roll 1d4: (1) You skin crackles and burns black (2) you litteraly light on fire (3)Your begin to blister and turn read (4) you beging to speed rot in the light
1
Roll this mutation check again, plus roll one additional defect.
2-4
You are weak to the sun and while in the sun you take 1d6 damage every 10 minutes in the light
5-7
You are weak to the sun and while in the sun you take 1d4 damage every 10 minutes in the light
8-11
You are weak to the sun and while in the sun you take 1d3 damage every 10 minutes in the light
12-15
You are weak to the sun and while in the sun you take 1d2 damage every 10 minutes in the light
16-17
You are weak to the sun and while in the sun you take 1 damage every 10 minutes in the light
Basics– Where are they going? The dead walk and towns disappear. Where did they go and can you save your town?
Mechanics or Crunch– God I love a good funnel. I also want to get a good quick intro to Thracia. This gives me the mechanical intro to DCC and whittles down the players. This is a solid, basic funnel. 5/5
Theme or Fluff– I don’t know much about Thracia, and this gives you the basics of the world. The world can’t be fully explained, but you get some monsters, some gods, and a fun intro to the world. It’s enough to hook you for more. 5/5
Execution– This is Goodman Games. They know how to write adventures and their audiences. I love everything here. 5/5
Summary– This is a good funnel by a good company. I also love fighting undead, so this is a match made in heaven. After this adventure, I can’t wait to hop into the larger Caverns of Thracia adventure! 100%
Basics– Let’s jump in! Forgotten dangers is a group of six random DCC adventures. They are not really connected to each other, but they are small, bite sized fun that you can drop into any DCC game.
Mechanics or Crunch– These adventures are set up well enough to be the right mix of deadly and fun. The crunch here works. There are crazy powerful items to play with as well as crazy powerful dangers. It’s solid DCC RPG fun. 5/5
Theme or Fluff– The individual adventures are fantastic, but I wish there was a connection between them. The individual adventures are all bat crap crazy, and that’s exactly what you play DCC for. The fault is the individuals are not connected. The adventures are good, but I wish they were a bit connected. 4.5/5
Execution– Solid layout, text, art, and flow make this an easy read. If you need an adventure for a session you did not prepare for, these adventures, while a bit simple, are enough that you have a solid four hours and can just hop right in as a GM. 5/5
Summary– I love DCC RPG. I love random one shots. This product is just those. It’s fun, but I wish this was a campaign or written where it could be. But without flow, this is still just solid fun to run with your friends. 97%
roll 1d4: (1) You open your mouth and vomit over the area (2) Your stomach swells and you have to blast out chucks of bile (3) your stomach swells and burst throwing acid at your targets (4) you gag and then blow chucks over your foes
1
failure, power may not be used again today
2-11
failure
12-13
You cover all targets in the area with acid dealing 1d6 acid damage
14-17
You cover all targets in the area with acid dealing 1d6 acid damage and the targets take 1d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid
18-19
You cover all targets in the area with acid dealing 2d6 acid damage and the targets take 1d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid
20-23
You cover all targets in the area with acid dealing 2d6 acid damage and the targets take 2d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid
24-27
You cover all targets in the area with acid dealing 3d6 acid damage and the targets take 2d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid
28-29
You cover all targets in the area with acid dealing 3d6 acid damage and the targets take 3d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid
30-31
You cover all targets in the area with acid dealing 4d6 acid damage and the targets take 3d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid
32+
You cover all targets in the area with acid dealing 4d6 acid damage and the targets take 4d4 acid damage every turn untill they make a reflex save at the start of their turn or spend an action to remove the acid
roll 1d4: (1) Your target begins to turn black and rot to pieces (2) The bit becomes inflamed and its spreads along the veins (3) The target becomes tired and sickly (4) The target slowly change into a zombie like you
1
failure, power may not be used again today
2-11
failure
12-13
The target takes 1 stamina damage. this repeates each day until they save or die. If they die, they arise as a zombie in one day
14-17
The target takes 1 stamina damage. this repeates each houruntil they save or die. If they die, they arise as a zombie in one day
18-19
The target takes 1 stamina damage. this repeates each round until they save or die. If they die, they arise as a zombie in one day
20-23
The target takes 1d3 stamina damage. this repeates each round until they save or die. If they die, they arise as a zombie in one day
24-27
The target takes 2d3 stamina damage. this repeates each round until they save or die. If they die, they arise as a zombie in one day
28-29
The target takes 3d3 stamina damage. this repeates each round until they save or die. If they die, they arise as a zombie in one day
30-31
The target takes 4d3 stamina damage. this repeates each round until they save or die. If they die, they arise as a zombie in one day
32+
The target instantly dies and arise as a zombie in one day
roll 1d4: (1) You take the hit and just keep going (2) Hunks are cut off and you just put them back in place (3) You can quickly stich the cut pieces back into place (4) The wound undoes itself after the blow
1
failure, power may not be used again today
2-11
failure
12-13
You reduce the damage you take by 1
14-17
You reduce the damage you take by 1d3
18-19
You reduce the damage you take by 1d4
20-23
You reduce the damage you take by 2d4
24-27
You reduce the damage you take by 3d4
28-29
You reduce the damage you take by 3d6
30-31
You reduce the damage you take by 3d8
32+
You completely reduce the damage you take to zero!
