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Dungeon Crawl Classics #87.5: Grimtooth's Museum of Death
by Bob V. G. [Verified Purchaser] Date Added: 09/04/2020 10:18:50

The game system I used to play this was Dark Fantasy Basic. The solo engine that I used is one that I have been testing out. This 28 page module does contain some "mystery" rooms. I used some encounters from another module to "populate" these areas. I used six first level thief characters to play through the museum. They did rescue a second level spy character (she was cursed). All seven characters died on levels two and four. Maybe you will have better luck . . .



Rating:
[4 of 5 Stars!]
Dungeon Crawl Classics #87.5: Grimtooth's Museum of Death
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VTT Map+Token Pack: DCC: Portal Under The Stars
by El M. [Verified Purchaser] Date Added: 07/22/2020 08:49:17

When I first dowloaded this, I have to admit I was a bit dissapointed. However the more I studied the pictures the more I liked them, especially the pawns. There are couple of issues however.

  1. The coloring on the snake is more sea serpant green than demon red snake. Even the text describes him as "ringed in crimson band the color of hellfire". Not sure why the artist deviated from this, given that he is a main part of the story I would have wanted him more accurately portrayed. The other pawns seem okay in how they are described and represented. The only other issue with the pawns is that they are all seperate files. Does DCC hate trees? Would have been nice to have them all print on one sheet instead of a 2x2 square per page. That is 10 sheets of paper needed to print all 5 pawns double sided. Some of the pawns you will need to print multiples of, like the bone piles, crystal men, clay statues, etc. You are looking at a lot of wasted paper. I did some cut and paste in google docs to get more than one pawn on a single sheet. I used google doc tables to keep them aligned.
  2. My biggest complaint is the black background on the map sheets. Goodbye black ink cartridge. There should be an option for no background at all. I would have preffered this since you don't play outstide the dungeon anyway. I will be working these through inkscape and cropping out the maps images and putting these on a white or no-background. I litterally cut out the map section and glued them onto a black poster board creating tiles. I will build up the dungeon as the game progresses using the tiles. This method saves a lot of black ink/toner and acheives the final result I am looking for.
  3. The price is the last issue. Yes 2 buck is not a lot and I might have been okay with it if the above issue did not exist. But if you compare this to some of the other DCC offerings it is a bit much. If they threw in some zero level characters pawns (maybe 4-8) this it would be a decent deal. Overall this is a real nice addition to the adventure and I intend to use it in my games. However, I had to invest a lot of time in getting these formatted for printing and writing this review for other to be aware of some of the shortfalls.


Rating:
[3 of 5 Stars!]
VTT Map+Token Pack: DCC: Portal Under The Stars
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Dungeon Crawl Classics RPG (DCC RPG)
by Paul M. [Verified Purchaser] Date Added: 07/20/2020 10:23:36

I've been playing DCC for years now (since I backed the 4th printing kickstarter) and this game is infinitely hackable. It is hands down my favorite OSR style game, and I've combined dozens of other OSR game material with it during play including things like the Cthulhu Hack and Stars Without Number. It's awesome!



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics RPG (DCC RPG)
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Dungeon Crawl Classics RPG (DCC RPG)
by Ian S. [Verified Purchaser] Date Added: 07/07/2020 13:36:12

What else can be said that hasn't been said before? One of the originals and one of the best. Classic nostalgic art and feel. Wonderful.



Rating:
[5 of 5 Stars!]
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Dungeon Crawl Classics #94: Neon Knights
by Edward K. [Verified Purchaser] Date Added: 07/05/2020 20:56:11

Ring Side Report-RPG Review of Dungeon Crawl Classics #94: Neon Knights

Originally posted at www.throatpunchgames.com, a new idea every day!

Product- Dungeon Crawl Classics #94: Neon Knights System-DCC RPG Producer- Goodman Games Price- $6.99 here https://www.drivethrurpg.com/product/221855/Dungeon-Crawl-Classics-94-Neon-Knights?affiliate_id=658618 TL; DR-Two tastes that don’t quite go together. 78%

Basics-How do we stop a hoard who feels no pain! Zombies or unfeeling monsters have surrounded the town, and you are called to aid the defence. But mid-meeting you are whisked away to do the bidding of a wizard. Can you save the town and stop being a mister fixit on call?

Mechanics or Crunch-This adventure is short! The major bad guy is the wizard who keeps summoning you. You can fight the zombies, but the book makes it seem like you will die. As a DM I would kill you as well. The tower with the wizard isn’t bad, but he also is pretty much the only thing in it. It’s a short dungeon with balanced fights, but just not enough of them. It’s a little too old school as you have to find the fights and the goods here as opposed to them being out in the open for you to pillage and kill. I didn’t hate it, but it will require you to punch up the adventure to keep your group involved. 4/5 Theme or Fluff-There are not one, but two things for the PCs to face. But, they are tied together. BUT, only you, the GM, really get that. The wizard only brings you in when he needs help. You have to find and explore the place in seven rounds before he sends you back. The zombies are ok, but why are they here? I know why because I read the book, but it feels like two different adventures put together. I didn’t hate this, but even after reveals, my players felt like there were really two adventures here. Both of the singles are good, but together it’s three Michelen star steak mixed with gold ribbon winning chocolate. Maybe these two things shouldn’t go together. 3/5

Execution- PDF? YEP! Hyperlinked? no...That’s honestly my biggest gripe here. The execution isn’t bad. I would like clean maps I can show my players without having things marked on the map that they find. Text read fast and I could play quickly. It is one of the standard well put together DCC modules I know and love. 4.75/5

Summary-I don’t hate this one, but this might not be the first adventure I show to new players. I was able to turn this to keeping my players on the purple planet. It works well that way, but the basic story gets lost in most of the GM fluff. Not bad, but unless the players work to make friends with their captor, they won’t get it. The dungeon needs more pieces and stuff to play with in the form of fights or toys. The presentation is good, but I still want hyperlinks! Overall, it's an ok adventure that is maybe a bit too stuffed with disparate things. 78%



Rating:
[3 of 5 Stars!]
Dungeon Crawl Classics #94: Neon Knights
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The Monster Alphabet
by Marco R. [Verified Purchaser] Date Added: 05/08/2020 15:55:28

This book is a fantastic resource for anyone wanting to make their monsters more unpredictable and mysterious. Tables upon tables to spark the imagination. I especially recommend the " O is for Ordinary" entry to give old favourites a bit more oomph.

