Wednesday, 5 May 2021

Tales From the Fallen Empire Judge's Screen

 

The Tales From the Fallen Empire Judge's Screen was written by James Carpio with art by Eric Quigley and Ben Morgan. The publisher is Chapter 13 Press.

This product is a zip file containing 5 different files: the cover, and multiple versions of the Judge's Screen, include a deluxe screen in both landscape and portrait format. I own several Judge's Screens for Dungeon Crawl Classics, and I am still sad that this is not available in print on heavy cardstock. I would buy it for the artwork alone. 

While most of the artwork on other Judge's Screens focuses on the gonzo, or the varied nature of Appendix N-type gaming, this one drips solid sword & sorcery. These are not just screens that would be useful as a judge - the Ready Reference Booklet has me covered there - but simply to sit across from while someone else judged. It would certainly set the tone.

Obviously, this product ties in directly with Tales From the Fallen Empire.

Tired of popping open your DCC Core rulebook to consult the Crit tables? The Tales from the Fallen Empire Judges Screen contains useful combat tables for the Dungeon Crawl Classics RPG by Goodman Games and the Tales From the Fallen Empire Campaign Setting.  The screens feature the beautiful art of Eric Quigley depicting the fallen City-State of Y'Mataar on one side and useful tables on the inside. The download includes the original three panel screens in landscape and portrait and two new screens with more information for both DCC and tales.

Get It Here!

Tuesday, 4 May 2021

Tales From the Fallen Empire

Tales From the Fallen Empire is a setting book written by James Carpio, with Michael Curtis, Chris Lites, Colin Chapman, Mary Lindholm, Michael R. Smith, and Walter Adam Rinehart with additional contributions by Matthew Millman. Art is by Eric Quigley, Doug Kovacs, Michael Lavoie, Scott Ackerman, Alyssa Faden, Ben Morgan, Bradley K McDevitt, Darkzel, Gary Dupuis, Lenka Simeckova, Veysel Kara, and Tsolmon.  Some artwork is copyright William McAusland and used with permission. Some artwork  is copyright Skirmisher Publishing, LLC and used with permission. The publisher is Chapter 13 Press.

This is the first setting book, to my knowledge, which was produced for Dungeon Crawl Classics, and as such it is a combination of brilliance and banality in a way that is in turns frustrating and glorious.  The Endzeitgeist review was particularly focused on where the product fell short, and it is worth reading as a counterbalance to this entry.

The review is not wrong in imagining that the concepts of the setting book are more ambitious than the actual implementation is.  This came out in the early days of Dungeon Crawl Classics. and that does show. The setting is intended to be gritty, but is a bit more Lin Carter than Robert E. Howard. Some of the mechanics and ideas may have clear d20 System lineage. But there are also some good ideas, and a lot of material worth stealing and/or reworking into your home campaign.

Tales From the Fallen Empire introduces seven character classes: the Barbarian, Man-Ape (Ooruk), Marauder, Sentinel, Draki, Sorcerer, and Witch. For my money, the Sorcerer and Witch classes are the best of the lot. Sadly, there is no occupation table to create 0-level Man-Apes or Draki...again, early days. The Draki is a kind of sentient dragon/velociraptor. 

The book also includes rules for sanity and the lack thereof (Lore and Lucidity) , sea faring and naval combat (which will require a great deal of judge ruling to work, but this is DCC, right?), ritual magic, and creating magic items. You may wish to take inspiration from the examples of magic item creation, but the system itself is a lot more d20 System and a lot less Appendix N than it could be. There is a lot of meat here for ideas, even if you do not want to take the material exactly as presented.

Tales From the Fallen Empire includes five patrons, but all are given very minimal write-ups. These are Naaz-Ibhax (The Elder Eye and the Shapeless One, Chaos Lord), Tsernobog (The Tongue of Hod), A'goth-Amon (Abyssal Prince), Aakaanksha (The Granter of Pleasures), and the Horse Goddess of Shesh. At the time the book came out, any new patron information was desireable. Now, however, there are many patrons available and these beings will take a lot of work to fully flesh out. Still, they are valuable for their flavor.

