The Arwich
Grinder (2014)
by Daniel J. Bishop
Published in Crawl! #9 by Straycouches Press
0-level funnel
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: **** / *****
Thanks for the review, will look into this one!
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