House Rules Poll

I started reading some of the Castle Keepers Guide for Castles and Crusades this weekend. Right up front there is a one page section on not being bound by the rules. If the rules are impeding your fun, amend it, change it, but do not let a rule get in the way of your fun.

This got me thinking a bit and is the reason behind today’s poll. How many folks out there house rule their game? A little? A lot? Absolutely not? Does the type of system have an influence on whether you house rule your game or not?

Feel free to use the comment section to clarify your use of house rules. I am sure the poll won’t completely capture people’s use of house rules.

Here is the poll:

[polldaddy poll=6608181]

We’ll let the poll sit out there for a few days and then I will comment on the poll results and my thoughts on house rules.

Review: Midgard Campaign Setting

Kobold Press released the Midgard Campaign Setting earlier this week. For those unfamiliar with the Midgard setting , it started as the home campaign of Wolfgang Baur. The setting had been the home world for many of the books Kobold Press (formerly Open Design) has released over the past few years. Taking this a step further, Wolfgang Baur opened the campaign to supporting patrons resulting in the product available today.

Front cover design credits go to Wolfgang Baur, Jeff Grubb, Brandon Hodge, Christina Styles, and Dan Voyce. Cartography credits to Jonathan Roberts, Sean Macdonald, and Lucas Haley. There are many folks responsible for art in the book and included on the list are Storn Cook, Callie Winters, Hugo Solis, and more.

The book is available in hard cover format, soft cover format and PDF, ranging in price from $49.99 for the hardcover+PDF to $19.99 for the PDF only. The physical books are available from the Kobold Quarterly store and Paizo.com. The PDF is available at each of the above points of sale and at DriveThruRPG.

What is inside?

The book weighs in at 296 pages and uses the Pathfinder rule system for mechanic elements, though an appendix is included for the AGE system as well. The setting is described as a dark fantasy world with a European influence. Along with new “crunch” to support the more than 50 kingdoms detailed in the tome, there are new feats, traits, spells, cleric domains, and more. The book contains ten chapters, three appendices, and an index.

Chapter One is an introduction to Midgard providing the reader with information on the seven secrets of Midgard that make this campaign setting unique from others. A history of Midgard is included as well as information on time, planes, and dates. The Ley Lines of the campaign setting are defined and includes feats associated with Ley Lines and how to use a Ley Line. Read on for more information on Ley Lines below.

Chapter Two covers the people and classes of Midgard. The optional rule of status, a mechanic for tracking fame and notoriety within the world is also detailed in this chapter. In addition to the major traditional races such as humans, elves, dwarves, the setting adds other major races – dragonkin, gearforged, kobolds, and minotaurs. The chapter concludes with additional feats and traits for each of the major regions of the Midgard campaign world.

Chapters Three through Nine cover the regions of Midgard. These chapters provide a detailed look at each region, highlighting life there, regional differences, cities, and more. Each section also includes possible adventure hooks for a GM looking to run a game in that area. The regional chapters are quite detailed and do an excellent job getting a GM up to speed on characteristics for these regions.

Chapter Ten delves into the Pantheon of the world. The Great Serpent of the world is discussed, gods by various regional area, and new domains are introduced – including a beer domain (Oh, how many dwarven clerics I’ve played that could have used this)!

Moving on to the Appendices, we find the first dedicated to the AGE system. It introduces numerous backgrounds for AGE fans and specializations. This appendix comes in at 14 pages. Appendix two contains regional encounter tables and appendix three is a short section on what other Kobold Press materials have information that expand on topics in the campaign setting itself.

Is it any good?

Midgard Campaign Setting is an excellent release from Kobold Press. The book is very well organized and provides numerous regions, ideas, and even mechanics to borrow for your own campaign world.

My favorite item from the book is the ley lines. Ley lines are arcane and divine magic sources that can enhance the power of a spell if the caster is near it during casting. Ley lines are invisible sources of power to most, though some mages may have the ability to see them. Ley lines enhance spells by providing some meta-magic effect to the spell being cast. This could include heightening the spell, causing it to reach further, remove the need for verbal or somatic components and more. Very powerful mages can learn to control these sources of power more reliably. Ley lines can vary in power from.

Ley lines are handled mechanically through a variety of feats to learn to use them and in some cases control them. Several random tables are provided for the different powered ley lines for generating the random effects when tapping into a ley line’s power.

I found ley lines a very interesting portion of Midgard. Even if you have your own campaign world, ley lines are ripe for the plundering. I know I will be considering them for my campaign worlds even if I don’t run a game in Midgard.

