Monday, 14 September 2015

Dungeon Crawl Classics Product List

There are a lot of publishers creating an amazing amount of excellent products for the Dungeon Crawl Classics RPG. If, like me, you find a great desire to collect all of this excellent content, I am including a checklist below. Please let me know if I missed anything, or if you have any updates.

I will try to keep this list as current as possible.

I have also begun the process of linking entries to the DCC Trove of Treasures. As the Trove continues to be filled in, you can use the links to obtain basic information about a product.


Last Updated 11 October 2021




2 Old Guys Games

Let's Be Bad Guys: Pirates!
The Lost Halls of Scarnascis
Rules of Engagement - DCC Quick Naval Combat Rules
Sinking the Stercorarius: The Expansion Pack
Sinking the Stercorarius: The Salty Funnel
The Village of Death
Ziggurat of the Mega-Maiden

3T RPG Publishing

Escape From Station 17

Abiology Games


Ghostlike Crime #01

Adventure On

The Headless Haunting of Berengar Manor

Aleph Null Publishing

Black Sun Deathcrawl

Apollyon Press

Phantasmagoria #1
Phantasmagoria #2
Phastasmagoria #3: Mangrels Ate My Servants!!
Phantasmagoria Character Sheet

Astellan Press

The Fell Folk of the Moors

Author X

Trumphammer 2K

Back to the Dungeon

The Meat Grinder
The Meat Grinder Too
The Meat Grinder Three

Barrel Rider Games

Monk
Warrior Horde of the Einherjar

Black Arrow Press

Encumbrance Tracker for Dungeon Crawl Classics

Black Blade Publishing



DCC Adventure Index

Black Dog

The Jester

Blind Visionary Publishing

The Smoking Wyrm monograph volume 1, number 1.
Tales of the Smoking Wyrm #3
Tales of the Smoking Wyrm #4
The Protectorate of Jenulane
Rabid Dogs Zine #1
The Stennard Courier Vol. 1
The Tome of Debasement
Wide-Eyes Terror
The Precipice of Corruption

Bruno Prosaiko

Porsaiko's DCC RPG Sheet 1: 0-Level

Bygrinstow

Zero Level Character Micro-Sheets for DCC


Chapter 13 Press

A Faceless Enemy

Tales From the Fallen Empire

Tales From the Fallen Empire Judge's Screen

Cognition Pressworks

Critters, Creatures, & Denizens
Liber Arcanum
The Wizard's Cottage

Cross Planes Game Studio

Cyber Crawl Classics
Foe Folio

Cut to the Chase Games

BF1: Tower of Skulls
BF2: Crypt of Bones
TG0: Depths of the Croaking Grotto
TG1: Lost Temple of Ibholtheg
TG2: Tongues of the Screaming Toad
TG3: Shadow out of Sapphire Lake
WK0: Night of the Mad Kobold
WK1: Caves of the Kobold Queen
WK2: Curse of the Kobold Eye
WK3: Revenge of the Over-Kobold

Dark Platypus Studio

The Goats of Travail
Mutant Mayhem Minis Character Folio 1
The Rats of G.I.M.

Dead Cyclops Blog



Crypt of the Honored Dead
Cult of the Skin Demon
Nergal's Follower's Crypt
Prisoners of the Gelatinous Dome DCC Conversion
Soul of the Serpent King

Death Machine Press

Dungeon Lord #1
Dungeon Lord: The Cruel Issue
Dungeon Lord: The Wayne Con Issue
Level Drain #1: The Pillars of Pang

Deep Sheep

Kung Fu Classics Playtest Edition

Depths Unknown Publishing

Farmyard Fatalities

Discerning Dhole Productions

Crawl-thulhu Form-fillable Character Sheet
Crawl-thulhu Issue 1
Crawl-thulhu Issue 2

DIY RPG Productions

The Ghoul Prince
Hubris: A World of Visceral Adventure
Orcs! A High Octane Adventure

DougKovacs.com

Drain Chamber 2
The Hobonomicon #0
The Hobonomicon #1
The Hobonomicon #2
Inferno Road: Plague Edition

Dragon Peak Publishing

Merchants of the Multiverse

Dragons Hoard Publishing

Angels, Daemons, and Beings Between 
The Revelation of Mulmo
The Tomb of Curses

Dreaming Gynoid

Apocrypha Obscura: Transmissions from the Dreaming Gynoid
Book of Scarlet Abomination
Colony Black
Galaxy Black I
Galaxy Black II
Galaxy Black III
Galaxy Black IV
Galaxy Black V
Galaxy Black VI
Sub-ether #1
Sub-ether #2
Through the Walls of Mist and Thorn - Patrons of the Faery Chaos

Dungeon Meowster

Once Upon a Night in Thornwood


Epic Meanderings

Meandering Across the Radlands #1
Meanderings #1
Meanderings #2
Meanderings #2 Supplemental
Meanderings #3
Meanderings #4
Meanderings #5

Fat Goblin Games


Bride of the Darkened Rider

Fatbelly Press

Monster Mod Cards

Fireinthedust Productions

Wrath of the Frost Queen

Forrest Aguirre

Beyond the Silver Scream

Freak Flag Press

Secret Antiquities #1

FSH Professional Ltd.

Killian's Krawls: The Laboratory of Melifex the Mad
Killian's Krawls: The Treasure of Melifex the Mad
Killian's Krawls: Refugees of the Desolation

Gaming Honors

The Bane of the Ancients
The Exodus of Wolfbane
The Peasants' Fell Bargain

Get Haunted Industries

Ninja City

Gongfarmer's Local #282

The Gong Farmer’s Almanac Vol 1
The Gong Farmer’s Almanac Vol 2
The Gong Farmer’s Almanac Vol 3

The Gong Farmer’s Almanac Vol 4

The Gong Farmer’s Almanac Vol 5
The Gong Farmer's Almanac Vol 6
The Gong Farmer's Almanac 2015
The Gong Farmer's Almanac 2016 
The Gong Farmer's Almanac 2016 Vol 1
The Gong Farmer's Almanac 2016 Vol 2
The Gong Farmer's Almanac 2016 Vol 8
The Gong Farmer's Almanac 2017 Consolidated Edition
The Gong Farmer's Almanac 2017 Vol 1
The Gong Farmer's Almanac 2017 Vol 2
The Gong Farmer's Almanac 2017 Vol 8
The Gong Farmer's Almanac 2018 Consolidated Edition
The Gong Farmer's Almanac 2018 Vol 1
The Gong Farmer's Almanac 2018 Vol 2
The Gong Farmer's Almanac 2018 Vol 3
The Gong Farmer's Almanac 2018 Vol 4
The Gong Farmer's Almanac 2018 Vol 5
The Gong Farmer's Almanac 2018 Vol 6
The Gong Farmer's Almanac 2018 Vol 7
The Gong Farmer's Almanac 2019 Vol 1
The Gong Farmer's Almanac 2019 Vol 2
The Gong Farmer's Almanac 2019 Vol 3
The Gong Farmer's Almanac 2019 Vol 4
The Gong Farmer's Almanac 2019 Vol 5
The Gong Farmer's Almanac 2019 Vol 6
The Gong Farmer's Almanac 2019 Vol 7
The Gong Farmer's Almanac 2019 Vol 8
The Gong Farmer's Almanac 2019 Vol 9
The Gong Farmer's Almanac 2019 Vol 10
The Gong Farmer's Almanac 2019 Vol 11
The Gong Farmer's Almanac 2019 Vol 12
The Gong Farmer's Almanac 2019 Vol 13
The Gong Farmer's Almanac 2019 Vol 14
The Gong Farmer's Almanac 2019 Consolidated Edition Vol 1
The Gong Farmer's Almanac 2019 Consolidated Edition Vol 2
The Gong Farmer's Almanac 2020 Vol 1
The Gong Farmer's Almanac 2020 Vol 2
The Gong Farmer's Almanac 2020 Vol 3
The Gong Farmer's Almanac 2020 Vol 4
The Gong Farmer's Almanac 2020 Vol 5
The Gong Farmer's Almanac 2020 Vol 6
The Gong Farmer's Almanac 2020 Vol 7
The Gong Farmer's Almanac 2020 Vol 8
The Gong Farmer's Almanac 2020 Vol 9
The Gong Farmer's Almanac 2020 Vol 10
The Gong Farmer's Almanac 2020 Vol 11
The Gong Farmer's Almanac 2020 Vol 12
The Gong Farmer's Almanac 2020 Vol 13
The Gong Farmer's Almanac 2020 Vol 14
The Gong Farmer's Almanac 2020 Vol 15
The Gong Farmer's Almanac 2020 Vol 16
The Gong Farmer's Almanac 2020 Consolidated Edition

