Dungeon Crawl Classics #79: Frozen in Time

A Review of the Role Playing Game Supplement Dungeon Crawl Classics #79: Frozen in Time

Dungeon Crawl Classics #79: Frozen in Time by Michael Curtis is a role playing game supplement published by Goodman Games for use with Dungeon Crawl Classics. As such, it is covered by the Open Game License and some parts are considered to be Open Game Content as a result. This is an adventure for level 1 characters.

The supplement is available as a 24-page PDF from DriveThruRPG for $6.99 and versions of it are also available in printed form from sites such as Amazon. The PDF is the version reviewed although it was purchased at a reduced price as part of a special bundle. Two pages are the front and rear covers, one the front matter, a quarter of a page is the Open Game License and one page is an ad.

Dungeon Crawl Classics #79: Frozen in TimeThe Introduction explains the adventure is intended for six 1st level characters and can also be used as an atypical funnel.

Adventure Background explains that there was a rogue time traveller who used time travel to plunder the timeline. He hid many of his treasures within a glacier in the past that was avoided by the locals. The time traveller eventually died and, three days before the adventure start, the glacier split, revealing the entrance to his hideout.

Starting the Adventure explains this can be used as a typical adventure or to start a campaign with the characters primitive barbarians. In the first case, the barbarians approach the characters and ask them to explore the glacier; in the second, they are the barbarians sent to explore it, either 0 or 1st level. In the latter case, the characters also have different starting options.

The Ghost Ice is the exterior of the glacier, which doesn’t mean it’s safe.

The Vault of Zepes Null-Eleven is the time traveller’s hideaway, and the place has been badly damaged by the glacier’s collapse. In the vault are some of Null-Eleven’s treasures, which includes creatures frozen in time, artefacts from across the timeline (with suggestions as to famous items) and other cultural references, such as “Bobby the Robot”.

Concluding the Adventure explains that the vault will be destroyed when the reactor finally blows, approximately ten minutes after this happens. As to when this happens; it’s when the Judge thinks it seems right. Which isn’t a great option.

Appendix A: Primitive Occupations Table has options for use if the characters are starting off as barbarians.

The Forlorn North: A Mini-Campaign Setting was added after the adventure reaches second printing. It is the default setting of this adventure and has a hex map, references to The Old God’s Return and The Adventurer’s Almanac and comes with a brief gazetteer, history, adventure hooks and details of inhabitants.

Dungeon Crawl Classics #79: Frozen in Time in Review

The PDF is bookmarked but only the major sections are linked. Navigation could be better. The text maintains a two-column black and white format and appeared to be free of error. There are a number of black and white illustrations, up to full page in size, as well as the maps, all of which appear to be custom. Presentation is good.

This is an interesting adventure, though a bit let down by the concept of end it when the Judge sees fit, which seems to be a bit vague and potentially railroady, as it means the players actions don’t have an effect on that, nor did it start with a fixed timer. The cultural references might not appeal to every group; some may like them whilst others may not. Rather than being pure fantasy, this is science fantasy, with technological items. The addition of the mini-campaign at the end is nice. Dungeon Crawl Classics #79: Frozen in Time is an adventure with some interesting bits, though it won’t appeal to all, and it can be found by clicking here.

 

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