RPGNow.com
Browse Categories
 Publisher Info













Back
Other comments left for this publisher:
Dungeon Crawl Classics #24: Legend of the Ripper
by Megan R. [Featured Reviewer] Date Added: 08/03/2018 09:46:17

This is a low-level adventure that provides a good opportunity for a party new to the adventuring game to make a name for themselves. It's based on the story of Jack the Ripper, of course, but with some neat fantasy twists that make it credible within the alternate reality of your campaign world and means that even the most enthusiastic student of the real Ripper will still need to work at this challenge.

It all starts in a city. Pick one from your campaign world, it may be where the party started off their adventuring career - or they might be country bumpkins, drawn like moths to the candleflame that is the lights of the big city. Even the investigation is left open. What is known is that the ghost of the last victim of this city's Ripper, who cut a murderous swathe through the city over an hundred years ago, has started walking the streets where she met her doom and there's been an uptick in unsolved vicious murders in that neighbourhood. Under pressure and getting nowhere fast, the city watch call in some outside consultants in the shape of the party.

If you think your party would enjoy an investigation - and you feel up to inventing the details - you can, or you may simply say that the watch have discovered what they believe is the lair of the present-day Ripper and want the party to clean it out on their behalf... because it is at the entrance to that lair, based in and under that last victim's former home, that the adventure text begins.

The preparatory material for the DM contains the usual material: a wandering monster table, scaling information in case your party is stronger or weaker than that envisioned, notes on character death (a real possibility) and on the fact that this is a horror story as well as a fantasy one, and a fair bit of background material.

The adventure proper begins in the squalid back streets of an area known as Miller's Court, where the original Ripper murders (as well as the latest crop) took place. This section involves some investigation and exploration as the party homes in on the particular building that they seek. There's plenty to do and see as they work their way to Mari's former home and the tavern that adjoins it. These form the setting of the second part of the adventure, which is the upper floor of the tavern.

Finally, the party's investigations will lead them into the cellars and sewars beneath... and to dark places beyond. Throughout there are clear descriptions for all locations and encounters, with necessary game mechanical information and notes on the likely actions of those encountered. Sidebars contain expanded information and other useful notes and snippets of further background material which you may weave in as you please. None of this adventure is easy, but the final stages are particularly tough, especially for the low level party that the adventure is intended for. The outcome isn't certain either, whatever the party chooses to do has consequences. Apart from these, there are also several ideas for follow-up adventures - most work best if the party is still welcome in the city, but others can be run regardless.

This is an outstanding and atmospheric adventure for a starting party to really make their mark on the adventuring scene!



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics #24: Legend of the Ripper
Click to show product description

Add to RPGNow.com Order

Dungeon Crawl Classics #66.5: Doom of the Savage King
by Thilo G. [Featured Reviewer] Date Added: 08/02/2018 04:16:38

An Endzeitgeist.com review

This module clocks in at 20 pages, 1 page front cover, 2 pages of editorial, 1 page advertisement, 1 page back cover, leaving us with 15 pages of content, so let’s take a look!

This review was sponsored by one of my patreons, to be undertaken at my leisure.

All right, this is a first level module for Dungeon Crawl Classics, and in case you’re not familiar with the system and the offerings by Goodman Games, it should be noted that level 1 is not the lowest level there is. It should also be noted that there are no less than three GORGEOUS b/w-maps, with artwork and everything, included in the deal. One map for the village of Hirot, one for the wilderness, and one for the dungeon. Now, I know that pretty much the whole series suffers from this, but I will still continue to complain about it: The maps, stunning though they are, are neither layered, nor are there player-friendly versions provided. While I can understand this somewhat for the dungeon, it’s somewhat annoying regarding the map of the village.

Anyways, this dungeon is not a cakewalk, and DCC is, aesthetics-wise, a pretty challenging game, so yeah – if you’re not up to your A-game as a player, your PC may well die. This is one important thing to note: This book emphasizes PLAYER-skill and agenda over PC-skill and agenda. If you get your character killed, it’ll very likely be because you screwed up as a player, not because of a dickish save-or-die. All deadly challenges within this module felt fair to me. Yes, even the at times very high DCs (for DCC): 23 could only be made by super high AGI chars with a natural 20. On the other hand, clever PLAYERS can prevent this DC from ever coming up, even when triggered. I really adore this design-sensibility.

