It is a full colour, twelve page, 14.42 MB PDF.
Monday, 3 August 2026
Snæland Sagas #05: Family Sagas
Monday, 13 April 2026
Snæland Sagas #02: The Darkest Day
It is a full colour, seventeen page, 858.72 KB PDF.
Where is the Saga set?
Monday, 30 March 2026
Snæland Sagas #01: Hulda’s Last Song
It is a full colour, eighteen page, 1.50 MB PDF.
Where is the Saga set?
Monday, 8 December 2025
Companion Chronicles #23: A Guide to Arthurian Britain
It is a full colour, fourteen page, 65.38 MB PDF.
Where is the Quest Set?
Monday, 29 September 2025
Companion Chronicles #21: An Arthurian Gaggle of NPCs
It is a full colour, eighteen page, 1.23 MB PDF.
Where is the Quest Set?
Monday, 22 September 2025
Companion Chronicles #20: Sicut Corvus Volat
It is a full colour, eighty-six page, 18.60 MB PDF.
Where is the Quest Set?
The supplement very much falls under ‘Your Pendragon Will Vary’ as it suggests that in that it is placed in an alternate timeline in which the connection between the world of men and the Land, caused by an imbalance in reality or ‘The Enchantment of Britain’ by the Great Betrayal of Vortigern on the Night of the Long Knives. The Player-knights are to play a role in Merlin’s plan to heal this imbalance. To reflect this, the supplement uses a fictional narrator of the time, ‘Gregory the Watcher’, who that also serves to strengthen the period worldview. However, this is an overview particular to this supplement and the Game Master is free to use it or not.
Friday, 23 February 2024
Friday Fantasy: The Land of the Eight Cities
The secrets of forest around the cities include stats for a typical gladiator of the Mad Duke, a Kilyolsho tribesman, a member of the desert tribe to be found on the other side of the Barrier Mountains, Ool Hruspian Marine who serves aboard the Ool Hruspian ships assigned protect the city’s merchant fleet from pirates and Sea Mingols. Two new creatures are given, the bear-like Luhr-beast and Pack Bear, the latter of which can be trained to carry items for a master, as well as fight for him. There are new Bensions and Dooms too. ‘Bear-blooded’ is a Benison which gives a Player Character bear blood, not only enabling him to roar like a bear and scare off animals in the forest, but also allowing him to have a trained pack bear that can understand commands and fight for the Player Character. The other Benison is ‘Mining Claim’, whilst the Dooms are ‘Blasphemer’, which makes the Player Character an apostate in the eyes of the priests of the Gods of the Forests, and ‘Treader in Ancient’ which curses the Player Character to followed by something discovered in the ancient black ruins deep in the forest, though he cannot recall the exact events of his first encounter with it or what it is. Both of these Bensions and Dooms are designed initially for natives to The Land of the Eight Cities, but outsiders who live there for some time may also gain them. Both the Gods of the Forest and the Red God are described in terms of being patrons, and there is a table for carousing in The Land of the Eight Cities instead of using the one given in the Dungeon Crawl Classics Lankhmar Boxed Set.
The included adventure in Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities is ‘Introductory Adventure The Tooth of No-Ombrulsk’. Designed for Player Characters of Second Level and Third Level, it begins with them coming into possession of a treasure map, pointing to the location of a stolen artefact. This is The Tooth of No-Ombrulsk, sacred to a whale-god worshipped in the northern city of No-Ombrulsk. The adventure is more of a mini-adventure, consisting of just eleven locations and describing a long-abandoned and ruined watchtower where the artefact has been hidden. It has a tomb-like quality, being laced with a number of traps, those these are not the only threats that the Player Characters will face. There are some sea-themed monsters as well as another pair of factions also after the artefact, including a very nicely done, desperate and vengeful priest of No-Ombrulsk. ‘Introductory Adventure The Tooth of No-Ombrulsk’ is nicely detailed as you would expect for Dungeon Crawl Classics, and the consequences of the Player Characters successfully gaining possession of the artefact are well thought out, but it only gets the Player Characters to the very tip of The Land of the Eight Cities and does not actually engage with the content presented elsewhere in the book. Thus, the Judge and her players will have to wait for something more definitive that will take their characters into The Land of the Eight Cities.
