Hmm, sounds like a good adventure, I have to admit the Dungeon Crawl Classics rarely held much appeal for me but this story sounds intriguing. What do other people think and do you have any suggestions for their older 3.x stuff that I might try and track down?
I bought this at Gen Con. I haven't read it in detail yet, but it looks good at a glance. The battle map is excellent with some neat innovations. Mainly, a photocopiable sheet of roof templates to put on buildings that can then be removed if the PC's enter a building.
Hmm, sounds like a good adventure, I have to admit the Dungeon Crawl Classics rarely held much appeal for me but this story sounds intriguing. What do other people think and do you have any suggestions for their older 3.x stuff that I might try and track down?
You've pretty much voiced my position as well. Story sounds good. Something a little complex and not another straightforward dungeon crawl.
"Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere."
I like the old days, and the maps sound killer, but I dunno about the brainless part of the above. Is the series really like this? Sounds like criticisms of the new 4e adventure Keep on the Shadowfell.
"Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere."
I like the old days, and the maps sound killer, but I dunno about the brainless part of the above. Is the series really like this? Sounds like criticisms of the new 4e adventure Keep on the Shadowfell.
This is the generic description for this series [Dungeon Crawl Classics] of adventures from goodman games, IIRC, for 3x and now 4e. Never actually played one, but they are pretty good at what they advertise to be from what I hear though. Goodman games stuff general gets positive reviews. YMMV always.
Joseph Goodman himself answers this question well and thoughtfully in this podcast. This effort by Goodman was also discussed here, in this thread.
I support Goodman Games and I think this is a great idea. I am fortunate to have two copies of Punjar: The Tarnished Jewel where this and two other adventures in the series are set. Looks good. A welcome and badly needed alternative to Dungeon's Scales of War and other 4E adventures. I'm gonna pick these up locally to support my FLGS. They're not too expensive (like certain overpriced $30 4E adventures...).
My wife is running this adventure for our group and sadly, we're running into problems. The traps we've run across seem to have weird mechanics, the treasure has been sparse and oddly parceled (a +1 sword?), and the adventure references the wrong rules (she noted an area where players 'save or die'). Granted, since my wife's the one running it, I haven't had a chance to go over it, so this is all second-hand "griping". While not a bad adventure, and one beautifully told, the crunch needs a bit of tightening up.
My wife is running this adventure for our group and sadly, we're running into problems. The traps we've run across seem to have weird mechanics, the treasure has been sparse and oddly parceled (a +1 sword?), and the adventure references the wrong rules (she noted an area where players 'save or die'). Granted, since my wife's the one running it, I haven't had a chance to go over it, so this is all second-hand "griping". While not a bad adventure, and one beautifully told, the crunch needs a bit of tightening up.
Given that this was ready to go at Gen Con, I wonder if it was originally written based on a viewing of the playtest rules, and some items got changed along the way? Then again, I though that using alignment as a game mechanic was suppose to be gone, and an actual WOTC adventure did that.
Given that this was ready to go at Gen Con, I wonder if it was originally written based on a viewing of the playtest rules, and some items got changed along the way? Then again, I though that using alignment as a game mechanic was suppose to be gone, and an actual WOTC adventure did that.
I was wondering that myself actually, and now that I find out it was ready for GenCon, I can see what probably happened. Like I said, it's not bad, but my wife is having to go through and fix bits throughout. If you're up for a little extra work, it's a fine module.
I have bought a number of Goodman Games products in tbe past, my favorite being "Transmuter's Last Touch" for 3.5. It sells for $3.00 for a paper copy and demonstrates their take on adventuring very well. I also find Harley Stroh to be my favorite writer, so it's a shame that this is 4.0 for me. If I can find it at a good [read: reduced] price, I will buy it and attempt to rework it.
For those of you unsure of Goodman Games flavour, it tastes a lot like classic dungeon crawl, they aren't lying to you one bit. What I like is the twist on classic monsters. For example, in "Transmuters", the goblins have mastered the traps in their lair and use them to grant them awesome draconic powers. "Curse of the Emerald Cobra" has a new spell and new types of yuan-ti.
I find these adventures to form a lousy campaign in and of themselves, but make excellent diversions, especially if you need time to think of your next devious major campaign path.