There are many regions detailed in the book that will enable a GM to place a campaign start in a myriad of areas that best fit the feel they want. All of them were good in my opinion with enough information to give you a feel for the idea without them being so detailed that I would feel stifled running in this campaign world. That is a difficult balance to strike, but I think a good job was done here.

Elven regions, human regions, dwarven regions all have a place in Midgard. Beyond the traditional regions one would expect in a fantasy setting there several that bring new flavor as well. There are the Dragon Lands where the dragons rule supreme and humans are looked down upon. The minotaurs have their region to call their own. Even the ghouls have the Empire of Ghouls to call their own.

Even the predominant human regions have interesting twists to keep them interesting. I found the area of The Seven Cities quite fun. The regions here have made war a normal part of life. There is even a season for war with a strict set of protocols for declaring war, waging war, and more. This season even brings mercenaries down on a seasonal basis from other areas. The dwarven mercenaries of Ironcrag are notorious for raising free companies and heading south to participate in these wars.

Further to the west one finds the Wasted West. This land was obliterated in the Great Mage Wars scarring the lands forever. To this day monstrosities and rips in the fabrics of the planes themselves dot the land. Magic behaves differently, the storms are supernatural, and macabre landmarks are used by travelers to cross this land. There are so many adventure plot hooks here that a GM would likely never run out of ideas for their campaign just from this region.

The races that are added are also well-done and fit the world. Dragonkin, Gearforged, minotaurs and others have excellent backgrounds and a reason for being in the world. While I tend not to stray from traditional races in my games, the story behind the gearforged was interesting with the blending of ones soul with the clockwork mechanics. Well done.

The art and maps in the book are very good as well. With many full page art pieces at the beginning of each chapter and other inspiring works spread throughout the book. The maps are excellent and include many city maps. While not a part of this particular review, be sure to check out the Midgard iPad Atlas to really bring the world map to a unique medium. (Read The Iron Tavern’s post on the Midgard iPad Atlas).

This book is advertised as a Pathfinder compatible setting and an AGE appendix to bring that system to the mix. If those are not your systems of your choice, do not let that deter you. The mechanics in the core of the book are for the Pathfinder system, but there is a tremendous amount of material that is setting neutral that will serve GMs of other systems. I rarely run Pathfinder these days and will still find lots of useful ideas for my own campaigns.

My only complaint is more related to a technology factor. Paizo has spoiled me with their “lite” versions of PDFs for their more graphic intensive books. The Midgard Campaign Setting feels a little clunky on my tablet. Admittedly I am still using a generation 1 iPad for RPG PDFs, so I am on an older device. A “lite” version like Paizo releases would help with much smoother page turns while reading on the tablet. This is a minor nitpick, the PDF is usable on my iPad, I am just spoiled by the bar Paizo set with their “lite” PDFs.

The Wrap Up

I have only touched on some of the highlights from the book in my eyes. Even with this summary I am neglecting other gems in the book. There are surely to be things in this book that help inspire your game as well. I really cannot do the campaign setting justice in a single review.

The Midgard Campaign Setting is an excellent release from Kobold Press. If you are looking for a new campaign setting to start you next campaign in, look no further. If you have an established setting or you homebrew, you still owe it to yourself to pick this book up. There is a multitude of material to borrow to inspire your own campaign setting of choice. Great job Kobold Press!

Castles and Crusades

I have recently been taking another look at Castles and Crusades from Troll Lord Games. Castles and Crusades was released in 2004. At the time I was playing D&D 3.5 and pretty happy with the system, so my initial look was more out of curiosity.

Now in 2012, Troll Lord Games has released the 5th printing of the Castles and Crusades Players Handbook. I said 5th printing, not edition. The 5th printing of the Players Handbook is in color, includes errata, and the encumbrance rules have changed from the earlier printings.

Background

I have run and played a lot of Pathfinder and before that a lot of D&D 3.x. Regular readers of The Iron Tavern know I have been running a lot of Dungeon Crawl Classics RPG recently as well. The spark that DCC RPG has given me also has me curious about other games with a lightweight rules system.

I have really enjoyed DCC RPG and our Tuesday night group is having a great time. My son however thinks there is just a little too much randomness in DCC RPG to his taste. I can understand where he is coming from. He wants his spells to work consistently and to feel a little more heroic in his gaming than DCC RPG might lend itself to be.