Theme-wise, this module assumes a quasi-Norse, pulpy environment and should work without a snag in such a context. The other, super-obvious analogue, would be Beowulf. This is basically a dark fantasy-retelling of a variant of Beowulf and mirrors leitmotifs of sögur of the age, contrasting old paganism and fanatically upheld “new values.” In other fantastic contexts, you may need to do a bit of reskinning regarding titles etc., but don’t let that deter you. The pdf does offer quite a lot of read-aloud text for an adventure that champions an old-school aesthetic, and it is better off for it. Beyond this flavorful text, even the non-read-aloud text offers a fantastic atmosphere – the prose throughout this module is fantastic and frankly is beyond anything most longer modules manage to achieve.

All right, since this is an adventure review, the following contains SPOILERS. Potential players should jump ahead to the conclusion.

..

.

All right, only judges around? Great! We join the heroes as they trod through the sodden, darksome moors surrounding Hirot; to be more precise, the heroes as they happen upon locals preparing to sacrifice a maiden! The local Jarl will not be happy if the PCs do intervene, and neither will the grim and frightened mob – but standing against the heroes is a bad idea, so chances are good that the PCs may prevent the sacrifice, which will be helpful, as we’re talking about the innkeeper’s daughter here…

Anyways, this encounter foreshadows a lot and sets the delightfully grim and shades of grey tone of the adventure. The lavishly-mapped village, ringed by palisades, is in the grip of fear. The so-called Hound of Hirot, a dread monster, is ravaging the town in predictable intervals, but it seems to be immortal. A d24 table of rumors accompanies the adventure and helps further enforce the atmosphere of xenophobia and fear.

Contrary to the beliefs fostered by the Jarl and his nasty advisor, the Hound can be hurt by mortal weapons – just not slain. Vanquishing it only draws out the inevitable, rage-fueled retributive rampage. There are mystic ways to bind and truly destroy the hound. You see, the module, in spite of its brevity, is actually surprisingly freeform: There are several ways to stop the dread Hound of Hirot…and the PCs better hurry, for there is a lottery going on…and the Jarl and his cronies rig the game to get rid of problematic beings….like the PCs. Oh, guess what? The dungeon? It’s optional. How’s that for guts? A module with this page-count, and it’s so freeform that you can skip the dungeon. And yes, it pulls this off.

The Hound must be bound to slay it: Supernatural power (Strength + good dice rolling) will do the trick; alternatively, the local mad crone offers to weave shackles from the hair of the dead – which can bind the Hound, but woe to the PCs that try to cheat her…she wants to marry one of them in exchange for the service, the whole subplot resonating with mythological tropes.

Speaking of which – there may be another way, and this one actually involves the dungeon: Namely the Wolf-spear of Ulfheonar, which lies in an ancient barrow-mound, where, among other riches and potential doom, a magical cave-bear’s hide may be found. This also is a great place to note the one thing that is most likely to kill off PCs – the mound contains a false tomb with an ingeniously-rigged trap that you can’t best by rolling, only by actual smarts. I loved this, and the b/w-artworks help maintain the atmosphere here. The tomb is also constructed in a way that made sense to me, which is another plus. The true tomb, undead and the means to access it are inspiring and clever (and neatly visualized on the excellent map)…but the module does not end there.

Exiting the mound, the PCs will be assaulted by the Jarl’s men, who seek to kill off these dangers to his power-base…and the PCs may well have to track the Hound of Hirot through the dangerous wilderness to its lair…where a blackened pool offers power, but also madness…and unwise PCs may actually become what they have fought so hard to slay…

Conclusion:

Editing and formatting are top-notch on a formal and rules-language level. The layout adheres to a nice two-column b/w-standard and the pdf comes with amazing b/w-artworks and stellar cartography, though the lack of player-friendly maps is a pity and comfort detriment. The pdf comes with basic bookmarks for its sections. I can’t comment on the physical version, since I do not own it.

