #8 and the Umerican Survival Guide."

What’s New: Training & Armor: Characters in Cyber Sprawl Classics learn to use weapons randomly, rather than by class. The exception is the Street Samurai, who is trained in all weaponry.

Armor is based on general type (Light, Medium, Heavy, or Shield) rather than specific types.

0-Level Occupations: This is a 1d30 table that provides only human characters, in keeping with the general theme of the cyberpunk genre. Your character could be a Musician (Punk), a Scientist, or a Programmer. This table is useful for any sort of "modern characters enter the fantasy world" version of Dungeon Crawl Classics, in addition to its obvious use here.

Luck Augur: Birth Augurs in Cyber Sprawl Classics do not have clever titles. No one is born under the sign of Crossed Computers.

Etiquette: This is knowing how to fit into certain types of society, including understanding the slang and expectations of a group. The types are: Academic, Corporate, Gang, Security, Runner, Socialite, and Street. Street is used by Information Brokers, the Homeless, and Bartenders, as opposed to Gang, which is used by Gang Members.

Classes: Provided herein are the Street Samurai, Medic, Console Cowboy, Infiltrator, Rigger, and Face. A character sheet is available here.

Basic Equipment: Exactly what it sounds like.

Appendix C:\ : An appendix of books, comics, films, videogames, and RPGs for inspirational reading, viewing, and playing.

You're no hero.

You're a Runner: a rigger, an infiltator, a street samurai, a cool-headed hacker executing programs in the metaverse. You seek corruption and creds, winning it with console and chrome, bathed in the blood and filth of the oppresive, the megacorps, the police, and the artificial. There are payloads to be won deep in the Sprawl, and you shall have them.

Return to the glory days of cyberpunk with Cyber Sprawl Classics. Adventure as 1984 intended you to.

Get It Here!


Crawl! fanzine #10 - Character Record Sheets

Crawl! fanzine #10 - Character Record Sheets were created by Richard Smith, and list both Richard Smith and Dak Ultimak as authors. Art is by Richard Smith. The publisher is Straycouches Press.

These are the Official Character Record Sheets for the character classes found in Crawl Fanzine #10, and are included free with the purchase thereof.

Includes record sheets for:

  • Dwarven Priest
  • Elven Rogue
  • Halfling Burglar
  • Halfling Champion


Sheets come in a single pdf file that is not form-fillable.

This product is Pay What You Want.

Get It Here!

Crawl! fanzine #6 - Character Record Sheets

Crawl! fanzine #6 - Character Record Sheets were created by Richard Smith, and list both Richard Smith and Dak Ultimak as authors. Art is by Richard Smith. The publisher is Straycouches Press.

These are the Official Character Record Sheets for the character classes found in Crawl Fanzine #6, and are included free with the purchase thereof.

Includes record sheets for:

  • Bard
  • Gnome
  • Paladin
  • Ranger 


Sheets come in a single pdf file that is not form-fillable.

This product is Pay What You Want.

Get It Here!



AutoFill Dungeon Crawl Classics Character Sheets

Auto-Fill Dungeon Crawl Classics Character Sheets were created by Jason Edwards and published by Horseshark Games.

These are form-fill pdfs with sheets for the Cleric, Dwarf, Elf, Halfling, Thief, Warrior, and Wizard.

The sheets are designed to be easy to use, including:

Auto-Fill Fields: Class Title, Class, Ability Score Modifiers, Speed, Initiative, Armor Class, Action Dice, Attack, Crit Die, Crit Table, Saves, Melee Attack, Missile Attack, Lucky Sign. Crit Threat Range for Warrior. Luck Die & Skills for Thief, Sneak for Halflings.


Multiple Field Synergy: Lucky Sign, Saves, Thief Skills, Ability Modifiers with most auto fill fields.

Drop-downs: Level, Ability Scores, Alignment. Spell Level on the Elf and Wizard, Armor Type, Armor Check Penalty, Armor Speed Check Penalty.

Character Portrait: Upload image file functionality

This item is Pay What You Want.

Get It Here!



Friday, 6 April 2018

Alma Mongel Student Handbook, v2.0

Alma Mongel Student Handbook, V2.0, was written by Noah Stevens. No publisher is listed.

What is this? The author writes:

If you wish to turn your MCC or DCC games into an 80’s high school in which drug use, sex, and violence are rampant – that is to say to make it MORE REALISTIC – well then, here you go. I am sorry.

I stole this from a corrupted document, found in a pile of worm-eaten, irradiated 4.5 inch floppy disks. They glowed there in the sewage, and whispered me something about the fear that people had of high school and teenagers just before I was one. Some of the digital text was recoverable, and in that case I have had no qualms about stealing it verbatim. Whole pages missing. Sometimes the text is hilariously corrupted by the conversion process and I may leave those bits in. I am grievously sorry to Mr. Otus and those naïve, terrified, spiteful, insightful Canadian guys who wrote the original, but for their sakes I tried to stay as close to the words I found as possible.

Herein you will find information to determine the Social Levels of your hapless high school PCs, their Student Subtypes (Cheerleader, Brain, Criminal, etc.), their Problems (because everyone has problems, especially in high school), and their Skills (Crudeness, Smuggling, Studying, and so on).

Rules are given for those important Tests and Quizzes as well as Reaction Rolls to allow for the "long-term developments of ongoing relationships and animosities, as well as friendships and even sexual relationships" which would be a focus of play.

Throw in some monsters and adventures, and you can have a game reminiscent of Todd and the Book of Pure Evil or early seasons of Buffy the Vampire Slayer.

If you are running a more standard Dungeon Crawl Classics or Mutant Crawl Classics campaign, it would be easy to envision a series of adventures that draws the PCs into the mortal shells of high school kids, where they have to deal with some problem from that vantage point before resuming their own lives. When they return to the same haunted high school, it quickly becomes apparent that their actions from the previous adventure have had consequences, for good or ill, on those that they inhabited.

Making it a series of adventures grants the players the opportunity to become aware that their social gaffes will, sooner or later, also affect them. In this adventure or another. Dead in the teen body might mean dead in their regular lives. Socially dead might have consequences as well!

It's free.

Get It Here!




Thursday, 5 April 2018

The Ruins of Ramat

Appendix N Adventures Toolkit #1: The Ruins of Ramat is a 0-level funnel adventure written by John Adams and Colin Chapman with Bill Ellis, Moritz Mehlem, David Macauley, Alphonso Warden, and Jeremy Deram. Art is by Doug Kovacs (cover), Mark Allen, and Steve Zieser. Cartography is by Mark Allen. The publisher is Brave Halfling Publishing.

