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Dungeon Crawl Classics
#0
Legends are Made, not Born
"It was a time of darkness and destruction, a time of dread...Humanity's history tells us such times produce heroes and heroines, dedicated to turning back the darkness"
As you might guess from the number of this, Dungeon Crawl
Classics #0, "Legends are Made, not Born", this is
something of a gimmicky adventure. But it's a pretty good
gimmick.
Characters pretty much have started at 1st level in D&D since
the beginning. But in AD&D, in I think the Greyhawk Adventure
book, there were rules for 0th level characters. That is,
characters who are still training to be members of that class.
This was mostly dropped in 2nd and 3rd edition (though there are
rules for multiclassed 1st level characters, which can be tweaked
to give you 0th level characters). But 3rd edition introduced
non-adventuring character classes, or rather, classes for
everyone, called NPC classes. The Commoner (for the average
person), the Expert (for people who are good at things), the
Aristocrat (for noble or rich types, who generally get some
swordplay training and/or education), the Warrior (for common
fighting types) and the Adept (for hedge wizards/wise woman
types)
The NPCs classes aren't quite as good as PC classes, most
notably, they tend not to have any special features, and their
hit dice aren't quite as good. So they get rated 1 level lower
than their PC counterparts. That is, a 2nd level NPC is basically
the equivalent of a 1st level PC class combatant.
This adventure has the players as 1st level members of an NPC
Class. It seems trouble is afoot in their village, and with no
one else to stop it, it's up to them.
The Adventure Itself
On the surface, it's pretty simple. The town the PCs are from has
long been under an extortion racket run by an ogre. Because the
town is quite small and doesn't have any real fighters and the
demands from the ogre were paltry (ale and sheep), they gave in.
However, he lately sharply increased his demands, now wanting
some townsfolk. At this they drew the line, but not before the
Ogre kidnapped 2 of the citizens.
So a group of townsfolk gather to assault the Ogre's lair and
rescue their friends. As mentioned, since the town is rather
small and lacks any adventuring types, it has instead gathered a
handful of daring regular folks.
There's basically 2 ways of entering the lair, the front way or
the back way. Both has its advantages/disadvantages. If they do
manage to take out the Ogre, they are only about halfway done.
There was a reason the Ogre's behavior changed, which I won't go
into, so as not to spoil things, but they will discover it as
they explore the Ogre's Lair further.
The adventure itself is not all that combat heavy and is fairly
short. There are also a fair number of traps and while there
aren't puzzles per se, there is some stuff that involves thinking
clearly, not rushing in. So while there may not be a lot of
role-playing in it, it's not purely a hack & slash adventure,
either.
It's not a long adventure (even by 32 page module standards),
maybe 25 keyed locations, total, probably playable in about 3-4
hours. (I believe it was originally designed for a tournament
game at a convention)
If you've ever played or run D&D, you'll know that low level
adventures can be deadly, because characters often have single
digit amounts of hit points, amounts which can generally be done
in one blow. 3.x ameliorated this somewhat, by giving characters
the maximum amount of hit points at first level.
However, NPC classes tend to have low hit dice (the number which
gets rolled, or at 1st level, maximized), which brings the
problem back to the fore. This issue has been addressed in this
module. Most of the various baddies are crippled somehow, so a
hit kill isn't impossible, it's unlikely.
Quite a bit of the module is on the pre-generated characters.
Part of the reason the premise of the module works is the nature
of the characters themselves. While not cheating per se, the
characters have been tweaked a bit to make them more viable. For
instance, there's one Commoner out of the 6 character classes,
but to make up for that classes lack of hit points and attack
ability, the character also happens to have a 18 strength and
constitution and has the toughness feat, so he actually has 11
hit points (4 for a commoner, 4 constitution, 3 toughness).
Most of the other PCs have more normal stats. But some do have
advantages - for instance, one of the Expert is supposed to be a
apprentice wizard (who hasn't taught any magic). But as an
expert, she has the "Use Magical Device" skill and a
borrowed wand of magic missiles. The other Expert is a wannabe
alchemist, and has a handful of alchemist stuff, like alchemist's
fire and thunderstones and such.
Each PC also has a fairly detailed background/personality. Which
is a nice touch, and the illustrations of the party are generally
pretty consistent among the different artists.
The town and the surrounding area is given a couple pages of
detail. Mostly the local tavern and a couple of shops and some
prominent locals that the PCs might want to talk to, like the
local retired adventurer (who lost an arm fighting the ogre years
ago) and the local hippie/druid who is presumably too stoned to
go with them, but can give them some magic berries..
Looks and Such
This has the same clean layout of all the Dungeon Crawl Classics,
which is similar to that of the old TSR modules. The artwork is
quite good, including a couple nice pieces by Jim Holloway, who
gets to make some slightly comical illustrations of the PCs
trying to fight the various monsters. I like all his work, but
he's at his best when he is whimsical. I also liked the end
illustrations of the party posing together (sort of) but I can't
decipher his signature.
Unlike a lot of DCCs, this doesn't have any illustrated handouts.
The dungeon maps are classic style, but the map of the town does
look computer generated (Campaign Cartographer 2 would be my
guess), but is functional.
Final Thoughts
I really liked this. Like I said, it is sort of gimmicky, but
it's a clever gimmick that is well implemented, a solid A. While the adventure is
fairly short and isn't easy to integrate into existing games
(since it's for such weak characters) and is best suited for a
one-shot or tournament (for which it apparently was originally
designed), it would be a great starting point to a campaign
(though some care would be needed crafting viable 1st level NPC
classed PCs like the pregenerated ones). And you could simply use
the town in your game, and the pregenerated PCs as interesting
NPCs for players to run into.
(the quote at the top is from a song by Messiah,
but is actually a sample from some movie or another)

