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Dungeon Crawl Classics #14: Dungeon Interludes

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$11.99
$6.00
Description:

Six adventures for character levels 1-13

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

This module is a collection of six related adventures designed to be played nonconsecutively over the course of a campaign. Each adventure builds on the one before it, but is complete and stand-alone. This allows the DM to weave an ongoing plot line into his larger campaign, which gets revealed bit by bit, one episode at a time. As the heroes progress in level, they slowly uncover a great plot by an ancient summoner to forge the Oculum Infernae, a terrifying artifact that will allow him to read the heavens with perfect clarity. Only by stopping his efforts can the heroes ensure that the evil wizard won't summon an army of unspeakable terror!

If you enjoy this adventure, look for the rest of the Dungeon Crawl Classics series!

Features:

  • A new approach to adventures: six stand-alone modules designed to be played at different times in a campaign, which slowly weave a connected storyline
  • Each adventure can be played on its own, or they can be tied to the larger metaplot
  • Six separate adventures each with its own distinct theme, including such unique settings as a paladin's burial sanctuary, the lair of a xill trophy hunter, and a wizard's tower sinking into a tar pit
  • A climactic finale where the PCs must stop an evil summoner from bringing an army of devils into the world

Writer: Jason Little
Front Cover Artist: Chuck Whelon
Back Cover Artist: Brad McDevitt
Interior Artists: Ian Armstrong, Stacy Drum, Jason Edwards, Tom Galambos, Friedrich Haas, James Holloway, Cliff Kurowski, Brad McDevitt, Jesse Mohn, Chris Watkins
Cartographer: Jeremy Simmons

GMG5013. 88 pages.

 
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Reviews (5)
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Reviews
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October 5th, 2011
This DCC is an excellent resource for ideas for between adventures. They're more than just 'regroup at the tavern and go see what the boss/Laird/Priest wants.' [...]
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November 26th, 2006
For those longing the "good ole' days" of dungeon crawls, this is an excellent work. LIKED: Very well laid out and the production quality of the maps and hand outs is very well done. I also like the content of the dungeons. [...]
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September 20th, 2006
I have a group which games once a month, if we are lucky (older group, some of us have kids, others are workaholics, so 2x/mo. is not an option). Long single dungeons are a problem, bc we never get thru a large one in one sitting, and even with a good [...]
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July 28th, 2005
I really like the idea of having a set of adventures that are not linearly following in each other's footsteps but do continue a plotline. Unfortunately, this product does have it's difficulties. LIKED: I've read the adventures, and played o [...]
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May 8th, 2005
6 loosely linked short adventures (with around 10 elements each) and 16 handouts to form the backbone of a campaign ranging from 1st to 13th level. a one of a kind product and a damn good one at that. LIKED: Short, easily placed adventures [...]
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Product Information
Electrum seller
ISBN
1-30000-028-9
Publisher Stock #
GMG5013
File Size:
8.71 MB
Format
Original electronic
Scanned image
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Original electronic format
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File Last Updated:
November 12, 2013
This title was added to our catalog on March 11, 2005.
Publisher Info
Goodman Games
Goodman Games
Publisher Average Rating