This product came about as part of a successful Kickstarter campaign, which has unfortunately been less successful in delivering the goods. I know that this has been, at least in part, due to personal tragedy, and I know that Brave Halfling has made efforts to catch up on the backlog. Eventually, Brave Halfling moved to a print-on-demand format, although this adventure is now currently available only in pdf as far as I can tell.

Nonetheless, I note that, at the time of this writing, there was an update on the Kickstarter on February 24, 2018, even though there are people still waiting for shipments (as is clear in the comments). Personally, I like John Adams, and my dealings with him have always been completely satisfactory. While I understand the frustrations this, and other, Kickstarters have caused, I do not believe that there is intended malfeasance. But I do understand the frustration.

The first three offerings in the Appendix N Adventures series seem to be riffs off of wilderness encounters in The Keep on the Borderlands. The Ruins of Ramat would correspond to the Mound of the Lizard Men (after much time has passed). The Vile Worm would correspond to the Mad Hermit, and The Treacherous Cobtraps appears to correspond to the Spiders' Lair (all found on pages 12-13 of Module B2).

There is also a Swords & Wizardry and a Castles & Crusades version of this adventure, which might be of some interest to judges seeking examples of conversions.

I discussed The Ruins of Ramat briefly in this blog post:

The Ruins of Ramat (Brave Halfling):  As we get to the end of my list, I would like to emphasize again that I am putting great material in order, not ordering from great to mediocre.  The Ruins of Ramat has a lot going for it, but there were a few things that I thought kept it from a higher ranking.  First, the descriptions did not always match the visual aids.  Second, the khopesh swords have no damage listed.  Finally, I dislike the way D&D has handled confusion, and one encounter in this module relies upon the same handling.  That said, when I ran this module, a lot of fun was had.  The confusion bit was the only really questionable bit, and it can be fixed by treating the confusion descriptively, allowing the players to decide not to make attacks at shadows, and then allowing those shadows to attack them!  After than, any PC who attacks a shadow has an equal chance to target a friendly or enemy figure.

More information on Ramat, "a radiant god of righteousness and light [that] was worshipped in a distant land" would not be amiss.

It is mid-spring, the time when the land’s rulers and their men-at-arms go to war with their neighbors. Nearly every able person is already involved in such conflicts, or helping the remaining militia protect the local village.

A little girl comes running and crying into the center of the village. When questioned, she sobs that she and her dog were playing just outside of town, by Rose Hill, when a giant, clawed creature came up out of the ground and took her dog. The girl is completely terrified and her dog, which never normally leaves her side, is nowhere to be seen. You and your companions volunteer to look into the matter.

Get It Here!


RPGPundit Presents Volume 15: Last Sun: Gazetteer of the Middle-Northern Wilderlands

RPGPundit Presents Volume 15: Last Sun: Gazetteer of the   Middle-Northern Wilderlands was written by RPGPundit, with artwork by Michael Clarke, Microstocker1, imagepluss, ddraw, and filkusto. The publisher is Precis Intermedia.

Although not advertised as a Dungeon Crawl Classics product, readers of RPGPundit's blog will know that he runs (or ran) a gonzo post-Apocalyptic Dungeon Crawl Classics campaign known as the "Last Sun". This is not post-Apocalyptic in terms of our world having undergone an Apocalypse. Or maybe it is. It is difficult to tell.

Because not all of the RPGPundit Presents series are compatible with Dungeon Crawl Classics, and none of them are printed under the compatibility license, I shall do my best to list them when I believe they are designed for use with DCC. Others are more generic, or designed to be used for other games (in particular  Lion & Dragon). In this particular case, there is at least a blog post describing this product as being specifically related to the author's DCC campaign.

Despite the name, you will find neither a map of the Middle-Northern Wilderness, nor any long description of the same. There is a five-paragraph outline of the region, but that hardly qualifies as a gazetteer in my books.

What you will find is a 0-level profession table for the region, which allows for the creation of Dwarven Mole-Ranchers, Elven Human-Advocates, Halfling Stranglers. and Human Torchbearers. In many ways, the humans get the short end of the stick as far as interesting occupations go.

There are also notes on professions, in case you don't know what an Elven Blogger's recording device does, or need stats for a Halfling Chicken Rider's mount. Given that this also describes items like the blaster gun and the jetpack, it may be useful to judges running games in the Umerica of Crawling Under a Broken Moon, or mined for ideas usable in Mutant Crawl Classics.

From the annals of the RPGPundit's (in)famous Last Sun gonzo fantasy campaign, this supplement focuses on the Middle-Northern Wilderlands. This is home to tiny groups of human survivors that were devastated by a zombie outbreak, the Rose Dome populated with Hipster Elves (see issue 4), cannibal halflings, and more. Also included is a table of 75 0-level professions for Dwarf, Hipster Elf, Human Survivor, and Feral Halfling characters. 

Get It Here!


RPGPundit Presents Volume 4: Last Sun: Hipster Elves!

RPGPundit Presents Volume 4: Last Sun: Hipster Elves! was written by RPGPundit, with artwork by Michael Clarke, itskatjas, and OlyaTropinina. The publisher is Precis Intermedia.

Although not advertised as a Dungeon Crawl Classics product, readers of RPGPundit's blog will know that he runs (or ran) a gonzo post-Apocalyptic Dungeon Crawl Classics campaign known as the "Last Sun". This is not post-Apocalyptic in terms of our world having undergone an Apocalypse. Or maybe it is. It is difficult to tell.

Because not all of the RPGPundit Presents series are compatible with Dungeon Crawl Classics, and none of them are printed under the compatibility license, I shall do my best to list them when I believe they are designed for use with DCC. Others are more generic, or designed to be used for other games (in particular Lion & Dragon).

Hipster Elves are the dominant elven culture on the Northern Continent, living in domes that they no longer know how to use or maintain. "In the best of cases, only about 7% of all Hipster Elves bother to learn anything these days. Those who do tend to know very little. The other 93% have no idea about the outside world, though they are sure it is just like they imagine from the safe space of their bubble-shaped dome. This makes the Hipster Elves inevitably doomed."

