This is the set-up for Dungeon CrawlClassics Lankhmar #15: The House of Jade and Shadow,
Friday, 21 November 2025
Friday Fantasy: The House of Jade and Shadow
This is the set-up for Dungeon CrawlClassics Lankhmar #15: The House of Jade and Shadow,
Friday, 7 November 2025
Friday Fantasy: Well of the Worm
This is the set-up to Dungeon Crawl Classics #76.5: Well of the Worm, a scenario published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. It is designed for a party of four to six First Level Player Characters and has both a quick set-up time and a quick playing time. It can easily be played in a single session and prepared in less than hour. That set-up also makes it easy to add to a campaign, the Judge only needing to locate the warring baronies in her setting and have that somewhere where the Player Characters might be passing through. The scenario itself was a special print release for Gen Con 2013, but even then, it was not new. This is because it is based on an earlier scenario that appeared in the pages of Dungeon Crawl Classics #29: The Adventure Begins, the anthology of First Level adventures published in 2006 by Goodman Games for use with Dungeons & Dragons, 3.5. Here it has been updated for Dungeon Crawl Classics, and whilst it is designed for First Level Player Characters, it could also be run as ‘Character Funnel’, the classic feature for the Dungeon Crawl Classics Roleplaying Game in which initially, a player is expected to roll up three or four Zero Level characters and have them play through a nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class.
The scenario provides three hooks to get the Player Characters involved as well, but it starts at the village well from which the local wise woman says that the War-Worms are emerging from underground. From the start, the adventure is claustrophobic and has an unnaturally sticky, mucus encrusted feel to it, confirmed as the Player Characters climb down the well and War-Worms burrow out of the walls and drop onto the climbers below. It leads to a creepy uncertainty about the environment the Player Characters are in and the fear that anything might explode out of the walls at them at any moment. It has the feel of, and is obviously inspired by the film Aliens, which is further confirmed when the Player Characters discover corpses of some of the villagers trapped in the walls by congealed mucus and incubated into War-Worm Zombies! (The first of the scenario’s two handouts depict this horrid discovery.)
There are some other entertaining encounters too, such as worm pits with War-Worm Zombies on the catwalks above, stirring the great vats of worms, who upon seeing the Player Characters will attempt to knock them into the pits! A stockade holding villagers gone mad during their imprisonment and having turned feral, will take their fury out on the Player Characters. Then there is the War-Worm Ogre Zombie right at the end, a failed, stitched-together experiment by Solom Quor that has left it blind, legless, and enraged. As a consequence, it is slow, only able to crawl about and lash out wildly in a random direction. A Warrior or a Dwarf with a slashing weapon can target the thing’s stitches with a Mighty Deed to inflight extra damage. It is a pleasingly different end of scenario boss fight style encounter.
Although small, there is a pleasing sense of verticality to Dungeon Crawl Classics #76.5: Well of the Worm and some surprising variety to the eight locations it is comprises, even though all are covered in slime and crusty with dried ooze. It also has a great atmosphere for such a short dungeon, but its length means that there is little room for more than straightforward exploration and a lot of combat. There is no real opportunity to roleplay in the scenario and no-one to roleplay with, since Solom Quor is not interested in talking. Plus, the Player Characters never really get to interact with the great background of regularly warring baronies.
Physically, Dungeon Crawl Classics #76.5: Well of the Worm is decently presented. The writing is good, the artwork is decent, and the handouts are better. The map is great, imparting much of the scenario’s atmosphere.
Dungeon Crawl Classics #76.5: Well of the Worm leans into the pulp horror of the Dungeon Crawl Classics Roleplaying Game, lending it a creepy, claustrophobic atmosphere that everyone is going to be familiar with. It is a solid filler dungeon, easy to prepare, and heavy on combat, so easy to run in a single session.
Friday, 10 October 2025
Friday Fantasy: The Great Pyramid of Atum-Isfet
This is the set-up for The Great Pyramid of Atum-Isfet published by Death Guaranteed Games. It is designed for use with the Dungeon Crawl Classics Role Playing Game from Goodman Games and is a ‘Character Funnel’. This is a feature of Dungeon Crawl Classics, a scenario specifically designed for Zero Level Player Characters in which initially, a player is expected to roll up three or four Zero Level characters and have them play through a nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. The Great Pyramid of Atum-Isfet requires between sixteen and twenty-four Zero Level Player Characters, so between four and six players. In terms of the set-up for The Great Pyramid of Atum-Isfet, what this means is that the Player Characters are not the adventurers and treasure hunters come to plunder the kingdom of Azinir’s treasury—though unusually for a ‘Character Funnel’, there is potential scope for them to do so within the scenario itself. They are instead the members of the poor and the down at heel of the Dumatat, lucky enough to be employed by these adventurers and treasure hunters as servants and hirelings, muleskinners and hunters, and so on, all for the princely sum of ten gold apiece.
