Old School Renaissance – Dungeon Crawl Classics – DCC Dying Earth #4 Mind Weft of the Moonstone Palace

Publisher: Goodman Games

Are you ready for a thrilling adventure that will take you to the edge of time and reality? If so, then you might want to check out the latest module for the Dungeon Crawl Classics RPG, based on the Dying Earth series by Jack Vance. This is DCC Dying Earth #4 Mind Weft of the Moonstone Palace, a science fantasy adventure that will challenge your perception of time and space.

What is DCC Dying Earth?

DCC Dying Earth is a product line for the Dungeon Crawl Classics RPG, inspired by the Dying Earth series by Jack Vance. The Dying Earth is a far-future world where magic and technology are indistinguishable, and the sun is about to expire. The world is full of wonders and dangers, where ancient civilizations have left behind their secrets and relics, and where sorcerers and adventurers seek fame and fortune.

DCC Dying Earth offers a new way to play DCC, with new rules for magic, artifacts, and character creation. The product line also includes several modules that explore different aspects of the Dying Earth setting, such as the city of Kaiin, the forest of Ascolais, and the Cugel’s Saga campaign.

What is Mind Weft of the Moonstone Palace?

Mind Weft of the Moonstone Palace is the fourth module in the DCC Dying Earth product line. It is a standalone adventure that can be played with any DCC characters of 4th level or higher. The module is set in a mysterious palace that has reappeared after being destroyed centuries ago. The palace is a nexus of temporal anomalies, where different timelines coexist and intersect. The characters will have to explore the palace, unravel its secrets, and face its dangers, while dealing with the effects of time dilation and paradoxes.

The module is divided into four parts, each with its own challenges and rewards. The first part introduces the palace and its history, and sets up the main goal of the adventure: to find and activate the Moonstone Orb, a powerful artifact that can alter time. The second part involves exploring the palace and its various rooms, which are connected by portals that lead to different eras. The third part focuses on the final confrontation with the palace’s guardian, a powerful sorcerer who has his own agenda. The fourth part offers several possible outcomes for the adventure, depending on the characters’ actions and choices.

The module also provides guidelines for running the adventure, including tips on how to handle time travel, suggestions for alternative endings, and optional rules for using Dying Earth magic and artifacts.

Why Should You Play It?

Mind Weft of the Moonstone Palace is a unique and original adventure that will test your wits and imagination. It is a tribute to the genius of Jack Vance, and a worthy addition to the DCC Dying Earth product line. Here are some reasons why you should play it:

  • It offers a lot of creative opportunities for both the players and the judge, as they can shape the outcome of the adventure by their choices and actions.
  • It features a rich and detailed setting, with references to Vance’s works and other sources of inspiration.
  • It presents a variety of challenges, from puzzles and riddles to combat and social encounters.
  • It includes beautiful illustrations and clear maps and diagrams.
  • It can be easily adapted to other levels or systems.

What are the most interesting locations in this adventure?

There are many interesting locations in this adventure, but some of the most notable ones are:

  • The Moonstone Orb Chamber: This is the central room of the palace, where the Moonstone Orb, a powerful artifact that can alter time, is located. The chamber is guarded by a complex puzzle that requires the characters to manipulate the orb in different ways. The chamber also contains a portal that leads to the final confrontation with the palace’s guardian.
  • The Hall of Mirrors: This is a long corridor filled with mirrors that reflect different versions of the characters and the palace. The mirrors can be used to travel to different timelines, but they can also trap or deceive the characters. The hall also contains clues and secrets about the palace’s history and purpose.
  • The Library of Lost Tomes: This is a vast library that contains books from various eras and civilizations. The library is a treasure trove of knowledge and magic, but it is also a dangerous place, as some of the books are cursed or sentient. The library also holds the key to unlocking one of the possible endings of the adventure.
  • The Garden of Time: This is a beautiful garden that changes according to the seasons and the time of day. The garden is home to various plants and animals, some of which are friendly and helpful, while others are hostile and harmful. The garden also hides a secret entrance to another part of the palace.

What are the most interesting encounters in this adventure?

Some of the most interesting encounters in this adventure are:

  • The Temporal Rift: This is a crack in the fabric of time that appears randomly in the palace. The rift can transport the characters to different eras, such as the ancient past, the far future, or even alternate realities. The rift can also cause temporal anomalies, such as aging, de-aging, duplication, or inversion of the characters. The rift is unpredictable and dangerous, but it can also offer opportunities for exploration and discovery.
  • The Sorcerer’s Duel: This is the final confrontation with the palace’s guardian, a powerful sorcerer named Zalazar. Zalazar is a master of Dying Earth magic, and he has his own motives for controlling the palace and the Moonstone Orb. The duel is a test of skill and cunning, where the characters have to use their magic, artifacts, and wits to defeat Zalazar. The duel can also have different outcomes, depending on the characters’ actions and choices.
  • The Moonstone Orb: This is the ultimate goal of the adventure, a powerful artifact that can alter time. The orb is located in the central chamber of the palace, and it is guarded by a complex puzzle that requires the characters to manipulate the orb in different ways. The orb can also grant wishes, but at a cost. The orb is a source of great power and danger, and it can determine the fate of the palace and the world.

Based on The Dying Earth Book Series by Jack Vance.

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