The Bestiary does include useful creatures like djinn, golems, and sidhe. There is advice (and statistics!) for dogs and falcons, which are useful. There is also an optional rule, Advancing Animal Companions, which seems somewhat familiar.

The book also contains two adventures, The Slave Pens of Maxus and The Horrors of Hod, which Endzeitgeist has covered in his review. Overall, this is a book that I am glad that I have in my collection, but it is not one that I refer to often. I have never actually run a game set in this milieu, or run either adventure from the book.

1OO years have passed since Mankind revolted and slew the Sorcerer Kings of old… Now, the survivors of seven kingdoms begin to start new lives and hopes on the ashes of old. However, even as life continues, an ancient and forgotten evil stirs awaiting its moment to strike against mankind.

 Join the struggle for survival in a war-torn land where new empires arise to impose their will upon the masses. Vicious warlords fight to control territories carved out of fallen kingdoms. Imposing magicians emerge claiming the legacy of the Sorcerer Kings. High Priests of long forgotten gods and goddesses amass wealth in the name of divine right while Warrior-priests, devoted to a banished god, patrol the lands bringing justice to people abandoned by their rulers.

Within these pages is a detailed post-apocalyptic fantasy setting taking you through an ancient realm that is fighting for its survival and its humanity. Seek your fortune or meet your fate in the burning deserts of the once lush and vibrant land of Vuul, or travel to the humid jungles of Najambi to face the tribes of the Man-Apes and their brutal sacrificial rituals.

Tales From the Fallen Empire is a post apocalyptic swords & sorcery setting created for use with the Dungeon Crawl Classics RPG by Goodman Games.  It introduces new classes, setting inspired spells, new optional rules for swords & sorcery play and more.  Tighten the straps on your sandals, grab your weapon, and head forth into a land of trouble and turmoil. Adventure  awaits those foolhardy to enter the wastelands or for those who fear not the unknown. 

Setting Features

Within the campaign setting you will find:  6 new classes: Barbarian, Witch, Draki, Sentinel, Man-Ape, & Maurader.  Adding more choices for play in the setting and within the DCC RPG.

A revised Wizard Class (The Sorcerer) - A fiendish master of the arcane who draws energy from the living to perform powerful magics.

New Spells - Magic inspired by ancient Babylonian & Egyptian folklore and mythology

New Creatures - Monster befitting to classic swords and sorcery.  Battle savage dinosaurs,  ride into the unknown on a war trained moa, or match wits with the tribal man-apes of the southern jungles.

A detailed setting inspired by the works of Fritz Lieber, Robert E. Howard, Lynn Carter, H. P. Lovecraft, Roger Corman, and Michael Moorcock

Get It Here.


DCC Conversion Lost Tomb of the Bitchin' Chimera

DCC Conversion: Lost Tomb of the Bitchin' Chimera is a DCC conversion by George Holland of an OSR adventure (level 3 to 5) by Andrew Ervin. Art is by Justin Sirois in both products, with cartography by Niklas Wistedt/Paths Peculiar in the original product. The publisher in both cases is Severed Books.

This entry jumped the queue because the DCC Conversion (which is Pay What You Want) does not contain the actual adventure. You will need to buy the OSR version to make good use of the conversion. So, if you are thinking "A new DCC adventure is worth at least X dollars!" you will want to take into account the price of the original work.

The adventure itself is officially licensed by the Dead Milkmen, No DCC level range is given, but somewhere around 1-3 is probably appropriate. This was intended as a one-shot adventure. As with adventures like Rock God Death FugueNull Singularity, and Black Sun Deathcrawl, it is fun to imagine ways in which the product could be worked into a larger campaign. Really, this one is strange even by DCC standards, and your PCs will feel more like victims of a bad trip than protagonists of a sword & sorcery novel. This isn't necessarily a bad thing, but it is something you should be aware of.

The adventure could easily be set in Narcosa by way of the Sandsea. There is even a Drug User class in The Class Alphabet which you could use. You might also be able to throw this one into an Umerica game without too much trouble. It will still seem like some sort of drug trip for the characters. If you read the description of the adventure, which is included below, you will understand what I mean. 

There is a Crystalline Tree that a clever judge could link to The Palace of Unquiet Repose in a rather nasty way. The contrast between the very serious and the very silly could be interesting, but the Lost Tomb of the Bitchin' Chimera dares you to even try to take it seriously.