Unfortunately for their employers and potentially, fortunately for the Player Characters, events do not turn out quite how they expect. The Player Characters are ordered to stay outside in the base camp whilst their employers climb to the entrance to the pyramid high on its side. This lasts only so long when the camp is attacked by an enormous Roc and the only cover is that entrance, now lit by torches. Inside, the Player Characters make a grisly discovery, a corpse freshly stripped down to the bone lying on the floor, its boots recognisable as belonging to one of the six treasure hunters that employed them! What the players and their characters find inside the pyramid is a classic Ancient Egyptian tomb whose design designed by both classic pulp horror and pulp action. There are swarms of flesh-eating scarab beetles, there are vengeful spirits, there are traps, and more. The scenario is influenced by both The Mummy and Raiders of the Lost Ark and every encounter is nasty and deadly, not just for Zero Level Player Characters, but also First Level Player Characters—as the NPCs employing the Player Characters discover. As with any Character Funnel, the Player Characters will need to rely on their wits and their luck and whatever they find in order to survive The Great Pyramid of Atum-Isfet. There is a distinct possibility of a TPK, or ‘Total Party Kill’, especially if the Player Characters are too inquisitive.
However, the seven detailed locations of the Great Pyramid of Atum-Isfet make up only the second part of The Great Pyramid of Atum-Isfet. This middle section of the scenario can be begun with the Player Characters at the base camp and run in a single session, perhaps as a one-shot or a convention scenario. To run as a longer scenario, the Judge can use the first and third sections of The Great Pyramid of Atum-Isfet. The first takes the expedition from the city of Dumatat to the site to the pyramid, mostly physical in nature, crossing rivers and climbing mountain passes, but also a chance to gain the benefit of a fortune being told. The third section continues the scenario and takes the Player Characters further below the pyramid. It is recommended that the Player Characters have a chance to rise to First Level and so have all the benefits of a Class. This third part of the scenario feels more random in nature and less thematic than the second part, so not as coherent.
To support the scenario, The Great Pyramid of Atum-Isfet includes details of Atum-Isfet as a Patron and write-ups of three spells—Entropic Hand, Swarm Walker (which enables the caster to transform into a swarm of scarabs at the moment of being attacked to avoid injury), and Dire Supplication. Should a Player Character end up worshipping Atum-Isfet as a Cleric, these spells are a lot of fun to use and are even better if he can find the intelligent dagger, the ceremonial blade of Atum-Isfet! Lastly, there are a couple of handouts which should give the players and their characters a clue or two that might aid their survival. Oddly, none of the NPCs use these spells, which is a pity.
Physically, The Great Pyramid of Atum-Isfet is decently presented. It is decently written, whilst the maps and artwork are serviceable, and of course, not quite as polished as the scenarios from Goodman Games. The handouts are good though.
The Great Pyramid of Atum-Isfet is an entertaining and suitably nasty and challenging Zero Level Character Funnel for the Dungeon Crawl Classics Role Playing Game. For the Judge wanting an Egyptian-themed, pulp-horror-fantasy scenario that is surprisingly flexible in its set-up, The Great Pyramid of Atum-Isfet is a decent choice.
Friday, 26 September 2025
Friday Fantasy: The Croaking Fane
Bobugbubilz was not always Demon Lord of Amphibians. In aeons past, Schaphigroadaz was the Lord of Evil Amphibians, but when his followers, the Salientian Knot, grew fat and complacent on the sacrifices them made to him and the riches they gathered, part of the Croaking Despot’s congregation rebelled and rose up against the Salientian Knot, and even Schaphigroadaz himself. Instead, they worshipped the toadfiend, Bobugbubilz, one of Schaphigroadaz’s own spawn, and in one bloody year, they marched on the Croaking Despot’s temples and drowned anyone who refused to renounce Schaphigroadaz in his Spawning Pools and saturated his altars in their blood. Thus, the Toad War, little known outside of the obscure scrolls held by eccentric scholars and the most ancient of libraries, come to an end. Schaphigroadaz was forgotten and the Salientian Knot no more. Yet there were survivors, and they did go quietly into the swamps and marshes where they could hide their faith from the outside world and bide that time. Now that time has come, the stars are right, and the Salientian Knot is almost ready to strike at the followers of Bobugbubilz and take its revenge. The cultists of the Salientian Knot have immersed themselves in their Spawning Pools to bathe in the waning vestiges of Schaphigroadaz’s divinity and so emerge, transformed and powerful enough to be a threat not only to the worshippers of Bobugbubilz, but the world!
