The first
book of the two-part Cyclopean Deeps-Saga clocks in at 198 pages, 1 page front
cover, 1 page editorial, 1 page ToC, 2 pages of SRD, 1 page back cover, leaving
us with a massive 192 pages of content, so let's check this out, shall we?
So, let's,
for now, process as spoiler-free as possible: Do you remember the Dungeoneer'sSurvival Guide released for 2nd edition (1e AD&D, if you count that way...)? It's a timeless classic indeed and
showcases a significant component of what I consider flawed with most modern
underdark/underworld modules. Let me describe it from this venue - have you
ever been spelunking? There is an appeal to the hobby that is hard to describe,
but I'll try - at the same time, you feel like you have entered a new world, a
place where your civilization and all of its comforts do not stretch to. You
enter a place wondrous that differs significantly, via all of your senses, from
the tactile to the olfactory, from what we are used to - reaching the surface
once again can feel a bit like a shock after some time - loud, bright...all
those smells. However, accompanying this general sensation, one is (or at least
I am!) constantly and keenly aware of insane amounts of solid rock, balancing
precariously above one's head - whether as a sense of foreboding or respect,
caves and caverns elicit a different perspective. Now, recently AAW Games has
captured the proper sense of wonder rather perfectly with their Rise of theDrow saga.
In Rise of the
Drow, we saw an unprecedented sense of realism applied to the section of the
underdark that is kind of akin to the surface world, if not in environment,
then in its social structures - we have dangerous animals, humanoid cultures
(most evil) vying for dominance - it's the surface world on crack and the
RotD-saga can be counted among the few that managed to instill this sense of
wonder in the vivid pictures painted. However, there is another underdark - a
place where neither light, nor surface-dwellers usually tread. If you're
familiar with the Dark Souls games, think of this as the place that would have
come below the lowest, blackest gulch. A place, where even the
underworld-denizens fear to tread, a place forlorn and forsaken by the light.
Below even Rappan Athuk, thus extends this place, one that can easily be
transplanted to any setting - courtesy of there simply being no comparable
supplement or module that goes quite that deep - usually, places like this are
hinted at in the equivalent of telling the PCs "Don't go there!" So
there the fools go - here dwell the things no man has ever laid eyes on, here
is the Deep Horizon, here are the Cyclopean Deeps.
If the
hex-sporting map is not ample clue - this constitutes a sandbox in the truest
sense - that is, this a player-driven, old-school module with ample sample
random encounters. Also: Know how old-school sometimes is used as a buzzword?
Well, not so here. Indeed, this place is defiantly old-school and LETHAL. Even
when compared to Rappan Athuk, the Cyclopean Deeps are deadly - very deadly. So
yeah, if your group is looking for a challenge, a module worth winning - this
is what you want. How nasty can this place be? Brutal enough to actually
require no work on my part to make the module more challenging.
Want an
example? All right, but to provide you with one, I'll have to go into SPOILERS.
Players should jump to the conclusion.
...
..
.
Still here?
All right! If you were one of the lucky ones, Rappan Athuk's KS back in the day
provided two teasers of this massive module - and one detailed Ques Querax,
gateway to the Cyclopean Deeps, wherein strange minotaur golems guard the
premises. The local temple sports 3 priests, always in the same position,
unmoving, catering to the whims of a strange head - only if you resist the
unearthly fear of this place do you receive healing - but you never actually
see it cast - upon leaving the temple, the effects suddenly...happen.
Curiosity, alas, much like in CoC, may kill the cat, though - and like in the
old truism, turn it into a multidimensional horror with puckered tentacles that
is coming right for YOU! (Yes, actually trying to find out *how* these guys
cast spells may shatter your sanity and provide a neat new career choice as a
terrible servant of the mythos. A tavern owned by a denizen of Leng, an
intelligent giant slug slaver, a dog-headed perfume-creating alchemist - not
only are plenty of these folk EVIL, they also are WEIRD in a rather uncanny,
horrific way. And the interesting thing is - this is civilization in these
parts. It literally does not become better than this, so the PCs better figure out
means of making this place work for them - a dangerous, but moderately secure
base is better than none! Have I btw. mentioned the living eye of
Gaaros-Uaazath, arguably one of the most powerful and odd entities herein,
secretly creating a mind-bending, centipede-like war-machine?
