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Adventures that feature traps and puzzles over combat 
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Ungern

Joined: Tue Jun 27, 2006 7:00 am
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Post Adventures that feature traps and puzzles over combat
My wife is going to take ont he mantle of DM or the first time. We've selected C&C to play with a small group. She would like to run an adventure that emphasizes/features traps an puzzles and other encounters rather than combat. Keep in mind, not devoid of combat. Imagine a tond down tombo of horrors, where it was more puzzle and trapped based then straight up combat.

Can you recommend any of the current published modules for this?

As a secondary question, anyrelease date on the CKG?
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Mon Jan 25, 2010 3:14 am
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Lore Drake

Joined: Sun Sep 24, 2006 7:00 am
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Have you checked out :
http://www.cloudkingdom.com/Products/Cl ... books.aspx

Cloud Kingdom Games: Riddle Room #1 Dungeon Dilemmas

You can stick those a la carte into any module. I used a few last game session. Plus they come with special copy pages you can run-off and hand to your players with the hints more visually presented.

Goodman Games made some C&C modules and their old series Dungeon Crawl Classics was renown for puzzles as well as combat challenges.
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Wed Jan 27, 2010 2:12 am
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Ungern

Joined: Thu Jan 28, 2010 8:00 am
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I can highly reccomend the Grinding Gear and Death Frost Doom available at DriveThru RPG.

The Grinding Gear is trap specific, Death Frost Doom is exploration/horror with combat at the end. Both are well written and fun to read, the Author has a great sense of dungeon humor from the Narrators side of the screen.

I've only run Death Frost Doom, but I can say it's the single greatest dungeon crawl I've had the pleasure to scare the crap off my players with.
oh and hi Troll Lord game forums!


Thu Jan 28, 2010 9:07 pm
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Battle Stag
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Hello Double-C. GAH! I keep meaning to pick up Death Frost Doom! One day, one day.
~O
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Fri Jan 29, 2010 12:55 am
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Unkbartig
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Honestly, I'd pick up Towers of Adventure and stock something with however many traps you'd like. Great resource that should be on everybody's shelf.


Fri Jan 29, 2010 2:45 am
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Unkbartig
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Honestly, I'd pick up Towers of Adventure and stock something with however many traps you'd like. Great resource that should be on everybody's shelf.


Fri Jan 29, 2010 2:54 am
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Ungern

Joined: Thu Jan 28, 2010 8:00 am
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Quote:
Omote wrote:
Hello Double-C. GAH! I keep meaning to pick up Death Frost Doom! One day, one day.
~O



Best 5 bucks I ever spent, the module only takes a few hours to read. I even thanked the Author personally after reading it, I was that impressed.


Fri Jan 29, 2010 4:31 am
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Lore Drake
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Tomb of Horrors
Oh wait that is trap, traps, and death.

Doesn't TLG's Fingers of the Forsaken Hand have a good mix of traps and combat? Don't have the module right in front of me but I remember being pretty impressive.

I second Towers of Ad. for trap ideas. I would also suggest a look through Engineering Dungeons.

The 4e DM guide also has interesting trap ideas one could steal.


Thu Feb 04, 2010 7:46 pm
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
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Grimtooth's Dungeon of Doom. Also, Deathtrap Dungeon.
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Thu Feb 04, 2010 7:49 pm
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Lore Drake
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Quote:
nwelte1 wrote:
Doesn't TLG's Fingers of the Forsaken Hand have a good mix of traps and combat? Don't have the module right in front of me but I remember being pretty impressive.



Why thank you.
I wouldn't recommend Fingers for a new CK though. It requires some juggling and a new CK might do better with a lower-level adventure without all of the high-powered creatures and environmental effects.
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Fri Feb 05, 2010 3:49 pm
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Lore Drake

Joined: Sun Sep 24, 2006 7:00 am
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Quote:
serleran wrote:
Grimtooth's Dungeon of Doom. Also, Deathtrap Dungeon.



That's a great one!
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Fri Feb 12, 2010 4:23 pm
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