This is the set-up for Dungeon Crawl Classics #77: The Croaking Fane, the tenth scenario to be published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. Designed by Michael Curtis, this is designed for a group of six to eight Third Level Player Characters and is a highly thematic scenario. Designed by Michael Curtis, this is designed for a group of six to eight Third Level Player Characters and is a highly thematic scenario. The Dungeon Crawl Classics Roleplaying Game draws heavily on the fiction listed as inspiration for E. Gary Gygax in the Appendix N of the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition, and this is no exception. In its batrachian theming, Dungeon Crawl Classics #77: The Croaking Fane draws on works of cosmic horror by authors such as H.P. Lovecraft and Clark Ashton Smith, but it also draws upon Dungeons & Dragons itself. Such inspirations include the original scenario Temple of the Frog by Dave Arneson, but also Dave Cook’s I1 Dwellers of the Forbidden City with its Bullywugs and even E. Gary Gygax’s D2 Shrine of the Kuo-Tuo with its fishmen. So, there is plenty of precedence for this scenario, but the author fully embraces it theme as everything seems to ooze, flop, croak, and slime in presenting a temple to a lost, anuran god!
The scenario requires some set-up. The simplest set-up is a trash and grab raid on the fane dedicated to Schaphigroadaz whilst his followers are weakened in their preparations, but there is a strong religious aspect to the scenario that if brought to the fore, casts the Player Characters as a theological strike team! Whatever the set-up, the Player Characters need to become aware of the Salientian Knot and their disappearance and dig around for more details of the obscure Toad War. A more direct way of learning about the situation is from the Player Characters’ Patrons who wish to end the threat of the Salientian Knot and its plans. The scenario suggests that is the case if any Player Character has Bobugbubilz as patron, which is possible since he is detailed in Dungeon Crawl Classics. Bobugbubilz will certainly direct such a Player Character to undertake such a mission for him or otherwise face grave consequences.
The dungeon is split into two levels. The upper level, the main temple, is really one big area, a church or temple area dedicated to Schaphigroadaz, built within a great rock that has been carved like a toad. It is full of so many details and elements that it has been broken down into multiple areas and descriptions. The first transept is dominated by a trickling fountain of scummy water that hides a rippling mass of ravenous flesh-eating tadpoles that will strip the flesh of any hand or limb dipped foolishly dipped into it. There is even a table for when this happens and what effects it will have. Drain the fountain—and this is possible—and the Player Characters might find a magical ring which offers some protection against the toads elsewhere in the temple. Moldering frescos depict the worship and the history of the worship of Schaphigroadaz; winged toad-goyles lurk in the walls, ready to vomit choking swamp water on any intruders; a triptych depicts the three earthly aspects of Schaphigroadaz—the Great Winged Toad, K’Tehe, the Destroyer, and Kroagguah, the Mother of Multitudes; and even a great toad statue with gems in each of its four eyes that echoes the cover of the original Player’s Handbook. There is a lot here for the Player Characters to explore and examine, even in this one giant space.
The lower area, the Undercroft is no less detailed, but it is different in tone and feel. It is split in two, one part the quarters for the priest and his staff, members of the Salientian Knot, who have since thrown themselves into the Spawning Pools of their Croaking Despot master, the other part the toad caverns, the breeding pool, and the spawning pool. If the focus in the Main Temple above is on exploration and examination, the focus in the Undercroft is on exploration and combat, apart that is, from an encounter with a member of the Salientian Knot, the scenario’s only roleplaying scene. He is loathsome and toadyishly unpleasant, wheedling with the Player Characters to follow him to the Spawning Pool where he happily throws himself in even though his fellow cultists considered him underserving of joining them in welcoming waters of Schaphigroadaz. The scenario will come to climax in the Undercroft, first against the mutated cultists, and then in a big fight against one of Schaphigroadaz’s servants who is very, very hungry. If the Player Characters manage to defeat this creature, and it is a tough fight, they will be rewarded with plenty of treasure.
