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Showing posts with label Goodman Games. Show all posts
Showing posts with label Goodman Games. Show all posts

Friday, 31 July 2026

[DCC Day #7] Pestilence at the Peak of Law

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 2026’, which took place today on Saturday, July 18th, 2026, the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #112: Mother of M0nsters. Two of the scenarios, ‘The Temple of Fluttering Terror’ and ‘The Crawl is Not Always Greener’, appear in the duology, the DCC Day 2026 Adventure Pack. ‘The Temple of Fluttering Terror’ is written for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World, ‘The Crawl is Not Always Greener’ is for use with Xcrawl Classics Roleplaying Game, which combines Dungeons & Dragons and World Wrestling Entertainment, turns it into a blood sport, televises it, and throws in celebrity culture in an alternate dystopia shot through with a knowing black humour. Lastly, both Dungeon Crawl Classics #112: Mother of M0nsters and DCC Day #7: Pestilence at the Peak of Law are written for use with Dungeon Crawl Classics.

—oOo—

High in the Acherak Mountains there is a Dwarven Monastery that sits above the Dwarven kingdoms far below and under the ground. It is dedicated to Daenthar, but the monks there have a secret purpose in addition to worshipping Daenthar, the Dwarven lord of the mountains as close to his realm as they can get, and that is to protect the world against a servant of Chaos known as the Matron of Pestilence. In years past, as an agent of Nimlurun, the Chaos god of filth and pestilence, Matron of Pestilence unleashed a plague upon the kingdoms of Acherak, but having imprisoned it, the monks have long worked to ensure that it would never be free to unleash its scourge of contagion again. However, what the monks could not do is destroy the Matron of Pestilence, for that requires the Hammer of the Mountaintop. Sadly, that great weapon is long lost and the monks never thought it would be in their possession. Fortunately, it has been found and perhaps the long-hoped for dream of ending the threat of the Matron of Pestilence will come to pass… Unfortunately, agents of Nimlurun have found a way to infiltrate the monastery and work to free the Chaos god’s servant. They have not managed to do so yet, but it is only a matter of time.

This is the set-up for DCC Day #7: Pestilence at the Peak of Law, the offering for DCC Day 2026 for the Dungeon Crawl Classics Roleplaying Game. It is designed for group of four to six Player Characters of Second level, one of which should be a Cleric and another should preferably be a Dwarf. The ability to read Dwarven will be very useful in the scenario and either the Dwarf or the Cleric should be an adherent of Law rather than Chaos. The scenario can be played through in a single session and includes different hooks for the various Classes in Dungeon Crawl Classics.

In true Dwarven fashion, the Acherak Monastery is an austere place, with polished floors and bas reliefs on the walls. Equally, it appears to be quite a simple place, with a single archive, dormitory, sacristy, and so on. However, there is more to the monastery than meets the eye. As well as worshipping Daenthar, the monks are known for the brewing of a very fine mead and there are signs of it throughout the monastery, including some broken and empty casks. There is also a black slime that coats the walls and floors of the monastery. The oily, viscous substance adheres to everything it touches, can soak through clothing and leather, and worse, seeks new victims to infect. The scenario includes a ‘Rotting Corruption’ table to determine its effects upon any poor Player Character so infected and this adds a sickly, putrefying feel to the scenario. Make no mistake, this back slime is unholy, but DCC Day #7: Pestilence at the Peak of Law does discuss numerous ways of treating the symptoms and ultimately, of finding a cure, but in the meantime, the Player Characters are in for a sweaty, virulent experience.

Ultimately, there is a puzzle at the heart of DCC Day #7: Pestilence at the Peak of Law—one poisoned by agents of Nimlurun before they arrive—that the Player Characters will have to solve in order to defeat the Matron of Pestilence, save the Acherak Monastery, and save themselves. Given the timeframe for the scenario, it is not too challenging a puzzle and there are clues to be found that will reveal what has happened and what needs to be done next. This should lead to a climatic confrontation with the Matron of Pestilence and her servants in her secret prison. It will be a tough fight—especially if one or more of the Player Characters is infected with the corruption—but again, several means of slaying her given.

Physically, the DCC Day #7: Pestilence at the Peak of Law is as well done as you would expect for a release from Goodman Games. It is lightly illustrated, but the artwork nicely captures the foulness that the Player Characters will be facing in the scenario. The cartography is perhaps a little plain, but is serviceable enough.

DCC Day #7: Pestilence at the Peak of Law should have the feel of cleanliness and sharpness of the air of high mountain peaks, but instead, it has a vile, smeary, fungal, and viscous feel, which also contrasts with the austerity of the monastery. There are some enjoyably oozy, oily, odious encounters along the way to overcoming a great evil in DCC Day #7: Pestilence at the Peak of Law and this is a deliciously repulsive scenario.

Friday, 24 July 2026

[DCC Day #7] DCC Day 2026 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 2026’, which took place today on Saturday, July 18th, 2026, the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #112: Mother of M0nsters. Two of the scenarios, ‘The Temple of Fluttering Terror’ and ‘The Crawl is Not Always Greener’, appear in the duology, the DCC Day 2026 Adventure Pack. ‘The Temple of Fluttering Terror’ is written for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World, ‘The Crawl is Not Always Greener’ is for use with Xcrawl Classics Roleplaying Game, which combines Dungeons & Dragons and World Wrestling Entertainment, turns it into a blood sport, televises it, and throws in celebrity culture in an alternate dystopia shot through with a knowing black humour. Lastly, both Dungeon Crawl Classics #112: Mother of M0nsters and DCC Day #7: Pestilence at the Peak of Law are written for use with Dungeon Crawl Classics.

—oOo—

As in past years, the
DCC Day 2026 Adventure Pack contains two adventures. The first and longest of the two is ‘The Temple of Fluttering Terror’ are written for use with Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World. It is designed for a party of three to six Player Characters of First Level and begins with them in the jungle on the back of a fast-flowing river on the other wise of which is an island with some pre-disaster ruins on it.

The Player Characters—or Seekers—have been sent by their respective tribes to rescue a much-fabled artefact, called AESOP, from the ruins. AESOP is rumoured to be a learning device from before the disaster used to teach children. If it can be brought back, it will be a great asset to the confederation of local villages. Unfortunately, the weather has taken a turn for the worse and a series of storms has led to widespread flooding and the rising waters threaten the buildings in which AESOP is located. Thus, the Seekers have to survive the environment and the weather, explore the buildings, find AESOP, and then haul it back! The dangers of the floods are represented by a ‘Deluge Effects’ table which is triggered when a natural roll of one or twenty is rolled. The waters can swell and surge, the winds rise, wildlife flee, and more, plus some effects also increase the die size by a step for subsequent rolls. Which means that as the scenario progresses, the effects of the storm get worse and worse. Then if a Seeker gets caught in the waters, then is a ‘Fighting the Flood Waters’ table to be rolled on, the greater the strength of the Seeker, the less likely he will be swept away.

