As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2025’, which took place today on Saturday, July 19th, 2025,* the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #108: The Seventh Thrall of Sekrekan. Two of the scenarios, ‘The Fall of Al-Razi’ and ‘Balticrawl Blitz’, appear in the duology, the DCC Day 2025 Adventure Pack. The third is DCC Day #6: The Key to Castle Whiterock. Both DCC Day #6: The Key to Castle Whiterock and ‘The Fall of Al-Razi’ are written for use with Dungeon Crawl Classics Role Playing Game, whilst the other, ‘Balticrawl Blitz’ is for use with the Xcrawl Classics Role-Playing Game, the ‘Dungeon Crawl Classics’ adaptation and upgrade of the earlier Xcrawl Core Rulebook for use with Dungeons & Dragons 3.5, which turns the concept of dungeoneering into an arena sport and monetises it!
* The late international delivery of titles for DCC Day #6 means that these reviews are also late. Apologies.
Friday, 29 August 2025
Friday Fantasy: DCC Day #6 DCC Day 2025 Adventure Pack
Saturday, 23 August 2025
[Fanzine Focus XL] The Phylactery Issue #2
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. Not every fanzine for the Old School Renaissance need be dedicated to a specific retroclone, such as The Phylactery.
The Phylactery Issue #2, published by Planet X Games in September, 2021, following a successful Kickstarter campaign, is a fanzine for the Old School Renaissance rather than any specific fantasy retroclone. Thus, it works for Old School Essentials or The King of Dungeons or Labyrinth Lord. As with The Phylactery Issue #1, it is a collection of magical items, NPCs, monsters, and a scenario or two. It presents the Game Master with a relentless barrage of choice and options, some of which is ready to use, some of which is not, and so will require the Game Master to develop and add some stats. Everything comes with background elements—some specifically so to make them interesting—enabling the Game Master to flesh out her campaign setting as well as introduce an item of magical power. All of it is written by Levi Combs, the publisher, and his words are backed up with some decent artwork and excellent maps.
Physically, The Phylactery Issue #2 is very nicely presented. It is well written, and both the artwork and cartography are excellent.
The Phylactery Issue #2 continues the stream of content begun in the first issue, presenting the Game Master with a wealth of options—monsters, treasures, and more that she pick and choose from to add to her campaign. Some of it needs a little development, even if only to fold into a campaign setting, but there is so much here to choose from and use, that a Game Master is not going to be disappointed with the content. (The only disappointment might be when the author runs out of steam!) Suitable for any Old School Renaissance retroclone, The Phylactery Issue #2 continues the torrent of ideas and dangers and more, still giving the Game Master a wealth of choice and content to work with.
Friday, 22 August 2025
[Fanzine Focus XL] Carcass Crawler Issue #4
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. Then there is also Old School Essentials.
Friday, 15 August 2025
Pocket Sized Perils #6
Flaming Fandango in Faratusa is the sixth and final entry in the Pocket Sized Perils series following on from An Ambush in Avenwood, The Beast of Bleakmarsh, Call of the Catacombs, and Death in Dinglebrook, and Echoes of Ebonthul. Designed for Sixth Level Player Characters, this is essentially a fantasy version of Ocean's Eleven, a heist at a big party—rather than a casino—and up front, it is a lot of fun with all of the clichés of the genre left in and it has quite possibly the most Australian of titles! Further, the fact that it contains all of the clichés means that it is easy to run and it is easy to adapt, whether that is to another fantasy genre or roleplaying game or to another genre or roleplaying game all together.
Physically, Flaming Fandango in Faratusa is very nicely presented, being more drawn than actually written. It has a nice sense of scale and the combination of having been drawn and the cartoonish artwork with the high quality of the paper stock also gives Flaming Fandango in Faratusa a physical feel which feels genuinely good in the hand. Its small size means that it is very easy to transport.
As written, Flaming Fandango in Faratusa is a serviceable scenario, but not a standout one, since the set-up and plot are familiar. That does mean though, that it is easy to run and easy to adapt to other genres and roleplaying games. Yet Flaming Fandango in Faratusa is elevated by its format which quickly presents the Game Master with its set-up and various details before allowing the Game Master to pull it apart to reveal first the locations for the scenario and then second, the plot complications. There is a lovely sense of a story being told also in these reveals, but of course, the Player Characters are going to tell everyone ultimately, how their heist plays out. It is sad that just as the author seemed to master the format of the Pocket Size Perils, Flaming Fandango in Faratusa marked the end of the series. It is a good design with which to end the series though.
