Thursday, July 16, 2026
The Thrice-Whipped Ass
Thursday, June 4, 2026
There Must Always Be Nine
The adventure is broken down into three parts. The first takes place in the fishing village of Oshorio. In addition to the history of the region (which is tied to the adventure), we’re given a nice town map with 18 locations. Pretty much all locations have some lightly fleshed out npc’s attached to them (with a quote for good measure).
After investigating the town, the party will make their way to the second part of the adventure, Rotwood Bog. This appropriately named location is filled with all kind of nasty creepy crawlies. There are a few encounters (with maps) and encounter tables listed.
The final part of the adventure takes place in the lair of the hags. Like the lairs of certain legendary hags, it initially appears as an unassuming hut, but its much more than that. The lair is located on the remains of a huge tree with ties to the Shadowfell. There are a variety of encounters that can take place here, even including some puzzles.
The book ends with a lunch of crunch. There are many new monsters to torment your party with (mostly hags and corrupted fauna). Several new magic items are presented to help and hinder adventurers. Finally there is a really helpful glossary of important names and places for the adventure.
The Coven of the Nine is a great mix of action, exploration, and intrigue. It’s dripping with insidious folk horror. Plus, it’s just a gorgeous book. If you play 5e (specifically 5.5) and love folk horror, this one is worth your time and money.
Sunday, February 22, 2026
Just A Stupid Dungeon Review
Tuesday, February 10, 2026
Amazing Adventures in the Public Domain Issue #1
- The Terror (The Black Terror)
- The Ghost (Phantom Lady)
- Dorothy Gale
- Achilles
- The Golden Phantasm (Ōgon Bat)
- Santa Claus
- Stardust, the Super Wizard (for an alternate take on Stardust check out Leopard Women of Venus).
Finally the zine ends with a crossword puzzle, word search, and ads. The advertisements I get, but the puzzles are a little odd to me.
Sunday, February 8, 2026
Satanic Panic
This one is personal. As he mentions in the zine, Eric's life was made a living hell by ignorant religious folks because of the things he loved as a kid. This is really shown in his scathing takedown of Pat Robertson. I also appreciate Eric discussing the origins of the hysteria and highlights what fueled it. I had no idea that it started in Canada or the full story of person Mazes & Monsters was "based on," Dallas Egbert. Eric's a smart and insightful dude and I appreciated reading his thoughts on things.
This zine is a hybrid of Bloat zines. In addition to discussion of the topic, it also includes game stats for a few systems and random tables (because random tables):
- d66 Reasons Your Mom Thinks You Are A Satanist
- Ratt Pobertson (5e and Shadowdark) - a craven goblin liar definitely not inspired by a hate-spewing religious leader mentioned earlier.
- Garzax (Demon) with Cultists (OSE) - demon lord of gluttony and his followers
- d12 Raise Your Horns For Satan (the devil's music)
- d12 Occult Inspired Movies
- d66 Games Like Old School D&D
- Satanic Cult Members and Cult Leader Necromancer (SURVIVE THIS!!) - ready to use cult stats for use with Dark Places & Demogorgons and SURVIVE THIS!! games
Thursday, October 30, 2025
The Isle of the Amazons
All Amazons share certain traits. Rather than including them with each individual class they are presented before the new classes. These Amazon classes are:
- Amazon Aristocrat - masters of diplomacy with commanding voices
- Amazon Disciple of the High Priestess - clerics of Athena (who's given more information later in the book)
- Amazon Guard - warriors with specialized fighting techniques
- Amazon Muse - artists, crafters, and bards of Amazon society
- Amazon Psion -psychics, you will need Mind Games to use this one
- Amazon Sorceress - basically standard DCC wizards with Amazon racial traits
- Amazon Sugia - secretive assassins that serve their queen and act much like chaotic DCC thieves
Monday, October 13, 2025
Gremlins Invade 5e
Goblins - Anarchy in the RPG. I've had the privilege of reading the final pdf and it's phenomenal. You can read my review here. The project has expanded since the project launched. Do to feedback, two more goblin zines have been added as add-ons (with an all-in option).
Friday, September 26, 2025
Bree-Yark!
Goblins: Anarchy in the RPG is an upcoming Kickstarter from my friends at Bloat Games. It's written for 5e and while I don't see any direct mention of it, it looks like it's done in the current 2024 version. Update: After talking to author, Josh Palmer, I can confirm it was written in the 2024 format.
