I originally bought DCC #51.5 because it has tie-ins with DCC #51: Castle Whiterock, a mega-dungeon.
It is in general a nicely laid out dungeon, with some areas to puzzle the adventurers. And to torture them if they are not cautious. There's reward, but not excessively so, and always needs to be gained.
SPOILERS AHEAD
The adventure suffers from a few logical flaws:
It was 800 years when the gnomes owned Whiterock. They were driven out by orcs and giants. (See DCC #51.) However, in one area the remains of a drow scout are found under a tunnel collapsed at this time. The drow arrived a full 120 years later according to the timeline. Furthermore, the scout carries a map depicting the Whiterock dungeon. It is identical with the one found in the DCC #51 module, but without the descriptors. The scout could not have mapped all these areas, some of them not existing 800 years ago nor during the time of the drow invasion. In between several factions made changes to the underground complex, giving it the shape it is in in that year in which the adventurers arrive.
I highly recommend leaving that whole map thing out.
Also, the structure of the dungeon does not befit fully the background story. The dungeon itself is structured logically enough. The players are unlikely to learn the full backstory anyway, as in other DCC adventures. It exists for the GM to fill in missing pieces in terms of atmosphere and structure.
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