The ruins on the island are those of Pennsville Learning Academy, so the Seekers are exploring the ruins of an ancient school. As you would expect, there are classrooms dedicated to different subjects, including history, science, and art, a cafeteria, and so on. Each location contains a mix of things to experience and lots of things to loot. For example, in the history classroom, the Experio5400 is a teaching device that beams a holographic, immersive experience straight into the eyes of nearby pupils. One experience is given, but the Judge can be inventive here too, adding her own historical scenes, whether from actual history or the history between now and the events of the disaster that led to Terra AD. However, it is loot where the author gets to be inventive. Items to be looted include a Cheat Lens that when worn provides answers to written questions; a chemical cabinet in the science classroom full of ingredients to be mixed for various effects; school lockers containing things such as a Jet Board, a Dysfunctional Robotic Playmate, Acks Body Spray (incites attacks from nearby feral creatures!), and more.

Finally, there is AESOP itself. It is a A.I. with a pleasing personality—though for entertainment value, the Judge could readily change it—that the Seekers can talks to and ask questions of. The Judge has a list of questions and answers to facilitate any interaction. AESOP is easy to find, but rather than challenging to deal with, it is challenging to move! The seekers must find a way of transporting it out of the ruins, across the island, and then over the river with its raging waters. ‘The Temple of Fluttering Terror’ is a good mix of exploration and combat, twisting a familiar location and making it a dangerous and rewarding in equal measure, before escalating the danger with the weather. The result is an excellent, entertaining scenario for the Mutant Crawl Classics Roleplaying Game.

The second scenario is ‘The Crawl is Not Always Greener’, which is designed for the Xcrawl Classics Role-Playing Game and for party of four to six Player Characters of First Level. Their Agent informs them that they have been invited to participate in a new gig—an Xcrawl designed by a first-time Dungeon Judge. Not just any first-time Dungeon Judge, but Tiger Silva, the world’s most famous and accomplished pro-golfer, who wants to try his hand at a different sport. Apart from the fact that it being organised by one of the most famous sportsmen in the North American Empire, it is meant to be a low-key affair. It is a chance for the Player Characters to pick up some new sponsors, look good in a celebrity-driven event, and perhaps move into the orbit of the rich and famous by association.

As you would expect, this Xcrawl is entirely Golf-themed and that starts with the sponsorships on offer, which include the Ultra Whack Golf Clubs and Golfing Gear and Super Aid Sports Drinks. It continues with the individual locations in the Xcrawl, a giant miniature putt-putt golf course, which include woad-painted Goblin Picts which attack to the sound of bad bagpipes being played (and unfortunately the bagpipe-player is a non-combatant, so cannot be attacked and the Player Characters will need to find another way to stop the playing) reflecting Golf’s Scottish origins; a giant sand trap and a even bigger windmill with deadly spinning blades; and a battle with a giant gopher! All of which is confronted whilst attempting to whack a giant Golf ball through the dungeon and into the cup at the end of each room. Being a dungeon for the Xcrawl Classics Role-Playing Game, the adventure is straightforward and linear, that feel exacerbated by the need to drive the giant Golf ball from one end of the dungeon to the other, room by room. However, it is ever so tongue-in-cheek and fits with the absurdity of the world of Xcrawl.

The absurdity of setting and the scenario are made all the more so by the satirical elements worked into it. These dig at the theme of Golf and at the contemporary politics surrounding Golf. These are likely to amuse or irritate in equal measure, but given the theme, it is no surprise they are included. ‘The Crawl is Not Always Greener’ is a silly, but fun adventure and there are notes too if the Judge wants to add it to her campaign.

Physically, the DCC Day 2026 Adventure Pack is as well done as you would expect for a release from Goodman Games. The artwork is decent, but a little cartoonish in places—which actually suits the Xcrawl Classics Role-Playing Game.

The
DCC Day 2026 Adventure Pack delivers two good scenarios for two different games, but of the two, ‘The Temple of Fluttering Terror’ is the most inventive and interesting, but ‘The Crawl is Not Always Greener’ is sillier and more immediately entertaining. Both are fun to play and both are easy to add to a campaign as they are to run as one-shots.

Friday, 10 July 2026

Friday Fantasy: Dungeon Crawl Classics #81: The One Who Watches From Below

We are all fascinated with what is to come, what will happen in our futures, such that many consult horoscopes and seek out fortune tellers and pray to the gods for answers. Such means are rarely reliable, but what if there was a source of true prophecy? A place where answers of true meaning and accuracy can be gained for those willing to seek out its location and pay the price? There have always been rumours and stories of such places, but it one case they are actually true. The Cave of Secrets does exist and if the seeker of his future can find it and pay coins, gems, or magic items as tribute, he can ask the questions that he wants answers to. There are other rumours about Cave of Secrets though… So many men and women have sought answers that a great hoard of treasure has been amassed down the ages. Enough to buy whole kingdoms! Razor-edged swords and powerful wands! Precious gems and jewels that rain through your fingers! Which means that the Cave of Secrets has attracted an entirely different class of person  interested in what it contains! Mercenaries! Robbers! Raiders! Treasure hunters! Adventurers! Now the adventurers have followed the map with an ‘X’ marked ‘Cave of Secrets’ and stand before the cave entrance with its wooden sign which reads, ‘ENTER’.

This is the set-up for Dungeon Crawl Classics #81: The One Who Watches From Below, a scenario published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying GameDesigned for a group of six to eight Player Characters of First Level, the scenario is notable for three things. The first is that it is the winner of the Mystery Map Adventure Design Competition that was included in the pages of the Free RPG Day 2012 adventure module and the second is that as the competition winner, the scenario is actually good. The third is the nature of the curse that dominates the scenario and for the length of the scenario at least, will change how the players roleplay. The curse is triggered by the Player Characters’ greed when they touch the wrong items. Anyone who suffers the curse collapses to the floor, comatose, as his eyes tear themselves from their sockets and flesh grows back over the sockets, and then…! Then, the victim’s eyes move across his body and slide onto the floor and across the walls. The player is no longer roleplaying his character’s body, but just his eyes and he can send them hither and thither. However, the eyes can be attacked and there are some things, like the Eye Slime, which actively hunt these cursed eyes. Further, the only way in which the Player Character can communicate is by blinking or other eye moment and by tracing letters in the air or writing them down, which takes time. To facilitate this, the scenario includes a handout which the Judge can copy and cut out so these is a gap which the Player Character’s eyes can be seen. On the plus side, the Player Character can dominate unintelligent creatures, but this is not easy and the Player Character still cannot communicate using his voice, only the growls and howls of the creature dominated. Ways to remove the curse are suggested, but they are challenging, and ultimately, so is having to roleplay without being able to speak. This does not mean that it will not be entertaining though!