I have introduced my son to Pathfinder and he has been having a great time with that. I sometimes think he might spend more time worrying about feats and skill selections though than being creative and letting his mind run wild with his characters.

I have been having some thoughts on just how many rules I need in an RPG as well. That thought is a subject for another blog post, but these thoughts have led me to lightly kick the tires of a few other systems.

So when Troll Lord Games was running a promotion recently and I was able to snag the PDF of the Players Handbook at an impulse buy price, I snatched it up.

C&C

I read through the Players Handbook refreshing my memory from my brief look at the system several years ago. This time something really seems to strike a chord with me. I have classes and plenty to choose from. I have a simple resolution system with the SIEGE Engine used by Castles and Crusades. I have high levels of adaptability to adventures from 1st edition to 3.x.

Missing from Castles and Crusades? Long skill lists and feats!

Motivated readers can find many a message board post from me where I supported the 3.x skill system. In retrospect I think what I really liked was not so much the skill list, but the fact there was a consistent system to resolve tasks needing skills. Taking a step back I can more fully appreciate the SEIGE Engine with its using an ability score check to resolve tasks requiring a “skill check”.

Feats. DCC RPG taught me that feats were in actuality limiting to a players creativity. This area of rules has a major influence on what a character can or cannot do. Castles and Crusades does not use feats – get creative, come up with a cool move and trust your Castle Keeper (GM) to adjudicate the action. Let the CK have the power to resolve things and not turn this over to feats.

SIEGE What?

As noted above, Castles and Crusades uses its SIEGE Engine for its resolution mechanic. Based on ability scores, you roll an ability check and depending on whether the ability is a prime or secondary ability that determines the difficulty. If rolling a check with a prime ability the base for the check is a 12. If a secondary it is an 18. You then add in any other modifier to affect the base and the player rolls a d20, needing to beat the Challenge Level the CK sets.

That is it. That is the SIEGE Engine in a nutshell. Want to lift a large boulder? Make an ability check. The check will be a little easier if Strength is a prime ability for your character and a little more difficult if it is a secondary ability.

Fresh Air

I think Castles and Crusades might scratch the itch I have right now. I have really come to appreciate a rules-light system from my time with DCC RPG. As I have become more overwhelmed with the Pathfinder rules as the system grows, I may have found another system to add to my stable for when I run.

DCC RPG hits the spot for a lot of us old-timers where the randomness makes things fresh again. Castles and Crusades gives me the older school feel with modern mechanics. I am starting to think all of my old modules and such have relevance again as they will be easy to run under C&C rules.

By the time you read this the order I placed for the physical Castles and Crusades rulebooks should have arrived. We will give it a test with my son in the near future. Keep an eye out for that blog post in the future!

Campaign Settings: Published vs. Homebrew

Any GM getting set to start a campaign must make a choice up front whether to run a published campaign setting or a homebrew. This choice helps set the stage for the whole game.

Several factors can influence which option a GM or a group chooses. Sometimes the GM makes the choice for the group, considering time, familiarity with a published setting and interest in a published setting. Other times the group will come to a consensus, though I find this more the case of how interested the GM is in running a published campaign world and having players have some input on which one.

My Past Choices

Since I came back from my sabbatical from gaming many years ago, I have been running my games in published campaign settings. I originally came back with Forgotten Realms, dipping my toe in little used areas, like The Vast (yeah, go check your campaign maps, it really is a region). Then I moved on to regions like the Silver Marches for the region to start my games.

I had a brief stint of seriously considering converting my games to the world of Erde from Troll Lord Games. I never did end up running a game in that world, but I think the fact it was lesser used and more of an unknown to many people is what tempted me to try that campaign setting out.

After many years of Forgotten Realms games Golarion caught my eye from Paizo and I started to run games in Golarion. A large portion of that was due to adventure paths being set in the campaign world, so it was only natural not to re-write all of those bits.

Why did I choose published campaign settings when I picked up gaming again? I thought it would save me time. I wanted to run adventures, not design whole entire campaign settings. That was my prime motivating factor in choosing to run published settings.

Now I do like the settings I have chosen in the past. I am a Forgotten Realms fan and Golarion has proven equally fun to read and run as well. But essentially, I chose these settings because I thought it would save me time by laying the framework of the world as my canvas.

