CONFLICTED ABOUT
ZIGGURATS
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| DCC has pretty sweet cover art. |
I have a conflicted relationship with Dungeon Crawl Classics (DCC) ... I've
never really played it, except for a couple funnel games that felt like B/X
D&D, and trying to deal with its absurd magic system in a couple of Google+
games. While DCC seems like a darling of the OSR community for good
reasons, I did not have a pleasant experience with my exposure to it, at best
it felt like a decent retro-clone that Morgan Ironwolf would be at home in, but
at worst it seemed like it had too many finicky and overly complex magic rules
and relied on some of my least favorite skill mechanics borrowed from 3e.
Now as regular readers of this blog know I myself am a purveyor of overly
complex house rules, and perhaps because of that truism about always hating the
things that remind one of one's worst self, I have stayed clear of DCC.
Yet I just keep hearing such good things about it, and really the art, the
ideas and the feel of the products seems like it would fit with my personal
ethos about table top game play.
In the likely case that I am wrong about being DCC shy I've decided to pick
up one of the DCC adventures and read it. Sailors of the Sunless Sea
comes highly recommended, lets see if it makes me as cranky as taking fifteen
minutes to figure out how some PC's magic missile works while they hold up the
rest of the players flipping through some kind of tome of magic tables. I
should mention that I've also played in a couple of games of Perils of the
Purple Planet which seems fairly a straightforward Sword and Planet style romp
tinged with Carcosa. I've enjoyed these games, but they have so far been
funnel games with little of DCC's complexity involved.
The adventure I purchased is a twenty page PDF that promises "100% good,
solid dungeon crawl, with the monsters you know, the traps you remember, and
the secret doors you know are there somewhere." Now I both like and
hate this sentiment - a lack of long winded speeches and NPCs that aren't some
kind of indestructible Dragonlance Mary-Sue GM pawn sound good, but "no
weird settings ... with monsters you know, traps you remember" sounds a
bit pedestrian. The question then becomes, what part of this opening
rhetoric is overblown if any? Will this be an "Orcs in a Hole"
pastiche of early D&D adventures for the sack of nostalgia?
Thankfully the answer to that question is no - despite feeling like an old
school style dungeon crawl (Really it's short and linear) from ruined keep to
underground temple (a small one) Sailors on the Starless Sea does take some
effort to distinguish itself by having unique monsters and interesting content.
THE ADVENTURE
The local village has been losing citizens to nighttime abductions and
correctly blames these tragedies on a nearby ancient and abandoned keep.
The keep is home to a cult of chaos aligned beastmen and vegetable zombie
horrors. Worse, beneath the keep is an underground lake with temple of
chaos at the center, where the beast cult is reviving their ancient
patron.
The keep itself is only a few areas, most of which contain a deadly
puzzle. The design here is clearly in the vein of "the only way to
win is not to play" as there are no rewards for negotiating the chaos
sinkhole or messing with the chaos well. The three entrance aspect of the
ruined keep is an excellent effort to provide variety and enable player agency,
though given the size of the keep these entrances represent about half the
content. The major enemy within the keep are beastmen - yes these are
orcs, but they are well done and a table provides a great deal of varied
disturbing appearances for the small number of beastmen within the ruined keep.
After rescuing some captives and recovering a small bit of treasure the
adventurers - likely fewer and wiser. Can descend into the depths of the keep
and quickly find themselves on the shores of a huge underground lake. A
boat floats offshore to cross, but the lake is haunted by some kind of terrible
chaos squid with lovely evocative texture. There are several ways to get to
the boat, suborn the chaos leviathan or otherwise interact with the lake, but
the adventure still only goes one way - across the lake, up a beast-man
invested ziggurat and to a lava pit to fight a reborn chaos champion. The fight over the party gets some chaos armor and flees the collapsing cavern.