Before I get into the content, I want to talk about the design. The background of each page is black with white-bordered pink text boxes. The text itself is either black or white. While I'm sure some may find this jarring, it really makes the zine pop. Along with the name, it gives the book a great punk aesthetic. Most of the art is stock art, but its really good stock art.
Goblins tend to be used as low level fodder for games, which is cool, but they can be so much more. This zine is a toolkit to get you the most goblin bang for your goblin bucks. Most of the books content is unique goblin npc's and different variation and mutant goblins. Additionally, Josh has create species traits in case a player wants to create a goblin PC.
Something I appreciate the NPC's is there's a good mix of alignments represented. My favorite, Golloc Gloomgash is a Robinhood-esque master thief. There's also a goblin cult leader who made me chuckle. He also seems like the kind of villain I'd want to include. There are seven unique goblins to cause chaos in your game. Mixed in with those heroes and villains are fourteen goblin variations. These show how goblins can adapt to any variety of environments and also include a few goblins organizations. There's even a centaur-like goblin! The background of each includes great flavor for your games. There are also a few fun subtables. "Bree-Yark!"isn't the only goblin phrase you're going to want to include.
I don't know if it was intentional or not, but this book pairs nicely with the latest Starter Set. Even if your players have entered the Caves of Chaos in the past, you can introduce a new experience by incorporating these goblins into the tribes. I think my first D&D 2024 campaign will start with the Keep and that's my plan.
If you love goblins this zine is for you! Even if you don't like them and find them boring, I think this one will change your mind. Don't be a ebbalsmeg and back it when it launches in the next week or so.
Wednesday, August 13, 2025
Cthulhu By Torchlight
- Path of the Spell Scorned (Barbarian) - Touched by magic, these barbarians gain the ability to fight back against otherworldly and spellcasting foes
- College of Drama (Bard) - These bards are adept at playing roles and can even impart their acting abilities onto others, making them excellent infiltrators
- Apocalypse Domain (Cleric) - Clerics that tap into the energy of ending and demise, they are often considered heretics by the other faiths
- Circle of the Symbiote (Druid) - These druids see plant life just as valuable as animal life and allow a plant to symbiotically grow and become a part of them
- Hero (Fighter) - Heroes are needed to face the horrors of the world and these fighters do so while inspiring others
- Warrior of Cosmic Balance (Monk) - The aesthetics are guardians of the mortal realm and specialize in fighting back extraplanar horrors
- Oath of the Guardian (Paladin) - Noble warriors that are empowered by their oaths to protect the common folk.
- Trail Warden (Ranger) - Wilderness warriors that pledge to lead others into the wilderness and make sure they make it out alive
- Shadow Stalker (Rogue) - Feeling a call to the void, these rogues allow true darkness into their hearts, granting amazing stealth abilities
- Hunger Darker (Sorcerer) - Born with innate magic, these sorcerers have an arcane hunger that seeks to claw its way out
- Exalted Assembly of the Feline Court (Warlock) - These warlocks have struck a bargain the cats of the Dreamlands, which seek to protect mortals from Mythos threats.
- Bibliomancy (Wizard) - Instead of just seeing symbols and words as a means to the ends, these wizards believe they are the true building blocks of the multiverse.
Sunday, August 3, 2025
Better, Faster, Harder Review
This adventure is an awesome origin story for your Evolved characters. It's exciting, original, and has a caped dog. Honestly you can't ask for much more.
Get It Here:
Monday, July 28, 2025
DP&D 100 Adventure Hooks
- Zbrork's Head - the kids find a robot head that asks them to reassemble his body so he can leave the planet, while doing this robotic scavenger hunt they must avoid a shady federal agent
- Don't Let Her In - the teens are visited by a strange girl, who may or may not actually be a ghost
- Asylum Contest - the kids seek to spend the entire night in the "haunted asylum" to win bragging rights and a prize, the adventure has no supernatural elements, which makes it a nice red herring adventure
- Cul De Sac Kumite - obsessed with martial arts movies, local teens have created a fighting tournament.
- Falling From Heaven - an angel crashes to Earth during a sleepover and the kids need to help him thwart the plans of a demon
- Nuts McGruder - an intelligent giant squirrel and his horde of squirrels seek to protect the area from pollution
- Pond Scum - inspired by a Creepshow 2 segment I still find scary, the teens find an out of the way swimming spot inhabited by a killer ooze
Saturday, July 19, 2025
Dark Place & Demogorgons Ultimate Edition
Most of the classes from the original book are here, as well as some new ones. I appreciate that they classes are just listed in alphabetical order instead of in archetypes. Teen Heart Throb and Bully are dropped. However the following classes are now a part of the core rules: Final Girl, Horror Connoisseur, Most Excellent Dude (or Dudette), Party Animal, Performer, and Snoop. Additionally the optional Psion classes are now just the Psion (and the original class archetypes are Psion powers along with several additional powers). The original DP&D supplements included a few different magic using classes. Like the Psion this has been simplified and now there is simply a Mystic class.Saturday, June 28, 2025
These Campers Are Different!
