This is the setting for Inferno Road, a race and a chase scenario Goodman Games’ Dungeon Crawl Classics Role Playing Game. It comes from the same team behind The Hobonomicon and again, is a showcase for the art of Doug Kovacs. This has ramifications for how easy Inferno Road is to use, since there is more art than text and that leaves the scenario with much less direction—other than onwards across the plains of Hell—in terms of running it. It should be no surprise that the players take the roles of the Grubs scooped up by their Princes of Hell and thrown into the chase. Each Grub has the traditional six stats of Dungeon Crawl Classics, some Hit Points, and two past lives. The latter are nearest thing that Inferno Road has to skills and the Judge might grant bonuses if a player can bring an aspect of them into play. However, once per game, a Grub can manifest an item pertaining to a past life. A Grub’s Prince of Hell is its Patron.
One thing to note is that some of the Past Lives are dark, even horrifying, in nature and veer towards the tasteless, if not cross that line for some players. Of course, Inferno Road is set in Hell and the Past Lives reflect that, each one of them having committed sins and other actions that resulted in their Soul being cast into Hell. Some require some invention upon the part of the players, but others are suggestive, and some are actually overt as what those sins might have been. For example, ‘Manson Family Member’, ‘Sex Criminal’, and ‘Nazi Stormtrooper’. With these, Inferno Road does cross the line because of what they ask the player to think about and then bring elements of that into play, the Judge might also want to decide which of the Past Lives that she wants to include right from the start. Ultimately, it up to the players at the table how far such sins and what the Past Lives did is expressed at the table and brought into play. What it makes clear though, is that as silly as its set-up is, Inferno Road is an adult scenario, one that in this instance deserves the advice it gives of ‘Trigger Warning: Everything’.
Just Another Grub
Strength 12 Agility 16 (+2) Stamina 7 (-1)
Personality 11 Intelligence 11 Luck 10
Hit Points: 6
Past Lives: Canadian Immigrant, Dog
From this simple set of stats, it suggests that Inferno Road is a ‘Character Funnel’. This is a singular feature to the Dungeon Crawl Classics Role Playing Game, which takes Zero Level Player Characters—usually four per player—and pushes them through a Zero Level dungeon. Devoid of the abilities, spells, combat acumen, and Hit Points that a Class would grant them, a Player Character in a ‘Character Funnel’, must instead upon his luck and his wits, all whilst aspiring to a proper Class. In Inferno Road, the Grubs seek not treasure, but Souls—and everything has a Soul. Kill another creature and a Grub can harvest its Soul and if aboard or close to the Doom Buggy, it knows where the nearest and biggest pile of Souls is. When a Grub harvests a Soul, it can either eat the Soul or add it to its Luck. Eating a Soul is really how a Grub gets better. Consume a Soul and a Grub will transform into an Arachnodaemon, Brute, Harpy, Killcycle, Motor Devil, Pit Imp, Spiny Devil, Succubus (Type I), Succubus (Type II), Twins, and so on. He can also regress back into a Grub. All of this is randomly determined.
Bar the set-up, almost everything in Inferno Road is randomly determined and thus supported by several sets of tables and the means to generate various aspects of the game. This includes the means to generate Hell Princes, Upgrades to the Player Characters, vehicles in the convoy chasing the Doom Buggy, and random crew and miniboss features. Separate sheets provide charts of random stuff and things to find on the way, and infernal weapons. The Spinner is used to indicate what new form that a Grub, or the Grub in its current form, transforms into, but there is a simple table included if the Judge simply wants to roll on that. It is also possible for a Grub to roll its current form and get Upgrades instead.
What Inferno Road does not provide is any guidance on running it. It does not explain how to set it up or what to do from turn to turn. The Judge has to infer a lot from reading Inferno Road and then set it up from that. It is not necessarily difficult, but it is made all the more challenging because of the lack of advice. And further, it means that Inferno Road is definitely not for the inexperienced Judge.
Physically, Inferno Road is a great looking book. Doug Kovacs’ artwork is as good as you expect it to be and it is clear that he is having fun drawing for a project of his own rather than a commission. Inferno Road does need an edit in places though.
Ultimately, Inferno Road is more of a set-up and then work it out how you want to run kind of thing. It is not so much a ‘Character Funnel’ with Zero Level Grubs as a ‘Character Grinder’ since there is no conclusion to Inferno Road, no end to its ‘Hieronymus Bosch meets Mad Max 2’ grind of road rage and high demonic action. What its set-up is designed for is a convention event with multiple players passing by, dropping in to play, and dropping out again as the Judge keeps the churn of Grubs and the Doom Buggy rollin’ rollin’ rollin’… Inferno Road looks good and sounds great, but like any demon pact, the Judge really has to have a very good idea of what she is getting into and what she wants out of it.