But beyond
the gates of Ques Querax, beautiful and precious wonders await - finding e.g.
gems worth thousands of gold may be a reason for joy - until you read the entry
of said random treasure - it reads "kidney stone." I am not kidding.
The book *brims* with these little tidbits - and each and every one is
tailor-made to come together in a vista exceedingly tantalizing and disturbing.
From chain-bound jack-in-irons giants to mists of concealing,
detection-blocking darkmist and the dark stalker/creeper enclave of Izanne,
there are politics to be found, and yes, civilization - however, each veneer is
distorted and odd, a threat underlying just about every step, every interaction
- while never losing the evoked, profound sense of wonder that oozes from each
and every encounter - and yes, some purists may scoff at decisions to smack
down truly wondrous effects that lie beyond the capacity of spells here and
there - but as for me, I love this decision - it drives home the need for care,
the sense of magic...well, being truly magical. What level of detail am I
referring to? well, what about a whole array of options, should the PCs elect
to run across the rooftops of the fully-mapped Izanne? Or perhaps the PC's
friendly nigh-ghoul guide wants to sell them some slaves and palanquins from
his third cousin - the resounding themes of civilization can be found herein,
though they are twisted in a grotesque way - a fact that also is reflected by
the copious missions provided - and in the messages, that partially are traps,
partially are odd - but ultimately, are different. Unique aberrations and
strange folk abound, demons trod the streets and even here, a sense of
decrepitude, of civilizations most vile, fallen to magics even worse, suffuses
the paragraphs, with details upon details drawing a picture of a world that
could be another, a place so wildly different, yet familiar, that it could be
considered an escalation of the concept of the uncanny.
What about
spellbooks that have been folded into the fourth dimension, pods that may
transmit memories, odd, singing crystals - there is a lot of wonderful,
enigmatic stuff to be found; and if your players prefer making an impact, the
nasty and inscrutable people, from serpentfolk to aboleths, are all actually
playing their own games, with subquests, goals and the like handily organized
for your convenience. Now if you're not familiar with some old-school rules,
you might be surprised to see e.g. a reference to percentile rolls and chances
to decipher a lost language - this is a remnant of old-school gaming and should
have been updated to PFRPG using the Linguistics-skill. And yes, some remnants
like this can be found herein. However, in which other supplement are the
players tasked (on an optional basis, of course!) to awaken a death god? Eat
energy-bars of strange fungus or find out that the nice magic items they found
are powered by energy infusions generated by constant sacrifice of sentient
beings? It should also be noted that the NPC-builds, while sporting some
straightforward ones, also feature some more complex ones.
But
honestly, I don't love this book for its mechanics - but where else can you
find human-faced, giant ants, unearthly flowers and air, spatial distortions
and ways of thinking (properly explained for the DM) that may seem starkly in
contrast to our logic...and have I mentioned the importance of the Leng rubies?
Now if the
nomenclature and overall array of options seemed confusing to you, a massive
glossary should help. The new monsters herein are copious and weird, as are the
short, fluff-only write-ups of the elder things. The appendices also contain
the numerous unique items - though, much like in the crunch, there are some
examples of old-school mechanics to be found herein - e.g. an artifact that
requires you to roll multiple d6s and score below your attribute score. The pdf
contains various, cool maps, all of which receive player-friendly versions -
and there are hand-outs.
Conclusion:
Editing and
formatting are very good, I noticed no significant glitches. Layout adheres to
FGG's printer-friendly, two-column b/w-standard and the module comes with A LOT
of awesome, unique original b/w-art. The book comes fully bookmarked for your
convenience and the cartography in b/w is neat.