As an example, I rolled up an angel with insectoid features and the ability to spit acid - and from that followed the creation of Xkrrrg the Many-Eyed God, lord of all that crawls and skitters for my campaign world.

And the whole thing is system-neutral, allowing you to use it with whatever system you enjoy. Given the modular nature of monster abilities in D&D 5e, for example, it's extremely easy to translate whatever table results you get into the game. And the same is true for most OSR systems as well.



Rating:
[5 of 5 Stars!]
The Monster Alphabet
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Dungeon Crawl Classics #79.5: Tower of the Black Pearl
by Thilo G. [Featured Reviewer] Date Added: 02/28/2020 10:54:27

An Endzeitgeist.com review

This adventure clocks in at 22 pages, 1 page front cover, 1 page editorial/SRD, 1 page back cover, leaving us with 19 pages, laid out in 6’’ by 9’’ (A5), so let’s take a look!

This module is intended for 4-6 level 1 characters, and it works particularly well if one of the PCs has Sezrekan as a patron, though that is not required. A well-rounded group is suggested, as always, though the difficulty of the module is somewhat contingent on how nice the judge feels – there is one way that can undo death herein, making it a pretty good introduction to non-funnel gameplay for those new to DCC! Note that this only holds true for Lawful heroes. As usual, we get a break-down of the encounter table of the place, and the module comes with properly spelled out and atmospheric read-aloud text. The module also sports two different b/w-handouts of key areas. A brief table of wandering monsters is included.

It should be noted that this module has an alternate ending that can render this one of the most impactful campaign starters I’ve seen. I’ll discuss this in the SPOILER-section. Genre-wise, the module is essentially all about getting a cool treasure out of a dungeon – a classic, honest extract-the-treasure-scenario without bells and whistles.

This being an adventure review, the following contains SPOILERS. Potential players should jump ahead to the conclusion.

… .. .

All right, only judges around? Great! So, the module’s premise per se is pretty simple: Once every decade, the Empyrean Ocean’s tides recede far enough to reveal the highest parts of an undersea tower, 5 miles from the ocean; the night this happens is now! If this does not suffice to entice your PCs, well the notorious pirate Savage Quenn might be mugging a magician, who fills them in. Thee pirates of the Black Mariah are also after the legendary Black Pearl.

The tower of the black pearl is guarded by such pirates, but provided the PCs persist here, they gain access to the Hall of Mysteries: Here, a massive register, and plentiful candles burn: The register contains the names of all Lawful heroes of the world, with each candle representing their life-force: Snuffing out a candle kills that hero! Conversely, if a lawful PC dies in the adventure, their candle can be relit! This is a great safety net for clever players. After this, we have a chamber of portals: One portal is intended for further adventures, while another requires a magical key of sorts – leaving only one way to go. Both animated fetishes, crab-rats, and the pirates present further dangers in the complex, and there is a scene with a Charon-like boatman – which thankfully presents swimming, drowning, hypothermia, etc. rules,. All handily summed up. Nice. At one point, the PCs will meet Quenn and his remaining men, who propose an alliance – because they (correctly!) suspect a pretty nasty trap room ahead: Quenn plans on betraying the party, obviously – but anyhow: The trap room is one of the good DCC-traps: The deadly component can be discerned quickly by the players if they roleplay smart, and even if they walk in, there is a means to escape. In short: Good design!

Ultimately, the PCs get to find Sezrekarn’s tomb (when he was still mortal), and take ruby gemstones from it: These are required to enter the place, where the black pearl was sealed: The pearl is firmly held in a dragon statue’s mouth – which itself, is in a HOLE in the water, depicted in one of the handouts. To reach the statue, the PCs have to cross the water – which is full of poisonous snakes. Here, only player skill is required; battling through the poisonous snakes is a bad idea, and the most lethal encounter herein. If the PCs take the pearl, the magic holding the water at bay fades – 13 rounds to escape the tower, as the ice-cold waves are rising!

…and then there is the optional ending. This ending elevated a well-executed, linear dungeon-.crawl, a good module, to what I consider to be awesome. If you don’t share my enthusiasm for it, detract a star. Remember the candles? As a default, the water doesn’t extinguish them. But you could, you know, choose that it does. This would slay all the big heroes of the world, exempting the PCs due to their presence in the tower. If you, for example, have been playing in a world where too many high-level former PCs still roam, if you’re playing in an established world with TMGAM-Syndrome (Too Many Good Archmages), this’ll upend the power-dynamics, big time. A kind of reset-button for the setting, a means to make the PCs go properly into adventuring mode – after all, it is their greed that wrought this new age of darkness...

Conclusion: Editing and formatting are very good on a formal and rules-language level. Layout adheres to a 1-column b/w-standard, and the pdf sports nice b/w-artworks. As always, the b/w-map is gorgeous, but there is no player-friendly version included, which is a bit of a downer. The module comes fully bookmarked for your convenience, and the inclusion of two neat b/w-handouts is another plus.

Daniel J. Bishop’s conversion of Harley Stroh’s module is a good example of a well-executed little adventure; I am usually not a big fan of linear scenarios, but this is not only a well-designed example of one, it also sports a sufficient variety of challenges posed, and the alternate ending, as noted, is epic and make this module a rather efficient way to reboot a setting in which have run several persistent campaigns. For those looking for exactly such an angle, add a star to the final verdict. All in all, regardless of whether you do or not, this can be considered to be a success. My final verdict will be 4 stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Dungeon Crawl Classics #79.5: Tower of the Black Pearl
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Fifth Edition Fantasy #2: The Fey Sisters' Fate
by Alex P. [Verified Purchaser] Date Added: 01/30/2020 10:58:35

This is a simple, yet fun looking adventure. I am looking forward to running this game. I really like these campaigns as I am able to incorperate them into the world that I am building. I am using these amazing books so that I can work on the main story at the same time I am running a campaign.



Rating:
[5 of 5 Stars!]
Fifth Edition Fantasy #2: The Fey Sisters' Fate
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Fifth Edition Fantasy #6: Raiders of the Lost Oasis
by Alex P. [Verified Purchaser] Date Added: 01/17/2020 12:27:30

I purchased this adventure for a family adventure, and my family really enjoy it. I was able to create a beginning that got the adventures together and then start this adventure. It really is a lot of fun and everyone is really enjoying it. It was so much fun, I purchased another adventure.



