Saturday, April 4, 2009
DCC60 Thrones of Punjar (Goodman Games)
People are disappearing from the Devil's Thumb: When the daughter of a foreign ambassador disappears, things get even messier and the players are brought in the fix the international incident that is brewing. And it is all because an albino aboleth has made the severs of Punjar it's new home and made an unlikely alliance with a small noble house in a growing desperate situation. Thrones of Punjar is a good urban adventure. The module is filled with small goodies regarding Punjar (like the Whirling Death and the Stirgeskull games), and there are a lot of RP opportunities in it. In fact, I can't remember the last time a DCC had that many fleshed out NPC's - I think that part of the adventure is awesome. The story is solid without blowing me away, and while the fights do not seem as lethal as the normal DCC standard, the fact that players are on a deadline and can't just rest whenever they want might make it quite a bit harder than it looks at first glance. There are of course a couple of extremely lethal traps (3d10+6 + stunned (save ends) in close burst 3 which goes off every round a character starts on the trigger - well, you better hope that you make that save quickly and that the trap misses you) that should be fun for any DM to use against his players. The biggest problem (IMO) comes from several of the key fights, all involving solo creatures (and a couple of non-key solo fight - aura that weakens is a bad combi with solos). The two BBEG's both seem underwhelming as solos. Sure, they have guards and traps, but once those have been dealt with, you will be left with what looks like a big sack of hit points and no real danger. Luckily, this is a problem that is fairly easy to fix.
Rating:* * * *