I’ve come to expect mysterious, bloody, full-on awesomeness from Goodman Games, and Dungeon Crawl Classics #69: The Emerald Enchanter does not disappoint. This adventure module for the Dungeon Crawl Classics Role Playing Game is crammed with combat, traps, weird creatures and magics, and that special new Old School charm that DCC invokes so well. This adventure is designed for 8-10 2nd level characters of all classes: thieves are needed to open doors, find traps and ferret out secrets, warriors will be tested with lots of combat, and spell-casters will find many strange magics to content with. There is lots of fighting, plenty of mysteries and surprises, and even some good opportunities for role playing if your interested.
I must say that the folks at Goodman Games apparently role play with much larger groups than I. 8-10 characters? I’m lucky if I get 4 players at a session! This circle is easily squared however by increasing the level of the PCs, by nerfing the adventure, or, as we did in my playtest, having the players run multiple characters (this option is quickly becoming the norm in my DCC games).
Ah, yes, my playtest. I was hoping to write a playtest review, but the game was a bloodbath, another DCC RPG TPK (don’t you just love this hobby’s acronyms?). As such, I only got to play about a fifth of the adventure, but what I ran was very exciting and what I was not able to run looks great.
If you’re a DCC player, all I can say is that this adventure will exciting and challenging. Tread carefully, think clearly, fight well, or meet your doom!
If you’re a GM, read on:
WARNING: SPOILERS AHEAD. GMs ONLY
The Emerald Enchanter can be easily dropped into almost any campaign, though the introductory text assumes the enchanter is plaguing the PCs’ hometown. Most of the information needed is presented, though the GM should give some thought to the vulnerabilities, immunities, and special properties of living statues, golems, and such constructs (i.e. are golems susceptible to charm spells or paralyzation, etc.). There are also several mysterious entities as well as a dozen or so NPCs within the adventure that the GM may find herself role playing (including 3-4 potential 0-level replacements for fallen PCs).
There is a straight, brute force path through the adventure that heedless, lucky, and tough PCs may survive. But there are also a few shortcuts, mysteries, and hidden resources that a careful, clever, or daring party may use to increase their odds of success. If your players fail, there’s probably something they missed. And if you’re of the mind, you can play this several times before your players find everything.
A few bits of advice: special attention should be paid to the tactics of the enchanter since he will mostly likely be aware of the PCs early in the adventure; creatures suddenly turned from statues into flesh and blood should, in my opinion, be disorientated for a round or two; and the final confrontation may require map and miniature (or at least a few place markers and a doodle), as it is a tad involved. Also, as I reviewed the PDF version of this adventure I can say that if you’re planning on printing the module, you might want to print only pages 3 – 14 and skip the players’ handout and the maps. Nice as they are, they have loads of black space and will suck your printer dry faster than stirge cheating on its diet.
Oh, and one last thing I did learn from my playtest: the emerald enchanter has no adequate fire control in his citadel. If your players, say, climb onto the roof of the citadel, slip down a chimney, and accidently set fire to the kitchen, things will go badly.
[4 of 5 Stars!]