Friday, August 10, 2012

The Emerald Enchanter is Dead


. . .and so is one of our characters. I finally was able to rotate this module into one of my ongoing campaigns and all I can say is that Goodman Games continues to offer some of the best modules on the market. The Emerald Enchanter has all of the classics trappings we've come to expect. Missing Villagers? Check. Weird monsters that will have your players cursing and running? Check. A mysterious dungeon inhabited by an evil wizard? It's all here.

I ditched the whole premise of the adventure because this group  is more likely to enslave, torture, or murder the innocent than save them. Instead, I pitched it as a good opportunity to acquire some serious loot. Depending upon how much of the dungeons your players see, they could emerge from the Emerald Enchanter's citadel with a pretty heft pile of magical items. DMs may want to tone this aspect of the adventure down if they use these sparingly.


I want to highlight the second encounter in this adventure. DCC RPG stresses the unknown and the unique when it comes to monsters. DMs scratching their heads on how to accomplish this should run to their FLGS immediately and pick up The Emerald Enchanter. This encounter shows how a little twist on something familiar is all it really takes to make "just another monster" memorable for years to come.

The Emerald Enchanter nails the spirit of Appendix N adventuring and continues to prove that Goodman Games Dungeon Crawl Classics line of modules is the best on the market. DMs looking for a challenging, easy-to-insert adventure need to look no further.

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