Rating:
[5 of 5 Stars!]
Fifth Edition Fantasy #6: Raiders of the Lost Oasis
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Dungeon Crawl Classics #77: The Croaking Fane
by Thilo G. [Featured Reviewer] Date Added: 01/09/2020 08:38:40

An Endzeitgeist.com review

This module clocks in at 20 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page back cover, leaving us with 16 pages of content, so let’s take a look!

All right, so this is a dungeon-crawl designed for 6 to 8 characters of 3rd level. The party should be well-rounded, and contain a thief, means to deal proper damage in melee and at range, etc. – you get the idea.

The module is in the mid-tier regarding danger faced as far as DCC is concerned; i.e. it is a deadly adventure, but one with fair challenges, and one that emphasizes player-skill over character skill. Smart roleplaying is more important than just rolling well. As always, we have proper read-aloud text for every location, and the module comes with a massive, one-page handout of area 2-10’s scenery; oddly, the text of the module does not exactly state explicitly for which area the handout is intended, but it’s obvious from the context. We get pretty impressive b/w-artworks of the dungeon, but no player-friendly versions, which is a bummer.

…I freely admit that I wouldn’t have reviewed this module, were it not for my patreon supporters. Why? Because I’ve analyzed so many frog-themed dungeons, I have become pretty jaded regarding them. Still, a request is a request, so here we are. Theme-wise, we have a frog-themed dungeon, and one that adheres to a well-executed dark fantasy aesthetic.

All right, and this is as far as I can go without diving into SPOILERS. Potential players should jump ahead to the conclusion.

… .. .

All right, only judges around? Great! So, the module begins with a pet-peeve of mind, namely that it nominally introduces not one, but two massive secret organizations that your world now suddenly has to incorporate if running this as written: The two competing frog cults of Schaphigroadaz and Bobugbuliz. Schaphigroadaz’ followers, the Salientian Knot, grew lazy and were subverted by Bobugbuliz’ servants – but instead of being destroyed, they went into hiding…and Bobugbuliz and his clergy repeated the unwise decisions of their forebears, growing lazy – and thus, the rise of the Salientian Knot is imminent, as a war of evil frog/toad-cultists wrecks the underworld.

The PCs are exploring essentially one of the lost temples of Schphigroadaz, and have a chance to prevent his followers from returning to power. The PCs thus further the goals of Bobugbuliz or simply help exterminate one small chapter in a much larger bid for re-emergence in this module.

…nobody needs that. I am not adverse to lore; I love it. When it MATTERS. Here, though? I’ve rarely seen a backgroundstory so anti-conductive to making me implement a module in my game. The lore here not only makes the PC’s efforts matter less (they only deal with one tiny enclave of the grand toad war), it also forces you to include a meta-plot of two competing factions that is not particularly exciting.

Thankfully, none of this lore is actually relevant to playing the module in any way, shape or form.

Evil frog-temple there, go pillage/explore, escape alive. Bam, done. All that humbug with competing frog gods? It’s superfluous at best. Make it a small cult, have the PCs clean it up and feel good about having stopped the cult, done. That’s all the PCs need to know, and no, the lore does not feature in the challenges to a significant degree.

Anyhow, let’s take a look at the dungeon: While the entry is shaped like a frog’s maw, the interior of the first dungeon-“level” is actually shaped like church, with transepts, nave, etc. – and there is a lot going on here: If this was a point and click adventure, there’d be a lot of “interaction points” here – each transept is its own keyed location, and from sarcophagi to sacrificial pits the PCs can open (hinted at, so no, this is not an invisible-line pit trap!) to toad-goyles to a fountain that hides flesh-eating tadpoles, there is a LOT to be done here – this is a fantastic example on how to make a very dense area full of adventuring. Better yet, the challenges posed here, while also featuring fights, take great pains to reward clever roleplaying – in that way, this is easily one of the best such areas I’ve encountered in quite a while.

Add to that the at times grisly imagery, such as a cursed man spawning a flood of flesh-eating toads, and we have a module that, theme-wise, could be just as well run in Lamentations of the Flame Princess without breaking the theme. In fact, this module is superior to the author’s church-based encounter area for that game (“A Single, Small Cut”),

After the party has managed to brave the darkened temple, they will have to make their way into the undercroft, where the more hidden rites and aspects of the strange sect are on display – these include, for example, unholy texts that can infest the reader, mummified toads and more. The density of interaction spots slightly decreases here. But yes, this undercroft includes a massive subterranean pond, where the handout mentioned previously comes into play: A vast amount of giant toads can easily make this a super-lethal battle royale: If the PCs are smart, they can use their environments, and if they explored the complex well so far, items can help as well. The PCs may find a particularly unpleasant cultist left behind (who seeks to goad the PCs into helping him reach the spawning pool), and ultimately find the pool where the Salientian Knot is currently undergoing metamorphosis – slaying the mutated frog-cultists ends the adventure, right?

…nope! There is a deadly toad thing hidden below, for an extra challenge! So that ends it, right? Nope! Upon leaving with the hard-earned treasure, the stone toad idol in the church animates, the portals slam shut, and the party will have yet another boss on their hands! There are btw. a couple of instances of behavior or treasures found that can cause this to happen. Nice take on the multi-level “It’s not over yet!”-boss fight theme.

The pdf contains the new 2nd level plague of toads cleric spell, an immediate version of the affliction that makes flesh-eating toads burst from the target; it essentially causes damage, scaling Strength penalty and scaling movement penalty.

Conclusion: Editing and formatting are very good on a formal and rules-language level. Layout adheres to the series’ 2-column b/w-standard, and the pdf sports nice, original b/w-artworks. The cartography is excellent, as always, but the lack of player-friendly versions is annoying. The pdf comes fully bookmarked for your convenience.