With a few small exceptions characters in Camp Blood are normal kids, teens, and young adults. The focus of this book changes that. Instead of just playing a regular mortal you can be a human, a lineage human, or a doppleganger. There is a short discussion on Empowered characters and a new random background chart for them.
I don't feel like there needs to be much explanation about humans. Y'all know the spiel. Dopplegangers are a lot like their D&D counterparts except they don't have telepathy. Lineage humans are a varied bunch. You're human and something else, whether this be from genetics, curse, or experimentation. You create a character as normal but you have some new abilities and bonuses based on your lineage. You gain new abilities (and potentially drawbacks) at levels 3, 5, and 7. At 10th level you must decide if you embrace your human side or your other. If you stay human, you lose the non-skill boons granted by your inhuman heritage but gain other attribute bonuses. You can also reject your humanity and become a full fledged member of your bloodline. The following lineages appear in the book:
- Angel
- Bigfoot
- Chupbacabra
- Demon
- Extraterrestrial: Grays
- Fairy
- Goatman
- Medusa
- Merman
- Mothman
- Vampire
- Were-beast.
- Alien in Disguise
- Psion
- Dark Witch
- Earth Witch
- Light Witch
Friday, June 13, 2025
Welcome Campers, Time To Die!
Intro and Overview
Some SURVIVE THIS!! games allow for inhuman and supernatural characters. Characters in a (core) Camp Blood game are human. They are also assumed to be campers and/or counselors in training. I feel this alters the vibe from Bloody Appalachia and almost puts it more in line with Dark Places & Demogorgons. There are several classes to choose from. Most of them are self explanatory but I do feel like pointing out some interesting aspects of a few:- Athlete
- Badger Scout
- Camp Archer
- City Kid - because they "keep it real" they have resistance to magic and psionics
- Counselor in Training - there's a lot of variety with this one because you get to pick specialties
- Cryptid Enthusiast
- Farm Kid
- Lascivious Teen - regain HP after sex, but also attract the attention of monsters by doing so
- Naturalist - this is the healer class
- Party Animal
- Prankster - this class pulls agro and has the ability to get away
- Snob - Who knew entitlement was a benefit?
- Survivor
- Underdog - this class is cool because it gets reward for failing, this is an awesome idea
- Whiz Kid - this class gain a robot buddy that can upgraded as the level up
- Woodsman
While there is a specific camp discussed later, there's a cool chart that lets you come up with the type of camp the game will take place at. This can affect character creation. There are also 12 adventure hooks. They are presented like adventure hooks/story seeds in other ST books. There's a nice variety of threats and ideas here. There are some legendary creatures, fey, revenants, and cults. There's also a small bestiary of camp creatures. If you need more, you should check out the Ultimate Edition of the DP&D Cryptid Manual.
Camp Red Ivy (aka Camp Blood) is given some detail. It's layout, information about the surrounding area, and staff are all presented. While you can (and should) add more to the staff and community, there are several npcs with related stats. Additionally campers and counselors at Camp Blood can earn badges, which grant one-time benefits for certain achievements. This is a great and thematic way to reward players. The book ends with several random chart to help GM's flesh out their camp and some recommended viewing.
Final Thoughts
Camp Blood is a great thematic SURVIVE THIS!! game. The femme Jason homage by Peter Frain is phenomenal. It goes great with the Bloody Appalachia and Bloody University (currently on Kickstarter) covers. There are a few really brutal art pieces by Christopher Torres and Phil Stone that fit with the grindhouse vibe of the bloody horror line. However, I feel Camp Blood is more of a stand alone Dark Places & Demogorgons setting book. Don't get me wrong, the game is bloody and dangerous, but with a youth centric focus, it just gives me different vibes. I love the book, it's just a bit more tame than I expected (and there's nothing wrong with that). If DP&D is a kids and younger teen game and Bloody Appalachia is for adults then this one falls somewhere in between. You can play it as safe or dark as you'd like. Whether you want Ernest Goes To Camp or The Burning, you can do it with this book.