This product includes a basic description of Hipster Elves, a description of Hipster Elf domes (including the information you need to determine if they are inhabited, and, if so, by what), and a Hipster Elf occupation table. Hipster Elves can have occupations like "Activist: Pointless", armed with a "Staple-Gun (1d2)" and carrying "1d100 leaflets about a cause no one actually opposes" or a "Vegan Barbecue Cook" armed with a "Knife (1d3)" and carrying "inedible garbage he claims tastes just like meat".

Descriptions of some of the more unusual Hipster Elf occupations are also given. For instance, a Professional Allergic is described as: "These Elves have no actual allergies, but feign having several life-threatening ones that limit what they can eat or how much they can work. They often worry about the presence of gluten in foods that have no gluten by definition."

Clearly, RPGPundit's sociopolitical views color his descriptions in Hipster Elves, but whether this is a good thing or a bad thing must be determined by the individual reader. So long as you don't take yourself too seriously, you might find some useful gaming material here.

From the annals of the RPGPundit's (in)famous Last Sun gonzo fantasy campaign, this supplement details the most common surviving species of Elves on the surface world: Hipster Elves. Discover the secrets of this decadent and largely useless people's high-tech domes, their culture, and a hilarious table of over 50 new 0-level professions for Hipster Elf characters.

Get It Here!



Wednesday, 4 April 2018

Rock God Death-Fugue

Rock God Death-Fugue was written by Steve Bean with fair use, public domain or CC BY-SA illustrations. The publisher is Steve Bean Games.

Rock God Death-Fugue is similar to Country Crawl Classics, Inferno Road, Null Singularity, and Black Sun Deathcrawl, in that it is a one-shot adventure that, in the end, the PCs are not expected to "win". They can, however, have better or worse outcomes.

In this case, your characters are members of a heavy metal band on on the German leg of its first world tour. Everything that can go wrong will go wrong, and everything that can go right will also probably turn out to be wrong in the long run. This is the rock-and-roll lifestyle, baby, and no one gets out of it alive...or at least, not significantly worse for the wear.

There is a cool mechanic modifying the spell duel rules so that your band members may "Contend for The Limelight" during each performance. The judge provides every PC equal opportunities throughout the adventure to Contend for The Limelight, but the judge chooses who gets the opportunity in each case, generally dependent upon events away from the stage.

Every Rock God also has a dark flaw that influences role-playing, and manifests in various encounters.

Two second level spells, aura of the Dark Muse and the Dark Muse provides, are included in the adventure. Their applicability to other settings is open for debate, but it is not at all impossible that these could see play outside Rock God Death-Fugue itself.

One cool potential use for this product would occur, in particular, in a post-Apocalyptic setting, such as Mutant Crawl Classics or the Umerica of Crawling Under a Broken Moon: After playing through Rock God Death-Fugue, the players' new characters are reincarnations of their band-mate PCs. Events in the funnel allow each player to choose a survivor to "remember" past events. Depending upon how Rock God Death-Fugue plays out (there is a section called "Burn Out, Fade Away or... Worse?"), each new PC may have some modifications. Penalties might even be removed if they can somehow "best" the other PC(s) who stole their limelight in their previous incarnation....

In fact, those modifications could replace the funnel if characters were created at 1st level (or higher).

Rock God Death-Fugue "explores themes of artistry, envy, excess, hubris and the cost of immortality-through-popular-media." Judges are warned that, "if you’re going to play it in public, make sure you’re in a place where you won’t cause (yourself) problems if your players get carried away." Because they will.

The PCs are “rock gods” weaving musical “magic” and indulging in all the debaucheries and dangerous habits of the rock ‘n’ roll lifestyle. To make matters worse, the PCs all show up listening to Writhe Through Shadow by the band Atramentous – also known as “The Cursed Album.” It’s certain they’re headed for a bad end, the only question is whether they go out in a blaze of glory or as sad self-parodies like Axl, Elvis or the Ozzy of The Osbournes era.

The adventure alternates between encounters on the road that threaten to derail the tour – or worse – and the band’s shows. In concert, egos, insecurities & aspirations to true artistry take over, creating PvP musical duels. The outcome of these duels determine how history remembers each rock god!

ROCK GOD DEATH-FUGUE is a 8.5" x 8.5", graphics-rich product designed and laid out as the liner notes of Writhe Through Shadow, the legendary "Cursed Album" by the fictional alt-rock band Atramentous.

Get It Here!



The Rock Awakens

DCC #84.1: The Rock Awakens is a level 4 adventure written by Terry Olson with art by Doug Kovacs (cover), Brad McDevitt, and Stefan Poag. Cartography is by Mark Allen. The publisher is Goodman Games.

This is the first of several supplimental adventures supporting Peril on the Purple Planet. As with the Barsoom stories of Edgar Rice Burroughs, each additional "tale" adds new elements to the complexity of the Purple Planet without undoing what has gone before.

This is not a very long adventure - 16 digest-sized pages plus covers, covering eight encounter areas - but it is a good one, and it is one that could easily be run in a four-hour convention slot.

Because the adventure is short, I am going to avoid any spoilers. Terry Olson does talk about it on Spellburn, in this podcast, for those who want a bit more.

Among the Purple Planet's irradiated dunes, a freakish ebon cliff crests over a mysterious city. Even giant death orms avoid this place, which hides colossal creatures, deadly quakes, a powerful relic, and certain peril…when The Rock Awakes!

Get It Here!


Tuesday, 3 April 2018

Revenge of the Over-Kobold

WK3 Revenge of the Over-Kobold is a 2nd level adventure by “Weird Dave” Olson, with art by Aaron Ostman and cartography by Glynn Seal. The publisher is Cut to the Chase Games.

This is the third and final adventure in the Wrath of the Kobolds series. It makes good use of the PCs' earlier adventures (if they played through the series) to establish characters and locations. Like other offerings from Cut to the Chase Games, the Weird Dave's Notebook asides are highlights for me, as I always enjoy reading (or hearing) about how other GMs run their games.

Revenge of the Over-Kobold suffers from having been written for multiple systems. The monsters are not mysterious (with one exception), although the author does include appendixes to help make individual kobolds stand out. The treasure is based on a Dungeons & Dragons/Pathfinder model - a 1 gp bounty on kobold ears is a bit high for Dungeon Crawl Classics! - but this is easily remedied by the aspiring judge. It is likewise unfortunate that some items, especially the Bane of Kobolds, are not given the full DCC treatment!