I’m genuinely happy that I was asked to review this module, because it is easily one of the best frog-themed dungeons I’ve had the pleasure of running. The sheer density of things to do, the amount of viable, detailed interactions, is great. The fact that the combats reward clever thinking, and penalize simply waltzing in? Awesome as well. Now, as noted before, I genuinely loathe the lore and excessive background that does not meaningfully contribute to the module per se, but this can thankfully be entirely ignored. All in all, this is a great dark fantasy yarn. If anything, some more interaction, a means to save a doomed soul, a puzzle or the like – a few non-combat/non-trap-focused interactions more, and this would be excellent. As written, this is a very well-designed frog-themed dungeon, well worth of a final verdict of 4.5 stars, rounded up due to in dubio pro reo.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics #77: The Croaking Fane
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Dungeon Crawl Classics #76.5: Well of the Worm
by Thilo G. [Featured Reviewer] Date Added: 12/17/2019 08:07:59

An Endzeitgeist.com review

This module clocks in at 18 pages, 1 page front cover, 1 page editorial/SRD, 1 page back cover, leaving us with 15 pages of content, laid out in 6’’ by 9’’ (A5), so let’s take a look!

All right, so, this is designated as a level 1 adventure for 4-6 characters, but as a whole, you could conceivably run this as a funnel as well; while there are no specific patron-gaining encounters or the like included, the module’s difficulty is lower than some of the tough funnels out there. As always, a well-rounded group is recommended, but as far as DCC is concerned, this one is less difficult than comparable adventures and doesn’t per se require a specific set-up regarding classes. A pole weapon or means to cause solid ranged damage is surprisingly helpful in this one, in spite of the cramped dungeon.

The module is also pretty straightforward in many ways: We have a straight little dungeon-crawl here, and a very linear one at that – if you want lots of things to fiddle with, you’ll instead find a hack and slash adventure. Theme-wise, this is firmly-rooted in the dark fantasy-genre – the dungeon is very Giger-esque, and there are several thematic allusions to the Alien-franchise. In many ways, this could be played in e.g. Lamentations of the Flame Princess’ default setting without much modification, so the focus here is less on gonzo or sword & sorcery, making this a more “local” feeling module that doesn’t necessarily require much in the way of setting it up.

As always, we do receive some very flavorful read-aloud text, and the module does come with 2 b/w-handouts. The map of the complex is gorgeous, but no player-friendly version is provided.

All right, and this is as far as I can go without diving into SPOILERS. Potential players should jump ahead to the conclusion.

… .. .

All right, only judges around? Great! So, the story is pretty simple: A madman called Solom Quor, driven insane by his contact with the Mother of Worms, has, over the years, degenerated into a barely human thing, all while breeding so-called war-worms – essentially worms with human faces, which gestate in humanoids, making acid-barfing war-worm zombies. Those slain by the draining of war-worms risk rising as war-worm zombies. Solom Quor’s plans near fruition, and thus the PCs have to brave the eponymous well and the claustrophobic dungeon it hides to stop the mad wizard.

The module wastes no time in establishing its atmosphere: Burrowed into the mortar of the walls, near mindless war-worms will attempt to drop on the PCs, dying if they miss – this suicidal attack establishes their mindless ferocity, and the first room of the dungeon proper helps this notion further: People glued to the walls with slime, incubating war-worms, are shown as the first handout, and some of the dead have already underwent the war-worm zombie transformation.

Navigating the claustrophobic tunnels, the party will need to brave combat in claustrophobic environments (including the chance to fall into pits full of war worms – hope the party brought sufficient means to pot-shot/pole-arm the trapped war-worms…) and find the horrid shrine of the worm mother (the second handout, btw.): Here, Solom Quor has a nasty ambush waiting, including a means to let rubble fall down via his escape route. The “rocks fall” does not mean that “all die” here, btw. – the cave-in only inflicts a moderate 2d6 damage to those trapped beneath the rocks. I am not happy with the implementation here – PCs “on the heels” of Solom are subjected potentially to the cave-in, but if it’s instantaneous, how does the one save make them get through a 10+-square tunnel? Personally, I think it would have been more prudent to realize the collapse via rubble falling for a round or 2…or1d3 rounds (with chances of being hit/pinned), and then have the entire tunnel collapse. This would have been more cinematic, and it would have been easier on the judge.

Anyhow, Solom, if he got away, will have his last stand with his war-worm queen, and in an adjacent part of the cavern, a blind, berserk war-worm zombie ogre awaits, which will be unleashed if the battle goes poorly for Solom and his queen. This one is easily my favorite monster herein, allowing for e.g. mighty deeds to target the stitching – and, being blind, the un-dead ogre also has another obvious shortcoming, beyond its blind berserker fury.

In case you were wondering, the module does offer random encounters, though these are easily my least favorite part of the module: Apart from the obvious war-worm angle, we also have snakes and vermin, and one type of spider can cause permanent Stamina damage, while a snake can cause death after 1d5 rounds on a failed save. Personally, I like such monsters to have some sort of context, foreshadowing or the like – having the random encounters be potentially more debilitating than the planned encounters is a choice I don’t particularly enjoy seeing.

Conclusion: Editing and formatting are very good on a formal and rules-language level, with no serious complaints on my part. Layout adheres to a one-column b/w-standard with a few b/w-pieces. The handouts are nice, if not necessarily mind-blowing, and the cartography is nice, but lacks player-friendly versions. Still, I do applaud the fact that the module prioritized its art-budget properly and included handouts instead of useless encounter art. The pdf-version has basic bookmarks. I can’t comment on the print version’s merits or lack thereof, since I do not own it.

Harley Stroh’s “Well of the Worm” is a well-executed hack-and-slash adventure; I was particularly intrigued to realize that this wasn’t originally penned for DCC – Daniel J. Bishop converted the module from its original 3.5-version, and did so remarkably well. This very much feels like a DCC-adventure. It also does its claustrophobic theme well, and manages to evoke a rather fun atmosphere…but the 3.X-roots do show in the miscellanea. There is a bit less going on beyond combat than I’d have liked to see, and while Daniel J. Bishop did a fantastic job making the combat feel properly DCC-like, beyond that, the module doesn’t have as much going on as I’d have liked to see. This is, in short, a solidly-executed genre-piece. This is NOT, I repeat, NOT, a bad adventure. It is, however, also not necessarily one that will blow your mind. It is evident that the module could have used a few more pages to develop its themes. As a whole, I consider this to be a 3.5 stars-module, and while I wanted to round up, I ultimately felt that the module, ironically, considering its slithering, slimy theme, is a bit too sterile beyond non-combat interactions for rounding up.

Endzeitgeist out.