You use the powers granted by undeath for your mind
Manifestation
roll 1d4: (1) You touch your temple and focus your mind (2) Your eyes glow and powers happen (3) You flow with a fell purple light as you flex your powers (4)Things just happen!
1
failure, power may not be used again today
2-11
failure
12-13
You gain the ability to mentally lift 1d4 pounds of materials
14-17
You gain the ability to mentally lift 2d4 pounds of materials or project your thoughts to any creature within 30 feet
18-19
You gain the ability to mentally lift 2d6 pounds of materials or project your thoughts to as many creatures as you want within 60 feet
20-23
You gain the ability to mentally lift 3d6 pounds of materials, you can read the thoughts of any creature with in 30 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 60 feet
24-27
You gain the ability to mentally lift 3d8 pounds of materials, you can read the thoughts of any creature with in 30 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 100 feet
28-29
You gain the ability to mentally lift 3d8 pounds of materials, you can read the thoughts of any creature with in 30 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 1000 feet
30-31
You gain the ability to mentally lift 4d8 pounds of materials, you can read the thoughts of any creature with in 60 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 1 mile
32+
You gain the ability to mentally lift 4d10 pounds of materials, you can read the thoughts of any creature with in 1000 feet if they fail a Will save, or project your thoughts to as many creatures as you want within 1 mile
Basics– We who are about to die Salute BBQ Ziggurat! Want your big break? You can get it if you survive the Murder Mountain Smackdown! It’s a new Dungeon Jockeys outing, and you can get your own shot at the big leagues. All you have to do is not be killed or stolen away to another universe!
Mechanics or Crunch– Do you like DCC? If so, you will like these mechanics. It’s simplistic, but DCC is not a crunch system. It’s fast and fun AND VERY VERY CRAZY! From Desert Yetis to snow gnomes to crazy creatures stealing away people to different dimensions. I had a blast running it, and the players had a blast playing it. 5/5
Theme or Fluff– The story is good, but not perfect. XCrawl walks a weird line between DCC, American Gladiators, and American Idol. That said, it does most of that well. What I really didn’t like is how the cover monster is used. There is a crazy monster that just eats characters. It’s not really explained well, in my opinion, and you don’t really fight it. I’d like a fight with it or something crazy, but it’s more just fail a roll and die. Aside from that, it’s crazy fun. 4.5 /5
Execution– This is just a repeat of many of my other Goodman Game reviews. It’s classic RPG stuff with modern layout and design. This is how DnD in 1e should have been laid out to help me as a GM run it. 5/5Summary– Aside from one monster, I feel this is a solid intro to XCrawl. It’s a funnel where LOTS of PCs will die, but you end up with a rag tag team ready to roll in the big leagues. You get your American Idol shot at being a hero on TV. As a GM, there are fun monsters, crazy events, and all kinds of shenanigans you won’t see in the more straight fantasy offerings. If only the cover monster was a bit different, it would be perfect. 97%
roll 1d4: (1) Your appearence doesnt change but you massively increase in strength (2) Your body bulks up (3) A dark haze of power surrounds you (4)Your eyes glow as your muscles tighten
roll 1d4: (1) Your wounds simply close (2) blood flows back into your wounds as they close (3) Injurines look like cuts to leathers and it reknits back together (4)the wound glows and the damage is restored
1
failure, power may not be used again today
2-11
failure
12-13
every hour you regain 1 HP for eight hours
14-17
every hour you regain 1d6 HP for eight hours
18-19
every hour you regain 2d6 HP for eight hours
20-23
every 10 minutes you regain 1d6 hit points for eight hours
24-27
every 10 minutes you regain 2d6 hit points for eight hours