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 Post subject: People of the Pit
PostPosted: Tue May 29, 2012 9:45 am 
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Deft-Handed Cutpurse
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Does anyone know when this module hits the street? I know JG said sometime this week and the website lists it as a June 2012 release. Does that mean Friday?

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 Post subject: Re: People of the Pit
PostPosted: Tue May 29, 2012 9:59 am 
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It shipped out to distributors last week. The USA distributors may be running behind due to Memorial Day but they should have it available to ship to stores as of today...meaning the earliest stores (physically close to their distributors and on top of ordering) should have it on sale as soon as Wednesday. As you mentioned, Friday is probably a better "general release date." I am always hesitant to quote exact dates because there is always some store somewhere that is slow placing their orders and inevitably that is the store a gamer drives 3 hours to reach! If you are driving to grab this module "first thing", make sure your store has ordered from their distributor!

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 Post subject: Re: People of the Pit
PostPosted: Tue May 29, 2012 10:04 am 
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goodmangames wrote:
It shipped out to distributors last week. The USA distributors may be running behind due to Memorial Day but they should have it available to ship to stores as of today...meaning the earliest stores (physically close to their distributors and on top of ordering) should have it on sale as soon as Wednesday. As you mentioned, Friday is probably a better "general release date." I am always hesitant to quote exact dates because there is always some store somewhere that is slow placing their orders and inevitably that is the store a gamer drives 3 hours to reach! If you are driving to grab this module "first thing", make sure your store has ordered from their distributor!


Thanks for the speedy response. I'm willing to bet the Compleat Strategist got it. They're pretty on top of their releases, so much that they had DCC RPG on Monday the 21st, both normal and limited editions with Doom of the Savage Kings.

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 Post subject: Re: People of the Pit
PostPosted: Tue May 29, 2012 10:53 am 
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Neat, any news on the PDF?


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 Post subject: Re: People of the Pit
PostPosted: Tue May 29, 2012 12:20 pm 
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I was right. I have a shiny new copy of it in my bag. Probably won't get to run this for a little while.

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 Post subject: Re: People of the Pit
PostPosted: Wed May 30, 2012 5:44 pm 
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Location: Devon, England
Got my copy!

Image

:lol:


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 Post subject: Re: People of the Pit
PostPosted: Wed May 30, 2012 6:01 pm 
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It's available now on DTRPG/RPGNow, by the way. :)

Colin


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 Post subject: Re: Tentacles everywhere !
PostPosted: Thu May 31, 2012 5:14 am 
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Location: Newcastle, England
Bought it, had a read thru and - bloody hell, it's the most gonzo 1st Level adventure evah *applause*

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 Post subject: Re: People of the Pit
PostPosted: Thu May 31, 2012 7:17 am 
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I love the cover. I haven't had a chance to give it a read through as I'm prepping to run a second Sailors game this week and then Doom of the Savage Kings the following. I plan to use it as the adventure that pushes my group into level 2, should they survive that is.

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 Post subject: Re: People of the Pit
PostPosted: Thu May 31, 2012 5:06 pm 
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Joined: Mon Jan 06, 2003 6:19 pm
Posts: 527
just finished reading level 1... Slimy Bobugbubilz! This thing looks lethal. I'm afraid to read further...and yet I must.

Oh, and I may be too blind to see it, but I suspect there's a hidden message in the maze...

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 Post subject: Re: People of the Pit
PostPosted: Thu May 31, 2012 8:33 pm 
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Got one today (along with some funky dice). Really love the cover ... the adventure and premise is interesting. I've been gaming for awhile - haven't quite seen that premise yet. :)


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 Post subject: Re: People of the Pit
PostPosted: Sat Jun 02, 2012 9:53 am 
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Bisikoff wrote:
Got one today (along with some funky dice). Really love the cover ... the adventure and premise is interesting. I've been gaming for awhile - haven't quite seen that premise yet. :)


If I pick up a copy, should I hold off on reading it for a while?


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 Post subject: Re: People of the Pit
PostPosted: Sat Jun 02, 2012 6:59 pm 
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bmonroe wrote:
Bisikoff wrote:
Got one today (along with some funky dice). Really love the cover ... the adventure and premise is interesting. I've been gaming for awhile - haven't quite seen that premise yet. :)


If I pick up a copy, should I hold off on reading it for a while?

Yes, if possible. :) I'd like to play through Doom and People.


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 Post subject: Re: People of the Pit
PostPosted: Sun Jun 03, 2012 9:34 pm 
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Bisikoff wrote:
bmonroe wrote:
Bisikoff wrote:
Got one today (along with some funky dice). Really love the cover ... the adventure and premise is interesting. I've been gaming for awhile - haven't quite seen that premise yet. :)


If I pick up a copy, should I hold off on reading it for a while?

Yes, if possible. :) I'd like to play through Doom and People.


I'm in.


