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The Revelation of Mulmo DCC RPG $9.99 $5.00
Average Rating:4.3 / 5
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The Revelation of Mulmo DCC RPG
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The Revelation of Mulmo DCC RPG
Publisher: Dragons Hoard Publishing
by Ivan S. [Verified Purchaser]
Date Added: 02/07/2018 12:51:50

This is an excellent modue. Very evocative and DCC. Uses time shifts in a way that fits in well with the literature. A great use of elves as otherwordly, not-nice fey rather than the bland D&D version.

Perfect way to send a party on a legitimate quest to resurrect a fallen comrade. So much better than plunking down gold and using a 50% off coupon to get raise dead spell from cleric. Be warned, however, the titular patron is tricky, and a party that isn't careful can easily fail. Mulmo wants his moon sage servant raised, not the PC.

My party ended the module in fine style through judicious use of Second Sight. They came up with a plan to raise their fallen comrade (a thief packed in salt and wrapped and sewn in canvas) at the same time as Mulmo's servant by binding, gagging, and eventually abandoning the latter, much to his distress.

The thief made it out, but the party paid dearly. Not one, but two halflings were lured into a faerie realm to cavort with nymphs for several decades (happy no doubt, but effectively dead). A wizard also aged something like 30 years after casting a spell. Various major corruptions were suffered from astrolabe/machiney-things. So basically a great module.

The only thing that didn't sit well with my group was a seemingly abandoned baby. This device may work for some, but we've got a couple of new dads and I generally run a pretty lighthearted, nonserious game. When I described the baby laying in its crib I could see the uncomfortable looks passing around the room -- just the idea that an infant might come to harm was obviously too much. I ultimately handwaved it away. It disappeared on some pretext.

Wonderful fun though. I'm sort of amazed that I haven't run much of Bishop's other stuff -- but it's only because there's such an embarrassment of riches with all the great DCC stuff out there right now.



Rating:
[5 of 5 Stars!]
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The Revelation of Mulmo DCC RPG
Publisher: Dragons Hoard Publishing
by Noah S. [Verified Purchaser]
Date Added: 03/20/2014 21:58:13

Tons of fun stuff in here. A new batch of patrons, a fay and highly dangerous and interesting location, lots of new monsters, some heavy duty artifacts, a new playable race (sort of a theme in Mr. Bishop's works, lately). A wide range of subtle references to fantasy lore (even some Disney!).

My favorite part is its treatment of elves as dangerous and untrustworthy alien entities, and to a one, every elf encountered in this locale ought to be eyed askance. Most level 4 DCC characters are going to be pretty sturdy types but this one seems like it would put even a stout group of heroes through its paces...

Nicely written and illustrated, nicely laid out. All around worth a purchase, on sale or no. Enough good original material to merit a week of reading and plenty of play



Rating:
[5 of 5 Stars!]
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The Revelation of Mulmo DCC RPG
Publisher: Dragons Hoard Publishing
by erik f. t. t. [Featured Reviewer]
Date Added: 06/07/2013 07:08:38

Learn from me - print out the maps to The Revelation of Mulmo before you start reading the meat of the adventure. With smaller adventures, the visual of the map isn't always necessary, but in this case you'll go from scratching your head to "holy shit! now I see how it works!" in one fell swoop. As I said, learn from me ;)

The Revelation of Mulmo is a bit of a switch from the usual DCC RPG adventures that one normally finds.

Firstly, it is for level 4 adventurers, which is generally at the higher end of what one finds for DCC. Then again, DCC seems to have a fairly high attrition rate among characters, so the preponderance of lower level adventures makes sense.

Secondly, it has a Patron woven very directly into the story - one of the PCs will be hearing voices in his head. Actually, this adventure is very Patron driven. Patrons are one of the more unique parts of the DCC system, and I enjoy seeing it get some good mileage. +Daniel Bishop gets some very good mileage from it. Well done :)

Thirdly, it's a long adventure, both page-wise (about 50 of the 76 pages are dedicated to the adventure itself - the rest are maps and Patrons) and I expect play-wise. I'm guessing there are a good 2-3 sessions in here easily.

It has a nice balance between roleplay, DC checks, combat and thinking. the DCC RPG is a very lethal game, and The Revelation of Mulmo is no exception. Well, except that there are events that may remove a character from play, but may not actually kill him and he may spend years someplace but still be waiting for the party when the survivors finish. Wait, I didn't mention the time thing, did I? Well, forget I even mentioned it - or that I didn't.

Be forewarned - The Revelation of Mulmo is not something you are going to read two hours before game time and be able to run it with any sort of authority. It's not a complicated adventure but it is far from simple and it will play much better with a ref that is well prepared. For the review I did a skim and then a read through. I'd need a second read through at least before saying I had the knowledge to run it.

+Daniel Bishop has been challenging his readers of late by keeping off the beaten path (Stars in the Darkness is a recent example) and The Revelation of Mulmo is no different. Well no, that's not quite right - it is very different (and extremely good) in a different way.

Why four stars and not five? Because it requires the GM to prepare to run it effectively, and some folks just wont do that. Those that don't will find their experience poorer for the omission.



Rating:
[4 of 5 Stars!]
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