Friday, 8 August 2025
Friday Fantasy: The Magonium Mine Murders
The Magonium Mine Murders is a scenario published by Gonzo History Project,
better known as James Holloway, the host of the Monster Man podcast. It written for use with Old School Essentials,
Necrotic Gnome’s interpretation and redesign of
the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its
accompanying Expert Set by Dave Cook and Stephen M. Marsh. Designed to be
played by a party of Second to Third Level Player Characters—up to Fourth
Level—it is what the author calls a ‘Cluebox’. What this really means is that
it combines elements of a murder mystery with a sandbox, so a “sandbox-style
murder-mystery scenario” according to the author. The scenario requires some
set-up in terms of the setting, primarily the two warring kingdoms and the
importance of a magical ore and its associated industrialisation. Beyond that,
the plots—of which the scenario has a total of seven—are easily adaptable. For
example, The Magonium Mine Murders could be run in a Science Fiction or a Wild
West setting with some retheming and some renaming, or the scenario could just
simply be adapted to the fantasy roleplaying game of the Game Master’s choice.
Part of that is due to the easy presentation of the content. Two pages labelled
‘What’s Going on’ sum up the scenario’s many, varied, and highly interconnected
plots, followed by pages that provide detailed summaries of the Halbeck Valley,
the two towns—the old and the new, the mining camp, the mine itself, and more.
The information is really very well organised and accessible for the Game
Master. The starting point for the scenario is the page actually called
‘Getting Started’, which offers several hooks to pull the Player Characters
into its plots. These include investigating Magonium poisoning in the river,
infiltrating a gambling ring, delving into the mine to determine the cause of a
recent spate of accidents, and even do some debt collection! Any one of these
can be used as the initial hook and then the others introduced as necessary
when the Player Characters interact with the associated NPCs. Alternatively,
the hooks could be tailored to specific character types. For example, a Druid
Player Character could be asked to investigate the Magonium polluting the river,
a Thief Player Character instructed to collect the debt, a Dwarf Fighter hired
to investigate the mine, and so on. This would provide the players and their
characters with more individual hooks and motivations. Of course, the main hook
for the scenario is the murder of the head of the mine.
The murder site is the office of the head of the mine and is
one of the few detailed locations in the scenario. The others include the
ruined temple where the bandits stash their loot and some caverns under the under
the mine, though the former is not as pertinent to the scenario’s plots as the
latter is. The investigation is supported by a series of events that occur over
the course of the investigation and by details of some fifteen NPCs. Their
descriptions are thumbnail in nature and include details of what they know and
any activities or reasons that the Player Characters might become suspicious of
them. Each is also accompanied by a portrait. These vary in quality and style,
but in general suggest that the scenario is set during the Industrial Revolution.
This is followed by rules for Magonium poisoning, handling the prize fights
being run in the New Town, a bestiary with full stats for the NPCs, and the
various items, magical and otherwise, to be found in the scenario. The rules
for handling prize fights do not add anything mechanical, even though Old
School Essentials and similar retroclones are poor at handling unarmed combat.
(As an option, the Game Master might want to look at Brancalonia – SpaghettiFantasy Setting Book for its non-lethal combat rules.) Rather, they add narrative detail and track
the course of the prize fights—which are, of course, rigged.
Rounding out The Magonium Mine Murders is advice on running the scenario,
necessary, as the author points out, since the scenario is not a natural fit to
Dungeons & Dragons-style adventures with its heavy emphasis on
investigation. The advice primarily consists of letting the players drive the
investigation, relying upon their descriptions of what their characters are
doing rather than on dice rolls and being generous with the clues to keep the
story and their investigation going. This even extends to possible solutions to
the various situations in the Halbeck Valley. Although there is a solution as
to who committed the murder of the mine chief, how the other plotlines in the
scenario are concluded is really up to the Player Characters and that is even
if they engage with a particular plotline. With so many, the Player Characters
may not encounter all of them and even if they do, not always follow up on
them.
Overall, what The Magonium Mine Murders presents is a set of plots, places, and NPCs that the
Game Master can present to her players and their characters and have them pull
and push on them as they like. In places though, the Game Master is likely
going to wish that there were more detail. The towns in particular are
underwritten and feel as if they are in need of colour, especially New Town,
which has the rough and tumble feel of a frontier town that has struck it rich.
