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Dungeon Crawl Classics 42: Secrets of the Stonearm
 
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Dungeon Crawl Classics 42: Secrets of the Stonearm [Paperback]

Luke Johnson (Author)
2.5 out of 5 stars  See all reviews (2 customer reviews)


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Book Description

Dungeon Crawl Classics March 21, 2007
Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.
A merchant's beautiful daughter is missing, and only the heroes can save her! The search leads to a band of assassin-thugs called the Stonehands, whose magically enhanced stone hands give them great powers. To rescue the merchant's daughter, the heroes must best teeming jungles, deadly cults, a demigod's tomb, and a wizard with ancient magic at his fingertips!

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Product Details

  • Paperback: 32 pages
  • Publisher: Goodman Games (March 21, 2007)
  • Language: English
  • ISBN-10: 0978637089
  • ISBN-13: 978-0978637088
  • Product Dimensions: 10.9 x 8.5 x 0.2 inches
  • Shipping Weight: 3.2 ounces
  • Average Customer Review: 2.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #2,892,678 in Books (See Top 100 in Books)

 

Customer Reviews

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Average Customer Review
2.5 out of 5 stars (2 customer reviews)
 
 
 
 
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1 of 1 people found the following review helpful:
2.0 out of 5 stars Juvenile Adventure, January 4, 2008
This review is from: Dungeon Crawl Classics 42: Secrets of the Stonearm (Paperback)
This module seems to have been written by young teens. The module was organized fairly well and the DM Notes were OK, but the concept was a little silly. We have played 7 DCC modules and like their modules alot, but this one is by far the one I like the least. I would recommend The Mysterious Tower (3) or the Thief Lords Vault (35B) first.
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3.0 out of 5 stars Not the worst, but not great., February 12, 2009
By 
Martin V. Walser "Marty" (Virginia Beach, VA, USA) - See all my reviews
(REAL NAME)   
This review is from: Dungeon Crawl Classics 42: Secrets of the Stonearm (Paperback)
There are some problems with this module. It starts out with a cliche opening -- "This girl is missing. I will pay you to find her." Then it has a dungeon location that is all but inaccessible to the PCs unless you introduce the "MacGuffin Stones" and their particular power source into the campaign which will then transport (railroad) the PCs to the destination. Then the main bad guy has another special power that makes him extra hard to kill... or rather, he's easy to kill, but doesn't stay dead. It's a bit annoying.

However, there are parts of the module that have potential if taken separately from the adventure.

Viomancy -- A new school of magic that involves prosthetic replacement of limbs and golem-like constructs. While this is introduced as a kind of lame plot device, it's actually a somewhat neat idea and could be a springboard for some interesting hooks in a campaign. Unfortunately, there is really only one spell defined in the module, but creative GMs could really run with this idea.

The demi-gods -- There is a list of legendary heroes/demi-gods that have a somewhat interesting back story. One of their tombs is the object of this adventure.

So, I agree with the other posters in that this is far from the best DCC modules, but it's got some potential if the GM warps the adventure to his own needs.

I gave it 3 stars because I picked it up for half price when Goodman sold down their 3.x inventory. It's probably not worth $10, but perhaps worth $5.
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