Dungeon Crawl Classics Lankhmar #2: The Fence’s Fortuitous Folly is a scenario for Goodman Games’ Dungeon Crawl Classics Role Playing Game and the second scenario for the Dungeon Crawl Classics Lankhmar Boxed Set. Scenarios for Dungeon Crawl Classics tend be darker, grimmer, and even pulpier than traditional Dungeons & Dragons scenarios, even veering close to the Swords & Sorcery subgenre. Scenarios for the Dungeon Crawl Classics Lankhmar Boxed Set are set in and around the City of the Black Toga, Lankhmar, the home to the adventures of Fafhrd and the Gray Mouser, the creation of author Fritz Leiber. The city is described as an urban jungle, rife with cutpurses and corruption, guilds and graft, temples and trouble, whores and wonders, and more. Under the cover the frequent fogs and smogs, the streets of the city are home to thieves, pickpockets, burglars, cutpurses, muggers, and anyone else who would skulk in the night! Which includes the Player Characters. And it is these roles which the Player Characters get to be in Dungeon Crawl Classics Lankhmar #2: The Fence’s Fortuitous Folly, in which they see a strange pair of silver-plated skeletal hands escape the the shop of their local fence and after a chase through the streets and alleys of the city, find themselves at the entrance to vaults under the city. The fence claimed that the legend says that the silver-plated skeletal hands know the location of a great treasure. So anyone in possession of the hands might get a pointer. Of course, that might only be a legend and legends are not always true...
Dungeon Crawl Classics Lankhmar #2: The Fence’s Fortuitous Folly is designed for Second Level Player Characters and it is as different from other Dungeon Crawl Classics as could be—although not as different as the first scenario for the setting, Dungeon Crawl Classics Lankhmar #1: Gang Lords of Lankhmar. It is also much shorter, more straightforward, and does involve a dungeon of sorts. Designed for two to three Player Characters, it opens with them at a local pawnshop run run by Rooga the Fence, who specialises in the odd and the unusual and the occasional bit of objets d’art. Having offloaded most of the goods from their most recent larcenous endeavours, both they, Rooga, and Rooga’s bodyguards are surprised when the silver-plated skeletal hands suddenly animate and make a successful scuttle for freedom, climbing out of a window and racing off down the street. Which means that the race is on!
Dungeon Crawl Classics Lankhmar #2: The Fence’s Fortuitous Folly is divided into three acts. The first takes place in the pawnshop, but the second out on the fog bound streets of the city as the Player Characters race after the rapidly disappearing pair of silver-plated skeletal hands. This is handled as a chance as the Player Characters attempt to remain in sight of both their quarry—and as they fall behind—and each other. Along the way, there are encounters, mostly random, one or two not, which the Player Characters can plough into or through, perhaps avoid, but all will delay their progress in the chase. There are some inventive scenes mini-encounters here, made all the fun because they are run into and at pace. There is a reward to be gained in keeping with the fleeing silver-plated skeletal hands, though that may come at a loss to those who cannot keep up and get lost in the fog.
In the third act, the Player Characters will find themselves at the entrance to vaults under the ruins of a burned out building. Gaining access is easy and as they search for the missing hands, the Player Character discover a long abandoned wizard’s laboratory, oddly linked to the worship of the martyred god, Crooked Issek, and showing signs that dreadful experiments took place here. In the last act, the owner of the vaults—and what remains of the house above, appears in a nasty showdown which could lead to loss of a Player Character or at the very least, the loss of their body! The latter possibility can lead to some interesting adventures which are hinted at here, but the Judge will need to develop them herself. There is also the possibility of a rich reward if the Player Characters can keep hold of it and out of possible litigation.
Physically, Dungeon Crawl Classics Lankhmar #2: The Fence’s Fortuitous Folly is as decently presented as you would expect from Goodman Games. The scenario’s chase is clearly explained and comes with examples, as well as a tracker. If there is a downside to the scenario, it is that its map is not that interesting. It could have done with some detail and flavour.
The only issue with Dungeon Crawl Classics Lankhmar #2: The Fence’s Fortuitous Folly is its Player Character numbers. Two to three is low for a typical playing group, but there are notes throughout the scenario for upping the ante and adjusting to running it with four to six Player Characters.
Dungeon Crawl Classics Lankhmar #2: The Fence’s Fortuitous Folly is not as good or as interesting a scenario as Dungeon Crawl Classics Lankhmar #1: Gang Lords of Lankhmar. However, that does not mean that it is not worth either the Judge’s time or adding to her Dungeon Crawl Classics Lankhmar campaign. Dungeon Crawl Classics Lankhmar #2: The Fence’s Fortuitous Folly is fast-paced, easy to add to a campaign, and offers an entertaining single-session adventure.
In the third act, the Player Characters will find themselves at the entrance to vaults under the ruins of a burned out building. Gaining access is easy and as they search for the missing hands, the Player Character discover a long abandoned wizard’s laboratory, oddly linked to the worship of the martyred god, Crooked Issek, and showing signs that dreadful experiments took place here. In the last act, the owner of the vaults—and what remains of the house above, appears in a nasty showdown which could lead to loss of a Player Character or at the very least, the loss of their body! The latter possibility can lead to some interesting adventures which are hinted at here, but the Judge will need to develop them herself. There is also the possibility of a rich reward if the Player Characters can keep hold of it and out of possible litigation.
Physically, Dungeon Crawl Classics Lankhmar #2: The Fence’s Fortuitous Folly is as decently presented as you would expect from Goodman Games. The scenario’s chase is clearly explained and comes with examples, as well as a tracker. If there is a downside to the scenario, it is that its map is not that interesting. It could have done with some detail and flavour.
The only issue with Dungeon Crawl Classics Lankhmar #2: The Fence’s Fortuitous Folly is its Player Character numbers. Two to three is low for a typical playing group, but there are notes throughout the scenario for upping the ante and adjusting to running it with four to six Player Characters.
Dungeon Crawl Classics Lankhmar #2: The Fence’s Fortuitous Folly is not as good or as interesting a scenario as Dungeon Crawl Classics Lankhmar #1: Gang Lords of Lankhmar. However, that does not mean that it is not worth either the Judge’s time or adding to her Dungeon Crawl Classics Lankhmar campaign. Dungeon Crawl Classics Lankhmar #2: The Fence’s Fortuitous Folly is fast-paced, easy to add to a campaign, and offers an entertaining single-session adventure.
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