This is also, let's face it, a pretty bare-bones conversion. If the adventure took itself seriously, I would be bringing up all sorts of problems the judge is likely to face based on the NPCs alone. Let alone the adventure's use of Charisma and Comeliness in a way that is not going to map perfectly (or even, in some cases, well) to DCC's Personality. But the adventure does not take itself seriously, and the odds are that, if you are running it, you will not be taking it seriously enough for the conversion problems to matter.

Severed Books is thrilled to announce Lost Tomb of the Bitchin' Chimera, an officially licensed Dead Milkmen roleplaying game module set in the weird world of Tiny Town. Written by Andrew Ervin and illustrated by Justin Sirois, this one-shot adventure blends fantasy and punk into a hilarious story your players will never forget. 

A monstrous seabird is terrorizing the hamlet of Tiny Town. The distraught Mistress Brownnose calls for aid. If our adventurers hope to placate the beast, they must cross the Swampland of Desire and find the Life-Is-Shit Boneyard. There, if they’re brave enough—or dumb enough—to enter the lair of the Burrow Owlbear, they might just find the Tomb of the Bitchin’ Chimera.

The adventure is ultimately system-agnostic, and can also be enjoyed using the rules of the world’s greatest roleplaying game. It has been designed for player characters of levels 3 to 5 and you can play it as a stand-alone game or easily fit it into your ongoing campaign.

Remember, the DCC Conversion is not sufficient alone. 

You can get the conversion here and the OSR version here.

Sunday, 25 April 2021

Pamphlet Crawl Classics #1: The Black Wastes (Honorary)

Pamphlet Crawl Classics #1: The Black Wastes is a simplified version of the Dungeon Crawl Classics rules and a small adventure by James Smith and Jarrett Crader. No publisher is listed.

Disclosure: I received a copy of this in pdf form from James Smith.

This is a single page, double-sided, which would presumably be printed using a C-Fold or Z-Fold. It was, to my understanding, designed for quick pick-up games at Wayne Con. As such, it offers a greatly simplified system, which might be considered a cousin of Dungeon Crawl Classics. Mechanics, and even statistics, are different. As a result, I am giving this an Honorary listing. It is clearly based off of DCC, but it is its own animal.

The adventure itself is, quite literally, smaller than a one-page dungeon, being confined to less than a half panel of one of the three panels created by folding the page. Stats, plot, and information are minimal, befitting its use for pick-up games. 

I am not sure where you can get this, apart from asking one of the authors for a copy. If you have the ability to attend Wayne Con, you might even be lucky enough to have a chance to play it!

Saturday, 24 April 2021

DCC Lankhmar

DCC Lankhmar is a boxed campaign setting which includes three books, two maps, a judge's screen, and an adventure. Primary writing is by Michael Curtis with additional writing by Daniel J. Bishop, Bob Brinkman, Edgar Johnson, Brendan LaSalle, Terry Olson, and Harley Stroh. Art is by Doug Kovacs (including cover art and cartography), Stefan Poag (including adventure cover art), Brad McDevitt, Chris Arneson, Cliff Kurowski, Jennell Jaquays, Tom Galambos, and Chad Sergesketter. The publisher is Goodman Games. This product was officially licensed from the estate of Fritz Leiber.

Disclosure: I did additional writing for this project.

This boxed set is packed. When additional materials came out for Peril on the Purple Planet and The Chained Coffin, I was able to keep those materials together in the box. That is not the case with DCC Lankhmar - the adventures will not easily fit at all! This is not a criticism; it as an observation of just how much material the prospective judge and players are getting here.

The two maps provided are by Doug Kovacs, and represent the lands of Nehwon and city of Lankhmar. The city map, in particular, is massive and detailed. Michael Curtis was able to travel to the Fritz Leiber Archive at the University of Houston (because the Kickstarter was a massive success), resulting in the most accurate map of Lankhmar (in terms of Leiber's vision) that has appeared in a role-playing game product to date.

