Product– DCC Day #2: Beneath the Well of Brass
System- Dungeon Crawl Classics
Producer– Goodman Games
TL; DR– Great intro fun with some crazy story elements. 97%
Basics– Dragged by a brutal “king”, you have to find the secret of immortality or your village dies. You are nobodies when you go into the volcanic tunnel under a mountain, but you will emerge heroes if you survive!
Mechanics or Crunch-This is a great adventure for starter heroes. The players will get a kick out of this adventure as they get the basics overall. One issue is that there isn’t much combat here. There are traps, some crazy bits, and a finale, but not a ton of fights. A bit more would make this more fun. Also, most of my players get through this adventure in about three hours, so it’s a bit short. A few more fights might help this one. But what is here is nicely balanced, and a fun intro for your newer players. 4.5/5
Theme or Fluff– Oh DCC, never change! This story is crazy as you just get dumped into the dungeon, and then planar transport before level 1! Solid crazy stuff here; hellknights, a city of djinn, and a thug who needs killing all feature into this adventure. This adventure is just crazy gonzo fun for your players. 5/5
Execution– PDF? Yes. Hyperlinked? Yes. THIS IS LESS THAN 20 PAGES AND IT HAS HYPERLINKS! Goodman games knows how to put out some solid stuff. It has crazy, old school art. It’s easy to read. It’s fun to read on its own. It’s all the things I want in an intro adventure. 5/5
Summary-Solid work here for DCC Game Day. If you want to have some quick intro fun for your players to enter the world of DCC RPG. This is a well written, well crafted, easy to read adventure that is something almost every DCC gamer and honestly every RPG player should try. Check this one out quickly! 97%
Product– Pathfinder Society Scenario #2-02: Mountain of Sea and Sky
TL; DR-A better first scenario! 98%
Basics– Pathfinder! The Society calls! A new lodge is being built and new agents are needed to help with getting the area settled. You won’t be wielding a hammer. The land needs to be purified and the locals may help or hurt if you make enough friends. An intro adventure for levels 3 to 6.
Mechanics or Crunch-I love the crunch here. There are a ton of fights, but none drag on. Also, there are multiple things like social encounters, exploration, and some solid fights as well. Heck there is even a hard boss fight, but like all good RPGs, if you play smart and make friends, life is easier. This feels like a great introduction to the system and world, even better than 2-01. 5/5
Theme or Fluff– Story, combat, exploration, and social-all parts of a solid whole that make a fun adventure. When I run this I have a blast and so do my players. Nothing drags; there is always time left but you leave feeling full. More adventures like this are needed to pull new pathfinders into the fold. 5/5
Execution– PDF? Yes. Hyperlinked? Yes. Good layout, handout, and all the other basics make this a solid adventure. The only thing I don’t like are the maps that are marked up so I have to buy the other map somewhere else. That always feels cash grabby, but that is the only bad thing here. 4.75/5
Summary-I love this adventure. You get new locations, new characters, and solid fights that make a fun adventure. It’s balanced well with a fun boss fight and great execution that makes running this a blast. Would like clean maps, but that is my only problem. If you want some intro to Pathfinder, you won’t go wrong with this one. 98%
Product– Starfinder Society Scenario #1-16: Dreaming of the Future
TL; DR-Good introduction to the world of Starfinder Society. 92%
Basics– Starfinder! Society calls! New Starfinders are needed to help find the pieces of an old tablet that will open a long lost vault in the stars. This adventure is four short scenes that are all tied together in one adventure.
Mechanics or Crunch-This is a good introductory adventure that has some exploration, combat, space combat, and a bit of social interaction. The only downside is the pieces may be a bit easy for most players. Even pregens have an easy go of this one. But it’s fun nonetheless. 4.5/5
Theme or Fluff– This adventure is four short adventures that all tie together. It’s a bit rough between the pieces, but the goal of this one is to be more an intro to the world, Starfinder Society, and the system. It does a solid enough job with a decent story providing the basics of the world and story of it. 4.5/5
Execution– PDF? Yes. Hyperlinked? Yes. Good layout, handout, and all the other basics make this a solid adventure. The pieces I don’t like are the maps that you have to buy because the maps are marked up. I understand why, but it’s still annoying. That’s the worst part of the execution, so that is not bad at all. 4.75/5
Summary-. Dreaming of the Future is a solid introduction with a few rough parts. The rough parts are all due to the episodic nature of this one. The pieces are short but that helps with new players learning the system. If you want a fun quick adventure for a new group of Starfinders, you would have a hard time finding a better one than this one. 92%
Product– Achtung! Cthulhu 2d20: Operation Vanguard
System- Achtung! Cthulhu 2d20
TL; DR– Almost perfect but not what I wanted. 97%
Basics– Time to go, soldier! You just stopped a Black Sun ritual, so now it’s off to stop more Nazi shenanigans! What could they be doing off at sea?
