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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 ‘Balticrawl Blitz’ is the first scenario 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.

Physically, DCC Day #6: The Key to Castle Whiterock is as well done as you would expect for a release from Goodman Games. The artwork is decent, but a little cartoonish in places, whilst the cartography is not as interesting as that usually found in Dungeon Crawl Classics scenarios. The cover is very nicely done, showing the moment the final confrontation in the dungeon.

DCC Day #6: The Key to Castle Whiterock has a lighter, though a not humorous, feel than most adventures for Dungeon Crawl Classics. If the Dungeon Master was willing, it is easily adapted to Dungeons & Dragons, Fifth Edition as per the guidelines given in Castle Whiterock: The Dying Light of Castle Whiterock. If the scenario is lacking, it is perhaps a good hook to keep the players and their characters interested to want to explore Castle Whiterock, but as a prequel to the campaign and if a playing group has set out to play Castle Whiterock: The Greatest Dungeon Story Ever Told, then DCC Day #6: The Key to Castle Whiterock is a solid addition to the campaign and sets the Player Characters with an advantage or two in readiness.

The Other OSR: Get It At Sutler’s

S
hall we go shopping? Shopping can be a necessity, it can be a chore, and it can be fun. Whether online or in person, we need to shop for essentials, but there are times when it can be a pleasure. Perhaps browsing for a new book or looking for the perfect outfit for that big event. Shopping in roleplaying though? Exactly the same. For the Game Master, it can be an exercise in tedium as her players pick over the contents of the rulebook’s equipment list or the roleplaying game’s equipment guide. For the player, it can be all part of the roleplaying experience, building his characters with the right gear, whether for flavour or the right effect. It even has a certain mystique of its own, because in most cases, what a player is buying for his character, is not a pint of milk, a loaf of bread, and a box of tea bags, but everything he could never imagine buying for himself. A chain hauberk, a short sword, a silver mirror, sleeping furs, a bag of caltrops, a Geiger counter, a Bergmann M.P.18,I submachine gun, a vial of black scorpion contact poison, and whatnot and so on and so on… What then of the staff? The life of the shop worker is very rarely exciting, bar the occasional encounter with a shoplifter or a fire evacuation, but what if that was not the case? Could a day in the life of a shop worker actually be exciting, or even interesting? With Get It At Sutler’s, it could actually be both.

Get It At Sutler’s is a supplement for TROIKA!, the science-fantasy role-playing game of exploring the multiverse. It is published by the Melsonian Arts Council, and much like the recent Whalgravaak’s Warehouse and The Hand of God adventures, it presents another aspect of the great city of Troika which lies at the heart of said multiverse. Its focus is firmly upon shopping, but firmly upon the staff perspective, and upon the hijinks and misadventures they have as employees of the greatest, the most fashionable, and the most prestigious department store in all of Troika. Whether it is Harrods, Liberty, Selfridges, Macy’s, Bloomingdale’s, Le Bon MarchĂ©, and even Grace Brothers from the BBC comedy series, Are You Being Served?, the department store not only sells you everything, but it does also so with courtesy and a degree of prestige. Its halls are places to be seen and its name carries a certain cachet, and its always polite staff have a certain way of doing things, for a department store is a world unto itself. Sutler’s is no different. It is just a whole weirder—and it really, really specialises in fish.

There is no call for any particular character type for Get It At Sutler’s. The Player Characters have simply applied for a job at the department store and in this age of the gig economy, can put in a shift at any time of the day or night. Except bank holidays, when Sutler’s is closed. The management pays only for shifts worked. After all, a Player Character cannot spend all of his time adventuring across the multiverse and does have rent and food to pay for. Plus, all that time spent adventuring across the multiverse does not always pay for said rent and food. Putting in a shift at Sutler’s might just mean keeping the turbot from the door.