The Game Master is going to want to add some incidental NPCs and events to add
colour and flavour and so enforce a sense of place. This is less of an issue in
the Old Town. Similarly, the NPC descriptions are a bit tight and with so many
of them, the Game Master, will need to work hard to make them stand out from
each other. What this means is that the Game Master will need to do development
work in addition to the usual preparation effort.
Physically, The Magonium Mine Murders is decently presented and organised. Both
artwork and cartography are serviceable, and the writing is decent, if terse in
places. The format of the adventure is fanzine style, but is not fanzine in the
traditional sense.
The Magonium Mine Murders is an interesting attempt to combine a sandbox with a
murder mystery—and it is an attempt that does work. The Game Master is certainly
given enough information to run it and its numerous plots from the page, but
the scenario is underwritten and lacks colour in places. What this means is
that the Game Master is probably going to want to develop and flesh out some
aspects of the scenario to enhance its roleplaying aspects and make it come alive,
at the very least. Despite possessing a tendency toward succinctness, The Magonium Mine Murders packs a lot of play into its pages and is likely to be a
decent, player-driven investigation.
Friday, 1 August 2025
Friday Fantasy: DCC Day #6 The Key to Castle Whiterock
As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2025’, which took place today on Saturday, July 19th, 2025,* the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #108: The Seventh Thrall of Sekrekan. Two of the scenarios, ‘The Fall of Al-Razi’ and ‘Balticrawl Blitz’, appear in the duology, the DCC Day 2025 Adventure Pack. The third is DCC Day #6: The Key to Castle Whiterock. Both DCC Day #6: The Key to Castle Whiterock and ‘The Fall of Al-Razi’ are written for use with Dungeon Crawl Classics Role Playing Game, whilst the other, ‘Balticrawl Blitz’ is for use with the Xcrawl Classics Role-Playing Game, the ‘Dungeon Crawl Classics’ adaptation and upgrade of the earlier Xcrawl Core Rulebook for use with Dungeons & Dragons 3.5, which turns the concept of dungeoneering into an arena sport and monetises it!
* The late international delivery of titles for DCC Day #6 means that these reviews are also late. Apologies.
DCC Day #6: The Key to Castle Whiterock does come with a bit of backstory. It is a preview and adventure for Castle Whiterock: The Greatest Dungeon Story Ever Told published by Goodman Games, which is the subject of a forthcoming crowdfunding campaign. This crowdfunding campaign brings back and updates Dungeon Crawl Classics #51: Castle Whiterock, originally published in 2007. It received its own preview for Free RPG Day, in 2007, in the form of Dungeon Crawl Classics #51.5: The Sinister Secret of Whiterock, and Castle Whiterock: The Greatest Dungeon Story Ever Told has already been given a preview in the form of The Dying Light of Castle Whiterock, published for Free RPG Day 2025. Both Dungeon Crawl Classics #51: Castle Whiterock and Dungeon Crawl Classics #51.5: The Sinister Secret of Whiterock were written for use with Dungeons & Dragons 3.5, but both Castle Whiterock: The Dying Light of Castle Whiterock and Castle Whiterock: The Greatest Dungeon Story Ever Told are written for use with two separate roleplaying games. These are the Dungeon Crawl Classics Role Playing Game and Dungeons & Dragons, Fifth Edition. DCC Day #6: The Key to Castle Whiterock differs in that it is solely written for use with the Dungeon Crawl Classics Role Playing Game.
DCC Day #6: The Key to Castle Whiterock is designed for a party of First Level Player Characters and designed to introduce Castle Whiterock: The Greatest Dungeon Story Ever Told. If completed, the adventure will provide the Player Characters with a map of part of Castle Whiterock, details of one of its secrets, and some treasure, as well as some surprising allies. In doing so, they will go all the way back to Castle Whiterock’s origins as Clynnoise, a monastery that was home to the Order of the Dawning Sun, over a thousand years ago. Since that time, it has been sacked multiple times and been occupied by Orcs, cultists, a Red Dragon, and more recently, a band of slavers. In doing so, they will go all the way back to Castle Whiterock’s origins as Clynnoise, a monastery that was home to the Order of the Dawning Sun, over a thousand years ago. Since that time, it has been sacked multiple times and been occupied by Orcs, cultists, a Red Dragon, and more recently, a band of slavers. The Player Characters have set out to explore the dungeon of Castle Whiterock, but due to good fortune have come into possession of another map. This shows the location of a lone tomb in the Ul Dominor Mountains near Castle Whiterock. Deciphering the text on the map reveals that the tomb is the burial place of Reglee Callim, famed architect of the Clynnoise, and that she was buried with “[H]er wisdom, plans, and keys”. It suggests that she might have gone to her grave with notes about the building and layout of Clynnoise as well as the means to access the ancient ruins.