Goodman Games

50 Fantastic Functions For The D50
Blood for the Serpent King
DCC #66.5: Doom of the Savage Kings
DCC #67: Sailors on the Starless Sea
DCC #68: People of the Pit
DCC #69: The Emerald Enchanter
DCC #70: Jewels of the Carnifex
DCC #71: The 13th Skull
DCC #72: Beyond the Black Gate
DCC #73: Emirikol Was Framed!
DCC #74: Blades Against Death
DCC #75: The Sea Queen Escapes!
DCC #76: Colossus, Arise!
DCC #76.5: Well of the Worm
DCC #77: The Croaking Fane
DCC #77.5: The Tower Out of Time
DCC #78: Fate's Fell Hand
DCC #79: Frozen in Time
DCC #79.5: Tower of the Black Pearl
DCC #80: Intrigue at the Court of Chaos
DCC #80.5: Glipkerio's Gambit
DCC #81: The One Who Watches From Below
DCC #82: Bride of the Black Manse
DCC #82.5: Dragora's Dungeon
DCC #83: The Chained Coffin
DCC #83: The Chained Coffin Hardcover 2nd Printing
DCC #83.1: Tales of the Shudder Mountains
DCC #83.2: Death Among the Pines
DCC #84: Peril on the Purple Planet
DCC #84.1: The Rock Awakens
DCC #84.2: Synthetic Swordsmen of the Purple Planet
DCC #84.3: Sky Masters of the Purple Planet
DCC #85: The Making of the Ghost Ring
DCC #85.5: The Curse of the Kingspire
DCC #86: The Hole in the Sky
DCC #87: Against the Atomic Overlord
DCC #87.5: Grimtooth's Museum of Death
DCC #88: The 998th Conclave of Wizards
DCC #89: Chaos Rising
DCC #90: The Dread God Al-Khazadar
DCC #91: Journey to the Center of Aereth
DCC #91.1: The Lost City of Barako
DCC #91.2: Lairs of Lost Agharta 
DCC #92: Through the Dragonwall
DCC #92.5: Dread on Demon Crown Hill
DCC #93: Moon-Slaves of the Cannibal Kingdom
DCC #94: Neon Knights
DCC #95: Enter the Dagon
DCC #96: The Tower of Faces
DCC #97: The Queen of Elfland's Son
DCC #98: Imprisoned in the God-Skull
DCC #99: The Star Wound of Abaddon
DCC #100: The Music of the Spheres (is Chaos)
DCC & MCC Dice Sets
DCC 2019 Convention Module: The Inn at Five Points
DCC Day 2020 Adventure Pack
DCC Dying Earth #0: The Black Obelisk
DCC Dying Earth #1: The Laughing Idol of Lar-Shan
DCC Dying Earth #2: The Sorcerer's Tower of Sanguine Slant
DCC Dying Earth #3: Magnific Machinations at the Grand Exposition
DCC Dying Earth #4: Mind Weft of the Moonstone Palace
DCC Dying Earth #5: Penumbra of the Polar Ape
DCC Empire of the East
DCC Horror #3: Shadow Under Devil's Reef
DCC Horror #4: The Corpse That Love Built
DCC Horror #5: Creep, Skrag, Creep!
DCC Horror #6: The Web of All-Torment
DCC Judge’s Screen, Space Van Edition
DCC Lankhmar
DCC Lankhmar: Masks of Lankmar
DCC Lankhmar: Patrons of Lankhmar
DCC Lankhmar: Through Ningauble's Cave
DCC Lankhmar #1: Gang Lords of Lankhmar
DCC Lankhmar #2: The Fence’s Fortuitous Folly
DCC Lankhmar #3: Acting Up in Lankhmar
DCC Lankhmar #4: Violence for Votishal
DCC Lankhmar #5: Blasphemy & Larceny In Lankhmar
DCC Lankhmar #6: Cheating Death
DCC Lankhmar #7: A Dozen Lankhmar Locations
DCC Lankhmar #8: The Land of Eight Cities
DCC Lankhmar #9: Grave Matters
DCC Lankhmar #10: Unholy Nights in Lankhmar
DCC Lankhmar #11: Rats of Ilthmar
DCC Lankhmar: The Greatest Thieves in Lankhmar
DCC RPG Free RPG Day 2012
DCC RPG Free RPG Day 2016
DCC RPG Free RPG Day Adventure Starter
DCC RPG/Xcrawl Free RPG Day 2013
DCC RPG/Xcrawl Free RPG Day 2014
Dungeon Crawl Classics 2020 Convention Module: The Accursed Heart of the World-Ender
Dungeon Crawl Classics 2020 Holiday Module: The Doom that Came to Christmastown
Dungeon Crawl Classics Judges' Screen
Dungeon Crawl Classics Judge’s Screen, Thakulon the Undying Edition
Dungeon Crawl Classics RPG
Dungeon Crawl Classics RPG Quick Start Rules & Intro Adventure
Dungeon Crawl Classics RPG Quick Start Rules & Intro Adventure 2018
GM Gems Hardcover Second Printing
Goodman Games 2019 Yearbook Presents: DCC Riders on the Phlogiston
Goodman Games Gazette V1N1
Goodman Games Gazette V1N2
Goodman Games Gazette V1N3
Goodman Games Gazette V1N4
Goodman Games Gazette V1N5
Goodman Games Gazette V1N6
Goodman Games Gazette V1N7
Goodman Games Gazette V1N8
Goodman Games Gen Con 2013 Program Book
Goodman Games Gen Con 2014 Program Book
Goodman Games Gen Con 2015 Program Book
Goodman Games Gen Con 2016 Program Book
Goodman Games Gen Con 2017 Program Book
Goodman Games Gen Con 2018 Program Book: The Black Heart of Thakulon the Undying
Goodman Games Yearbook #8: The Year That Shall Not be Named
Tales From the Magician's Skull No. 6
Xcrawl: Anaheim Crawl (DCC RPG Edition)
Xcrawl: BostonCrawl (DCC RPG Edition)
Xcrawl: Dungeonbattle Brooklyn (DCC RPG Edition)
Xcrawl: Louisiana Crawl (DCC RPG Edition)
Xcrawl Classics
Xcrawl Classics Beta Rules

Adventurer's Almanac (Honorary)
The Cthulhu Alphabet (Honorary)
Dungeon Alphabet (Honorary)
Grimtooth's Ultimate Traps Collection (Honorary)
Random Esoteric Creature Generator (Honorary)