What Get It At Sutler’s is not is a complete guide to a department store, from the basement to the top floor, from department to department, from deliveries in to deliveries out, from just out the back to the department’s cafĂ© where being seen is all that matters, from its prestigious food hall to the office of the night manager. Rather, it is an adventure or encounter generator. All the players have to do is to decide that their characters are to put in a shift and the Game Master can make a roll on the ‘shop business matrix’ to determine the time of year, how busy the shift will be, and what the most exciting thing that will happen to the characters on that shift. The six categories are ‘Quiet Day’, ‘Helping Customers’, ‘Stock Control’, ‘Feast Day’, ‘Tourists’, and ‘Heaving Wall of Flesh’, the latter referring to a day when Sutler’s is very busy and the Player Characters are facing ‘Too Many Customers’.
For example, a roll for ‘Heaving Wall of Flesh’ might be “A live-catch tank leaked overnight, and the stain looks like the gaping face of St Mungo. People looking for his blessings are queuing along every isle, mixed in with innocent fish buyers. Tensions flare.” whilst a roll for ‘Stock Control’ a day might involve, “The Society of Porters and Basin Fillers is on strike, meaning you must collect your own fish from the back warehouses. You may TEST YOUR LUCK or else get lost and trapped in the store overnight. Beware the Nightmanager.”
Beyond an adventure or encounter generator, What Get It At Sutler’s is also a bestiary of Enemies that the Player Characters might face on a shift at the department store. From the All-Terrain Shark, the Cutter Clam that can be used as weapons with their fleshy siphons, and the Palyngers, the city’s eels that are known to be incumbent souls standing ready to be reborn, but are still a staple food, to the members of Troika’s great and good, such as the Alcalde, the city’s unpredictable peacekeepers and spies commanded by the Great Cairo, the Cocksure Gamins, juveniles on great adventures of armies, kings, and queens, which actually look delinquency, and simply, Too Many Customers. There are also members of Sutler’s’ staff, such as the genial Daymanager, who everyone sees once, but rarely sees again; the long-legged, pinstriped Floorwalkers whose bodies lurk near the ceiling, only descending to deal with violent incidences; and the well-built and sunburnt barbarians who work as Florists despite their violent sense of humour and toxic work culture. Then there is the Nightmanager, the counterbalance and sinister shadow to the Daymanager, again rarely seen, but known to break the rules, replenish the stock, and creepily observe the doings of the department store. As you would expect from a Troika! supplement, these are all weird and odd and intriguing, and there are even mini-adventures or hooks, like those for the Disciplinary Ordeal, that can take place instead of a Player Character being fired!

Get It At Sutler’s closes with three appendices. In turn, these detail the Troikan year, a selection of fish products, and ‘Pisceans in the Second House – A Sutler’s Adventure’. This introduces Sutler’s and takes the Player Characters from their interview with the beatific Daymanager and into their first shift as a probationary member of staff. It is an unsettlingly fishy affair, and rightly so. The suggestion is that this could happen after the events detailed in ‘The Blancmange & Thistle’, the scenario in the Troika! rulebook. Of course, it would be fascinating to see an anthology of scenarios set just within the halls and departments of Sutler’s.

Physically, Get It At Sutler’s is a delightful book. Troika!’s art is always off kilter and Get It At Sutler’s is no different. In between, full page greyscale pieces capture the vastness and scope of the department store, as well as just how busy it can get.

Get It At Sutler’s is not a campaign setting or a sourcebook in the traditional sense. It does depict and describe a setting, but rather than simply laying out the details, it places them in encounters to be found by the Game Master, and then developed and presented to her players. It gives ideas and encounters—and lots of them—in a world within a world, that of a department store, that the Player Characters will visit when they need money or the Game Master wants to run something in between fuller, more traditional scenarios. Such traditional scenarios might even be run as ‘Disciplinary Ordeals’ since the management at Sutler’s is loath to truly fire anyone. The supplement is thus particularly useful when not all of the players are present or the campaign is between scenarios.

Get It At Sutler’s is a delightfully unconventional framework and book of encounters and hooks for the Game Master to develop and so bring to life, the world of the department store, in true Troika! style. It is a world of piscine peculiarity and harrowing hierarchy, one that gives the Player Characters something to do and somewhere to be, on their quite literally, odd offdays.