Adventures that feature traps and puzzles over combat
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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Can you recommend any of the current published modules for this?
As a secondary question, anyrelease date on the CKG?
_________________
"Knowledge, logic, reason, and common sense serve better than a dozen rule books."
-- E. Gary Gygax
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CharlieRock
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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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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.
_________________
The Rock says ...
Know your roll!
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!
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!
- Omote
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Hello Double-C. GAH! I keep meaning to pick up Death Frost Doom! One day, one day.
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- Sir Osis of Liver
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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.
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.
- Fiffergrund
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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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