The Hapless Henchman

HHSOLO 1: The Hounds of Halthrag Keep

Hectic Electron

Prison of the Mad Gods

Horseshark Games

25 Ghosts, Spirits, and Hauntings
Scions of the Computarchs #1
Unveiled Elisions

Hydra Collective

Operation Unfathomable Completely Unfathomable DCC version

IDD Company

Alternate Occupations

Infinium Game Studios

Aquilae: Bestiary of the Realm for Dungeon Crawl Classics (DCC): Sample Monsters
Aquilae: Bestiary of the Realm: The Bookshelf
Aquilae: Bestiary of the Realm: Volume 1
Monsters of Aquilae (DCC): Volume 1

Inner Ham

The Class Alphabet
Monster Extractor I, for DCC
Monster Extractor II, The Un-Dead, for DCC
Monster Extractor III: Giants & Giant Creatures, for DCC
Monster Extractor IV - Aliens & Manufactured Beings, for DCC
Monster Extractor V - Deadly Monsters NOW!
Night Soil #0
Night Soil #1
Patrons Extraordinary: The Unpretty Preview
Super Triple Showcase #1 for DCC RPG
Working Class Alphabet

JLHB Polytechnic

Crepuscular #1: Sanctum of the Snail
Crypt of Morgrath
Leopard Women of Venus
Them's Monsters!

Julio's RPG Cove

Mundane Monster Generator

The Keep Studios

Soul for the Ocean Dark
Sword in the Jungle Deep

Kickassistan Ministry of Tourism

Metal Gods of Ur-Hadad #1
Metal Gods of Ur-Hadad #2
Metal Gods of Ur-Hadad #3
Metal Gods of Ur-Hadad #4
Metal Gods of Ur-Hadad #5
Metal Gods of Ur-Hadad #6

Kill It With Fire

The Wizardarium of Calabraxis

KJ O'Brien

Mushroom Kingdom Classics
They All Burn Down Here

Knights in the North Blog

A Field Guide to Giant Man-Apes
A Noble Soul
A System for 20 PC Levels
A Thing from the Between Spaces
Additions for the god Bailey
Additions for the god The Corpulent One
Additions for the goddess Digradia
Advanced Dragons & DCC RPG Rules
Ahriman, Lord of Death
Alternate Birth Augurs
Alternate Spell Combat
Amun Tor, God of Mysteries and Riddles
The Arcane Archivist
Aristemis, the Insightful One
Armand's Emporium of Armor and Weapons
Artefact – The Bone Flute of Zalmoxes
Artefact – The Farsight Diamond
Auranne, the Expectant
Azi Dahaka, Demon Prince of Storms and Waste
The Barbarian, from the North
Bobugbubilz, the Demon Lord of Amphibians
The Bow Unerring
Breath Un-life
Build-a-Deity
Cadixtat, Chaos Titan
Carousing Table - Cleric
Carousing Table - Thief
Carousing Table - Warrior/general
Carousing Table - Wizard
Choranus, the Seer-Father
The Chronicle of Erayo
Cillamar City, then and now
The City of Ironwall
Creostrax, Goddess of Excess
Crom, the Uncaring
Cthulhu, Priest of the Old Ones
Curses, foiled again!
Daenthar, the Mountain Lord
DCC RPG Character Sheet
DCC Race - Jarrok
DCC Rules - Animal Companions
DCC Rules - Permanent Injuries
DCC - Spells from the Wilderlands: Xul's Carrion Calamity
DCC Year Tracker Sheets
The Deceiver Cat
Deity Sheet for DCC
Divine Plagues
The Doors
Druid
The Dwarven Runepriest
The Eelhound
The Elven Knight
Equipment, improved
Extended Unarmed Combat
Festive Patron - Saint Nicholas!
Five Magical Brews
Five Weird Trees
The Fleshkeeper's Sect
Frigseth, the Seed in the Earth
The Frog and the Goat Inn
Golsimea, the Coming Change
Gorhan, the Helmed Vengeance
Half-breeds & Mongrels
Halfling Graverobber
Hand of Glory
Hidden Lord, God of Secrets
Hit Location System for DCC/d20
How to fill the time between delves?
The Ice Aurochs
Ildavir, Goddess of Nature
Ineffable Symmetries of Melniscar
Judge AMP's Shortlist of House Rulings
Judge's Checksheet
Justicia, Goddess of Justice and Mercy
Kestrel's Tools & Tinctures
Klazath, God of War
The Knight
Knight Moot #1: A Pile of Bone Blades
Knight Moot #2: Fun With Fungi
Knut, from the North
Lempo - the Finnic god of Fertility, Fire & Fighting
Lizardman, Lizardman, and Lizardman
Loptir, Lord of Flame
Loptir's Firewater
Malotoch, the Carrion Crow God
Marigold's Wagon of Wondrous Herbs
Module - The Other Side of the Coin
Monster - Aarni
Monster – Näkki
Morgon, the God of Torture and Bodily Fluids
The Muck Pit
Narrimunth, Spawnmother of Rats
The Necromancer
Nimlurun, the God of Disease and Filth
Patron - Hidden Lord, God of Secrets
Patron: Lady Wyel of the Cold
Patron: Nekthelos, the Emperor Oracle
Patron - Pwyk, the Huntsman of the Wild
Pelagia, Goddess of the Sea
The Princess and the Barrister
Random Encounters, in a Weird World
Ranger
The Redcap
The Rod of Power
The Rogue
Rose of the Stars
The satyrs are here!
Servants & Services
Sheets Galore!
Shul, God of the Moon
Skorosii, the Burning Bell
The Snow Elves
The Spawn of Vilkar
Spell - Acid Arrow
Spell - Animal Form
Spell - Eippuz' Contraceptive Conjuration
Spell - Forlorn Encystment
Spell - Grave Ward
Spell - Litany of Death
Spell - Magic Trick
Spell - Phandaal's Gyrator
Spell - Shrink
Spell - Witches' Brew
A Spellwright's Primer
The Stars, They Tell of Gods
The Stinkgoblins!
Tavern Names 101 (Honorary)
Tinmen
Ulesh, God of Peace
Unlikely Urban Encounters
The Wycrow
Zuppie's DCC RPG Homebrew Fumble Tables

Land of Phantoms

Transylvanian Adventures
Transylvanian Adventures: The Winter Home

Leviathan Publishing

Drongo: Ruins of the Witch Kingdoms

Magic Sky Publishing

Advanced Character Sheets for DCC RPG

Magical Banquet Club

Unlicensed Daycare Facility: A Flammable Hospital Adventure

The Merciless Merchants

The Palace of Unquiet Repose

Micro RPG

Cannibal Zombie Flesheaters


Nargazira Press

The Chronicles of Slovengris, Vol.1

New Order

DCC RPG Quick Start Rules (Portuguese)

No Publisher Listed

A Conspiracy of Ravens
Blackout in Crater Valley
Bronx Beasts #1
Bronx Beasts #2
Bronx Beasts #3
Bronx Beasts #4
Bronx Beasts #5
Country Crawl Classics
Cyber Sprawl Classics #1
Cyber Sprawl Classics #2
Cyber Sprawl Classics #3
Dismal Cubicle Crawl
Escape From Catastrophe Island
Hobbs & Friends Zine
Inferno Road
Macrabre #1
The Magician's House
Punjar 50,000
Reaver Con I Digital Swag
Super #1 Food Tower
We Are the Road Crew #1
We Are the Road Crew #2

Old School Adventures

The Gong Farmer's Revenge
King's Challenge
Tengu

Old Skull Publishing

Caveira Velha #0

Orbital Intelligence

2 WORM 2 FURIOUS
Cycle of the Snake-Wolf
FAE HARDER : FAERROR OF THE STRATOSFIEND
Terror of the Stratosfield #3
The Phlogiston Books Vol. III: The Carnival of Earthly Delights

