I was waiting to get a chance to play this
one before discussing it, but then I realized that I would get bogged down with
other modules still waiting in the wings.
And, really, have I played through all of Barrowmaze yet? No. So
better to just hop to it!
I picked up People of the Pit by Joseph Goodman at the same time that I
grabbed Sailors on the Starless Sea, and I gave them both a good
(avid!) read-through almost immediately.
Spoilers will, of course, ensue, so if you are going to play through this
module, do yourself a favour and skip to the next blog.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
When you take a look at the basic cover of
the core DCC rulebook, and see that adventurer staring at a door across a mist-wreathed
chasm, you might as well be staring at the genesis of People of the Pit. If that image stirs your soul, this module
will as well.
And the cover to the module? It downplays what you are facing. Considerably.
People of the Pit pits the PCs against a
cult of degenerate humans that worships a great tentacled monstrosity living in
just such a mist-wreathed chasm. How big
are these tentacles? You can ride or
crawl down them to get from one level to the next. How degenerated are the cultists? Depends upon how high in the hierarchy they
have climbed…and bold PCs gain the opportunity to risk some of that
degeneration themselves.
I noted what I believe to be nods to H.P Lovecraft, Robert E. Howard, and Roger
Zelazny ‘s Amber series, and I am pretty sure that there were other nods
that I missed. The climactic encounter
could well have appeared in a novel by Abraham
Merritt. The module drips Appendix N flavour. A wand that can be found herein was
influential on my version of the create wand
spell that appears on this blog and in Crawl! Fanzine #3. It is part of a very nifty encounter.
The map itself follows the theme of entwined
tentacles rather strongly, and is pretty evocative. I am imagining that most players will “get”
this, either consciously or subconsciously, as they try to navigate the spaces
they are exploring.
Joseph Goodman includes magic teleport pods
that allow characters to get from one place to another within the complex. These pods require a spell check, and I admit
that I was a little puzzled by them. Goodman
notes that anyone in DCC can make a spell check using 1d10, and it is nifty to
include something in the module that allows players to make use of this
rule. But what is the penalty for
failure? Do you get to roll until you
succeed, or is there corruption on a natural “1”? Is there a limit to how often you may
try? I get the feeling that different
judges will have different answers to these questions, and that seems perfectly
fine to me.
People of the Pit is
also interesting as there is the chance to incur a loss of Luck, a strong part
of the implied setting from the core rulebook, but not often used in adventure
creation to date. There is also an NPC
trapped in the area being explored that can be used as a replacement PC. This is a good provision, as the module is
deadly, but the enterprising judge may wish to prepare a character sheet using
the Purple Sorcerer Tools so that the new character can jump right into play.
Judges interested in bringing patrons into
play should also consider this module. Although
there is no patron write-up for the great tentacled beast…but there could have been. You do get two new spells, and you certainly
do get some creepy-good ideas. Not every
patron should be PC-friendly, or something that you’d want to take home to meet
the folks, and this should definitely remind the players to be careful about
who (or what) they make alliances with, if they would not like to end
up like the cultists.
There are a lot of imaginative bits in this
module, and it is one that I recommend.
I’ll be talking about it again, I feel certain, when my players have
gone through it. The module is very
deadly, with some encounters that could certainly decimate the unwary or the unprepared,
but adventurers who are clever, mostly cautious, but bold when they need to be,
and lucky to boot should do well.
Certainly the players will have had an experience that they will not
soon forget.
This is not Joseph Goodman’s best module to
date – in the DCC line, I’d say that’s a toss-up between The Emerald Enchanter and
The
13th Skull, both of which are cooler than a frozen penguin
on ice – but it is a very, very solid 1st level adventure. That I think the other two are better is a
testament to how good they are, and is not a knock against People of the Pit.
I am looking forward to running this one,
and give it a big thumbs-up!
Nice review, many thanks!
ReplyDelete>The climactic encounter could well have appeared
>in a novel by Abraham Merritt.
I guess the adventure is loosely based on Merritt's short story of the same name.