As with other adventures in this series, I encourage the judge to read the material thoroughly, making changes as she goes. Although the monsters will be largely familiar to your players, that is not necessarily a problem. Certainly, the series as a whole lays a good groundwork for a larger campaign, which can include all the DCC weirdness that you like! I have taken a look at XP requirements in DCC, and imagine that you could use Wrath of the Kobolds exclusively to reach Level 2, and possibly Level 3, but thereafter you won't be able to rely on any single series of adventures to generate a campaign. This is not a bad thing; weaving storylines is generally better than a linear series, and as PCs gain levels, the judge is perforce required to add additional materials to enable this sort of play. A background of "normal" creatures makes the exceptional beings stand out!

The adventure itself starts with a battle against a large array of kobold forces, which is a nice change of pace. This is similar to Crypt of Bones, and uses a similar mechanic to determine how successful the PCs are.

The adventure also assumes (but does not require) that the PCs have become part of the life of the town of Ormkirk and the surrounding area, due to their actions in previous adventures of the series. Relationships with NPCs - both friendly and not - are worth cultivating!

The middle third of the adventure requires that the PCs follow a series of clues to find the Over-Kobold. Although this is linear in terms of the order of clues, how the players choose to resolve the conflicts is not prescripted. The author relies on rolls in one instance where I think the judge is better off using role-playing (and perhaps a single roll) rather than what amounts to a 4th Edition skill challenge. Again, this is easily adjusted in play. The author advises the judge that failure is an option, but also provides the means to ameliorate failure if desired. Enough information is provided that, if the judge chooses not to ameliorate failure, she could extrapolate the events of the Over-Kobold's armies sweeping through the region...the option that I would personally go for, even though it is not specifically called out.

This adventure relies less on the Dungeons & Dragons-based enmity between gnomes and kobolds, although if a compiled edition ever comes out, I would still hope to see a gnome class included. Until such a time, I still recommend using Yves Larochelle's gnome class in Crawl Fanzine #6.

The final portion of the adventure requires stealth and wits as well as combat prowess, as the PCs invade the sanctum of the Over-Kobold. Imagine a combining the giants' encampment from Colossus, Arise! with The Steading of the Hill Giant Chief, except with kobolds, and you'll have some idea of what this part of the adventure is like.

The ground rumbles beneath the feet of hundreds of marching kobolds. A great force has been assembled by a mysterious warlord known as the Over-Kobold, and no power can stop him—or so he believes. Only a brave band of adventurers are positioned to strike back against the Over-Kobold’s march of revenge against the world.

Get It Here!


Saturday, 31 March 2018

The Revelation of Mulmo Tentacled Edition

The Revelation of Mulmo Tentacled Edition is a 4th level adventure written by Daniel J. Bishop and illustrated by David Fisher. Cartography is by David Fisher and Tim Hartin of Paratime Design. The publisher is Shinobi 27 Games.

Disclosure: I am the author and have an editing credit.

There is another version of this adventure, released by Dragon's Hoard Publishing. So what is the difference?

The most obvious difference is that the Tentacled Edition is in print. In addition, David Fisher is a better layout designer than I, and layout is consequently much improved. There is some additional editing for clarity. There is also some new art and a bit of new cartography. Finally, there were three partial patrons in the original (Gloriana, Faerie Godmother; Mab, Dark Queen of Faerie; and Mulmo, He Who Whispers Forgotten Secrets), two of whoM (Gloriana and Mulmo) appeared fully fleshed out for the first time.

On the other hand, the original version included all of the additional patron information you might need to run the adventure, because I did not assume that the judge would have access to Angels, Daemons, and Beings Between (or have access to it at the table).

A video review of this adventure is available here.

Death comes to us all….But what price are you willing to pay to bring back one you have lost?

In The Revelation of Mulmo: Tentacle Edition, brave adventures risk magic, monsters, and the passage of time itself to bring a fallen comrade back from the dead.

This module describes a fallen elf hill, with descriptions of 60 locations, additional patron information, and FOUR new spells. It makes use of patron information from the DCC RPG Rulebook and Angels, Daemons, & Beings Between: Extended, Otherworldly Edition by Shinobi 27 Games.

If you are wondering how to make patrons more active in your campaign, this is the adventure for you!

Get It Here!


Thursday, 29 March 2018

The Revelation of Mulmo

The Revelation of Mulmo is a 4th level adventure written by Daniel J. Bishop and illustrated by David Fisher. Cartography is by Tim Hartin of Paratime Design. The publisher is Dragon's Hoard Publishing.

Disclosure: I am the writer, and am credited with Layout and co-credited with Editing (along with David Fisher).

This adventure was written as a perk for the Indigogo campaign that brought about the original run of Angels, Daemons, and Beings Between. I have written about that elsewhere, and will not be going over old wounds here, but I will talk a little about how the project came about.

Specifically, the idea of an elf mound adventure arose from reading (or re-reading) Appendix N fiction. I also wanted an adventure that could potentially bring a dead PC back to life - it is coincidental that Harley Stroh's masterful Blades Against Death arrived half a year earlier, also was for 4th level characters, and also offered a way to Quest For It in order to beat death.

To say that this is a big adventure is an understatement. At the time it came out, it was the longest adventure for Dungeon Crawl Classics that was available. In order to make it as good as I possibly could, I ended up directly paying David Fisher for art above and beyond what the publisher could afford. I think that it was worth it, both in terms of the original presentation, and in terms of my continuing association with David Fisher and Shinobi 27 Games.

I have written about this adventure here.

What may not be immediately apparent is that there are references to various Appendix N elves worked throughout the adventure. Some are obvious; some are not. In fact, there is a reference to elves from every Appendix N work I had read at the time that included them. This, in turn, makes The Revelation of Mulmo especially connected to Angels, Daemons, and Beings Between Volume 2: Elfland Edition. I would be hard pressed, at this point, to list them all.

The lunar creatures are inspired, in part, by Edgar Rice Burroughs and H.G. Wells, as well as early ideas about lunar inhabitants. It may be noted that the lunar creatures, as well as the Scrying spell, are Open Game Content.

This adventure was also influenced by two adventures written by other authors, who deserve acknowledgment. The Tower of the Stargazer, by James Edward Raggi IV (Lamentations of the Flame Princess) has a telescope that can send you elsewhere; The Revelation of Mulmo has a telescope that can bring things from elsewhere to you. The Blasphemous Brewery of Pilz: Extra Stout Edition by Dylan Hartwell includes a "Sword of Inebriation" that gets more powerful based on the players (not the characters) drinking. This was an inspiration for Alemourn, the Drunken Blade.