Owl Knight Publishing

Seekers ov the Other Worlds
Sky ov Crimson Flame
Sky ov Crimson Flame DCC-RPG Character Sheet


Pacesetter Games & Simulations

Q1: The Screaming Temple

Pandahead Publishing

Primal Tales #1
Primal Tales #2

Parts Per Million

Dungeon Crawl Solo

People Them With Monsters

DCC RPG Reference Booklet
Demonland

Phlogiston Books

The Vertical Halls

Planet X Games

Jungle Tomb of the Mummy Bride

Pluma Press

Obscura One
Obscura Two

Poor Adventurer Publishing

The Zodiac Sourcebook

Precis Intermedia

RPGPundit Presents #3: High-Tech Weapons (Honorary)
RPGPundit Presents Volume 4: Last Sun: Hipster Elves!
RPGPundit Presents Volume 15: Last Sun: Gazetteer of the Middle-Northern Wilderlands
RPGPundit Presents #16: The Great City of Arkhome
RPGPundit Presents #19: Frantabulous Gonzo Robot Generator (Honorary)
RPGPundit Presents #20: The Great City of Arkhome 2
RPGPundit Presents #23: Uncanny Creatures & Objects (Honorary)
RPGPundit Presents #25: The Door of 16 Gates (Honorary)
RPGPundit Presents #26: Mutant Hordes of the Last Sun (Honorary)
RPGPundit Presents #32: Goldhalcon & the Northern Demon Realms (Honorary)
RPGPundit Presents #34: Miscellaneous Wonders of the World of Last Sun (Honorary)
RPGPundit Presents #36: Saga of the Green and Blue Mutant Chiefs (Honorary)
RPGPundit Presents #39: The Great Tree Druid (Honorary)
RPGPundit Presents #42: ...At the Darkness (Honorary)
RPGPundit Presents #45: Zombie Empire & Theocracy of Lariel (Honorary)
RPGPundit Presents #47: Intelligent Animal Characters of the Last Sun (Honorary)
RPGPundit Presents #49: Highbay: City of Stoners (Honorary)
RPGPundit Presents #51: Highbay's Magical Drug Pharmacopoeia (Honorary)
RPGPundit Presents #53: Floating Islands of the Last Sun (Honorary)
RPGPundit Presents #55: (Sky-)Ships Happen (Honorary)
RPGPundit Presents #57: 20 Dubious Magic Items of the Last Sun (Honorary)
RPGPundit Presents #59: The Shithole (Honorary)
RPGPundit Presents #61: Against the Marauders (Honorary)
RPGPundit Presents #64: 16 Gonzo Characters of the Last Sun (Honorary)
RPGPundit Presents #67: 20 More Dubious Magic Items of the Last Sun (Honorary)
RPGPundit Presents #70: Half-Sunken Temple of Nudist Mutant Island (Honorary)
RPGPundit Presents #73: 16 More Gonzo Characters of the Last Sun (Honorary)
RPGPundit Presents #75: Bungalow of the Beach Giant Chiefs (Honorary)
RPGPundit Presents #77: The Grand Floating City of Lol (Honorary)
RPGPundit Presents #79: Against the Woodland Creatures (Honorary)
RPGPundit Presents #81: Ancient Complexes of the Ancients (Honorary)
RPGPundit Presents #83: Thralls of the Jade Queen (Honorary)
RPGPundit Presents #87: High-Powered Assholes of the Last Sun (Honorary)

Psychoda Press

The Forgotten Rites of the Moldering Dead
The Siege of Bonemoore Keep
SH 1: The Dweller in Dreams
Steel and Fury

Purple Pirate Games

A Discordance With Dzyvatz
Isles of the Celts
Kingdom of Fire
Kingdoms of Africa
The King's Bargain
The Moon Locket
We Who Are About ti Die
We Who Are About to Die Map Pack

Raven Crowking

Alba Con Monsters for DCC
D120 Treasures (Honorary)
Sanctum Secorum DCC Days Companion: The Shrouded Grimoire
Sanctum Secorum Episode #01 Companion: The Shadow People
Sanctum Secorum Episode #02 Companion: The Last Castle
Sanctum Secorum Episode #03 Companion: The Halloween Special
Sanctum Secorum Episode #04 Companion: Elric of Melniboné
Sanctum Secorum Episode #05 Companion: Song of Sorcery
Sanctum Secorum Episode #06 Companion: Eye of Cat
Sanctum Secorum Episode #06b Companion: Christmas 2015 Bonus Companion
Sanctum Secorum Episode #07 Companion: Who Fears the Devil?
Sanctum Secorum Episode #08 Companion: Life of Eibon
Sanctum Secorum Episode #09 Companion: Two From H.P. Lovecraft
Sanctum Secorum Episode #10 Companion: The Maker of Gargoyles
Sanctum Secorum Episode #11 Companion: Another Fine Myth
Sanctum Secorum Episode #12 Companion: Kothar: Barbarian Swordsman
Sanctum Secorum Episode #13 Companion: Down to a Sunless Sea
Sanctum Secorum Episode #14 Companion: The Jewels of Gwahlur
Sanctum Secorum Episode #15 Companion: Kamandi: The Last Boy on Earth
Sanctum Secorum Episode #16 Companion: Purple Priestess of the Mad Moon
Sanctum Secorum Episode #17 Companion: A Night in the Lonesome October
Sanctum Secorum Episode #18 Companion: The People of the Pit
Sanctum Secorum Episode #19 Companion: Steel Magic
Sanctum Secorum Episode #20 Companion: Tarzan of the Apes
Sanctum Secorum Episode #21 Companion: The Dying Earth
Sanctum Secorum Episode #22 Companion: Hiero's Journey
Sanctum Secorum Episode #23 Companion: DCC Lankhmar
Sanctum Secorum Episode #24 Companion: Three Hearts and Three Lions
Sanctum Secorum Episode #25 Companion: The Fallible Fiend
Sanctum Secorum Episode #25b Companion: Free RPG Day Bonus Companion
Sanctum Secorum Episode #26 Companion: Changeling Earth
Sanctum Secorum Episode #27 Companion: The King of Elfland's Daughter
Sanctum Secorum Episode #28 Companion: Roger Corman's The Raven (1963)
Sanctum Secorum Episode #29 Companion: Creep, Shadow!
Sanctum Secorum Episode #30 Companion: Sign of the Labrys
Sanctum Secorum Episode #31 Companion: Jack of Shadows
Sanctum Secorum Episode #32 Companion: Attack From Atlantis
Sanctum Secorum Episode #33 Companion: The Powder of Hyperborea
Sanctum Secorum Episode #34 Companion: The Face in the Frost
Sanctum Secorum Episode #35 Companion: Hundra
Sanctum Secorum Episode #36 Companion: The Book of Three
Sanctum Secorum Episode #36b Companion: Free RPG Day 2018 Third Party Compendium
Sanctum Secorum Episode #37 Companion: The Maker of Universes
Sanctum Secorum Episode #38 Companion: Nine Princes in Amber
Sanctum Secorum Episode #39 Companion: Greyfax Grimwald
Sanctum Secorum Episode #40 Companion: A Martian Odyssey
Sanctum Secorum Episode #41 Companion: Gone With the Gods
Sanctum Secorum Episode #42 Companion: Arena
Sanctum Secorum Episode #43 Companion: The Carnellian Cube
Sanctum Secorum Episode #43b Companion: Diverse Class Catalogue
Sanctum Secorum Episode #44 Companion: The High Crusade
Sanctum Secorum Episode #45 Companion: The Mound
Sanctum Secorum Free RPG Day 2019
Skull & Crossbones Classics #1