Reconsidering

Recently I have found myself reconsidering running games in a published setting. I am starting to question whether it actually saves me time or not. The biggest hassle of running campaigns in published settings for me is the constant nagging that a decision I make on the fly ends up contradicting something within the campaign setting. Getting a distance wrong, judging the next door kingdom’s attitude towards the one the characters are currently in, the name of a prominent Inn in a major city, and more. Frankly, it starts to feel like homework learning a new campaign setting well enough to run without constant contradictions. The prep just to learn the published setting starts to take away from the time I can prep for an actual adventure itself.

My New Choice

For my most recent campaign under the Dungeon Crawl Classics RPG system, I chose to “homebrew” my campaign world. Rather than starting with a completely mapped out and detailed world, I took a module and used it to start my world. From there we will be growing out as needed, the lands become more known and the story growing from there.

If I need an organization as a plot hook, I make one up instead of researching it. I can often make one up with some rough notes faster than I can research published materials to find just the right one. If I need a Kingdom next door that is threatening to stop transportation of raw materials, I can again jot down a few notes and the Kingdom springs into existence.

Or maybe I do see a city map and description I like in a published setting’s guide. I am free to yank that for my own use and drop it into my world. I can use the building names alone, borrow NPCs, or if I need, ignore power structures that don’t blend with my world and remove them.

So far it has been a great decision. It feels much more liberating. Things I make up on the fly are jotted down in notes and the world grows outward from there. No worries of contradicting something or needing to reference a campaign guide.

For times I do need something more involved, I can borrow something from a published setting and drop it down into my world with much less concern of invalidating something that is canon in the campaign world.

Conclusion

For years I thought I was saving myself time by choosing a published campaign setting. Given what I have learned over the past couple of months I am not so sure anymore. I think the work to make things fit well into a published setting wasn’t really saving me as much time as I thought.

With that said, I still plan on reading various campaign settings and collecting the ones that interest me. There are a lot of good ideas out there and I would be foolish to ignore new settings all together.

What about you? Do you find published campaign settings a timesaver?

Friday Catch Up

Today we talk about some of the things going on around The Iron Tavern.

Social Media

First up, The Iron Tavern and social media. Many readers have found us on Twitter and Google+, but I finally started a Facebook page for those that use that as their primary social media outlet.

The Iron Tavern on Facebook: Our newest social media outlet, swing by the Facebook page and give The Iron Tavern a Like if you would.

The Iron Tavern on Google+: The Google+ page is not new, but perhaps under advertised. Pointers to the updates here at The Iron Tavern are regularly posted to the Google+ page.

The Iron Tavern on Twitter: I post updates to The Iron Tavern under my Twitter account, so another excellent way to keep up with what is happening over here. Stop by and say Hi.

Guest Blogging

Recently The Iron Tavern opened up the doors to some guest bloggers. This has worked out really well and has brought a different perspective and more importantly, posts on some different fantasy RPG systems! In case you have missed the guest blog posts, I wanted to take a moment to highlight them here again today.

UbiquitousRat has been covering the new Rolemaster Playtest for us and been doing an excellent job. His series will continue as he provides insights on the playtest and how he adapts the rules to his home setting of Heroic Mykenaea.

Shortymonster wrote an excellent post on OSR as a State of Mind. His premise that any RPG game can be played as an OSR game, it is just a matter of how you approach it.

Kelly Davis posted a great review on Dungeonslayers earlier this week. Dungeonslayers is a free fantasy RPG with a focus on lean, mean mechanics for an old fashioned RPG feel. Kelly covered the game in-depth and is well worth the read if you are considering your options for a free RPG or just need a change of pace.

The Iron Tavern still has room for a couple of more guest bloggers. If you have a series of posts you would like to do or even just a single topic you would like to cover, let me know. I posted information on how to contact me in a recent Guest Bloggers Wanted post.

Review: Through the Cotillion of Hours

Author:  Daniel J. Bishop
Publisher:  Purple Duck Games
Art: Scott Ackerman
Price: PDF $3.50 / Print(+ PDF) $7.50
Pages:   15

Through the Cotillion of Hours is Purple Duck Games third release in their Adventure Locale line supporting the Dungeon Crawl Classics RPG and the second written by Daniel Bishop. The Adventure Locale series of adventures written to be dropped into nearly any DCC RPG campaign with minimal prep. One of the unique characteristics about this particular release is it can be used for any character level and any number of characters.

As noted in the blurb text for the adventure, sleeping characters are invited to a masked ball of the Dreaming God, Somnus. Donning masks the characters are granted entrance to the palace where they are left to find the Dreaming God Somnus to possibly ask him to grant them some request. Best be careful though as not all requests are met with pleasure.

