Old School Renaissance – Dungeon Crawl Classics – DCC #69 The Emerald Enchanter

Publisher: Goodman Games

If you are looking for a classic dungeon crawl adventure with a twist, you might want to check out The Emerald Enchanter by Joseph Goodman. This is a level 2 adventure for the Dungeon Crawl Classics RPG, a system that pays homage to the origins of fantasy gaming. In this adventure, you and your fellow adventurers will face a mad wizard and his weird creations in a mysterious tower. You will need to use your wits, skills, and luck to survive the traps, puzzles, monsters, and treasure that await you.

The Plot

The adventure starts with a simple hook: several villagers have gone missing from a nearby town, and the local lord has hired you to investigate. You soon learn that the kidnapper is none other than the Emerald Enchanter, a green-skinned sorcerer who lives in a secluded tower on a windy ridge. The Enchanter is known for his strange experiments and enigmatic machinery, which he uses for some unknown purpose. He also has a habit of abducting people to use as test subjects or raw materials for his creations.

You decide to brave the dangers of his citadel, which is guarded by his green-skinned constructs and other horrors. You hope to find the missing villagers, stop the Enchanter’s plans, and loot his treasure. But be warned: the Enchanter is not an easy foe to defeat, and he has some surprises in store for you.

The Design

The Emerald Enchanter is a well-written and well-designed adventure that captures the spirit of old-school gaming. It has a good balance of combat, exploration, and problem-solving, and it offers plenty of opportunities for role-playing and creativity. The adventure is also rich in detail and atmosphere, with vivid descriptions and illustrations that bring the setting to life.

The adventure consists of four main areas: the tower’s exterior, the lower level, the upper level, and the inner sanctum. Each area has its own challenges and secrets, and they are connected by various passages and portals. The adventure also includes several optional encounters and events that can add more flavor and variety to the game.

The adventure is designed for 4-6 characters of level 2, but it can be easily adjusted for different levels or party sizes. The adventure also includes a bonus sequel, The Emerald Enchanter Strikes Back, written by Jobe Bittman, which continues the story of the Enchanter and his schemes.

What are the most interesting encounters in the adventure?

There are many interesting encounters in the adventure, but here are some of the ones that I found the most intriguing:

  • The Emerald Eye: This is a large, green gemstone that serves as the Enchanter’s surveillance device. It can see and hear everything that happens in the tower, and it can communicate with the Enchanter through telepathy. It can also cast spells and activate traps to hinder the intruders. The characters can try to destroy it, but it is well protected by a force field and a guardian golem. Alternatively, they can try to trick it, hack it, or even befriend it, depending on their skills and choices.
  • The Hall of Mirrors: This is a long corridor filled with mirrors of different shapes and sizes. Some of them are normal mirrors, but others are magical or mechanical. Some of them can show the characters their past, present, or future, while others can trap them in illusions or transport them to other places. The characters will have to figure out which mirrors are safe and which ones are dangerous, and how to use them to their advantage or escape from them.
  • The Emerald Enchanter: This is the final boss of the adventure, and he is not an easy opponent. He is a powerful wizard who has augmented his body and mind with green magic and technology. He has a variety of spells and gadgets at his disposal, as well as his loyal minions and creations. He is also cunning and unpredictable, and he will not hesitate to use his secret weapon: the Emerald Engine, a device that can manipulate reality itself. The characters will have to use all their resources and strategies to defeat him, or try to negotiate with him if they prefer a peaceful resolution.

What are the most interesting locations in the adventure?

The adventure has many interesting locations that showcase the Enchanter’s creativity and madness. Here are some of the ones that I found the most fascinating:

  • The Emerald Garden: This is a large greenhouse that contains a variety of exotic plants and animals, some of them natural and some of them artificial. The Enchanter uses this place as his personal laboratory and zoo, where he experiments with different forms of life and magic. The characters can explore the garden and encounter its wonders and dangers, such as carnivorous flowers, giant insects, talking birds, and more.
  • The Emerald Library: This is a vast collection of books, scrolls, tablets, and other sources of knowledge that the Enchanter has accumulated over the years. The library contains information on various topics, such as history, geography, magic, science, and more. The characters can use the library to learn more about the Enchanter and his plans, or to find clues and secrets that can help them in their quest. However, they should also be careful, as some of the books are trapped or cursed, and some of them contain forbidden or dangerous lore.
  • The Emerald Observatory: This is a dome-shaped room that contains a huge telescope and a complex array of lenses, mirrors, and crystals. The observatory allows the Enchanter to observe the stars and planets, as well as other dimensions and realities. The characters can use the observatory to gain insight into the Enchanter’s cosmic ambitions, or to discover new worlds and phenomena. However, they should also be wary, as some of the sights can be disturbing or harmful to their sanity.

Dungeon Crawl Classics #69 The Emerald Enchanter on DrivethruRpg

Preview

DCC 69 TOC
DCC 69 Player Handout 1
DCC 69 page 2
Emerald Enchanter Strikes Back