The Savage AfterWorld

Country Meat-Grinder Classics: The Hellson Horror
Dead in the Water

Secret Santicore

Secret Santicore 2012
Secret Santicore 2013
Secret Santicore 2014
Secret Santicore 2015

Severed Books

DCC Conversion Lost Tomb of the Bitchin' Chimera

Sharktopus Games

Aeon: Ancient Greece Vol#1

Shield of Faith Studios
Cryptocodex

The Social Distance Collective

QuaranZine 2020, Volume 1
QuaranZine 2020, Volume 2

Spandangle Press

Akashic Titan #1

Starry Wisdom Press

One of Us! #1

Steel City Adventures

Escape From Volgor

Steve Bean Games

Null Singularity
Rock God Death-Fugue
World-Quest of the Winter Calendar

Stiff Whiskers Press

Dark Trails Weird Frontiers
Dark Trails Weird Frontiers Quickstart

Stinkhouse Games

Druna, the Silver Goddess of the Moon
Trespassers of the Full Moon Tower

Stormlord Publishing

Black Powder, Black Magic Vol. 1
Black Powder, Black Magic Vol. 2
Black Powder, Black Magic Vol. 3
Black Powder, Black Magic Vol. 4
Brimstone Census
Brimstone Maps
Camazotz the Death Bat
Prayers of the Forgotten
Surviving Kalmatta – A Player’s Guide to The Treasure Vaults of Zadabad
The Treasure Vaults of Zadabad
The Well of Souls
Urhatta, The Worldwalker
Vault of the Dragonslayer

STP Games

A Conspiracy of Ravens

Strangefacedoor

Curses of the Elves
Ithha, Prince of Elementall Wind
Dungeon Crawl Basics

Studio 9 Games

101 City Encounters
A Strange Night at the Pint 'n' Pony
Greenwood of the Fey Sovereign
Reckoning of the Gods/Into the Shadow Realm
The Towers of Dr. Xill
Welcome to Eastwood
The Years Between

System Matters Verlag

Der Trichter #1
Der Trichter #2
Der Trichter #3 

Tasaka Games

Beneath the Giant's Head
The Cat and the Ressurection
Fantastic Adventures and the Disgruntled Gong Farmer

Thick Skull Adventures

Attack of the Frawgs
Children of the Fallen Sun
Stronghold of the Wood Giant Shaman
The Haunting of Larvik Island
The Last Will and Testament of Obediah Felkner

Trusty Sword

The Inn in the Forest

TSR, Inc.

Gygax Magazine #3

Tuesday Night Fiend Club

Star Crawl
Star Crawl: Beyond the Flesh
Star Crawl: Electric Friends
Star Crawl: Threen Station Zero
Vehicle Mayhem!

Vance Games

Arawn's Challenge
Escape From the Demon Inn
Mother's Maze
The Temple of the Hamster

Zardak the Dave

DCC Halfling Gunslinger Class
The Shannavale Conflagration

Monday, 7 September 2015

What You Really, Really Want

I've done a few DCC creatures for people, and now I am again interested in what you would like me to address in the next few posts. Creatures? Spells? Reviews? Adventure design? Daleks with DCC statblocks?

Let me know in the comments.

Friday, 4 September 2015

Badgers for DCC


Badger: Init +2; Atk bite +0 melee (1d3); AC 9; HD 1d5+3; MV 20’ or burrow 5'; Act 1d20; SP rage, low-light vision, excellent sense of smell; SV Fort +3, Ref +0, Will +1; AL N.


Dire Badger: Init +3; Atk bite +2 melee (1d5) or claw +3 melee (1d3); AC 12; HD 3d5+9; MV 30’ or burrow 10'; Act 1d20; SP rage, low-light vision, excellent sense of smell; SV Fort +5, Ref +1, Will +3; AL N.


Giant Badger: Init +4; Atk bite +4 melee (1d7+1) or claw +5 melee (1d4+1); AC 15; HD 7d5+21; MV 40’ or burrow 15'; Act 2d20; SP rage, low-light vision, excellent sense of smell, chance of sentience and spellcasting; SV Fort +7, Ref +3, Will +5; AL N.

Badgers are stout burrowing mammals, about 22 to 35 inches in length, with fierce dispositions.  They are either encountered as solitary males (called “boars”) or family groups (called “cetes”). Dire badgers are up to twice the size of their normal kin, and giant badgers up to four times the size.

When a badger is injured, it flies into a rage, gaining a +2 bonus to Initiative rolls (and re-rolling Initiative order), and a bonus to attacks and damage based upon its type:  for normal badgers, it is +4, for dire badgers, it is +6, and for giant badgers it is +8.

Badgers can see well in limited light, and they can burrow through soil or loose rock (but not through solid stone).

Approximately 1 in 10 giant badgers has an Intelligence score of 3d6.  The forepaws of intelligent giant badgers are modified to allow the creature to grip and manipulate objects, but are unsuitable for wielding weapons. These badgers may be able to cast spells as a witch (see DCC Core Rulebook, p. 434), although they are usually Neutral. If the Judge so desires, 1 in 10 of these spellcasting giant badgers is actually a wizard of level 1d5, and 1 in 20 has the ability to call upon the King of Elfland (or a similar fey- or nature-themed patron), as per Invoke Patron, once per week.


Although badgers are not evil, they do not typically love humans. Some men have been known to capture them for sport, making them fight bears or dogs in large pits. They will, therefore, sometimes work with Chaotic faeries to bring about the downfall of those who wander too close to their dwellings.

Monday, 17 August 2015

Sudden & Dramatic Reversals

He turned toward the arch — with appalling suddenness the seemingly solid flags splintered and gave way under his feet. Even as he fell he spread wide his arms and caught the edges of the aperture that gaped beneath him. The edges crumbled off under his clutching fingers. Down into utter blackness he shot, into black icy water that gripped him and whirled him away with breathless speed.
-          Robert E. Howard, Jewels of Gwahlur

Think about the best gaming sessions you’ve had. What are the things that remain strongest in your memory, the gaming stories that you tell repeatedly, or laugh about years after the events? The chances are that these stories revolve around dramatic reversals – the times where you thought you were on top just before the shit hit the fan….or you thought you were facing certain doom just before the dice tipped in your favour.

Grab just about any book on novel writing, and it will tell you the same thing – a chapter that begins with things look up should end with things taking a turn for the worse, and vice versa. Why? Because the sudden reversal is a common human experience, and dealing it speaks to the heart of our existential dilemma. No matter how good our lives may seem, there is always a reversal at the end.

Role-playing games can incorporate these dramatic reversals in several ways. Among them are:

(1) Intentional Shifts. When some precondition is achieved, the reversal occurs. For example, in 4th Edition, when a monster became “bloodied” its new condition might change its combat statistics. In Dungeon Crawl Classics, the Death Throes of a creature might create a new creature altogether – which might even be more dangerous than the creature it originated from! One example of this occurs in my own AL 1: Bone Hoard of the Dancing Horror, where defeating the Dancing Horror triggers the creation of the Hoardling.

Consider also adventures, such as Joseph Goodman’s The People of the Pit or Michael Curtis’ Frozen in Time, where achieving the win condition of the scenario triggers a reversal that the PCs may not survive. This is nothing new. First edition module A4, In the Dungeons of the Slave Lords, ends with the eruption of a volcano that could spell the end of tardy adventurers. I feel certain that many of my readers can easily call other examples to mind.

Other “fortunes shift” triggered events occur within the context of the adventure itself. There is an excellent example of this in the first instalment of the Savage Tide adventure path. Another great example of a sudden dramatic shift in fortunes (almost certainly) occurs in Death Frost Doom.