The three booklets are The Judge’s Guide to Nehwon, the Compendium of Secret Knowledge, and Lankhmar: City of the Black Toga. Between them, they supply all the information judges and players need to bring their own vision of Lankhmar to life. This includes new rules (including fleeting Luck, new ways to use patrons, new patrons, and more), descriptions of the lands of Nehwon, advice for running urban campaigns, and so on. The adventure, Dungeon Crawl Classics Lankhmar #0: No Small Crimes in Lankhmar, was written by Michael Curtis, and will have its own entry in the DCC Trove of Treasures. You can find a preview pdf of these boxed set materials here.

Full patron write-ups are provided for Issek of the Jug, Kos (or Kos of the Dooms), Mog the Spider God, Ningauble of the Seven Eyes, and Sheelba of the Eyeless Face. Incomplete patron entries (consisting of invoke patron and agent assistant effects) are provided for the Gods of Trouble, the Hates, and Winged Tyaa. Statistics are provided for Fafrhd and the Gray Mouser at various points of their careers as well as other important characters appearing in the original stories. Over 20 monsters are also supplied, which covers the majority of creatures mentioned by Fritz Leiber in the Nehwon stories.

For me, personally, the chance to contribute to this project was a fantastic opportunity. I became aware of the Lankhmar stories due to the "Nehwon Mythos" section of the original AD&D Deities & Demigods Cyclopedia. I was in high school when I found a few of the stories of the Twain in the school library. It was not until I started seriously delving into Appendix N following adopting Dungeon Crawl Classics that I read all of the Fritz Leiber stories of Fafhrd and the Gray Mouser. Being able to become an actual part of this set, no matter how small a part, was almost like being able to contribute to the works that had helped to shape me as a game master so many years ago.

DCC Lankhmar has come up on Spellburn a few times. It is discussed on the Sanctum Secorum podcast here. The source material is discussed on the Appendix N podcast here. Lankhmar comes up elsewhere in the DCC Trove of Treasures as well.

The boxed set officially licensed from the estate of Fritz Leiber!

Enter the thrilling world of Fritz Leiber’s Nehwon, home to the legendary city of Lankhmar and the infamous heroes Fafhrd and the Gray Mouser! Prepare yourself to battle members of the city’s nefarious Thieves’ Guild in fog- shrouded alleys, to barter for cursed curios in the Plaza of Dark Delights, and to seek the wisdom of Ningauble of the Seven Eyes and Sheelba of the Eyeless Face! All this and more is possible with DCC Lankhmar.

This boxed set contains comprehensive rules options and new material for the Dungeon Crawl Classics RPG explicitly designed to capture the unique setting of Nehwon and Lankhmar, the City of the Black Toga. Inside, you’ll find new spells, monsters, magical items, patrons, and rules to make your DCC RPG campaign more like Leiber’s exiting stories—including the popular “Fleeting Luck” mechanic where good fortune blesses your characters one minute, only to dash their hopes the next.

This set also includes a detailed look at Lankhmar and provides the judge with an assortment of descriptions, tables, and adventure ideas to get their DCC Lankhmar campaign up and running with a minimum of effort, including the adventure No Small Crimes in Lankhmar and a beautiful city map illustrated by Doug Kovacs. A copy of the Dungeon Crawl Classics rulebook is required to use this boxed set.

Thursday, 11 March 2021

The Palace of Unquiet Repose

The Palace of Unquiet Repose is a 3rd level adventure by Prince of Nothing. Art is by Malrex (including mapping), Chris Cold (including cover), Eray Erkoc, Gilgangarmi, James Vail, and "Anonymous Donor" (also mapping). The publisher is The Merciless Merchants.

Where to begin?

This product is the product of a successful Kickstarter that I somehow did not discover or back. It was originally written for Labyrinth Lord, with the DCC version seemingly having come about because they blew past their funding goals and took a poll for which additional system to convert it to.

The DCC conversion is clunky in places. I recommend that the experienced judge go through this with care, adjusting statistics and effects to better reflect the system. If you are less familiar with DCC, but conversant with other OSR games, you can probably make adjustments on the fly where needed. Just port in the rules you need when you need them.

Whether you are fully conversant with DCC or not, you will want to read this adventure through before you try to run it. There are a lot of moving parts, and there are several instances where you will want to be certain that you know how you are going to present areas to the PCs. There is no descriptive text, which is probably a good thing with this adventure, but there are places where more description would help. 