Harley Stroh’s tale here is fantastic. It feels like it was taken straight from the pages of pulp literature and hits the themes of pulpy dark fantasy perfectly. The prose is phenomenal and the module, as a whole, actually has some replay value for the judge. How good is this? Well, good enough to make it worth converting to other systems. If you’re already playing DCC, then this is glorious. Even if you aren’t, this is well worth getting for the amazing prose and dense, evocative atmosphere. This is a fantastic first adventure for the system and establishes a level of quality only rarely seen. Don’t be fooled by the brevity – this has a lot of amazing gaming waiting for you. In spite of the lack of player-friendly maps, my final verdict will clock in at 5 stars + seal of approval. This is a truly fantastic yarn, a must-own for DCC-groups, and a great buy for other systems as well. Seriously, the atmosphere is phenomenal.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics #66.5: Doom of the Savage King
Click to show product description

Add to RPGNow.com Order

Dungeon Crawl Classics #23: The Sunken Ziggurat
by Megan R. [Featured Reviewer] Date Added: 08/01/2018 12:50:11

The premise for this adventure is simple: a recent earthquake has exposed a long-buried structure and for whatever reason, the party goes to explore it. Needless to say there's all sorts of bad stuff around and the looming threat of evil being released across the land to goad them on...

The material for the DM includes an overview of the adventure, scaling information, wandering monsters, several ideas for how to get the party to investigate, background information that can be discovered through a little research, and even notes on translating inscriptions within the ziggurat. Well, it's been buried a long time and nobody speaks that language any more! There's also a bit of background story, which may or may not be revealed during play.

There are various ways that the party can get to the ziggurat, once they have decided that it's worth a look. However, no more than a brief outline is given, you will have to come up with the details yourself as the adventure itself begins just as they arrive at the ziggurat. There appears to be a localised storm brewing over its apex, but that's the only way in... and from the outset, there's plenty of opposition to the party's investigations. Indeed traps and monsters are present in abundance throughout the ziggurat.

Everything is explained clearly, with all the information, explanations and game mechanics you need to run each encounter supplied just where you need it. In certain places, as well as a verbal description, there is an illustration to show to the players. As the party gets deeper into the ziggurat, things get progressively worse and - especially if they haven't guessed what's here - weirder. Spirits abound and any paleontologist would have a field day with all the ancient bones. And right at the bottom? Suffice to say, something that the party will really, really hope stays dead!

Every creature here is indeed here to be slain, not interacted with. There's some loot to be had, but rather low considered the difficulty of obtaining it. There are quite a few new monsters, which are given a full write-up at the end as well as having an outline within the body of the text where you need it. There's no follow-up adventures, there again if the great evil escapes there is unlikely to be much of a future for anybody.

Quite an interesting delve based on an unusual premise, but definitely for those who like deadly hack'n'slash delves... it's an excellent example.



Rating:
[4 of 5 Stars!]
Dungeon Crawl Classics #23: The Sunken Ziggurat
Click to show product description

Add to RPGNow.com Order

Dungeon Crawl Classics #22: The Stormbringer Juggernaut
by Megan R. [Featured Reviewer] Date Added: 07/24/2018 07:31:05

Intended as a sequel to Assault of Stormbringer Castle where the party dealt with a storm giant clan that was extorting protection money from the local community, this adventure sends the party to clear up the consequences: the storm giant in question transferred her life essence into a massive 800-foot long giant-scaled assault ship bristling with weapons of war... and it's now advancing on the coastline!

If your party played Assault of Stormbringer Castle they ought to be aware of this problem and feel obligated to do something about it, but if they didn't (or see no need for their further involvement) just have the local lordling call them in to explain the issue and ask for their aid. Clerics or paladins might be sent orders by their religious superiors, while any elves or dwarves may have relatives amongst those who have been conscripted to construct and man the vessel.

The notes for the DM include scaling information, a list of wandering monsters, and notes about the 'living ship' as well as more detailed background material. It's likely that the party will begin by going to the island of Cairvos where the vessel is in the final stages of construction. There's a little bit of description, but much is left to your imagination. Oddly, although it's stated that the storm giant's husband - thought to be dead - isn't, and has built himself a colossus to stride along the seabed, it doesn't turn up anywhere in the adventure. Something you might wish to conjure with...

The actual adventure provided is a deck-by-deck exploration of this massive ship. Everything is mapped and described in excellent detail, with all the game mechical information presented just where you'll need it. Several new spells have been designed to facilitate certain aspects of the ship's defences, and they are written up in the standard manner should you want to use them elsewhere. There is plenty to find, puzzle out and fight during the exploration.