The adventure itself begins at the entrance as marked on the map, high up a circuitous path overlooking a valley. Beyond the entrance lies the Callim family tomb complex, a simple, two-level complex of tombs, chapels, and more, marked by sarcophagi, burial niches, and the like. There are undead and there are ghosts, just as you would expect in a tomb complex. There is also some treasure to loot, but not a great amount and barely a handful magical items. All in keeping with the low treasure rates to be expected of a Dungeon Crawl Classics scenario. However, the scenario is not just a tomb to be looted and there are a couple of good story strands to what is quite a simple dungeon. The first is that the dungeon is not infested with evil monsters, rather that the resting dead tends towards Law rather than Chaos. The second is that despite being dead for over a thousand years, the Player Characters can talk to Reglee Callim and gain some clues as to what to expect on the second level. However, whilst the third and final strand of the scenario is to be found on the second level, it is wholly unexpected. This is that the Player Characters are not the only invaders to the tomb. As the Player Characters have entered from above, a band of Goblins, lead by a would be Hobgoblin warlord, has entered from below and as the Player Characters discover, are looting from below.
The scenario offers two options in terms of how the Player Characters might react to the goblinoid presence. In classic style, they could slaughter the lot, though the band is quite large for a group of First Level Player Characters to defeat. Alternatively, the Player Characters could negotiate and even enter an alliance with the Hobgoblin warlord. For a share of the treasure, the warlord even provides several Goblins to fight alongside the Player Characters as well as to make sure their Hobgoblin boss gets her share. It brings a degree of co-operation to play that is not normally present in this style of roleplaying and often not at First Level as well as an unexpected element of roleplaying. The Hobgoblin warlord and her Goblin cohorts are nicely detailed, helping the Judge to portray them as they interact with the Player Characters.
The Other OSR: Get It At Sutler’s
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.”
Sunday, 27 July 2025
Operative Disorientation
This is not the subject of SLA Industries, the flagship roleplaying game from Nightfall Games, but of SLA Borg, a wholly idiotic interpretation of the setting of the World of Progress—in more senses than one—that requires an entirely different and more brutally blunt game system. That game system is Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. What this means is that SLA Borg brings the World of Progress to the Old School Renaissance, though not SLA Industries since the approach to playing both roleplaying games varies widely. Funded via a successful Kickstarter campaign, SLA Borg includes the full rules for creating very disposable anti- or non-‘heroes’, handling actions and combat, a bestiary of foes that are going to be really annoyed if the fuckwits bother them, and the means to facilitate the Broken Biscuits’ probable screwups.
SLA Borg takes the setting deep into Downtown, the home of the Broken Biscuits, the civilian housemates—so think The Young Ones believing themselves to be members of the SPG—who think they are an Operative squad. This is because in the weird architecture of their sector, the housemates have been affected by The Dream, the virulent infection that decays reality. Under the effect of The Dream and the massive influence of drugs—lots of drugs—and alcohol, the Broken Biscuits think they are doing good and daily visit the sector house to collect assignments known as BPNs or ‘Blue Print News’ files from Mr. Slayer in person. Except what is actually happening is that they scrounging ‘BPMs’ or ‘Bus Pass Missions’ off the floor under the eye of a large, black and white cat, which surprisingly looks like Mr. Slayer, and is thus therefore known as Mister Slayurrr. Then they go out, attempt to complete the BPM and so help the local community be a better place, when in actuality, the local community collectively the Broken Biscuits are useless wankers. And if they get hurt, then they can get to Mike’s Kebabs, where they can scarf down donar kebabs consisting of surprisingly aromatic meat of dubious origin doused in sauce so hot they will be glad they keep their toilet rolls in the fridge. All because the kebabs of Mike’s Kebabs are renowned for their healing properties.
