The Arwich Grinder (2014)
by Daniel J. Bishop
Published in Crawl! #9 by Straycouches Press
Something has gone terribly wrong up in them hills where the Curwen family has lived in their homestead for several generations, and young Bessie Curwen’s bonnet has been found in the possession of an odd beast that lumbers into the village inn and drops dead before the assembled patrons. The reclusive and tight-knit Curwens had saved the village from starvation two winters ago, so it’s time to return the favour. A group of brave volunteers is assembled to venture up into the dark woods and see what’s up at the Curwens’ lucrative pig farm.
To everybody’s surprise, it wasn’t pig after all.
|Warning: cover spoils module theme and final encounter|
This funnel adventure – filling a full issue of Crawl! fanzine – is a gruesome one-shot combining Lovecraftian themes with a hilarious amount of gore. There are no surprises as far as the module’s themes are concerned – yup, the backwoods rustics are up to no good, and they are right in the middle of doing something really bad when the adventurers show up. However, as something you get into with full foreknowledge of walking into the jaws of a deadly trap, it is remarkably well made. Perhaps the horror does not lie in the familiar (and by now almost cozy) horror trappings, but in the vulnerability and disposability of 0-level characters. When you are at three hit points, the axe maniac coming at you suddenly takes on a more grave than usual significance.
This is something The Arwich Grinder shines at. Low-level D&D’s lethality makes it hard to design for, since an unlucky hit can kill a character, and a few unlucky hits can decimate a party and either stop their progress outright or trap them in hostile territory. However, if you softball it, you kind of lose the excitement of rolling that d20. This module is somewhere in that middle spot, even if a few of the encounters end up under-statted (including the bad guys right at the end).
Something else that works well here is the way the scenario builds towards its conclusion. It is not a railroad, and you can actually get around the Curwens’ place in multiple different ways, but any way you go, you will start from smaller hints of something being dreadfully wrong to very obvious signs of something, indeed, being gosh-darned wrong. There is a clear element of progression from the family homestead (exploration-oriented, few encounters, not terribly dangerous as long as you don’t disregard obvious hints) through the Curwens’ underground tunnels (a combination of exploration and action, multiple instances of combat and traps) to even deeper caverns (where things turn nasty). This is what makes the scenario nicely Lovecraftian. You know you are getting into something bad, and lo, you are getting into something bad. There are big, dark things lurking under the earth. Old families conceal terrible secrets. If you look too closely at things, you might find more than you’d bargained for.
Never trust people
of inferior racial stock. That’s Lovecraft. The rest is equally good,
including one of the best GM takedowns of meta-gaming players, a few suitably
dark magic items, and the Curwens, who are fun to take down, and have a few
tricks up their sleeves.
The encounters are short and essential. The entire module is well-written, and fits the 27-area farmstead and 15-area dungeon into a 24-page booklet (set in a generous font size). It is right at the level where bits of descriptive detail carry the tone, without suffering from under- or overwriting. The illustrations are cool (and the cover is great great GREAT, one of the best I have seen in recent years). This is a good adventure.
The module credits its playtesters.
Rating: **** / *****