Finally, in the bowels of the ship, the climax as the party finds the storm giant's 'spirit gem' and hopefully destroy it. Get it right, though, as a mistake might tear the ship apart and sink it. Further adventures are covered - particularly if the spirit gem survives the destruction of the ship. Some new monsters and five pre-generated characters round off the book.

This makes for an interesting and unusual adventure, scrambling round a giant-sized ship.



Rating:
[4 of 5 Stars!]
Dungeon Crawl Classics #22: The Stormbringer Juggernaut
Click to show product description

Add to RPGNow.com Order

The Dungeon Alphabet
by Mars H. [Verified Purchaser] Date Added: 07/19/2018 12:14:09

A is for Absolutely Awesome Adventure Addition! B is for Bad-Ass. C is for Creative, Conscise Compendium. D is for Damn; how did I get along without this? E is for Every DM, Judge or Game Master can find something to enhance their RPG sessions here. F is for Friggin' order it already. G is for Goodman Games does it again. H is for Helpful. Which describes this product in a nutshell. I is for I won't be listing the rest of the Alphabet. But, I think you get what I'm trying to say here. THE DUNGEON ALPHABET is worth every penny in inspired ideas alone. The fact that it's been updated is even cooler. Thanks Michael Curtis for yet another essential tool for the tabletop.

-MARS.



Rating:
[5 of 5 Stars!]
The Dungeon Alphabet
Click to show product description

Add to RPGNow.com Order

Dungeon Crawl Classics #21: Assault on Stormbringer Castle
by Megan R. [Featured Reviewer] Date Added: 07/10/2018 10:26:55

Recently, several coastal towns have been battered by storms that have wrecked property and taken lives. Locals believe the storms have been caused by a storm giant seeking to extort tribute, and are in need of adventurers to raid her castle and put an end to her antics. It's a tough challenge for sure... is the party up to the task?

The introductory material for the DM covers an adventure summary, notes on scaling the adventure for parties stronger than the recommended 4-6 characters of 12th-14th levels (it's suggested that weaker parties will only be going to their deaths!), an encounter table, and a few hooks to get the party involved, all based around the 'locals ask for help' premise. The backstory explains why the greedy storm giant has been asking for more and more money in 'good weather tribute' - something the party may or may not find out for themselves, she's certainly not seen fit to inform the locals she is extorting - and a little about the coastal towns affected.

The adventure proper starts with the party approaching the storm giant's castle, which stands on a mountain by the coast some ten miles north of the towns. The first part of the adventure involves getting up to the castle itself without alerting her or her minions, which involves getting past assorted monsters she permits to live on the mountainside. Options include going up the path, climbing the mountain or taking to the air, and means of dealing with pesky adventurers using any of these routes are provided. Once up there, the castle grounds are enormous - and of course, must be crossed to gain access to the castle itself. There's no shortage of monsters in the grounds and on the curtain wall to stand in the party's way.

Once the party reaches it, the actual tower is built giant-scale as well - not very surprising seeing as the storm giant lives there, but it's good to see it designed that way not just scaled up a bit to accommodate her. It's filled with wonders - and some perverted plants - and a tome that brings a whole new meaning to being lost in a book! The climax is, of course, a brawl with the giant herself... but this ends in a way that leads neatly on to the next adventure in the series.

There is a lot to do, see and fight here, plenty of inventiveness in the surroundings and good use of giants - and their cohorts - for what they are rather than the same as anyone else only bigger.



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics #21: Assault on Stormbringer Castle
Click to show product description

Add to RPGNow.com Order

Dungeon Crawl Classics #20: Shadows in Freeport
by Megan R. [Featured Reviewer] Date Added: 07/09/2018 09:50:36

This adventure is interesting in that it makes use of another publisher's setting - the city of Freeport from Green Ronin. You don't need to have any of Green Ronin's books on Freeport to run this though, just understand that it's basically a den of pirates dressed up with a thin veneer of legality. Against this backdrop, the present adventure runs. There's something odd going on, and it soon turns into more than the kidnappings the party are asked to investigate...