The theme of eyes runs all the way through Dungeon Crawl Classics #81: The One Who Watches From Below. Sets of eyes slide across the walls, blinking and spying on the Player Characters, they bounce down from looming stalks to batter and bruise them, and in one case, they even attempt to blink a message to them! The Player Character Eyes can slide through pipes and cracks and the scenario facilitates this, though the party will need to penetrate beyond the Cave of Secrets that make up the first part of the dungeon. Beyond lies the Temple, clearly a working area, although oddly devoid of its inhabitants. This does not mean that it is free of any dangers. For example, the Player Characters will be able to scour the library for the means to result the eyes to victims of the Cure, but it triggers an attack upon them by every single book in the library! They will likely also discover references here to ‘Shigazilnizthrub’ and ‘The One Who Watches From Below’. There is a room containing ‘Guard Pillars’, eyestalks of a gargantuan subterranean beast that pierce up through the floor and once aware of intruders, bounce up and down on them and rolling over them. The Temple level is the most detailed of the scenario’s four levels and there is a lot here for the Player Characters to discover and examine.

Underneath the Temple are the Brood Pit and the Undertemple. The former injects an arcano-technological element into the scenario as the location of the birthing pools of the abominable Halfling Hybrids that work and protect the complex. The latter is the location for the scenario’s finale and what a finale it is! For players who feel that they have not had enough combat up until now, will certainly get in the final scene. It takes place in ‘The Vault of Eyes’, a massive cavern marked by an abyssal central pit surrounded by mounds and mounds of treasure! There are even wheelbarrows nearby that the Player Characters could use to ferry treasure out of the cavern. Fortuitously, this is one of the treasure vaults of Shigazilnizthrub. Fortuitously, Shigazilnizthrub objects to thieves. So, before the Player Characters have time to go over treasure there is, a titanic black rubbery mass of tendrils, fins, and eyestalks shoots up from the depths of the cavern and surveys all before it. At the same time, the eyes on the walls of the cavern all open and look at the Player Characters. It is a sweet moment of cosmic horror… and choice. Do the Player Characters stay and fight? Do the Player Characters make a run for it? Do the Player Characters make a run for it and attempt to take as much treasure as possible? Make no mistake, this a very challenging, deadly encounter that could end in a total party kill. Or they could defeat Primordial Titan and make off with everything, and become legends. It is possible. More likely, the scenario will end somewhere in between as the Primordial Titan thrashes its tentacles up and down, and the Player Characters make a run for it with what treasure they can carry, chased all the way through the dungeon to the cavern exit by eyes sliding along the walls. It is a memorably great finale.

To support the Judge, Dungeon Crawl Classics #81: The One Who Watches From Below includes notes on how to run the final scene, in particular how to use the Primordial Titan’s ‘powerful suggestion’ which has been changed from ‘domination’ to make for a more interesting and less player agency-denying encounter. There are playtest notes too and a bonus encounter that that did not appear in the original printing of the scenario. There are also another three handouts, images of various locations. It is a pity that there are not more of them as they really help the players visualise the dungeon.

For the long term, Dungeon Crawl Classics #81: The One Who Watches From Below details Shigazilnizthrub as a Patron. This includes his Patron Taint, three Patron spells—Remote Seeing, The Crawling Eye, and Book of the Dead, and his Spellburn. This is an entertaining addition to Dungeon Crawl Classics canon and would work well with Player Character and NPC wizards.

If there is an issue with Dungeon Crawl Classics #81: The One Who Watches From Below it is that the treasure rewards do feel very light. At least in terms of what the Player Characters can carry in terms of coin and gems and thus carry out of ‘The Vault of Eyes’. The scenario is supposed to be giving the Player Characters life-altering amounts of treasure, but the scenario does not allow for that and effectively, the encumbrance rules feel as they limit what can be carried.

Physically, Dungeon Crawl Classics #81: The One Who Watches From Below is as well presented as you would expect for a scenario for the Dungeon Crawl Classics Roleplaying Game. The writing, the artwork, the cover in particular, and the cartography are all excellent.

Dungeon Crawl Classics #81: The One Who Watches From Below is a great dungeon crawl infused with a sense of cosmic horror, given lots of detail and entertaining encounters, and topped off with brilliantly weird gimmick of a curse. The combination will not only present a challenge to any player, but also really make for a fun playing experience.

—oOo—

The next scenario is Dungeon Crawl Classics #82: Bride of the Black Manse.

Friday, 26 June 2026

Friday Fantasy: Idylls of the Rat King

The silver shipments out of Silverton north to the capitol of Archbridge have suddenly ceased. Goblin bandits have been attacking the caravans laden with silver ore, killing innocent miners, and stealing cargo. Their base of operations has been identified as the old Gannu Silver Mine, abandoned almost a century ago. Perhaps the Player Characters learn off this when they stop off at the Silver Cup Inn in the village. Or they are asked to find out why a young nobleman is suffering a vile fever after the caravan he was travelling with was attacked by Goblins. Or perhaps the Player Characters are approached by the leader of the Miner’s Guild whose operations have been sabotaged and caravans raided by goblins. He believes that the Goblins are being aided by an ancient evil that was the actual cause of the mine being closed almost a century ago. Whichever way in which the Player Characters learn of the situation in Silverton, they find themselves outside the collapsed tunnel entrance to the Gannu Silver Mine with Goblin footprints all about, ready to investigate. If this set-up sounds familiar, that is because it is. It is the set-up to Dungeon Crawl Classics #1: Idylls of the RatKing, the very first scenario in the Dungeon Crawl Classics line for Dungeons & Dragons, Third Edition, published by Goodman Games in 2003. It is also familiar because Reviews from R’lyeh only recently reviewed Dungeon Crawl Classics #1: Idylls of the Rat King in 2023 on its twentieth anniversary. So why review it again quite so soon? The reason is that Dungeon Crawl Classics #1: Idylls of the Rat King that it is being reviewed here. Instead, it is Fifth Edition Fantasy #31: Idylls of the Rat King that is being reviewed.

Fifth Edition Fantasy #31: Idylls ofthe Rat King is not for use with Dungeons & Dragons, Third Edition, or even Goodman Games’ Dungeon Crawl Classics roleplaying game. As its full title suggests, it is instead designed for use with Dungeons & Dragons, Fifth Edition. Or rather adapted for use with Dungeons & Dragons, Fifth Edition. Intended to be played by four to six Player Characters of First to Third Level, what it does is combine the modern rules of the world’s most popular roleplaying game with the sensibilities of the Old School. However, Fifth Edition Fantasy #31: Idylls of the Rat King does get off to an odd start by directly quoting the opening paragraph from the original: “Remember the golden days of role playing, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Well, those days are back. Dungeon Crawl Classics feature bloody combat, intriguing dungeons, and no NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know must be there somewhere.” Of course, as an adaptation, Fifth Edition Fantasy #31: Idylls of the Rat King will deliver all of those elements, but it is an odd way in which to start the scenario, referring back to the original in such a direct manner, but without referring to the rules its uses. It is almost as if the publisher forgot to rewrite the opening paragraph to account for the adaptation.

