• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Goodman's Dungeon Crawl Classics - Which Are Best?

I have tried to get every single one of these, but they have put out close to 30 of them, and my wallet can't keep up! I have over half of them, and I love them. Even the "Freeport adventure that wasn't" is good if you like creepy/gross/horror adventures.

I have used #14 in my game, changing the reason for the part of the adventure used, scaling it up a bit (VERY easy) and other campaign-specific mods, and it worked very well. I plan on using another part later on (wizard's tower sinking into a tar pit? how can you NOT like that concept?).

If I were running a more "generic" campaign world, I could use nearly all of these. As it is now, I have more of a problem picking which one would be level/location appropriate than I have finding a good one to use.
 

log in or register to remove this ad

I purchased Revenge of the Rat King (DCC #27) and it looks like a real killer!

21 combat encounters
17 traps
5 puzzles

Lots of encounters for the players to contract ability draining damage. Halfway through they're taken as prisoners and spend time without any of their gear. The villain also resurects any party member who dies so they can be tourted even more.

Having come from the combat-intensive Lost Vault DCC I think my players will find this a real challenge.

-bento
 

bento said:
I purchased Revenge of the Rat King (DCC #27) and it looks like a real killer!

21 combat encounters
17 traps
5 puzzles

Lots of encounters for the players to contract ability draining damage. Halfway through they're taken as prisoners and spend time without any of their gear. The villain also resurects any party member who dies so they can be tourted even more.

Having come from the combat-intensive Lost Vault DCC I think my players will find this a real challenge.

This sounds awesome! Is it intended to play immediately after "Idylls" or a few levels later?
 

MoogleEmpMog said:
I can't comment on Lost Tomb of the Sphinx Queen as a module, but I enjoyed some of the concepts enough to turn it into an entire planet in a Spelljammer campaign. :)

Any particular reason you didn't like it? I'm considering buying it to use it for my high level campaign. I need to change the sphinx queen to the last priestess of a dead goddess, (now frozen in a glacier), but I may just want to use it because it will only require a little effort to increase it to deal with a 16th-17th level group.
 

catsclaw227 said:
This sounds awesome! Is it intended to play immediately after "Idylls" or a few levels later?

A few levels later. At the end of "Idylls" the Rat King is left grief stricken from the loss of his son. This module (intended for levels 4-6) is how he exacts his revenge. It would make sense to have the party go through several other adventures to sort of "forget" what happened earlier, making this more of a surprise when they find out who's behind it all.

I'm using it for a group that won't play the first module, but this will still be great bacause of its emphasis of looking before you leap!

-bento
 

Lost Vault

(
bento said:
I just finished #2 - Lost Vault, and I had some problems with it.

1 - It was almost entirely creature encounters, with only one trap. :( for the rogue.
2 - While it had a great backstory (elder gods breaking through) there's really NO WAY to interject that into the action taking place. How can you instill the idea that "things are not normal" when most of the players start at 1st level and this is the first time most of they have ever seen a kobold or other critters?
3 - All the encounters are fight to the death; players are not encouraged to take prisoners to interrogate
4 - It was too long at the beginning with the real action only taking place in the last half of the module
5 - Some of the combat encouters could have used a little more guidance in how to carry them out. I'm specifically thinking about the Garden in level 2

If I run another DCC though I'll make modifications to spice them up to my player's tastes.