However, the scenario does have a nasty afterbite—or rather three. One is immediate, in that the giant statue in the Main Temple will come to life and attack the Player Characters on their way out, whilst the other two have longer lasting effects. One is a curse, Schaphigroadaz’s Spoilation, which a Player Character might suffer from after touching the wrong thing and in need of a cure, turn to Bobugbubilz for help. This means that the Player Character will owe the Demon Lord of Amphibians a big favour. A version of Schaphigroadaz’s Spoilation is given at the back of the book as the spell, Plague of Toads, for the mutated Salientian Knot high priest to cast. The other is that any remnants of the Salientian Knot are going to be extremely angry with the Player Characters after they have sacked the fane.
Physically, Dungeon Crawl Classics #77: The Croaking Fane is very well presented. The scenario is very nicely written, especially descriptive text intended to be read out to the players, whilst the artwork is good, with several pieces that the Judge can show to her players. There is only one handout, a depiction of the Spawning Pool. The scenario feels, though, as if it should have had more. The cartography is excellent.
If there is anything missing from Dungeon Crawl Classics #77: The Croaking Fane, it is more handouts showing off the great artwork in the scenario and perhaps details of Schaphigroadaz as a patron. The scenario is rife with details and objects which when the Player Characters touch and interact with, a Cleric will probably earn the disapproval of his patron. It would be interesting to explore the possibility of the Cleric falling from the worship of Bobugbubilz and into the alternative batrachian embrace of Schaphigroadaz.
Dungeon Crawl Classics #77: The Croaking Fane is a pulp fantasy adventure with a tinge of horror, one that will reward the players and their characters for careful, thoughtful play. It is not a big adventure, but it makes great use of its theme with its clammy and cloying, mucilaginous and moist atmosphere.
Friday, 12 September 2025
Friday Fantasy: Colossus, Arise!
The world stands on the brink of a turning point. The end of the Third Age of Man nears and the beginning of the Fourth Age of Man looms. In the First Age of Man, man was like unto the gods and ruled as titans upon the earth. Yet the titans were split between those sworn to Law and those sworn to Chaos, and when they clashed, their blood was spilled upon the ground the First Second of Man was brought to an end. From this spilled blood a new, lesser race sprang forth, lesser, yet still giants, given the gift of peerless intellect and ageless beauty, which went forth and erected many great temples in honour of the titans of the First Age of Man, even though they were but a shadow of their former divinity cast upon the wall of creation. Yet even the Ur-Lireans, as they were known, could not withstand the fall of the sands of time and as the waters of the Empyrean Ocean rose, city after city was inundated and washed away, the inhabitants drowned or forced to flee. In the Third Age of Man, the tribes of Ur-Lirea are all but forgotten, the divine spark of humanity that was the gift of the original titans, obscured by emotions, sullied by vice, and caked with the stinking flesh of the fallen. The Ages of Man are regarded by most as heresy, but many say that the temple-city of Stylos is a forgotten remnant of a bygone age, whilst some whisper that the city was home to the last Atlantean tribes of Ur-Lirea. If so, it has slumbered for untold eons, through the icy march back and forth of glaciers, the rise and fall of the seas, and the rise of man in the Third Age of Man.
If the Ages of Man are regarded as heresy and the legends of the temple-city of Stylos as no more than myth, what is in no doubt, lost Stylos has awakened from its deathless sleep and its hordes have arisen to sweep down on civilisation. A wizened crone babbles about the army of beautiful giants that swept through her village, she the only survivor; a gigantic statue stands at the city gate, white marble with its eyes aflame and announcing that the end of days have come and that the city will be razed on the new moon; and clerics and wizards cry out the terrible omens as lightning crashes down, on the spires of the city’s temple, strange stars appear in the sky and vanish again, sacrificial bulls are cut open only to discover pools of black bile in the place of entrails, and the seventh son of a seventh son is born with the mark of Cadixtat, the Champion of Chaos from the First Age of Man.