The introductory material for the DM includes an adventure summary, notes on Freeport, encounter tables, scaling information, and several ways to get the party involved. The default one is that parents ask them to find missing children, but several others reasons are given to get them to enter the dilapidated manor house that is the setting for the delve. There's also an interesting section on how to cope with pesky parties who insist on doing something other than enter by the front door - useful when, as always, carefully designed plots fall apart as soon as the party arrives! As well as a full and detailed background explaining what is really going on, there's a section on how to handle character insanity, should anyone become unhinged due to the horrors within! And horrors there are, this is funadmentally a haunted-house mystery with gross, bloody and terrifying scenes... be warned if any of your group are easily upset this might not be the best adventure for them.

The adventure itself begins with the party standing in the street outside the building in question. Once they venture in (by whatever route they choose) the horror soon begins, and continues without let-up during their visit. Most of the inhabitants, alive or undead, are off their heads. The building consists of two floors, a roof garden and a basement. Every room is described clearly, with notes on what (and who) is to be found there and all necessary game information to play out encounters. Quite often there are associated handouts as well, to let the players 'see' through their characters' eyes. Whilst there is plenty of horror to be found above ground, the basement is the true dungeon of this adventure, and it's here that the controlling evil genius will be found and the climactic battle fought... but there's plenty more to explore, monsters to fight and traps to evade before the party gets that far.

There are a few sketchy ideas for further adventures, a whole bunch of new monsters and some new magic including a Madness Domain. Four pre-generated characters are provided if you want to jump straight in to the adventure, although the way they are presented means that you need to sift through the notes and put them into a more sensible format (maybe transcribe them onto a character sheet) before they'll be of any use.

The stakes are high, the very fate of Freeport itself hangs in the balance. Indeed if the party dawdles, the final assault may be launched and they'll have one last chance to stop it. If you like a good twist of horror to your delve, this is well worth checking out, while if you already use the Freeport setting, this could provide an interesting twist in your ongoing storyline.



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics #20: Shadows in Freeport
Click to show product description

Add to RPGNow.com Order

Dungeon Crawl Classics #19: The Volcano Caves
by Megan R. [Featured Reviewer] Date Added: 07/06/2018 08:28:29

There's something odd going on in a local dormant volcano. For a start, any flame bends to point towards it. If that sounds odd to you, maybe it's time to investigate...

The DM is provided with an adventure summary - it's a fire-themed delve - as well as encounter tables, scaling information and a more detailed backstory to explain just what's going on down there. There are also some quite innovative adventure hooks to get the party interested - for example, during an earlier adventure, someone casting a fire-based spell gets an irresistable urge to go visit the volcano in question. It's worth noting that the volcano is no longer completely dormant, and it's hot in there. Party members in heavy clothing or armour are going to suffer, and everyone needs to keep well hydrated. There's boiling water and magna to contend with as well.

As usual, the adventure proper begins with the party on the threshold: in this case, standing outside a cave in the volcano. It won't be long before they meet some of the strange inabitants, including a new race called klaklin, lobster-like humanoids who seem immune to heat. Anyone who enjoys exotic wildlife will have a field day here, there are plenty of strange creatures to study... if they don't try to eat you first. With the remnants left behind by previous inhabitants and new arrivals there is a lot to do, see and fight... and even a talking sword which has some useful background information (a neat and novel way to share the backstory with the party).

There's quite a lot going on down there under the mountain, yet when the party returns to the outside world everything seems just as it was. Will anyone believe their tales and recognise them for the heroes that they are? There are some good ideas for follow-up adventures based on some of the encounters. There are new races and monsters, a couple of magic items, and even four 8th-level pregenerated characters if you want to jump right in (well, you would benefit from transcribing them onto character sheets) as well as handouts and illustrations galore. A thoroughly enjoyable and origninal delve.



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics #19: The Volcano Caves
Click to show product description

Add to RPGNow.com Order

Dungeon Crawl Classics #18: Citadel of the Demon Prince
by Megan R. [Featured Reviewer] Date Added: 07/05/2018 09:00:20

Rescuing local farmers from a bunch of evil cultists who have been terrifying the neighbourhood should be relatively straightforward for a high-level party... until they find they have to travel to other dimensions and battle a demon prince on his own turf before he completely wrecks their world! Small stakes, hun?