Rating:
[3 of 5 Stars!]
Dungeon Crawl Classics #76.5: Well of the Worm
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Fifth Edition Fantasy #2: The Fey Sisters' Fate
by Robert N. [Verified Purchaser] Date Added: 09/30/2019 16:22:53

Great low-level adventure that gives mostly wilderness encounters, but with one cavern/dungeon crawl at the end. The assault on the giant oak tree is like a low-level castle siege!



Rating:
[5 of 5 Stars!]
Fifth Edition Fantasy #2: The Fey Sisters' Fate
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Dungeon Crawl Classics #76: Colossus, Arise!
by Thilo G. [Featured Reviewer] Date Added: 08/07/2019 11:19:05

An Endzeitgeist.com review

This adventure clocks in at 32 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page back cover, leaving us with 28 pages of content, so let’s take a look!

This review was moved up in my reviewing queue, as one of my patreon supports asked me to cover the DCC modules at my convenience.

So, as always, this Dungeon Crawl Classics module does come with a list of encounters; as (almost) always, we have exceedingly well-written read-aloud prose, and, on the less amazing side of things, the cartography provided is awesome, but lacks player-friendly versions, which means that only the judge ever gets to see them – unless you enjoy immersion-breaking numbers and secret doors plainly displayed to your players – and in this module, the latter would deprive them of one of the most brutal challenges within. This would usually suffice to cost the adventure a whole star, but on the plus-side, we get 7 (!!) handouts – 4 of them are one drawing, with shattered tablets against a ruined city backdrop depicting them. This has a certain Ozymandias vibe I enjoyed – but it’s not the coolest of the handouts.

Now, while having a cursory link to Punjar, the module requires just some kind of wasteland in the vicinity, so adapting it to your game shouldn’t be tough. Oh, and while we’re at it: WE NEED A PUNJAR BOXED SET. Adventure hooks are provided, including suggestions to bring deities and patrons into the fray.

…sorry for that, needed to get this out of my system. Anyhow, this adventure is intended for a party of 8th level, which, in DCC, is damn high-level. At this level, we’re talking about warlords, arch-mages and the like – and, if the players managed to get their PCs this high up on the level range, also, hopefully, a corresponding player skill.

You see, thematically, this adventure deals with the notion of the cyclical ages of mankind as a leitmotif, and is infused with a healthy dose of occult cosmology; this is very much a high-impact, unique and potentially campaign-changing module. Oh, and it is HARD. The module explicitly tells the judge not to fudge dice-rolls, invoking a kind of curse, which made me snicker for a second, but I get the notion – you see, the best of DCC-modules stand apart for being brutal, but fair, for grounding their challenge in how they challenge the PLAYERS and not just the PCs. No DCC-adventure I’ve covered so far exemplifies this better than Colossus, Arise!

Have your players by now learned to think carefully whether something makes sense in a dungeon from the purpose of its creators? Have the players learned that not everything can easily be murder-hobo’d? That they need to use the terrain? That they need to think quickly, and that brains beats brawns, that roleplaying beats rollplaying? Well, if not, then they will TPK faster than you can ask them to roll up new gongfarmers. Dumb or careless actions will result in save-or-die-scenarios, so your players should better bring their A-game to the table.

We begin with a random encounter-table for the desert, as the PCs set forth towards the lost city of Stylos…but why?

Well, in order to get into the details, I will need to venture deeply into the SPOILER-territory. Potential players should jump ahead to the conclusion. Seriously, you don’t want to spoil this one.

… .. .

All right, only judges around? Great! Untold aeons ago, the champion of chaos Cadixtat was vanquished by the tyrant Teleus, thus establishing a dominance of law over chaos. Much later, when the proto-sub-continent of Lirea sank beneath the waves, a cadre of the mighty Übermneschen back then, the Ur-Lireans, split – some would venture north to become the apocryphal hyperboreans, while other discovered the temple cities that once venerated the mighty titans; when the sands swallowed these cities, the ur-lireans entered the eternal dreams of the black lotus, sleeping the ages away; after an endless slumber, the cities had fallen into ruin, with but the House of Cadixtat remaining.

Where the Ur-Lireans, 12 to 16 feet tall superior beings, were but a shadow of the titans, so had the third age of man, the age of the PCs, spawned a race that might well seem like a degenerate caricature to them – and thus, it is decided. The world would need cleansing. Lacking the strength of numbers required to enact all out genocide, the Ur-Lireans set out on a horrible two-pronged trajectory: For one, they would take people from the third age to generate a slave caste – the “Sons of the Second Age” – 10-foot tall humans “elevated” to being the soldier/slave caste for the Daughters of Cadixtat and their prophetess. Secondly, they would hasten the arrival of the new age, incubating the men of the fourth age – horrible worm-man things; degenerate, sans reason – a flood to cleanse the land in a cataclysm of blood and frothing rage.

Oh, and the old adage applies – that is not dead…they have another ace in the hole. The PCs are literally the only thing standing between the Ur-Lireans and an age-ending cataclysm. Stakes high enough yet? These cosmic stakes also are represented in the adventure – former PCs, NPC allies that have fallen – in the dungeon, these beings will have one final chance to warn the PCs, help them, etc. The module drives home the threat-level faced in this module in a fast and furious manner. Exploring the ruins of Stylos not only comes with random encounters – it also pretty much presents the first challenge -. 300 Sons of the Second Age. Yep, the first task is to get past a frickin’ army. The slave masters, with animal-headed masks bolted to their skull, making for a truly wicked caste of henchmen. Indeed, the temple of Cadixtat is brutal and focuses on indirect storytelling – the trauma of apotheosis, the horror of the salve masters and sacrifices – all are things that the PCs get to experience, and PCs not up to their A-game might well be trapped in a deadly trap. Particularly chaotic characters and those casters likely to suffer corruptions should take heed in some regions, and indeed, clerics should be very careful when it comes to their deities’ favor…

And at this point, we have barely gotten past the antechamber sub-level. Did I mention the Vitruvian-man-like door that has a regular version (one handout) and a horribly twisted one (another handout) that the PCs may get to see? Though the latter only briefly, as it’s shown in a vision? Love it! In the House of Cadixtat, the PCs can meet the ageless, but not immortal prophetess of the Ur-Lireans, shielded by living and hungry blue flame. Indeed, as in the best of DCC-modules, the players are rewarded for being smart – there is a scene where 4 gates represent different rewards for world-weary scions of the second age, ostensibly leading to an afterlife. This scene is also represented by a massive handout, with strange glyphs to be potentially deciphered…and it’s a trap. A truly deadly one. Here’s to hoping the PCs learned from a certain jewel-heist in Punjar…

