DCC Suggestions

Shroomy

Adventurer
I currently own three DCC adventures, I bought two of them, Cages of Delirium and Escape from the Forest of Lanterns, because I was familiar with the authors from Dungeon, and a third, The Sunless Garden, because it was on sale really, really cheap at Half-Price Books. I liked all three adventures, especially the first two, but I'm wary of investing heavily in the series as the DCC mission statement doesn't mesh well with my D&D gaming needs or interests. I was wondering if anyone who is more familiar with the product line could recommend some DCC adventures that are similar to Cages of Delirium or Escape from the Forest of Lanterns. Basically, DCC adventures that take place in interesting locales, that have an engaging plot, and that feature a good amount of NPC interaction/roleplaying in addition to combat, traps, and natural hazards. Thanks.
 

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Er, most of them? Heroes are Born not Made, Dragonfiend Pact, The Transmuter's Last Touch, Lost Vault of Tzschar Rho, Aerie of the Crow God and the Adventure Begins are all ones that I own that have that, and plenty of others are the same.
 

Shroomy, I'm really happy to hear you liked Escape from the Forest of Lanterns. Goodman Games asked me to write a similar adventure that might be used in a series of adventures related to the Tome of Tales. There is an anthology book they will have out this summer (I think) that contains that adventure among a bunch of other short adventures - Heroes' End is the title - plus you'll see a few other familiar names from the Paizo boards in it as well.

I'm a fan of the DCC line, but honestly I don't own too many so as for your question I can only refer you to the Goodman Games messageboards to ask their friendly crowd. Harley Stroh and Joseph Goodman frequent the boards quite a bit and should be able to give you a very difinitive answer.
 


Well, I'm a fan of the entire line.
Some of the standout titles, IMO? (And you didn't specify levels, so this will probaly run the gamut of character levels.)

#2: Lost Vault of Tszantahzar Ro: in the veins of S4: Lost Caverns of Tsojcanth, but with a really interesting, Lovecraftian feel.
#3: Mysterious Tower: But I have a soft spot for the old C2: Ghost Tower of Inverness module.)
#7: The Secret of Smugglers Cove
#12: Blackguards Revenge: Team up with a bunch of Paladins to smite Undead!
#24: Legend of the Ripper
#31: Transmuters Last Touch: Mutant Kobolds!!!
#32 Golden Palace of Zahadran: But I'm a sucker for the Arabian/Al-Qadim "feel"
#40 The Devil in the Mists
 

They all seem to have interesting locales and plots. Into the Wilds has these, plus plenty of interesting NPCs to talk to as well as fight.

One thing - the tone of most of the DCCs I have seems significantly darker than that of the old classic modules I recall. Harley Stroh's stuff especially seems to have a heavy emphasis on demonic corruption - of the land, people etc, not something I recall from any old modules.
 

Shroomy said:
Basically, DCC adventures that take place in interesting locales, that have an engaging plot, and that feature a good amount of NPC interaction/roleplaying in addition to combat, traps, and natural hazards. Thanks.

(emphasis mine)

That's the tricky thing, a lot of the modules aren't really designed for that, as they make clear on the cover. It took me a couple of tries before I got that through my head.

(And I agree, Forest of Lanterns is spiffy. If I were to run a d20 campaign again I'd try to find a way to slot it in. Heck, I may even take the idea and run with it elsewhere.)

You might like The Golden Palace of Zahadran, depending on how you run it. It's in an ancient city submerged beneath the desert wastes and protected by a dome, and there is the potential for some NPC interaction depending on what direction you take some of the encounters. A word of warning: my group killed the BBEG in the opening encounter. It's high enough level where that sort of unpredictability can be an issue.

Citadel of the Demon Prince gives me the feel of being a potential ToEE-style game with encounters and comabt, but I haven't played through it so I can't say for certain.

Overall, I've been a bit disappointed with the DCCs I've gotten, but that's really my own fault for not thinking the purchases through. I'd say I like about 50-60% of what I've gotten.
 

Kafkonia said:
(emphasis mine)

That's the tricky thing, a lot of the modules aren't really designed for that, as they make clear on the cover. It took me a couple of tries before I got that through my head.
I think the cover copy about no NPCs you're not meant to kill is overblown. While there aren't any political stories, I find all the modules have at least some NPC interaction and roleplaying opportunities.
 

The ones I have:

Legacy of the Savage Kings - demonic corruption and old tombs on the edge of a swamp

The Mysterious Tower - a force-field tower protected by a weird spectre, with dungeon

Into the Wilds - a Keep with an ailing young lord, menaced by bat riding goblins

Citadel of the Demon Prince - You have 3 days to trash the temple of evil, go to the Abyss and save the world.

I'm planning to use them all. Tower is a nice drop-in/side quest, Wilds has a home base a la Keep on the Borderlands. Legacy and Citadel are gloomy and atmospheric, in a grungy, meaty sort of way. Kinda Meat Loaf album cover vibe.
 

Whizbang Dustyboots said:
I think the cover copy about no NPCs you're not meant to kill is overblown. While there aren't any political stories, I find all the modules have at least some NPC interaction and roleplaying opportunities.

Well, I've bought a bunch and only in Into the Wilds could I locate some NPCs you're not clearly meant to kill. Possibly after talking to them first. :)
 

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