Lanefan
Victoria Rules
If you can decipher the maps (always a challenge with DCC modules) they're easy to convert to whatever system you're using.I would love to run a DCC game but its a bit heavier than I like, but it may be worth it.
As for dungeon crawling in general, I'll echo the sentiments of others in saying the exploration piece is key. They need to map it or they'll get lost. They need to watch their resources, and also pay attention to what they're leaving behind them. They need to be careful as the place really is out to kill them.
You-as DM need to realize - and expect - that they aren't necessarily going to find everything (but they might!) and could well skip large chunks of the dungeon either intentionally or otherwise.
As for how to spice things up: just adding a lever in a wall, even if it does nothing, can help. Mazes and teleporters that get them lost or turned around can help. Odd or gonzo elements can help e.g. a hallway filled with bright flashing or pulsing lights of all colours (i.e. disco lighting) that risks confusing anyone who goes through, but there's a hidden exit in there. Odd or new or out-of-place monsters where the PCs (and thus, players) are in fact left wondering how and why it is here; and though there's a good explanation they might never learn it.
Interesting loot can help too.
Another way to change it up is to have some crawls be very goal-oriented get-in-and-get-out missions while on others they have the luxury of time to explore the whole place.
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