However, beyond that, there is relatively little that is different from the original scenario. It still recommends the inclusion of a Player Character Rogue and a Good-aligned Cleric, as well as a Fighter with a silvered weapon. The scenario consists of a four-Level ‘Abandoned Silver Mine’ infested with Goblins and rats, but there is worse to be found the deeper that the Player Characters go. This is revealed first in a fun encounter at the end of the First Level with the Goblin Boss, who turns out to be a Wererat! To get to him though, there is the upper level of the mine to explore and plenty of stiff opposition from the Goblins to overcome. The latter due to a division in the Goblin tribe between those who are Wererats and those who are not, and those who are not, are frightened of those who are. This creates a little bit of tension in the scenario, though not necessarily something that the Player Characters are going to be aware of necessarily. What they are likely to be aware of is the number of secret chambers and vaults, given that under Dungeons & Dragons, Fifth Edition, it is easier to find secret doors, which are scattered across this and all levels of the mine. These are worth finding, not just because they might contain treasure, but because they may also contain silvered or magical weapons and useful clues to the secrets of the mine.

The encounter with the Wererat Goblin Chief is a sign of things to come. There are some entertaining encounters with the tribe’s torturer and jailer—into whose custody any Player character who is captured will end up, a Goblin sorcerer, a Gnome necromancer, a vampiress, and ultimately, the real villain behind the recent events. These last two encounters are tough, but they do present opportunities for roleplaying as opposed to rollplaying. In between, there is a whole level still being worked by miners still. Zombie miners, but miners, nonetheless.

There are some changes between Fifth Edition Fantasy #31: Idylls of the Rat King and the original Dungeon Crawl Classics #1: Idylls of the Rat King. For example, there is no daycare area or family room area for the Goblin tribe on the second level in Fifth Edition Fantasy #31: Idylls of the Rat King as there is in Dungeon Crawl Classics #1: Idylls of the Rat King. Which means there is no suggested Experience Point penalty should the Player Characters decide to slaughter the females and children of the Goblin tribe. This shifts the feel of the mine in original scenario from being the home to a Goblin tribe to this updated version in which the mine feel more like a Goblin military outpost. Also missing are the zombie badgers from the third level, but the several temples dedicated to the rat gods, Narrimunth and Nimlurun, remain. Effectively, some of the original spikiness of Dungeon Crawl Classics #1: Idylls of the Rat King has been scoured to take the edges off, so it is smoother, more palatable to a wider audience.

Rounding out Fifth Edition Fantasy #31: Idylls of the Rat King are three appendices. The first details the new monsters for the scenario. They include a Goblin Priest, Horned Giant Rat, Ogre Skeleton, and Wererat Goblin. The second details the village of Silverton. It is a one-page description of the village and its notable inhabitants. The third contains three handouts. If found during the adventure, the players and their characters will be able to learn about the secret history of the mine.

Physically, Fifth Edition Fantasy #31: Idylls of the Rat King is well presented and, in many ways, an improvement. The maps are a vast improvement with some actual detail, but they are small and not as easy to read as they could have been. It also needs editing in places.

Dungeon Crawl Classics #1: Idylls of the Rat Kingg has been republished before, most notably with its sequel, Dungeon Crawl Classics #27: Revenge of the Rat King, rewritten for use Advanced Dungeons & Dragons, First Edition, and released at Gen Con 2008. Surprisingly, the scenario was not republished on its twentieth anniversary in 2023, nor indeed updated for use with Dungeon Crawl Classics. This update, Fifth Edition Fantasy #31: Idylls of the Rat King is not unwelcome, but feels both slightly rushed and an odd choice in terms of roleplaying rules. That aside, Fifth Edition Fantasy #31: Idylls of the Rat King is a serviceable scenario now brought to a wider audience.

Friday, 12 June 2026

Friday Fantasy: Glipkerio’s Gambit

In aspiring to great power and in obtaining the patronage of a great power, perhaps a god, a demon, or a celestial, there is sometimes a cost to be paid, a service to be rendered in return such patronage. So it is that the Three Fates, patron to the wizard in the party, call upon his aid and thus the aid of all in the party. There is no denying that is a great hook. It gets the Player Characters involved immediately because the wizard owes his patron a great deal and he stands to lose much, starting with his reputation and standing with the Three Fates, if he says no. What the Three Fates want him and the rest of the party to do is to recapture their temple, the Temple of Destiny. They can tell the Player Characters that it has been captured by the forces of Chaos, but no more, for something blocks their vision of it. To do so, the Player Characters must ascend Mount Tyche, in particular, the Staircase of Fate, close to the top of the mountain, in order to enter the Temple of Destiny and determine who leads the forces of Chaos in its takeover and defeat them.

This is the set-up for Dungeon Crawl Classics #80.5: Glipkerio’s Gambita scenario published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. It is designed for a party of Second level Player Characters and it can be played through in one or two sessions. 
What has happened is that the wizard, Glipkerio, emboldened by his dark patron, Obitu-Que, has brashly seized the Temple of Destiny and turned it into his own lair, tapping into the Fates’ wellspring of power to fuel his own magical research. In particular, he has been able to infuse an amulet with enough power to control time and will use that against the Player Characters in what is the best scene in the scenario. However, to get to that scene, the Player Characters have to get through the rest of scenario and the scenes and encounters that make up the rest of the scenario are not bad, they are far from inspiring or exciting. The scenario begins well, with the Three Fates summoning the Player Characters when they return home from a night out and asking for their help. It does not have to be the Three Fates and they could instead be replaced by a Player Character’s own patron, but in this instance, it is the Three Fates and they give the Player Characters a magical artefact, a thread from their spinning wheel to protect the wearer from the forces of Chaos. Once the Player Characters accept the task and are transported near Mount Tyche to bring their ascent. The Player Characters can follow the path that winds round the steeply conical mountain, climb up the side, or fly, but pretty much, after a handful of fights, they get to the top.

If the encounters up the mountain underwhelm, the random events do add some colour and many feel a bit more ominous. For example, the phrase ‘Turn back now’ has been chiselled into a rock wall in gigantic letters and the Player Characters can discover the severed head of a Dwarf propped up on a rock which will croak the same phrase again and again, “You-ooo go-ooo noooooow.” The scenario picks up a pace when the Player Characters reach the Staircase of Fate just below the entrance to the Temple of Destiny. There is a fun puzzle here for the Player Characters to crack, though it has the potential undermine the gift that the Fates gave them, and between that and the Temple of Destiny has turned the temple entrance into a Corpse Gate, a gate of undead flesh, all grabbing arms, formed from the corpses of the villagers who lived below the mountain. If the Player Characters get too close, they will be grabbed, but a Cleric’s Turn Unholy ability will release them or do damage, and if a Thief wants to pick the lock, he has to reach into a gaping mouth!

