Thursday, August 01, 2019

Well of the Worms


This is a Dungeon Crawl Classics module which I ran for my son, in what is now collectively the third in-house campaign underway.  Inspired by a post I read elsewhere, I printed my map of the city of Tarantis on multiple 11"x17" pages and taped the whole thing together into table-sized map, and based this new party (3 characters plus 3 semi-non-player characters) at the Blue Moon Inn near the harbor.  My feeling was that the visual aid of a table-sized map would viscerally bring the experience of a city-based setting to life in a way mere words or a handout-sized map could not. 

The module had some various hooks but I simply opted to locate the titular well out in the alleyway behind the Inn, and to have everyone awoken in the middle of the night by the news of the murder of the family residing in the house next door to the Inn.  And so down the well the party went!  This dungeon is actually pretty linear (please note this review includes spoilers), with actually very little combat against just a handful of monsters.  However, it greatly makes up for these first-glance deficiencies with really, really good monsters.  I have subsequently discovered that this is the standard approach for most if not all Dungeon Crawl Classics modules – low treasure (DCC uses a non-treasure XP system), a low monster count, even a rather mild degree of difficulty on the monsters, but the monsters and other things encountered in the dungeon, and what the monsters & other things are doing in the dungeon, are dialed up almost exponentially in terms of weirdness, originality, and icky-factor.

This module, for example, includes zombies who are "sleep" in walls of mucus, are covered in said mucus, can projectile vomit acid, and feature distended bellies full of writing maggots!  There are also pits of titular worms eating corpses and a big queenie worm that's pretty gross.  This all works really well in conjunction with the "I wonder what's in the next room?" inherent tension of a dungeon crawl, except better because the occupants are not things you have read about before in the Monster Manual!

Again, as before, I manipulated treasure and experience points to make sure that the entire party leveled up to second level (except the magic-user who progresses so slowly anyways).  This was also my first session using the Labyrinth Lord rulebook instead of the red and blue Basic/Expert books, and that alone made sped the game along nicely.  Also, for Goblin Gully and Forgotten Necropolis, I had experimented with 1" square cardboard chits on a dry erase grid to conduct combat, and for this session I went back to "theater of the mind", which is just as dramatic but way faster in combat resolution.



The Adventurers in this session were:

Hoaback Hoagan, a 1st level fighter
Famdok Famba, a 1st level cleric
Raknon Sablain, a 1st level magic user

Cardith, a 1st level cleric (partial NPC)
Simghai Tsith, a 1st level fighter (partial NPC)
Selylla, a 1st level thief (partial NPC)



 

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