Rather than creating a Biscuit from scratch, a player selects one of the housemates out of the eight included, such as Digglet, a dayglo pink Manchine who thinks he is Digger, the meanest Manchine ever; Toothy Grin, either a giant rat or someone in a giant rat suit, who thinks he is both a mascot for Big Smile Burgers and a giant rat; and Klick’s End Kenny, a glue-sniffing, cider swigging lout. Then he rolls for his Knucklehead Origin, like Asylum Escapee, Plain Ass Scuzz, and Sloppy Drunk Bum, and his Speciality, like Knives Everywhere—really everywhere, Idiot Savant, and Quest Giver, who is really good at scouring the bus terminal floor for BPMs. The Biscuit is then put through a very simple lifepath system which determines adjustments to the stats—Agility, Knowledge, Presence, Strength, and Toughness, and rolls to see if they are actually alien. If they are, they are probably either deluded—actually, more deluded—or faking it.
Mechanically, SLA Borg is quite simple. Actions and attacks require a roll of a twenty-sided die to beat a Difficulty Rating, from incredibly simple or six, all the way up to should not be possible or eighteen, with twelve being normal. Stat ratings are added as necessary. Combat typically requires a roll against a Difficulty Rating of twelve and the combat rules do cover the use of firearms as well as melee weapons. This includes simple rules for handling ammunition. Rolls of twenty are critical and rolls of one are fumbles. The mechanics are player facing, so that a player will roll for his Biscuit to attack and then roll for his Biscuit to avoid being attacked.
So what do you play in SLA Borg? It includes ideas for BPMs of all types—Mauve, Pink, Starch, Bleu, Lemon, Brown, and because Nightfall Games is a Scottish publisher, Tartan and Paisley. There are almost all sixty or so ideas contained in the BPM section. They vary in detail, a few being ready to play, most requiring some degree of preparation. There is a bestiary too and details of various drugs and alcoholic drinks. Despite this, SLA Borg is not really suited to long term play. After all, there is no means of improving a Biscuit, no means of moving up or getting out...
Saturday, 14 June 2025
Solitaire: SoloDark
Surprisingly, as SoloDark only runs to ten pages, two of those are devoted to a list of possible sources for further play. One-part sources of help and advice, one-part recommended locations—both dungeons and wildernesses—to play, and one-part suggested resources whether the player needs a monster, NPC, treasure, or encounter, that he can grab and add to his game straight away. Thus, there are links to The Arcane Library where the roleplaying game’s designer runs through some sample solo play and Me, Myself and Die! also offering solo play sessions such as with Free League Publishing’s Dragonbane. In addition to referencing ShadowDark for monsters, NPCs, treasures, encounters, dungeons, and wildernesses, SoloDark also points to Knave, Masks: 1,000 Memorable NPCs for Any Roleplaying Game from Encoded Designs, Ensorcelled Loot from Philip Reed Games, and City Encounters for Swords & Wizardry by Mythmere Games. Plus, dungeons like Dying Stylishly Games’ The Gardens Of Ynn and wildernesses such as The Hexanomicon #1. Overall, this provides not only a solid, useful set of references, but also highlights other authors too.
The next part of SoloDark is not quite so useful, being a table for creating dungeon names such as the ‘Palace of the Draconic Hunter’ or the ‘Asylum of the Fungal Sorcerer’. If there an associated set of tables to generate dungeons in SoloDark, the table might have been more useful. What is useful is the Oracle. This the means by which the player will generate yes and no answers to his questions and there is short simple advice on best practices, such as keeping questions plausible, rely on game rules, asking positive questions, and limiting the number of questions. To use, it the player determines the odds, rolling with advantage or disadvantage depending on the difficulty of getting a ‘yes’ answer. It is possible to roll a critical or a fumble on the Oracle check, leading to extreme results, but the results can be quite nuanced, allowing for a ‘yes, but…’ or ‘no, but…’ answer. If the player needs further clarification, including if he rolls an unexpected twist, the following table of ‘Prompts’, which encompasses a wide array of verbs and nouns, is there to provide more nuance.
Physically, SoloDark is decently presented and written. Lightly illustrated, the artwork is excellent.
SoloDark requires more experience of ShadowDark and running solo sessions of any roleplaying, let alone ShadowDark, than is included in its pages. There is no example of play and perhaps there should have been. Of course, the point of including a suggestion to check a YouTube video is there to alleviate that need, but its inclusion would have been nice and given SoloDark some permeance rather than just saying, look at this or look at that. Still the suggestions are useful and in some cases do show how the designer uses SoloDark and how other players play their games. For the more experienced player, none of this should be an issue and SoloDark should get them delving almost as soon as he has characters ready to play. SoloDark is free and a more than decent aid to venturing into the dark alone.