Customer Reviews


2 Reviews
5 star:    (0)
4 star:    (0)
3 star:
 (1)
2 star:
 (1)
1 star:    (0)
 
 
 
 
 
Average Customer Review
Share your thoughts with other customers
Create your own review
 
 
Only search this product's reviews
Most Helpful First | Newest First

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.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


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.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


Most Helpful First | Newest First

This product

Dungeon Crawl Classics 42: Secrets of the Stonearm
Dungeon Crawl Classics 42: Secrets of the Stonearm by Luke Johnson (Paperback - March 21, 2007)
Used & New from: $3.98
Add to wishlist See buying options