The adventure can be run as a drop-in as it can occur while characters sleep. That keeps a DCC RPG judge from having to work it into the current campaign as it can literally happen at anytime in a campaign path.

I mentioned earlier the Adventure Locale series are designed to be run with minimal prep and dropped into existing campaign worlds. This adventure truly delivers on the drop-in factor. Given that it can be run with any number of players and any level of character, it really is quite flexible. I could easily see prepping this and having it ready to run for nights that we are a couple of players short. This module could certainly save me from needing to cancel a session due to last minute cancellations. All I need is for the characters to sleep and I have an adventure for them to take part in.

The other nice thing about this adventure is that they might not complete it the first time through. That isn’t an issue as it can become a recurring dream. So if I were to run it for a couple of players one night I could always pick it up again on another week where we were short some players.

The prep factor of this one is higher than the first two in my opinion, mainly because the judge needs to learn the dream world and how things work there. The adventure is also timed and the judge needs to be ready to track that time and know how to advance that “clock” forward. The previous two adventures I could literally run after a brief skim of the PDF. This one needs a slightly more thorough reading to be ready to run. The time needed is well worth it in my opinion, but it does need a bit more prep time.

Another thought that kept passing through my head as I read this one was the tie-ins to Coliseum Morpheuon from Rite Publishing. I reviewed Coliseum Morpheuon here at The Iron Tavern several months ago, but it covered a whole dream world as well. It could be an interesting area for a DCC RPG judge to explore if they chose.

All in all another solid adventure from the Purple Duck Games for DCC RPG. This one will be nice to have in the back pocket for times we have a couple of players cancel. I look forward to the next in the Adventure Locale series.

DCC RPG: Fast Zombies

Art by welovethedark on Flickr, used under Creative Commons

 

Background

Zombies have been on my mind a lot recently. I started listening the We’re Alive audio drama a couple of weeks ago and have been catching up on all of the episodes so far. In this drama there are several types of zombies – ones that can move extremely fast, behemoth sized zombies, jumpers, climbers and smart zombies. I’ve found myself intrigued by fast zombies before and other systems do have fast zombies. With that as my spark I wrote up a fast zombie creature and the framework of a ritual to go along with it. After all these things have to be created somehow!

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The Ritual

Lost to the passage of time in an ancient necromancer’s laboratory is the rite of ritualized magic to create powerful undead. Within these dusty tomes are rituals thought by many of the art to be impossible. Combining the dark arts of wizardly and clerical necromancy the tome details a three-day ritual by both to create this breed of fast zombie. The ritual frees the animated zombie of the chains of rigor mortis while retaining its mindless obedience and its ability to sustain devastating amounts of damage before its destruction.

Wizards and dark clerics who study these long lost tomes over time will decipher the ritual and learn the tools, words and movements to complete the ritual. While the majority of the ritual needs to occur near a cemetery or suitable burial ground, the final portion of the ritual must occur under the phase of a new moon at the burial ground. Several of the required components are not trivial to obtain, further complicating successful completion of this ritual. Components can vary depending on slight variations of the ritual and what is available. Several ounces of quicksilver or mercury are always required for the ritual.

Upon successful completion of the ritual the casters are able to animate fast zombies.

The Zombie

Zombie, Fast: Init +2; Atk bite +3 melee (1d6+1);AC 12; HD 3d6; MV 40’; Act 1d20; SP un-dead, on critical hit also gains additional attack; SV Fort +4, Ref +2, Will +2; AL C

Fast Zombies are terrifying opponents and frequently catch unsuspecting adventurers unaware. Bearing remarkable resemblance to the more typical zombie, the fast zombies have remarkable speed that often takes their opponents by surprise. Few can out distance a fast zombie who will pursue untiringly after threats. The fast zombie does this while retaining the toughness of slow moving zombie.

High Level Characters, Low Level Adventure

My local group recently finished up Council of Thieves. I did not run the campaign, the other GM in my group has been running it. This past week we started in on Serpent’s Skull. That sounds typical of a lot of Pathfinder groups I am sure. Finish one Adventure Path and then move to the next. The difference in this case is that our GM let us bring our characters from Council of Thieves to the Serpent’s Skull campaign. 10th level characters tackling a 1st level adventure.

My local GM has a habit of trying unusual things with his games. Our first game with him many years ago had the 1st level PCs finding a 150,000gp treasure hoard. Back in the 3.5 days he used to give us a feat every level. This time it is letting us carry over high level characters to a lower level adventure.

