Dungeon Crawl Classics #94: Neon Knights

A Review of the Role Playing Game Supplement Dungeon Crawl Classics #94: Neon Knights

Dungeon Crawl Classics #94: Neon Knights by Brendan LaSalle 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 3 characters.

The supplement is available as a 24-page PDF from DriveThruRPG for $6.99 and 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 page is the front matter, one the Open Game License and one an ad.

What would be inside the front cover as a printed book has a map of the tower visited and one of its surroundings.

Dungeon Crawl Classics #94: Neon KnightsThe Background explains that the primary foe ended up on the Purple Planet with some other adventurers. After discovering a powerful artefact, the wizard eliminated his allies and set out to gain all the power he could. Before he could put his plans to become a god in motion, his tower is attacked and he summons aid to help him defend it.

Non-Linear Adventure explains that there are a number of ways of running this. It can be run as a straightforward adventure, or as a number of side quests breaking up another.

The Artefact explains the powers that the item has to summon creatures to aid, and the difficulty they have in resisting this. There are notes on the Sea of Dust, where the tower is located, and on travelling in it. A sidebar considers what to do if running this with, or without, other Purple Planet adventures, such as Peril of the Purple Planet.

The Adventure Begins has the PCs’ town surrounded by an army and they are asked by the authorities to help.

Part I: Summoned to the Tower has the characters dragged away before they can do any help, where they must deal with those invading the wizard’s tower. The tower is fully described.

Part II: Returned has the characters returned home and discover others summoned by the artefact in the past. They can gain useful information.

Part III: Summoned Again has the characters summoned back to the tower to deal with another threat.

Part IV: If… Then has various different ways the adventure could unfold, how to run this as part of a campaign or as a standalone and what happens when there is a 1 rolled when using the artefact, including stats for the monster accidentally called.

Dungeon Crawl Classics #94: Neon Knights in Review

The PDF is bookmarked but only has major sections linked. Navigation is below average. The text maintains a two-column black and white format and appeared to be free of errors. There are a number of black and white illustrations that appear to be custom. Presentation is decent.

This, going by the number of qualifiers as to what might happen depending on the characters’ actions, doesn’t look like it will be an easy adventure to run, though it will probably be one with different outcomes depending on the group. With this being an adventure for 3rd level characters, the wizard, and wielder of quite a powerful artefact, is not that impressive a foe, especially given the way they are described. However, if they were impressive enough, the PCs wouldn’t stand a chance. There are some interesting elements to the adventure, but it doesn’t quite seem to live up to its potential. Dungeon Crawl Classics #94: Neon Knights can be found by clicking here.

 

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