There's a note that this work references the Demon Hunter's Handbook published by Goodman Games, but that you don't need to have a copy to play. Anything you need has been reprinted here. Still, if you like battling demons, you may find it worth getting hold of it. There's a synopsis of the adventure, notes on adapting the plot to fit in with your own campaign, encounter tables, scaling information, and a whole lot of backstory to help you get set up. Recommendations are made about dealing with planar travel and dimensional effects, and there's a note that one or two bits are a bit graphic and if your players are young you might feel the need to skim over them a bit. There are a few hooks to help you get the party involved too, and ideas about how to feed them information. This last is good, because there is a lot in tbe backstory and it would be a shame if the rest of the group never found out its depths and complexity.

The Cult of the Broken Word hang out in a dark abbey, a former temple of light that they took over and corrupted ages ago, and the adventure proper begins with the party standing at the main gates of the abbey grounds. The first part deals with their passage to the front door... not as easy a task as one might expect. Notes are provided on how to deal with parties inconsiderate enough to suggest flying or teleporting to the front door. Once they reach the abbey itself, the next task is to actually get in, which is not as easy as it might be. Various routes are suggested, each with their own problems.

Once in, things don't really improve. It's a suitably perverted mockery of a monastery, with plenty of perils in the shape of traps and monsters to contend with. There is a lot to explore in even the 'normal' parts... and then it begins to get very weird indeed. There are dimensional echoes, the result of a failed attempt by the cultists to transport their home to the Abyss, then there's a rapidly-arriving chuck of the Abyss - the demon prince's palace that he's ripped out of its home dimension and is attempting to bring to the Prime Material as part of his dastardly plot. There are a couple of massive magical/technological devices that he is using to power these plans, with the party will have to figure out, at least enough to know that they ought to destroy them. These make for a suitably epic backdrop to the final battle with the demon prince himself, a finale worthy of the name. Of course, the party then have to get themselves home again...

Well-resourced with maps, handouts, good descriptions, all the game mechanics you need to run each encounter and more, there are several ideas for further adventure. There are notes on the surrounding area and on new monsters including several types of demon, and new magic items - all of which can be used as appropriate in your own games. This is an epic adventure of world-shaking proportions, quite cinematic in scale.



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics #18: Citadel of the Demon Prince
Click to show product description

Add to RPGNow.com Order

Dungeon Crawl Classics #17.5: War of the Witch Queen
by Megan R. [Featured Reviewer] Date Added: 07/03/2018 08:03:09

In northerly moors, evil witches are to be found. That might be enough to get the party heading that way... It is suggested that a well-balanced party is best for this adventure, but that there are some aspects best suited to a sorceror. If you don't have one, don't worry, they can be re-tuned to work with a wizard instead.

The DM's materials include scaling information, a wandering monster table, an adventure overview and the detailed backstory. Apparently there was an entire coven of witches living in the area, all evil, and they fell to squabbling. As a result of this, with plenty of treachery and broken promises as well as outright brawling, a young sorceress claimed the title of Witch Queen. Her hold over the title and the rest of the coven is still tenuous, and this looks like a good opportunity to rid the area of these evil witches entirely!

The adventure starts on the brink of a sinkhole in the moors, where the lair of the Witch Queen is believed to be located. It's wreathed in fetid mists and certainly sounds the part. How you get the party there, however, is left up to you. The first part of the adventure involves fighting and bypassing traps to actually get to the entrance of the lair itself.

The second part of the adventure begins when the party pass through a magic portal into the dungeons of the Witch Queen. That's when the fun starts. Traps and monsters abound, and it soon becomes clear that all manner of horrible things go on in these depths... and only after these have been navigated will the party be able to enter the final part, an extradimensional space where the Witch Queen herself is to be found. Needless to say she's none too happy about this and attempts to flee before she is killed, as she assumes anyone surviving thus far will be powerfull enough to send her for a dirt nap.

There's little in the way of follow-up adventure ideas, unless of course one of the party fancies becoming the next Witch Queen! This does present some intriguing possibilities... Resources include five pre-generated characters (which need transferring onto character sheets, they are a jumble as presented) and lots of 'this is what you see' pictures to display.

Overall, it's a tough but quite interesting delve, provided you like brimstone and the stench of sulphur! No doubt a great service would be done to all honest denizens of the area if the Witch Queen were to be overthrown...



