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PostPosted: Sat Jan 23, 2016 2:44 pm 
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Ill-Fated Peasant
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Joined: Tue Jul 11, 2006 6:29 am
Posts: 3
Location: Lovecraft Country
My pathfinder group is very experienced in dungeon crawls. Knowing my campaign was going to be rife with tombs and undead, (ncluding Malice of the Medeusa, and The Dread Crypt of Srihoz), have becoming excellent trapsmiths. What a lovely surprise to get into Crypt of the Devil Lich and discover that not all the traps can be avoided with rolls. Last week, they encountered the flesh golems with the hell-wasp swarms. And it was AWESOME. With really only one character able to hurt the swarms, the other two characters had to run around getting stung so that the fire-throwing oracle wouldn't get constantly stung and die.

Heh. Not all the traps are detectable with a roll. Love that. Very creative. Thanks for the fun, guys.

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PostPosted: Tue Apr 05, 2016 12:34 pm 
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Deft-Handed Cutpurse
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Joined: Mon Jul 27, 2015 3:47 am
Posts: 202
FLGS: Game Kastle
Oh wow, that's an old school 3.5e DCC module. I'll have to check it out!


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PostPosted: Tue Apr 05, 2016 1:16 pm 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 2860
Location: Left Coast, USA
FLGS: Bizarro World
Nightbay wrote:
Not all the traps are detectable with a roll.

No traps are detectable with a roll. :wink:

You have to search and do stuff, and the roll says you were successful or not... 8)

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be DCC Monsters

VOORAK, L, Hunter, S10, A12, Sm10, P6, I13, L13, AC 10, HP 3, Spear +0 1d8, Init 0; R 0, F 0, W -1, Holy water, Pelt, 3 iron spikes, 50' rope, 3d ration, 4-leaf clover (Find secret doors) (+1), Com +1

SARKLA, C, Gatherer, S9, A14, Sm14, P15, I14, L8, AC 11, HP 4, Knife +0 1d4, Init 1, R 1, F 1, W 1, Chest, Basket of veggies, 2d ration, lg sack, 1lb herbs, waterskin, torch, Seventh son (Spell checks), Com +1

TARR, C, Hunter, S14, A11, Sm15, P13, I7, L7, AC 10, HP 3, Spear +1 1d8+1, Init 0, R 0, F 1, W 1, Holy water, Pelt, 4 torch, flint/steel, 1d ration, sm sack, 10' chain, torch, Fox's cunning (traps), Com

TELVA, RIP


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PostPosted: Wed Apr 27, 2016 11:18 am 
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Ill-Fated Peasant
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Joined: Tue Jul 11, 2006 6:29 am
Posts: 3
Location: Lovecraft Country
Finished it last night. Managed to loose two characters in the same night, both from the same player. After that, they were more careful.

Ultimately, Chelychia nearly got out. She'd managed to maze the barbarian, and had power word stunned the oracle, and had two rounds to take care of the rogue. But the barbarian rolled a 19 and got out of the maze. Ah well.

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