Rounding out Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities is ‘Appendix A: The Fritz Leiber Papers Collection’. This details Michael Curtis’ trip to the University of Houston and its Special Collection department to examine the Fritz Leiber Papers it holds as part of the research to create the Dungeon Crawl Classics Lankhmar Boxed Set. In particular, it looks at the draft version of ‘The Tale of the Grain Ships’ which would ultimately become The Swords of Lankhmar. It is this draft which Curtis draws on heavily for Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities and he discusses this before delving deeper into the many items in the collection. This includes swords, early maps, screenplays, and even correspondence with E. Gary Gygax. For fans of Fritz Leiber and Lankhmar, and both Gygax and the Appendix N, this is a fascinating read and a great addendum to both the scenario and the box set.
Physically, Dungeon Crawl Classics Lankhmar #8: The Land of the Eight Cities is well presented. The artwork is good and the one included map for the scenario is likewise good. One oddity to note is that the illustration of the Pack Bear is included on the previous page below the description of the Luhr-beast, a bear-like creature. Which suggests the possibility of there being a non-human anthropomorphic bear-like species in The Land of the Eight Cities. Which is not the case, and will only become clear when the reader flips over the page and continues reading.
Friday, 26 January 2024
Friday Fantasy: A Dozen Lankhmar Locations
Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations does exactly what its title suggests. Describe and detail a dozen locations in the City of the Black Toga. None of the locations are generic. All of them are specific locations, some part of the city as detailed in the Dungeon Crawl Classics Lankhmar Boxed Set, whilst others are directly inspired by the stories of Fafhrd and the Gray Mouser. That said, names and details can be changed increasing the versatility of the locations and in some cases, there is some variation included. The majority of the important NPCs are named and given some details so that the Judge can portray them in play. The selection opens with the ‘Crafts Street Watch House’, a better manned and equipped watch house, complete with barracks, armoury, constables’ office, bedrooms for the sergeants, and so on. The interesting rooms for the Player Characters are going to be the vault which holds several chests’ worth of potential loot and evidence and downstairs the interrogation room and the cells where they might end up! Of course, the Watch House need not be on Crafts Street, but could be relocated to wherever the Judge desires. The ‘Fence’s Business’ is a nice combination of secret business, ordinary business, and board rooms.
Other locations in Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations include ‘Street Market’ and ‘Warehouses and Rooming House’. The ‘Street Market’ details the ‘Five Knife-Points Market’ with numerous vendors and NPCs that the Player Characters can interact with, selling and buying goods, menacing the vendors for protection money, rob, picking pockets, and so on. ‘Warehouses and Rooming House’ present a rooming house, ‘The Weary Sailor’, and its adjacent buildings. These include several warehouses, including one abandoned, one being run profitably, and one turned into a pit-fighting venue. This small neighbourhood has a delightfully seedy feel to it and certainly worth adding to the Judge’s campaign should her Player Characters want to check out the monies to be made down by the docks in the River Quarter.
Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations is a very useful supplement for the Judge running a campaign set in Lankhmar. It presents her with ready-to-play locations that instantly add to the city and bring it life, whether iconic places such as ‘The Silver Eel’ or the ‘Thieves’ House’, or more generic and easily adjusted places such as the ‘Shop with Attached Living Quarters’. In the process, the contents of Dungeon Crawl Classics Lankhmar #7: A Dozen Lankhmar Locations will make both the city of Lankhmar and the activities of the Player Characters all the more believable and memorable.
Friday, 27 May 2022
Arms & Armour
Metamorphosis Alpha: The Warden Armoury is a supplement designed for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship. The first Science Fiction roleplaying game and the first post-apocalypse roleplaying game, Metamorphosis Alpha is set aboard the Starship Warden, a generation spaceship which has suffered an unknown catastrophic event which killed the crew and most of the million or so colonists and left the ship irradiated and many of the survivors and the flora and fauna aboard mutated. Some three centuries later, as Humans, Mutated Humans, Mutated Animals, and Mutated Plants, the Player Characters, knowing nothing of their captive universe, would leave their village to explore strange realm around them, wielding fantastic mutant powers and discovering how to wield fantastic devices of the gods and the ancients that is technology, ultimately learn of their enclosed world. Originally published in 1976, it would go on to influence a whole genre of roleplaying games, starting with Gamma World, right down to Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic from Goodman Games. And it would be Goodman Games which brought the roleplaying game back with the stunning Metamorphosis Alpha Collector’s Edition in 2016, and support the forty-year old roleplaying game with a number of supplements, many which would be collected in the ‘Metamorphosis Alpha Treasure Chest’.
