Dungeon Crawl Classics #34; Cage of Delirium (Rough Draft)
The Dungeon Crawl Classics line of d20 modules from Goodman Games just keeps on going and going. But they aren't afraid to try different things, either. This is one of those different things.
Basically, it's a module that comes with a musical soundtrack. Or rather, it seems to be a module built around an existing musical soundtrack. Specifically, "Gates of Delirium" by Midnight Syndicate. Which is
Besides the cd itself, you get the inserts to put in a jewel case (which is a nice touch, and how I know the cd dates from 2001, according to the copyright notice on it).
The use of music in gaming can be helpful, but at times, it can be a distraction. Still, I remember when I first starting playing D&D, my friend would play the song "Dragon Attack" off of Queens latest (at the time) album, The Game, whenever a dragon would attack in the game.
I am a big music fan, but I am, I must confess, something of a snob when it comes to music (I don't mean to be, it just happens when most of the stuff you listen to only comes out on vinyl). I was honestly expecting to hate the music in this, and honestly, figured it would be very amateurish. But I was quite surprised - it's actually both quite good and professional quality.
The module
This is a somewhat unusual module for d20, in it takes place in a haunted asylum. I mean, how many D&D settings actually have asylums? About the only one it really fits would be Ravenloft, I think. I suspect it would probably be most useful for a d20 Modern game where the PCs were ghost hunters/paranormal investigators.
The asylum actually burned down (mostly) 40 years ago, and has a very tragic past. The head of the asylum had twin sons. Like all twins, one was good, one was evil. The good son ended up becoming a doctor at the asylum; the evil son was comitted to the asylum as a patient.
The good son ended up marrying a cured patient. This really drove his evil twin mad. So he concocted a scheme, whereby he would somehow switch places with the good twin. And he managed to pull it off. (I think I were a twin, and had a brother who was locked up in an asylum, I would get a tattoo saying "I am the sane twin" (or something to that effect)).
Anyway, now in place as the head doctor of the place (their father, the former head, having passed away before the coup), the evil twin had something of a reign of terror over the asylum. And when the wife of the good twin realized that they had switched places, the evil twin had her re-comitted. But not before she became pregnant. Which twin is the father, she didn't know.
His reign of terror went on for a while, some more tragedy struck, then eventually the patients rioted under the leadership of the good twin, and in the confusion, the place burned down. Killing almost everyone.
But the asylum and its dead would not rest peacefully. And so enter the PCs, to put them to rest. (There's really not a great hook for the PCs to get involved, though there are some examples given - the former head nurse being on her deathbed is one, another involves them being asked to by a local cleric).
The module itself takes up about 45 pages (the background takes up a good 5-6 pages, as do handouts) and about 40 keyed areas.
While there is some combat, a lot of the module consists of simply investigating the old place. It really is haunted by its history, and the PCs will encounter bits and pieces of it as they explore.
To get to the heart of the matter (the spirit of the evil twin) and confront him, they have to lower a necromantic energy barrier. This is done by doing various tasks - usually setting various spirits at peace. In the case of good spirits, doing something to make them happy (often by bringing them their favorite object which the evil twin took away and hid). That's right - while it goes against the DCC slogan, there are several NPCs in this that the PCs are meant to talk to, not just kill. The evil ones they can (and are supposed to) kill though.
Looks/Layout
To a certain extent, the DCC modules mimic the old TSR modules in how they look. Basically, little white space and a very simple layout. For the most part it's readable where there is a new area, but in the begining where there are no breaks, it can be a bit hard to read.
Final Thoughts
This is a rather unusual module in the Dungeon Crawl Classics line. While it definitely is still a "crawl", in that the PCs must comb the place in the course of the adventure, it's the only one of the line that I have where the background story is so vivid and so important to the module itself. It would actually make a decent horror movie, I think. Actually, now that I think about it, it would make a pretty good survival horror video game (in the vein of Silent Hill or Fatal Frame moreso than Resident Evil or Moonwalker). Definitely very memorable.
As mentioned, I do really think that an asylum like this really wouldn't fit most D&D settings, and many things, like the treatments and the place itself seem very 18th-19th centuryish, almost Victorian. So that does dramatically reduce the usefulness of this module. But on the other hand, it's not like the module pretends to be anything put a haunted asylum module, it makes no pretense of anything else, so the buyer does know what they are getting.
It's actually ironic, I recently got the first of Green Ronin's "Bleeding Edge" line of d20 modules, which also dealt with somewhat gothic horror (and as part of their slogan, takes something of a potshot at the DCC series). But this is far more "Bleeding Edge" than their initial entry.