-bento
I am running Lost Vault (3.0 version). I agree with most of your criticisms. I am adding traps (they are kobolds after all). In fact, the party had to flee and it gives me an in-game reason for the Koblolds to make traps against surface invasions.
There is an additional backstory problem, the kobolds are both supposed to have been around as a well-known annoyance, but they also are a party that was enslaved by derro, escaped from the derro and then got hooked by the Outer Gods thing. It is too bad, because if the kobolds had been surface raiders they might have known Common, but I cannot believe that former underdark slaves know Common.
There are also some monster level problems which, I hope, are 3.0 vs 3.5 problems (IF these are solved in teh 3.5 version let me know and I will get it). The orge is CR 1 and the derro pair are also CR 1. This is my first DMing so I missed the ogre being so weak. I am going to have someone in the village tell the party that the ogre was stronger before he transformed (I can't let the noobs I am dming for think that ogres are CR1 or they will get in trouble later). I am going to up the derro to CR 5 and stash some antitoxin around on the level before. Further, if the derro flee up the river, do I really want a level 2 party running into a derro outpost.
I disagree with #4, my party let a kobold slip away on the first level and warned all the kobolds (maybe he should have had an "accident" before he could warn the other kobolds but these noobs who have been playing WoW wanted to skin the kobolds that they just killed rather than chasing the fleeing one). So there has been plenty of action (a DM averted TPK) up front.
 

I couldn’t find my original review, and I’ve been very busy this weekend, so I’ll give a brief overview of my thoughts on Aerie of the Crow God.

First, I wanted to run a published adventure for my group. I usually prefer to make my own adventures because I tailor them to my campaign world and my group (plot hooks and such). But I didn’t want to go to the effort of writing up my own adventure at the time I bought this product. I had heard good things about the DCC adventures, and so just went and found one of the appropriate level. I bought AotCG.

Although, I was leery of the old-school feel the DCCs touted. Usually when people are talking “old-school” adventures, they are talking about the things I disliked about the old-school adventures – nonsensical ecologies, no plot other than just go and kill everything, and such. [There are many old adventures that were not nonsensical and plotless, and that I think are quite good, even by today’s standards, but that isn’t what most people think of when they say “old school”.]

So, that explains my mindset upon opening and reading AotCG. Now, what I disliked about this adventure (in general, as written, not as played):

* The overall plot was left open, not explained. The module says it leaves this open so the DM can insert his own villains and plots. The module suggests this is a benefit/feature, but really, it’s not. Essentially, the module says, “Lady [whats-her-name] is being threatened and assaulted to get her husband’s lock box. You should come up with who is threatening and attacking her, and come up with the contents of the box, and why the attacker wants it.” Well, thanks for nothing, there.

I’m buying a published adventure so I don’t *have* to come up with plot and stuff. If coming up with this plot is easy, the author should have done it. If coming up with the plot is hard, the author should have done it. If I wanted to come up with a plot, I’d write the adventure myself.

But, interestingly enough, after explaining why the author didn’t give me a plot, he then gives two plots to choose from. What? The explanation for why they are not giving me the plot is as long as the two plots they end up giving as suggestions.

* There is a full page of backstory on the dungeon – not something found in old-school adventures. And not something of any real use to the adventure – the PCs will never learn these details. Useless and not at all “old school”.

* The adventure is packed with treasure. It admits, up front to having more than double what the DMG guidelines suggest. And then it gives ideas on how to cut back on the treasure. How about just following the game guidelines, and letting Monty Haul DMs add if they want, rather than giving me a MH adventure and requiring me to alter it?

* The stupid Star Arms. The adventure has 6(?) intelligent magic weapons that really add nothing to the overall adventure or plot. They are just things with complicated and useless backstory seemingly thrown in as more Monty Haulism.

* The individual room descriptions are unnecessarily detailed at times, and confusingly incorrect (between text and map) at times. Some room descriptions explain to the DM how people in the far-past dungeon backstory did things – explanations the PCs don’t need and will never learn. “Such-and-such [the wizard] retreated to this room and used a teleport to escape the attack that happened 600 years ago.” As a DM running a game, I don’t need such detail referring back to the useless dungeon backstory.

* The stairway up from the bottom of the rock to the top is confusing. In some places, the text suggests the stairs wind around the outside of the rock, but the map suggests that it winds around inside the rock. If the stairs are outside, then there are two rooms/encounters that hang out over the cliff. If the stairs are inside, one encounter can’t happen because the enemies come flying to attack those on the stairs. And then the boxed text description of the top of the stairs suggests that the party comes from inside to outside (where they encounter the rain). I kept flipping back and forth from the text to the maps wondering what was going on.