Time and again as the heroes explore the alien horrors of ancient Ur-Lirean making, they will find Hel-Ooze – the horrible ichors of Cadixtat, growing ever more “alive” as the PCs progress – later building walls and crashing towards them in devastating waves – for example, when the PCs happen upon the massive pod-chamber where the men of the fourth age incubate – almost 500 of them! And no, the PCs don’t want to fight these all by hand – particularly since those slain by the degenerate worm-men indeed do return as similar monstrosities…one of these monsters could start an epidemic…

The final sections of the dungeon have the PCs literally move through regions that represent the 4 ages, allowing you to fill in the blanks – or rather, have the players fill in the blanks! That being said, ultimately, the PCs arrive to witness the final sacrifice: The daughters of Cadixtat martyr themselves with the help of the Handmaiden, their leader, to bring back Cadixtat! Between PCs and victory stands the chaos champion – a mighty warrior (Act 4d24, HD 17d10, AC 25, +24 atk…), and the willing martyrs and handmaiden. Ultimately, with a shudder, huge canopic jar leaking Hel-Ooze will shatter, revealing a titan’s brain – and the blackened, tar-like ooze will start taking up rusted weapons for the thing. Which btw. has Act 12d20, and it can dominate PCs. And then, bloodied and by the skin of their teeth, the PCs will have won. Right?

Wrong. The ground trembles. The PCs are hoisted up, as the temple breaks and they are ejected to the surface. And there, it looms. Colossal. Headless. Undead. Infused with pure, primordial fury. Thus, Cadixtat’s headless, undead corpse lurches forward, to bring death to an age. The PCs stand, alone, between the titan and civilization, with even the Sons of the Second Age falling like wheat before the scythe. Each attack of the titan is devastating, more a force of nature than anything that the PCs can kill, their swords but gnat-bites, their magics but tiny flecks of impotent light. Cadixtat looms, and the undead titan may only be bested if the PCs and players truly understood what they’ve seen – there area couple of ways that the titan may be defeated – all have in common that they are predicated on the players being smart and using the artifact level magics that they’ve witnessed to their best of abilities. Much like when they were 0-level funnel-fodder, they stand before something that they can’t hope to defeat without a combination of wits, luck, and, perhaps, noble sacrifice. FRICKIN’ EPIC.

Conclusion: Editing and formatting are very good on a formal and rules-language level. Layout adheres to Goodman games’ two-column b/w-standard, and the module comes with plenty of amazing b/w-artworks and great handouts, which, as mentioned before, help make up for the lack of player-friendly versions of the map. The pdf comes fully bookmarked for your convenience.

Subtle, this is not. If you want gritty and grimy sword & sorcery, this isn’t that; and yet, it is a perfect example of how you do a high-level sword & sorcery adventure in the best of ways. Like Conan and Red Sonja battling Shuma-Gorath, this manages to blend epic stakes that couldn’t be higher with a sense of groundedness that is hard to achieve – the PCs are mighty, yes, but their opposition is truly epic, and just because your fighter might make Conan or Fafhrd look like a wimps, just because the thief would make the Gray Mouser look like a novice, doesn’t mean that the PCs are now superheroes – unlike traditional D&D-aesthetics, this retains, courtesy of the rules, a plausible baseline. At the same time, this only works, because the epic adventure has writing that is not only a joy to read, but that is intelligent and exceedingly well-designed. The module consequently rewards smart players and engaging with the adventure – it is brutal and deadly, yes. But not once did I consider it to be unfair.

This is a true master-piece.

Very few adventures have blown me away to this extent, particularly since the cover made me expect something…goofy? Gonzo? Instead, I got an epic that shows how an excellent writer can make just about any concept, even ones that would be utterly cheesy, work perfectly – to the degree where I guarantee that there will be high-fives, goosebumps and the cheers at the table; that the players will talk about this for years. 5 stars + seal of approval, oh, and this gets my “Best of…”-tag as one of the best adventures I know. It’s so good, I’d genuinely consider it even more of a system-seller than e.g. “Jewels of the Carnifex”, “Blades Against Death” or similar gems. Seriously, if you even remotely like epic sword & sorcery, get this.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics #76: Colossus, Arise!
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Dungeon Crawl Classics #75: The Sea Queen Escapes
by Thilo G. [Featured Reviewer] Date Added: 07/17/2019 12:36:30

An Endzeitgeist.com review

This module clocks in at 28 pages, 1 page front cover, 1 page editorial, 1 page advertisement 1 page back cover, leaving us with 24 pages of content, so let’s take a look!

This module was designed for 6 third level characters, with the suggestion, as always, of a well-rounded party as an ideal means to tackle this one. Fighters will particularly appreciate the numerous occasions where they may execute special, environment-specific mighty deeds of arms – at least I did. As always with Goodman Games’ DCC-modules, we do receive pretty darn impressive b/w-maps, but alas, as always, we do not get player-friendly iterations of the respective maps. On the plus-side, two massive one-page handouts that you can give your players does make up a bit for this shortcoming.

As always, we do receive well-written read-aloud prose to set the stage for each room.

All right, and this is as far as I can go without diving into SPOILERS. Potential players should jump ahead to the conclusion.

… .. .

All right, only judges around? Great, so first thing: Never show the cover and title to the players – the combination of cover and title are actually a big SPOILER, and can really wreck one of the key-scenes of the adventure.

Second thing: Even though this adventure has a serious marine/water-theme, it actually isn’t focused on underwater adventuring, so if that’s what you’re looking for, you won’t find it here. (As a plus: Unlike the horrible “Shadow under Devil’s Reef”, it tackles water and the chances to drown with rules that make sense and are fun, so that’s a plus, even if it’s not the core component of the adventure.

Now, the damsel in distress is nowadays a cliché, to the point where the subversion of the cliché has become its own cliché, which, arguably, these days is seen more often than the original angle. The primary hook of this adventure is just that – the PCs manage to get their hands on a magical token, and are thereafter sent strange dream-missives from a gorgeous queen beneath the waves, imprisoned by a vile wizard, who beseeches them to free her. Interesting here: In contrast to many other systems, DCC actually does have its share of “rescue lady”-angles that have not been perverted/inverted, and as such, paired with DCC’s patron-engine powered propensity for spellcasters to be (even more) corrupt (than usual), the angle, if sold properly to the PCs, may actually work, when in mainstream D&D-iterations, the Ackbar-memes wouldn’t stop – ever.