Order your physical copy from the Bloat Games store or grab the pdf on DriveThruRPG
Thursday, May 29, 2025
Evolved - Part VI (Final Thoughts)
Tuesday, May 27, 2025
Evolved - Part V (The World of Evolved)
2051 is a dangerous world. The Evolved war shattered the world we know. Some familiar countries still exist, but many other smaller nations have been formed from the remnants. For example, while the United States of America still exists, it's only made up of the stats in south and some of the Midwest. Many states formed new nations that were either Evolved or human supremist. While the focus is on the U.S.A., other parts of the world are given some mention.Friday, May 23, 2025
Evolved - Part IV (Judge Material)
While it's not used throughout the beginning of the Judge section directly addresses the reader in a fun way. The villainous authors address us, their "duly subservient henchmen," the judges. We're given a multitude of excellent advice in various sidebars. The key points I like are let the dice do what they will and "let the rules bend to you, not the other way around." Many gm's (myself included) coddle players and will roll in secret. Make the stakes bigger by doing everything in the open. And don't just give abilities and such, let the players quest for them. It's so much fulfilling to earn something by doing, instead of just gaining levels.
Luck is an important part of Crawl Classics and it's use and the consequences of it are given a few pages. Since luck allows players to modify their actions, understanding it is important. We're also presented with some examples of how it can change, including the "Parker Luck" concept. As someone that loves to play characters that are unlucky for the sake of drama, this is a genre appropriate addition that I absolutely love! Evolved also uses Fortune Token which is similar to luck but can be used to affect others. This idea was cribbed from DCC Dying Earth.
Since Time Travel is in the subtitle of the game, you won't be surprised that there's advice and rules for it. It can be an overwhelming idea, but there is some good advice for making it impactful, including how to not get overwhelmed.
Those of you that know me, know that my all time favorite comic character is Dick Grayson and because of that I have a soft spot for sidekicks. They get their own (one page) chapter and honestly I could see using these rules in any of the Crawl Classics games. Essentially sidekicks are 0-level followers. There are benefits and drawbacks of having one. They are lucky and remind me of DCC halflings. However, if they die they their mentor permanently loses luck and if they are mistreated, players can no longer take a sidekick and all other sidekicks with treat them coldly or even hostile. Sidekicks gain experience (at a slower rate than players) can can gain class levels if they survive.
You won't have any issues populating your Evolved game because the authors went all in with npcs and monsters. We're presented with heroes and villains from both of the games eras. Don't want to focus on those and want to make your own? The game has you covered. There are pages of random charts that allow you to generate npcs, particularly villains, and flesh them out. There is also a random chart that let you modify stats blocks with special properties. A robust bestiary is included. This includes aliens and outsiders (which I'll go more into when I talk about the setting), creatures and people from different eras, and time warped creatures from the future. Honestly this section is pretty useful for any Crawl Classsics game.
If you're an Evolved judge you don't need to worry. The authors have your back and present you with all the tools an advice you'll need. In my next post I'll talk about the setting of Evolved more.
Thursday, May 22, 2025
Evolved - Part III (Doing Stuff)
From Iron Man's armor to Batman's utility belt, gear is an important part of comic books. That's why there is quite a bit of space devoted to equipment, gadgets, and vehicles. Unlike classic DCC (with its gold based economy), characters in Evolved use a system called Wealth. This means you don't have to track every penny of your character's money. No need to go through everything, but characters have access to a plethora of weapons, gear, and vehicles to help them fight. An interesting addition to the equipment charts is a listing of which time (2026, 2051) the items are available. Armor in Evolved is simplified. Instead of several different armor material types (such as plate. leather, etc.), armor is more broadly defined (light, powered, etc.). It can also be modified. The equipment chapter also includes a nice little Superhero Trope sidebar. The vehicle section includes ground vehicles, ships, and even mechs. Mechs are an interesting addition, because while they are vehicles, they're given monster stats.
At its core, Evolved combat is the same as DCC. This means that it's like most D&D derived games, but with numerous Fumble and Crit Tables. There are four different fumble tables which correspond to different weapon types. There are five different class related crit tables. There are also firearms and grenade/explosive versions of these tables. There are several foe related crit tables. Tables like these are one of my favorite parts of DCC and its derivative. Evolved contains robust vehicle rules. If you are familiar with the Umerican Survival Guide, they'll look pretty familiar. Again, like most games with DCC dna, there are several random charts to roll one for vehicular crits and wipeouts. And like the critical fumbles, the wipeouts are divided into types. Even in modern games, I don't use vehicles often. I feel like, in general, vehicle rules are clunky or ill-defined. That's not the case in Evolved. While there are a lot of charts and things, the rules for vehicles fall in line with the rules for everything else.DCC Warriors are known for the Mighty Deeds of Arms. Instead of a static to hit bonus, you roll a die and proclaim that you're doing something cool with the attack. Again, this is one of those aspects that makes me love DCC. It's not just swinging your sword. Concept is dynamic. Two of the Evolved classes can do their own Mighty Deeds. There are a few examples presented. This is extremely helpful for groups, though players are encouraged to come up with their own Mighty Deeds. Of the samples my favorite is an iconic X-Men maneuver, the Fastball Special.
