
The vast majority of the time, I GM my home game. However, I recently joined an OSRIC game where I’m a player. It has been quite some time since I’ve played 1e or any OSR game, and I’m rather enjoying it. But it didn’t take long for me to get the bug to create something in the system. So I decided to create something simple yet rather memorable. The spiderbear is a favorite of mine so I present it to you for your home 1e game.
Be sure to let us know if you want to see more 1e compatible monsters and more.
Spiderbear
Frequency: Uncommon
No. Encountered: 1d6
Size: Large
Move: 90 ft; 120 ft in web
Armour Class: 5
Hit Dice: 4+4
Attacks: 2
Damage: 1d8/1d8
Special Attacks: Poison, webs
Special Defences: None
Magic Resistance: Standard
Lair Probability: 75%
Intelligence: Low to average
Alignment: Chaotic evil
Level/XP: 4/325+5/hp
Webs: It takes 2 combat rounds to break free from the spiderbear’s webs (+1 additional round for each point of strength below 17).
Treasure: 2d6×1,000 cp (20%), 1d6×1,000 sp (25%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (15%), 1d3 magic items (10%).

Right now, DriveThruRPG is promoting all the PocketQuest 2022 games. One of which is Camp Dungeon Crawl, created by us at Jon Brazer Enterprises. We are really proud of this, as it is our first full game created by us. In this game, everyone plays their own adventuring party. So if you have four players at the table, you have four adventuring parties. In previous blog posts, we discussed how you make your adventuring party in Camp Dungeon Crawl. Today we want to talk about how to create dungeons that your adventuring parties will be diving into.
You create a total of four dungeons in Camp Dungeon Crawl, one for each round. Everyone at the table creates a single dungeon per round. One person goes first and picks a piece of the dungeon (or segment, as they are called) from the list in the book. The next person picks the second dungeon segment, and so on. The first dungeon is easy, having only three dungeon segments. Each successive dungeon gets harder, having an additional dungeon segment to a total of six for the final dungeon.
So when it is your turn to decide which dungeon segment that you want for the dungeon, you have to choose one that is either easy to pass—earning a small reward if you pass—or a segment that is more difficult to pass—potentially nabbing yourself a bigger reward. Here’s the thing, though: what is a difficult roll for you may not be so difficult a roll for someone else. You may be trying to nab a reward for yourself and inadvertently help one of the other adventuring groups improve their stats. So when you pick your dungeon segment, you have to pick carefully.
There is one rule when creating dungeons: you can’t pick a segment that requires a skill that is already being used in that dungeon. So if the first person picks a segment that tests a group’s Magic, you can’t pick Magic again. You have to pick something else, like Religion or Offense. This makes sure that any particular dungeon tests a variety of skills, making it more difficult for a group that specializes in one or two skills is not the automatic winner of the game.
The third and four rounds add Bosses to the dungeons. The person that goes last picking segments for those dungeons gets to pick the more powerful creature that is awaiting at the end. These are threats like dragons, mad necromancers, avatars of banished deities, skeletal hordes, and much worse. Bosses require three skill checks and offer a much bigger reward.
Next time we’ll talk about sending your adventuring party into these dungeons.
Download or order your copy of Camp Dungeon Crawl today at DriveThruRPG.

If you haven’t heard DriveThruRPG is trying to encourage the next generation of game designers with PocketQuest where designers are to write a complete game in under 20 pages. Having not created a game since starting Jon Brazer Enterprises, I decided it was time I created my own complete game. This brings us to Camp Dungeon Crawl.
What is Camp Dungeon Crawl?
Camp Dungeon Crawl is a game where you and everyone else at the table play camp counselors, trying to train up their campers to be adventuring parties. Your group of campers has an adventuring party, and each other player at the table has their own adventuring party. You create your adventuring party by choosing from 11 different classes. Each class has a different array of skills. You add up the bonuses to each skill for your adventuring party to create your group stats.
Once you have your campers selected, your adventuring party needs dungeons to go through. As a camp counselor, you have to make them from dungeon “segments”—various challenges for your adventuring party. You select segments to create your dungeon. Once everyone has done that, you run your adventurers through the dungeon. If your adventuring party passes a segment, they get a reward to help them with future dungeons. If they fail, an adventurer gets an injury. Take too many injuries and an adventurer dies.
The winner is the group with the most adventurers wins. If there’s a tie, the adventuring party with the fewest injuries wins.
There’s more to it than that, but that’s the basics. We’ll talk more about each part in future blog posts but right now we want to talk about making an adventuring party.
Making Your Adventuring Party
You get to select what kind of adventurers are in your party. You choose from the 11 classes: bard, barbarian, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard. Each of these classes has strengths and weaknesses. Fighters are exceptional at Offense and Defense but not much else. Rogues excel at Awareness. Clerics and Druid are top-notch at Religion.
So if you take the original four classes—Fighter, Rogue, Cleric, Wizard—you will have a very well-rounded party, but they won’t excel at much. If you take a group that is much more martial-focused—Barbarian, Fighter, Monk, Paladin—your Offense and Defense will be baller and you will have something in all the rest of the skills, but it will be more difficult to pass certain dungeon segments.
Of course, the most important party of any adventuring group is names. You have to name all your adventurers and the adventuring party. You can’t adventure with a fighter who’s name is “Fighter.” You have to give them a name worthy of their quests like Gunther Highbeard or Misty Tanfur.
A very conscious decision on our part was to not have ancestries/races/species/whatever to have a mechanical difference. They exist in the world as we have the adventuring party face off against orcs, kobolds and much more. However, we feel you should be allowed to compose your adventuring party how you feel is best and not choose who composes your adventuring party just to get some bonus. You want your heroes to be orcs? Go right ahead. You want the goblin and kobold party, that’s all you. Gnomes, gnomes, everywhere gnomes? Enjoy yourself.
Our next blog post, we’ll be talking about how to make dungeons. In the meantime, be sure to head over to DriveThruRPG and check out all of our Pathfinder, Traveller, and other supplements.