Dungeon Crawl Classics #51.5: The Sinister Secret of Whiterock (OGL) PDF

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An Adventure for Character Levels 1–3

Just outside of the border city of Cillamar lies a hidden ruin, once home to a clan of gnomes, now the lair of twisted aberrations that shun the surface world and its people. The heroes are called to explore this ruin. They pick their way through subterranean byways and galleries, past deadly traps and ancient caverns, to discover the eldritch source of the aberrations: a malevolent crystal monolith hidden atop an island in the center of an underground lake. But ending the crystal’s curse carries its own repercussions...

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Writer: Harley Stroh
Cover Artist: Chuck Whelon
Cartographer: Jeremy Simmons
16 pages

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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

GMG50515E


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Scarab Sages

Is this module good as a stand-alone, or does it need to be used with #51?


Gavgoyle wrote:
Is this module good as a stand-alone, or does it need to be used with #51?

It's not bad as a stand-alone, and it gives you some ideas in the back for tying it into other modules, not just Castle Whiterock.

Scarab Sages

Farthing wrote:
Gavgoyle wrote:
Is this module good as a stand-alone, or does it need to be used with #51?
It's not bad as a stand-alone, and it gives you some ideas in the back for tying it into other modules, not just Castle Whiterock.

Rock on!! Thanks for the quick info, Farthing!


Gavgoyle wrote:


Rock on!! Thanks for the quick info, Farthing!

No problem! I'm running my group through this now and they are having a blast.


Did you have problems with your players due to:

Spoiler:

I thought that the chain to get up and down the dungeon didn't make any sense. How did the gnomes get up the chain? If the controls are up on the 1st level (hidden as they are) then how do the gnomes raise the chain once they're at the bottom? More importantly, how do they lower it from the bottom?

Also, when the final boss is defeated something happens with the water ( I'm hiding spoilers within spoilers) that makes it darn near impossible to find the big treasure. It seems that the only way to find the big treasure is to not kill the boss (who's trying to kill you) but who's going to say "let's ignore that big Wizard and her minions while we do search checks"?

To me, it just felt like the dungeon was really illogical. Maybe a way to get around that is via the story line that:

Spoiler:

Because of the collapse of the previous cave system the remaining caves are really fragmented and disconnected.

In general, I had a tough time getting around the idea of "how the heck to the bad guys survive in this mess?"

However, I may still try it on my players. For $1 you can't complain much unless the module kills off all your players.


Farthing wrote:
Gavgoyle wrote:
Is this module good as a stand-alone, or does it need to be used with #51?
It's not bad as a stand-alone, and it gives you some ideas in the back for tying it into other modules, not just Castle Whiterock.

To clarify: How does it tie in to #51? Is it a prequel, a sequel, or more of a side story?

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