The finale sees the Player Character confront the wizard, Glipkerio, not just once but multiple times. This is because he has used his newly infused Chronomantic Amulet to reach back in time and recruit younger versions of himself. Fortunately, these younger versions of himself are not as powerful as he currently is, though there are more of them. The number of duplicates also limits his (or their) spellcasting ability, but the Player Characters will need to kill them multiple times before they stop reappearing, and eventually, they will only be facing one, which transforms into the strange cat-headed, partially furry, one tentacled arm creature depicted on the cover. It is a cinematically fun final boss battle which brings the scenario to an entertaining climax.

Unfortunately, an exciting climax does not make up for an otherwise unexciting and underwhelming scenario. There are few opportunities for roleplaying, but worse, the scenario mostly ignores its themes of fate and the Fates with the Three Fates and time travel and manipulation with Glipkerio’s newfound powers. There are elements of both in the scenario, but not enough. Some of this can be explained by a lack of space, the scenario barely running to nine pages in length, but it would have been interesting if the Player Characters had been given the option of exploring three possible Fates somehow and perhaps been flung around in time as well. There is some element of time manipulation in the scenario at the start of the Player Characters’ ascent of the mountain with a strange encounter that foreshadows the scenario’s finale, and whilst a neat set-up, that again could have been  a stronger encounter.

Physically, Dungeon Crawl Classics #80.5: Glipkerio’s Gambit is as well presented as you would expect for a scenario for the Dungeon Crawl Classics Roleplaying Game. The writing, the artwork, and the cartography are all excellent

Dungeon Crawl Classics #80.5: Glipkerio’s Gambit is a serviceable adventure and no more—as written. It feels constrained by its slim page count, so if a Judge wants to take it and develop its themes and create some engaging encounters and events around them, whether that is the Player Characters chasing Glipkerio through time or deciding between their fates, then Dungeon Crawl Classics #80.5: Glipkerio’s Gambit could live up to its ideas and its potential.

Monday, 25 May 2026

[Fanzine Focus XLIII] The Valley Out of Time: Gods Walk the Valley

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 be 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 and the Dungeon Crawl Classics Roleplaying Game from Goodman Games. 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 Valley Out of Time.

The Valley Out of Time is a six-part series published by Skeeter Green Productions. It is written for use with both the Dungeon Crawl Classics RolePlaying Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, ‘The Valley Out of Time’ is a ‘Lost Worlds’ style setting a la X1 The Isle of Dread, and films such as The Land that Time Forgot, The Lost World, Journey to the Centre of the Earth, One Million years, B.C., and others, plus the artwork of Frank Frazetta. Combining dinosaurs, Neanderthals, and a closed environment, it is intended to be dropped into a campaign with relative ease and would work in both a fantasy campaign or a post-apocalyptic campaign. It could even work as a bridge between the two, with two different possible entries into ‘The Valley Out of Time’, one from a fantasy campaign and one from a post-apocalyptic campaign.

The Valley Out of Time: Gods Walk the Valley is the sixth and final entry in the series. Unfortunately, it marks a return to form for the series. Unlike the fourth and fifth issues in the series before it,
The Valley Out of Time: Tribes and Factions and The Valley Out of Time: Rotten at the Core it does not do anything more than just give the Judge one more dinosaur or megafauna or one more fight with one more dinosaur or megafauna. For the Judge that wants fights and monsters, the first three issues of The Valley Out of Time were perfect, and the good news is that in the case of The Valley Out of Time: Gods Walk the Valley, that Judge will find the issue equally as good. However, for the Judge wanting more, this sixth issue as well as the first three issues, will be a disappointment. What the series promises is set out on the back cover: “The Valley Out of Time is a series of ’zine-sized adventures from SGP. This valley can be placed in any ongoing campaign, and is set in the “Neanderthal Period” of development. Huge monsters – both dinosaurs and otherwise – and devolved humanoids plague the area, and only the hardiest of adventurers will prevail!” The problem is that the series failed to deliver on anything more than just dinosaurs and at best, very minor encounters, all of which emphasised combat rather than interaction or exploration. Certainly, until The Valley Out of Time: Tribes and Factions and The Valley Out of Time: Rotten at the Core, the series failed to provide what might be called an adventure as promised on the back cover.

One of the things that The Valley Out of Time: Gods Walk the Valley does do is address the issue of Player Character motivations. Unfortunately, in previous issues, the series has steadfastly refused to make any suggestions as to what they might be and leave the Judge to decide what they are—which in all fairness is the series’ signature design feature. Here though, they are included and they suggest that the Player Characters might have been cast through some random portal and ended up in the valley, found the valley deep into a mountain range they were exploring, or have found their way into a jungle enclave shut off from the rest of the world by some powerful entities who wanted to see how it developed free of outside influence, to protect the location of an artefact, to imprison dangerous creatures, or a mix of all four. Putting aside that it is strange to suggest these ideas so late in the series, it should be no surprise that having suggested them, the fanzine leaves it up to the Judge to develop which of them to choose and then develop.

The mainstay of this sixth and final issue of the fanzine is four, highly detailed encounters monstrous beings, the almost god-like things alluded to by the issue title. In ‘The Living Jungle’ the Player Characters are cutting their way through the jungle when it comes to life and attacks them. They must defend themselves against a Topiary-Thing and Animated Palm Trees (a variant of the Treant) lead by a Dryad whom the Player Characters have unwittingly angered in slashing their way through the jungle. Unfortunately, there is no way of resolving the situation other than with a fight. So no doing a service or task for the Dryad as restitution and therefore no opportunities for interaction or roleplaying. Worse, this is not the only encounter like this in this or previous issues of the fanzine. So, whilst the creatures might well designed and detailed, the encounter itself strikes a disappointingly singular note.

The second encounter, ‘The Summoning’ has more depth and detail, but that is because it is a bigger encounter. The Player Characters crest a hill to look down upon an enormous ziggurat at the base of which a ceremony is being enacted at the end of which it is clear that a sacrifice will be performed. This is to summon a prime ooze from beyond time and space (for Dungeon Crawl Classics) or activate a War-bot (for Mutant Crawl Classics) and with five hundred feet between them and the ziggurat, the Player Characters have time to act. The combat is broken down into a timeline that last several rounds which track what the enemy is doing. At the end of it, the Player Characters might find a great artefact, an Orb of Power (for Dungeon Crawl Classics) or Dimensional Orb (for Mutant Crawl Classics). The Orb of Power gives a statistic and spellcasting bonus, whilst the Dimensional Orb gives a bonus to the program checks and access to a patron AI. However, the possessor cannot let the artefact out of his sight, but beyond that, either artefact feels underwhelming.

In ‘Ancient Hero’ the Player Characters find a great stone slab on the side of a hill. If they can shift the slab, they find inside a tomb for a Skeletal Champion (for Dungeon Crawl Classics) or Scream Champion (for Mutant Crawl Classics). If the Player Characters can defeat this mighty monster and its companions, there is an equally mighty treasure to gained. This is The Bloody Hand, a cursed and Chaotic two-handed sword that causes those of opposed Alignment to bleed when wounded with it. However, the sword must take a life every twenty-four lest the wielder suffer actual damage or a statistic loss (the weapon is highly reminiscent of certain soul-sucking sword…). Following a rumour—which makes a nice change from just wandering into an encounter—about a flame that fell out of the sky, the Player Characters investigate which might be its crash site, the Isle of Golenmot, deep in the jungle. It turns out that the crater where it landed, now full of muck and water is actually home to a giant snapping turtle—and it is hungry. If they defeat it, the Player Characters may find the meteorite at the bottom of the lake, but other than that, the encounter is over and done with.