This module pits the PCs against the defensive measures left by the grand sea-wizard Shadankin, who mysteriously vanished ages ago. Cealheewhalool, the sea queen in question, directs the PCs towards the first of the small dungeons herein – Shadankin’s Sanctum, where jumping from levitating turtle-shell to turtle-shell and grotesque lamprey-men, this is a cool start – I was particularly enjoying the notion of finding jelly-fish diving suits – for the PCs will have to dive into a lake that doubles as a giant hammer-head’s hunting ground to extract a mythic horn from a giant clam shell.

And yes, fighting underwater rules are provided. Indeed, this is one aspect of the module that deserves applause: None of the encounters throughout the locations within are boring or even mediocre – there’s something special going on in each of the rooms, with unique chests, terrain features and hazards providing, as a whole, a sense of a neatly-structured, thoroughly detailed and creative adventure. In a way, it is the inverse of the author’s Stonehell mega-dungeon, which I love for its own merits: If you’re familiar with that one, picture this module as featuring unique terrain features and treasure for pretty much everything.

The sanctum deserves another shout-out for a practice I really loved: You see, the adventure, as noted, has two handouts, right? Well, on each, we can see strange drawings and scenes, which can provide cryptic clues – and make sure that the story starts making sense in hindsight. The scenes do not act as spoilers per se, but cautious players may well derive information from them. Getting the balancing act between too cryptic and exposition dump by another means right is one of the impressive aspects of this adventure.

Speaking of impressive: Turns out that Shadankin had a compact with an entity most potent – blowing the horn summons mighty Tudines, a colossal turtle of island-plus-size, but only once every 3 years – so the PCs better make sure their sojourn into the second of the dungeon locales, which is a sealed complex within the inside of the turtle’s shell, matters. The vault of the turtle is the most linear of the dungeons contained in this adventure, and it makes sense – after all, this place is intended as one o safe-keeping. Giant anemones and box jellyfish acting as deadly treasure chests of sorts may be encountered here – and a warning spells doom for the PCs. Indeed, pillaging the vault will incur the sea curse – a switching of minds that is represented in real life by character sheets being cycled. (And if only one PC fails, an alternative is provided.) I really enjoyed this, as, much like a lot in this module, it is systematically designed to generate an experience that emphasizes player skill over that of the character.

Anyhow, with the key from the turtle’s vault in hand, the PCs make off towards the final small dungeon herein, which is situated upon the isle of Lone Ait – a forlorn place, trapezoidal, and wrecked by the forces of nature; the water surrounding the place tainted with oil and tar-like slick. Indeed, in a nice twist on the traditional elemental oppositions, we have an earth-themed dungeon here, with glowing amber spheres, tether balls that may be used by mighty fighter and the like awaiting – the guardians left here, from living tar to special, strange lizards, are not to be trifled with, and a final warning also is left – but in that final room, the sea queen and her handmaidens, gorgeous and in stasis, await. Freeing them, alas, will have them attack as soon as they’re out of immediate danger – turning into the monsters so aptly-depicted on the gorgeous cover. You see, Shadankin and Cealheewhalool once were lovers, and both adepts to the dark and unreliable arts of sorcery; Cealheewhalool was corrupted through and through, while Shadankin was not – thus, he imprisoned his lover, looking for a means to undo the calamity that had befallen his sea-queen. He never returned.

Thus, the queen of sunken Ru languished, until the wards started to fail, initiating the sequence of events depicted in this adventure. Defeating her will make the PCs friends of the sunken nation of Ru, which is depicted in an appendix of sorts, including hex map and currents – while I adore the depiction of the latter on the hex-map, this section also made me cognizant of a few shortcomings – for one, the currents should have strong mechanical repercussions, and the module could have been so much cooler with a bit more underwater action, particularly one enhanced by such cool ideas.

Conclusion: Editing and formatting are very good on a formal and rules-language level. Layout adheres to Goodman Games’ two-column b/w-standard, with the b/w-artworks as fantastic pieces throughout; the handouts in particular are great, and the maps are awesome; alas, no player-friendly versions are provided for the maps.

I am a pretty big fan of Michael Curtis’ writing – from his Stonehell mega-dungeon to his more well-known work for Goodman games, he knows what he is doing. In this adventure, I was particularly enraptured by the strength of each of the dungeon-complexes – they all make sense from an in-game point of view, they all have distinct, yet linked themes, and there is not a single boring room to be found herein. And yet, I couldn’t help but feel slightly disappointed by the adventure. It took me a long time to properly enunciate why that is. I loved pretty much everything, so why didn’t this click in the same way as “Blades Against Death”, for example? In the end, my response has to boil down to one word: Scope. While more actual underwater action would have been nice, I did not expect that, and the module doesn’t need it to be a great experience.

At the same time, I couldn’t help but feel that all of the 3 complexes would have simply deserved more room to shine. All complexes are strong and jam-packed with ideas, generating a sense of a highlight-reel; however, they are done very quickly. They don’t have much time to fully develop their themes and atmosphere, teach the PCs and players their unique traits – they happen, awe your players, and then they’re already over. This is nothing bad per se, and for e.g. a convention, you’ll be hard-pressed to find better modules to drive home the weird/metal-fantasy aspect of DCC. This notwithstanding, with a few more pages, a few more rooms per complex, this could have been a milestone for the ages. As presented, we “only” have a pretty darn good module, bordering on excellence, but not wholly reaching it. As such, my final verdict will clock in at 4.5 stars, rounded down for the purpose of this platform.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Dungeon Crawl Classics #75: The Sea Queen Escapes
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Dungeon Crawl Classics #74: Blades Against Death
by Thilo G. [Featured Reviewer] Date Added: 05/15/2019 06:55:02

An Endzeitgeist.com review

This module clocks in at 36 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 1 page back cover, leaving us with 28 pages of content, so let’s take a look!

It should be noted that this module contains 3 pages of handouts – one depicting one of the more complex environments in b/w, and the other two provide full-color renditions of special cards that feature in the plot of the module. It should be noted that the module does also contain a full-page b/w-artwork of another key-scene, which is a handout in anything but name. As you could glean from the page-count, this review is based on the 2nd printing of the module.

