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Dungeon Crawl Classics #0: Legends are Made, not Born
 
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Dungeon Crawl Classics #0: Legends are Made, not Born
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Dungeon Crawl Classics #0: Legends are Made, not Born
Publisher: Goodman Games
by Eric B. [Verified Purchaser]
Date Added: 02/11/2016 18:54:33

This is the adventure that got me hooked on Goodman Games. I have game mastered this adventure five times and each one has been memorable and most led to a long term campaign - including one of which was the most epic that I ever ran and based on elements introduced in this adventure. For fans of Dungeon Crawl Classics RPG, I consider this the original funnel.

Characters start out at 0-level and the very weakness of the PCs causes the players to stretch their imagination to keep the characters alive. The module serves as a great origine story and has plenty of hooks for future adventures.

Highly recomended.



Rating:
[5 of 5 Stars!]
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Dungeon Crawl Classics #0: Legends are Made, not Born
Publisher: Goodman Games
by Robert S. [Verified Purchaser]
Date Added: 11/14/2007 20:22:57

pretty good adventure. my group had to switch characters due to a session of mostly natural 1's, so this was nice to have premade villagers that actually rolled better.



Rating:
[4 of 5 Stars!]
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Dungeon Crawl Classics #0: Legends are Made, not Born
Publisher: Goodman Games
by Niklas O. [Verified Purchaser]
Date Added: 09/02/2007 15:29:06

This adventure is simple, playable and fun. It works well with a small party of PC classes.



Rating:
[4 of 5 Stars!]
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Dungeon Crawl Classics #0: Legends are Made, not Born
Publisher: Goodman Games
by Megan R. [Featured Reviewer]
Date Added: 09/02/2007 11:38:40

An RPG Resource Review:

A fascinating concept, particularly for a convention game (its original audience) or for someone wanting to really start adventuring from scratch: this adventure is aimed at characters before they have gained any conventional class levels. The pregenerated characters are all local youngsters from Dundraville, the wilderness village around which the adventure is set, and they are called upon to help when a local ogre - who up til now has been content with regular bribes of food and drink - has started to demand gold, building materials and even people in tribute instead! When the villagers refused, the ogre grabbed a couple of them and ran off. If you do not want your characters based here, there are ideas for why such folks might be passing through; and scaling information if you do prefer to start with 1st-level characters.

The background to the story is well constructed, giving a wealth of detail on not only what is going on but why. Even if you are aiming for the 'hit monster, take treasure' approach that the Dungeon Crawl Classics product line prides itself on, it is nice to have this kind of coherence underpinning the adventure while if you and your players like to weave some role-playing into the combat the resources are to hand. From the DM's point of view, everything is neatly laid out - an encounter summary, a good list of rumours for those wanting to poke around Dundraville a bit before setting out for the ogre's lair and XP targets are clearly set so you know what to award without having to work it all out on the fly.

The adventure proper begins with the characters arriving at the ogre's cave - but as no adventure survives contact with the party, there are a couple of alternate ways in if they prefer not to take the obvious route. For each location, there's a 'read aloud' description along with a section called 'development' which explains to the DM what is going on in that location and what the likely reactions of any person or monster to a bunch of characters coming in will be. While any adventure benefits from pre-game study by the DM, this one is presented clearly enough that you ought to be able to cope if you do not have time for preparation. Difficulty checks, monster stats, everything is provided just when and where you need to refer to them.

Once the adventure is done - and even at points within it - a few ideas are provided for those who want to use this as the start of a campaign. Six pregenerated characters are also provided, but you will need to take the time to transfer the details onto character sheets before handing them out, as they are jumbled up rather than presented as one per page.

Overall, it is a cracking good low-level adventure, and would be suitable for players - not just characters - new to this adventuring lark!



Rating:
[4 of 5 Stars!]
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Dungeon Crawl Classics #0: Legends are Made, not Born
Publisher: Goodman Games
by Chris G. [Featured Reviewer]
Date Added: 04/27/2007 00:00:00

Dungeon Crawl Classics #0: Legends are Made, not Born There is something fun with running a module designed for characters just starting out. And not module that I have seen does that better then a this module since it is for zero level characters. They have zero level characters mean a character with one level in an NPC class. And they have six sample NPCs in the back of the book. When I ran it instead of doing NPC classes I used weak racial classes but the power level is about the same and the players found the module to be of the appropriate challenge.

Dungeon Crawl Classics #0: Legends are Made, not Born is an adventure by Goodman Games. It is written by Chris Doyle. The adventure is thirty two pages long with maps on the inside of both covers as well as a taking up a page front and back. Jeremy Simmons did a very nice job on the cartography and that combined with the Erol Otus cover really makes this feel like an older edition module.

This is review will reflect action my players took in the course of the adventure and have many spoilers. Please do not read it if you are going to ever be a player in this module!