(2) Potential Shifts. In a non-linear scenario, the layout of an adventure can include elements which can provide great weal or woe, but which only become active on the basis of the players’ choices.  A trap, a monster, or a hidden treasure may all make the difference between success and failure.  A series of the same can create a series of dramatic shifts, tracking the PC’s fortunes both fair and foul.

You will occasionally hear some wag claim that the original Basic and Advanced Dungeons & Dragons modules were intended to allow every possible XP to be gained. In other words, every monster was to be fought, and every treasure was to be gained. This is regardless of what the authors themselves said:

[I]t is quite conceivable that they could totally miss seeing a treasure which is hidden or concealed. In fact, any good dungeon will have undiscovered treasures in areas that have been explored by the players, simply because it is impossible to expect that they will find every one of them.
-          Mike Carr, In Search of the Unknown

These same wags will often express perplexity at the deviousness with which certain items of treasure are hidden: How is it even possible for the PCs to find them?

The answer, of course, is that the PC’s weren’t meant to find them, and they weren’t not meant to find them. The game – and the dramatic reversals in the game – require that the PCs either find them or do not based upon the game’s actual events. These games were not intended to be a linear “adventure path”! To set up this sort of sudden dramatic reversal, the Game Master merely need to seed his adventures with all sorts of potential boons and mayhem. Then sit back and see which the players trigger.

Panic had momentarily touched his soul at the shock of that unexpected reverberation, and the red rage of the primitive that is wakened by threat of peril, always lurked close to the surface of the Cimmerian.
-          Robert E. Howard, Jewels of Gwahlur

(3) The Devil’s Bargain. The PCs gain an item that seems harmful, and then discover a way to gain great good from it. Or the PCs gain an item that seems useful, but discover that it comes at horrific cost. There are a few items like this in D&D, and quite a few in various Goodman Games or third party DCC modules.

Note that this doesn’t always have to be an item. Dungeon Crawl Classics also does this with class abilities – you can call upon your god/patron, but then your god/patron gets to call upon you. Michael Curtis’ adventure, The Chained Coffin, includes a literal Devil’s bargain

(4) Random Results. You want to know why players pay attention to critical hits and fumbles? Because the results matter. And, unlike all of the other forms of dramatic reversals described above, this isn’t the GM playing you. This really is just pure, unadulterated luck, good or bad. Regardless of the consequences, there is a lot riding on those dice.

Through the use of dice, random tables, and similar means, a game can bring real sudden change into play. Fortunes can be made and lost. That it is not the GM, but the impersonal dice, doing this to you is a good thing.

There is a scene in Raiders of the Lost Ark, where Indiana Jones faces yet another thug. This thug has a sword, and it looks like another tough fight is about to begin. Then Indy draws and shoots him down. Sudden dramatic reversal right there, and one of the most memorable scenes in the movie.

The thing is, it wasn’t scripted that way. There was supposed to be a big fight. The story goes, Harrison Ford was tired from filming all day, so he drew and fired as a joke. The other actor went along with the joke. The director thought that it was brilliant, and, rather than try to enforce the lavish fight he had imagined, went with it.

Consider this in game terms. In effect, Indiana Jones gets a critical hit that ends a “tough” encounter immediately. Imagine what would happen, though, it Steven Spielberg decided to “fudge” that result, and demanded that the complex fight scene he had imagined would take place regardless. That might have been a fantastic fight scene. Maybe. Maybe not. Either way, we would have lost one of the scenes we remember most from the movie.

And that is the point. Spielberg himself experienced a dramatic reversal from his own expectations, and he was wise enough to realize that this was a good thing.

May we all be so wise!


Thursday, 6 August 2015

Mathom Correction

If you received this year's Mathom, please ignore the last paragraph on Page 1. It snuck in from last year's offering!

Monday, 3 August 2015

Mathom Preview

Midnight tonight is the last chance to obtain this sparkling, no-art beauty. Here is a sample:

Calot

In response to her call I obtained my first sight of a new Martian wonder. It waddled in on its ten short legs, and squatted down before the girl like an obedient puppy. The thing was about the size of a Shetland pony, but its head bore a slight resemblance to that of a frog, except that the jaws were equipped with three rows of long, sharp tusks.
- Edgar Rice Burroughs, A Princess of Mars

Calot: Init +4; Atk bite +2 melee (1d6); AC 12; HD 1d8; MV 80’; Act 1d20; SP ferocious bite, loyalty; SV Fort +1, Ref +10, Will +8; AL L.

Calots are fierce, intelligent animals that are the fastest living things on Barsoom. Despite the fact that they are noted for their loyalty, and used as “watchdogs” by Barsoomians, to be called a calot is a deadly insult, and wild calots can pose a serious threat to travellers.

A calot can clamp down on a successful bite attack, doing 1d5 damage each round until it is shaken free (opposed Strength vs. a +3 bonus; one free attempt per round). This hampers the bitten victim so that it takes a –1d penalty on the dice chain to Initiative and attack rolls, but if the opponent is larger than the calot, it can automatically inflict 1 point of damage each round by spending an Action Die to do so.

Because of their fierce loyalty, a calot gains a +2 bonus to attack rolls, and a +3 bonus to damage, when defending a creature it has bonded with.

Like the preview? Find out how to get the Mathom here!

Twenty entries for Barsoomian creatures, a discussion of bringing your PCs to Barsoom, nine lunar creatures, and three entries for campaign worlds alien or mundane.

Like the blog? I could use your help here!

Saturday, 1 August 2015

Mathoms II: Barsoom Stats & More!

"Mediocre!"
So far, only 5 people have signed up to get the 2015 Mathom, in this post.

The Mathom is done. It contains a bunch of stats for Barsoomian creatures, as well as the lunar creatures from The Revelation of Mulmo, and an extra monster or two (which are OGC).

Shiny, Chrome, and Ready for Valhalla!

Tuesday, 28 July 2015

Mathom Time

Well, it is nearly that time of year again, when I send out a "Birthday Mathom" pdf. Next Tuesday, as a matter of fact.

While I am not yet sure what is going to go into this Mathom, I will be sending it out to anyone who does the following:

(1) Posts in the Comments section with their Top Three DCC adventures to date - any author! - with at least three words for each to say why.

(2) Sends me their email address at ravencrowking at hotmail dot com so that I can send them their Mathom.

DEADLINE: Monday, 3 August 2015 at midnight EST.

As in years past, the Mathom is likely to be some combination of preview material and other stuff that I couldn't publish normally due to copyright reasons (such as stats for Appendix N creatures). But I don't know. I haven't assembled it yet.

On Another Note

The last couple of years have been challenging for me. Specifically, my creative output has suffered as my energies have been channeled elsewhere. I was hoping that 2015 would have seen output similar to 2013, but Life doesn't always play fair.

Most of the things that have vexed me in the last two years are simply domestic. Everyone has to deal with domestic issues, and hopefully with time and effort, they will be sorted. This is something you could help with, though, if you were so inclined.

Regardless of my own reduced output, there has been a LOT of GREAT material published for this game in 2015, both by Goodman Games and others. I would like to point out especially The Vertical Halls, Patrons Extraordinary: The Unpretty Preview, Crawling Under a Broken Moon #5, and Steel and Fury as some things you may have missed and probably should not have. Did I mention Drongo: Ruins of the Witch Kingdoms, Wrath of the Frost Queen (now available in print), or the most excellent Black Powder, Black Magic

I am sure that I haven't even mentioned some of the best of 2015 so far. Blame Old(er) Man Memory, which is not nearly so good as Young(er) Man Memory. Also, I assume that you are all aware of boxed sets like Peril on the Purple Planet and The Chained Coffin. If not, why not?