Beyond that, The Valley Out of Time: Gods Walk the Valley presents write-ups for all of the monsters that the Player Characters will have faced in the previous four encounters in Appendix A. Then in Appendix B, ‘Resources of the Valley’ reprints details of materials used in the valley rather than metal—bone, wood, and diamond. Between them, Appendix A and Appendix B, along with the article on materials, and the empty three pages of ‘GM Notes’, make up half of the issue, and add nothing to the fanzine. The unnecessary repetition of material here could have been put to so much better use, but instead, half of the fanzine is a waste of space.

So The Valley Out of Time: Gods Walk the Valley is essentially is four combat encounters. Four, big, bruising combat encounters, but nothing more, nothing less. And not one of them adds to The Valley Out of Time as a setting and not one of them an adventure as promised.

Physically, The Valley Out of Time: Gods Walk the Valley is well presented and well written. The artwork is of a reasonable quality.

As a series, The Valley Out of Time has continued to astound and astonish in the author’s steadfast refusal to explore the concept of a lost valley and the sense of a lost valley as a place, instead, presenting again and again, one combat encounter with a dinosaur or megafauna after another with nary an opportunity for roleplaying. It is as if the author found the concept of a lost valley, pointed the Judge towards it, and then lost the concept entirely, leaving the Judge to do all of the work to make it a gameable space. And that is not what a good fanzine should be doing.

In the meantime, there scope for someone to step up and write a lost valley setting for Dungeon Crawl Classics and/or Mutant Crawl Classics which has setting details, plots, motivations, NPCs, hooks, secrets, and more that the Judge can run for her players without having to do all of the heavy lifting, because The Valley Out of Time does none of that.

Friday, 22 May 2026

[Fanzine Focus XLIII] Crawling Under A Broken Moon Issue No. 13

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 1970sDungeons & Dragons,RuneQuest, and Travellerbut 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 the Dungeon Crawl Classics Roleplaying Game. One such fanzine is the aforementioned Crawling Under A Broken Moon.

Crawling Under A Broken Moon Fanzine Issue No. 13 was published in in June, 2016 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 switched back to more traditional content by focusing on monsters, whilst Crawling Under A Broken Moon Fanzine Issue No. 11 examined some of the gods and patrons of Umerica and Urth. Crawling Under A Broken Moon fanzine No. #12 continued the humour of the setting by presenting the dark face of Buddy O’Burger.

Crawling Under A Broken Moon Issue No. 13 is less focused, but continues the support for the Umerica and Urth. Its initial focus is on adventures in the setting. This begins with ‘Fantastic Post-Apocalyptic Adventure Idea Generator’ by Diogo Nogueira. With a roll of a few dice on six categories of tables—Goals, Locations, Antagonists, Supporting Cast, Complications, and Rewards—it enables the Judge to create a ready plot to develop further as needed. Each category has its own subset of tables, so the Judge can visit it again and again when short of inspiration. The actual adventure in the issue is ‘An Interesting Place to Die: The Rail Tunnels of the Delphia Beast’ by Reid San Filippo. It is rumoured that under the flattened ruins of old Delphia city is a network of tunnels where a foul Beast guards a fabulous cache of valuable salvage. The Player Characters get to explore the ruins of Delphia first and there are tables for hazards and encounters, and if they are lucky, holes with interesting, probably deadly things in them. Eventually, they will find their way into the ruins of the Southeastern Pennsylvania Transportation Authority subway system, mostly free of debris, but now the hunting ground for the deadly Delphia Beast, which is actually the acid-spitting Railipede born from one of the old subway trains. It is a sparse mini-dungeon, one easily visualised because we know what subway tunnels look like and roamed by a xenomorph-like creature on rails...

David VC does a ‘Racial Recast’ with ‘Grays (Elf Alternate). This brings the infamous little grey men of UFOlogy to Umerica and Urth. The usually Lawful Grays are annoyingly superior in attitude to the peoples of the worlds they visit. A Gray has Night Vision and is fitted with a Transponder so that their racial authority, the Gray Directorate, knows where he is and can serve as a Patron. He is vulnerable to iron though, but always has a silver suit which protects him against the environment as well as other advanced technological devices, such as a Holographic Cloak, Plasma Sword, Floating Drone, NecroNeural Net (which creates a zombie from a corpse to serve a Gray), and so on. A Gray begins with such item in addition to the Silver Suit and will gain more from the Gray Directorate. The Superior Mind of the Gray means he is good at working out what Alien Tech does. It suggests a Psionic variant, but this requires access to CrawlJammer #3. Lastly, it adds the Gray Directorate as a Patron, not a deity, but actually an interstellar government that actively monitors the activities of Grays on primitive planets. Only Humans worship the Gray Directorate. In keeping with the post-apocalyptic nature of the setting this is a darker character type than the Elf it replaces and it would make a good addition to a more general Science Fiction roleplaying game using the Dungeon Crawl Classics rules.

‘Death Bots’ by Ryan Moore provides the means to create the war machines built by the Ancients to fight in the final wars of the Apocalypse. In the future of Umerica and Urth, they can be found wandering the wastelands, stored in ancient bunkers, or being used as personal vehicles or mobile bases by Cyber-sorcerers. They can be the size of a small car or a mobile building, and the tables will define each Deathbot’s technological base, means of locomotion, weapons, and special abilities. Straightforward, quick and easy to use.

Lastly, the ‘Twisted Menagerie’ gives the stats for the Railipede, the monster from the earlier ‘An Interesting Place to Die: The Rail Tunnels of the Delphia Beast’, which does not actually need to travel along the rails of its network, it just prefers to. The ‘Illxiljlixlli’ or Luck Eater is an extradimensional demon which varies in appearance depending whether it is starving, hungry, sated, or corpulent, eating on the luck on its decidedly unlucky prey!

Physically, Crawling Under A Broken Moon Fanzine Issue No. 13 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. 13 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 by a cleaner, slicker presentation of the material.

