This is the
third Sunken City adventure written
by Jon Marr for Purple Sorcerer Games. This
is a 0-level funnel, which means it has to answer the most important question
of all: Why are your characters
adventurers? Think about it. The game world is filled with parsnip farmers
and merchants, but something sets your PCs apart from the run-of-the-mill
herdsmen and ditch diggers. What is it?
Consider.
This could be an event. It could be an opportunity. It could be a situation
that changes everything forever…like waking up one morning cursed with an evil
mark that drives you away from civilization and into the ruins of the Sunken
City…
Another
thing that comes up often in discussions of the Dungeon Crawl Classics
game is working the machinations of various patrons and/or gods into actual
game play. Doing so, and doing so well, is a hallmark of Jon Marr’s work. This is certainly the case in A Gathering of the Marked,
where both a demon and a patron vie, using the PCs as their pawns to meet
differing goals.
This
adventure is filled with fun and creepy material. It contains two of the best
magic items to appear in a Dungeon Crawl Classics adventure: Master Shock and The Manual of the Swordsman.
Both items offer real benefits, but neither is a cure-all, and there may be
consequences for the benefits received!
As is normal
for Purple Sorcerer, the company web
site contains many printable extras – including maps and paper minis – to help
you present the adventure to your players. All in all, it is excellent value
for the money…but unless you are a completest you should consider investing in The
Sunken City Adventure Omnibus & Guide, which I will eventually get
to in this blog.
(Disclosure: I have a “Thanks” credit as
a proofreader in the Omnibus.)
It should be
noted that all Sunken City
adventures have a distinctive artistic style. I have described it as “South
Park meets H.P. Lovecraft” – images that are often both funny and disturbing.
The illustrations are very different from those you would find in a Goodman Games product, for example. Purple Sorcerer is good enough to make
them printable on their website, allowing the prospective judge to use them as
player handouts.
I ran this
adventure for a group which had tackled several Dungeon Crawl Classics
funnels before, and they did very well in it. They were able to maximize their
chances by using their brains to reduce how often they had to use their dice. They
still experienced the usual attrition…but not necessarily where I had thought
it most likely. They were engaged and had fun, which is always the best metric
for any adventure.
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