This is the set-up for Dungeon Crawl Classics #76: Colossus, Arise!, the ninth scenario to be published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. Designed by Harley Stroh, this is a rare scenario for the Dungeon Crawl Classics Roleplaying Game, one designed for a group of six Eighth Level Player Characters. Most scenarios for line published to date are for low- and mid-Level Player Characters, no more than Sixth Level. So having a scenario for Eighth Level is a rarity. The resulting dungeon is as detailed as you would expect a dungeon for the Dungeon Crawl Classics Roleplaying Game to be, but it is also deadly. Not just in terms of the foes that they will face, but also in the traps and puzzles they will face. In places, think S1, Tomb of Horrors, but Dungeon Crawl Classics #76: Colossus, Arise! is no deathtrap dungeon. Yes, there are moments where ‘total-party-kill’ is a possibility, perhaps more so than in other scenarios for the Dungeon Crawl Classics Roleplaying Game, but rather, it is a dungeon designed—in just thirteen locations—to very much challenge the players and their characters.
Inspired by the legend of Atlantis and the occultism of Doctor John Dee and Madame Blavatsky, Dungeon Crawl Classics #76: Colossus, Arise! begins big and gets epic, all in keeping with the high Level of the Player Characters. Very quickly, the Player Characters find themselves at the doors to the Temple of Cadixtat, having sneaked through the ruins of lost Stylos past an army of hundreds of the Sons of the Second Age, ten-foot tall humanoids bound in service to the Daughters of Cadixtat, camped out, ready to sweep away the civilisations of the Third Age. There are some good hooks to get the Player Characters involved and to that point, especially given that by Eighth level, they should have ties to the very civilisation that the Sons of the Second Age wants to destroy to help trigger the beginning of the Fourth Age of Man, and thus reasons to stop this threat. There is scope for the Player Characters to explore the ruins, neatly handled with a roll on an encounter table.
Inside the temple itself there are weird ceremonies, a room with a cage in which human sacrifices are burned to fuel the divinations of prophetess of the Daughters of Cadixtat—and she will even divine the Player Characters’ future once they find her on the lower level, and even a trap worthy of Grimtooth. The lower level takes the Player Characters to the edge of Chaos and potentially even beyond. In the upper level, the Daughters of Cadixtat are transforming men into the Sons of the Second Age, bolstering the army it will unleash on the Third Age of Man, but in the lower level, the cult is incubating the Worm-Men that will help scour away the Fourth Age of Men, and so usher in a new beginning. The lower level actually takes the Player Characters through the four Ages of Man and into some truly epic encounters. Not just the incubation chamber of the Worm-Men, but also a ‘Chapel of Elemental Chaos’ where the very walls are melting upwards into raw elemental chaos—there is, of course, a chance that a Player Character can be drawn into the walls and upwards—and Player Character Wizards will suffer for the Corruptions they have accrued; a very nasty trap that should teach the players and their characters to leave well alone; and an almost final battle to prevent the Daughters of Cadixtat from summoning something from the First Age of Man! Which is, of course, the massive brain from the front cover of the scenario. Along the way the Player Characters have the opportunity to gain a divination and also find some incredible magical items that echo those of Michael Moorcock’s Eternal Champion. If the Player Characters succeed, they are very well rewarded, especially if they are Lawful. Chaotic Player Characters will also receive a reward, but only if they are very lucky...!
Physically, Dungeon Crawl Classics #76: Colossus, Arise! is very well presented. The scenario is decently written and the artwork is good, with several pieces that the Judge can show to her players. The Judge is given seven decent handouts that illustrate various locations above and below ground. The cartography is too tight in places and it is not as easy to read the map as it should be.
Dungeon Crawl Classics #76: Colossus, Arise! is a truly epic scenario that will test both the players and their characters the deeper they go into the depths of the Temple of Cadixtat. It calls for careful, considered play, and what that really means is that this scenario is better suited to play towards the end of a campaign, rather than being run as a one-shot. If played as a one-shot, the players are not going to care as much about their characters and so are going to take greater risks rather than if they had invested time and effort into the play of their characters. Dungeon Crawl Classics #76: Colossus, Arise! is a rarity, a scenario that effectively showcases what the Dungeon Crawl Classics Roleplaying Game can do at higher levels.