Metamorphosis Alpha: The Warden Armoury details the content of both caches. In the Secret Military Armoury Cache can be found four types of weapons. These are Bio-Heavy guns, Gamma guns, Kinetic guns, and Plasma guns. They all include grenades, pistols, rifles, throwers, blasters, and artillery. The Bio-Heavy guns fire spheres of bio-material, which when it explodes paralyses and then kills anyone who breaths it in or is touched by it; Gamma guns fire spheres of radiation; Kinetic weapons fire pellets at high velocity; and the Plasma guns, balls of well, plasma. This is a somewhat underwhelming start to the supplement, the weapons being deadly if not all that inspiring and possessing a similar feel. How some of them are fired is slightly more interesting, such as the helmet which has to be worn to fire the Gamma Blaster. Similarly, the suits of mobile armour are not that interesting, although the inclusion of various types of drone provides more of a contemporary feel.
Physically, Metamorphosis Alpha: The Warden Armoury is cleanly presented. The illustrations are decent, but the writing is sparse in places.
In a roleplaying game like Metamorphosis Alpha where there no Classes or Levels, and the only way in which the Player Characters get more powerful is through acquiring more mutant abilities or bigger and better weapons and armour, there is always going to be a call for a supplement such as Metamorphosis Alpha: The Warden Armoury. So there is no denying that the supplement is useful, although it does mean that the Player Characters may be capable of dealing out huge amounts of damage whilst wearing armour cable withstanding similar amounts, ultimately upping the scale at which combat takes place. So this may well be a supplement for later in a campaign when the Player Characters are ready to face bigger and deadlier threats.
Goodman Games will be at Gen Con 20220 which takes place from Thursday, August 4th to Sunday, August 7th, 2022.
Friday, 6 May 2022
An Almanac of Anomalies
So for the physical mutations, there is ‘Anaerobic’ which enables a mutant to breathe any gas bar oxygen, ‘Detonating Fingers’ with which a mutant can generate and miniature bomb blasts from his fingers, ‘Holographic Skin’ grants a low Armour Class and near invisibility when he is partially dressed, and ‘Physical Flinging Back’ which throws the effect of an attack back at the attacker. Some of the Physical Mutations have a superhero power feel to them, like ‘Duralloy Skeleton’ or ‘Metallic Skin’, but others odd, even bonkers, such as ‘Edible’ which makes the mutant’s body produce edible fruit or nuts which have special effects, such as pistachios which temporarily increase radiation resistance for imbiber or makes him a scientific genius for anything up to day. The mental muations include ‘Aerokinesis’ for control of the air currents all the way up to tornados and ‘Technology Amnesia’ for making a victim forget how to use a piece of technology, whilst ‘Total Healing’ enables to heal all damage once per every two days. Plant mutations include ‘Control Sap’ which renders anyone who touches the sap of the plant with this mutation suggestible and ‘Insect Monarch’ which marks the mutated plant out as both home and food source for a group of insects which the mutated plant can direct to do its bidding.
However, what is not immediately obvious is that Metamorphosis
Alpha: The Mutation Manual does not contain any new defects. Instead, their inclusion—or
at least mention—is confined to tables listing those available in Metamorphosis
Alpha itself. Which is a shame as they are far and few between, and given the
fact that any Player Character with mutations will also have defects, it means
that whilst there will be a high degree of variation between mutations possessed
by the Player Characters and NPCs, there will far less variation in terms of
defects.
Physically, Metamorphosis Alpha: The Mutation Manual is cleanly presented. The illustrations are quirky—especially the one of E. Gary Gygax alongside that of his much-desired mental mutation of ‘Total Healing’—and in general, the entries are well written and easy to read. This is a supplement which will may of use to a lot of other Post-Apocalyptic settings or roleplaying games, such as Mutant Crawl Classics or Gamma World. Though for the former, the Judge will need to develop the respective mutation tables for each mutation incorporated from this supplement into her campaign. Overall, despite the lack of new defects, Metamorphosis Alpha: The Mutation Manual is a serviceable supplement for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship or the PostApocalyptic setting or roleplaying game of your choice.










