Friday, 7 June 2024

Friday Fantasy: The People of the Pit

On the edge of the pit, stands a great iron pole from chains hang, some broken, some not. This is the sacrificial bluff at which the great tentacular pit-beast would rise from roiling mists that filled the one hundred feet wide and some say a thousand-foot-deep pit to drag away the young and unfortunate virgins offered as sacrifices to dissuade it from attacking the surrounding countryside as it had done for thousands of years. Thus, it has been centuries, the local villages offering up their young as sacrifices once a decade, the widespread devouring of the countryside prevented following the intervention of a warrior-priest and the agreement he reached with the creature, an agreement that resulted in his being dishonoured. More recently, with the practice having fallen by the wayside and it being a decade since the last set of sacrifices, the tentacles of the pit-beast have been reaching up out of the ravine in search of offerings capable of sating its hunger. Worse, the tentacles have been accompanied by strange, grey-robed men with no faces and long, sinewy arms. So far, the predations of both have been avoided by the local peasantry banding together and driving them off, mob-fashion. That though cannot last, for the tentacles and the faceless grey men are certain to return—and in greater numbers. Thus, brave adventurers have set out to investigate the pit, find out who or what is behind the marauding pit-beast and the people of the pit, and put a stop to them, and of course, go in search of mystery, adventure, riches, and fame.

Dungeon Crawl Classics #68: The People of the Pit is the second scenario to be published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. Designed for a group of eight to ten First Level Player Characters, it is an important scenario for two reasons. One is that it is written by the publisher, Joseph Goodman, and the other is that it is the second scenario to be written for the Dungeon Crawl Classics Roleplaying Game and the first to be written for Player Characters who are not Zero level. The previous adventure, Dungeon Crawl Classics #67: Sailors on the Starless Sea was not only the first, but it was a Character Funnel, the signature set-up and play style of the Dungeon Crawl Classics Roleplaying Game in which players control not one, but several Zero Level characters, each a serf or peasant looking beyond a life tied to the fields and the seasons or the forge and the hammer to prove themselves and perhaps progress enough to become a skilled adventurer and eventually make a name for themselves. In other words, to advance from Zero Level to First Level. Of course, the Player Characters at the start of Dungeon Crawl Classics #68: The People of the Pit are presumed to have done that or the Judge could actually run Dungeon Crawl Classics #67: Sailors on the Starless Sea before this scenario and its survivors, having reached First Level, now play it as a standard Dungeon Crawl Classics adventure.

The adventure is not so much a descent into the pit—although ultimately, the Player Characters will reach its bottom—but a descent through the caves and tunnels carved into the walls of the pit by the great tentacular beast and its faceless, blubbery, grey cultists. Here what the Player Characters discover is a working, living dungeon complex, a temple dedicated to the blind idiot god whose name they will learn is Palimdybis, its cultists conduct ceremonies to their master, make sacrifices to him, and prepare the strange powders and concoctions, made from the suckers, eyeballs, and skin scoured off their master’s tentacles, that they use to transform initiates into the inhuman state of full cultist. Even the descent to this complex is dangerous enough with its cracked and slippery stone steps which wind their way around the side of the pit, the possibility being that the Player Characters lose their footing and plummet to their deaths. Once inside the complex, Palimdybis’ influence can be found everywhere. His tentacles seem to reach everywhere, most notably in a ravine where they can reach up to attack intruders or pull down a drawbridge that will allow people to cross, the Octo-masses which burst out of the bellies of cultists once they are slain, and in the tentacle transport which can be ridden up and down the complex by clutching the rope ladder and rigging the cultists have attached to it. This only hints at the ability of the cultists to command and control the tentacles, each of them learning to summon and direct the tentacles once initiated. This is a group endeavour and requires at least three cultists. It is also possible for Player Characters to learn the spell Control Tentacle and so gain the same abilities—at least within the temple and the pit. This tentacle transport is not the only means of traversing the complex. For example, mazes serve as mediative puzzles—almost like the Pattern from Roger Zelazny’s Nine Princes in Amber—that the crimson-robed middle-ranking cultists, yellow-robed senior cultists, and blue-robed cult leader—use to transport themselves between the levels of the temple. These mazes are given as actual handouts that the players must solve using pen and paper in order to proceed further into the temple!

Dungeon Crawl Classics #68: The People of the Pit is a dangerous affair, especially once the cultists begin summoning tentacles. There are also many features which work like traps, like the meditative mazes, but are not traps in the classic sense, plus, the processes necessary for the initiates to become full-blown cultists are dangerous as well. The monsters are nasty too, like the mineral-horned mountain basilisk, a variant of the traditional basilisk whose gaze takes longer to turn its victims to stone, but whose solid gold horn is bound to attract the attention of the greedy Player Character. Lastly, the final confrontation and climax of the dungeon is a nasty fight that the players will feel lucky to have their characters survive.

One aspect of Dungeon Crawl Classics #68: The People of the Pit to note is that it is low in terms of reward or treasure. There is no real discussion of what happens beyond the adventure itself and little in terms of monetary reward to be found. There are three magical items of note to be found. One is a very fragile wand that enhances and grants detection spells, another is a short sword that can be thrown at goblins with unerring accuracy and cripples those who interfere, whilst a third is a simple +1 Mace. Of course, after reading the descriptions of the first two, why is the mace so very, very plain?

Originally, Dungeon Crawl Classics #68: The People of the Pit consisted of just the four levels of the temple complex, but later printings include ‘Assassins of the Pit’, an additional area that can be added to the pit. There are suggestions as to where this could be, one being that the Player Characters follow an Octo-Mass, not yet killed, as it flees down the side of the pit to this new area. The twelve-room complex nicely expands upon the original dungeon, providing the means for the Player Characters to learn more about the cult and its history that cannot be found elsewhere in the temple, and it also sort of puts a face to the cultists found here. Or rather multiple faces, since these purple or black robe-wearing cultists are not so much cultists or transformed humans, but Octo-Masses that have escaped their former hosts and become assassins with the ability to take on the faces of others. Nicely creepy and in true weird fantasy style, they are led by a ‘Grandfather of Assassins’.

Physically, Dungeon Crawl Classics #68: The People of the Pit is as solidly produced as you would expect for a scenario for the Dungeon Crawl Classics Roleplaying Game. The maps for the core scenario are appropriately tight and twisty for the tentacular nature of the scenario, though those for ‘Assassins of the Pit’ are plainer and not as interesting.

Dungeon Crawl Classics #68: The People of the Pit set the tone for the Dungeon Crawl Classics Roleplaying Game scenarios that were to follow—grim and weird and challenging. Its weirdness comes from the Lovecraftian tentacular theme threading, quite literally, through its dungeon halls, its grimness comes from the fate of both cultists and victims, and the challenge from it just simply being a tough dungeon crawl. If their characters survive Dungeon Crawl Classics #68: The People of the Pit then your players are really going to feel they achieved something and their characters are truly worthy of getting to Second Level.

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