Old School Renaissance – Dungeon Crawl Classics – DCC #80 Intrigue at the Court of Chaos

Publisher: Goodman Games

Introduction

Are you looking for a fun and chaotic adventure that will test your characters’ loyalty, morality, and sanity? Do you want to explore the weird and whimsical worlds of Michael Moorcock and Jack Vance? Do you want to serve the Court of Chaos and steal a legendary artifact from the Plane of Law? If you answered yes to any of these questions, then you might want to check out DCC #80 Intrigue at the Court of Chaos, a level 1 adventure for the Dungeon Crawl Classics system, written by Michael Curtis and featuring cover art by Russ Nicholson. In this review, I will give you an overview of the adventure, its strengths and weaknesses, and my personal rating.

Overview

The premise of the adventure is that the characters are abducted by the Court of Chaos, a group of powerful and eccentric entities that embody the forces of entropy and disorder. The Court of Chaos wants the characters to steal a legendary artifact from the Plane of Law, the Yokeless Egg, which is guarded by the Scions of Law, the opposite faction of the Court of Chaos. The characters are given a choice: either serve the Court of Chaos and retrieve the artifact, or face an eternity of torment and servitude. Of course, things are not as simple as they seem, and the characters will have to deal with the intrigues, betrayals, and dangers of both planes, as well as their own inner conflicts.

The adventure is divided into three parts: the first part introduces the Court of Chaos and its members, each with their own personality, agenda, and patron bond. The second part describes the Plane of Law and the Yokeless Egg, as well as the challenges and enemies that the characters will face there. The third part deals with the aftermath of the heist, and the consequences of the characters’ actions and choices. The adventure also includes a bonus adventure, War Pit of the Chaos Wizards, by Steve Bean, which is a mini-game of arena combat between the wizards of the Court of Chaos.

Strengths

The adventure is full of creative and original ideas, such as the patron bond mechanics, the random tables for the Court of Chaos and the Plane of Law, the multiple endings and twists, and the humorous and bizarre situations that the characters will encounter. The adventure is also well-written and well-illustrated, with clear and concise text, and beautiful and evocative maps and artwork. The adventure is compatible with other rulesets, such as the Dying Earth setting, and can be easily adapted to different levels and scenarios.

Weaknesses

The adventure is not without its flaws, however. Some of the challenges and encounters might be too difficult or unfair for level 1 characters, especially if they are not familiar with the DCC system or the Court of Chaos setting. Some of the patron bond effects might be too harsh or disruptive for some players, especially if they value their characters’ autonomy and integrity. Some of the rules and mechanics might be too complex or confusing for some GMs, especially if they are not experienced with the DCC system or the Court of Chaos setting. Some of the content and themes might be too dark or disturbing for some groups, especially if they are not comfortable with the moral ambiguity and the horror elements of the adventure.

Conclusion

Overall, DCC #80 Intrigue at the Court of Chaos is a great adventure for fans of the DCC system and the Court of Chaos setting, as well as for fans of Michael Moorcock and Jack Vance. It is a fun and chaotic adventure that will challenge the characters’ skills, luck, and morals, and that will provide a memorable and unique experience. It is not a perfect adventure, and it might not be suitable for every group, but it is definitely worth a try. 

Dungeon Crawl Classics #80: Intrigue at the Court of Chaos on DrivethruRpg