Author
Matthew J. Finch delivers quite frankly one of the most imaginative, awesome
books in the whole Frog God/Necromancer Games-canon; much like the stellar
Dunes of Desolation, this book constitutes a prime example of why I want to see
as many new FGG modules as possible. I own all Necromancer Games modules, even
the boxed sets, and yes, even the rarities. That being said, I do think that
FGG's modules surpass those of NG. Cyclopean Deeps Volume I is such a monument
- this book reached a level of imaginative detail, of sheer creativity, that
one only finds perhaps once in a blue moon. The literally only comparisons I
could draw in that regard would be to the best of FGG-modules or to the 4
Dollar Dungeons-modules by Richard Develyn - and you probably by now realize
how much I adore them. That being said, this book is far from perfect; the
remnants of the conversion not being carried out properly in all cases do stick
out like sore thumbs to me and formally, constitute a blemish that you should
be aware of.
Then again,
this massive book is intended for experienced DMs and experienced groups -
beyond the lethality of the module, the sheer amount of sandboxing, of entwined
things going on, means that A DM has to have some experience under the belt to
run this. But know what? The complexity doesn't faze me and neither do the
conversion relics matter to me - for one, in some cases, one could chalk them
up to mechanics simply working differently here as well. On the other, capable
DMs can easily fix these minor problems. And none of those minor hiccups matter
to me in this case - what would singularly break the neck of lesser books just
falls under the rag here - the writing is THIS good. Beyond a level of detail
that can only be described as excruciating, there simply is no other module, no
other environmental supplement tackling anything like this; the only other
underworld sandboxes that approach this in terms of complexity would be the
second Act of RotD or the classic Open Design "Empire of Ghouls" and
both have a wildly different focus, completely different themes.
This
manages to elicit a sense of cultural wonder akin to the writings of the
classic titans like Gygax, a breath of the magical and uncanny, while also
breathing the spirit of the mythos and classic pulp fiction akin to Howard or
Haggard. Cyclopean Deeps managed to evoke something I almost never feel anymore
these days - a sense of jamais-vu. This is not yet another rendition of some
tired old, much rehearsed tropes - this is the antithesis of exceedingly tired
level 1 module with goblins and an ogre or shadow as the final boss. This
massive tome breathes more unique ideas in a chapter than some whole series of
books. Even when compared to Rappan Athuk et al., this tome dabbles in themes
and topics far beyond the focus on demonic entities, creates a sense of wonder
and, paradoxically, realism. As odd and alien the vistas portrayed herein are,
they still feel uncannily organic, realistic and alive - which drives further
home the point of this book being not only unique, but inspired in the very
best way.
The formal
hiccups here and there might annoy you, but if you are missing out on this
monumentally inspired world/setting-building due to them, you are depriving
yourself of perhaps one of the most captivating reads I've had in any iteration
of a d20-based system. And if you don't mind some old-school remnants or
perhaps even enjoy them, then this should be considered a true milestone. I've
been struggling with myself for quite a long time on how to rate this book, but
as far as I'm concerned, the vast imaginative potential this book offers trumps
just about any minor blemish or criticism you could field against it; to the
point, where complaining would seem disingenuous and downright petty-minded. There
are few books of this size that have managed to captivate me to this extent
during the whole lecture of them and this massive sandbox should be considered
a must-have addition to any DM looking for the deep below - even as disparate
encounters and for the purposes of scavenging elements, this book is well worth
the asking price. I thus remain with a final verdict of 5 stars + seal of
approval, a nomination for the Top Ten of 2014, a longing for Vol. 2 and the
regret that I am too poor to get this glorious tome in print.
You can get this awesome book here on OBS or here on d20pfsrd-com's shop!
Prefer the S&W-old-school version? That one can be found here on OBS and here on d20pfsrd.com's shop!
Want to get this and its sequel for a reduced price? The current KS by FGG offers just that - I know I'd buy them and Dunes in a heartbeat as add-ons if I could afford it! Here's the link!
Endzeitgeist
out.
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