He has been planning this transition for several months, he mentioned it even towards the beginning of Council of Thieves. As the previous Adventure Path wrapped up he mentioned again that he was going to give us the option of carrying our characters over. Of the four of us, three chose to continue with their character. The three that chose to continue with their characters include a bard, rogue and inquisitor. The fourth had an urban ranger and did not feel he would fit in, so re-rolled an oracle. The fourth is entering the campaign at 1st level.

I have a lot of faith in our GM to pull things off like this. We have a good group, we trust each other and so far our GM’s experiments have typically been successful. The other advantage he had going for him was the premise of the initial module of the AP involving a PC losing nearly all of their gear. He had a built-in way to separate us from all of our magical gear. Prior to the session he advised all of us to redo our character sheets without any of our gear except for one item of our choosing.

The GM had a hook to blend the APs together by taking an object we found amidst the Council of Thieves and needing to take it to the Mwangi Expanse to destroy it.

With the adventure underway the group found ourselves on an island minus a lot of our gear. Immediately we faced our first combat encounter with some crab-like scorpion things. The creatures obviously had their hit points boosted as it was taking several hits to kill them. They were still easy to hit, so the AC was the same. They were able to cause poison damage and that DC was left alone, though a combination of poor rolls still left 10th level characters feeling the effects of the poison.

Afterwards the GM confirmed with me my suspicions. All he had done to the creatures to ratchet them up a little was increase their hit points. The lack of gear really reduced the power of the characters and a few bad rolls still made the creatures somewhat of a threat.

Survival on this island is another component of the initial Serpent’s Skull adventure. Even this has its moments of challenge. The survival rolls are pretty easy, but there are only two characters, one of which is an NPC, that have decent ranks in survival. There are still several logistics of survival on the island to figure out that require us to think as players regardless of level. So even with high level characters this element of the AP still retains its fun. Granted our party’s make-up has some influence on this as we lack a wizard or cleric.

We are only one session in, but so far the experiment seems a success. By stripping us of our gear and boosting the hit points of the creatures we face, the element of fun is still there. It has been an interesting blend of Adventure Paths and I look forward to seeing how the rest of it plays out.

DCC RPG Limited Edition Cover

When Dungeon Crawl Classics RPG was released it was available in two different covers, the “normal” cover and a gold-foiled limited edition cover. I was a little behind getting into DCC RPG. I knew about the Beta but did not pay much attention to it as I was happy with my Pathfinder game. So I only ended up with the “normal” cover.

Recently there have been rumors and talks of a second limited edition cover for the Dungeon Crawl Classics RPG. To make it even better it was going to include a few small fixes and an index the second printing of the game received. A black-and-white sketch was posted of the cover as well.

Yesterday the pre-order opened for the second limited edition book and a picture of the cover was released. It simply looks great! The art is done by Doug Kovacs who really has the “feel” of DCC RPG art down. He has another winner with this cover as well. The book is now available for pre-order from Goodman Games website.

DCC RPG Limited Edition Cover

Review: Crawl! Issue #4

Crawl! is a fanzine for the Dungeon Crawl Classics RPG. The fanzine is wrangled by the Reverand Dak and is only available in paper form. In the day and age of electronic distribution that last point might sound a little odd. But it is quite refreshing to stroll out to the mailbox after work and find the most recent issue there.

The typical issue of Crawl! includes additional options and rules for DCC RPG. These can range form tables that expand the current game, new spells, patrons, and similar content. The most recent issue of Crawl! deviates from that content line-up and presents a full adventure.

Issue #4 includes a 5th level adventure written by Yves “sheriffharry” Larochelle, a detailed village with NPCs, a forest, a new dragon, a dungeon, new magic items and more. The layout of this issue was done in a way that allows people that are not necessarily in the market for a new adventure to “steal” bits and pieces and use them separately from the adventure itself.

While I have not been able to play-test the adventure in this issue, it reads well and should be an enjoyable session or two of fun. As mentioned before there are several things in this issue I could easily drop into my existing campaign. From monsters to NPCs to populated dungeons the issue proves very useful to an judge running DCC RPG.

Scott Ackerman does much of the artwork in this issue. If you are a fan of DCC RPG you have probably been seeing more and more of his art pop up in some of the 3PP products. Scott really seems to catch the Appendix N feel of DCC RPG with his art depicting twisted creatures and scenes.

If you play the Dungeon Crawl Classics RPG, you should check Crawl! out if you have not already.