Crawling Under A Broken Moon Fanzine Issue No. 13 provides solid support for the Umerica and Urth. The scenario is serviceable and more traditional in its treatment of its post apocalypse, than the satire and tastelessness of the previous issue. Of course, the content (though its tone may not) will work with 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, 15 May 2026

Friday Fantasy: Intrigue at the Court of Chaos

There is no denying the ambition of Dungeon Crawl Classics #80: Intrigue at the Court of Chaos. It plucks the Player Characters out of their ordinary adventuring lives and places them on a cosmic stage before the Lords of Chaos, forces them to enter their service and hunt for a lost artefact, and whilst promising rich rewards, dangles in front of them the possibility of betrayal at the hands of their own—and this not in a scenario for Eighth or Ninth Level Player Characters, but First Level Player Characters! Dungeon Crawl Classics #80: Intrigue at the Court of Chaos opens in strong fashion, with an emphasis on roleplaying. Yes, it is something of a deus ex machina, but it hooks the players and their characters immediately. It also sets up the Player Characters to distrust each other and not only is that intentional, the scenario gives great advice on how to do this. What happens is that each of the Player Characters is approached privately by one of the Lords of Chaos and asked to hand over the lost artefact to them individually in return for greater reward. To handle this, as you would expect, the Judge is advised to take each of the players aside and play this approach by a Lord of Chaos in private. So far, so good, but the advice goes one step further by suggesting that the Judge take aside the player with the least trusted character and talk to him, but not have one of the Lords of Chaos approach his character. This is the equivalent of a ‘chef’s kiss’, because it sows distrust even further and for once, the least trusted Player Character will be innocent despite what his fellow adventurers might believe. To ensure that this has the desired effect, it is also suggested that the scenario be run with Player Characters who have bonded in a Character Funnel.

Dungeon Crawl Classics #80: Intrigue at theCourt of Chaos is a scenario published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. It begins with the Player Characters being drawn to the Court of Chaos and given a fait accompli by the Lords of Chaos—find the Yokeless Egg, an artefact infused with the First Chaos, which has been kept locked away for eons and forgotten about on the Plane of Law. The Player Characters are given a chance to discuss the situation and even partake of some hospitality in their own guest rooms, which is when each of the Lords of Chaos (and other individuals) approaches one of the Player Characters. Each of the Lords of Chaos will approach a different type of Player Character, as determined by Race, Class, or gender, before they are all brought back together the following morning. The individual, one-on-one scenes between the Lords of Chaos and the Player Characters are enhanced by handouts that individual depict all five. One is a heavily armoured, three armed warrior wearing a cloak of dead persons’ faces, another is a giant eyeball walking on chicken legs, and yet another is a hooded and cloaked figure whose face appears to be pair of elephantine trunks that end in dead hands! These are not pleasant encounters despite their honeyed words!

Of course, the Player Characters will accept the task allotted to them. They are then transported to the Plane of Law. The Yokeless Egg is actually easy to find, the Player Characters being dropped more or less on its doorstep, or at least, the cataphract it is contained in. Which it turns out, because this is the Plane of Law, is a giant flawless diamond. Inside, the Player Characters find five doors behind which there is room containing a trial of some kind. The trials are themed ‘Creation, ‘Construction’, ‘Enlightenment’, ‘Sacrifice’, and ‘Judgement’, and most of them consist of quite straightforward, even obvious—though obviousness would suite the Plane of Law—puzzles. The players and their characters will quickly work their way through them. That said, the most fun trial suggests that the Game Master place a piece of modelling clay in front of the players and have them work it into an object that will potentially solve the puzzle. It is a pity that the other trials are not as inventive as this. Unfortunately, the final scene on the Plane of Law involves the Player Characters facing off against better reflections of themselves, which is a cliché.

Once the Player Characters have the Yokeless Egg, they can return to the Plane of Chaos and stand before the Lords of Chaos. It is here that pandemonium can reign, depending upon the decisions of the players and their characters. If they have collectively decided to give the Yokeless Egg to the Lords of Chaos as a whole, then they will all receive a reward. However, if one or more of the Player Characters has decided to give it to just the one Lord of Chaos (or someone else), then there is the possibility that the other Player Characters could get left behind, stranded on the Plane of Law, that a fight begins between the Lords of Chaos and their minions, and the betrayer having earned the ire of his fellow Player Characters. The scenario covers a variety of outcomes, depending upon whom the Player Characters actually give the Yokeless Egg.

Dungeon Crawl Classics #80: Intrigue at the Court of Chaos is joyously different to other scenarios for the roleplaying game. There is scope for roleplaying and room for intrigue, as well as inherent intra-party conflict and betrayal. Which may well mean that the scenario is not suitable for every group of players, but still, it is very well handled in this scenario. It is neither overplayed or not underdone, instead, simply setting it up so that the players and their characters make the choice and thus determine in part how the scenario will end. Nor is it necessarily game-ending and the consequences are fully explored—at least within the scope of the scenario. What lets the scenario down slightly is the middle act, the scenes on the Plane of Law which lean towards the prosaic. They are not terrible, or even bad, but rather are simply not as fun or as exciting as the scenes involving the Lords of Chaos, whether for the Judge or the players. Especially for the Judge though, who is given a great cast of NPCs to portray with their capricious natures and malicious motives.

—oOo—

Dungeon Crawl Classics #80: Intrigue at the Court of Chaos also includes a second scenario, ‘War Pit of the Chaos-Wizards: A Savage Spectacle, Starring Your 2nd Level Adventurers!’. This can be run as a thematic sequel to the main scenario, since it since it starts with the Player Characters being plucked from wherever they are and being asked to serve a servant of Chaos. This time though, it is not one of the Lords of Chaos, but a member of the Xeno-Coven, a loose confederation of ultra-powerful, chaotic sorcerers who aim to conquer or subjugate the multiverse in the name of the Chaos-gods.

This is Akhen-Am-Set, Scion of the Seventh Ritual of ‘Death, The Devourer’, an Adept of ancient, pre-Punjaran necromancy, who walks around on a carpet of insects so it looks like she floats. The Xeno-Coven holds irregular ‘Shadow-Meets’ at which its members work out agreements as to how they will work together and who will hold the Proctorship and be its leader. To avoid losses amongst their numbers, they field forces in an arena, the winner being declared the Proctor. This time, Akhen-Am-Set has decided that the Player Characters will be her proxies. There is, though, a catch.

The Player Characters have to die first. Which is not the bad bit. The bad bit is that Akhen-Am-Set raises them as undead and has them fight in the arena. Which has various consequences—especially for any Cleric. However, she does not just raise them as undead, she specifically raises them as ‘ento-morlocks’, or insect-ghoul hybrids, complete with features from the insect in question. Which can be Scarab Beetle, Scorpion, Wasp, Ant, or Mantis. Mandibles, insect eyes, acid-spitting, multiple legs, stingers, and more. Which is cool. All of which raises the Player Characters from Second Level to Third Level. Which is also cool. The scenario also details the forces fielded by Akhen-Am-Set’s rivals, including fey-like hyenas, reptilian metal golems, a cone-shaped humanoid demon with flesh of hardened lava, and Zeta Rettaxans from the planet Romulac.