UPDATE

The Mathom is done. It contains a bunch of stats for Barsoomian creatures, as well as the lunar creatures from The Revelation of Mulmo, and an extra monster or two (which are OGC). Hope you enjoy it!



Sunday, 26 July 2015

Rhino-Triceratops from the Herculoids

Rhino-Triceratops: Init +2; Atk gore +5 melee (1d12+6) or charge +3 melee (3d12+6) or energy rock +4 ranged (3d6); AC 20; HD 10d8+20; MV 30’ or burrow 10’; Act 1d20; SP fast movement, extendable legs, energy rocks; SV Fort +10, Ref +4, Will +6; AL N.

These strange, alien creates appear to be a cross between a rhinoceros and a triceratops, with ten short, stubby legs. These legs are extremely powerful, allowing the creature to move at twice its normal speed, in addition to its regular move, by expending an Action Die.  The legs can also extend upwards to a height of 50’, enabling the rhino-triceratops to reach sustenance that might be out of reach, but the creature can only move at half speed, and cannot spend its Action Dice for additional moves when doing so.

A rhino-triceratops has four horns on its head, one medium-length horn rising from the tip of the snout, two smaller ones further up, and one hollow horn in the middle of its forehead. This horn is where the rhino-triceratops stores its supply of energy rocks (see below). These horns also assist in burrowing as the rhino-triceratops rotates its head rapidly, moving through the earth and even solid rock.

Through some unknown method, a rhino-triceratops can generate and store up to 12 “rocks” made of solidified energy, which they can fire as a ranged attack (up to 120’) from their hollow horn. They explode on impact, and a rhino-triceratops can shoot two of these rocks using a single Action Die.

Generally benign herbivores, rhino-triceratops are usually solitary. They become hostile when threatened in some way, often attacking until their foes are slain or driven off. They stay together long enough to mate and then they part, with the female raising the young only until they can fend for themselves.

Rhino-triceratops communicate amongst themselves with gravelly growls, snarls, and roars, and appear to have a rudimentary form of intelligence. They sometimes form close attachments with other creatures, although this is very rare. Rhino-triceratops are brown, green, or any shade in between.


Source: The Herculoids (Hanna Barbera Productions). Modified from original write-up by Rendclaw, via Turgenev’sPDF collection.

Thursday, 23 July 2015

I just signed the petition "Supreme Court of Wisconsin: Grant justice in the appeal of Walter Wessel IV" and wanted to see if you could help by adding your name. 

Our goal is to reach 100 signatures and we need more support. You can read more and sign the petition here.

More gaming stuff anon.

Thanks! 
 Daniel

Wednesday, 22 July 2015

Please Help

On 30 April 2015, my nephew, Walter Wessel IV, took his own life as a direct result of his experiences with the Wisconsin judicial system. He was accused, while a minor, with criminal damage to property over $2500. One of his accusers has now subsequently committed suicide.

Like many teenagers, Wally had a rebellious side. He initially refused to speak to the detective assigned to the case, citing his Constitutional right to do so. This seems to have upset the detective enough that she made it her mission to see him convicted. In the preliminary hearing, the judge indicated that there was not enough evidence to go to trial.

Consider the highlights: 
  • The prosecution withheld the recordings of the interviews with the only witnesses for the state from the defense.
  • The investigating officers took DNA evidence, which did not match the accused.
  • There was, in fact, no physical evidence presented.
  • The witnesses for the state had their juvenile charges either completely dismissed or adjudicated as a result of their testimony. Again, one of these has now committed suicide himself, following the death of my nephew.
  • These witnesses not only had a motive to fabricate an accusation, but they were consistently inconsistent in their testimony about that accusation.
  • My nephew had an alibi for the time the crime had been committed, which could be verified by phone records, and that person testified in court.

In the initial trial, the court-appointed defender was clearly incompetent, and sabotaged the testimony of my nephew’s witness. Upon appeal, the District Attorney stated that they had worked hard at finding the guilty person, going so far as to use DNA analysis, although she neglected to mention that the results of the DNA analysis did not support conviction. The appellate judge ruled that, although my nephew had not received a fair trial, his Constitutional rights had not been violated because (1) he had heard the evidence against him at the pretrial hearing and because (2) the judge did not believe my nephew’s testimony.

My nephew committed suicide during the appeal process. Although his family has tried hard to restore some sense of justice, they don’t even have a reason behind the second appeal’s failure. They now have until 17 August 2015 to request a further appeal from the Wisconsin State Supreme Court, and have no hope of being given a fair hearing if the matter can simply be swept under the carpet.

According to my nephew’s attorney “The Supreme Court is very hostile both to one another and to defendants. Even if they did take the case, I don't think they would grant him relief. In the last few decisions they've released in criminal cases (including one of my cases), the supreme court has gone out of its way to deny relief to defendants and in doing so (in my opinion) created very bad law.”

My nephew, Wally, was not perfect. He did have run-ins with the law as a juvenile, but he was also turning his life around. He was gainfully employed, well-liked at work, and in line for promotion. He smoked pot recreationally, and he drank about the same amount as his peer group.

Wally was sent to the Huber Facility, where he was provided hard drugs by other inmates. To the best of our knowledge, this was his first experience with hard drugs. On the day after his release, his probation was revoked for drinking and drugs, and was sent to prison to wait his revocation hearing. He had been diagnosed with depression while in custody for awaiting his revocation. 

He elected to go to a boot camp for 6 months, although depression disqualified him from going, and after a couple of months he had to leave because they were afraid that he would kill himself. His probation officer knew at the time that he had been diagnosed with depression by two different doctors, one paid by the state. His probation officers broke the rules by sending him there, and should have offered him a drug program instead. Neither his parents nor my nephew were made aware of this until it was too late. His lawyer suggested a doctor assess his mental state. He was found to be suffering from Post-Traumatic Stress Disorder, most likely related to his conviction of the crime and what followed. He was once again released to probation.

After 3 months, Wally smoked again to ease his depression, an act that cost him 18 months in prison. His mother, my sister, said: “But before the judge sent him to prison he commented on how convenient it was that we were able to buy a diagnosis of PTSD and then he went on for what seemed to be at least 10 minutes telling my son what a piece of shit he was. Then he sent him to prison, not because he was a danger to society but because he needed to be punished. I guess that wanting to end one’s life is not punishment enough.”

Because Wally was small, he spent a lot of time in solitary confinement for his own protection – a small room with no windows. This is normally a severe punishment, and there is growing consensus among psychologists and human rights advocates that it is a form of torture. This was after he had been diagnosed with PTSD.

Four months after my nephew got released from prison his grandfather died. He was depressed and again smoked pot. Since this had been the second time (he admitted to both times prior to any tests) he was locked up for 3 days. His grandfather died, he smoked a joint, he had to go to jail for three days.

I don’t have the words to tell you what Wally’s suicide has done to his family. No, he was not perfect. But he was also not guilty of this particular offense, and no reasonable court interested in a just outcome would have found him so. Therefore, I am asking you to help. When the Supreme Court of Wisconsin is considering whether to hear this case, and when they rule on it if they do, they need to know that the outcome matters. They need to know that people are watching and waiting to see what they do.

Below is a link to his court records. These are a bit misleading, because the two Dane County traffic offenses were related to another person by the same name.  The final case in Waukesha relates to sending a topless picture of an ex-girlfriend to a then-current girlfriend. The prosecutors sought a 40 year sentence.


We would like to give this case as much coverage as possible. What I am asking you to do is simply to +1 on Google or share to Facebook. Even if it does not help his case with the Wisconsin Supreme Court, it will be of enormous comfort and support to my sister and her family.

