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Dungeon Crawl Classics RPG: Fate`s Fell Hand

Fate's Fell Hand

This adventure requires a party that can think creatively and shows ingenuity, and warns that those who hack and slash their way through everything may come a cropper here! It all begins with stange beguilements in the shape of cryptic messages and dreams, that lead the party to a shallow cave in an out-of-the-way valley. What follows is no ordinary delve.

The background to the adventure explains what is going on in detail, explaining for the Judge how it all works and how to run the mechanics... suffice to say, there are three powerful wizards in a pocket dimension locked in combat (not of their own volition) and they've reached out to the party to get some outside help! Their combat is not of the brawling kind, it involves ever-shifting alliegiances and warped events, which are confusing to read, never mind run... and runs the risk of baffling the party too. There's still plenty that can harm them, however. The whole thing revolves around a mysterious deck of cards (facsimilies are provided), oh, and the pocket dimension is slowly shrinking.

Addressing the inevitable confusion, there's a whole section devoted to 'Running the Adventure' that provides some hints about how to dispel that confusion and get the characters engaged in productive action... yet it's still not very clear just what they need to do to brings events to a satisfactory conclusion, or even merely escape with their lives.

Whilst there is potential for a truly warped adventure utilising this concept, it is so weird and bizarre that players - and even Judges with the text in front of them - are likely to find it confusing and unsatisfactory, left not knowing what they can do to affect the situation and find their way back home. For genuinely crazy NPCs and odd situations this is excellent, but it needs some direction - at least for the Judge in how to make it all work coherently at the table.

Return to Fate's Fell Hand page.

Reviewed: 21 May 2018