DCC Day #3 Chanters in the Dark is a bit special. Designed for a party of between four and eight Player Characters of First Level, it begins en media res, with their being aboard a boat that hurtling along an underground river before plunging deeper into the earth. This is exactly how Dungeon Crawl Classics #67: Sailors on the Starless Sea, the classic Character Funnel ended and although it can be run as a standalone adventure, DCC Day #3 Chanters in the Dark is actually designed as a sequel to Dungeon Crawl Classics #67: Sailors on the Starless Sea. To that end, it even includes advice on how the Player Characters can Level up, from Zero Level to First Level within the confines of the scenario given that they are far away the surface and home. The most amusing of this advice is what to do with the animals that Zero Level Player Characters sometimes begin play with at the start of Character Funnels. Essentially, chickens and ducks will not be a problem per se, but if a Player Character former farmer and would-be adventurer really wants to bring his pig or his cow along, there might be more of an issue. Otherwise, the leveling up advice covers the acquisition of spells for Clerics, Elves, and Wizards, as well both tools and skills for thieves.
The river dumps the Player Characters in the cave entrance to the Lost City of Quetat, an underground, alien city much in the mold of I1 Dwellers of the Forbidden City. The city is small, dominated by an arena and an entrance to a temple. It is primarily inhabited by beastmen of various types, many of which seem to be suffering from Anophthalmia. However, this does not seem to bother the transient beastmen who regularly move from one of the city’s simple, but ancient dwellings to another. Their lives are dominated by the worship of Yuzz and part of this involves the sacrifice of their eyes. This does not disturb them unduly and they see it as part of both worship and normal life. Plus, the eyes do grow back. However, the continued worship of Yuzz and the dominance of its priesthood has divided the Beastmen. Reformers seek change and want to overthrow the priests of the Temple of Yuzz and the beastmen’s dependence on the Great Fungal Mound which lies at the heart of their faith and their subsistence. Rebuilders want the Player Characters to stay and become part of the community, providing the Beastmen with new blood and possibly, new leadership. The Religious want continued worship of Yuzz and consumption of the Great Fungal Mound and acceptance of the sacrifice of their eyes and the narcotic effect of the Great Fungal Mound. The Religious will regard the Player Characters as interlopers and an evil threat to the city if they do not leave or conform.
The progress of the Player Characters will driven by three factors. One is the need to find a way out and a means to return to the surface world. The other is the three factions and interacting with one, two, or all three of them, even allying with one of them, which is likely to be the Reformers. Combining these is a series of events which will very likely influence the reactions and opinions of the Player Characters as they go about the city in pursuit of the other factors. There are some genuinely creepy moments in the scenario, such as stumbling upon one of the blind Beastmen for the first time, encountering the elephantine Caretaker with its proboscis that it uses to literally suck the eyeballs out of its victims—willing or unwilling, the weirdness of the temple and the priesthood, and the moment that that one of the Player Characters has the eyeballs sucked out of his head! There are rules included for this and the effects of being both partially and totally blind included, but rest assured that this is horribly disturbing and means that is DCC Day #3 Chanters in the Dark best suited for a mature audience and its genre is as much horror as it is fantasy. At best, most players are going find this aspect of the scenario ‘icky’, at best, at worst, ommetaphobia-inducing.
The emphasis in DCC Day #3 Chanters in the Dark veers towards exploration and interaction, but there is plenty of combat in the scenario as well, so that overall mix is fairly balanced. Although the actions of the Player Characters can alter the balance of power in the Quetat, they cannot solve the problem at the core of the situation as they are far too low Level. Ultimately, they will turn to attempting to escape that that presents a very physical challenge, which can end with the Player Characters successfully escaping to surface or being trapped in Lost City of Quetat...
Physically, DCC Day #3 Chanters in the Dark is decently done. It is lightly illustrated, but the artwork is okay. It it is a pity that the eye-sucking monster was not illustrated. The maps are clear and easy to read, although there is a disconnect between the main map and the internal map of a building in that the number for the main building is not in keeping with the numbering of its internal locations so that there is no location number ‘2’ on the main map, but its internal locations all start with ‘2’.
DCC Day #3 Chanters in the Dark details a low level, unworldly lost city in the tradition of classic scenarios of the past and classic pulp stories, but makes it creepier and weirder and even more claustrophobic. This is great little scenario for the Dungeon Crawl Classics Role Playing Game for First Level Player Characters which will challenge them to survive right to the very end.
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