Nominally, this adventure is intended for 6 – 10 4th level characters, though it should be noted that it is a BRUTAL adventure that may well result in a TPK. While difficult, the stakes do warrant this difficulty, and the adventure is fair in its brutal challenges posed. A well-rounded group is very much suggested, and the players should exercise sense and care when faced with the dangers within. The scales are high – as you could glean from the title, this module is about saving someone from the grasp of Death. If you’re groaning now, be aware that the module does acknowledge that there are bound to be multiple deities of death – the entity featured herein is just one of them, so no, this will not wreck your cosmology. I enjoy this premise per se, as I’ve been a huge enemy of the notion of the no-penalty death that many more current systems have employed. Death, in my game, tends to be final and requires a quest of serious severity, like the one presented herein, to beat. In that way, my aesthetics are very much aligned with DCC’s “Quest for it”-mentality, regardless of the actual game I’m playing. In case you do not have a dead PC or beloved NPC on your hands, the module does offer for an alternative hook, but ultimately, said alternate hook is pretty weak.

This module, as a default, is set within the city of Punjar, and does have some overlap with “Jewels of the Carnifex” - the Carnifex is actually related to Death, so if you’ve played that masterpiece, you’ll have a secondary angle. As an aside: Can we please have a Punjar boxed set?? Like, now? There have been few cities in fantasy gaming that I wanted to see detailed so badly.

But I digress. The module does provide rumors and information for PCs doing their legwork, and those groups failing to do so will be hard-pressed, so yeah – if by now you haven’t learned that your legwork matters in DCC, this will teach you – the painful way. The rumors and information is, in an interesting angle, grouped by class of those asked, and, as always, an encounter table is provided.

The module provides a ton of amazing read-aloud text oozing flavor, and begins as the PCs navigate a maze of tents and stalls towards the abode of the Witch of Saulin – but beyond that, anything I can relay would be firmly routed in the realm of SPOILERS. Potential players should jump ahead to the conclusion.

… .. .

All right, only judges around? The witch provides a reading using the card-handouts included, and depending on the card drawn, the PCs get different prophecies – and, later, benefits! And yes, they’ll need them. Badly. You see, Death has two divine daughters – the Carnifex and Máni, the latter of which would be a moon-deity. The Carnifex’ shrine in the Charnel pits contains the entry to the realm of Punjar’s Death, but to have any hope of living through this region, the PCs will need to acquire the legendary Argent Falx a mythical blade bestowed upon Máni’s cult at full moon, only to vanish once more with the moon’s phases. Tomorrow, there’ll be a full moon. The clock is ticking.

The first massive part of the module, then, would be a heist, and it is one of the best heist adventures I have read – PERIOD. From multiple means of egress and strategies (including infiltration, sneaking in, disguises, brute force, etc.) to the fact that it depicts the ziggurat of Máni, the religious service and the priesthood in a truly amazing manner: Blending genuine magic and divine grace with sleight of hand and components of the ritual provided by the priest-hood, this is amazing: A mirrored shaft, for example, may be a means of getting inside, but it is constructed to generate blinding light when the full moon ascends…oh, and if you’re like me and LOVE heists, it should also be noted that there is a “radiant victory”-clause: If the PCs manage to pull off the heist without casualties, they are rewarded for it! Huge kudos there!

In order to pass into the veils of death, the PCs will need to use the argent falx (or reasoning!) to placate the raging spirit of Moira and gain access to the realm of death – provided they can survive exploring the brutal realm of death and cruel mockery of an undead court held by the lich-like Rastvik and his undead cronies! His realm, a more conventional dungeon, btw., would be illustrated rather well. If the PCs managed to bypass Moira in some way, they will be faced with Eris and Death – a game of chance with the cards separating them from triumph or death…and yes, while cheating is possible, you’d better be lucky and know what you’re doing! Either way, this will remain in the memory of your players for years to come!

The bonus adventure in the second edition, “The Abbot of the Woods”, is also penned by Harley Stroh, and is intended for characters level 1 – 3. It is a brief dungeon exploration that focuses on a high-priest turned sect-guru, who sought immortality by staving off the 5 dooms of mankind. As such, the remnants of his complex contains pieces of the abbot and the dooms – and clever players will have a huge advantage here: You see, the dungeon teaches by showing how the abbot, in a way, achieved immortality by staving off the dooms, but also drove himself insane – the relicts that may be found can thus potentially end his tortured and maddened immortality, yes, but it also can free him. This, alas, will make him possess the whole damn dungeon as a twisted god-thing– and each of the relics can be used to weaken, and, finally, slay the abbot. This is actually really clever, and provided the PCs pissed off Death in “Blades Against Death”, may be a cool sidetrek to get back on the reaper’s good side…if that can be said to exist…

Conclusion: Editing and formatting are excellent on a formal and rules-language level. Layout adheres to Goodman Games’ two-column b/w-standard, and the b/w-artworks included are awesome. As always, the cartography in b/w is pure excellence, but particularly the heist really should have offered a player-friendly map for clever PCs to attain. The lack of player-friendly maps sucks. Speaking of which: The adventure has no bookmarks, which is a big no-go for the electronic version. I strongly suggest printing this or getting the print copy.

Harley Stroh’s “Blades against Death” is a masterpiece, pure and simple. It is one of the best heist-modules and Sword & Sorcery yarns I have ever read; while dipping its toes in the high-fantasy side of the sword & sorcery pond, it manages to deliver its content with such panache, that everything remains plausible without straining your sense of disbelief. From the awesome heist to the brutal dungeon, this module delivers with all of its components, managing to evoke an atmosphere that blew me away, that made me cackle with glee. The bonus module just adds icing on top of the awesome cake as far as I’m concerned, and content-wise, this should be deemed to be a must-own book for DCC-judges, and a recommendation for purchase even beyond the system. The module is just brilliant, and the flavor it oozes is fantastic. If you’re really picky and just want t play this using an electronic device, detract a star for the lack of bookmarks and player-friendly maps, but if you print out your modules or go for print, consider this to be a must-own 5 stars + seal of approval gem, a module well worth the rarely awarded “best of”-tag as a testament to its awesomeness.

Harley Stroh delivers once more, in spades – now, dear Goodman games-crew, can we please get that Punjar boxed set? Please?? I so need that in my life…

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics #74: Blades Against Death
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