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 Post subject: Re: People of the Pit
PostPosted: Mon Jun 11, 2012 12:59 pm 
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Joined: Wed May 10, 2006 1:22 pm
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Location: Savannah, Georgia
Hey guys - would the cultists all use Crit Table I and roll 1d4 for their crit die? What about a Yellow-robed Cultist (Table III, 1d10 crit die)?


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 Post subject: Re: People of the Pit
PostPosted: Fri Jul 13, 2012 11:45 am 
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Anyone have any write-ups/reviews of this module? I'm interested in running it after the funnel, I think.

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RoM pbp:
Hamun Ry (Wiz 4)
Str 10 Agi 15 (+1) Sta 11 Per 11 Int 17 (+2) Luc 10 (Unholy House). Align: C. AC: 14. HP: 13. Melee +1, Ranged +2. Crit: d8, I. Save: Ref +5, Fort +3, Will +4.
Spells: 1: Choking Cloud, Comprehend Languages, Detect Magic (odd crystal growths), Magic Missile (mirror images), Runic Alphabet (Mortal) (ravenously hungry), Ventriloquism (rain of frogs)
2: Detect Invisible, Levitate (extremely difficult, d14), Mirror Image (20% chance to raise/lower luck by 1d3 points).
Equip: Ring of the Sand Djinn: +2 AC/saves, Invisibility for 1min/spellburn point, or unmake for great, unknown effect. Padded Armor, Longsword, Longbow, quiver w/20 steel-tipped arrows, 10 silver-tipped arrows, backpack, spellbook, quill and ink, sturdy parchment (10 sheets), 5 days rations, high leather boots, belt w/ belt pouch, gray robe, dark gray hooded cloak. Also carries 3 small mechanical toys: wind-up mouse, wooden puzzle cube, small jewelry box that plays a little tune.


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 Post subject: Re: People of the Pit
PostPosted: Sun Jul 15, 2012 8:02 am 
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I might run it today (that or DotSK). If so, the review will go up on my blog sometime this week.

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 Post subject: Re: People of the Pit
PostPosted: Sat Sep 15, 2012 5:46 pm 
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I am in the midst of running this adventure now. So far so good. I have a full adventure write-up going on at: worldoferoc.blogspot.com

No one has died yet, we had two close calls but luck was burned on one and a Cleric healing saved the second. I do anticipate the 2nd session will result in at least a couple of deaths.

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 Post subject: Re: People of the Pit
PostPosted: Thu Oct 25, 2012 1:59 pm 
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Finally got around to posting on this one! http://ravencrowking.blogspot.ca/2012/1 ... f-pit.html

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SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.


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 Post subject: Re: People of the Pit
PostPosted: Thu Oct 25, 2012 2:10 pm 
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Colin wrote:
Got my copy!

Image



I like that cover!


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 Post subject: Re: People of the Pit
PostPosted: Wed Nov 07, 2012 2:01 pm 
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Joined: Mon Apr 02, 2007 12:46 pm
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I'm mid-way through GMing this adventure. I had been DMing Pathfinder for about 5 years (and that *other* game for years before that). This is only the second time I have GM'ed Dungeon Crawl Classics RPG (DCC), and let me tell you, I'm have a BLAST. I haven't had this much fun GMing since the blue (basic) boxed set!

A few things stand out:
- So easy to GM (simple to hand out XP, no massive stat blocks, no complex feat lists to memorize, etc).
- The players make the story, not the stats on the paper.
- Randomness of magic. In theory I didn't like this - but in play it is fantastic.
- Each encounter area is part of the story (hated meaningless encounters, only there to give an xp quota)
- Ability to easily change things on the fly. In P.F. I had to always worry about balance, or correct amounts of skills/spells/feats/etc. But in DCC it is a breeze to be 'creative'. For example, I did the following changes:

I (quickly) re-tooled this adventure to be in the underdark (easy to say the 'pit' is in a crevass). And all the cultists are newly formed illithids/mind flayers. Imagine the horror on my players faces when they 'stumbled' upon a breeding pit for illithids! (They screemed out "do you realize we are only 1st-level"...hahahah) And the Octo-masses are the parasitic ways they breed (very similar to the 'Aliens' movies - and not completely unlike the traditional ceremorphosis)! With a few creative changes, the Pit-Beast is the new 'Elder Brain'.

Thanks Goodman Games for bringing the 'fun' back to GMing!


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 Post subject: Re: People of the Pit
PostPosted: Wed Mar 06, 2013 2:47 pm 
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Joined: Tue Jan 17, 2012 2:30 am
Posts: 18
Location: Lille, France
Hello,

I maybe spot a mistake in the module.

There are two stat for octo-mass in the module.

First gray-robed cultist : Init -2; Atk tentacle rake +0 melee (1d3); AC 6; HD 1d4; hp 1 each; MV 20’; Act 1d20; SV Fort -1, Ref -2, Will -2; AL C.
Weak gray-robeb cultist : Init -4; Atk tentacle rake -2 melee (1d3-2); AC 4; HD 1d4; hp 1; MV 20’; Act 1d20; SV Fort -3, Ref -4, Will -4; AL C.

After it is sometime the first and sometime the second. I think it should be always the first.

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