Adventures that feature traps and puzzles over combat

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rickyh
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Adventures that feature traps and puzzles over combat

Post by rickyh »

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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CharlieRock
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Post by CharlieRock »

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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double-c
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Post by double-c »

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.
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Post by Omote »

Hello Double-C. GAH! I keep meaning to pick up Death Frost Doom! One day, one day.
~O
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Sir Osis of Liver
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Post by Sir Osis of Liver »

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.

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Sir Osis of Liver
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Post by Sir Osis of Liver »

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.

double-c
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Post by double-c »

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.

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nwelte1
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Post by nwelte1 »

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.

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Post by serleran »

Grimtooth's Dungeon of Doom. Also, Deathtrap Dungeon.
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Fiffergrund
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Post by Fiffergrund »

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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CharlieRock
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Post by CharlieRock »

serleran wrote:
Grimtooth's Dungeon of Doom. Also, Deathtrap Dungeon.

That's a great one!
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