Friday, 29 August 2025
Friday Fantasy: DCC Day #6 DCC Day 2025 Adventure Pack
As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2025’, which took place today on Saturday, July 19th, 2025,* the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #108: The Seventh Thrall of Sekrekan. Two of the scenarios, ‘The Fall of Al-Razi’ and ‘Balticrawl Blitz’, appear in the duology, the DCC Day 2025 Adventure Pack. The third is DCC Day #6: The Key to Castle Whiterock. Both DCC Day #6: The Key to Castle Whiterock and ‘The Fall of Al-Razi’ are written for use with Dungeon Crawl Classics Role Playing Game, whilst the other, ‘Balticrawl Blitz’ is for use with the Xcrawl Classics Role-Playing Game, the ‘Dungeon Crawl Classics’ adaptation and upgrade of the earlier Xcrawl Core Rulebook for use with Dungeons & Dragons 3.5, which turns the concept of dungeoneering into an arena sport and monetises it!
* The late international delivery of titles for DCC Day #6 means that these reviews are also late. Apologies.
Friday, 22 August 2025
[Fanzine Focus XL] Crawling Under A Broken Moon Issue No. 10
On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons,RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another popular choice of system for fanzines, is Goodman Games’ Dungeon Crawl Classics Roleplaying Game, such as Crawl! and Crawling Under a Broken Moon. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with Dungeon Crawl Classics Roleplaying Game. One such fanzine is the aforementioned Crawling Under A Broken Moon.
Crawling Under A Broken Moon Fanzine Issue No. 10 was published in in october, 2015 by Shield of Faith Studios. It continued the detailing of post-apocalyptic setting of Umerica and Urth which had begun in Crawling Under A Broken Moon Fanzine Issue No. 1, and would be continued in Crawling Under A Broken Moon Fanzine Issue No. 2, which added further Classes, monsters, and weapons, Crawling Under A Broken Moon Fanzine Issue No. 3, which provided the means to create Player Characters and gave them a Character Funnel to play, Crawling Under A Broken Moon Fanzine Issue No. 4, which detailed several Patrons for the setting, whilst Crawling Under A Broken Moon Fanzine Issue No. 5 explored one of the inspirations for the setting and fanzine, He-Man and the Masters of the Universe and Crawling Under A Broken Moon Fanzine Issue No. 6 continued that trend with another inspiration, Mad Max. Crawling Under A Broken Moon Fanzine Issue No. 7 continued the technical and vehicular themes of the previous issue, whilst also detailing a major metropolis of the setting. Crawling Under A Broken Moon Fanzine Issue No. 8 and Crawling Under A Broken Moon Fanzine Issue No. 9 were both a marked change in terms of content and style, together presenting an A to Z for the post-apocalyptic setting of Umerica and Urth.
Crawling Under A Broken Moon Fanzine Issue No. 10 is different to previous and that is because it is the fanzine’s ‘monster issue’! Previous issues have detailed new monsters and creatures that the Judge can add to a Umerica and Urth campaign or her own post-apocalypse setting. From the Aetherian War Cat, Bowel Tyrant, and Concrete Giant to Xenotaur, Zilla, and Zmooph presents a total of thirteen new monsters. They include a mix of the weird and the silly and all are given a two-page write up that includes an illustration, stats, and quite a detailed description. Each also includes adventure hooks which lifts the contents far above being a simple, short, mini-bestiary.
The monster list opens with an entry very obviously inspired by one of the inspirations for the Umerica and Urth campaign setting, which is He-Man and the Masters of the Universe. This is the Aetherian War Cat, a combatant so good it has its own Deed Die and can perform its own Mighty Deeds. If a Player Character uses a Deed Die, then he can approach a riderless Aetherian War Cat and attempt to bond with it. When ridden, the only Might Deed it can perform is the ‘Assist Rider’ and the description includes a table of outcomes. The Bowel Tyrant is a tiny, intelligent alien parasite that enters via the bowels of its victims and enslaves them before its slave excretes more when it relives itself, ready in waiting for further victims. It is a bit icky, but sets up an alien invasion of a very different kind. The Concrete Giant lurks in the ruins of broken buildings, its grey, ridged skin looking like concrete enabling it to blend in readiness to ambush its victims and take them back to its lair to eaten raw. Worse are the Cyborg Concrete Giants which are created by the Technomages to lead the other Concrete Giants, being faster, tougher, and armed with shoulder-mounted grenade launchers! The three adventure hooks for the Concrete Giants include them being sent out on random destructive rampages to instil fear by the Technomages; details of where Concrete Giants are forged which could be turned into a raid or encounter; and rumours of road gangs and Concrete Giant wrecking crews actually working together.