Because Shinobi 27 Games obtained the rights to an expanded print version (The Revelation of Mulmo Tentacled Edition), the only pdf version available is through Dragon's Hoard Publishing.

Get It Here!




Raven Crowking Presents Gary Con X Special

Raven Crowking Presents: Gary Con X Special was written by Daniel J. Bishop. Art is by Daniel J. Bishop (cover), Relapse, Justin Osbourn, and Gary M. Stolz. The publisher is Raven Crowking.

Disclosure: I am the author, cover artist, and publisher.

As the opening note says:

"It had been my intent to fill this up with new material, but I ended up moving house between February and March, which took up a considerable amount of free time."

Consequently, much of what was contained herein came from blog posts on Raven Crowking's Nest. These items are:


There are also a few bits that are not directly related to blog posts:

  • C. Main Burial Chamber on page 10 is a description from an unpublished 3rd Edition adventure I wrote for my home game, which was run at Golden City Comics (now long closed) in Toronto.
  • Ghost Ships on page 13 is from my background notes for the Lakelands campaign. Both gray phantoms and burning ships are actual types of ghost ships that people in the real world have actually claimed to see.
  • The map on page 14 is from some uncompleted adventure. I found it during the move...perhaps one day I will key the area.
  • The three pieced on page 15 are also from the Lakelands campaign. The first is from a play session write-up. The second is a room description from the Tower of Amoreth the Arcane. The last is from my campaign notes describing an area the PCs were traversing with a few NPCs.

Although this product is no longer available, most of its contents are, as indicated above.


Raven Crowking Presents Gary Con 2017 Special: Items of Magic

Raven Crowking Presents Gary Con 2017 Special: Items of Magic was written and illustrated by Daniel J. Bishop based in part off material from the Goodman Games Forums and suggestions from Heather Bishop and Jace Schulz. Additional patron material from Angels, Daemons, and Beings Between, published by Dragon's Hoard Publishing, Daniel J. Bishop and Paul Wolfe authors, copyright 2012. The publisher is Raven Crowking.

Disclosure: I am the author, illustrator, and publisher.

Gary Con IX in 2017 was my first Gary Con. Wanting to do something special to commemorate the occasion, I created a small print "Special" that I could hand out at the Con. Within were 18 magic items and the patron information for Radu, King of Rabbits, which related to the Iron Carrot of the King (one of the magic items therein). I also printed out the magic items to pass out to players at games I was running.

A number of these items were based on player requests for a game I ran on the Goodman Games Forums. Several magic items from this product were printed onto cardstock and distributed to players at Gary Con X as well.

Example items:

  • Rah‐Neld's Ray Gun: Can fire a blue‐white radiance at targets within 120', causing 1d10 damage on a successful strike and doing critical hits as a warrior of equal level. In the event of a natural "1", instead of a fumble it must recharge, and cannot be used again for 24 hours.
  • The Servant of Madam Daemona: This ivory doll is a foot high. It comes to life at night, and can perform one simple task each night, such as polishing armor, sharpening weapons, etc. Whatever it performs this task on gains a bonus of the judge's choice (usually +1) on the following day.
  • Headstone of the Zoogs: This ancient tombstone is heavy, requiring two hands and a Strength of 14+ to carry. It comes from the Enchanted Wood in the Dreamlands. When its owner feeds it with his own blood (equal to Spellburn usable by any class) the tombstone's heading changes to answer any question. The answer can only use 1 word per point of Spellburn, and is correct 75% of the time. When not in use, it reads "Richard Upton Pickman, 1768‐1927".


This item is no longer available, although some of the content can be found in Angels, Daemons, and Beings Between or on the aforementioned Goodman Games Forums thread.

Raven Crowking's Birthday Mathom 2017

Raven Crowking's Birthday Mathom 2017 was written by Daniel J. Bishop with cover cartography by Daniel J. Bishop. The publisher is Raven Crowking.

Disclosure: I am the author, cartographer, and publisher.

The post offering this item, and giving the requirements for receiving it, appeared on 4 July 2017. Only two people received a mathom from me that year.

For a discussion of mathoms, see this listing.

Let's look inside.

Faerie Encounters: This is an article, which first appeared in Dragon Roots Magazine, issue #3. The original material was written for 3rd Edition Dungeons & Dragons, and much of the d20 System references have been removed to make the article more useful to the aspiring Dungeon Crawl Classics judge.

Addictive Substances: Describes three substances your PCs may encounter, which are addictive. Faerie Fruits are as described in "The Goblin Market" by Christina Rossetti. The other two items are ones that PCs (or their foes) may seek out, despite their drawbacks.

Leyworms grant the user increased ability to connect to ley lines, and thus a bonus to spell checks, in exchange for an increased chance of spell failure. Zurgâsh, or “blue fire” is an addicive fungal substance manufactured by orcs. It trades intelligence and speech for increased prowess - effectively, it gives a reason why some orcs seem to violate common sense by not sounding the alarm as soon as an adventuring party appears.

Those familiar with The Silmarillion by J.R.R. Tolkien may recognize that "zurgâsh" is actually partly built of the Black Speech of Mordor, wherein "gâsh" means "fire".

Evensong: This is a poem, which was first published in the now-defunct Fables online. You can still find it here.

This product is no longer available, although, as indicated above, some materials within are still available in one format or another.

Wednesday, 28 March 2018

Raven Crowking's Birthday Mathom 2016

Raven Crowking's Birthday Mathom 2016 was written by Daniel J. Bishop with cartography by Daniel J. Bishop. The publisher is Raven Crowking.

Disclosure: I am the author, cartographer, and publisher.

The post offering this item, and giving the requirements for receiving it, appeared on 14 January 2016. Included in the post was this text:

Here’s the cool part: I am going to start writing the adventure in June. SO…up to an including 1 June 2016, you may also include in your comments something you would like me to include in said adventure, and I will try to include it. Remember, this is a free project, so don’t be surprised if you don’t end up with 17 patrons just because of the comments. Keep it reasonable…but be inventive.

For a discussion of mathoms, see this listing.

Nobody suggested anything they would like to see included in the comments, so I did a conversion of Temple of the Golden Ape. The original material first appeared in Dragon Roots Magazine, issue #1. At that time, the material was written for 3rd Edition Dungeons & Dragons. All material was reworked for Dungeon Crawl Classics.

Stephen "Snake" Newton provided a short mini-review of this mathom here.

