Okay, if you
are looking to get into Dungeon Crawl Classics, or are just
considering what 0-level funnel to run for a new or existing group, you have a
lot of choices. Which is right for you?
Well, I can’t
tell you which is right for you. What I
can do is try to rank the funnels against my own personal tastes and
experiences. The following list does not
include Prince Charming, Reanimator (Purple Duck Games) or The
Arwich Grinder (Craw! Fanzine), because I wrote them. If I have forgotten any published 0-level
funnel, please drop me a note to remind me, and I will try to slot them in the
appropriate place.
There is no
intention to imply that any of the following funnels are bad. Nor is my ordering necessarily going to agree
with the way anyone else would order these adventures. There is no A-list, B-list, etc. Anything that gets past the Goodman Games DCC
Licensing process has already met a high bar.
But, if you are thinking of purchasing a new funnel, and for some unknown
reason you aren’t purchasing one of mine (lol), here’s my rundown.
Sailors
on the Starless Sea (Goodman Games):
This is still the iconic funnel adventure in the list, with lots of
action, real strangeness, and an Appendix N feel that is hard to beat. For any other game, this would be a
high-level adventure.
Frozen
in Time (Goodman Games):
Explicitly playable as both a 1st level adventure or a
0-level funnel, this is a very, very close second, and on some days I might put
it first.
The
Ooze Pits of Jonas Gralk (Purple Sorcerer): In turns Lovecraftian and farcical, and
successful at both, this module combines social interaction, wilderness, and
dungeon. It is also our first
introduction to the Mist Men, which is worth the cost of the module all by
itself.
A
Gathering of the Marked (Purple Sorcerer): The longest funnel to date, this is slightly
less effective than Ooze Pits, it is certainly has the potential to be a darker,
and more character-defining experience for the PCs.
Any one of
these four could easily have taken the #1 spot, and, no doubt, half the people
reading this think that I have these four adventures completely out of order. The remaining modules are also good, but not
quite as good. Each of them, for
different reasons, feels like the beginning of an adventure, to me, rather than
a complete arc. Which is okay, because
these adventures also give you some real ideas as to what events might follow
the 0-level funnel.
Perils
of the Sunken City (Purple Sorcerer Games): The actual funnel is Madazkan’s Court, and it is a great deal of fun.
In
the Prison of the Squid Sorcerer (Mystic Bull; part of the In the Prison of the
Squid Sorcerer compilation): A
nautical theme, an interesting locale, pirates, and Cthulhu. This funnel seems more like Lin Carter at his
best than it does Lovecraft or Howard, but I like it.
The
Witch of Wydfield (Brave Halfling):
She’s a witch! Burn her! This funnel makes good use of what might seem
a real possibility in the lives of villagers in a DCC world. The events therein could easily be part of a
Poul Anderson novel.
The
Portal Under the Stars (Goodman Games; part of the Core Rulebook): There is a lot of good about this funnel, and
a lot of the areas are themselves interesting, but the whole does not hang
together as well as the previously ranked funnels. There are a lot of Appendix N bits, which is
great, and a lot of opportunity for PCs to do the right or the wrong thing,
which is also great, but to me it did not jell as well as it could have.
The
Ruins of Ramat (Brave Halfling):
As we get to the end of my list, I would like to emphasize again that I
am putting great material in order, not ordering from great to mediocre. The
Ruins of Ramat has a lot going for it, but there were a few things that I
thought kept it from a higher ranking.
First, the descriptions did not always match the visual aids. Second, the khopesh swords have no damage
listed. Finally, I dislike the way
D&D has handled confusion, and one encounter in this module relies upon the
same handling. That said, when I ran
this module, a lot of fun was had. The
confusion bit was the only really questionable bit, and it can be fixed by
treating the confusion descriptively, allowing the players to decide not to
make attacks at shadows, and then allowing those shadows to attack them! After than, any PC who attacks a shadow has
an equal chance to target a friendly or enemy figure.
Attack
of the Frawgs (Thick Skull):
This funnel is hampered by a somewhat linear nature, and by lingering
unanswered questions. For one-shots with
a time limit, though, it easily jumps upwards to the top three.
The
Long Sleep (Mystic Bull; part of the In the Prison of the Squid Sorcerer
compilation): Again, nothing
wrong with the funnel, but it is a bit short and linear. On the other hand, if you picked this up, you
have two funnels and a whole lot of additional material to play with. I ran this as a side quest with 1st
level PCs; it is a pretty fast playing adventure, and would work well for a
pick-up game at a convention.
Remember
that many older modules can be converted to 0-level funnels. TSR-era
and WotC-era D&D modules are the
obvious choices, but writing stats for DCC is pretty easy, and you should
consider converting modules for different systems, such as Gamma World, Traveller,
MERP, Space 1889, and Stormbringer. The results are worth the effort.
I would like to hear how you rate these funnels, what other adventures you have used, and where you think my own work slots in.
Good gaming!










