Reckoning of the Gods / Into the Shadow Realm (2019)
Reckoning of the Gods /
Into the Shadow Realm
by C. Aaron Kreader
Published by Studio 9 Games
Dungeon Crawl Classics is its own little world in old-school gaming with its own adventure design standards. Open-ended campaign play is the established ideal of old-school gaming; a polished tournament experience seems to be what DCC fans like most. These are inevitably generalisations, but they are true enough to form a pattern. DCC’ success is partly rooted in its heavy convention presence, and this is also this experience that the modules tend to champion. Just like TSR’s tourney modules had a profound effect on how AD&D was seen and played in the 1980s, so have tournaments tempered our image of DCC: a large emphasis on funnels and lethality, high-concept settings drawing from pulp fantasy turned up to eleven, a degree of linearity (where maps serve more as illustrations rather than a depiction of territory), and a focus on inventive set piece encounters instead of, say, exploration procedures. Many of these assumptions carry over to Reckoning of the Gods / Into the Shadow Realm, a double module released as a third-party product.
Reckoning of the Gods is a personal project, since it was not only written, but extensively and professionally illustrated by C. Aaron Kreader. These production values, while not the subject of this review, would be lavish even for an official Goodman Games release; and if you own the PDF version, you can easily use the illustrative materials to create a whole illustration booklet for your game. There are three illustration-maps, all of custom make. Impressive stuff.
itself is split into two sections. In the first, the characters have been sent to
brave the home of an insane and powerful magic-user who has offended the gods, and
must therefore be righteously punished (the adventure hook involves a divine “or
else” quest). The home of Moxicotl the Great is a trans-dimensional puzzle
dungeon / gauntlet where physics, realism, and, indeed, the very laws of
interior decoration are mere toys for a deranged sorcerer. We see the
principles of DCC’s design in play: no effort is wasted on empty space, or even
side tracks. Every encounter is a meaningful
“special” room (setpiece encounter), and everything is in the realm of high
fantasy (both in the “powerful magic” and the “bong wizard” sense). It follows
in the tradition of White Plume Mountain and The Ghost Tower of
Inverness by cranking up the heat and never relenting; quick, decisive
action and puzzle-solving are required to get through successfully. The adventure
starts with the characters getting dropped into a deadly field of poisonous
flowers, followed by magical platforming, a hothouse with living plants, a
reverse-gravity room with a floor pattern puzzle and an upside-down treasure
chest, a waiting room with more than meets the eye, and a timed confrontation
with a devil in a room that’s on FIRE while your characters are probably
trapped in a hanging CAGE. All in a day’s work – and that’s just the first
stage of a third-level adventure. High energy or high calories? Depends on how
you like your poison – but it is strongly oriented towards concentrated action
and high stakes.
Dare you enter my magic realm?
The second adventure, Into the Shadow Realm, is the section where things become even more interesting. Having been transported to the volcanic peak known as Mount Karkaroc in pursuit of the dragon’s hoard Moxicotl was looking for, the characters must navigate two parallel dimensions to reach their destination. The Maker’s glove, a magic item obtained in the sorcerer’s workshop, allows the party to shift from plane to plane, between the active volcano and its dark simulacrum in the Shadow Realm. Where they find their progress blocked or hazardous in the real world, they can try their luck on the other side… if they can learn the other plane’s peculiar laws and hazards. This second adventure is still quite linear, and does not fully exploit the potential of the wondrous glove, but there is a good effort being made to make the ride interesting, and open up things a little. Here, the fiery realm of the active volcano is contrasted with a dead night-world; both sides containing the ruins of a dwarven outpost with the lair of their respective dragon – the fiery and treacherous Woetalon on one side, and his projection, Wurmshade, on the other. The encounter areas are written in duplicate with different challenges on both planes – a handful if we add it up, but making for a relatively small, although dense dungeon if plane-switching is kept limited. Fighting the dragons is a sucker’s bet, but there are good options for just making off with part of the hoard… with severe consequences for those who get caught.
module embodies both the good and the bad of DCC. It dares to be fantastic and play
with high magic. The encounters are well planned out, with room for
puzzle-solving, environmental challenges, plus a whole lot of meticulously choreographed
combat. The multiplanar expedition is inspired, especially once Into the
Shadow Realm gets into the wild combinations and plane jump hijinks you can
come up with. There is no point of the adventure where it really lags. The
flaws are also typical for DCC. It is very linear, and while creative
problem-solving is involved, there are strong rails keeping you on track. I
hate to break it, but if your map works as an illustration, it is probably not
a very large or complex map (that’s beyond “Wow Loops Non Liner!!!”). One comes
away with the idea that the module is stronger on the individual encounter
level than the structural level where the pieces come together. But that’s also
a common DCC problem.
That Guy, Again!
The premise itself is a railroad, and at the end of the adventure, your plane-hopping item is snatched away by the jealous gods before you can plan those sweet heists you just wanted to pull off, while even your memory is wiped of the preceding events. That’s disappointing. Perhaps a charged item would be less obtrusive than divine dickery? Finally, it is a bit too much at once. Fantasy and verisimilitude have a tricky balance, and while I usually advise people to err on the side on the side of the former, this is an adventure where a little less could have been more. This adventure is about excess, not restraint. If you like tournament-style gaming that’s heavy on the magical puzzles and energetic combat, it will definitely be “a polished tournament experience”. Altogether, decent and functional.
This publication credits several playtesters, as well as multiple GMs and editors. Indeed, the resulting text is polished, and the editing is conspicuous by the lack of obtrusive segments. This module should be easy to use at the table, without any weird layout wizardry.
Rating: *** / *****
Yep, sounds like your typical DCC RPG adventure. Somehow this flew under my radar despite the publisher being pretty productive.ReplyDelete
I've always been... uneasy with DCC. I really love the game, it's freaking great, but the game manual presents the game as a game suitable for campaigns: patron allegiances, some spell effects (which last weeks, months or even years!) and divine punishments... But then the adventures are all episodic and tournament inspired. Great adventures, but not suitable for a campaign. It's a very strange dichotomy that I don't really like, but at the same time I love the game and I love the adventures.ReplyDelete
Maybe these adventures are to drop on your own campaign.Delete
DCC was always one of those game systems that looked interesting from afar, that I never read. But, if this is what its adventures are like...I no longer need to read it. Thank you!ReplyDelete
This is the way most DCC adventures are structured, and the standard seems to be much stronger than in the "OSR". I have not played the game enough to decide whether this is a feature stemming from play culture, or inherent to the rules. I wonder if you could play campaign-style DCC. Probably yes.Delete
We did, for some 25 sessions. It was mostly a Lankhmar/CSIO-like urban crawl with some sidetreks that involved a vampire castle on an island, trips to hell, and an adventure in outer space. The "quest for it" mentality Goodman pushes in the Judge's advice section and the long-term effects of mercurial magic, spell effects, criticals are great for campaign play, which makes the community's focus on one shots feel a wasted opportunity. Goodman Games at least tries with Purple Planet, Chained Coffin, Lankhmar, and the forthcoming Dying Earth boxed set. Fingers crossed they don't mess up the latter.Delete