Whispers from the Sky-Spire

Review 29: Neon Knights

Oh no, here it comes again. Can't remember when we came so close to... reviewing another Brendan LaSalle DCC adventure! This week I'm talking about Neon Knights.

The cover of Neon Knights, featuring a pink neon cityscape overlooked by a menacing pink wizard, while the silhouettes of brave heroes with shining pink eyes look towards it with their back to the viewer

This is a level 3 DCC adventure with cover art, interior art, and cartography by Doug Kovacs along with additional interior art by Friedrich Haas, Cliff Kurowski, William McAusland, and Chad Sergeketter. This one is another odd outlier in the world of DCC adventures, because it is intentionally meant to be used in a variety of ways. In the Background section, there is a paragraph that suggests a few different uses-- a straightforward one-shot, a side quest, or an alternate route to a remote location in your campaign (such as the Purple Planet in the DCC universe). In essence, the adventure boils down to an interesting situation that is largely left up to the GM to decide how to apply it in their game, which is nice!

The general premise is that the PCs find themselves in a city besieged by an overwhelming army of supernatural creatures, and they are tasked with finding a solution to the problem. Suddenly they are transported to a wizard's tower and are commanded by the wizard to defend him from a group of attackers. Essentially, the PCs have been the target of a powerful artifact that summons heroes from other planes to do the wielder's bidding. It's a nice inversion of a fun sword and sorcery trope, complete with mechanics to resist the power of the artifact and such.

Getting it to the Table

When I ran this adventure, my group was doing what we called a "ladder" campaign-- basically we would run a series of unconnected modules, leveling up between them. The goal was to try out the huge number of DCC modules that are higher level and might be a little more tricky to weave into a cohesive campaign; thus, I didn't have to worry too much about the "why" of the major plot points of this adventure, which I think the way it was primarily intended to be run. When you can just run it as a standalone episodic game, you can just dive into the weird fantasy stuff and not have to worry too much about tying it into a story. So in that regard, prepping it for the table wasn't very difficult at all. It suffered a little bit from the DCC house style, but because I was treating it as a series of set pieces rather than a classic "dungeon crawl" that was focusing on exploration and player agency, it worked out fine. The players still had to be clever and try to figure out exactly what was going on and decide how they were going to counteract the power of the artifact, and there was some good investigation in the city between summonings, and the module includes many clues for the PCs to uncover that will help them.

What Worked?

What Didn't Work?

Final Thoughts

That last point above was starting to morph into this section, so here's a nice jarring transition for you. This module is a great example of a magical wrench that can be thrown into a campaign to send it off the rails in an exciting way, and it can even spin off into whole new directions.

You can get Neon Knights at the Goodman Games web store. Thanks for reading!

#DCC #adventure #high-level