Elsewhere, the Flying Laser Ursine, which is exactly what it sounds like, is silly and simple, whilst the Fruiti-Slush Ooze is weird and silly, a jelly formed out of the fruity, partially frozen slushies and partially by the multi-dimensional cataclysm, which do desiccating, freezing Stamina damage that leaves a wound smelling of fruit. Which fruit? Well, there is a table for that! The adventure hooks include harvesting fruity jerky form their victims for exotic gastronomes and having to stand over a cold storage tanker with some sounds of movement coming from inside it… Weird too, is the Harpoonnik, a slimy, batrachian-humanoid with a strange cylindrical mechanism where its head should be. It can fire a tongue-harpoon out of this mechanism, to spear its victims which it drags away and bludgeons them to death! The oddest are the Zmooph, tiny purplish humanoids described as being roughly three grenades tall, but with a quarter of that height consisting of large, speckled cap mushroom that blooms directly from their skull. Ruled by Patriarch Zmooph, they are mostly peaceful, but when they encounter others, they swarm in xenophobic rages and overwhelm the victims of their ire. There is no suggestion as to what they do with such victims or anything about female Zmoophs, but somehow they feel as they should be blue and wear white hats.
Physically, Crawling Under A Broken Moon Fanzine Issue No. 10 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 10 is that much of its contents have been represented to a more professional standard in the pages of The Umerican Survival Guide – Core Setting Guide, so it has been superseded and superseded by a cleaner, slicker presentation of the material.
Crawling Under A Broken Moon Fanzine Issue No. 10 contains a pleasing variety of monsters and creatures—weird, silly, and even more silly (Flying Laser Ursine, really?). Now to be fair, bestiaries are not always the most exciting to read and certainly not the most exciting to review, especially if there is monster after monster and not much else. That could be case with Crawling Under A Broken Moon Fanzine Issue No. 10, but the adventure hooks make the entries and descriptions that much more readable and much more immediately useful. Not so much, ‘Here’s a monster I can use’, but more ‘Here’s a monster I can use and a suggestion as to how I can use it’, Crawling Under A Broken Moon Fanzine Issue No. 10 goes that little further than you would expect. Plus of course, the monsters will work with a lot of other post apocalyptic roleplaying games and not just the Dungeon Crawl Classics Roleplaying Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic.
Friday, 1 August 2025
Friday Fantasy: DCC Day #6 The Key to Castle Whiterock
As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2025’, which took place today on Saturday, July 19th, 2025,* the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #108: The Seventh Thrall of Sekrekan. Two of the scenarios, ‘The Fall of Al-Razi’ and ‘Balticrawl Blitz’, appear in the duology, the DCC Day 2025 Adventure Pack. The third is DCC Day #6: The Key to Castle Whiterock. Both DCC Day #6: The Key to Castle Whiterock and ‘The Fall of Al-Razi’ are written for use with Dungeon Crawl Classics Role Playing Game, whilst the other, ‘Balticrawl Blitz’ is for use with the Xcrawl Classics Role-Playing Game, the ‘Dungeon Crawl Classics’ adaptation and upgrade of the earlier Xcrawl Core Rulebook for use with Dungeons & Dragons 3.5, which turns the concept of dungeoneering into an arena sport and monetises it!
* The late international delivery of titles for DCC Day #6 means that these reviews are also late. Apologies.
DCC Day #6: The Key to Castle Whiterock does come with a bit of backstory. It is a preview and adventure for Castle Whiterock: The Greatest Dungeon Story Ever Told published by Goodman Games, which is the subject of a forthcoming crowdfunding campaign. This crowdfunding campaign brings back and updates Dungeon Crawl Classics #51: Castle Whiterock, originally published in 2007. It received its own preview for Free RPG Day, in 2007, in the form of Dungeon Crawl Classics #51.5: The Sinister Secret of Whiterock, and Castle Whiterock: The Greatest Dungeon Story Ever Told has already been given a preview in the form of The Dying Light of Castle Whiterock, published for Free RPG Day 2025. Both Dungeon Crawl Classics #51: Castle Whiterock and Dungeon Crawl Classics #51.5: The Sinister Secret of Whiterock were written for use with Dungeons & Dragons 3.5, but both Castle Whiterock: The Dying Light of Castle Whiterock and Castle Whiterock: The Greatest Dungeon Story Ever Told are written for use with two separate roleplaying games. These are the Dungeon Crawl Classics Role Playing Game and Dungeons & Dragons, Fifth Edition. DCC Day #6: The Key to Castle Whiterock differs in that it is solely written for use with the Dungeon Crawl Classics Role Playing Game.
