Home > Adventure, Cons, DCCRPG, Reviews, RPGs > Frost Fang Expedition Review – DCC

Frost Fang Expedition Review – DCC

October 4, 2016

screen-shot-2016-10-04-at-8-00-04-amThe Frost Fang Expedition by Mark Bishop has been released by Purple Sorcerer games for Dungeon Crawl Classics. This beast of a 1st-level adventure weighs in at a digest-sized 72 pages plus a 40-page full-sized digital appendix for printing handouts, maps, minis, and rumors. Also included in the appendix are great tips for judging the adventure in general, as well as ways to fit this into a four-hour convention slot.

The premise is to save the town from a floating earth mote that has been the residence of a reclusive wizard for about 100 years. Recently, lights have started going out in the castle and chunks of earth have fallen into town. The townspeople fear the magic is fading and need brave adventures to summit the peak, cross the rickety bridge, and avert the impending disaster.

This adventure features lots of background information on the town, NPCs, and baddies that inhabit the different locations. Providing this level of detail allows the well-prepared judge to bring the setting and the scenes to life. That being said, I wouldn’t recommend this adventure to a novice judge. If you have about a dozen tables under your belt, you can probably handle the amount of juggling required to keep the adventure running smoothly.

Tscreen-shot-2016-10-04-at-8-00-42-amhere are two NPCs traveling with the party that want the mission to get to the end goal for very different reasons. This allows a clever judge to use them to drop key hints to the party should they be stuck, but in several scenes will require these NPCs to argue in front of the party about what to do (allowing the PCs to decide the ultimate course of action). This is a really cool device, but may be tough for new judges.

The Frost Fang Expedition also has branching paths within the adventure on the way to the peak. This allows for some replay (and certainly re-run) value as the adventures will have some agency in deciding how they want to approach the summit of the mountain. That being said, the encounters are numbered a bit confusingly. Everything throughout the entire adventure is 1-something, like the typical 1-1, 1-2, 1-3 for denoting sequential encounters in certain areas. I would have liked to see the mountain broken up in to different sections, with the branches named with numbers and letters. For instance, at the end of encounter 1-1, the party must choose the left path or the right path. the left path leads to encounter 1-2A and the right leads to encounter 1-2B. both end up and encounter 1-3. Instead, the lettered encounters represent sub-rooms in a particular location. This makes the order of events and following the path of the adventure for the judge a bit more difficult.

screen-shot-2016-10-04-at-8-01-40-amThe overall tone of the adventure is fairly lighthearted despite the impending doom of the town, should the adventurers fail. The illustrations (many by the author himself) are similar in style and tone to the Flaming Deathpits of the Minotaur Mage: Descent into Doomfire (which if you haven’t played, you really should).

The final encounter includes quite a bit of juggling (as mentioned in the included appendix) and may be a lot to handle. While there are some simplified spell-duel rules included, I would leave that out for all but the most experienced judges. There will already be a ritual to perform, plenty of NPCs and baddies to run, and a d6 counting down.

Currently on sale for $9.99 for Print+PDF, this is an awesome gaming value for some very memorable encounters. I would highly encourage experienced judges to take this one on for a con, and for home campaigns, stretch it out to two or three sessions! There is certainly a lot of good times to be had on the Frost Fang Expedition!

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Categories: Adventure, Cons, DCCRPG, Reviews, RPGs
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