Basically, it's a module that comes with a musical soundtrack. Or rather, it seems to be a module built around an existing musical soundtrack. Specifically, "Gates of Delirium" by Midnight Syndicate. Which is
Besides the cd itself, you get the inserts to put in a jewel case (which is a nice touch, and how I know the cd dates from 2001, according to the copyright notice on it).
The use of music in gaming can be helpful, but at times, it can be a distraction. Still, I remember when I first starting playing D&D, my friend would play the song "Dragon Attack" off of Queens latest (at the time) album, The Game, whenever a dragon would attack in the game.
I am a big music fan, but I am, I must confess, something of a snob when it comes to music (I don't mean to be, it just happens when most of the stuff you listen to only comes out on vinyl). I was honestly expecting to hate the music in this, and honestly, figured it would be very amateurish. But I was quite surprised - it's actually both quite good and professional quality.
The module
This is a somewhat unusual module for d20, in it takes place in a haunted asylum. I mean, how many D&D settings actually have asylums? About the only one it really fits would be Ravenloft, I think. I suspect it would probably be most useful for a d20 Modern game where the PCs were ghost hunters/paranormal investigators.
The asylum actually burned down (mostly) 40 years ago, and has a very tragic past. The head of the asylum had twin sons. Like all twins, one was good, one was evil. The good son ended up becoming a doctor at the asylum; the evil son was comitted to the asylum as a patient.
The good son ended up marrying a cured patient. This really drove his evil twin mad. So he concocted a scheme, whereby he would somehow switch places with the good twin. And he managed to pull it off. (I think I were a twin, and had a brother who was locked up in an asylum, I would get a tattoo saying "I am the sane twin" (or something to that effect)).
Anyway, now in place as the head doctor of the place (their father, the former head, having passed away before the coup), the evil twin had something of a reign of terror over the asylum. And when the wife of the good twin realized that they had switched places, the evil twin had her re-comitted. But not before she became pregnant. Which twin is the father, she didn't know.
His reign of terror went on for a while, some more tragedy struck, then eventually the patients rioted under the leadership of the good twin, and in the confusion, the place burned down. Killing almost everyone.
But the asylum and its dead would not rest peacefully. And so enter the PCs, to put them to rest. (There's really not a great hook for the PCs to get involved, though there are some examples given - the former head nurse being on her deathbed is one, another involves them being asked to by a local cleric).
The module itself takes up about 45 pages (the background takes up a good 5-6 pages, as do handouts) and about 40 keyed areas.
While there is some combat, a lot of the module consists of simply investigating the old place. It really is haunted by its history, and the PCs will encounter bits and pieces of it as they explore.
To get to the heart of the matter (the spirit of the evil twin) and confront him, they have to lower a necromantic energy barrier. This is done by doing various tasks - usually setting various spirits at peace. In the case of good spirits, doing something to make them happy (often by bringing them their favorite object which the evil twin took away and hid). That's right - while it goes against the DCC slogan, there are several NPCs in this that the PCs are meant to talk to, not just kill. The evil ones they can (and are supposed to) kill though.
Looks/Layout
To a certain extent, the DCC modules mimic the old TSR modules in how they look. Basically, little white space and a very simple layout. For the most part it's readable where there is a new area, but in the begining where there are no breaks, it can be a bit hard to read.
Final Thoughts
This is a rather unusual module in the Dungeon Crawl Classics line. While it definitely is still a "crawl", in that the PCs must comb the place in the course of the adventure, it's the only one of the line that I have where the background story is so vivid and so important to the module itself. It would actually make a decent horror movie, I think. Actually, now that I think about it, it would make a pretty good survival horror video game (in the vein of Silent Hill or Fatal Frame moreso than Resident Evil or Moonwalker). Definitely very memorable.
As mentioned, I do really think that an asylum like this really wouldn't fit most D&D settings, and many things, like the treatments and the place itself seem very 18th-19th centuryish, almost Victorian. So that does dramatically reduce the usefulness of this module. But on the other hand, it's not like the module pretends to be anything put a haunted asylum module, it makes no pretense of anything else, so the buyer does know what they are getting.
It's actually ironic, I recently got the first of Green Ronin's "Bleeding Edge" line of d20 modules, which also dealt with somewhat gothic horror (and as part of their slogan, takes something of a potshot at the DCC series). But this is far more "Bleeding Edge" than their initial entry.