DCC Day #6: The Key to Castle Whiterock is designed for a party of First Level Player Characters and designed to introduce Castle Whiterock: The Greatest Dungeon Story Ever Told. If completed, the adventure will provide the Player Characters with a map of part of Castle Whiterock, details of one of its secrets, and some treasure, as well as some surprising allies. In doing so, they will go all the way back to Castle Whiterock’s origins as Clynnoise, a monastery that was home to the Order of the Dawning Sun, over a thousand years ago. Since that time, it has been sacked multiple times and been occupied by Orcs, cultists, a Red Dragon, and more recently, a band of slavers. In doing so, they will go all the way back to Castle Whiterock’s origins as Clynnoise, a monastery that was home to the Order of the Dawning Sun, over a thousand years ago. Since that time, it has been sacked multiple times and been occupied by Orcs, cultists, a Red Dragon, and more recently, a band of slavers. The Player Characters have set out to explore the dungeon of Castle Whiterock, but due to good fortune have come into possession of another map. This shows the location of a lone tomb in the Ul Dominor Mountains near Castle Whiterock. Deciphering the text on the map reveals that the tomb is the burial place of Reglee Callim, famed architect of the Clynnoise, and that she was buried with “[H]er wisdom, plans, and keys”. It suggests that she might have gone to her grave with notes about the building and layout of Clynnoise as well as the means to access the ancient ruins.
The adventure itself begins at the entrance as marked on the map, high up a circuitous path overlooking a valley. Beyond the entrance lies the Callim family tomb complex, a simple, two-level complex of tombs, chapels, and more, marked by sarcophagi, burial niches, and the like. There are undead and there are ghosts, just as you would expect in a tomb complex. There is also some treasure to loot, but not a great amount and barely a handful magical items. All in keeping with the low treasure rates to be expected of a Dungeon Crawl Classics scenario. However, the scenario is not just a tomb to be looted and there are a couple of good story strands to what is quite a simple dungeon. The first is that the dungeon is not infested with evil monsters, rather that the resting dead tends towards Law rather than Chaos. The second is that despite being dead for over a thousand years, the Player Characters can talk to Reglee Callim and gain some clues as to what to expect on the second level. However, whilst the third and final strand of the scenario is to be found on the second level, it is wholly unexpected. This is that the Player Characters are not the only invaders to the tomb. As the Player Characters have entered from above, a band of Goblins, lead by a would be Hobgoblin warlord, has entered from below and as the Player Characters discover, are looting from below.
The scenario offers two options in terms of how the Player Characters might react to the goblinoid presence. In classic style, they could slaughter the lot, though the band is quite large for a group of First Level Player Characters to defeat. Alternatively, the Player Characters could negotiate and even enter an alliance with the Hobgoblin warlord. For a share of the treasure, the warlord even provides several Goblins to fight alongside the Player Characters as well as to make sure their Hobgoblin boss gets her share. It brings a degree of co-operation to play that is not normally present in this style of roleplaying and often not at First Level as well as an unexpected element of roleplaying. The Hobgoblin warlord and her Goblin cohorts are nicely detailed, helping the Judge to portray them as they interact with the Player Characters.
Friday, 20 June 2025
[Free RPG Day 2025] The Dying Light of Castle Whiterock
Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.
Sunday, 1 June 2025
Goodman Games Gen Con Annual XI
With both Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, and Goodman Games 2019 Yearbook: Riders on the Phlogiston, the series had begun to chart a new direction. Each volume would contain a mix of support for the various RPGs published by Goodman Games and the content published by the Goodman Games community, but the major feature of each volume would be a tournament scenario, staged the previous year at Gen Con. Unfortunately, events caught up with the eighth entry in the series, Goodman Games Yearbook #8: The Year That Shall Not be Named, as the Covid-19 pandemic forced the world to adjust, which of course, included Goodman Games. The result was that the traditional Gen Con Program Guide became a ‘Yearbook’ and this trend has continued since with the Goodman Games 2021 Yearbook and the Goodman Games 2022 Yearbook. However, it has shifted ever so slightly again with a name change the book in the line, Goodman Games Yearbook #11.
Goodman Games will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.