The section on combat ends with a collection of useful rules for conditions and complications in the game. Essentially it's a handy catch all for miscellaneous things that will need rules for in the course of a campaign.
While I originally wanted to feature the rest of the games rules that I hadn't touched on in this post, I decided to break things up. My next Evolved post will focus on Judge rules and content.
Saturday, May 17, 2025
Evolved - Part II (Classes and Evolved Abilities)
Evolved: Super Heroic Time Travel Roleplaying Game says it's "Powered By DCC" but you might wonder what that means. It means when you break it down, the core mechanics are the same. The layout and presentation is also very familiar. I touched on this in Part I.
Games start in typical fashion. Each player rolls up several 0-level characters and goes through a funnel adventure. During the adventure characters will be exposed to chronal energies, likely unlocking their Evolved Abilities (powers). The survivors will choose from one of eight Evolved classes or two non-powered classes. Additionally players will then create level 6 characters that represent their characters in the dark future of 2051. This is a really cool design feature. Sadly a lot of players never see mid and higher levels of play because of character death or games fizzling out. It's not the case with Evolved.
The following 10 classes are available to characters.
Evolved
- Cerebral Adept - Evolved that focused on mental abilities (Marvel Girl, Grifter)
- Metamorph - Evolved that can change their bodies (and occasionally others)
- Movement Monarch - Evolved with powers related to movement and speed (Angel, Flash)
- Overhauler - Evolved that are mechanical masters (Iron Man, Mr. Terrific)
- Regulator - Evolved manipulators of targets physical nature, such as transferring wounds and conditions (Sersi, Isis)
- Scrapper - Evolved that are masters of close combat, like DCC Warriors they do Mighty Deeds of Prowess (Wolverine, Deathstroke)
- Thunderstroke - Evolved that can fire blasts at foes (Human Torch, Black Lightning)
- Warder - Evolved vanguards that know how to take a hit, another class that can perform Mighty Deeds of Prowess (Colossus, Bane)
- Scoundrel - like DCC thieves these characters get by with skills and luck (Black Widow, Catwoman)
- Soldier - hardened warriors and military leaders (Nick Fury, Rick Flag)
Thursday, May 15, 2025
Evolved - Part I (Overview)
The game is 480+ pages and the physical copy is a hardcover very comparable to the hardcover DCC core book. Honestly production and layout wise, you could easily guess this is a Goodman Game release, rather than a third party DCC game. Retail price is 69.99, which is definitely pricier than previous DCC comic book inspired material I've reviewed (Comic Crawl Classics and Gunzo! True Vigilante #1). However, you might guess from the page count that it's packed with material.
Interior artwork will look familiar to fans of Bloat Games. Several pieces from Phil Stone and Runehammer that have appeared in previous comic-inspired releases can be found. Additionally Christopher Torres is a regular artist featured in Bloat Games material and his artwork can be found throughout the book. The writing has been done by Jeff Scifert, Josh Palmer, and Eric Bloat, with Jeff being the chief designer. Jeff has previously done some DCC conversions of Bloat Games video game with the serial numbers filed off monster books.
Crunch wise this is what you will probably expect out of DCC. There are funky dice, classes, 0-level characters, and wild fumble and critical tables that are varied by class and weapon type. There are some changes from the core rules too, but if you've played DCC or MCC, you won't have problems catching on. I'll dive more into the rules and what you get soon.
Fluff wise this 80's/90's X-Men with a healthy dose of time travel and Rifts. Most characters will be Evolved, beings granted power by exposure to chronal energy. Basically they are Marvel's mutants. There are two timelines featured. Low level play will mostly take place in the near future of 2026. High level play takes place in 2051, a dystopian world where various factions vie for power (or to simply survive). Additionally because of the unstable nature of time travel, people and creatures from any time (or world) could show up. Like the rules, I'll do a bigger dive into the setting in another post.
I think this game is amazing and I'm really excited to talk about it and tell y'all why you should pick it up.

