I beg you to help me.


Friday, 17 July 2015

Plasmoids from Herculoids

Quasarian Plasmoid (small): Init +5; Atk slam +1 melee (1d3) or grapple +4 melee (0); AC 17; HD 4d8; MV 20’; Act 1d20; SP DR 5, +4 AC vs. ranged weapons, grapple (Strength +4), immunities (blunt weapons, electricity, force attacks), regenerate 3 hp/round, half damage from fire, cold vulnerability, malleable form; SV Fort +2, Ref +6, Will +1; AL L.

Quasarian Plasmoid (medium): Init +4; Atk slam +3 melee (1d5) or grapple +7 melee (0); AC 18; HD 6d8; MV 20’; Act 1d20; SP DR 5, +3 AC vs. ranged weapons, grapple (Strength +6), immunities (blunt weapons, electricity, force attacks), regenerate 2 hp/round, half damage from fire, cold vulnerability, malleable form; SV Fort +4, Ref +6, Will +3; AL L.

Quasarian Plasmoid (large): Init +3; Atk slam +5 melee (1d7) or grapple +10 melee (0); AC 19; HD 8d8; MV 20’; Act 2d20; SP DR 5, +2 AC vs. ranged weapons, grapple (Strength +9), immunities (blunt weapons, electricity, force attacks), regenerate 1 hp/round, half damage from fire, cold vulnerability, malleable form; SV Fort +2, Ref +6, Will +1; AL L.

These strange creatures are formed of a softly glowing whitish-yellow protoplasm. They have solid black eyes with whitish-yellow irises. Reproducing by division every 10 years, they range in size from three feet in height to over eight feet, depending on their maturity level. Plasmoids move by either bouncing along or undulation, and can alter their shape to fit through the smallest holes and cracks. They originally hail from the world of Quasar, but have been found on different worlds as well.

Plasmoids tend to be solitary creatures, but they have an affinity for Lawful humanoids, sometimes becoming their self-appointed protectors and guardians. Plasmoids can fully understand humanoid languages and desires after 1-3 weeks, but communicate with each other through a language of chitters and babbling, along with eye expressions. They draw their
sustenance from the very air. These creatures are very difficult to kill. They can be stretched, even sundered, and they will reform their shape in moments and start regenerating the damage taken. Usually these whimsical, strange yet kind creatures spend most of their time
defending either their territory, their young, or their allies. Some wander their world, hiding from those that might fear them while searching for potential allies.


In combat, Plasmoid bodies shift and undulate in strange ways to avoid blows. This is even more effective against ranged attacks, which they can dodge with comparative ease. Their elastic, spongy flesh is immune to impact damage and blunt weapons, electricity, and force attacks (such as magic missiles). They take only half damage from fire, but are vulnerable to cold, which causes a –4 penalty to AC and a –1d penalty to a Plasmoid’s Action Dice for 1d5 rounds. These effects are cumulative with multiple cold-based attacks.

A Plasmoid can attempt to wrap around an opponent, doing no damage but potentially disabling him unless he can succeed in an opposed Strength check. A creature which fails three such checks is helpless.

Plasmoids are very intelligent, and can reshape their bodies roughly into any solid shape they can imagine. Because of their resilience and elasticity, they can form umbrella-like shields, parachutes, or even trampolines. The efficacy of any given form must be determined by the judge on a case-by-case basis, but the judge is encouraged to grant the Plasmoid a faux “Deed Die” or a die type equal to its Hit Dice (1d4, 1d6, or 1d8). This faux die does not add to attack roll or damage, but the result can be used to judge the success of attempts to trip, encumber a weapon, etc., that the Plasmoid may make inside or outside combat. This faux die can also be reduced by cold-based attacks, or have circumstantial penalties or bonuses using the dice chain as the judge determines.


Source: The Herculoids (Hanna Barbera Productions). Modified from original write-up by Rendclaw, via Turgenev’s PDF collection.

Note: The relationship between the Plasmoids of Quasar and other strange, bud oddly similar, creatures isn't well understood. In particular, the Shmoo seems to be a somewhat less malleable neutrally-aligned relative of the Plasmoids. Shmoos also reproduce far more quickly than do Plasmoids, and a single Shmoo may rapidly become an infestation.

Wednesday, 15 July 2015

The Chained Coffin Rides Again!

The Peril on the Purple Planet boxed set has gotten a lot of attention, and for good reason. But it is not the only recent boxed set from Goodman Games. I call you attention to the Chained Coffin boxed set, written predominantly by Mr. Michael Curtis. In all fairness, I was given a chance to playtest the adventure with my group, although uncredited, and had nothing but praise for it then. The lack of useful feedback may have something to do with being uncredited.

The main advantage of the boxed set is a fully-realized, non-standard fantasy setting that owes much to the “Silver John” stories of Manly Wade Wellman. The advent of the Dungeon Crawl Classics role-playing game encouraged me to look again at the list of Appendix N authors in the original Dungeon Master’s Guide. Among them were a few authors I had never really read before. Manly Wade Wellman is a strong storyteller, with an excellent voice. I have devoured all of his work that has fallen within my reach…not only John the Balladeer, but also Hok the Mighty.

Michael Cutis has really managed to capture the tone and feel of these stories within a fantasy RPG framework. I don’t know that there is any higher praise I can give without adding spoilers about the adventures herein. Perhaps a secondary, and better, praise can be added: In a recent conversation at the gaming table, returning to the Shudder Mountains has been suggested amongst the players themselves. Perhaps, they say, they should try to find Ol’ Blackcloak again, and this time actually talk to him.

Within the boxed set, you get the titular module, an 11 x 17 map, the Almanac of the Shudder Mountains, the Chained Coffin Companion, Sour Spring Hollow, The Woeful Caves of Yander Mountain, and, if you paid premium, a complex handout for a puzzle in the module. Taken altogether, this gives the prospective judge a funnel, a 3rd level adventure, a 5th level adventure, and enough information on the setting to (1) modify the DCC rules to take advantage of its strengths while (2) having material to play for a long, long time.

Several creatures from Appalachian folklore – or seemingly straight from the pages of the inspirational literature – are also provided, and provided well. As is magic appropriate to the setting. Hell, the whole thing’s good. The only thing I had asked for, and did not get, with this set was a CD of Michael Curtis singing folk songs. I’ve never heard Michael Curtis sing, so it could be a blessing.

These adventures are all good, and, even more importantly, they all capture the right “feel” for the setting. The Chained Coffin itself offers the players a rather unique experience – carrying around an NPC within a coffin that they cannot open. Hopefully, the NPC is who he claims to be. Hopefully, they can make peace with the superstitious folk living on the mountain while carrying around a coffin covered with Chaotic sigils. The climactic encounter of this adventure briefly introduces another location that I, as a judge, immediately wanted to detail and have the players explore.

Michael Curtis, I am sure you know what I mean, so get to work on it!

There is also a bonus adventure, The Rat King’s River of Death, by Sean Bean, which is disgustingly worthy in its own right, although it doesn’t necessarily fit into the Shudder Mountains. This adds a level 1 adventure to the brew, and cunning judges will find a way to incorporate the material if they wish.

Finally, if you need more material that can be meshed into your Shudder Mountain campaign, you can easily use my own Arwich Grinder published in Crawl#9, Mermaids from Yuggoth from In the Prison of the Squid Sorcerer (you will note a Silver John reference in this adventure; the first of two adventures for DCC – and both in this product – designed to be played interspersed with other adventures), and (perhaps) even Tomb of the Squonk from PulpWeird Adventures #1.

The Chained Coffin boxed set is well worth the money.


Good gaming!