Mechanics or Crunch-Achtung! Cthulhu 2d20 does almost all the things I want and does them right, and this adventure has that as well. Solid monsters and encounters lead you through a stealth to destruction mission with lots of fun along the way. Just well done crunch if you like the 2d20 system. 5/5
Theme or Fluff– The theme/fluff/story is where I have my one major problem. The story itself is great. Investigate Nazi base, destroy, stop bad guys-all the fun things players want to do in Pulp Weird War II. But, this was billed as the sequel to the starter adventure, and it is, but it’s just a second adventure after the first. They are not connected in any real way. It doesn’t tell as much of a continuing story aside from “go destroy more weird stuff.” Go destroy the weird stuff is honestly 90% of A!C 2d20, and that’s why my players and I are here. But, I wanted the escape from France of the last adventure. My players LEVELED the castle in the last one as nothing stops evil like 40 TONS of stone to the head. So my expectations were slightly let down. If you don’t have the same expectation, you will have a blast. 4.5/5
Execution– PDF? Yes. Hyperlinked? Yes, extremely well done. I LOVE THIS PRODUCT. A page with pictures to cut out to give to players for handouts, hyperlinks EVERYWHERE, easy to read, nice stat blocks, and TWO VERSIONS as a less graphics intensive one makes my tablet run better all make me a happy GM. This is how I want books made. 5/5Summary– Oh A!C 2d20… you make me so happy. It’s a well done, slick system, and this is a well done slick adventure for it. I just wish this was more “direct sequence” and less “continuing adventures”, but oh well. If you don’t have my singular crazy obsession with continuity, then you will absolutely LOVE this book. From crunch, to story, to just general production, I’m glad to have this one. 97%
Product– Dungeon Crawl Classics #66.5: Doom of the Savage King
System- DCC RPG
Producer– Goodman Games
TL; DR– Appendix N shoot first ask questions never? 97%
Basics– Time to kill the unkillable! Doom of the Savage Kings starts out deep in the action as the players come upon a local lord tying a young woman to a pole to be eaten by a beast to sate its bloodlust. What happens next is completely up to the “heroes”! Save the girl? Serve the Lord? Either way there is an unkillable beast that needs slaying if the sacrifices are to stop.
Mechanics or Crunch-This is an early one for DCC RPG, and it shows a bit. The mechanics are fine, but sometimes the Judge may have to tone down the challenge for the players to survive. Especially mine, as my players never met a situation where certain death deterred them in the slightest! It works well for higher player counts, but lower ones will need a bit of adjusting. Doom of the Savage Kings mechanically is an early very deadly, very fun adventure. 4.5/5
Theme or Fluff– This adventure is PURE Appendix N. Village sacrificing people to save the rest like “The Lottery” and an ancient tomb where weapons will slay not-Grendel? FANTASTIC! This adventure is gonzo fantasy that makes DCC DCC. 5/5
Execution– PDF? Yes. Hyperlinked? Yes, basically. This has what I need to run this adventure. Maps, quick rundown, and detailed enough encounters. It reads fast as my initial read through was five minutes before the game and my players had a blast completely abandoning the adventure’s basic path within five minutes. If you like the basic layout of DCC, then you will like this layout. Like always, Goodman Games DCC modules read like the old modules you used to get with some art in the middle, maps at the end, and a summary at the start. Since I’m living an era of gaming I wasn’t part when it came round the first time, it’s a blast to be part of it this time as the editing has massively improved the experience! 5/5
Summary– Doom of the Savage Kings is classic DCC RPG. It’s a bit harder than it needs to be so maybe some love from a Judge will save the PCs from their bad rolls if not their stupidity. The book itself is well laid out, and the plot is top notch. Players will have a blast saving a town, delving into old crypts, and killing the monster stalking the helpless in the fog. If you need your Boewulf fix but want to do it with some crazy DCCRPG rules, this is hands down a fantastic adventure to get into. 97%