This product is no longer available, although, as indicated above, the 3rd Edition version can still be purchased from the publisher.




Raven Crowking's Birthday Mathom 2015

Raven Crowking's Birthday Mathom 2015 was written by Daniel J. Bishop with cover cartography by Daniel J. Bishop. The publisher is Raven Crowking.

Disclosure: I am the author, cartographer, and publisher.

The post offering this item, and giving the requirements for receiving it, appeared on 28 July 2015. I provided a preview (the calot) here. I tried to drum up more interest here.

For a discussion of mathoms, see this listing.

This year's mathom included twenty entries for Barsoomian creatures, a discussion of bringing your PCs to Barsoom, nine lunar creatures, and three entries for campaign worlds alien or mundane.

Terrestrials on Barsoom: A single page article that describes how characters are affected by moving from Earth to Barsoom.

Barsoom, as every Dungeon Crawl Classics player and Judge should know, is Edgar Rice Burroughs’ fantastic version of Mars. Transferring PCs from a terrestrial orb to Barsoom is as
easy as failing a saving throw in a cave, while Mars is appearing visibly through the open cave mouth, or having a TPK under the night sky. Instead of dying, the PCs feel drawn to the red planet, where their bodies (but not their armor, weapons, or other goods) appear unharmed.

Unfortunately, the last paragraph on page 1 is a holdover from the 2014 mathom, describing a creature in The Ruined Keep (the lurk).

Denizens of Barsoom: Write-ups of a full score of Edgar Rice Burrough's creatures from Barsoom. These were: the Apt, the Banth, the Calot, the First Born, Green Barsoomians, Hormads, the Kaldane and Rykor, the Kangaroo Men, Lotharians, Malagor, Okar, Orovar, Plant Men, Red Barsoomians, Sith, Therns, Thoats, the Ulsio, White Apes, and Zitidar.

For comparison, read Crawljammin’ on the Red Planet: a Barsoom Bestiary by Jon Hershberger, in The Gong Farmer's Almanac 2016 Vol 6.

Some Creatures From the Moon!: Creatures from These creatures, from The Revelation of Mulmo, which were marked as Open Gaming Content in that product. As noted in the mathom, "some of the description of the Invisible Lunar Creature, and none of the description of the Fungal Wasp Swarm, is in Area T8, although it is referred to, so caveat emptor...although the intent was to have these OGC. The others are completely and utterly in the clear! Please use them!"

Creatures included were: Invisible Lunar Creature, Tiny Moon Calf, Selenite, Lunar People, Lunar Centaur, Graceful Wormfolk, and Fungus Creature (which includes the aforementioned Fungal Wasp Swarm).

Parting Shots: This was three additional creatures: The Ironroach Swarm (which later appeared in The Gong Farmer's Almanac 2016 Vol 3), the Siren Bush, and the Trusk (which may be related to the anvar of The Dread God Al-Khazadar).

This product is no longer available, although, as indicated above, some of the content is.

Raven Crowking's Birthday Mathom 2014

Raven Crowking's Birthday Mathom 2014: The Ruined Keep & Additional Materials was written by Daniel J. Bishop with cartography by Daniel J. Bishop. The publisher is Raven Crowking.

Disclosure: I am the author, cartographer, and publisher.

The post offering this item, and giving the requirements for receiving it, appeared on 29 July 2014. As I said in that post, "These are just some fun things that you can get for free because sending them out helps me celebrate the passing of another solar rotation. And because the DCC community is great."

For a discussion of mathoms, see this listing.

This year's mathom included:

The Ruined Keep: This is one of two scenarios originally written for Raven Crowking’s Fantasy Game (RCFG), the “fantasy heartbreaker” I was writing before I switched to Dungeon Crawl Classics. I converted it to be used as a funnel for 12-18 0-level characters or 1st level adventure for 4-6 PCs.

Somewhere beneath the ruined keep lies the Oracle of the Crystal Grotto. The judge need only allow the PCs to learn this, and give the PCs some question that they need to answer, to hook them into the scenario.

If running a 0-level funnel, the PCs’ village may be suffering from an incurable plague, with the Oracle being the only hope of succor. If the PCs are in the early stages of the plague themselves, it will lend a certain piquancy to their mission.

If running a 1st level adventure, the judge may let slip that the Oracle can answer questions about  some treasure that the PCs discovered, or that the Oracle can lead them to spell knowledge or put them on the right track to obtain something else that they desire.

This adventure was reprinted in the Sanctum Secorum Episode #31 Companion: Jack of Shadows.

Bonus Material from Appendix N Authors: This material was compiled from various Appendix N sources and given DCC statistics. Included are:

  • Chu-Bu: Minor god from Lord Dunsany (“Chu-Bu and Sheemish”: Saturday Review, 30 December 1911).
  • Sheemish: Another minor god from Lord Dunsany (“Chu-Bu and Sheemish”: Saturday Review, 30 December 1911).
  • Tree Spirits of the Vosges: From Abraham Merritt's “The Woman of the Wood” in Weird Tales (August 1926), I used my write-up for them almost exactly in Through the Dragonwall, which was intended as an homage to Abraham Merritt.
  • Namalee: A character in Philip José Farmer's The Wind Whales of Ishmael, which may be used as an example of how characters can be transcribed without using standard DCC classes.
  • The Purple Beast of the Stinging Death: A monster you do not want to encounter, also from Philip José Farmer's The Wind Whales of Ishmael.
  • Zoomashmarta: Another god, also from Philip José Farmer's The Wind Whales of Ishmael. Because this god is an idol, as are Chu-Bu and Sheemish, it may be interesting to the reader to compare Dunsany with Farmer.


I have given Bob Brinkman blanket permission to use almost everything in this mathom for Sanctum Secorum Companion volumes, so hopefully these will appear in a The Wind Whales of Ishmael volume at some point. 

Additional Monsters: Dungeon Crawl Classics statistics for the behir, blindheim, hippocampus, and wyvern, using alterations I had made to the creatures for RCFG.

This product is no longer available, although, as indicated above, some of the content is.

Random Esoteric Creature Generator (Honorary)

The Random Esoteric Creature Generator for Classic Fantasy Role-Playing Games and their Modern Simulacra was written by James Edward Raggi IV, with art by Doug Kovacs (cover), Brad McDevitt, William McAusland, and David Griffith. The publisher is Goodman Games.

