One day, getting ready to begin running a Dungeon
Crawl Classics campaign, I stopped at Hairy Tarantula on Yonge Street in Toronto and picked up both Sailors
on the Starless Sea (by Harley
Stroh) and People of the Pit (by Joseph
Goodman). Being a 0-level module,
and having already run Portal Under the Stars using the
Beta, I decided that Sailors on the Starless
Sea was a logical choice for starting a campaign.
As you may be aware, I have written about
designing 0-level adventures for the Dungeon
Crawl Classics rpg previously, and my views here are going to take that
analysis into account. There are going
to be spoilers in this review as well, so if you are going to be playing in
this module, do yourself a serious favour and read no further!
The basic premise of Sailors on the Starless Sea is that cultists are attempting to
revive two fallen brother Chaos Lords.
They have been converting local villagers to beast men or preparing them
as a sacrifice to bring the Chaos Lords back.
The PCs begin by investigating a local ruined keep, trying to rescue
kidnapped villagers. In the course of
their investigation, they become part of truly epic events.
The adventure further breaks down into (1)
getting into the keep, (2) exploring the keep, (3) the dungeons underneath the
keep, (4) the sunless sea, and (5) the epic climax. Many of these parts allow for multiple
avenues of exploration, and, in some cases, they intersect in interesting
ways. For instance, there is a tomb that
might be uncovered while trying to get into the keep, or it might be uncovered
exploring the banks of the sunless sea, or it might not be uncovered at all. None of these options is the “right” one, and
none of them are “wrong”.
The module also allows the players two
chances to replenish their supply of 0-level characters. This is a good idea, and is something I wish
I had thought of in my own analysis of the 0-level funnel.
Following my own analysis, I can certainly
see how both character death and character growth are planned for within the
context of the module. Harley Stroh did
a stellar job here.
The village the PCs come from is not
described, so no difficulties arise from starting occupations. If you are going to run this as part of a
campaign, you might actually take the PC starting occupations as your baseline
for describing what the village is like.
The climactic encounter, moreover, may make returning to the village
different, so you can gloss over this if you like. I did.
I had suggested that the initial adventure
should include some means for elves to buy one set of mithral armour and one
mithral weapon at standard prices when they attain 1st level; Sailors does not do this. On the other hand, there is no reason why
this must immediately be available to Elf PCs.
Obtaining mithral arms and armour may well be part of the next
adventure. This isn’t something you need
to worry about, but it is something the prospective judge should keep in mind.
Sailors has more than enough encounters
that will make characters progressing into Thieves and Warriors make
sense. Warriors certainly have the opportunity
to access to weapons and armour.
Previously, I had written “Potential
warriors are also going to need opponents they can fight. As with the initial offering in the Core
Rulebook, this should be a combination of simple and difficult fights, and the
difficult fights should be resolvable using brains over brawn. The opponents must also be interesting, at
least some of them demonstrating some unexpected property…even if you only make
the giant rats have hand-like paws and be capable of speech.” There is certainly no problem with Sailors on the Starless Sea in this
regard!
Regarding Clerics, I had written “Your
initial funnel must include the divine in some way, shape, or form. It may include a hidden shrine where the
influence of a god is felt, or it may include a fight against some unholy thing
in which a holy artefact is of aid.”
Well, Harley Stroh certainly manages to do this, and then some. From an evil shrine to the Chaos Lords and
cultists themselves, the divine (or potentially divine) is felt strongly in
this adventure.
I had also been concerned about potential
wizards needing a way to access spells, and Harley includes an exceptional
means to this end as well – a magic ring that can access three spells for good
or for ill. So, even if you follow the
advice in the Core Rulebook, and give XP per encounter, allowing the PCs to
level up when they gain 10 XP, the would-be wizards potentially begin their
magical careers with something wizardly to do.
Not that Sailors is shy about
making them work for it.
I had also expressed some concerns about
transition. Following the Core Rulebook,
most of my players’ characters achieved 1st level after a
particularly deadly encounter on the Sunless Sea, and thus levelled just prior
to the climax of the module. It was
remarked that it felt as though the characters, having survived the deadliest
thing so far, had pulled themselves together and were now better able to face
what was to come. This covered both my
concerns about transition, and about the 1st-level finale. The final battle against beast men,
cultists, and a resurging Chaos Lord definitely resolved issues arising from the
0-level funnel, and showcased character growth.
I had written that
this part of the adventure “answers some unresolved questions, faces similar
opponents, and/or fulfils the promises of the first half”. I believe that Sailors on the Starless Sea does this magnificently.
In addition to the usual Appendix N influences, this module draws from King Kong and The Island of Dr. Moreau for imagery and content. Well, in a way. Where Dr. Moreau made beast men out of beasts, the villains in this module make beast men out of men. I also found this very reminiscent of the "Count Brass" cycle of Michael Moorcock, which may have been the actual source reference. In any event, they are fun references, and my players had a great deal of fun with this module. As did I.
Overall, I found Sailors on the Starless Sea to be a nearly perfect 0-level adventure. I certainly had a hell of a lot of fun
running it, and I would recommend it to anyone.
Easily
five stars out of five!
Sounds like a fun adventure - it actually reminds me of a second edition adventure from the Ravenloft line "Neither Man Nor Beast", which I ran for a group of friends back in the day. It revolves around the Darklord, Frantisek Markov, the resident Dr Moreau of the Demi-plane of Dread.
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