Review: Colossus Arise
High Level DCC
Colossus Arise is currently the highest level DCC module published by Goodman Games. It’s the only level 8 adventure, and unless you want to count Crypt of the Devil Lich (which you may not since its a tournament style adventure), there’s not even a level 7 adventure! Since The 10th Doomstar is about to crowdfund, I thought that I’d like to take some time to officially review Colossus Arise. I’ve run it twice so I certainly have some opinions. But I will keep keep you holding on with baited breath: it’s pretty dang good! I wouldn’t have run it a second time if I didn’t like it! Spoilers ahead, fellow judges!
Premise
A city and its 12’ tall peoples, unseen for ages, has made themselves rediscovered. A few adventure hooks are provided, but the task is the same no matter what. Quest to the city of giants that emerged from the sands and discover how to end this threat once and for all.
Overview
The opening descriptive text includes tales about long past ages of man, which are full of inspiration but also described as perhaps not entirely factual. I like this kind of lore building that simultaneous acknowledges the the judge’s authority. The adventure hooks are well written, the adventure really wants you to begin at the city of giants but does have Appendix B: Desert Encounters if you want to play out anything prior to that. They feel evocative and solid for what they are: an optional appetizer to the adventure.
Before we get to the main portion of the review, I’ll take a moment to state that the illustrations and cartography is just as good as ever with Goodman Games products. We also have several great handouts. But we also have the same layout issues as ever. For example, page 11 (a right-side page) ends mid enemy stat-clock, then next page is an awesome full page piece, and then the stat block finishes on page 13. While that may be the most egregious example, its not the only one. But I will also say that not every page spread suffers from these layout sins.
Back to the adventure, the PCs are expected to explore the ruins of the city. At 8th level, they have a number of options, both magical and mundane. A Fly or Invisibility spell, decent hirelings, the thief’s amazing steal abilities, or any number of magical items gained through campaign play could make this relatively easy. Nonetheless, we have some good content here that is fairly malleable to the PCs’ actions. Its quite intentional that the PCs’ have little risk here. But once they find Area 1-1 (War Camp) then the risk elevates and you are at the start of the proper adventure. This is not a place for direction attacks, as there are hundreds of giants waiting here. This place functions as a means of making the player think around problems, something that they’ll have to do a few times during this adventure. But the next Area 1-2 is an intended combat area, and a very fun one at that. If the players aren’t getting creative with solutions like casting transmute earth to create their own entrance, Area 1-2 guards the only entrance into the temple.
The upper level of the Temple (Areas 1-3 to 1-5) offer some interesting challenges, combats, and two potential ways of reaching deeper levels within the temple. While well written, they are not the sections that I found most personally memorable. Though the combat in Area 1-5 does offer a very fun and unique mix of combat, trap, and puzzle.
Level 2 of the temple has 6 distinct locations on the second map and 2 more on the thrid map, but each are well executed. Area 2-1 mostly serves to provide flavor and a moment of respite before the adventure throws more at the PCs. 2-2 has 4 doors with different effects, similar (but not too similar) to another area that Harley Stroh wrote into Jewels of the Carnifex. All these doors are terrible! There’s a secret fifth door that the PCs must locate, otherwise they need to brave the burning passage from Areas 1-4 to 2-1A. There’s a bit more in this Area, but I can’t exhaustively detail it. Area 2-4 is a magical trap that preyed upon those who have experienced magical corruptions. Love the concept at play here. Area 2-5 continues to target corrupted casters, throwing difficult Will saves or eventually becoming completely mad. However, at 8th level you should be ready for some mean traps and monsters. Besides, a cleric has the ability to reverse things like permanent madness.
As a reward for braving these dangers, PCs may find the some very power artifacts of chaos. Some parties might not want to use these (with good reason). The Rod of Cadixtat allows you to easily enthrall the weak and provides a bonus to cleric spell checks, though it will change your alignment to chaos. The Horn of Chaos can be used to summon demons that will aid you... for a price. And Whispblade is a shard of Cadixtat’s broken axe that morph into the wielder’s preferred weapon. However, they need to make a DC 15 Will save or the PC vanish with their soul being sucked into the weapon. But a success gets them a +3 weapon that gets bumped up to +5 if you’re fighting creatures from the plane of law. Plus, it has a gnarly crit effect that involves contested Will saves between the wielder and the target, though I won’t quite spoil the effect.
Area 2-6 represents another area that throws massive amounts of enemies at the PCs and hopes that they are smart enough to figure out that straight combat is not the solution. That said, the adventure continues to telegraph this pretty well to the players. Hundreds of worm-men and a massive hel-ooze attack the PCs. A solid “cause earthquake” spell, some truly mighty deeds, or a number of other 8th level abilities can allow the PCs to cross the room and get to the penultimate room. Area 2-7 is a respite before the finale area. It is a fairly simple puzzle that I will openly admit that I used as inspiration for a similar kind of room found within The Conquest of Chaos. Really enjoy this spot.
Area 2-8 holds the final encounter, and it is fortunately described upon a single page! The Handmaiden of Cadixtat (as a reminder, these are all giants) is performing a sacrificial ritual while a chaos champion defends her. If the Handmaiden slays all the martyrs, Cadixtat’s brain awakens from one of the massive canopic jars in this room and attempts to dominate a PC each round. This is a great way to arrange a combat for a finale. The combat essentially has an “A plot” (kill the bad guys) and a “B plot” (a ritual that makes things harder). Plus, the room has some environmental aspects to it with a pool in the center and the canopic jars in a raised area.
But wait, there’s more! Perhaps you skip this if your session is bumping up agains tthe allotted time, but the ritual can have awakened the headless body of Cadixtat! The 100’ tall corpse wanders the desert, destroying all that it encounters. Traditional combat is *highly* unlikely to work. The adventure suggests that the PCs use unconventional solutions, and suggests different ways that Whispblade, the Rod of Cadixtat, or the Horn of Chaos may be used to accomplish this.
Criticisms
The adventure could better call out or suggest unconventional solutions to different presented situations.
There are several spots where literally hundreds of enemies are thrown against the PCs. Reworking these stat blocks to make it a “swarm” of giants or worm-men would make it much easier to run these encounters for the judge.
While the numerous adventure hooks are great, a more defined beginning might better serve some judges.
There are no notable roleplay opportunities.
Compliments
Excellent mixture of combat, trap, and puzzle. It helps each area feel unique and memorable.
Threats that offer real danger and really cool treasure.
Great pacing from area to area. Harley always seems to nail this!
A finale fitting of the adventure. The entire adventure is a great example of what high level DCC can offer.
Summary
While 8th level can be intimidating to both players and judges, this is a great adventure. Though some layout missteps make it a touch harder to prep/run at the table that it could be, its not overly difficult, nor does it feel overwritten for a DCC product. Readers may very well have this one from some Humble Bundle or gathering dust on your shelf. Take a look at this adventure and schedule a one-shot!
What’s your favorite high level adventure?







Nice review. I only play funnels and level 1 adventures until now. I'm trying to use most of the oficial modules and get levels as RAW as possible.