And some of the encounters just couldn’t happen as described – the skeleton archers are supposed to shoot at the PCs through hidden arrowslits, up to 120 feet away. But the curve of the stairs don’t give view more than 30 feet away.

* The Crow God is statted out as a CR 17. A god is CR 17? And this creature grants spells and domains? I don’t think the god actually appears as a monster in the adventure, but if they are going to stat the thing out, shouldn’t a god be more than CR 17?

******

I never finished reading the whole adventure because I got so frustrated and aggravated with reading the first half. It just was unusable to me as what it was supposed to be – I couldn’t just read through it and start running it. It had so many flaws and stupid text that I was disgusted by it.

I don’t have the time or inclination to dissect this thing on an encounter by encounter level. Just so many things irked me. The DCCs claim to be old-school style, but nothing about this adventure was old-school in design or feel. It wasn’t even good, to me. I’d rate it a 2 of 5 stars.

If folks hold this adventure up as one of the best DCCs, I definitely won’t be buying any others. I’d rather just grab a true old-school adventure and translate the encounters to the current edition of the game – would take about as much time as figuring out the DCC confusion and plots – and would actually be old-school. (I actually did grab an old-school adventure, White Plume Mountain, and ran it for my group.)

Sorry to be so negative on this product, but it was a real waste of money for me.

Quasqueton
 

While you are entitled to your opinions, just from reading that it sound like you judged it a bit rashly (not even read the whole thing?) and some things are nitpicky at best (like the background - plenty of the old TSR modules had them. Frankly, from the way you said you were "leery" of them, it seems like you made up your mind first.
 


I had posted this all in the previous DCC thread, but it was eaten by the crash, so here's my thoughts.

I have played in Aerie of the Crow God and Crypt of the Iron Heretics, (parts of the latter twice). Both were enjoyable, for different reasons.

First, I like dungeon crawls, both as a player and DM. You have a pretty defined goal, even if it is "clear out the next room". As a gamer I tend to be goal oriented and defeating the memorable monster or finding the cool treasure ranks high in the cool category.

For Aerie of the Crow God, I played with a group who I'm freinds with and we all get along outside of gaming.

For the first session of Crypt, I was at a con and I had fun because the DM was good and at least 1 other person in the party was interested in seeing "reading" the module, i.e. exploring, instead of the "I'm getting 50 percent of the treasure" roleplaying crap the friggin teenagers kept yapping about.

The second session was with another group who I game with regularly. They didn't get nearly as far as the first group and I had to stiffle myself a couple times to not spoil the fun of others.

In both cases, the challenges, both the traps and encounters are fun and not too hard, but certainly not easy.

I also own a few. The Dundracon module, #0, Heroes are Born/Not Born/Made. I was a bit worried about the ogre, but the group of 0 level pregens from the book actually start with magic items, so they kind of balanced that out, I think. Haven't done more than read it.

I own the Mysterious Tower and had planned to retrofit it for a 16th level party by inserting monstrous gigantic dire animals and bugs, but they ended up going off in a different direction, so for now, that's sitting with the others. But I did get Erol Otus to sign the cover.

I own Tomb of the Devil Lich (the cover signed by Erol as well). This one looks good, but I'm not sure how deadly it really might be. It's supposed to be an homage to the Tomb of Horrors, so with that in mind I suspect it could be something you run as a one shot or special short campaign with throw away characters.

My most likely next purchase will be the Sphinx queen book, unless my campaign takes another detour. For me, they are great because they have most of the work down, I just have to tweak the encounter levels, but I can read the box text and it wont really matter if the backstory from the module fits, because I'll change it to fill my needs.
 

Into the Woods

Remove ads

Top