There is also a lot of treasure in here, so I would strongly caution the judge to dial back the gold piece values of things to about 10% of listed value. Even so, PCs could be fabulously wealthy when they leave the Palace. If they leave it at all. This is not just a TPK waiting to happen, it is several sequential TPKs.

If the foregoing makes it sound as though this adventure should be skipped, please accept my most sincere apologies. Running this well is going to be a challenge, but it is also going to be awesome for everyone involved. Although it nominally takes place in the Age of Dusk campaign setting, this can easily by altered by the judge. The Age of Dusk sounds like it falls somewhere between Zothique and the Dying Earth, albeit darker, though, so I would certainly be interested in learning more about the setting. The adventure doesn't just evoke a Sword & Sorcery feeling; it screams it from the rooftops until its voice is hoarse. To say that it is worth the effort to run it is a tremendous understatement.

The adventure is a relatively recent one, and I really don't want to spoil it for potential players or judges. I will say that I was intrigued reading the Adventure Hooks, loved the journey across the Glass Wastes, and then jumped into the Appendixes to better understand the adventure location proper. By this time I was well and truly hooked. Discretion is sometimes the better part of valor, and, if your players understand that they can do quite well. Or not. I would personally place this adventure as a persistent location that "activates" when the PCs are in the vicinity of the Glass Wastes and have reached the appropriate level. 4th and 5th level PCs will also find this a challenge, in my opinion, so I would be glad to let the area develop over time.

Let me add that when I was reading this I kept imagining Conan and other Pulp-Age heroes from Appendix N dealing with the encounters and scenarios in the module. There are factions to negotiate with, make alliances with, or oppose. Their are some great monsters who are truly monstrous. There are things that the PCs probably can't kill. There are also plenty of things to kill, and the best "owlbears" I have ever encountered. And the Wolves of Final Night? Every player deserved to encounter one at least once, and thereafter the mere mention will induce panic. As much as I wish the DCC conversion was more professionally completed, there is material herein that I very much wish I had written. 

The adventure also contains two complete patrons (including invoke patron results, patron taint, spellburn, and patron spells) which are actually relevant to the adventure: The Tesseract Tree and Uyu-Yadmogh. 

Uyu-Yadmogh. Prince of Princes. Archmage. Devourer of Children. Under the earth he built himself a palace in which he could abide eternity. Now he is only half-remembered legend.

The ground trembles, the earth is split asunder. In the sunken depths of the earth, the Palace awaits.

An adventure for those who dare.

Get It Here!

Sunday, 7 February 2021

The Jester

The Jester was written by Gustavo Tertoleone. Art is by Gustavo Tertoleone. The publisher is Black Dog.

This product is a single class (the Jester) with three progressions, suitable for Old School Essentials/Caves & Hexes, Lamentations of the Flame Princess, and Dungeon Crawl Classics. The format is a pdf that can be printed double-sided and folded into a pamphlet (with a C-Fold or Z-Fold, if you have the equipment available to do this for you; the layout suggests a C-Fold).

The heart of the class is a "Chaos Roll" - a d66 roll that allows the Jester to alter reality around them in several ways. The d66 is rolled with two different d6; one to indicate the "10s" place and the other to indicate the "1s" place, for a total of 36 different potential effects. The number of times that a Jester can roll on the table each day is also randomized, with higher-level Jesters getting more rolls.

This is a class that I would definitely allow into games that I run. The judge will have to adjudicate some of the "Chaos Roll" effects, but that should not be difficult.

A note on the art/typeface: If you look at the illustration, there is a "3D without 3D glasses" kind of effect that some might find headache inducing. It is appropriate for the class, but it might be hard to look at. The majority of the text is easier to read, but the numbers on the "Chaos Roll" use the same effect.

For those willing to play your favorite OSR game with a chaotic individual, the jester is here!

In this pamphlet you will find 4 different progression charts for Jesters: Old School Essentials, Caves & Hexes, Dungeon Crawl Classics, and Lamentations of the Flame Princess.

You will also find a D66 table with the chaotic actions, the big thing behind the jester class! It is a table full of chaotic elements inspired by the most classic cartoons from the previous century.

Get It Here!