Dungeon Interludes
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Author
Contributions
- Chuck Whelon - Cover Art
- Brad McDevitt - Cover Art
- Ian Armstrong - Interior Design
- Stacy Drum - Interior Design
- Jason Edwards - Interior Design
and 8 more
- Tom Galambos - Interior Design
- Friedrich Haas - Interior Design
- James Holloway - Interior Design
- Cliff Kurowski - Interior Design
- Brad McDevitt - Interior Design
- Jesse Mohn - Interior Design
- Chris Watkins - Interior Design
- Jeremy Simmons - Cartographer
Publication
2006 - Goodman Games
Language
English
Word Count
22,000 words, Guess
Page Count
88 pages
Physical Format
Paperback
Identifiers
- Open LibraryOL8587441M
- ISBN-139780976314202
- ISBN-100976314207
- Goodreads2332435
- LibraryThing1967270
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
Subjects
Series Statement
- Dungeon Crawl Classics, 14
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