A Deep Dive into Dragonslayer: The Ultimate Dungeon-Delving RPG
If you’re a fan of tabletop role-playing games, particularly those rooted in the Old School Revival (OSR) scene, then Dragonslayer by Greg Gillespie deserves a spot on your shelf. I received this gem as a Christmas gift from my wife, Roxy, and it’s been a delight to explore. From its stunning artwork, to its innovative mechanics, Dragonslayer stands out as one of the most exciting dungeon-delving systems I’ve encountered. In this post, I’ll summarize what makes it special—covering character creation, races, classes, combat, and why it’s a must-try—without spoiling every page (you’ll need to grab the book for that!).
Character Creation: A Fresh Twist on a Classic Formula
Let’s start with building a character, because that’s the best way to get a feel for any RPG system. Dragonslayer takes the familiar bones of Basic/Expert (B/X) D&D and adds some clever tweaks. You begin with a character sheet that echoes old-school design—think saving throws and ability scores—but with a few surprises. Roll 3d6 seven times, drop the lowest score, and arrange the remaining six as you like. This gives you flexibility to aim for your dream class, whether it’s a sturdy fighter or a mystical monk.
Races and classes come with prerequisites (more on those later), but once you qualify, you’re set. At level one, every character starts with maximum hit points—no rolling a measly d4 and hoping for the best. Add your Constitution modifier, pick a gear “fast pack” or roll for gold, and fill out your sheet: AC, saving throws, and the handy “to-hit armor class” table. Oh, and if you write a backstory, my house rule is one push-up per word.
What’s neat is the little flourishes. Dexterity boosts both missile to-hit and damage—a rarity among B/X clones that makes ranged combat feel rewarding. There’s also a hireling section, clearly defining retainers, henchmen, and more, which eliminates the usual OSR confusion.
Races: Flavorful and Tactical Choices
The races in Dragonslayer are a treat, complete with a gorgeous AD&D-style lineup illustration showing their heights and features. Humans are the baseline—abundant because they have no ability score requirements, making them accessible even with low rolls. Each race gets a roleplay nudge, too, which is perfect for sparking ideas.
Then there’s the exotic stuff. Cyclops-Men need a 13 Strength and 14 Constitution, trading Intelligence, Charisma, and Wisdom penalties for darkvision and secret door detection. Dwarves (Strength 8, Con 12) shine with saving throw bonuses and monster-specific accuracy, while Elves boast sleep and charm immunity (90% chance!) and Longbow prowess. Gnomes lean into illusionist flair, with extended spell durations, and Halflings (Dex 9, Con 9) excel at hiding and shrugging off big foes with a +4 AC bonus.
Half-Elves balance Elven perks (like 50% ghoul paralysis immunity) with broader class options, while Half-Orcs (Con 13) pack a Strength and Con boost, and tracking—perfect for assassins. These restrictions and trade-offs aren’t punitive; they inspire creative problem-solving and make your choices matter.
Classes: Power and Personality
The classes are where Dragonslayer flexes its muscles, blending B/X simplicity with Advanced Dungeons & Dragons (AD&D) flair. Clerics get spells at level one (a huge upgrade from B/X), with bonus spells tied to Wisdom and a “Divine Channeling” trick: swap any prepared spell for Cure Light Wounds on the fly. They can even craft spell scrolls (250 gold per level, one week per level), adding downtime depth.
Fighters wield a d10 hit die and the standout “Cleave” ability—kill a foe, get an extra attack (scaling with levels), clearing rooms like a whirlwind. Paladins, gated by a brutal 17 Charisma, reward you with healing, disease immunity, and cleric spells at higher levels. Rangers track, surprise foes, and later snag Druid spells, while Magic Users (d4 hit die) and Illusionists channel Detect Magic or Read Magic through any spell, with bonus casts from Intelligence.
The Monk is a rare gem (needing 12s and 15s across stats), blending staff mastery, AC boosts, and ancient lore. Barbarians rage with Berserker bonuses, stacking with party size via “Cry Havoc,” and Thieves (d6 hit die) add an Appraise skill for treasure valuation. Assassins, a Thief subclass, bring poison rules and a downtime assassination table—gold and XP for off-screen kills!
Combat: Dynamic and Deadly
Combat in Dragonslayer ditches the rigid B/X sequence (move, missile, magic, melee) for something fluid. Initiative follows marching order—frontline goes first if attacked from ahead, backline if from behind. Each turn, you get an “action” (e.g., move and attack, cast and move), making battles tactical and map-friendly. Spellcasters still declare spells pre-initiative, risking loss if hit, but can MOVE and CAST. This flexibility feels liberating.
Extras like critical fumble tables, binding wounds post-fight (for a little HP recovery), and a zero HP rule (unconscious, revive in 1d6 turns with 1 HP) keep things tense yet survivable. Flanking, reach weapons, and friendly fire risks add strategy—don’t shoot into melee unless you’re up front!
Why Dragonslayer Shines
Beyond mechanics, Dragonslayer oozes personality. The art is jaw-dropping (think Paladins facing devilish hordes or Druids summoning thorn walls). It’s packed with tools: random dungeon generators, hex map guides, treasure tables, and even a carousing downtime system (watch those failed checks!). Monsters range from low-level grunts to high-tier devils like Asmodeus, and unique artifacts push modifiers beyond typical OSR limits.
Greg calls it “B/X with AD&D chrome,” but I’d argue it’s AD&D’s heart with B/X’s streamlined shell. My one nitpick? Torches last 40 minutes instead of the sacred 60—I’m houseruling that back. Still, after killer one-shots, I’ve launched a permanent online campaign because it’s *that* good.
Final Verdict: A Must-Buy
Dragonslayer earned a Scooty Awards nod (losing to Adventure Conqueror King), but don’t sleep on it. It’s a 10/10 for me—a love letter to OSR fans craving depth without bloat. Pick it up, roll some characters, and dive into its dungeons. You won’t regret it. Catch you in the next adventure!