Rating:
[4 of 5 Stars!]
Dungeon Crawl Classics #17.5: War of the Witch Queen
Click to show product description

Add to RPGNow.com Order

Dungeon Crawl Classics #17: Legacy of the Savage Kings
by Megan R. [Featured Reviewer] Date Added: 07/02/2018 09:48:30

Fancy squelching around a disease-ridden swamp in search of corrupting evil? Then this adventure is for you... and it STARTS with a dragon...

The DM's Section includes an adventure summary, wandering monster chart, and extensive background about what's going on and how it all came to be. There's also scaling information and an impressive selection of 'hooks' to get the party interested in this adventure. It's noted that as well as the actual antagonists provided, there's a deadly magical disease and the swamp itself to contend with - and this last is a hostile environment that will prove as much a threat to the party as anything else. As an aside to that, suggestions are made for the best ways to introduce replacement characters for those which perish.

The adventure proper begins with the party already in this misty, chilly, smelly swamp. Then they hear sounds of combat close by... The first part of the adventure involves exploring the swamp itself and finding out at least some of what's going on. And meeting the dragon. Mustn't forget him! Opportunities for combat and looting abound, along with clues to find that should take the party onwards.

The adventure then moves to a small fortress called the Forge, which the party will have to infiltrate (or besiege) as well as a few other places and people to investigate. Then it's off underground to a lair located in an ancient temple, a dank and dark place peopled by an unlikely tribe that doesn't meet common perceptions of their kind. In true Lord of the Rings style, an artefact must be retrieved and flung into the depths.

In all a coherent and quite interesting adventure provided you like slogging through swamps. There's plenty of fighting to be done, but it's not as puzzle heavy as some adventures in this line, although some reasoning is needed to find out what is going on and how to put a stop to it. It should prove a nice episode in your campaign.



Rating:
[4 of 5 Stars!]
Dungeon Crawl Classics #17: Legacy of the Savage Kings
Click to show product description

Add to RPGNow.com Order

Dungeon Crawl Classics #16: Curse of the Emerald Cobra
by Megan R. [Featured Reviewer] Date Added: 06/28/2018 08:20:12

The very title of this adventure is redolent of a pulp classic, and the plotline is filled with jungle outposts and evil cultists and legends from the past...

There are various ideas for how to get the party involved in the adventure, not all of which have anything to do with what they are actually getting themselves into! That's a neat touch as they'll be expecting something quite different. Scaling information, a random monster list, and some background notes are also supplied to help the DM get organised. There is also a rather small map of the tropical island on which the adventure is theoretically located, although any suitable remote jungle area with an extinct volcano in your own campaign world will do.

Quite a lot of the background is information that the party should have little difficulty in discovering once they know they are heading this way, indeed much of it is common knowledge... not, of course, that it's all correct. A vanished mage and attacked caravans ought to be enough to get the party investigating anyway, never mind those rumours of an ancient evil set loose once more...

The actual adventure begins at the base of Mount Icpitl, the extinct volcano, under which, 'tis said, the ancient evil once had its lair. Getting them there is left to you. Once inside the underground complex the delve proceeds apace, with plenty of monsters to fight and puzzles to solve. Many of the puzzles are supported by handouts that let the players see what their characters do, hopefully this will aid them in figuring them out. The second part of the adventure, within the crater of the extinct volcano itself, is quite combat-heavy (and comes with hints for how to reduce that if you so wish). One thing to watch out for is poison. The Bad Guys use it a lot, so expect to see plenty of Fortitude saves. There's quite a good mix of encounters where those encountered might be willing to talk - if approached the right way - and ones where a brawl is going to ensue without the option.

The third and fourth parts involve the exploration of a pyramid in the centre of the extinct volcano. There are plenty of hostiles to fight and some interesting items to, er, liberate. The adventure ends in a swirl of a mad sorceress and a ruthlessly ambitious yuan-ti, who must be defeated, and there's always the question of what to do with the staff bearing a gemstone said to hold the spirit of the original Emerald Cobra... some suggestions here hint at the possibility of continuting the adventure, although you'll have to write that for yourself.