Ultimately, ‘War Pit of the Chaos-Wizards’ is a big battle fought over several rounds in a star-shaped with eight points, which the Player Characters must study if they are to take advantage of its various environmental effects. It takes a little set-up as the Judge will need to copy and prepare new character sheets for the players and lastly, whilst the scenario is a fun fight-fest with a creepy moment to two here and there (such as when the Player Characters are transformed in ‘ento-morlocks’), it does have a sting in the tail…

—oOo—

Physically,
Dungeon Crawl Classics #80: Intrigue at the Court of Chaos is as well presented as you would expect for a scenario from Goodman Games. The artwork is good throughout with the illustrations of the Lords of Chaos on the handouts really standing out. The cartography is also as good as you would expect.

D
ungeon Crawl Classics #80: Intrigue at the Court of Chaos is not perfect. The scenes on the Plane of Law are underwhelming in comparison to those on the Plane of Chaos. This is because the scenes on the Plane of Chaos really are fun and the potential for intra-party feuding and betrayal is intelligently handled. Dungeon Crawl Classics #80: Intrigue at the Court of Chaos lives up to its ambition and delivers something just a bit special and really memorable for First Level Player Characters.


—oOo—

Goodman Games will be at UK Games Expo which takes place from Friday, 29th to Sunday 31st of May.

Friday, 1 May 2026

[Fanzine Focus XLII] Crawling Under A Broken Moon Issue No. 12

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 1970sDungeons & Dragons,RuneQuest, and Travellerbut 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 the Dungeon Crawl Classics Roleplaying Game. One such fanzine is the aforementioned Crawling Under A Broken Moon.

Crawling Under A Broken Moon Fanzine Issue No. 12 was published in in January, 2016 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 switched back to more traditional content by focusing on monsters, whilst Crawling Under A Broken Moon Fanzine Issue No. 11 examined some of the gods and patrons of Umerica and Urth.

Crawling Under A Broken Moon fanzine No. #12 continues the humour of the previous issue and puts satire right on the cover with the depiction of a clown-like server delivering a tray of fast food whilst wearing a badge that reads, “I HEART to serve man.” Which can be interpreted in many ways. Except not, because let us not dance around the issue—or rather, the theme of the issue. To cut to the chase, Crawling Under A Broken Moon fanzine No. #12 is the cannibal issue and Crawling Under A Broken Moon fanzine No. #12 is the fast food issue. Both of which are combined in a cannibal cult that is a parody of certain global fast food franchise. Subtle Crawling Under A Broken Moon fanzine No. #12 is not.

The issue also continues the examination of religion from the previous issue, because patrons know that at every branch of Buddy O’Burger, for a small donation, be served fresh,  tasty food by happy clowns and receive the word of the humour-filled gospel of Buddy O’Burger, the beneficent Burger god. So effectively, Buddy O’Burger is very minor cult with a lot of branches. Except that both the restaurants and the cult dedicated to the Burger god are a front. Where Buddy O’Burger, the beneficent Burger god appears dedicated to feasting and customer service, it is actually dedicated to feasting, customer service, and cannibalism! Most people accept the branches of Buddy O’Burger for what they are, but there are heretics and naysayers (otherwise known as food critics), who criticise both food and the cult. Often when a new branch of Buddy O’Burger opens up, they are the first to disappear.

As well as presenting the history of the cult from its founding to its current widespread status, the issue presents a handful of scenario hooks, amusingly listed under the ‘O’Burger Adventure Value Menu’. These include having to rescue a warlord’s children that have been harvested for the O’Burger value menu or having to defend against an O’Burger hit squad determined to stock up on meat. It is possible to play a Buddy O’Burger cultist in the form of ‘The Clownight’, who looks like he is wearing clown makeup, but has actually been transformed into a clown and been ‘blessed’ with all of a clown’s garish, bulbous features! ‘The Clownight’ has rubbery skin so gets an Armour Class bonus, a jaw filled with multiple rows of ever-sharpening, gnashing teeth for bite damage, and can gorge himself to temporarily enter food rage and gain an Attack Bonus Die. As Classes go, ‘The Clownight’ is definitely weird and creepy, and possibly too unsettling for some due to the high probability that the Class is a cannibal.

Buddy O’Burger himself gets the full Dungeon Crawl Classics treatment as a god in ‘Buddy O’Burger: the god clown patron’, which though replicates some description given earlier in the issue, does present some entertaining spells for his devotees. The Crave inflicts hunger on the caster’s opponents, Healing Feast summons a range of options from the O’Burger menu, and Meat Harvest opens a portal from the High Burger Temple through which giant gloved hands reach forth and grab the caster’s opponents for meat processing. The parody of the fast food franchise continues with ‘The Circus of Friends: The pantheon of the immortal servants of Buddy O’Burger’ including the Grumpus, a purplish, hippopotamus-like creature only placated by a frosty O’Burger milkshake, but is rumoured to mumble out prophecies that come true (which is why he is kept locked up by Buddy O’Burger in the High Burger Temple where he has his own agenda) and the Fry Filcher, a shadowy cloaked figure who steals french fries, but actually operates as a spy for Buddy O’Burger. Parallels between these servants and the other characters from that other fast food franchise are intentional, but given a sharp twist.

In between, ‘What is in that Jolly Meal box?’ gives a range of thematic, but minor artefacts such as Pocket Compass that always points to the nearest branch of O’Burger and collectable toys that give benefits if the owner eats at a O’Burger restaurant at least once a week, like being able to reroll a failed vehicle control roll once a week for the O’Krazy Kar toy. The inventiveness does not stop there, ‘The Delicious Artifacts of Doctor Dippinstein’ describing several artefacts in some detail. For example, each time a bite is taken out of The Double Death Deluxe Burger, it permanently increases the Stamina and Luck of the consumer, but several random creatures or persons within a mile drop dead. The consumer is aware of this. Eat blithely or at the peril of conscience…

The theme continues in ‘Twisted Menagerie’ with more fast food inspired monsters. The Clownug is a trusted servant of Buddy O’Burger which uses its clown-fun image to harvest ‘meat’ for processing, whilst the ‘Clownaut’ is the ultimate protector of the Buddy O’Burger, a giant clown. Lastly, the Fryder is a spider-like golem, searingly hot because it is made of fresh French fries. They hate all humanoids, but as you would expect, are very tasty once killed. Lastly, the issue ends with ‘Avatar Golems: The tools of the lesser mascot gods’, which gives the Judge the means to create lesser known mascots of the pre-cataclysm world and turn them into aspects of her own campaign world.

Physically, Crawling Under A Broken Moon Fanzine Issue No. 12 is as serviceably presented and as a little rough around the edges as the other fanzines in the line. However, some of the artwork is better than in past issues, perhaps inspired by the theme of the issue and consumption of a Buddy O’Burger Jolly Meal box. Of course, the problem with Crawling Under A Broken Moon Fanzine Issue No. 12 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 by a cleaner, slicker presentation of the material.

Your reaction to Crawling Under A Broken Moon Fanzine Issue No. 12 is going to vary depending upon how you feel about clowns and cannibalism, let alone fast food. The contents in the issue are tasteless, even distasteful, but they are parody, adding a fresh and garnished meat patty of dark satire to the world of Umerica that is decidedly well done. Of course, the content  (though its tone may not) will work with 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.