The Random Esoteric Creature Generator was not written for Dungeon Crawl Classics, but it gets an honorary listing as it is specifically mentioned in the core rulebook as a suitable tool for creating unique and mysterious monsters. It is certainly capable of doing so, and I have used it on several occasions to brainstorm creatures which could then be developed in DCC products. In fact, I keep a file of creatures generated from this (and other) sources to use as inspiration when the need strikes.

Sometimes you know exactly what you want. Sometimes you need a little prodding. Sometimes, knowing exactly what you want is actually detrimental to the creative process. Does that burial cairn really need a barrow wight in it? Or should you go with something else?

(I have also made use of The Metamorphica by Johnstone Metzger, and published by Red Box Vancouver, for similar purposes, but I find The Random Esoteric Creature Generator easier to use. See also The Monster Alphabet, the Monster Extractors, Monster Mod Cards, and the core rulebook itself for your creature generation needs! And I am sure that I have neglected more than one source of unique creatures in the foregoing list!)

Looking to instill a little fear in your game? Then look no further!    

Nothing brings the thrill – and terror – of discovery to a game like new monsters. Faced with the unknown, mighty-thewed heroes tremble in their hauberks, wizened wizards fumble with their spell books, and even the most audacious of rogues hesitate before plunging into battle.

Nevermore worry that your players have memorized every monster’s stat, power and weakness. Nevermore resort to tired fantasy clichés, and worn out monsters fought a thousand times before. The Random Esoteric Creature Generator ensures that each monster your PCs cross is unique, unexpected, and best of all – unknown. With an unlimited number of horrific combinations, this is the last monster book you will ever need.

Bring terror back to the table with the Random Esoteric Creature Generator!

Get It Here!



Raven Crowking's Birthday Mathom 2013

Raven Crowking's Birthday Mathom 2013: Hizzzgrad, Daemonic Lord of Crawling Things, was written by Daniel J. Bishop and illustrated using public domain art using Wikimedia. The publisher is Raven Crowking.

Disclosure: I am the author and publisher. I was responsible for layout and design.

On 22 April 2013, I announced the first birthday mathom (although I didn't use that term, I did reference the hobbits' tradition of giving away presents on their birthdays in J.R.R. Tolkien's masterpiece, The Lord of the Rings).

Mathom isn't really the correct term for a gift one gives on one's birthday. It is actually an old gift, of forgotten usage, that continues to be passed around the neighborhood because one is unwilling to just throw it away. It comes from an older word, meaning a treasure. The reader will have to decide whether or not any of these mathoms are treasures, or just something old and not very usable!

In any event, the email that went along with this mathom read:

My dear people. My dear Goodmans and Purple Ducks, and my dear Brave Halflings and Mystic Bullls, and Thick Skulls, and Land of Phantoms, and Purple Sorcerers, and Stray Couches, and Chapter 13 Presses, Dragons Hoard Publishings, IDD Companies, and also my good producers of DCC material that I welcome early to the fold....May you soon produce some great products!

Today is my forty-seventh birthday! I hope you are enjoying yourselves as much as I am. I shall not keep you long, I have called you all together for a purpose. Indeed, for three purposes! First of all, to tell you that I am immensely fond of you all.  I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve. 

Secondly, to celebrate my birthday. Thank you very much for coming to my little party. 

Thirdly and finally, I wish to provide you with Hizzzgrad, Daemonic Lord of Crawling Things, enclosed herein.  Although not released under the GG DCC license, may you use him to the consternation of players and judges alike for a long time to come!

I have no Ring.  I have no nephew named Frodo to pass it on to.  This is not Goodbye, despite my cribbing from Bilbo.  I hope that you will continue to support these little projects for a long time to come.

Thank you!


Daniel J. Bishop

This first mathom was a complete patron, which was later edited a bit an included in Creeping Beauties of the Wood. As a result, although the mathom itself is no longer available, the content is.



Races of Porphyra: Ith'n Ya'roo

Races of Porphrya: Ith’n Ya’roo was written by Daniel J. Bishop and Perry Fehr, with art by Gary Dupuis. The publisher is Purple Duck Games.

Disclosure: I am listed as an author. Effectively, I did a Dungeon Crawl Classics conversion from material created by Perry Fehr.

You are the towering scion of generations of admixture between the fierce northern yeti and the humans who dwell near their lands. Close to seven feet tall, with shaggy white hair covering all of your body save face and hands, you sport a slightly curved, serrated horn growing from each temple. Your eyes are solid blue, and glow faintly in the darkness. You are more human-like than Prophyra’s yeti, with only a wide, bestial-toothed mouth marring otherwise human features.

Dwellers in the cold northern lands of Porphyra, the Ith’n Ya’roo may be included in any Dungeon Crawl Classics campaign with a frozen region, such as the Forlorn North of Frozen in Time. Although they might look a bit like the wampas from Star Wars: The Empire Strikes Back, they have their own distinct culture and niche in the game.

Included is information for 0-level ith'n ya'roo (including a 1d10 occupation table), and two classes: The Ya'roo Hunter and the Ya'roo Mystic. Two appendixes provide unique disapproval for ya'roo mystics and languages for ith'n ya'roo characters.

Ith'n ya'roo hunters are stalkers with great strength and considerable stealth. While they get a Deed Die (as do warriors), they take a penalty if using it to perform deeds requiring any type of finesse.

Ith'n ya'roo have a spiritual connection to bones, and this is particularly reflected in the abilities of the ya'roo mystic. Most difficult is the requirement to have a bone remnant to cast a spell on any living target: "This does not need to be a bone from the target itself, but could be from a compatriot, an ancestor, a descendent, etc. In the case of a spell like animal summoning, the bone remnant need merely be from the animal species to be summoned. The bone remnant is in addition to all other spell components, and is not consumed by the casting." They can also create arcane tattoos on other creatures.

Come listen, ya’roo, ya’roi, to my tales of the warm lands to the south… From the harsh regions of the ultimate north comes a race indifferent to cold, spurning fire’s warmth, skilled in bonecraft and bearing their own natural arms and armor- brother to the yeti, yet curious to the green lands south of the Cold Water, meet the savage Ith’n Ya’roo!  A new race for the popular Dungeon Crawl Classics tabletop roleplaying game, Races of Porphyra: Ith’n Ya’roo from Purple Duck Games, by Daniel Bishop and Perry Fehr introduces these intriguing people, and contains all you need to play a 0-level novice ith’n ya’roo, who can adventure his way to become an ith’n yaroo hunter, with his bone weapons and skills in taking down fell beasts, or an ith’n ya’roo mystic, with his shamanistic spellcasting, arcane tattoos that protect his tribal fellows, and the chants of the bones of friends and foes, drawing them on to glory!