It's an exotic setting, with ancient evils rubbing shoulders with contemporary living lizardfolk and more, combat-heavy but exciting, and with possibilities for further development. A very pulp or Conanesque feel to the whole thing.



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics #16: Curse of the Emerald Cobra
Click to show product description

Add to RPGNow.com Order

Points of Light
by kristiaan l. [Verified Purchaser] Date Added: 06/27/2018 01:57:12

I bought Blackmarsh recently and upon reading it through (and loving it!), immediately purchased Points of Light. Loving these books!! Just what I've been looking for!



Rating:
[5 of 5 Stars!]
Points of Light
Click to show product description

Add to RPGNow.com Order

Dungeon Crawl Classics #15: Lost Tomb of the Sphinx Queen
by Megan R. [Featured Reviewer] Date Added: 06/26/2018 08:14:38

Now there's a dramatic start for an adventure! You visit a venerable sphinx prophet, but as soon as he claps eyes on you and your party he attacks! Apparently he decided that you were the heroes predicted of old, who would deal with an evil sphinx queen and destroy her crown. Just why the old sphinx chose to attack over this may become apparent...

Naturally, there's a detailed backstory that explains most of what is going on (but not why the sphinx prophet attacks the people he's been awaiting for a very long time!). There's also the usual scaling information, wandering monster list, and other bits and bobs to aid you in preparing to run this adventure.

What follows is a spectactular puzzle-oriented delve with many delightful features such as images of the party included in the murals - well, their eventual arrival had been prophesied millenia ago! There are undead to fight as well, and deadly traps to circumvent. Even though this complex was built by those who wanted to imprison the evil sphinx queen, whom they could not slay themselves, until the promised party arrived to do the job for them, they certainly did not make it easy.

The tomb consists of three levels, the last being accessible only if you can figure out a teleportation system. Descriptions are vivid and detailed, back-up information is comprehensive, and there are loads of handouts to produce at appropriate moments so that the players can see what is being explained to them.

This is a really tough and demanding delve that should challenge the party and - should they survive to the end - give them a real sense of achievement. It's excellent for parties who enjoy pitting their wits as well as their swordarms against whatever the dungeon holds. A true classic!



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics #15: Lost Tomb of the Sphinx Queen
Click to show product description

Add to RPGNow.com Order

Dungeon Crawl Classics #14: Dungeon Interludes
by Megan R. [Featured Reviewer] Date Added: 06/25/2018 08:07:59

A bit different from other offerings in the Dungeon Crawl Classics line, this book provides six loosely-linked complete adventures to weave into an ongoing campaign. As the party rises in level they unravel more and more of a dastardly plot being hatched by an ancient mage and (hopefully) find a way to thwart it!

Each adventure is well-suited to challenge a party at the level for which it is written, and all provide information that links on to the next one, although it's recommended that you do not run them back-to-back, but intersperse other adventures. The idea is that the overarching plot is rumbling away in the background, and that the party occasionally interacts with it, beginning by meeting some of the mage's minions scavenging for a certain item in a place where they happen to be right on up to the final adventure when they actually confront the mage. Each adventure provides good reasons for completing it, and is well-resourced and ready to run in a session or two. Maps and room descriptions are up to the usual high standard. The first adventure involves a delve through a cramped underground druidic community, complete with places that the party will have to squeeze through (unless they are exceptionally skinny)... but there's something down there that the mage would dearly love to have.

Subsequent adventures involve a visit to the crypt of a long-dead paladin which appears to have been defiled, an attack on the party by a drow assassin which leads to a fine trap-based delve, the exploration of a mine which just happens to be building something that mage needs to further his plot, and a visit to his former tower before the party is ready to attack his current stronghold and put paid to his evil plots. It all hangs together quite well - it's nice to have delves with a purpose beyond trying to find items to steal!

Overall, this is recommended if you want a bit of a story arc without having every detail of every adventure you run woven into it. Spread these out with other adventures in between and you'll give your party a sense of purpose without getting too far away from the series' approach of going into dungeons just because they are there.



Rating:
[4 of 5 Stars!]
Dungeon Crawl Classics #14: Dungeon Interludes
Click to show product description

Add to RPGNow.com Order

Displaying 1 to 15 (of 531 reviews) Result Pages:  1  2  3  4  5  6  7  8  9 ...  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates
Powered by DriveThruRPG