Fantasy Grounds - Carcass Crawler Issue #2 delivers a focused rules supplement and adventure module for the Old-School Essentials tabletop roleplaying game on PC. Built for use within the Fantasy Grounds virtual tabletop, this release expands character options, streamlines certain bookkeeping tasks, and adds new threats along with a compact dungeon crawl. The content supports classic fantasy campaigns with an emphasis on exploration, resource management, and referee adjudication in the old-school style.
Gameplay
Players create characters using the core Old-School Essentials rules and then incorporate the two new elf variants introduced here. The phase elf brings teleportation-themed abilities that allow short-range shifts during combat or exploration, while the wood elf emphasizes nature affinity and divine spellcasting. Both appear first as race-as-class options and then as separate races that pair with other classes under the Advanced Fantasy variant rules.
Encumbrance shifts to an item-count system that tracks carried loads by the number of distinct items rather than individual coin weights, directly affecting movement rates. Town services provide price lists and guidelines for inns, jewelers, money changers, and traders, plus an optional haggling mechanic. Retainer hiring receives expanded tables and procedures for locating and negotiating with hirelings. Quick equipment tables speed up starting gear selection through random rolls.
Energy weapons receive complete integration rules that treat them as rare relics or additions suited to the sci-fi classes from the prior issue. Eight new monsters tied to a snake cult theme include undead, constructs, and serpents for use in encounters. A twelve-area mini-adventure called The Tomb of Aum-Pharath places these elements inside a trap-heavy temple ruin. Separate advice sections cover practical methods for running traps as engaging obstacles rather than instant failures.
Game Modes
The supplement supports standard Old-School Essentials campaign play, which centers on group sessions led by a referee. In Fantasy Grounds this translates to online or local multiplayer tabletop sessions where one participant acts as game master while others control characters. The included mini-adventure functions as a self-contained one- or two-session module that fits into larger campaigns or serves as a standalone delve. No separate competitive or solo modes exist beyond the flexibility inherent in tabletop roleplaying.
Content and Mechanics
Mechanics remain fully compatible with both the basic and advanced versions of Old-School Essentials as well as classic B/X rulesets. The item-based encumbrance and retainer tables reduce arithmetic during play while preserving the resource tension typical of the genre. Energy weapon rules allow referees to introduce high-tech elements without disrupting existing power levels. Monster and trap content encourages creative encounter design focused on tension and problem-solving over direct combat.
Is It Worth Playing?
This release suits players and referees already invested in Old-School Essentials who want ready-to-use expansions for character creation, town interactions, and short adventures. The Fantasy Grounds adaptation provides digital tools for running the material in virtual sessions. Limited user ratings on the official distribution platform sit at the maximum score based on a small number of reviews, reflecting strong approval of the layout and practical value. Those seeking additional options for encumbrance, retainers, or a compact snake-cult dungeon will find the material directly applicable without requiring further conversion work.