Get It Here!


Races of Porphyra: Erkunae

Races of Porphyra: Erkunae was written by Perry Fehr and illustrated by Brian Brinlee, Gary Dupuis, Matt Morrow, and Tamas Baranya. The publisher is Purple Duck Games.

Disclosure: I have an Edits/Feedback credit on this product.

You are of an ancient, corrupted humanoid race with pointed features and pale skin, somewhere between elf and man. You have the taint of creatures from other dimensions in your blood. You hail from a bizarre city that covers most of a large island that was the center of a grand empire in ages past, but is now slowly sliding into decadence. You seek to prove yourself to the ancient powers of pure Chaos, which gave boons to your ancestors in the dawn of time. You are able to call on the primal forces of nature and Chaos, to achieve magical and military domination.

This product is based upon the existing canon of Porphyra, as written for Pathfinder, converting the original to a Dungeon Crawl Classics compatible race class. The erkunae are pledged to Chaos, and are particularly adept at summoning based on pacts made with various Animal Lords and promises made to beings of other worlds. In this, they are very similar to Michael Moorcock's Melnibonéans (which would seem to be a direct influence).

An appendix, Realms of Summoning, includes information on the subjects of various Animal Lords (Mrowra, Queen of Cats; Kannimorg, King of Bats, Bears, and Wolves; B’kakaaw, Queen of Birds; Sheytherax, Emperor of Reptiles; Biloop, King of Sealife; Moolineha, Queen of the Hooved; and Zezzberuiz, Queen of Insects). This appendix provides statistics for several new creatures, but has no further patron information on these entities.

The second part of the appendix, Summoned Monsters from the Myriad Worlds!, provides summoned creatures from the Age of Legends, the Cold-Blooded Empire, and the Dark Depths, as well as those who serve the Goblin King and the Death-Walkers. Again, some new monster statistics are provided.

Finally, the appendix includes Pledge to Chaos, a level 1 spell that acts as "the cornerstone of erkunae culture, the regularly renewed ritual that maintains their ancient, but constantly re-enforced pacts."

The product lacks a 0-level occupation table for erkunae, but otherwise provides everything you might need. The suggested use is that, "If a roll on Table 1-3: Occupation indicates a 34 (Elven Forester), 38 (Elven Sage), 69 (Hunter) or 90 (Squire), the player may choose to play an erkunae commoner", which seems reasonable enough to me. It should be noted that including the erkunae exactly as written presupposes some qualities of the world and the multiverse in which that world exists, but it shouldn't be too hard to either place the city of the erkunae somewhere in the world or eliminate it altogether. Nor dies Biloop need to be named Biloop. Likewise, Shevtherax may be one of many Animal Lords concerned with reptiles.

In the ancient mists of time the ancestors of the erkunae, neither elf nor man, made sorcerous and dire pacts with the Beast Elders of long ago, and promised their souls and the souls of the race, down through the eons to the capricious Lords of Chaos, unknowable beings of mercurial whim. With innate spells of summoning and controlling beasts and monsters, and gaining power through beseeching the Chaos Lords themselves, the erkunae ruled their sphere of influence for millennia.  Their influence has waned over the centuries, and today they mostly brood and squabble in their fantastic and warped Misty City of G’sho’laa’n’rr, which sprawls over an entire island.  But under the strength of a new Opal Throne Emperor, they could be great again!  The dragon-riders could fly once more to dominate the world…

Get It Here!



Inferno Road

Inferno Road was written by Wayne Snyder, and perhaps some others who are not as clearly indicated as writers in the credits. Art is by Doug Kovacs and Wayne Snyder. Other people involved include Jarett Crader, Harley Stroh, Reece Carter, Jason Bossert, Meredith Spearman, Jim Skatch, Terra Frank, and James MacGeorge. No publisher is given.

So what do we have here? Another bit of hooliganism akin to Country Crawl Classics, where your PCs begin play as grubs in hell, aboard various strange vehicles, trying to steal the Devil's wives on Inferno Road.

All PCs have two past lives, which they can access to manifest stuff related to those past lives. All PCs have a Prince of Hell as a patron. PC grubs become subgrubs when killed, and can be consumed as though they were souls. Consuming souls makes you stronger, and can allow you to take on demonic forms.  Or you can burn souls like you burn Luck. If you fall off the convey, a "dreg wagon" coming behind scoops you up and shoots you back into the game.

Apart from that, everything is art and detail, until you realize that there is no way to win, no way to lose, and the end is just going to be walking away from the table. Like Sisyphus pushing his boulder, your PCs are trapped in an endless loop of Inferno Road. In a way, this is as nihilistic as Null Singularity or Black Sun Deathcrawl. You just might not notice that right away because you're having too much fun.

Nonetheless, there is some usuable stuff here for a more mainstream Dungeon Crawl Classics game. The Random Vehicle Generator can be used to create things for hell gangs across Umerica or the future of Mutant Crawl Classics, for instance, and the demonic forms could be things your PCs end up fighting on a remote volcanic island.

Another real possibility (and one that I favor) would be to run Inferno Road after a TPK, where each PC has one previous life as a recently-deceased party member (not necessarily with the same player), and one randomly rolled past life. The PCs then have to simply find a way to escape the scenario (which the players will have to devise, and the judge rule on, because the product certainly doesn't include one). Escaping the scenario is the first step to fighting their way out of hell...perhaps in demonic forms, or perhaps taking human guise once they reach the world of the living.

The roars of the betrayed Dark Lords shake the foundations of hell. The Grand Architect of Evil is enraged. Satan shakes his chains and the whole of hell shakes with him.

Above you on the black cliffs stands your master, a black prince of hell. The beast thrusts its arms into the sulfurous air and howls along with its lord and master.

The ground shudders and your pit boils and froths. You and your ilk are cast up in a great hissing geyser. There is a terrible shriek and a thunderous flap of leathery wings as you are snatched from the air in the stone talons of some horror made of lies and murder. Thou sound of your master's mocking laughter echoes as you are borne away.

I have no idea how you can obtain this item, unless you manage to track down one of the miscreants responsible for it at a convention and pass your Luck check. EDIT: You can contact Doug Kovacs or Wayne Snyder to get on their list for the next printing.