The module is set up so the players are part of a village and they need to go rescue some villagers. I had the PCs be from out of the village and be hired to investigate. However one decides to do it there is an ogre that kidnapped the people. The village has been paying the ogre for years and this is the first time that he ever took someone. It seems like a pretty basic set up and a bit of a mystery to solve. Not much of one though as the players will have everything revealed if they are looking for answers or not.

The cave entrance is rather basic. There is a second entrance that the Pcs can use if they learn about it but my guys never did. Inside the cavern is some sheep that could easily alert the first guard but if they can get past them they can sneak up on the Hobgoblin guard. I was surprised to see a hobgoblin with two warrior levels as the first real threat. My players choose to bribe him and have him lead them to the ogre though they did eventually have to fight him. That battle went well as the players ambushed him. Past the hobgoblin is a chained wolf. My players never had to fight it as they just gave him plenty of meat to be happy. There is a trap that could kill a person iof they are unlucky. And then one comes to the Ogre.

The Ogre is a smaller ogre and drugged a bit by the villagers ale. This will really help the PCs when the battle him. Still it is a very tough fight as a good hit was enough to bring down one PC at a time. It can be a tough fight. To get farther one will need to find some secret doors. It wasn?t that hard and the doors are where one would expect them. One door leads to the section of caves that goes to the second entrance. This is a wilder cave that has a dire skunk and a Bat Swarm the PCs could run into. It has a room of mushrooms that can prove deadly but PCs that get by it will be rewarded with some potions found on a dead elf. My players did not want to chance it as it is not obvious what lies beyond the mushrooms. There is also a tomb buried here. One will need to bash or pick the locks on the door. My players ignored it but inside is a ghoul. The importance of this is there is a cold iron long sword that could be very helpful later on in the module.

The other secret door leads to the under cavern where the big bad wizard and his plans are being finished. Basically the ogre was charmed by this weakened wizard and now the wizard is going to summon a big powerful demon. He is following the directions he got from ?the Voice Below?. I?m not goingto completely spoil what that is but it was the toughest battle in the module and that long sword would have helped the players out.

There are some animated books with great names for titles as well as an animated broom the players must fight. The prisoners are easy to free. The wizard is fifth level but luckily he has just the spells to hinder the PCs and not the ones that would out right kill them. But he?s weak enough that good hit or two will take him down.

The module is a good beginning adventure with plenty of room for role playing or pure hack and slash. This can be a good building point on a campaign as there are some things the module foreshadows that the DM can expand upon and have the PCs chase after later. It is a tough module for such weak characters and it is possible for character death even though my group did not have that happen. They did have to retreat out of the caves twice to heal up though.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
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Dungeon Crawl Classics #0: Legends are Made, not Born
Publisher: Goodman Games
by Rose T. [Verified Purchaser]
Date Added: 06/02/2006 00:00:00

This a fun adventure to run. Great dungeon crawl. Fun to use 0 level characters.<br><br> <b>LIKED</b>: The maps are great and I like that it gives premade characters.<br><br><b>DISLIKED</b>: It could give you more options.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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Dungeon Crawl Classics #0: Legends are Made, not Born
Publisher: Goodman Games
by Tim W. [Verified Purchaser]
Date Added: 03/28/2006 00:00:00

I recently ran this as a "guys gaming night" for four of my friends. Only one of which had plays D&D regularly, and one of which had never played it before.

We had a great time. I really enjoyed the variety of challenges that were presented, and I think it was a tough challenge for 0-level characters, but not overwhelming. The story is a little "cutesy", but my players quickly took it to the gutter instead. :)

My only negative comment is that I felt the introduction could have been better organized, there are a lot of things that depend on information you get talking to people in town, but all the town info is in an appendix in the back. This is the first DCC that I've run, so I'm not sure if that is specific to this scenario, or general.

We ran for about 5 hours, including a 30 minute break to eat. We didn't get to the last encounter, and skipped one of the "side" encounters.

I ran it pretty close to "straight", that is, I didn't feel I had to fudge a lot of rolls to make it either challenging, or not too deadly. This is great, and it takes a lot of stress off of the DM, to be able to run the stats as written.

I do think that the "old school" layout leaves something to be desired, I'd like a little better breakdown of important plot points as you go along and such, I had to read the scenario 3-4 times through to get a feel for the whole thing, and even then, I feel like I missed stuff.

Also, the "provided" PCs are fun, but the layout (all their info is in a tabular format) meant that I had to copy all the info into PCGen in order to have character sheets to give to the players. Once I did so, PCGen trashed a lot of their stats becuase of encumberance (the gnome had like 200 lbs of equipment). No big deal, but character sheets in the back would have been a time saver.

In conclusion, I felt it was a fun scenario with a variety of challenges that was well-balanced and appropriate for the level advertised, but I felt that the formatting and layout could have been improved to make it easier to run.<br><br> <b>LIKED</b>: Story, variety of challenges, play balance.<br><br><b>DISLIKED</b>: Layout (first stuff in an appendix, hard to dig through encounter text), PCs in tabular format.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
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